godot/editor/plugins/visual_shader_editor_plugin.cpp

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2018-08-29 20:38:13 +00:00
/*************************************************************************/
/* visual_shader_editor_plugin.cpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */
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/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
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#include "visual_shader_editor_plugin.h"
#include "core/io/resource_loader.h"
#include "core/os/input.h"
#include "core/os/keyboard.h"
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#include "core/project_settings.h"
#include "editor/editor_properties.h"
#include "scene/animation/animation_player.h"
#include "scene/gui/menu_button.h"
#include "scene/gui/panel.h"
#include "scene/main/viewport.h"
#include "scene/resources/visual_shader_nodes.h"
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Control *VisualShaderNodePlugin::create_editor(const Ref<VisualShaderNode> &p_node) {
if (get_script_instance()) {
return get_script_instance()->call("create_editor", p_node);
}
return NULL;
}
void VisualShaderNodePlugin::_bind_methods() {
BIND_VMETHOD(MethodInfo(Variant::OBJECT, "create_editor", PropertyInfo(Variant::OBJECT, "for_node", PROPERTY_HINT_RESOURCE_TYPE, "VisualShaderNode")));
}
///////////////////
void VisualShaderEditor::edit(VisualShader *p_visual_shader) {
if (p_visual_shader) {
visual_shader = Ref<VisualShader>(p_visual_shader);
} else {
visual_shader.unref();
}
if (visual_shader.is_null()) {
hide();
} else {
_update_graph();
}
}
void VisualShaderEditor::add_plugin(const Ref<VisualShaderNodePlugin> &p_plugin) {
if (plugins.find(p_plugin) != -1)
return;
plugins.push_back(p_plugin);
}
void VisualShaderEditor::remove_plugin(const Ref<VisualShaderNodePlugin> &p_plugin) {
plugins.erase(p_plugin);
}
void VisualShaderEditor::add_custom_type(const String &p_name, const String &p_category, const Ref<Script> &p_script) {
for (int i = 0; i < add_options.size(); i++) {
ERR_FAIL_COND(add_options[i].script == p_script);
}
AddOption ao;
ao.name = p_name;
ao.script = p_script;
ao.category = p_category;
add_options.push_back(ao);
_update_options_menu();
}
void VisualShaderEditor::remove_custom_type(const Ref<Script> &p_script) {
for (int i = 0; i < add_options.size(); i++) {
if (add_options[i].script == p_script) {
add_options.remove(i);
return;
}
}
_update_options_menu();
}
bool VisualShaderEditor::_is_available(int p_mode) {
int current_mode = edit_type->get_selected();
if (p_mode != -1) {
switch (current_mode) {
case VisualShader::TYPE_VERTEX:
current_mode = 1;
break;
case VisualShader::TYPE_FRAGMENT:
current_mode = 2;
break;
case VisualShader::TYPE_LIGHT:
current_mode = 4;
break;
default:
break;
}
int temp_mode = 0;
if (p_mode & VisualShader::TYPE_FRAGMENT) {
temp_mode |= 2;
}
if (p_mode & VisualShader::TYPE_LIGHT) {
temp_mode |= 4;
}
if (temp_mode == 0) {
temp_mode |= 1;
}
p_mode = temp_mode;
}
if (p_mode != -1 && ((p_mode & current_mode) == 0)) {
return false;
}
return true;
}
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void VisualShaderEditor::_update_options_menu() {
node_desc->set_text("");
members_dialog->get_ok()->set_disabled(true);
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String prev_category;
String prev_sub_category;
members->clear();
TreeItem *root = members->create_item();
TreeItem *category = NULL;
TreeItem *sub_category = NULL;
String filter = node_filter->get_text().strip_edges();
bool use_filter = !filter.empty();
Vector<String> categories;
Vector<String> sub_categories;
int item_count = 0;
int item_count2 = 0;
bool is_first_item = true;
for (int i = 0; i < add_options.size() + 1; i++) {
if (i == add_options.size()) {
if (sub_category != NULL && item_count2 == 0) {
memdelete(sub_category);
--item_count;
}
if (category != NULL && item_count == 0) {
memdelete(category);
}
break;
}
if (!use_filter || add_options[i].name.findn(filter) != -1) {
if (prev_category != add_options[i].category) {
if (category != NULL && item_count == 0) {
memdelete(category);
}
item_count = 0;
prev_sub_category = "";
category = members->create_item(root);
category->set_text(0, add_options[i].category);
category->set_selectable(0, false);
if (!use_filter)
category->set_collapsed(true);
}
if (add_options[i].sub_category != "") {
if (prev_sub_category != add_options[i].sub_category) {
if (category != NULL) {
if (sub_category != NULL && item_count2 == 0) {
memdelete(sub_category);
--item_count;
}
++item_count;
item_count2 = 0;
sub_category = members->create_item(category);
sub_category->set_text(0, add_options[i].sub_category);
sub_category->set_selectable(0, false);
if (!use_filter)
sub_category->set_collapsed(true);
}
}
if (sub_category != NULL) {
if (_is_available(add_options[i].mode)) {
++item_count2;
TreeItem *item = members->create_item(sub_category);
item->set_text(0, add_options[i].name);
if (is_first_item) {
item->select(0);
is_first_item = false;
}
switch (add_options[i].return_type) {
case VisualShaderNode::PORT_TYPE_SCALAR:
item->set_icon(0, EditorNode::get_singleton()->get_gui_base()->get_icon("float", "EditorIcons"));
break;
case VisualShaderNode::PORT_TYPE_VECTOR:
item->set_icon(0, EditorNode::get_singleton()->get_gui_base()->get_icon("Vector3", "EditorIcons"));
break;
case VisualShaderNode::PORT_TYPE_BOOLEAN:
item->set_icon(0, EditorNode::get_singleton()->get_gui_base()->get_icon("bool", "EditorIcons"));
break;
case VisualShaderNode::PORT_TYPE_TRANSFORM:
item->set_icon(0, EditorNode::get_singleton()->get_gui_base()->get_icon("Transform", "EditorIcons"));
break;
case VisualShaderNode::PORT_TYPE_COLOR:
item->set_icon(0, EditorNode::get_singleton()->get_gui_base()->get_icon("Color", "EditorIcons"));
break;
default:
break;
}
item->set_meta("id", i);
}
}
} else {
if (category != NULL) {
if (_is_available(add_options[i].mode)) {
++item_count;
TreeItem *item = members->create_item(category);
item->set_text(0, add_options[i].name);
switch (add_options[i].return_type) {
case VisualShaderNode::PORT_TYPE_SCALAR:
item->set_icon(0, EditorNode::get_singleton()->get_gui_base()->get_icon("float", "EditorIcons"));
break;
case VisualShaderNode::PORT_TYPE_VECTOR:
item->set_icon(0, EditorNode::get_singleton()->get_gui_base()->get_icon("Vector3", "EditorIcons"));
break;
case VisualShaderNode::PORT_TYPE_BOOLEAN:
item->set_icon(0, EditorNode::get_singleton()->get_gui_base()->get_icon("bool", "EditorIcons"));
break;
case VisualShaderNode::PORT_TYPE_TRANSFORM:
item->set_icon(0, EditorNode::get_singleton()->get_gui_base()->get_icon("Transform", "EditorIcons"));
break;
case VisualShaderNode::PORT_TYPE_COLOR:
item->set_icon(0, EditorNode::get_singleton()->get_gui_base()->get_icon("Color", "EditorIcons"));
break;
default:
break;
}
item->set_meta("id", i);
}
}
}
prev_sub_category = add_options[i].sub_category;
prev_category = add_options[i].category;
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}
}
}
Size2 VisualShaderEditor::get_minimum_size() const {
return Size2(10, 200);
}
void VisualShaderEditor::_draw_color_over_button(Object *obj, Color p_color) {
Button *button = Object::cast_to<Button>(obj);
if (!button)
return;
Ref<StyleBox> normal = get_stylebox("normal", "Button");
button->draw_rect(Rect2(normal->get_offset(), button->get_size() - normal->get_minimum_size()), p_color);
}
static Ref<StyleBoxEmpty> make_empty_stylebox(float p_margin_left = -1, float p_margin_top = -1, float p_margin_right = -1, float p_margin_bottom = -1) {
Ref<StyleBoxEmpty> style(memnew(StyleBoxEmpty));
style->set_default_margin(MARGIN_LEFT, p_margin_left * EDSCALE);
style->set_default_margin(MARGIN_RIGHT, p_margin_right * EDSCALE);
style->set_default_margin(MARGIN_BOTTOM, p_margin_bottom * EDSCALE);
style->set_default_margin(MARGIN_TOP, p_margin_top * EDSCALE);
return style;
}
void VisualShaderEditor::_update_graph() {
if (updating)
return;
if (visual_shader.is_null())
return;
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graph->set_scroll_ofs(visual_shader->get_graph_offset() * EDSCALE);
VisualShader::Type type = VisualShader::Type(edit_type->get_selected());
graph->clear_connections();
//erase all nodes
for (int i = 0; i < graph->get_child_count(); i++) {
if (Object::cast_to<GraphNode>(graph->get_child(i))) {
memdelete(graph->get_child(i));
i--;
}
}
static const Color type_color[4] = {
Color::html("#61daf4"), // scalar
Color::html("#d67dee"), // vector
Color::html("#8da6f0"), // boolean
Color::html("#f6a86e") // transform
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};
List<VisualShader::Connection> connections;
visual_shader->get_node_connections(type, &connections);
Ref<StyleBoxEmpty> label_style = make_empty_stylebox(2, 1, 2, 1);
Vector<int> nodes = visual_shader->get_node_list(type);
for (int n_i = 0; n_i < nodes.size(); n_i++) {
Vector2 position = visual_shader->get_node_position(type, nodes[n_i]);
Ref<VisualShaderNode> vsnode = visual_shader->get_node(type, nodes[n_i]);
GraphNode *node = memnew(GraphNode);
graph->add_child(node);
/*if (!vsnode->is_connected("changed", this, "_node_changed")) {
vsnode->connect("changed", this, "_node_changed", varray(vsnode->get_instance_id()), CONNECT_DEFERRED);
}*/
node->set_offset(position);
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node->set_title(vsnode->get_caption());
node->set_name(itos(nodes[n_i]));
if (nodes[n_i] >= 2) {
node->set_show_close_button(true);
node->connect("close_request", this, "_delete_request", varray(nodes[n_i]), CONNECT_DEFERRED);
}
node->connect("dragged", this, "_node_dragged", varray(nodes[n_i]));
Control *custom_editor = NULL;
int port_offset = 0;
Ref<VisualShaderNodeUniform> uniform = vsnode;
if (uniform.is_valid()) {
LineEdit *uniform_name = memnew(LineEdit);
uniform_name->set_text(uniform->get_uniform_name());
node->add_child(uniform_name);
uniform_name->connect("text_entered", this, "_line_edit_changed", varray(uniform_name, nodes[n_i]));
uniform_name->connect("focus_exited", this, "_line_edit_focus_out", varray(uniform_name, nodes[n_i]));
if (vsnode->get_input_port_count() == 0 && vsnode->get_output_port_count() == 1 && vsnode->get_output_port_name(0) == "") {
//shortcut
VisualShaderNode::PortType port_right = vsnode->get_output_port_type(0);
node->set_slot(0, false, VisualShaderNode::PORT_TYPE_SCALAR, Color(), true, port_right, type_color[port_right]);
continue;
}
port_offset++;
}
for (int i = 0; i < plugins.size(); i++) {
custom_editor = plugins.write[i]->create_editor(vsnode);
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if (custom_editor) {
break;
}
}
if (custom_editor && vsnode->get_output_port_count() > 0 && vsnode->get_output_port_name(0) == "" && (vsnode->get_input_port_count() == 0 || vsnode->get_input_port_name(0) == "")) {
//will be embedded in first port
} else if (custom_editor) {
port_offset++;
node->add_child(custom_editor);
custom_editor = NULL;
}
for (int i = 0; i < MAX(vsnode->get_input_port_count(), vsnode->get_output_port_count()); i++) {
if (vsnode->is_port_separator(i)) {
node->add_child(memnew(HSeparator));
port_offset++;
}
bool valid_left = i < vsnode->get_input_port_count();
VisualShaderNode::PortType port_left = VisualShaderNode::PORT_TYPE_SCALAR;
bool port_left_used = false;
String name_left;
if (valid_left) {
name_left = vsnode->get_input_port_name(i);
port_left = vsnode->get_input_port_type(i);
for (List<VisualShader::Connection>::Element *E = connections.front(); E; E = E->next()) {
if (E->get().to_node == nodes[n_i] && E->get().to_port == i) {
port_left_used = true;
}
}
}
bool valid_right = i < vsnode->get_output_port_count();
VisualShaderNode::PortType port_right = VisualShaderNode::PORT_TYPE_SCALAR;
String name_right;
if (valid_right) {
name_right = vsnode->get_output_port_name(i);
port_right = vsnode->get_output_port_type(i);
}
HBoxContainer *hb = memnew(HBoxContainer);
Variant default_value;
if (valid_left && !port_left_used) {
default_value = vsnode->get_input_port_default_value(i);
}
if (default_value.get_type() != Variant::NIL) { // only a label
Button *button = memnew(Button);
hb->add_child(button);
button->connect("pressed", this, "_edit_port_default_input", varray(button, nodes[n_i], i));
switch (default_value.get_type()) {
case Variant::COLOR: {
button->set_custom_minimum_size(Size2(30, 0) * EDSCALE);
button->connect("draw", this, "_draw_color_over_button", varray(button, default_value));
} break;
case Variant::INT:
case Variant::REAL: {
button->set_text(String::num(default_value, 4));
} break;
case Variant::VECTOR3: {
Vector3 v = default_value;
button->set_text(String::num(v.x, 3) + "," + String::num(v.y, 3) + "," + String::num(v.z, 3));
} break;
default: {
}
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}
}
if (i == 0 && custom_editor) {
hb->add_child(custom_editor);
custom_editor->set_h_size_flags(SIZE_EXPAND_FILL);
} else {
if (valid_left) {
Label *label = memnew(Label);
label->set_text(name_left);
label->add_style_override("normal", label_style); //more compact
hb->add_child(label);
}
hb->add_spacer();
if (valid_right) {
Label *label = memnew(Label);
label->set_text(name_right);
label->set_align(Label::ALIGN_RIGHT);
label->add_style_override("normal", label_style); //more compact
hb->add_child(label);
}
}
if (valid_right && edit_type->get_selected() == VisualShader::TYPE_FRAGMENT && port_right != VisualShaderNode::PORT_TYPE_TRANSFORM) {
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TextureButton *preview = memnew(TextureButton);
preview->set_toggle_mode(true);
preview->set_normal_texture(get_icon("GuiVisibilityHidden", "EditorIcons"));
preview->set_pressed_texture(get_icon("GuiVisibilityVisible", "EditorIcons"));
preview->set_v_size_flags(SIZE_SHRINK_CENTER);
if (vsnode->get_output_port_for_preview() == i) {
preview->set_pressed(true);
}
preview->connect("pressed", this, "_preview_select_port", varray(nodes[n_i], i), CONNECT_DEFERRED);
hb->add_child(preview);
}
node->add_child(hb);
node->set_slot(i + port_offset, valid_left, port_left, type_color[port_left], valid_right, port_right, type_color[port_right]);
if (EditorSettings::get_singleton()->get("interface/theme/use_graph_node_headers")) {
Ref<StyleBoxFlat> sb = node->get_stylebox("frame", "GraphNode");
Color c = sb->get_border_color();
Color mono_color = ((c.r + c.g + c.b) / 3) < 0.7 ? Color(1.0, 1.0, 1.0) : Color(0.0, 0.0, 0.0);
mono_color.a = 0.85;
c = mono_color;
node->add_color_override("title_color", c);
c.a = 0.7;
node->add_color_override("close_color", c);
}
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}
if (vsnode->get_output_port_for_preview() >= 0) {
VisualShaderNodePortPreview *port_preview = memnew(VisualShaderNodePortPreview);
port_preview->setup(visual_shader, type, nodes[n_i], vsnode->get_output_port_for_preview());
port_preview->set_h_size_flags(SIZE_SHRINK_CENTER);
node->add_child(port_preview);
}
String error = vsnode->get_warning(visual_shader->get_mode(), type);
if (error != String()) {
Label *error_label = memnew(Label);
error_label->add_color_override("font_color", get_color("error_color", "Editor"));
error_label->set_text(error);
node->add_child(error_label);
}
}
for (List<VisualShader::Connection>::Element *E = connections.front(); E; E = E->next()) {
int from = E->get().from_node;
int from_idx = E->get().from_port;
int to = E->get().to_node;
int to_idx = E->get().to_port;
graph->connect_node(itos(from), from_idx, itos(to), to_idx);
}
}
void VisualShaderEditor::_preview_select_port(int p_node, int p_port) {
VisualShader::Type type = VisualShader::Type(edit_type->get_selected());
Ref<VisualShaderNode> node = visual_shader->get_node(type, p_node);
if (node.is_null()) {
return;
}
if (node->get_output_port_for_preview() == p_port) {
p_port = -1; //toggle it
}
undo_redo->create_action(TTR("Set Uniform Name"));
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undo_redo->add_do_method(node.ptr(), "set_output_port_for_preview", p_port);
undo_redo->add_undo_method(node.ptr(), "set_output_port_for_preview", node->get_output_port_for_preview());
undo_redo->add_do_method(this, "_update_graph");
undo_redo->add_undo_method(this, "_update_graph");
undo_redo->commit_action();
}
void VisualShaderEditor::_line_edit_changed(const String &p_text, Object *line_edit, int p_node_id) {
VisualShader::Type type = VisualShader::Type(edit_type->get_selected());
Ref<VisualShaderNodeUniform> node = visual_shader->get_node(type, p_node_id);
ERR_FAIL_COND(!node.is_valid());
String validated_name = visual_shader->validate_uniform_name(p_text, node);
updating = true;
undo_redo->create_action(TTR("Set Uniform Name"));
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undo_redo->add_do_method(node.ptr(), "set_uniform_name", validated_name);
undo_redo->add_undo_method(node.ptr(), "set_uniform_name", node->get_uniform_name());
undo_redo->add_do_method(this, "_update_graph");
undo_redo->add_undo_method(this, "_update_graph");
undo_redo->commit_action();
updating = false;
Object::cast_to<LineEdit>(line_edit)->set_text(validated_name);
}
void VisualShaderEditor::_line_edit_focus_out(Object *line_edit, int p_node_id) {
String text = Object::cast_to<LineEdit>(line_edit)->get_text();
_line_edit_changed(text, line_edit, p_node_id);
}
void VisualShaderEditor::_port_edited() {
VisualShader::Type type = VisualShader::Type(edit_type->get_selected());
Variant value = property_editor->get_variant();
Ref<VisualShaderNode> vsn = visual_shader->get_node(type, editing_node);
ERR_FAIL_COND(!vsn.is_valid());
undo_redo->create_action(TTR("Set Input Default Port"));
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undo_redo->add_do_method(vsn.ptr(), "set_input_port_default_value", editing_port, value);
undo_redo->add_undo_method(vsn.ptr(), "set_input_port_default_value", editing_port, vsn->get_input_port_default_value(editing_port));
undo_redo->add_do_method(this, "_update_graph");
undo_redo->add_undo_method(this, "_update_graph");
undo_redo->commit_action();
property_editor->hide();
}
void VisualShaderEditor::_edit_port_default_input(Object *p_button, int p_node, int p_port) {
VisualShader::Type type = VisualShader::Type(edit_type->get_selected());
Ref<VisualShaderNode> vsn = visual_shader->get_node(type, p_node);
Button *button = Object::cast_to<Button>(p_button);
ERR_FAIL_COND(!button);
Variant value = vsn->get_input_port_default_value(p_port);
property_editor->set_global_position(button->get_global_position() + Vector2(0, button->get_size().height));
property_editor->edit(NULL, "", value.get_type(), value, 0, "");
property_editor->popup();
editing_node = p_node;
editing_port = p_port;
}
void VisualShaderEditor::_add_node(int p_idx, int p_op_idx) {
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ERR_FAIL_INDEX(p_idx, add_options.size());
Ref<VisualShaderNode> vsnode;
if (add_options[p_idx].type != String()) {
VisualShaderNode *vsn = Object::cast_to<VisualShaderNode>(ClassDB::instance(add_options[p_idx].type));
ERR_FAIL_COND(!vsn);
if (p_op_idx != -1) {
VisualShaderNodeInput *input = Object::cast_to<VisualShaderNodeInput>(vsn);
if (input) {
input->set_input_name(add_options[p_idx].sub_func_str);
}
VisualShaderNodeColorOp *colorOp = Object::cast_to<VisualShaderNodeColorOp>(vsn);
if (colorOp) {
colorOp->set_operator((VisualShaderNodeColorOp::Operator)p_op_idx);
}
VisualShaderNodeColorFunc *colorFunc = Object::cast_to<VisualShaderNodeColorFunc>(vsn);
if (colorFunc) {
colorFunc->set_function((VisualShaderNodeColorFunc::Function)p_op_idx);
}
VisualShaderNodeScalarOp *scalarOp = Object::cast_to<VisualShaderNodeScalarOp>(vsn);
if (scalarOp) {
scalarOp->set_operator((VisualShaderNodeScalarOp::Operator)p_op_idx);
}
VisualShaderNodeScalarFunc *scalarFunc = Object::cast_to<VisualShaderNodeScalarFunc>(vsn);
if (scalarFunc) {
scalarFunc->set_function((VisualShaderNodeScalarFunc::Function)p_op_idx);
}
VisualShaderNodeVectorOp *vecOp = Object::cast_to<VisualShaderNodeVectorOp>(vsn);
if (vecOp) {
vecOp->set_operator((VisualShaderNodeVectorOp::Operator)p_op_idx);
}
VisualShaderNodeVectorFunc *vecFunc = Object::cast_to<VisualShaderNodeVectorFunc>(vsn);
if (vecFunc) {
vecFunc->set_function((VisualShaderNodeVectorFunc::Function)p_op_idx);
}
VisualShaderNodeTransformFunc *matFunc = Object::cast_to<VisualShaderNodeTransformFunc>(vsn);
if (matFunc) {
matFunc->set_function((VisualShaderNodeTransformFunc::Function)p_op_idx);
}
VisualShaderNodeScalarDerivativeFunc *sderFunc = Object::cast_to<VisualShaderNodeScalarDerivativeFunc>(vsn);
if (sderFunc) {
sderFunc->set_function((VisualShaderNodeScalarDerivativeFunc::Function)p_op_idx);
}
VisualShaderNodeVectorDerivativeFunc *vderFunc = Object::cast_to<VisualShaderNodeVectorDerivativeFunc>(vsn);
if (vderFunc) {
vderFunc->set_function((VisualShaderNodeVectorDerivativeFunc::Function)p_op_idx);
}
}
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vsnode = Ref<VisualShaderNode>(vsn);
} else {
ERR_FAIL_COND(add_options[p_idx].script.is_null());
String base_type = add_options[p_idx].script->get_instance_base_type();
VisualShaderNode *vsn = Object::cast_to<VisualShaderNode>(ClassDB::instance(base_type));
ERR_FAIL_COND(!vsn);
vsnode = Ref<VisualShaderNode>(vsn);
vsnode->set_script(add_options[p_idx].script.get_ref_ptr());
}
Point2 position = graph->get_scroll_ofs();
if (saved_node_pos_dirty) {
position += saved_node_pos;
} else {
position += graph->get_size() * 0.5;
position /= EDSCALE;
}
saved_node_pos_dirty = false;
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VisualShader::Type type = VisualShader::Type(edit_type->get_selected());
int id_to_use = visual_shader->get_valid_node_id(type);
undo_redo->create_action(TTR("Add Node to Visual Shader"));
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undo_redo->add_do_method(visual_shader.ptr(), "add_node", type, vsnode, position, id_to_use);
undo_redo->add_undo_method(visual_shader.ptr(), "remove_node", type, id_to_use);
undo_redo->add_do_method(this, "_update_graph");
undo_redo->add_undo_method(this, "_update_graph");
undo_redo->commit_action();
}
void VisualShaderEditor::_node_dragged(const Vector2 &p_from, const Vector2 &p_to, int p_node) {
VisualShader::Type type = VisualShader::Type(edit_type->get_selected());
updating = true;
undo_redo->create_action(TTR("Node Moved"));
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undo_redo->add_do_method(visual_shader.ptr(), "set_node_position", type, p_node, p_to);
undo_redo->add_undo_method(visual_shader.ptr(), "set_node_position", type, p_node, p_from);
undo_redo->add_do_method(this, "_update_graph");
undo_redo->add_undo_method(this, "_update_graph");
undo_redo->commit_action();
updating = false;
}
void VisualShaderEditor::_connection_request(const String &p_from, int p_from_index, const String &p_to, int p_to_index) {
VisualShader::Type type = VisualShader::Type(edit_type->get_selected());
int from = p_from.to_int();
int to = p_to.to_int();
if (!visual_shader->can_connect_nodes(type, from, p_from_index, to, p_to_index)) {
return;
}
undo_redo->create_action(TTR("Nodes Connected"));
List<VisualShader::Connection> conns;
visual_shader->get_node_connections(type, &conns);
for (List<VisualShader::Connection>::Element *E = conns.front(); E; E = E->next()) {
if (E->get().to_node == to && E->get().to_port == p_to_index) {
undo_redo->add_do_method(visual_shader.ptr(), "disconnect_nodes", type, E->get().from_node, E->get().from_port, E->get().to_node, E->get().to_port);
undo_redo->add_undo_method(visual_shader.ptr(), "connect_nodes", type, E->get().from_node, E->get().from_port, E->get().to_node, E->get().to_port);
}
}
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undo_redo->add_do_method(visual_shader.ptr(), "connect_nodes", type, from, p_from_index, to, p_to_index);
undo_redo->add_undo_method(visual_shader.ptr(), "disconnect_nodes", type, from, p_from_index, to, p_to_index);
undo_redo->add_do_method(this, "_update_graph");
undo_redo->add_undo_method(this, "_update_graph");
undo_redo->commit_action();
}
void VisualShaderEditor::_disconnection_request(const String &p_from, int p_from_index, const String &p_to, int p_to_index) {
graph->disconnect_node(p_from, p_from_index, p_to, p_to_index);
VisualShader::Type type = VisualShader::Type(edit_type->get_selected());
int from = p_from.to_int();
int to = p_to.to_int();
//updating = true; seems graph edit can handle this, no need to protect
undo_redo->create_action(TTR("Nodes Disconnected"));
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undo_redo->add_do_method(visual_shader.ptr(), "disconnect_nodes", type, from, p_from_index, to, p_to_index);
undo_redo->add_undo_method(visual_shader.ptr(), "connect_nodes", type, from, p_from_index, to, p_to_index);
undo_redo->add_do_method(this, "_update_graph");
undo_redo->add_undo_method(this, "_update_graph");
undo_redo->commit_action();
//updating = false;
}
void VisualShaderEditor::_connection_to_empty(const String &p_from, int p_from_slot, const Vector2 &p_release_position) {
}
void VisualShaderEditor::_delete_request(int which) {
VisualShader::Type type = VisualShader::Type(edit_type->get_selected());
undo_redo->create_action(TTR("Delete Node"));
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undo_redo->add_do_method(visual_shader.ptr(), "remove_node", type, which);
undo_redo->add_undo_method(visual_shader.ptr(), "add_node", type, visual_shader->get_node(type, which), visual_shader->get_node_position(type, which), which);
List<VisualShader::Connection> conns;
visual_shader->get_node_connections(type, &conns);
for (List<VisualShader::Connection>::Element *E = conns.front(); E; E = E->next()) {
if (E->get().from_node == which || E->get().to_node == which) {
undo_redo->add_undo_method(visual_shader.ptr(), "connect_nodes", type, E->get().from_node, E->get().from_port, E->get().to_node, E->get().to_port);
}
}
undo_redo->add_do_method(this, "_update_graph");
undo_redo->add_undo_method(this, "_update_graph");
undo_redo->commit_action();
}
void VisualShaderEditor::_node_selected(Object *p_node) {
VisualShader::Type type = VisualShader::Type(edit_type->get_selected());
GraphNode *gn = Object::cast_to<GraphNode>(p_node);
ERR_FAIL_COND(!gn);
int id = String(gn->get_name()).to_int();
Ref<VisualShaderNode> vsnode = visual_shader->get_node(type, id);
ERR_FAIL_COND(!vsnode.is_valid());
//do not rely on this, makes editor more complex
//EditorNode::get_singleton()->push_item(vsnode.ptr(), "", true);
}
void VisualShaderEditor::_graph_gui_input(const Ref<InputEvent> p_event) {
Ref<InputEventMouseButton> mb = p_event;
if (mb.is_valid() && mb->is_pressed() && mb->get_button_index() == BUTTON_RIGHT)
_show_members_dialog(true);
}
void VisualShaderEditor::_show_members_dialog(bool at_mouse_pos) {
members_dialog->popup();
if (at_mouse_pos) {
saved_node_pos_dirty = true;
saved_node_pos = graph->get_local_mouse_position();
Point2 gpos = Input::get_singleton()->get_mouse_position();
members_dialog->popup();
members_dialog->set_position(gpos);
} else {
saved_node_pos_dirty = false;
members_dialog->set_position(graph->get_global_position() + Point2(5 * EDSCALE, 65 * EDSCALE));
}
// keep dialog within window bounds
Size2 window_size = OS::get_singleton()->get_window_size();
Rect2 dialog_rect = members_dialog->get_global_rect();
if (dialog_rect.position.y + dialog_rect.size.y > window_size.y) {
int difference = dialog_rect.position.y + dialog_rect.size.y - window_size.y;
members_dialog->set_position(members_dialog->get_position() - Point2(0, difference));
}
if (dialog_rect.position.x + dialog_rect.size.x > window_size.x) {
int difference = dialog_rect.position.x + dialog_rect.size.x - window_size.x;
members_dialog->set_position(members_dialog->get_position() - Point2(difference, 0));
}
node_filter->call_deferred("grab_focus"); // still not visible
node_filter->select_all();
}
void VisualShaderEditor::_sbox_input(const Ref<InputEvent> &p_ie) {
Ref<InputEventKey> ie = p_ie;
if (ie.is_valid() && (ie->get_scancode() == KEY_UP ||
ie->get_scancode() == KEY_DOWN ||
ie->get_scancode() == KEY_ENTER ||
ie->get_scancode() == KEY_KP_ENTER)) {
members->call("_gui_input", ie);
node_filter->accept_event();
}
}
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void VisualShaderEditor::_notification(int p_what) {
if (p_what == NOTIFICATION_ENTER_TREE) {
node_filter->set_clear_button_enabled(true);
// collapse tree by default
TreeItem *category = members->get_root()->get_children();
while (category) {
category->set_collapsed(true);
TreeItem *sub_category = category->get_children();
while (sub_category) {
sub_category->set_collapsed(true);
sub_category = sub_category->get_next();
}
category = category->get_next();
}
}
if (p_what == NOTIFICATION_DRAG_BEGIN) {
Dictionary dd = get_viewport()->gui_get_drag_data();
if (members->is_visible_in_tree() && dd.has("id")) {
members->set_drop_mode_flags(Tree::DROP_MODE_ON_ITEM);
}
} else if (p_what == NOTIFICATION_DRAG_END) {
members->set_drop_mode_flags(0);
}
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if (p_what == NOTIFICATION_ENTER_TREE || p_what == NOTIFICATION_THEME_CHANGED) {
error_panel->add_style_override("panel", get_stylebox("bg", "Tree"));
error_label->add_color_override("font_color", get_color("error_color", "Editor"));
node_filter->set_right_icon(Control::get_icon("Search", "EditorIcons"));
tools->set_icon(EditorNode::get_singleton()->get_gui_base()->get_icon("Tools", "EditorIcons"));
if (p_what == NOTIFICATION_THEME_CHANGED && is_visible_in_tree())
_update_graph();
} else if (p_what == NOTIFICATION_PROCESS) {
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}
}
void VisualShaderEditor::_scroll_changed(const Vector2 &p_scroll) {
if (updating)
return;
updating = true;
visual_shader->set_graph_offset(p_scroll / EDSCALE);
updating = false;
}
void VisualShaderEditor::_node_changed(int p_id) {
if (updating)
return;
if (is_visible_in_tree()) {
_update_graph();
}
}
void VisualShaderEditor::_duplicate_nodes() {
VisualShader::Type type = VisualShader::Type(edit_type->get_selected());
List<int> nodes;
Set<int> excluded;
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for (int i = 0; i < graph->get_child_count(); i++) {
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GraphNode *gn = Object::cast_to<GraphNode>(graph->get_child(i));
if (gn) {
int id = String(gn->get_name()).to_int();
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Ref<VisualShaderNode> node = visual_shader->get_node(type, id);
Ref<VisualShaderNodeOutput> output = node;
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if (output.is_valid()) { // can't duplicate output
excluded.insert(id);
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continue;
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}
if (node.is_valid() && gn->is_selected()) {
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nodes.push_back(id);
}
excluded.insert(id);
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}
}
if (nodes.empty())
return;
undo_redo->create_action(TTR("Duplicate Nodes"));
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int base_id = visual_shader->get_valid_node_id(type);
int id_from = base_id;
Map<int, int> connection_remap;
for (List<int>::Element *E = nodes.front(); E; E = E->next()) {
connection_remap[E->get()] = id_from;
Ref<VisualShaderNode> node = visual_shader->get_node(type, E->get());
Ref<VisualShaderNode> dupli = node->duplicate();
undo_redo->add_do_method(visual_shader.ptr(), "add_node", type, dupli, visual_shader->get_node_position(type, E->get()) + Vector2(10, 10) * EDSCALE, id_from);
undo_redo->add_undo_method(visual_shader.ptr(), "remove_node", type, id_from);
id_from++;
}
List<VisualShader::Connection> conns;
visual_shader->get_node_connections(type, &conns);
for (List<VisualShader::Connection>::Element *E = conns.front(); E; E = E->next()) {
if (connection_remap.has(E->get().from_node) && connection_remap.has(E->get().to_node)) {
undo_redo->add_do_method(visual_shader.ptr(), "connect_nodes", type, connection_remap[E->get().from_node], E->get().from_port, connection_remap[E->get().to_node], E->get().to_port);
}
}
undo_redo->add_do_method(this, "_update_graph");
undo_redo->add_undo_method(this, "_update_graph");
undo_redo->commit_action();
// reselect duplicated nodes by excluding the other ones
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for (int i = 0; i < graph->get_child_count(); i++) {
GraphNode *gn = Object::cast_to<GraphNode>(graph->get_child(i));
if (gn) {
int id = String(gn->get_name()).to_int();
if (!excluded.has(id)) {
gn->set_selected(true);
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} else {
gn->set_selected(false);
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}
}
}
}
void VisualShaderEditor::_on_nodes_delete() {
VisualShader::Type type = VisualShader::Type(edit_type->get_selected());
List<int> to_erase;
for (int i = 0; i < graph->get_child_count(); i++) {
GraphNode *gn = Object::cast_to<GraphNode>(graph->get_child(i));
if (gn) {
if (gn->is_selected() && gn->is_close_button_visible()) {
to_erase.push_back(gn->get_name().operator String().to_int());
}
}
}
if (to_erase.empty())
return;
undo_redo->create_action(TTR("Delete Nodes"));
for (List<int>::Element *F = to_erase.front(); F; F = F->next()) {
undo_redo->add_do_method(visual_shader.ptr(), "remove_node", type, F->get());
undo_redo->add_undo_method(visual_shader.ptr(), "add_node", type, visual_shader->get_node(type, F->get()), visual_shader->get_node_position(type, F->get()), F->get());
}
List<VisualShader::Connection> conns;
visual_shader->get_node_connections(type, &conns);
List<VisualShader::Connection> used_conns;
for (List<int>::Element *F = to_erase.front(); F; F = F->next()) {
for (List<VisualShader::Connection>::Element *E = conns.front(); E; E = E->next()) {
if (E->get().from_node == F->get() || E->get().to_node == F->get()) {
bool cancel = false;
for (List<VisualShader::Connection>::Element *R = used_conns.front(); R; R = R->next()) {
if (R->get().from_node == E->get().from_node && R->get().from_port == E->get().from_port && R->get().to_node == E->get().to_node && R->get().to_port == E->get().to_port) {
cancel = true; // to avoid ERR_ALREADY_EXISTS warning
break;
}
}
if (!cancel) {
undo_redo->add_undo_method(visual_shader.ptr(), "connect_nodes", type, E->get().from_node, E->get().from_port, E->get().to_node, E->get().to_port);
used_conns.push_back(E->get());
}
}
}
}
undo_redo->add_do_method(this, "_update_graph");
undo_redo->add_undo_method(this, "_update_graph");
undo_redo->commit_action();
}
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void VisualShaderEditor::_mode_selected(int p_id) {
_update_options_menu();
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_update_graph();
}
void VisualShaderEditor::_input_select_item(Ref<VisualShaderNodeInput> input, String name) {
String prev_name = input->get_input_name();
if (name == prev_name)
return;
bool type_changed = input->get_input_type_by_name(name) != input->get_input_type_by_name(prev_name);
UndoRedo *undo_redo = EditorNode::get_singleton()->get_undo_redo();
undo_redo->create_action(TTR("Visual Shader Input Type Changed"));
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undo_redo->add_do_method(input.ptr(), "set_input_name", name);
undo_redo->add_undo_method(input.ptr(), "set_input_name", prev_name);
if (type_changed) {
//restore connections if type changed
VisualShader::Type type = VisualShader::Type(edit_type->get_selected());
int id = visual_shader->find_node_id(type, input);
List<VisualShader::Connection> conns;
visual_shader->get_node_connections(type, &conns);
for (List<VisualShader::Connection>::Element *E = conns.front(); E; E = E->next()) {
if (E->get().from_node == id) {
undo_redo->add_undo_method(visual_shader.ptr(), "connect_nodes", type, E->get().from_node, E->get().from_port, E->get().to_node, E->get().to_port);
}
}
}
undo_redo->add_do_method(VisualShaderEditor::get_singleton(), "_update_graph");
undo_redo->add_undo_method(VisualShaderEditor::get_singleton(), "_update_graph");
undo_redo->commit_action();
}
void VisualShaderEditor::_member_filter_changed(const String &p_text) {
_update_options_menu();
}
void VisualShaderEditor::_member_selected() {
TreeItem *item = members->get_selected();
if (item != NULL && item->has_meta("id")) {
members_dialog->get_ok()->set_disabled(false);
node_desc->set_text(add_options[item->get_meta("id")].description);
} else {
members_dialog->get_ok()->set_disabled(true);
node_desc->set_text("");
}
}
void VisualShaderEditor::_member_unselected() {
}
void VisualShaderEditor::_member_create() {
TreeItem *item = members->get_selected();
if (item != NULL && item->has_meta("id")) {
int idx = members->get_selected()->get_meta("id");
_add_node(idx, add_options[idx].sub_func);
members_dialog->hide();
}
}
void VisualShaderEditor::_tools_menu_option(int p_idx) {
TreeItem *category = members->get_root()->get_children();
switch (p_idx) {
case EXPAND_ALL:
while (category) {
category->set_collapsed(false);
TreeItem *sub_category = category->get_children();
while (sub_category) {
sub_category->set_collapsed(false);
sub_category = sub_category->get_next();
}
category = category->get_next();
}
break;
case COLLAPSE_ALL:
while (category) {
category->set_collapsed(true);
TreeItem *sub_category = category->get_children();
while (sub_category) {
sub_category->set_collapsed(true);
sub_category = sub_category->get_next();
}
category = category->get_next();
}
break;
default:
break;
}
}
Variant VisualShaderEditor::get_drag_data_fw(const Point2 &p_point, Control *p_from) {
if (p_from == members) {
TreeItem *it = members->get_item_at_position(p_point);
if (!it)
return Variant();
if (!it->has_meta("id"))
return Variant();
int id = it->get_meta("id");
AddOption op = add_options[id];
Dictionary d;
d["id"] = id;
if (op.sub_func == -1) {
d["sub_func"] = op.sub_func_str;
} else {
d["sub_func"] = op.sub_func;
}
Label *label = memnew(Label);
label->set_text(it->get_text(0));
set_drag_preview(label);
return d;
}
return Variant();
}
bool VisualShaderEditor::can_drop_data_fw(const Point2 &p_point, const Variant &p_data, Control *p_from) const {
if (p_from == graph) {
Dictionary d = p_data;
if (d.has("id")) {
return true;
}
}
return false;
}
void VisualShaderEditor::drop_data_fw(const Point2 &p_point, const Variant &p_data, Control *p_from) {
if (p_from == graph) {
Dictionary d = p_data;
if (d.has("id")) {
int idx = d["id"];
saved_node_pos = p_point;
saved_node_pos_dirty = true;
_add_node(idx, add_options[idx].sub_func);
}
}
}
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void VisualShaderEditor::_bind_methods() {
ClassDB::bind_method("_update_graph", &VisualShaderEditor::_update_graph);
ClassDB::bind_method("_add_node", &VisualShaderEditor::_add_node);
ClassDB::bind_method("_node_dragged", &VisualShaderEditor::_node_dragged);
ClassDB::bind_method("_connection_request", &VisualShaderEditor::_connection_request);
ClassDB::bind_method("_disconnection_request", &VisualShaderEditor::_disconnection_request);
ClassDB::bind_method("_node_selected", &VisualShaderEditor::_node_selected);
ClassDB::bind_method("_scroll_changed", &VisualShaderEditor::_scroll_changed);
ClassDB::bind_method("_delete_request", &VisualShaderEditor::_delete_request);
ClassDB::bind_method("_on_nodes_delete", &VisualShaderEditor::_on_nodes_delete);
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ClassDB::bind_method("_node_changed", &VisualShaderEditor::_node_changed);
ClassDB::bind_method("_edit_port_default_input", &VisualShaderEditor::_edit_port_default_input);
ClassDB::bind_method("_port_edited", &VisualShaderEditor::_port_edited);
ClassDB::bind_method("_connection_to_empty", &VisualShaderEditor::_connection_to_empty);
ClassDB::bind_method("_line_edit_focus_out", &VisualShaderEditor::_line_edit_focus_out);
ClassDB::bind_method("_line_edit_changed", &VisualShaderEditor::_line_edit_changed);
ClassDB::bind_method("_duplicate_nodes", &VisualShaderEditor::_duplicate_nodes);
ClassDB::bind_method("_mode_selected", &VisualShaderEditor::_mode_selected);
ClassDB::bind_method("_input_select_item", &VisualShaderEditor::_input_select_item);
ClassDB::bind_method("_preview_select_port", &VisualShaderEditor::_preview_select_port);
ClassDB::bind_method("_graph_gui_input", &VisualShaderEditor::_graph_gui_input);
ClassDB::bind_method(D_METHOD("get_drag_data_fw"), &VisualShaderEditor::get_drag_data_fw);
ClassDB::bind_method(D_METHOD("can_drop_data_fw"), &VisualShaderEditor::can_drop_data_fw);
ClassDB::bind_method(D_METHOD("drop_data_fw"), &VisualShaderEditor::drop_data_fw);
ClassDB::bind_method("_is_available", &VisualShaderEditor::_is_available);
ClassDB::bind_method("_tools_menu_option", &VisualShaderEditor::_tools_menu_option);
ClassDB::bind_method("_show_members_dialog", &VisualShaderEditor::_show_members_dialog);
ClassDB::bind_method("_sbox_input", &VisualShaderEditor::_sbox_input);
ClassDB::bind_method("_member_filter_changed", &VisualShaderEditor::_member_filter_changed);
ClassDB::bind_method("_member_selected", &VisualShaderEditor::_member_selected);
ClassDB::bind_method("_member_unselected", &VisualShaderEditor::_member_unselected);
ClassDB::bind_method("_member_create", &VisualShaderEditor::_member_create);
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}
VisualShaderEditor *VisualShaderEditor::singleton = NULL;
VisualShaderEditor::VisualShaderEditor() {
singleton = this;
updating = false;
saved_node_pos_dirty = false;
saved_node_pos = Point2(0, 0);
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graph = memnew(GraphEdit);
add_child(graph);
graph->set_drag_forwarding(this);
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graph->add_valid_right_disconnect_type(VisualShaderNode::PORT_TYPE_SCALAR);
graph->add_valid_right_disconnect_type(VisualShaderNode::PORT_TYPE_BOOLEAN);
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graph->add_valid_right_disconnect_type(VisualShaderNode::PORT_TYPE_VECTOR);
graph->add_valid_right_disconnect_type(VisualShaderNode::PORT_TYPE_TRANSFORM);
//graph->add_valid_left_disconnect_type(0);
graph->set_v_size_flags(SIZE_EXPAND_FILL);
graph->connect("connection_request", this, "_connection_request", varray(), CONNECT_DEFERRED);
graph->connect("disconnection_request", this, "_disconnection_request", varray(), CONNECT_DEFERRED);
graph->connect("node_selected", this, "_node_selected");
graph->connect("scroll_offset_changed", this, "_scroll_changed");
graph->connect("duplicate_nodes_request", this, "_duplicate_nodes");
graph->connect("delete_nodes_request", this, "_on_nodes_delete");
graph->connect("gui_input", this, "_graph_gui_input");
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graph->add_valid_connection_type(VisualShaderNode::PORT_TYPE_SCALAR, VisualShaderNode::PORT_TYPE_SCALAR);
graph->add_valid_connection_type(VisualShaderNode::PORT_TYPE_SCALAR, VisualShaderNode::PORT_TYPE_VECTOR);
graph->add_valid_connection_type(VisualShaderNode::PORT_TYPE_SCALAR, VisualShaderNode::PORT_TYPE_BOOLEAN);
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graph->add_valid_connection_type(VisualShaderNode::PORT_TYPE_VECTOR, VisualShaderNode::PORT_TYPE_SCALAR);
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graph->add_valid_connection_type(VisualShaderNode::PORT_TYPE_VECTOR, VisualShaderNode::PORT_TYPE_VECTOR);
graph->add_valid_connection_type(VisualShaderNode::PORT_TYPE_VECTOR, VisualShaderNode::PORT_TYPE_BOOLEAN);
graph->add_valid_connection_type(VisualShaderNode::PORT_TYPE_BOOLEAN, VisualShaderNode::PORT_TYPE_SCALAR);
graph->add_valid_connection_type(VisualShaderNode::PORT_TYPE_BOOLEAN, VisualShaderNode::PORT_TYPE_VECTOR);
graph->add_valid_connection_type(VisualShaderNode::PORT_TYPE_BOOLEAN, VisualShaderNode::PORT_TYPE_BOOLEAN);
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graph->add_valid_connection_type(VisualShaderNode::PORT_TYPE_TRANSFORM, VisualShaderNode::PORT_TYPE_TRANSFORM);
VSeparator *vs = memnew(VSeparator);
graph->get_zoom_hbox()->add_child(vs);
graph->get_zoom_hbox()->move_child(vs, 0);
edit_type = memnew(OptionButton);
edit_type->add_item(TTR("Vertex"));
edit_type->add_item(TTR("Fragment"));
edit_type->add_item(TTR("Light"));
edit_type->select(1);
edit_type->connect("item_selected", this, "_mode_selected");
graph->get_zoom_hbox()->add_child(edit_type);
graph->get_zoom_hbox()->move_child(edit_type, 0);
add_node = memnew(ToolButton);
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graph->get_zoom_hbox()->add_child(add_node);
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add_node->set_text(TTR("Add Node..."));
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graph->get_zoom_hbox()->move_child(add_node, 0);
add_node->connect("pressed", this, "_show_members_dialog", varray(false));
///////////////////////////////////////
// SHADER NODES TREE
///////////////////////////////////////
VBoxContainer *members_vb = memnew(VBoxContainer);
members_vb->set_v_size_flags(SIZE_EXPAND_FILL);
HBoxContainer *filter_hb = memnew(HBoxContainer);
members_vb->add_child(filter_hb);
node_filter = memnew(LineEdit);
filter_hb->add_child(node_filter);
node_filter->connect("text_changed", this, "_member_filter_changed");
node_filter->connect("gui_input", this, "_sbox_input");
node_filter->set_h_size_flags(SIZE_EXPAND_FILL);
node_filter->set_placeholder(TTR("Search"));
tools = memnew(MenuButton);
filter_hb->add_child(tools);
tools->set_tooltip(TTR("Options"));
tools->get_popup()->connect("id_pressed", this, "_tools_menu_option");
tools->get_popup()->add_item(TTR("Expand All"), EXPAND_ALL);
tools->get_popup()->add_item(TTR("Collapse All"), COLLAPSE_ALL);
members = memnew(Tree);
members_vb->add_child(members);
members->set_drag_forwarding(this);
members->set_h_size_flags(SIZE_EXPAND_FILL);
members->set_v_size_flags(SIZE_EXPAND_FILL);
members->set_hide_root(true);
members->set_allow_reselect(true);
members->set_hide_folding(false);
members->set_custom_minimum_size(Size2(180 * EDSCALE, 200 * EDSCALE));
members->connect("item_activated", this, "_member_create");
members->connect("item_selected", this, "_member_selected");
members->connect("nothing_selected", this, "_member_unselected");
Label *desc_label = memnew(Label);
members_vb->add_child(desc_label);
desc_label->set_text(TTR("Description:"));
node_desc = memnew(RichTextLabel);
members_vb->add_child(node_desc);
node_desc->set_h_size_flags(SIZE_EXPAND_FILL);
node_desc->set_v_size_flags(SIZE_FILL);
node_desc->set_custom_minimum_size(Size2(0, 70 * EDSCALE));
members_dialog = memnew(ConfirmationDialog);
members_dialog->set_title(TTR("Create Shader Node"));
members_dialog->add_child(members_vb);
members_dialog->get_ok()->set_text(TTR("Create"));
members_dialog->get_ok()->connect("pressed", this, "_member_create");
members_dialog->get_ok()->set_disabled(true);
members_dialog->set_resizable(true);
members_dialog->set_as_minsize();
add_child(members_dialog);
alert = memnew(AcceptDialog);
alert->set_as_minsize();
alert->get_label()->set_autowrap(true);
alert->get_label()->set_align(Label::ALIGN_CENTER);
alert->get_label()->set_valign(Label::VALIGN_CENTER);
alert->get_label()->set_custom_minimum_size(Size2(400, 60) * EDSCALE);
add_child(alert);
///////////////////////////////////////
// SHADER NODES TREE OPTIONS
///////////////////////////////////////
// COLOR
add_options.push_back(AddOption("ColorFunc", "Color", "Common", "VisualShaderNodeColorFunc", TTR("Color function."), -1, VisualShaderNode::PORT_TYPE_VECTOR));
add_options.push_back(AddOption("ColorOp", "Color", "Common", "VisualShaderNodeColorOp", TTR("Color operator."), -1, VisualShaderNode::PORT_TYPE_VECTOR));
add_options.push_back(AddOption("Grayscale", "Color", "Functions", "VisualShaderNodeColorFunc", TTR("Grayscale function."), VisualShaderNodeColorFunc::FUNC_GRAYSCALE, VisualShaderNode::PORT_TYPE_VECTOR));
add_options.push_back(AddOption("HSV2RGB", "Color", "Functions", "VisualShaderNodeVectorFunc", TTR("Converts HSV vector to RGB equivalent."), VisualShaderNodeVectorFunc::FUNC_HSV2RGB, VisualShaderNode::PORT_TYPE_VECTOR));
add_options.push_back(AddOption("RGB2HSV", "Color", "Functions", "VisualShaderNodeVectorFunc", TTR("Converts RGB vector to HSV equivalent."), VisualShaderNodeVectorFunc::FUNC_RGB2HSV, VisualShaderNode::PORT_TYPE_VECTOR));
add_options.push_back(AddOption("Sepia", "Color", "Functions", "VisualShaderNodeColorFunc", TTR("Sepia function."), VisualShaderNodeColorFunc::FUNC_SEPIA, VisualShaderNode::PORT_TYPE_VECTOR));
add_options.push_back(AddOption("Burn", "Color", "Operators", "VisualShaderNodeColorOp", TTR("Burn operator."), VisualShaderNodeColorOp::OP_BURN, VisualShaderNode::PORT_TYPE_VECTOR));
add_options.push_back(AddOption("Darken", "Color", "Operators", "VisualShaderNodeColorOp", TTR("Darken operator."), VisualShaderNodeColorOp::OP_DARKEN, VisualShaderNode::PORT_TYPE_VECTOR));
add_options.push_back(AddOption("Difference", "Color", "Operators", "VisualShaderNodeColorOp", TTR("Difference operator."), VisualShaderNodeColorOp::OP_DIFFERENCE, VisualShaderNode::PORT_TYPE_VECTOR));
add_options.push_back(AddOption("Dodge", "Color", "Operators", "VisualShaderNodeColorOp", TTR("Dodge operator."), VisualShaderNodeColorOp::OP_DODGE, VisualShaderNode::PORT_TYPE_VECTOR));
add_options.push_back(AddOption("HardLight", "Color", "Operators", "VisualShaderNodeColorOp", TTR("HardLight operator"), VisualShaderNodeColorOp::OP_HARD_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR));
add_options.push_back(AddOption("Lighten", "Color", "Operators", "VisualShaderNodeColorOp", TTR("Lighten operator."), VisualShaderNodeColorOp::OP_LIGHTEN, VisualShaderNode::PORT_TYPE_VECTOR));
add_options.push_back(AddOption("Overlay", "Color", "Operators", "VisualShaderNodeColorOp", TTR("Overlay operator."), VisualShaderNodeColorOp::OP_OVERLAY, VisualShaderNode::PORT_TYPE_VECTOR));
add_options.push_back(AddOption("Screen", "Color", "Operators", "VisualShaderNodeColorOp", TTR("Screen operator."), VisualShaderNodeColorOp::OP_SCREEN, VisualShaderNode::PORT_TYPE_VECTOR));
add_options.push_back(AddOption("SoftLight", "Color", "Operators", "VisualShaderNodeColorOp", TTR("SoftLight operator."), VisualShaderNodeColorOp::OP_SOFT_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR));
add_options.push_back(AddOption("ColorConstant", "Color", "Variables", "VisualShaderNodeColorConstant", TTR("Color constant."), -1, VisualShaderNode::PORT_TYPE_COLOR));
add_options.push_back(AddOption("ColorUniform", "Color", "Variables", "VisualShaderNodeColorUniform", TTR("Color uniform."), -1, VisualShaderNode::PORT_TYPE_COLOR));
// BOOLEAN
add_options.push_back(AddOption("If", "Conditional", "Functions", "VisualShaderNodeIf", TTR("Returns an associated vector if the provided scalars are equal, greater or less."), -1, VisualShaderNode::PORT_TYPE_VECTOR));
add_options.push_back(AddOption("Switch", "Conditional", "Functions", "VisualShaderNodeSwitch", TTR("Returns an associated vector if the provided boolean value is true or false."), -1, VisualShaderNode::PORT_TYPE_VECTOR));
add_options.push_back(AddOption("BooleanConstant", "Conditional", "Variables", "VisualShaderNodeBooleanConstant", TTR("Boolean constant."), -1, VisualShaderNode::PORT_TYPE_BOOLEAN));
add_options.push_back(AddOption("BooleanUniform", "Conditional", "Variables", "VisualShaderNodeBooleanUniform", TTR("Boolean uniform."), -1, VisualShaderNode::PORT_TYPE_BOOLEAN));
// INPUT
add_options.push_back(AddOption("Camera", "Input", "All", "VisualShaderNodeInput", TTR("'camera' input parameter for all shader modes."), "camera", VisualShaderNode::PORT_TYPE_TRANSFORM));
add_options.push_back(AddOption("InvCamera", "Input", "All", "VisualShaderNodeInput", TTR("'inv_camera' input parameter for all shader modes."), "inv_camera", VisualShaderNode::PORT_TYPE_TRANSFORM));
add_options.push_back(AddOption("InvProjection", "Input", "All", "VisualShaderNodeInput", TTR("'inv_projection' input parameter for all shader modes."), "inv_projection", VisualShaderNode::PORT_TYPE_TRANSFORM));
add_options.push_back(AddOption("Normal", "Input", "All", "VisualShaderNodeInput", TTR("'normal' input parameter for all shader modes."), "normal", VisualShaderNode::PORT_TYPE_VECTOR));
add_options.push_back(AddOption("Projection", "Input", "All", "VisualShaderNodeInput", TTR("'projection' input parameter for all shader modes."), "projection", VisualShaderNode::PORT_TYPE_TRANSFORM));
add_options.push_back(AddOption("Time", "Input", "All", "VisualShaderNodeInput", TTR("'time' input parameter for all shader modes."), "time", VisualShaderNode::PORT_TYPE_SCALAR));
add_options.push_back(AddOption("ViewportSize", "Input", "All", "VisualShaderNodeInput", TTR("'viewport_size' input parameter for all shader modes."), "viewport_size", VisualShaderNode::PORT_TYPE_VECTOR));
add_options.push_back(AddOption("World", "Input", "All", "VisualShaderNodeInput", TTR("'world' input parameter for all shader modes."), "world", VisualShaderNode::PORT_TYPE_TRANSFORM));
add_options.push_back(AddOption("Input", "Input", "Common", "VisualShaderNodeInput", TTR("Input parameter.")));
add_options.push_back(AddOption("Alpha", "Input", "Fragment", "VisualShaderNodeInput", TTR("'alpha' input parameter for fragment shader mode."), "alpha", VisualShaderNode::PORT_TYPE_SCALAR, VisualShader::TYPE_FRAGMENT));
add_options.push_back(AddOption("Binormal", "Input", "Fragment", "VisualShaderNodeInput", TTR("'binormal' input parameter for fragment shader mode."), "binormal", VisualShaderNode::PORT_TYPE_VECTOR, VisualShader::TYPE_FRAGMENT));
add_options.push_back(AddOption("Color", "Input", "Fragment", "VisualShaderNodeInput", TTR("'color' input parameter for fragment shader mode."), "color", VisualShaderNode::PORT_TYPE_VECTOR, VisualShader::TYPE_FRAGMENT));
add_options.push_back(AddOption("FragCoord", "Input", "Fragment", "VisualShaderNodeInput", TTR("'fragcoord' input parameter for fragment shader mode."), "fragcoord", VisualShaderNode::PORT_TYPE_VECTOR, VisualShader::TYPE_FRAGMENT));
add_options.push_back(AddOption("PointCoord", "Input", "Fragment", "VisualShaderNodeInput", TTR("'point_coord' input parameter for fragment shader mode."), "point_coord", VisualShaderNode::PORT_TYPE_VECTOR, VisualShader::TYPE_FRAGMENT));
add_options.push_back(AddOption("ScreenUV", "Input", "Fragment", "VisualShaderNodeInput", TTR("'screen_uv' input parameter for fragment shader mode."), "screen_uv", VisualShaderNode::PORT_TYPE_VECTOR, VisualShader::TYPE_FRAGMENT));
add_options.push_back(AddOption("Side", "Input", "Fragment", "VisualShaderNodeInput", TTR("'side' input parameter for fragment shader mode."), "side", VisualShaderNode::PORT_TYPE_SCALAR, VisualShader::TYPE_FRAGMENT));
add_options.push_back(AddOption("Tangent", "Input", "Fragment", "VisualShaderNodeInput", TTR("'tangent' input parameter for fragment shader mode."), "tangent", VisualShaderNode::PORT_TYPE_VECTOR, VisualShader::TYPE_FRAGMENT));
add_options.push_back(AddOption("UV", "Input", "Fragment", "VisualShaderNodeInput", TTR("'uv' input parameter for fragment shader mode."), "uv", VisualShaderNode::PORT_TYPE_VECTOR, VisualShader::TYPE_FRAGMENT));
add_options.push_back(AddOption("UV2", "Input", "Fragment", "VisualShaderNodeInput", TTR("'uv2' input parameter for fragment shader mode."), "uv2", VisualShaderNode::PORT_TYPE_VECTOR, VisualShader::TYPE_FRAGMENT));
add_options.push_back(AddOption("Vertex", "Input", "Fragment", "VisualShaderNodeInput", TTR("'vertex' input parameter for fragment shader mode."), "vertex", VisualShaderNode::PORT_TYPE_VECTOR, VisualShader::TYPE_FRAGMENT));
add_options.push_back(AddOption("View", "Input", "Fragment", "VisualShaderNodeInput", TTR("'view' input parameter for fragment shader mode."), "view", VisualShaderNode::PORT_TYPE_VECTOR, VisualShader::TYPE_FRAGMENT));
add_options.push_back(AddOption("Albedo", "Input", "Light", "VisualShaderNodeInput", TTR("'albedo' input parameter for light shader mode."), "albedo", VisualShaderNode::PORT_TYPE_VECTOR, VisualShader::TYPE_LIGHT));
add_options.push_back(AddOption("Attenuation", "Input", "Light", "VisualShaderNodeInput", TTR("'attenuation' input parameter for light shader mode."), "attenuation", VisualShaderNode::PORT_TYPE_VECTOR, VisualShader::TYPE_LIGHT));
add_options.push_back(AddOption("Diffuse", "Input", "Light", "VisualShaderNodeInput", TTR("'diffuse' input parameter for light shader mode."), "diffuse", VisualShaderNode::PORT_TYPE_VECTOR, VisualShader::TYPE_LIGHT));
add_options.push_back(AddOption("FragCoord", "Input", "Light", "VisualShaderNodeInput", TTR("'fragcoord' input parameter for light shader mode."), "fragcoord", VisualShaderNode::PORT_TYPE_VECTOR, VisualShader::TYPE_LIGHT));
add_options.push_back(AddOption("Light", "Input", "Light", "VisualShaderNodeInput", TTR("'light' input parameter for light shader mode."), "light", VisualShaderNode::PORT_TYPE_VECTOR, VisualShader::TYPE_LIGHT));
add_options.push_back(AddOption("LightColor", "Input", "Light", "VisualShaderNodeInput", TTR("'light_color' input parameter for light shader mode."), "light_color", VisualShaderNode::PORT_TYPE_VECTOR, VisualShader::TYPE_LIGHT));
add_options.push_back(AddOption("Roughness", "Input", "Light", "VisualShaderNodeInput", TTR("'roughness' input parameter for light shader mode."), "roughness", VisualShaderNode::PORT_TYPE_SCALAR, VisualShader::TYPE_LIGHT));
add_options.push_back(AddOption("Specular", "Input", "Light", "VisualShaderNodeInput", TTR("'specular' input parameter for light shader mode."), "specular", VisualShaderNode::PORT_TYPE_VECTOR, VisualShader::TYPE_LIGHT));
add_options.push_back(AddOption("Transmission", "Input", "Light", "VisualShaderNodeInput", TTR("'transmission' input parameter for light shader mode."), "transmission", VisualShaderNode::PORT_TYPE_VECTOR, VisualShader::TYPE_LIGHT));
add_options.push_back(AddOption("View", "Input", "Light", "VisualShaderNodeInput", TTR("'view' input parameter for light shader mode."), "view", VisualShaderNode::PORT_TYPE_VECTOR, VisualShader::TYPE_LIGHT));
add_options.push_back(AddOption("Alpha", "Input", "Vertex", "VisualShaderNodeInput", TTR("'alpha' input parameter for vertex shader mode."), "alpha", VisualShaderNode::PORT_TYPE_SCALAR, VisualShader::TYPE_VERTEX));
add_options.push_back(AddOption("Binormal", "Input", "Vertex", "VisualShaderNodeInput", TTR("'binormal' input parameter for vertex shader mode."), "binormal", VisualShaderNode::PORT_TYPE_VECTOR, VisualShader::TYPE_VERTEX));
add_options.push_back(AddOption("Color", "Input", "Vertex", "VisualShaderNodeInput", TTR("'color' input parameter for vertex shader mode."), "color", VisualShaderNode::PORT_TYPE_VECTOR, VisualShader::TYPE_VERTEX));
add_options.push_back(AddOption("ModelView", "Input", "Vertex", "VisualShaderNodeInput", TTR("'modelview' input parameter for vertex shader mode."), "modelview", VisualShaderNode::PORT_TYPE_TRANSFORM, VisualShader::TYPE_VERTEX));
add_options.push_back(AddOption("PointSize", "Input", "Vertex", "VisualShaderNodeInput", TTR("'point_size' input parameter for vertex shader mode."), "point_size", VisualShaderNode::PORT_TYPE_SCALAR, VisualShader::TYPE_VERTEX));
add_options.push_back(AddOption("Tangent", "Input", "Vertex", "VisualShaderNodeInput", TTR("'tangent' input parameter for vertex shader mode."), "tangent", VisualShaderNode::PORT_TYPE_VECTOR, VisualShader::TYPE_VERTEX));
add_options.push_back(AddOption("UV", "Input", "Vertex", "VisualShaderNodeInput", TTR("'uv' input parameter for vertex shader mode."), "uv", VisualShaderNode::PORT_TYPE_VECTOR, VisualShader::TYPE_VERTEX));
add_options.push_back(AddOption("UV2", "Input", "Vertex", "VisualShaderNodeInput", TTR("'uv2' input parameter for vertex shader mode."), "uv2", VisualShaderNode::PORT_TYPE_VECTOR, VisualShader::TYPE_VERTEX));
add_options.push_back(AddOption("Vertex", "Input", "Vertex", "VisualShaderNodeInput", TTR("'vertex' input parameter for vertex shader mode."), "vertex", VisualShaderNode::PORT_TYPE_VECTOR, VisualShader::TYPE_VERTEX));
// SCALAR
add_options.push_back(AddOption("ScalarFunc", "Scalar", "Common", "VisualShaderNodeScalarFunc", TTR("Scalar function."), -1, VisualShaderNode::PORT_TYPE_SCALAR));
add_options.push_back(AddOption("ScalarOp", "Scalar", "Common", "VisualShaderNodeScalarOp", TTR("Scalar operator."), -1, VisualShaderNode::PORT_TYPE_SCALAR));
add_options.push_back(AddOption("Abs", "Scalar", "Functions", "VisualShaderNodeScalarFunc", TTR("Returns the absolute value of the parameter."), VisualShaderNodeScalarFunc::FUNC_ABS, VisualShaderNode::PORT_TYPE_SCALAR));
add_options.push_back(AddOption("ACos", "Scalar", "Functions", "VisualShaderNodeScalarFunc", TTR("Returns the arc-cosine of the parameter."), VisualShaderNodeScalarFunc::FUNC_ACOS, VisualShaderNode::PORT_TYPE_SCALAR));
add_options.push_back(AddOption("ACosH", "Scalar", "Functions", "VisualShaderNodeScalarFunc", TTR("(GLES3 only) Returns the inverse hyperbolic cosine of the parameter."), VisualShaderNodeScalarFunc::FUNC_ACOSH, VisualShaderNode::PORT_TYPE_SCALAR));
add_options.push_back(AddOption("ASin", "Scalar", "Functions", "VisualShaderNodeScalarFunc", TTR("Returns the arc-sine of the parameter."), VisualShaderNodeScalarFunc::FUNC_ASIN, VisualShaderNode::PORT_TYPE_SCALAR));
add_options.push_back(AddOption("ASinH", "Scalar", "Functions", "VisualShaderNodeScalarFunc", TTR("(GLES3 only) Returns the inverse hyperbolic sine of the parameter."), VisualShaderNodeScalarFunc::FUNC_ASINH, VisualShaderNode::PORT_TYPE_SCALAR));
add_options.push_back(AddOption("ATan", "Scalar", "Functions", "VisualShaderNodeScalarFunc", TTR("Returns the arc-tangent of the parameter."), VisualShaderNodeScalarFunc::FUNC_ATAN, VisualShaderNode::PORT_TYPE_SCALAR));
add_options.push_back(AddOption("ATan2", "Scalar", "Functions", "VisualShaderNodeScalarOp", TTR("Returns the arc-tangent of the parameters."), VisualShaderNodeScalarOp::OP_ATAN2, VisualShaderNode::PORT_TYPE_SCALAR));
add_options.push_back(AddOption("ATanH", "Scalar", "Functions", "VisualShaderNodeScalarFunc", TTR("(GLES3 only) Returns the inverse hyperbolic tangent of the parameter."), VisualShaderNodeScalarFunc::FUNC_ATANH, VisualShaderNode::PORT_TYPE_SCALAR));
add_options.push_back(AddOption("Ceil", "Scalar", "Functions", "VisualShaderNodeScalarFunc", TTR("Finds the nearest integer that is greater than or equal to the parameter."), VisualShaderNodeScalarFunc::FUNC_CEIL, VisualShaderNode::PORT_TYPE_SCALAR));
add_options.push_back(AddOption("Clamp", "Scalar", "Functions", "VisualShaderNodeScalarClamp", TTR("Constrains a value to lie between two further values."), -1, VisualShaderNode::PORT_TYPE_SCALAR));
add_options.push_back(AddOption("Cos", "Scalar", "Functions", "VisualShaderNodeScalarFunc", TTR("Returns the cosine of the parameter."), VisualShaderNodeScalarFunc::FUNC_COS, VisualShaderNode::PORT_TYPE_SCALAR));
add_options.push_back(AddOption("CosH", "Scalar", "Functions", "VisualShaderNodeScalarFunc", TTR("(GLES3 only) Returns the hyperbolic cosine of the parameter."), VisualShaderNodeScalarFunc::FUNC_COSH, VisualShaderNode::PORT_TYPE_SCALAR));
add_options.push_back(AddOption("Degrees", "Scalar", "Functions", "VisualShaderNodeScalarFunc", TTR("Converts a quantity in radians to degrees."), VisualShaderNodeScalarFunc::FUNC_DEGREES, VisualShaderNode::PORT_TYPE_SCALAR));
add_options.push_back(AddOption("Exp", "Scalar", "Functions", "VisualShaderNodeScalarFunc", TTR("Base-e Exponential."), VisualShaderNodeScalarFunc::FUNC_EXP, VisualShaderNode::PORT_TYPE_SCALAR));
add_options.push_back(AddOption("Exp2", "Scalar", "Functions", "VisualShaderNodeScalarFunc", TTR("Base-2 Exponential."), VisualShaderNodeScalarFunc::FUNC_EXP2, VisualShaderNode::PORT_TYPE_SCALAR));
add_options.push_back(AddOption("Floor", "Scalar", "Functions", "VisualShaderNodeScalarFunc", TTR("Finds the nearest integer less than or equal to the parameter."), VisualShaderNodeScalarFunc::FUNC_FLOOR, VisualShaderNode::PORT_TYPE_SCALAR));
add_options.push_back(AddOption("Fract", "Scalar", "Functions", "VisualShaderNodeScalarFunc", TTR("Computes the fractional part of the argument."), VisualShaderNodeScalarFunc::FUNC_FRAC, VisualShaderNode::PORT_TYPE_SCALAR));
add_options.push_back(AddOption("InverseSqrt", "Scalar", "Functions", "VisualShaderNodeScalarFunc", TTR("Returns the inverse of the square root of the parameter."), VisualShaderNodeScalarFunc::FUNC_INVERSE_SQRT, VisualShaderNode::PORT_TYPE_SCALAR));
add_options.push_back(AddOption("Log", "Scalar", "Functions", "VisualShaderNodeScalarFunc", TTR("Natural logarithm."), VisualShaderNodeScalarFunc::FUNC_LOG, VisualShaderNode::PORT_TYPE_SCALAR));
add_options.push_back(AddOption("Log2", "Scalar", "Functions", "VisualShaderNodeScalarFunc", TTR("Base-2 logarithm."), VisualShaderNodeScalarFunc::FUNC_LOG2, VisualShaderNode::PORT_TYPE_SCALAR));
add_options.push_back(AddOption("Max", "Scalar", "Functions", "VisualShaderNodeScalarOp", TTR("Returns the greater of two values."), VisualShaderNodeScalarOp::OP_MAX, VisualShaderNode::PORT_TYPE_SCALAR));
add_options.push_back(AddOption("Min", "Scalar", "Functions", "VisualShaderNodeScalarOp", TTR("Returns the lesser of two values."), VisualShaderNodeScalarOp::OP_MIN, VisualShaderNode::PORT_TYPE_SCALAR));
add_options.push_back(AddOption("Mix", "Scalar", "Functions", "VisualShaderNodeScalarInterp", TTR("Linear interpolation between two scalars."), -1, VisualShaderNode::PORT_TYPE_SCALAR));
add_options.push_back(AddOption("Negate", "Scalar", "Functions", "VisualShaderNodeScalarFunc", TTR("Returns the opposite value of the parameter."), VisualShaderNodeScalarFunc::FUNC_NEGATE, VisualShaderNode::PORT_TYPE_SCALAR));
add_options.push_back(AddOption("Pow", "Scalar", "Functions", "VisualShaderNodeScalarOp", TTR("Returns the value of the first parameter raised to the power of the second."), VisualShaderNodeScalarOp::OP_POW, VisualShaderNode::PORT_TYPE_SCALAR));
add_options.push_back(AddOption("Radians", "Scalar", "Functions", "VisualShaderNodeScalarFunc", TTR("Converts a quantity in degrees to radians."), VisualShaderNodeScalarFunc::FUNC_RADIANS, VisualShaderNode::PORT_TYPE_SCALAR));
add_options.push_back(AddOption("Reciprocal", "Scalar", "Functions", "VisualShaderNodeScalarFunc", TTR("1.0 / scalar"), VisualShaderNodeScalarFunc::FUNC_RECIPROCAL, VisualShaderNode::PORT_TYPE_SCALAR));
add_options.push_back(AddOption("Round", "Scalar", "Functions", "VisualShaderNodeScalarFunc", TTR("(GLES3 only) Finds the nearest integer to the parameter."), VisualShaderNodeScalarFunc::FUNC_ROUND, VisualShaderNode::PORT_TYPE_SCALAR));
add_options.push_back(AddOption("RoundEven", "Scalar", "Functions", "VisualShaderNodeScalarFunc", TTR("(GLES3 only) Finds the nearest even integer to the parameter."), VisualShaderNodeScalarFunc::FUNC_ROUNDEVEN, VisualShaderNode::PORT_TYPE_SCALAR));
add_options.push_back(AddOption("Saturate", "Scalar", "Functions", "VisualShaderNodeScalarFunc", TTR("Clamps the value between 0.0 and 1.0."), VisualShaderNodeScalarFunc::FUNC_SATURATE, VisualShaderNode::PORT_TYPE_SCALAR));
add_options.push_back(AddOption("Sign", "Scalar", "Functions", "VisualShaderNodeScalarFunc", TTR("Extracts the sign of the parameter."), VisualShaderNodeScalarFunc::FUNC_SIGN, VisualShaderNode::PORT_TYPE_SCALAR));
add_options.push_back(AddOption("Sin", "Scalar", "Functions", "VisualShaderNodeScalarFunc", TTR("Returns the sine of the parameter."), VisualShaderNodeScalarFunc::FUNC_SIN, VisualShaderNode::PORT_TYPE_SCALAR));
add_options.push_back(AddOption("SinH", "Scalar", "Functions", "VisualShaderNodeScalarFunc", TTR("(GLES3 only) Returns the hyperbolic sine of the parameter."), VisualShaderNodeScalarFunc::FUNC_SINH, VisualShaderNode::PORT_TYPE_SCALAR));
add_options.push_back(AddOption("Sqrt", "Scalar", "Functions", "VisualShaderNodeScalarFunc", TTR("Returns the square root of the parameter."), VisualShaderNodeScalarFunc::FUNC_SQRT, VisualShaderNode::PORT_TYPE_SCALAR));
add_options.push_back(AddOption("SmoothStep", "Scalar", "Functions", "VisualShaderNodeScalarSmoothStep", TTR("SmoothStep function( scalar(edge0), scalar(edge1), scalar(x) ).\n\nReturns 0.0 if 'x' is smaller then 'edge0' and 1.0 if x is larger than 'edge1'. Otherwise the return value is interpolated between 0.0 and 1.0 using Hermite polynomials."), -1, VisualShaderNode::PORT_TYPE_SCALAR));
add_options.push_back(AddOption("Step", "Scalar", "Functions", "VisualShaderNodeScalarOp", TTR("Step function( scalar(edge), scalar(x) ).\n\nReturns 0.0 if 'x' is smaller then 'edge' and otherwise 1.0."), VisualShaderNodeScalarOp::OP_STEP, VisualShaderNode::PORT_TYPE_SCALAR));
add_options.push_back(AddOption("Tan", "Scalar", "Functions", "VisualShaderNodeScalarFunc", TTR("Returns the tangent of the parameter."), VisualShaderNodeScalarFunc::FUNC_TAN, VisualShaderNode::PORT_TYPE_SCALAR));
add_options.push_back(AddOption("TanH", "Scalar", "Functions", "VisualShaderNodeScalarFunc", TTR("(GLES3 only) Returns the hyperbolic tangent of the parameter."), VisualShaderNodeScalarFunc::FUNC_TANH, VisualShaderNode::PORT_TYPE_SCALAR));
add_options.push_back(AddOption("Trunc", "Scalar", "Functions", "VisualShaderNodeScalarFunc", TTR("(GLES3 only) Finds the truncated value of the parameter."), VisualShaderNodeScalarFunc::FUNC_TRUNC, VisualShaderNode::PORT_TYPE_SCALAR));
add_options.push_back(AddOption("Add", "Scalar", "Operators", "VisualShaderNodeScalarOp", TTR("Adds scalar to scalar."), VisualShaderNodeScalarOp::OP_ADD, VisualShaderNode::PORT_TYPE_SCALAR));
add_options.push_back(AddOption("Divide", "Scalar", "Operators", "VisualShaderNodeScalarOp", TTR("Divides scalar by scalar."), VisualShaderNodeScalarOp::OP_DIV, VisualShaderNode::PORT_TYPE_SCALAR));
add_options.push_back(AddOption("Multiply", "Scalar", "Operators", "VisualShaderNodeScalarOp", TTR("Multiplies scalar by scalar."), VisualShaderNodeScalarOp::OP_MUL, VisualShaderNode::PORT_TYPE_SCALAR));
add_options.push_back(AddOption("Remainder", "Scalar", "Operators", "VisualShaderNodeScalarOp", TTR("Returns the remainder of the two scalars."), VisualShaderNodeScalarOp::OP_MOD, VisualShaderNode::PORT_TYPE_SCALAR));
add_options.push_back(AddOption("Subtract", "Scalar", "Operators", "VisualShaderNodeScalarOp", TTR("Subtracts scalar from scalar."), VisualShaderNodeScalarOp::OP_SUB, VisualShaderNode::PORT_TYPE_SCALAR));
add_options.push_back(AddOption("ScalarConstant", "Scalar", "Variables", "VisualShaderNodeScalarConstant", TTR("Scalar constant."), -1, VisualShaderNode::PORT_TYPE_SCALAR));
add_options.push_back(AddOption("ScalarUniform", "Scalar", "Variables", "VisualShaderNodeScalarUniform", TTR("Scalar uniform."), -1, VisualShaderNode::PORT_TYPE_SCALAR));
// TEXTURES
add_options.push_back(AddOption("CubeMap", "Textures", "Functions", "VisualShaderNodeCubeMap", TTR("Perform the cubic texture lookup."), -1, VisualShaderNode::PORT_TYPE_COLOR));
add_options.push_back(AddOption("Texture", "Textures", "Functions", "VisualShaderNodeTexture", TTR("Perform the texture lookup."), -1, VisualShaderNode::PORT_TYPE_COLOR));
add_options.push_back(AddOption("CubeMapUniform", "Textures", "Variables", "VisualShaderNodeCubeMapUniform", TTR("Cubic texture uniform."), -1, VisualShaderNode::PORT_TYPE_COLOR));
add_options.push_back(AddOption("TextureUniform", "Textures", "Variables", "VisualShaderNodeTextureUniform", TTR("2D texture uniform."), -1, VisualShaderNode::PORT_TYPE_COLOR));
// TRANSFORM
add_options.push_back(AddOption("TransformFunc", "Transform", "Common", "VisualShaderNodeTransformFunc", TTR("Transform function."), -1, VisualShaderNode::PORT_TYPE_TRANSFORM));
add_options.push_back(AddOption("OuterProduct", "Transform", "Composition", "VisualShaderNodeOuterProduct", TTR("(GLES3 only) Calculate the outer product of a pair of vectors.\n\nOuterProduct treats the first parameter 'c' as a column vector (matrix with one column) and the second parameter 'r' as a row vector (matrix with one row) and does a linear algebraic matrix multiply 'c * r', yielding a matrix whose number of rows is the number of components in 'c' and whose number of columns is the number of components in 'r'."), -1, VisualShaderNode::PORT_TYPE_TRANSFORM));
add_options.push_back(AddOption("TransformCompose", "Transform", "Composition", "VisualShaderNodeTransformCompose", TTR("Composes transform from four vectors."), -1, VisualShaderNode::PORT_TYPE_TRANSFORM));
add_options.push_back(AddOption("TransformDecompose", "Transform", "Composition", "VisualShaderNodeTransformDecompose", TTR("Decomposes transform to four vectors.")));
add_options.push_back(AddOption("Determinant", "Transform", "Functions", "VisualShaderNodeDeterminant", TTR("(GLES3 only) Calculates the determinant of a transform."), -1, VisualShaderNode::PORT_TYPE_SCALAR));
add_options.push_back(AddOption("Inverse", "Transform", "Functions", "VisualShaderNodeTransformFunc", TTR("(GLES3 only) Calculates the inverse of a transform."), VisualShaderNodeTransformFunc::FUNC_INVERSE, VisualShaderNode::PORT_TYPE_TRANSFORM));
add_options.push_back(AddOption("Transpose", "Transform", "Functions", "VisualShaderNodeTransformFunc", TTR("(GLES3 only) Calculates the transpose of a transform."), VisualShaderNodeTransformFunc::FUNC_TRANSPOSE, VisualShaderNode::PORT_TYPE_TRANSFORM));
add_options.push_back(AddOption("TransformMult", "Transform", "Operators", "VisualShaderNodeTransformMult", TTR("Multiplies transform by transform."), -1, VisualShaderNode::PORT_TYPE_TRANSFORM));
add_options.push_back(AddOption("TransformVectorMult", "Transform", "Operators", "VisualShaderNodeTransformVecMult", TTR("Multiplies vector by transform."), -1, VisualShaderNode::PORT_TYPE_VECTOR));
add_options.push_back(AddOption("TransformConstant", "Transform", "Variables", "VisualShaderNodeTransformConstant", TTR("Transform constant."), -1, VisualShaderNode::PORT_TYPE_TRANSFORM));
add_options.push_back(AddOption("TransformUniform", "Transform", "Variables", "VisualShaderNodeTransformUniform", TTR("Transform uniform."), -1, VisualShaderNode::PORT_TYPE_TRANSFORM));
// VECTOR
add_options.push_back(AddOption("VectorFunc", "Vector", "Common", "VisualShaderNodeVectorFunc", TTR("Vector function."), -1, VisualShaderNode::PORT_TYPE_VECTOR));
add_options.push_back(AddOption("VectorOp", "Vector", "Common", "VisualShaderNodeVectorOp", TTR("Vector operator."), -1, VisualShaderNode::PORT_TYPE_VECTOR));
add_options.push_back(AddOption("VectorCompose", "Vector", "Composition", "VisualShaderNodeVectorCompose", TTR("Composes vector from three scalars."), -1, VisualShaderNode::PORT_TYPE_VECTOR));
add_options.push_back(AddOption("VectorDecompose", "Vector", "Composition", "VisualShaderNodeVectorDecompose", TTR("Decomposes vector to three scalars.")));
add_options.push_back(AddOption("Abs", "Vector", "Functions", "VisualShaderNodeVectorFunc", TTR("Returns the absolute value of the parameter."), VisualShaderNodeVectorFunc::FUNC_ABS, VisualShaderNode::PORT_TYPE_VECTOR));
add_options.push_back(AddOption("ACos", "Vector", "Functions", "VisualShaderNodeVectorFunc", TTR("Returns the arc-cosine of the parameter."), VisualShaderNodeVectorFunc::FUNC_ACOS, VisualShaderNode::PORT_TYPE_VECTOR));
add_options.push_back(AddOption("ACosH", "Vector", "Functions", "VisualShaderNodeVectorFunc", TTR("(GLES3 only) Returns the inverse hyperbolic cosine of the parameter."), VisualShaderNodeVectorFunc::FUNC_ACOSH, VisualShaderNode::PORT_TYPE_VECTOR));
add_options.push_back(AddOption("ASin", "Vector", "Functions", "VisualShaderNodeVectorFunc", TTR("Returns the arc-sine of the parameter."), VisualShaderNodeVectorFunc::FUNC_ASIN, VisualShaderNode::PORT_TYPE_VECTOR));
add_options.push_back(AddOption("ASinH", "Vector", "Functions", "VisualShaderNodeVectorFunc", TTR("(GLES3 only) Returns the inverse hyperbolic sine of the parameter."), VisualShaderNodeVectorFunc::FUNC_ASINH, VisualShaderNode::PORT_TYPE_VECTOR));
add_options.push_back(AddOption("ATan", "Vector", "Functions", "VisualShaderNodeVectorFunc", TTR("Returns the arc-tangent of the parameter."), VisualShaderNodeVectorFunc::FUNC_ATAN, VisualShaderNode::PORT_TYPE_VECTOR));
add_options.push_back(AddOption("ATan2", "Vector", "Functions", "VisualShaderNodeVectorOp", TTR("Returns the arc-tangent of the parameters."), VisualShaderNodeVectorOp::OP_ATAN2, VisualShaderNode::PORT_TYPE_VECTOR));
add_options.push_back(AddOption("ATanH", "Vector", "Functions", "VisualShaderNodeVectorFunc", TTR("(GLES3 only) Returns the inverse hyperbolic tangent of the parameter."), VisualShaderNodeVectorFunc::FUNC_ATANH, VisualShaderNode::PORT_TYPE_VECTOR));
add_options.push_back(AddOption("Ceil", "Vector", "Functions", "VisualShaderNodeVectorFunc", TTR("Finds the nearest integer that is greater than or equal to the parameter."), VisualShaderNodeVectorFunc::FUNC_CEIL, VisualShaderNode::PORT_TYPE_VECTOR));
add_options.push_back(AddOption("Clamp", "Vector", "Functions", "VisualShaderNodeVectorClamp", TTR("Constrains a value to lie between two further values."), -1, VisualShaderNode::PORT_TYPE_VECTOR));
add_options.push_back(AddOption("Cos", "Vector", "Functions", "VisualShaderNodeVectorFunc", TTR("Returns the cosine of the parameter."), VisualShaderNodeVectorFunc::FUNC_COS, VisualShaderNode::PORT_TYPE_VECTOR));
add_options.push_back(AddOption("CosH", "Vector", "Functions", "VisualShaderNodeVectorFunc", TTR("(GLES3 only) Returns the hyperbolic cosine of the parameter."), VisualShaderNodeVectorFunc::FUNC_COSH, VisualShaderNode::PORT_TYPE_VECTOR));
add_options.push_back(AddOption("Cross", "Vector", "Functions", "VisualShaderNodeVectorOp", TTR("Calculates the cross product of two vectors."), VisualShaderNodeVectorOp::OP_CROSS, VisualShaderNode::PORT_TYPE_VECTOR));
add_options.push_back(AddOption("Degrees", "Vector", "Functions", "VisualShaderNodeVectorFunc", TTR("Converts a quantity in radians to degrees."), VisualShaderNodeVectorFunc::FUNC_DEGREES, VisualShaderNode::PORT_TYPE_VECTOR));
add_options.push_back(AddOption("Distance", "Vector", "Functions", "VisualShaderNodeVectorDistance", TTR("Returns the distance between two points."), -1, VisualShaderNode::PORT_TYPE_SCALAR));
add_options.push_back(AddOption("Dot", "Vector", "Functions", "VisualShaderNodeDotProduct", TTR("Calculates the dot product of two vectors."), -1, VisualShaderNode::PORT_TYPE_SCALAR));
add_options.push_back(AddOption("Exp", "Vector", "Functions", "VisualShaderNodeVectorFunc", TTR("Base-e Exponential."), VisualShaderNodeVectorFunc::FUNC_EXP, VisualShaderNode::PORT_TYPE_VECTOR));
add_options.push_back(AddOption("Exp2", "Vector", "Functions", "VisualShaderNodeVectorFunc", TTR("Base-2 Exponential."), VisualShaderNodeVectorFunc::FUNC_EXP2, VisualShaderNode::PORT_TYPE_VECTOR));
add_options.push_back(AddOption("FaceForward", "Vector", "Functions", "VisualShaderNodeFaceForward", TTR("Returns a vector that points in the same direction as a reference vector. The function has three vector parameters : N, the vector to orient, I, the incident vector, and Nref, the reference vector. If the dot product of I and Nref is smaller than zero the return value is N. Otherwise -N is returned."), -1, VisualShaderNode::PORT_TYPE_VECTOR));
add_options.push_back(AddOption("Floor", "Vector", "Functions", "VisualShaderNodeVectorFunc", TTR("Finds the nearest integer less than or equal to the parameter."), VisualShaderNodeVectorFunc::FUNC_FLOOR, VisualShaderNode::PORT_TYPE_VECTOR));
add_options.push_back(AddOption("Fract", "Vector", "Functions", "VisualShaderNodeVectorFunc", TTR("Computes the fractional part of the argument."), VisualShaderNodeVectorFunc::FUNC_FRAC, VisualShaderNode::PORT_TYPE_VECTOR));
add_options.push_back(AddOption("InverseSqrt", "Vector", "Functions", "VisualShaderNodeVectorFunc", TTR("Returns the inverse of the square root of the parameter."), VisualShaderNodeVectorFunc::FUNC_INVERSE_SQRT, VisualShaderNode::PORT_TYPE_VECTOR));
add_options.push_back(AddOption("Length", "Vector", "Functions", "VisualShaderNodeVectorLen", TTR("Calculates the length of a vector."), -1, VisualShaderNode::PORT_TYPE_SCALAR));
add_options.push_back(AddOption("Log", "Vector", "Functions", "VisualShaderNodeVectorFunc", TTR("Natural logarithm."), VisualShaderNodeVectorFunc::FUNC_LOG, VisualShaderNode::PORT_TYPE_VECTOR));
add_options.push_back(AddOption("Log2", "Vector", "Functions", "VisualShaderNodeVectorFunc", TTR("Base-2 logarithm."), VisualShaderNodeVectorFunc::FUNC_LOG2, VisualShaderNode::PORT_TYPE_VECTOR));
add_options.push_back(AddOption("Max", "Vector", "Functions", "VisualShaderNodeVectorOp", TTR("Returns the greater of two values."), VisualShaderNodeVectorOp::OP_MAX, VisualShaderNode::PORT_TYPE_VECTOR));
add_options.push_back(AddOption("Min", "Vector", "Functions", "VisualShaderNodeVectorOp", TTR("Returns the lesser of two values."), VisualShaderNodeVectorOp::OP_MIN, VisualShaderNode::PORT_TYPE_VECTOR));
add_options.push_back(AddOption("Mix", "Vector", "Functions", "VisualShaderNodeVectorInterp", TTR("Linear interpolation between two vectors."), -1, VisualShaderNode::PORT_TYPE_VECTOR));
add_options.push_back(AddOption("Negate", "Vector", "Functions", "VisualShaderNodeVectorFunc", TTR("Returns the opposite value of the parameter."), VisualShaderNodeVectorFunc::FUNC_NEGATE, VisualShaderNode::PORT_TYPE_VECTOR));
add_options.push_back(AddOption("Normalize", "Vector", "Functions", "VisualShaderNodeVectorFunc", TTR("Calculates the normalize product of vector."), VisualShaderNodeVectorFunc::FUNC_NORMALIZE, VisualShaderNode::PORT_TYPE_VECTOR));
add_options.push_back(AddOption("Pow", "Vector", "Functions", "VisualShaderNodeVectorOp", TTR("Returns the value of the first parameter raised to the power of the second."), VisualShaderNodeVectorOp::OP_POW, VisualShaderNode::PORT_TYPE_VECTOR));
add_options.push_back(AddOption("Radians", "Vector", "Functions", "VisualShaderNodeVectorFunc", TTR("Converts a quantity in degrees to radians."), VisualShaderNodeVectorFunc::FUNC_RADIANS, VisualShaderNode::PORT_TYPE_VECTOR));
add_options.push_back(AddOption("Reciprocal", "Vector", "Functions", "VisualShaderNodeVectorFunc", TTR("1.0 / vector"), VisualShaderNodeVectorFunc::FUNC_RECIPROCAL, VisualShaderNode::PORT_TYPE_VECTOR));
add_options.push_back(AddOption("Reflect", "Vector", "Functions", "VisualShaderNodeVectorOp", TTR("Returns a vector that points in the direction of reflection ( a : incident vector, b : normal vector )."), VisualShaderNodeVectorOp::OP_REFLECT, VisualShaderNode::PORT_TYPE_VECTOR));
add_options.push_back(AddOption("Refract", "Vector", "Functions", "VisualShaderNodeVectorRefract", TTR("Returns a vector that points in the direction of refraction."), -1, VisualShaderNode::PORT_TYPE_VECTOR));
add_options.push_back(AddOption("Round", "Vector", "Functions", "VisualShaderNodeVectorFunc", TTR("(GLES3 only) Finds the nearest integer to the parameter."), VisualShaderNodeVectorFunc::FUNC_ROUND, VisualShaderNode::PORT_TYPE_VECTOR));
add_options.push_back(AddOption("RoundEven", "Vector", "Functions", "VisualShaderNodeVectorFunc", TTR("(GLES3 only) Finds the nearest even integer to the parameter."), VisualShaderNodeVectorFunc::FUNC_ROUNDEVEN, VisualShaderNode::PORT_TYPE_VECTOR));
add_options.push_back(AddOption("Saturate", "Vector", "Functions", "VisualShaderNodeVectorFunc", TTR("Clamps the value between 0.0 and 1.0."), VisualShaderNodeVectorFunc::FUNC_SATURATE, VisualShaderNode::PORT_TYPE_VECTOR));
add_options.push_back(AddOption("Sign", "Vector", "Functions", "VisualShaderNodeVectorFunc", TTR("Extracts the sign of the parameter."), VisualShaderNodeVectorFunc::FUNC_SIGN, VisualShaderNode::PORT_TYPE_VECTOR));
add_options.push_back(AddOption("Sin", "Vector", "Functions", "VisualShaderNodeVectorFunc", TTR("Returns the sine of the parameter."), VisualShaderNodeVectorFunc::FUNC_SIN, VisualShaderNode::PORT_TYPE_VECTOR));
add_options.push_back(AddOption("SinH", "Vector", "Functions", "VisualShaderNodeVectorFunc", TTR("(GLES3 only) Returns the hyperbolic sine of the parameter."), VisualShaderNodeVectorFunc::FUNC_SINH, VisualShaderNode::PORT_TYPE_VECTOR));
add_options.push_back(AddOption("Sqrt", "Vector", "Functions", "VisualShaderNodeVectorFunc", TTR("Returns the square root of the parameter."), VisualShaderNodeVectorFunc::FUNC_SQRT, VisualShaderNode::PORT_TYPE_VECTOR));
add_options.push_back(AddOption("SmoothStep", "Vector", "Functions", "VisualShaderNodeVectorSmoothStep", TTR("SmoothStep function( vector(edge0), vector(edge1), vector(x) ).\n\nReturns 0.0 if 'x' is smaller then 'edge0' and 1.0 if 'x' is larger than 'edge1'. Otherwise the return value is interpolated between 0.0 and 1.0 using Hermite polynomials."), -1, VisualShaderNode::PORT_TYPE_VECTOR));
add_options.push_back(AddOption("SmoothStepS", "Vector", "Functions", "VisualShaderNodeVectorScalarSmoothStep", TTR("SmoothStep function( scalar(edge0), scalar(edge1), vector(x) ).\n\nReturns 0.0 if 'x' is smaller then 'edge0' and 1.0 if 'x' is larger than 'edge1'. Otherwise the return value is interpolated between 0.0 and 1.0 using Hermite polynomials."), -1, VisualShaderNode::PORT_TYPE_VECTOR));
add_options.push_back(AddOption("Step", "Vector", "Functions", "VisualShaderNodeVectorOp", TTR("Step function( vector(edge), vector(x) ).\n\nReturns 0.0 if 'x' is smaller then 'edge' and otherwise 1.0."), VisualShaderNodeVectorOp::OP_STEP, VisualShaderNode::PORT_TYPE_VECTOR));
add_options.push_back(AddOption("StepS", "Vector", "Functions", "VisualShaderNodeVectorScalarStep", TTR("Step function( scalar(edge), vector(x) ).\n\nReturns 0.0 if 'x' is smaller then 'edge' and otherwise 1.0."), -1, VisualShaderNode::PORT_TYPE_VECTOR));
add_options.push_back(AddOption("Tan", "Vector", "Functions", "VisualShaderNodeVectorFunc", TTR("Returns the tangent of the parameter."), VisualShaderNodeVectorFunc::FUNC_TAN, VisualShaderNode::PORT_TYPE_VECTOR));
add_options.push_back(AddOption("TanH", "Vector", "Functions", "VisualShaderNodeVectorFunc", TTR("(GLES3 only) Returns the hyperbolic tangent of the parameter."), VisualShaderNodeVectorFunc::FUNC_TANH, VisualShaderNode::PORT_TYPE_VECTOR));
add_options.push_back(AddOption("Trunc", "Vector", "Functions", "VisualShaderNodeVectorFunc", TTR("(GLES3 only) Finds the truncated value of the parameter."), VisualShaderNodeVectorFunc::FUNC_TRUNC, VisualShaderNode::PORT_TYPE_VECTOR));
add_options.push_back(AddOption("Add", "Vector", "Operators", "VisualShaderNodeVectorOp", TTR("Adds vector to vector."), VisualShaderNodeVectorOp::OP_ADD, VisualShaderNode::PORT_TYPE_VECTOR));
add_options.push_back(AddOption("Divide", "Vector", "Operators", "VisualShaderNodeVectorOp", TTR("Divides vector by vector."), VisualShaderNodeVectorOp::OP_DIV, VisualShaderNode::PORT_TYPE_VECTOR));
add_options.push_back(AddOption("Multiply", "Vector", "Operators", "VisualShaderNodeVectorOp", TTR("Multiplies vector by vector."), VisualShaderNodeVectorOp::OP_MUL, VisualShaderNode::PORT_TYPE_VECTOR));
add_options.push_back(AddOption("Remainder", "Vector", "Operators", "VisualShaderNodeVectorOp", TTR("Returns the remainder of the two vectors."), VisualShaderNodeVectorOp::OP_MOD, VisualShaderNode::PORT_TYPE_VECTOR));
add_options.push_back(AddOption("Subtract", "Vector", "Operators", "VisualShaderNodeVectorOp", TTR("Subtracts vector from vector."), VisualShaderNodeVectorOp::OP_SUB, VisualShaderNode::PORT_TYPE_VECTOR));
add_options.push_back(AddOption("VectorConstant", "Vector", "Variables", "VisualShaderNodeVec3Constant", TTR("Vector constant."), -1, VisualShaderNode::PORT_TYPE_VECTOR));
add_options.push_back(AddOption("VectorUniform", "Vector", "Variables", "VisualShaderNodeVec3Uniform", TTR("Vector uniform."), -1, VisualShaderNode::PORT_TYPE_VECTOR));
// SPECIAL
add_options.push_back(AddOption("ScalarDerivativeFunc", "Special", "Common", "VisualShaderNodeScalarDerivativeFunc", TTR("(GLES3 only) (Fragment/Light mode only) Scalar derivative function."), -1, VisualShaderNode::PORT_TYPE_SCALAR, VisualShader::TYPE_FRAGMENT | VisualShader::TYPE_LIGHT));
add_options.push_back(AddOption("VectorDerivativeFunc", "Special", "Common", "VisualShaderNodeVectorDerivativeFunc", TTR("(GLES3 only) (Fragment/Light mode only) Vector derivative function."), -1, VisualShaderNode::PORT_TYPE_VECTOR, VisualShader::TYPE_FRAGMENT | VisualShader::TYPE_LIGHT));
add_options.push_back(AddOption("DdX", "Special", "Derivative", "VisualShaderNodeVectorDerivativeFunc", TTR("(GLES3 only) (Fragment/Light mode only) (Vector) Derivative in 'x' using local differencing."), VisualShaderNodeVectorDerivativeFunc::FUNC_X, VisualShaderNode::PORT_TYPE_VECTOR, VisualShader::TYPE_FRAGMENT | VisualShader::TYPE_LIGHT));
add_options.push_back(AddOption("DdXS", "Special", "Derivative", "VisualShaderNodeScalarDerivativeFunc", TTR("(GLES3 only) (Fragment/Light mode only) (Scalar) Derivative in 'x' using local differencing."), VisualShaderNodeScalarDerivativeFunc::FUNC_X, VisualShaderNode::PORT_TYPE_SCALAR, VisualShader::TYPE_FRAGMENT | VisualShader::TYPE_LIGHT));
add_options.push_back(AddOption("DdY", "Special", "Derivative", "VisualShaderNodeVectorDerivativeFunc", TTR("(GLES3 only) (Fragment/Light mode only) (Vector) Derivative in 'y' using local differencing."), VisualShaderNodeVectorDerivativeFunc::FUNC_Y, VisualShaderNode::PORT_TYPE_VECTOR, VisualShader::TYPE_FRAGMENT | VisualShader::TYPE_LIGHT));
add_options.push_back(AddOption("DdYS", "Special", "Derivative", "VisualShaderNodeScalarDerivativeFunc", TTR("(GLES3 only) (Fragment/Light mode only) (Scalar) Derivative in 'y' using local differencing."), VisualShaderNodeScalarDerivativeFunc::FUNC_Y, VisualShaderNode::PORT_TYPE_SCALAR, VisualShader::TYPE_FRAGMENT | VisualShader::TYPE_LIGHT));
add_options.push_back(AddOption("Sum", "Special", "Derivative", "VisualShaderNodeVectorDerivativeFunc", TTR("(GLES3 only) (Fragment/Light mode only) (Vector) Sum of absolute derivative in 'x' and 'y'."), VisualShaderNodeVectorDerivativeFunc::FUNC_SUM, VisualShaderNode::PORT_TYPE_VECTOR, VisualShader::TYPE_FRAGMENT | VisualShader::TYPE_LIGHT));
add_options.push_back(AddOption("SumS", "Special", "Derivative", "VisualShaderNodeScalarDerivativeFunc", TTR("(GLES3 only) (Fragment/Light mode only) (Scalar) Sum of absolute derivative in 'x' and 'y'."), VisualShaderNodeScalarDerivativeFunc::FUNC_SUM, VisualShaderNode::PORT_TYPE_SCALAR, VisualShader::TYPE_FRAGMENT | VisualShader::TYPE_LIGHT));
/////////////////////////////////////////////////////////////////////
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_update_options_menu();
error_panel = memnew(PanelContainer);
add_child(error_panel);
error_label = memnew(Label);
error_panel->add_child(error_label);
error_label->set_text("eh");
error_panel->hide();
undo_redo = EditorNode::get_singleton()->get_undo_redo();
Ref<VisualShaderNodePluginDefault> default_plugin;
default_plugin.instance();
add_plugin(default_plugin);
property_editor = memnew(CustomPropertyEditor);
add_child(property_editor);
property_editor->connect("variant_changed", this, "_port_edited");
}
void VisualShaderEditorPlugin::edit(Object *p_object) {
visual_shader_editor->edit(Object::cast_to<VisualShader>(p_object));
}
bool VisualShaderEditorPlugin::handles(Object *p_object) const {
return p_object->is_class("VisualShader");
}
void VisualShaderEditorPlugin::make_visible(bool p_visible) {
if (p_visible) {
//editor->hide_animation_player_editors();
//editor->animation_panel_make_visible(true);
button->show();
editor->make_bottom_panel_item_visible(visual_shader_editor);
visual_shader_editor->set_process_input(true);
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//visual_shader_editor->set_process(true);
} else {
if (visual_shader_editor->is_visible_in_tree())
editor->hide_bottom_panel();
button->hide();
visual_shader_editor->set_process_input(false);
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//visual_shader_editor->set_process(false);
}
}
VisualShaderEditorPlugin::VisualShaderEditorPlugin(EditorNode *p_node) {
editor = p_node;
visual_shader_editor = memnew(VisualShaderEditor);
visual_shader_editor->set_custom_minimum_size(Size2(0, 300));
button = editor->add_bottom_panel_item(TTR("VisualShader"), visual_shader_editor);
button->hide();
}
VisualShaderEditorPlugin::~VisualShaderEditorPlugin() {
}
////////////////
class VisualShaderNodePluginInputEditor : public OptionButton {
GDCLASS(VisualShaderNodePluginInputEditor, OptionButton)
Ref<VisualShaderNodeInput> input;
protected:
static void _bind_methods() {
ClassDB::bind_method("_item_selected", &VisualShaderNodePluginInputEditor::_item_selected);
}
public:
void _notification(int p_what) {
if (p_what == NOTIFICATION_READY) {
connect("item_selected", this, "_item_selected");
}
}
void _item_selected(int p_item) {
VisualShaderEditor::get_singleton()->call_deferred("_input_select_item", input, get_item_text(p_item));
}
void setup(const Ref<VisualShaderNodeInput> &p_input) {
input = p_input;
Ref<Texture> type_icon[4] = {
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EditorNode::get_singleton()->get_gui_base()->get_icon("float", "EditorIcons"),
EditorNode::get_singleton()->get_gui_base()->get_icon("Vector3", "EditorIcons"),
EditorNode::get_singleton()->get_gui_base()->get_icon("bool", "EditorIcons"),
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EditorNode::get_singleton()->get_gui_base()->get_icon("Transform", "EditorIcons"),
};
add_item("[None]");
int to_select = -1;
for (int i = 0; i < input->get_input_index_count(); i++) {
if (input->get_input_name() == input->get_input_index_name(i)) {
to_select = i + 1;
}
add_icon_item(type_icon[input->get_input_index_type(i)], input->get_input_index_name(i));
}
if (to_select >= 0) {
select(to_select);
}
}
};
class VisualShaderNodePluginDefaultEditor : public VBoxContainer {
GDCLASS(VisualShaderNodePluginDefaultEditor, VBoxContainer)
public:
void _property_changed(const String &prop, const Variant &p_value, const String &p_field, bool p_changing = false) {
if (p_changing)
return;
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UndoRedo *undo_redo = EditorNode::get_singleton()->get_undo_redo();
updating = true;
undo_redo->create_action(TTR("Edit Visual Property") + ": " + prop, UndoRedo::MERGE_ENDS);
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undo_redo->add_do_property(node.ptr(), prop, p_value);
undo_redo->add_undo_property(node.ptr(), prop, node->get(prop));
undo_redo->commit_action();
updating = false;
}
void _node_changed() {
if (updating)
return;
for (int i = 0; i < properties.size(); i++) {
properties[i]->update_property();
}
}
void _refresh_request() {
VisualShaderEditor::get_singleton()->call_deferred("_update_graph");
}
bool updating;
Ref<VisualShaderNode> node;
Vector<EditorProperty *> properties;
void setup(Vector<EditorProperty *> p_properties, const Vector<StringName> &p_names, Ref<VisualShaderNode> p_node) {
updating = false;
node = p_node;
properties = p_properties;
for (int i = 0; i < p_properties.size(); i++) {
add_child(p_properties[i]);
properties[i]->connect("property_changed", this, "_property_changed");
properties[i]->set_object_and_property(node.ptr(), p_names[i]);
properties[i]->update_property();
properties[i]->set_name_split_ratio(0);
}
node->connect("changed", this, "_node_changed");
node->connect("editor_refresh_request", this, "_refresh_request", varray(), CONNECT_DEFERRED);
}
static void _bind_methods() {
ClassDB::bind_method("_property_changed", &VisualShaderNodePluginDefaultEditor::_property_changed, DEFVAL(String()), DEFVAL(false));
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ClassDB::bind_method("_node_changed", &VisualShaderNodePluginDefaultEditor::_node_changed);
ClassDB::bind_method("_refresh_request", &VisualShaderNodePluginDefaultEditor::_refresh_request);
}
};
Control *VisualShaderNodePluginDefault::create_editor(const Ref<VisualShaderNode> &p_node) {
if (p_node->is_class("VisualShaderNodeInput")) {
//create input
VisualShaderNodePluginInputEditor *input_editor = memnew(VisualShaderNodePluginInputEditor);
input_editor->setup(p_node);
return input_editor;
}
Vector<StringName> properties = p_node->get_editable_properties();
if (properties.size() == 0) {
return NULL;
}
List<PropertyInfo> props;
p_node->get_property_list(&props);
Vector<PropertyInfo> pinfo;
for (List<PropertyInfo>::Element *E = props.front(); E; E = E->next()) {
for (int i = 0; i < properties.size(); i++) {
if (E->get().name == String(properties[i])) {
pinfo.push_back(E->get());
}
}
}
if (pinfo.size() == 0)
return NULL;
properties.clear();
Ref<VisualShaderNode> node = p_node;
Vector<EditorProperty *> editors;
for (int i = 0; i < pinfo.size(); i++) {
EditorProperty *prop = EditorInspector::instantiate_property_editor(node.ptr(), pinfo[i].type, pinfo[i].name, pinfo[i].hint, pinfo[i].hint_string, pinfo[i].usage);
if (!prop)
return NULL;
if (Object::cast_to<EditorPropertyResource>(prop)) {
Object::cast_to<EditorPropertyResource>(prop)->set_use_sub_inspector(false);
prop->set_custom_minimum_size(Size2(100 * EDSCALE, 0));
} else if (Object::cast_to<EditorPropertyTransform>(prop) || Object::cast_to<EditorPropertyVector3>(prop)) {
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prop->set_custom_minimum_size(Size2(250 * EDSCALE, 0));
} else if (Object::cast_to<EditorPropertyFloat>(prop)) {
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prop->set_custom_minimum_size(Size2(100 * EDSCALE, 0));
} else if (Object::cast_to<EditorPropertyEnum>(prop)) {
prop->set_custom_minimum_size(Size2(100 * EDSCALE, 0));
Object::cast_to<EditorPropertyEnum>(prop)->set_option_button_clip(false);
}
editors.push_back(prop);
properties.push_back(pinfo[i].name);
}
VisualShaderNodePluginDefaultEditor *editor = memnew(VisualShaderNodePluginDefaultEditor);
editor->setup(editors, properties, p_node);
return editor;
}
void EditorPropertyShaderMode::_option_selected(int p_which) {
//will not use this, instead will do all the logic setting manually
//emit_signal("property_changed", get_edited_property(), p_which);
Ref<VisualShader> visual_shader(Object::cast_to<VisualShader>(get_edited_object()));
if (visual_shader->get_mode() == p_which)
return;
UndoRedo *undo_redo = EditorNode::get_singleton()->get_undo_redo();
undo_redo->create_action(TTR("Visual Shader Mode Changed"));
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//do is easy
undo_redo->add_do_method(visual_shader.ptr(), "set_mode", p_which);
undo_redo->add_undo_method(visual_shader.ptr(), "set_mode", visual_shader->get_mode());
//now undo is hell
//1. restore connections to output
for (int i = 0; i < VisualShader::TYPE_MAX; i++) {
VisualShader::Type type = VisualShader::Type(i);
List<VisualShader::Connection> conns;
visual_shader->get_node_connections(type, &conns);
for (List<VisualShader::Connection>::Element *E = conns.front(); E; E = E->next()) {
if (E->get().to_node == VisualShader::NODE_ID_OUTPUT) {
undo_redo->add_undo_method(visual_shader.ptr(), "connect_nodes", type, E->get().from_node, E->get().from_port, E->get().to_node, E->get().to_port);
}
}
}
//2. restore input indices
for (int i = 0; i < VisualShader::TYPE_MAX; i++) {
VisualShader::Type type = VisualShader::Type(i);
Vector<int> nodes = visual_shader->get_node_list(type);
for (int j = 0; j < nodes.size(); j++) {
Ref<VisualShaderNodeInput> input = visual_shader->get_node(type, nodes[j]);
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if (!input.is_valid()) {
continue;
}
undo_redo->add_undo_method(input.ptr(), "set_input_name", input->get_input_name());
}
}
//3. restore enums and flags
List<PropertyInfo> props;
visual_shader->get_property_list(&props);
for (List<PropertyInfo>::Element *E = props.front(); E; E = E->next()) {
if (E->get().name.begins_with("flags/") || E->get().name.begins_with("modes/")) {
undo_redo->add_undo_property(visual_shader.ptr(), E->get().name, visual_shader->get(E->get().name));
}
}
//update graph
undo_redo->add_do_method(VisualShaderEditor::get_singleton(), "_update_graph");
undo_redo->add_undo_method(VisualShaderEditor::get_singleton(), "_update_graph");
undo_redo->commit_action();
}
void EditorPropertyShaderMode::update_property() {
int which = get_edited_object()->get(get_edited_property());
options->select(which);
}
void EditorPropertyShaderMode::setup(const Vector<String> &p_options) {
for (int i = 0; i < p_options.size(); i++) {
options->add_item(p_options[i], i);
}
}
void EditorPropertyShaderMode::set_option_button_clip(bool p_enable) {
options->set_clip_text(p_enable);
}
void EditorPropertyShaderMode::_bind_methods() {
ClassDB::bind_method(D_METHOD("_option_selected"), &EditorPropertyShaderMode::_option_selected);
}
EditorPropertyShaderMode::EditorPropertyShaderMode() {
options = memnew(OptionButton);
options->set_clip_text(true);
add_child(options);
add_focusable(options);
options->connect("item_selected", this, "_option_selected");
}
bool EditorInspectorShaderModePlugin::can_handle(Object *p_object) {
return true; //can handle everything
}
void EditorInspectorShaderModePlugin::parse_begin(Object *p_object) {
//do none
}
bool EditorInspectorShaderModePlugin::parse_property(Object *p_object, Variant::Type p_type, const String &p_path, PropertyHint p_hint, const String &p_hint_text, int p_usage) {
if (p_path == "mode" && p_object->is_class("VisualShader") && p_type == Variant::INT) {
EditorPropertyShaderMode *editor = memnew(EditorPropertyShaderMode);
Vector<String> options = p_hint_text.split(",");
editor->setup(options);
add_property_editor(p_path, editor);
return true;
}
return false; //can be overridden, although it will most likely be last anyway
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}
void EditorInspectorShaderModePlugin::parse_end() {
//do none
}
//////////////////////////////////
void VisualShaderNodePortPreview::_shader_changed() {
if (shader.is_null()) {
return;
}
Vector<VisualShader::DefaultTextureParam> default_textures;
String shader_code = shader->generate_preview_shader(type, node, port, default_textures);
Ref<Shader> preview_shader;
preview_shader.instance();
preview_shader->set_code(shader_code);
for (int i = 0; i < default_textures.size(); i++) {
preview_shader->set_default_texture_param(default_textures[i].name, default_textures[i].param);
}
Ref<ShaderMaterial> material;
material.instance();
material->set_shader(preview_shader);
//find if a material is also being edited and copy parameters to this one
for (int i = EditorNode::get_singleton()->get_editor_history()->get_path_size() - 1; i >= 0; i--) {
Object *object = ObjectDB::get_instance(EditorNode::get_singleton()->get_editor_history()->get_path_object(i));
if (!object)
continue;
ShaderMaterial *src_mat = Object::cast_to<ShaderMaterial>(object);
if (src_mat && src_mat->get_shader().is_valid()) {
List<PropertyInfo> params;
src_mat->get_shader()->get_param_list(&params);
for (List<PropertyInfo>::Element *E = params.front(); E; E = E->next()) {
material->set(E->get().name, src_mat->get(E->get().name));
}
}
}
set_material(material);
}
void VisualShaderNodePortPreview::setup(const Ref<VisualShader> &p_shader, VisualShader::Type p_type, int p_node, int p_port) {
shader = p_shader;
shader->connect("changed", this, "_shader_changed");
type = p_type;
port = p_port;
node = p_node;
update();
_shader_changed();
}
Size2 VisualShaderNodePortPreview::get_minimum_size() const {
return Size2(100, 100) * EDSCALE;
}
void VisualShaderNodePortPreview::_notification(int p_what) {
if (p_what == NOTIFICATION_DRAW) {
Vector<Vector2> points;
Vector<Vector2> uvs;
Vector<Color> colors;
points.push_back(Vector2());
uvs.push_back(Vector2(0, 0));
colors.push_back(Color(1, 1, 1, 1));
points.push_back(Vector2(get_size().width, 0));
uvs.push_back(Vector2(1, 0));
colors.push_back(Color(1, 1, 1, 1));
points.push_back(get_size());
uvs.push_back(Vector2(1, 1));
colors.push_back(Color(1, 1, 1, 1));
points.push_back(Vector2(0, get_size().height));
uvs.push_back(Vector2(0, 1));
colors.push_back(Color(1, 1, 1, 1));
draw_primitive(points, colors, uvs);
}
}
void VisualShaderNodePortPreview::_bind_methods() {
ClassDB::bind_method("_shader_changed", &VisualShaderNodePortPreview::_shader_changed);
}
VisualShaderNodePortPreview::VisualShaderNodePortPreview() {
}