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/**************************************************************************/
/* visual_shader_editor_plugin.cpp */
/**************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/**************************************************************************/
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
/* */
/* 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"
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# include "core/config/project_settings.h"
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# include "core/io/resource_loader.h"
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# include "core/math/math_defs.h"
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# include "core/os/keyboard.h"
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# include "editor/editor_node.h"
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# include "editor/editor_properties.h"
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# include "editor/editor_properties_vector.h"
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# include "editor/editor_settings.h"
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# include "editor/editor_string_names.h"
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# include "editor/editor_undo_redo_manager.h"
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# include "editor/filesystem_dock.h"
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# include "editor/inspector_dock.h"
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# include "editor/plugins/curve_editor_plugin.h"
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# include "editor/plugins/shader_editor_plugin.h"
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# include "editor/themes/editor_scale.h"
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# include "scene/animation/tween.h"
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# include "scene/gui/button.h"
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# include "scene/gui/check_box.h"
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# include "scene/gui/code_edit.h"
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# include "scene/gui/color_picker.h"
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# include "scene/gui/graph_edit.h"
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# include "scene/gui/menu_button.h"
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# include "scene/gui/option_button.h"
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# include "scene/gui/popup.h"
# include "scene/gui/rich_text_label.h"
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# include "scene/gui/separator.h"
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# include "scene/gui/tree.h"
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# include "scene/gui/view_panner.h"
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# include "scene/main/window.h"
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# include "scene/resources/curve_texture.h"
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# include "scene/resources/style_box_flat.h"
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# include "scene/resources/visual_shader_nodes.h"
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# include "scene/resources/visual_shader_particle_nodes.h"
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# include "servers/display_server.h"
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# include "servers/rendering/shader_preprocessor.h"
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# include "servers/rendering/shader_types.h"
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struct FloatConstantDef {
String name ;
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float value = 0 ;
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String desc ;
} ;
static FloatConstantDef float_constant_defs [ ] = {
{ " E " , Math_E , TTR ( " E constant (2.718282). Represents the base of the natural logarithm. " ) } ,
{ " Epsilon " , CMP_EPSILON , TTR ( " Epsilon constant (0.00001). Smallest possible scalar number. " ) } ,
{ " Phi " , 1.618034f , TTR ( " Phi constant (1.618034). Golden ratio. " ) } ,
{ " Pi/4 " , Math_PI / 4 , TTR ( " Pi/4 constant (0.785398) or 45 degrees. " ) } ,
{ " Pi/2 " , Math_PI / 2 , TTR ( " Pi/2 constant (1.570796) or 90 degrees. " ) } ,
{ " Pi " , Math_PI , TTR ( " Pi constant (3.141593) or 180 degrees. " ) } ,
{ " Tau " , Math_TAU , TTR ( " Tau constant (6.283185) or 360 degrees. " ) } ,
{ " Sqrt2 " , Math_SQRT2 , TTR ( " Sqrt2 constant (1.414214). Square root of 2. " ) }
} ;
const int MAX_FLOAT_CONST_DEFS = sizeof ( float_constant_defs ) / sizeof ( FloatConstantDef ) ;
///////////////////
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void VisualShaderNodePlugin : : set_editor ( VisualShaderEditor * p_editor ) {
vseditor = p_editor ;
}
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Control * VisualShaderNodePlugin : : create_editor ( const Ref < Resource > & p_parent_resource , const Ref < VisualShaderNode > & p_node ) {
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Object * ret = nullptr ;
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GDVIRTUAL_CALL ( _create_editor , p_parent_resource , p_node , ret ) ;
return Object : : cast_to < Control > ( ret ) ;
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}
void VisualShaderNodePlugin : : _bind_methods ( ) {
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GDVIRTUAL_BIND ( _create_editor , " parent_resource " , " visual_shader_node " ) ;
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}
///////////////////
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void VSGraphNode : : _draw_port ( int p_slot_index , Point2i p_pos , bool p_left , const Color & p_color , const Color & p_rim_color ) {
Ref < Texture2D > port_icon = p_left ? get_slot_custom_icon_left ( p_slot_index ) : get_slot_custom_icon_right ( p_slot_index ) ;
Point2 icon_offset ;
if ( ! port_icon . is_valid ( ) ) {
port_icon = get_theme_icon ( SNAME ( " port " ) , SNAME ( " GraphNode " ) ) ;
}
icon_offset = - port_icon - > get_size ( ) * 0.5 ;
// Draw "shadow"/outline in the connection rim color.
draw_texture_rect ( port_icon , Rect2 ( p_pos + icon_offset - Size2 ( 2 , 2 ) , port_icon - > get_size ( ) + Size2 ( 4 , 4 ) ) , false , p_rim_color ) ;
draw_texture ( port_icon , p_pos + icon_offset , p_color ) ;
}
void VSGraphNode : : draw_port ( int p_slot_index , Point2i p_pos , bool p_left , const Color & p_color ) {
Color rim_color = get_theme_color ( SNAME ( " connection_rim_color " ) , SNAME ( " GraphEdit " ) ) ;
_draw_port ( p_slot_index , p_pos , p_left , p_color , rim_color ) ;
}
///////////////////
void VSRerouteNode : : _notification ( int p_what ) {
switch ( p_what ) {
case NOTIFICATION_READY : {
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connect ( SceneStringName ( mouse_entered ) , callable_mp ( this , & VSRerouteNode : : _on_mouse_entered ) ) ;
connect ( SceneStringName ( mouse_exited ) , callable_mp ( this , & VSRerouteNode : : _on_mouse_exited ) ) ;
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} break ;
case NOTIFICATION_DRAW : {
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Vector2 offset = Vector2 ( 0 , - 16 * EDSCALE ) ;
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Color drag_bg_color = get_theme_color ( SNAME ( " drag_background " ) , SNAME ( " VSRerouteNode " ) ) ;
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draw_circle ( get_size ( ) * 0.5 + offset , 16 * EDSCALE , Color ( drag_bg_color , selected ? 1 : icon_opacity ) , true , - 1 , true ) ;
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Ref < Texture2D > icon = get_editor_theme_icon ( SNAME ( " ToolMove " ) ) ;
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Point2 icon_offset = - icon - > get_size ( ) * 0.5 + get_size ( ) * 0.5 + offset ;
draw_texture ( icon , icon_offset , Color ( 1 , 1 , 1 , selected ? 1 : icon_opacity ) ) ;
} break ;
}
}
void VSRerouteNode : : draw_port ( int p_slot_index , Point2i p_pos , bool p_left , const Color & p_color ) {
Color rim_color = selected ? get_theme_color ( " selected_rim_color " , " VSRerouteNode " ) : get_theme_color ( " connection_rim_color " , " GraphEdit " ) ;
_draw_port ( p_slot_index , p_pos , p_left , p_color , rim_color ) ;
}
VSRerouteNode : : VSRerouteNode ( ) {
Label * title_lbl = Object : : cast_to < Label > ( get_titlebar_hbox ( ) - > get_child ( 0 ) ) ;
title_lbl - > hide ( ) ;
const Size2 size = Size2 ( 32 , 32 ) * EDSCALE ;
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print_line ( " VSRerouteNode size: " + size ) ;
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Control * slot_area = memnew ( Control ) ;
slot_area - > set_custom_minimum_size ( size ) ;
slot_area - > set_mouse_filter ( Control : : MOUSE_FILTER_IGNORE ) ;
add_child ( slot_area ) ;
// Lay the input and output ports on top of each other to create the illusion of a single port.
add_theme_constant_override ( " port_h_offset " , size . width / 2 ) ;
}
void VSRerouteNode : : set_icon_opacity ( float p_opacity ) {
icon_opacity = p_opacity ;
queue_redraw ( ) ;
}
void VSRerouteNode : : _on_mouse_entered ( ) {
Ref < Tween > tween = create_tween ( ) ;
tween - > tween_method ( callable_mp ( this , & VSRerouteNode : : set_icon_opacity ) , 0.0 , 1.0 , FADE_ANIMATION_LENGTH_SEC ) ;
}
void VSRerouteNode : : _on_mouse_exited ( ) {
Ref < Tween > tween = create_tween ( ) ;
tween - > tween_method ( callable_mp ( this , & VSRerouteNode : : set_icon_opacity ) , 1.0 , 0.0 , FADE_ANIMATION_LENGTH_SEC ) ;
}
///////////////////
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VisualShaderGraphPlugin : : VisualShaderGraphPlugin ( ) {
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vs_msdf_fonts_theme . instantiate ( ) ;
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}
void VisualShaderGraphPlugin : : _bind_methods ( ) {
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ClassDB : : bind_method ( " add_node " , & VisualShaderGraphPlugin : : add_node ) ;
ClassDB : : bind_method ( " remove_node " , & VisualShaderGraphPlugin : : remove_node ) ;
ClassDB : : bind_method ( " connect_nodes " , & VisualShaderGraphPlugin : : connect_nodes ) ;
ClassDB : : bind_method ( " disconnect_nodes " , & VisualShaderGraphPlugin : : disconnect_nodes ) ;
ClassDB : : bind_method ( " set_node_position " , & VisualShaderGraphPlugin : : set_node_position ) ;
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ClassDB : : bind_method ( " update_node " , & VisualShaderGraphPlugin : : update_node ) ;
ClassDB : : bind_method ( " update_node_deferred " , & VisualShaderGraphPlugin : : update_node_deferred ) ;
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ClassDB : : bind_method ( " set_input_port_default_value " , & VisualShaderGraphPlugin : : set_input_port_default_value ) ;
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ClassDB : : bind_method ( " set_parameter_name " , & VisualShaderGraphPlugin : : set_parameter_name ) ;
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ClassDB : : bind_method ( " set_expression " , & VisualShaderGraphPlugin : : set_expression ) ;
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ClassDB : : bind_method ( " update_curve " , & VisualShaderGraphPlugin : : update_curve ) ;
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ClassDB : : bind_method ( " update_curve_xyz " , & VisualShaderGraphPlugin : : update_curve_xyz ) ;
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ClassDB : : bind_method ( D_METHOD ( " attach_node_to_frame " , " type " , " id " , " frame " ) , & VisualShaderGraphPlugin : : attach_node_to_frame ) ;
ClassDB : : bind_method ( D_METHOD ( " detach_node_from_frame " , " type " , " id " ) , & VisualShaderGraphPlugin : : detach_node_from_frame ) ;
ClassDB : : bind_method ( D_METHOD ( " set_frame_color_enabled " , " type " , " id " , " enabled " ) , & VisualShaderGraphPlugin : : set_frame_color_enabled ) ;
ClassDB : : bind_method ( D_METHOD ( " set_frame_color " , " type " , " id " , " color " ) , & VisualShaderGraphPlugin : : set_frame_color ) ;
ClassDB : : bind_method ( D_METHOD ( " set_frame_autoshrink_enabled " , " type " , " id " , " enabled " ) , & VisualShaderGraphPlugin : : set_frame_autoshrink_enabled ) ;
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}
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void VisualShaderGraphPlugin : : set_editor ( VisualShaderEditor * p_editor ) {
editor = p_editor ;
}
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void VisualShaderGraphPlugin : : register_shader ( VisualShader * p_shader ) {
visual_shader = Ref < VisualShader > ( p_shader ) ;
}
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void VisualShaderGraphPlugin : : set_connections ( const List < VisualShader : : Connection > & p_connections ) {
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connections = p_connections ;
}
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void VisualShaderGraphPlugin : : show_port_preview ( VisualShader : : Type p_type , int p_node_id , int p_port_id , bool p_is_valid ) {
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if ( visual_shader - > get_shader_type ( ) = = p_type & & links . has ( p_node_id ) & & links [ p_node_id ] . output_ports . has ( p_port_id ) ) {
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Link & link = links [ p_node_id ] ;
for ( const KeyValue < int , Port > & E : link . output_ports ) {
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if ( E . value . preview_button ! = nullptr ) {
E . value . preview_button - > set_pressed ( false ) ;
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}
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}
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bool is_dirty = link . preview_pos < 0 ;
if ( ! is_dirty & & link . preview_visible & & link . preview_box ! = nullptr ) {
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link . graph_element - > remove_child ( link . preview_box ) ;
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memdelete ( link . preview_box ) ;
link . preview_box = nullptr ;
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link . graph_element - > reset_size ( ) ;
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link . preview_visible = false ;
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}
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if ( p_port_id ! = - 1 & & link . output_ports [ p_port_id ] . preview_button ! = nullptr ) {
if ( is_dirty ) {
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link . preview_pos = link . graph_element - > get_child_count ( ) ;
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}
VBoxContainer * vbox = memnew ( VBoxContainer ) ;
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link . graph_element - > add_child ( vbox ) ;
link . graph_element - > move_child ( vbox , link . preview_pos ) ;
GraphNode * graph_node = Object : : cast_to < GraphNode > ( link . graph_element ) ;
if ( graph_node ) {
graph_node - > set_slot_draw_stylebox ( vbox - > get_index ( false ) , false ) ;
}
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Control * offset = memnew ( Control ) ;
offset - > set_custom_minimum_size ( Size2 ( 0 , 5 * EDSCALE ) ) ;
vbox - > add_child ( offset ) ;
VisualShaderNodePortPreview * port_preview = memnew ( VisualShaderNodePortPreview ) ;
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port_preview - > setup ( visual_shader , visual_shader - > get_shader_type ( ) , p_node_id , p_port_id , p_is_valid ) ;
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port_preview - > set_h_size_flags ( Control : : SIZE_SHRINK_CENTER ) ;
vbox - > add_child ( port_preview ) ;
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link . preview_visible = true ;
link . preview_box = vbox ;
link . output_ports [ p_port_id ] . preview_button - > set_pressed ( true ) ;
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}
}
}
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void VisualShaderGraphPlugin : : update_node_deferred ( VisualShader : : Type p_type , int p_node_id ) {
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callable_mp ( this , & VisualShaderGraphPlugin : : update_node ) . call_deferred ( p_type , p_node_id ) ;
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}
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void VisualShaderGraphPlugin : : update_node ( VisualShader : : Type p_type , int p_node_id ) {
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if ( p_type ! = visual_shader - > get_shader_type ( ) | | ! links . has ( p_node_id ) ) {
return ;
}
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remove_node ( p_type , p_node_id , true ) ;
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add_node ( p_type , p_node_id , true , true ) ;
// TODO: Restore focus here?
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}
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void VisualShaderGraphPlugin : : set_input_port_default_value ( VisualShader : : Type p_type , int p_node_id , int p_port_id , const Variant & p_value ) {
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if ( p_type ! = visual_shader - > get_shader_type ( ) | | ! links . has ( p_node_id ) ) {
return ;
}
Button * button = links [ p_node_id ] . input_ports [ p_port_id ] . default_input_button ;
switch ( p_value . get_type ( ) ) {
case Variant : : COLOR : {
button - > set_custom_minimum_size ( Size2 ( 30 , 0 ) * EDSCALE ) ;
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Callable ce = callable_mp ( editor , & VisualShaderEditor : : _draw_color_over_button ) ;
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if ( ! button - > is_connected ( SceneStringName ( draw ) , ce ) ) {
button - > connect ( SceneStringName ( draw ) , ce . bind ( button , p_value ) ) ;
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}
} break ;
case Variant : : BOOL : {
button - > set_text ( ( ( bool ) p_value ) ? " true " : " false " ) ;
} break ;
case Variant : : INT :
case Variant : : FLOAT : {
button - > set_text ( String : : num ( p_value , 4 ) ) ;
} break ;
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case Variant : : VECTOR2 : {
Vector2 v = p_value ;
button - > set_text ( String : : num ( v . x , 3 ) + " , " + String : : num ( v . y , 3 ) ) ;
} break ;
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case Variant : : VECTOR3 : {
Vector3 v = p_value ;
button - > set_text ( String : : num ( v . x , 3 ) + " , " + String : : num ( v . y , 3 ) + " , " + String : : num ( v . z , 3 ) ) ;
} break ;
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case Variant : : QUATERNION : {
Quaternion v = p_value ;
button - > set_text ( String : : num ( v . x , 3 ) + " , " + String : : num ( v . y , 3 ) + " , " + String : : num ( v . z , 3 ) + " , " + String : : num ( v . w , 3 ) ) ;
} break ;
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default : {
}
}
}
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void VisualShaderGraphPlugin : : set_parameter_name ( VisualShader : : Type p_type , int p_node_id , const String & p_name ) {
if ( visual_shader - > get_shader_type ( ) = = p_type & & links . has ( p_node_id ) & & links [ p_node_id ] . parameter_name ! = nullptr ) {
links [ p_node_id ] . parameter_name - > set_text ( p_name ) ;
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}
}
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void VisualShaderGraphPlugin : : update_curve ( int p_node_id ) {
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if ( links . has ( p_node_id ) & & links [ p_node_id ] . curve_editors [ 0 ] ) {
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Ref < VisualShaderNodeCurveTexture > tex = Object : : cast_to < VisualShaderNodeCurveTexture > ( links [ p_node_id ] . visual_node ) ;
ERR_FAIL_COND ( ! tex . is_valid ( ) ) ;
if ( tex - > get_texture ( ) . is_valid ( ) ) {
links [ p_node_id ] . curve_editors [ 0 ] - > set_curve ( tex - > get_texture ( ) - > get_curve ( ) ) ;
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}
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tex - > emit_changed ( ) ;
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}
}
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void VisualShaderGraphPlugin : : update_curve_xyz ( int p_node_id ) {
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if ( links . has ( p_node_id ) & & links [ p_node_id ] . curve_editors [ 0 ] & & links [ p_node_id ] . curve_editors [ 1 ] & & links [ p_node_id ] . curve_editors [ 2 ] ) {
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Ref < VisualShaderNodeCurveXYZTexture > tex = Object : : cast_to < VisualShaderNodeCurveXYZTexture > ( links [ p_node_id ] . visual_node ) ;
ERR_FAIL_COND ( ! tex . is_valid ( ) ) ;
if ( tex - > get_texture ( ) . is_valid ( ) ) {
links [ p_node_id ] . curve_editors [ 0 ] - > set_curve ( tex - > get_texture ( ) - > get_curve_x ( ) ) ;
links [ p_node_id ] . curve_editors [ 1 ] - > set_curve ( tex - > get_texture ( ) - > get_curve_y ( ) ) ;
links [ p_node_id ] . curve_editors [ 2 ] - > set_curve ( tex - > get_texture ( ) - > get_curve_z ( ) ) ;
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}
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tex - > emit_changed ( ) ;
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}
}
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int VisualShaderGraphPlugin : : get_constant_index ( float p_constant ) const {
for ( int i = 0 ; i < MAX_FLOAT_CONST_DEFS ; i + + ) {
if ( Math : : is_equal_approx ( p_constant , float_constant_defs [ i ] . value ) ) {
return i + 1 ;
}
}
return 0 ;
}
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void VisualShaderGraphPlugin : : set_expression ( VisualShader : : Type p_type , int p_node_id , const String & p_expression ) {
if ( p_type ! = visual_shader - > get_shader_type ( ) | | ! links . has ( p_node_id ) | | ! links [ p_node_id ] . expression_edit ) {
return ;
}
links [ p_node_id ] . expression_edit - > set_text ( p_expression ) ;
}
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void VisualShaderGraphPlugin : : attach_node_to_frame ( VisualShader : : Type p_type , int p_node_id , int p_frame_id ) {
if ( p_type ! = visual_shader - > get_shader_type ( ) | | ! links . has ( p_node_id ) | | ! links . has ( p_frame_id ) ) {
return ;
}
GraphEdit * graph = editor - > graph ;
if ( ! graph ) {
return ;
}
// Get the hint label and hide it before attaching the node to prevent resizing issues with the frame.
GraphFrame * frame = Object : : cast_to < GraphFrame > ( links [ p_frame_id ] . graph_element ) ;
ERR_FAIL_COND_MSG ( ! frame , " VisualShader node to attach to is not a frame node. " ) ;
Label * frame_hint_label = Object : : cast_to < Label > ( frame - > get_child ( 0 , false ) ) ;
if ( frame_hint_label ) {
frame_hint_label - > hide ( ) ;
}
graph - > attach_graph_element_to_frame ( itos ( p_node_id ) , itos ( p_frame_id ) ) ;
}
void VisualShaderGraphPlugin : : detach_node_from_frame ( VisualShader : : Type p_type , int p_node_id ) {
GraphEdit * graph = editor - > graph ;
if ( ! graph ) {
return ;
}
const StringName node_name = itos ( p_node_id ) ;
GraphFrame * frame = graph - > get_element_frame ( node_name ) ;
if ( ! frame ) {
return ;
}
graph - > detach_graph_element_from_frame ( node_name ) ;
bool no_more_frames_attached = graph - > get_attached_nodes_of_frame ( frame - > get_name ( ) ) . is_empty ( ) ;
if ( no_more_frames_attached ) {
// Get the hint label and show it.
Label * frame_hint_label = Object : : cast_to < Label > ( frame - > get_child ( 0 , false ) ) ;
ERR_FAIL_COND_MSG ( ! frame_hint_label , " Frame node does not have a hint label. " ) ;
frame_hint_label - > show ( ) ;
}
}
void VisualShaderGraphPlugin : : set_frame_color_enabled ( VisualShader : : Type p_type , int p_node_id , bool p_enable ) {
GraphEdit * graph = editor - > graph ;
ERR_FAIL_COND ( ! graph ) ;
const NodePath node_name = itos ( p_node_id ) ;
GraphFrame * frame = Object : : cast_to < GraphFrame > ( graph - > get_node_or_null ( node_name ) ) ;
if ( ! frame ) {
return ;
}
frame - > set_tint_color_enabled ( p_enable ) ;
}
void VisualShaderGraphPlugin : : set_frame_color ( VisualShader : : Type p_type , int p_node_id , const Color & p_color ) {
GraphEdit * graph = editor - > graph ;
ERR_FAIL_COND ( ! graph ) ;
const NodePath node_name = itos ( p_node_id ) ;
GraphFrame * frame = Object : : cast_to < GraphFrame > ( graph - > get_node_or_null ( node_name ) ) ;
if ( ! frame ) {
return ;
}
frame - > set_tint_color ( p_color ) ;
}
void VisualShaderGraphPlugin : : set_frame_autoshrink_enabled ( VisualShader : : Type p_type , int p_node_id , bool p_enable ) {
GraphEdit * graph = editor - > graph ;
ERR_FAIL_COND ( ! graph ) ;
const NodePath node_name = itos ( p_node_id ) ;
GraphFrame * frame = Object : : cast_to < GraphFrame > ( graph - > get_node_or_null ( node_name ) ) ;
if ( ! frame ) {
return ;
}
frame - > set_autoshrink_enabled ( p_enable ) ;
}
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void VisualShaderGraphPlugin : : update_reroute_nodes ( ) {
for ( const KeyValue < int , Link > & E : links ) {
Ref < VisualShaderNodeReroute > reroute_node = Object : : cast_to < VisualShaderNodeReroute > ( E . value . visual_node ) ;
if ( reroute_node . is_valid ( ) ) {
update_node ( visual_shader - > get_shader_type ( ) , E . key ) ;
}
}
}
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Ref < Script > VisualShaderGraphPlugin : : get_node_script ( int p_node_id ) const {
if ( ! links . has ( p_node_id ) ) {
return Ref < Script > ( ) ;
}
Ref < VisualShaderNodeCustom > custom = Ref < VisualShaderNodeCustom > ( links [ p_node_id ] . visual_node ) ;
if ( custom . is_valid ( ) ) {
return custom - > get_script ( ) ;
}
return Ref < Script > ( ) ;
}
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void VisualShaderGraphPlugin : : register_default_input_button ( int p_node_id , int p_port_id , Button * p_button ) {
links [ p_node_id ] . input_ports . insert ( p_port_id , { p_button } ) ;
}
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void VisualShaderGraphPlugin : : register_expression_edit ( int p_node_id , CodeEdit * p_expression_edit ) {
links [ p_node_id ] . expression_edit = p_expression_edit ;
}
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void VisualShaderGraphPlugin : : register_curve_editor ( int p_node_id , int p_index , CurveEditor * p_curve_editor ) {
links [ p_node_id ] . curve_editors [ p_index ] = p_curve_editor ;
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}
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void VisualShaderGraphPlugin : : update_parameter_refs ( ) {
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for ( KeyValue < int , Link > & E : links ) {
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VisualShaderNodeParameterRef * ref = Object : : cast_to < VisualShaderNodeParameterRef > ( E . value . visual_node ) ;
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if ( ref ) {
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remove_node ( E . value . type , E . key , true ) ;
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add_node ( E . value . type , E . key , true , true ) ;
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}
}
}
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VisualShader : : Type VisualShaderGraphPlugin : : get_shader_type ( ) const {
return visual_shader - > get_shader_type ( ) ;
}
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// Only updates the linked frames of the given node, not the node itself (in case it's a frame node).
void VisualShaderGraphPlugin : : update_frames ( VisualShader : : Type p_type , int p_node ) {
GraphEdit * graph = editor - > graph ;
if ( ! graph ) {
return ;
}
Ref < VisualShaderNode > vsnode = visual_shader - > get_node ( p_type , p_node ) ;
if ( ! vsnode . is_valid ( ) ) {
WARN_PRINT ( " Update linked frames: Node not found. " ) ;
return ;
}
int frame_vsnode_id = vsnode - > get_frame ( ) ;
if ( frame_vsnode_id = = - 1 ) {
return ;
}
Ref < VisualShaderNodeFrame > frame_node = visual_shader - > get_node ( p_type , frame_vsnode_id ) ;
if ( ! frame_node . is_valid ( ) | | ! links . has ( frame_vsnode_id ) ) {
return ;
}
GraphFrame * frame = Object : : cast_to < GraphFrame > ( links [ frame_vsnode_id ] . graph_element ) ;
if ( ! frame ) {
return ;
}
// Update the frame node recursively.
editor - > graph - > _update_graph_frame ( frame ) ;
}
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void VisualShaderGraphPlugin : : set_node_position ( VisualShader : : Type p_type , int p_id , const Vector2 & p_position ) {
if ( visual_shader - > get_shader_type ( ) = = p_type & & links . has ( p_id ) ) {
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links [ p_id ] . graph_element - > set_position_offset ( p_position ) ;
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}
}
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bool VisualShaderGraphPlugin : : is_preview_visible ( int p_id ) const {
return links [ p_id ] . preview_visible ;
}
void VisualShaderGraphPlugin : : clear_links ( ) {
links . clear ( ) ;
}
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void VisualShaderGraphPlugin : : register_link ( VisualShader : : Type p_type , int p_id , VisualShaderNode * p_visual_node , GraphElement * p_graph_element ) {
links . insert ( p_id , { p_type , p_visual_node , p_graph_element , p_visual_node - > get_output_port_for_preview ( ) ! = - 1 , - 1 , HashMap < int , InputPort > ( ) , HashMap < int , Port > ( ) , nullptr , nullptr , nullptr , { nullptr , nullptr , nullptr } } ) ;
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}
void VisualShaderGraphPlugin : : register_output_port ( int p_node_id , int p_port , TextureButton * p_button ) {
links [ p_node_id ] . output_ports . insert ( p_port , { p_button } ) ;
}
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void VisualShaderGraphPlugin : : register_parameter_name ( int p_node_id , LineEdit * p_parameter_name ) {
links [ p_node_id ] . parameter_name = p_parameter_name ;
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}
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void VisualShaderGraphPlugin : : update_theme ( ) {
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vector_expanded_color [ 0 ] = editor - > get_theme_color ( SNAME ( " axis_x_color " ) , EditorStringName ( Editor ) ) ; // red
vector_expanded_color [ 1 ] = editor - > get_theme_color ( SNAME ( " axis_y_color " ) , EditorStringName ( Editor ) ) ; // green
vector_expanded_color [ 2 ] = editor - > get_theme_color ( SNAME ( " axis_z_color " ) , EditorStringName ( Editor ) ) ; // blue
vector_expanded_color [ 3 ] = editor - > get_theme_color ( SNAME ( " axis_w_color " ) , EditorStringName ( Editor ) ) ; // alpha
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Ref < Font > label_font = EditorNode : : get_singleton ( ) - > get_editor_theme ( ) - > get_font ( " main_msdf " , EditorStringName ( EditorFonts ) ) ;
Ref < Font > label_bold_font = EditorNode : : get_singleton ( ) - > get_editor_theme ( ) - > get_font ( " main_bold_msdf " , EditorStringName ( EditorFonts ) ) ;
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vs_msdf_fonts_theme - > set_font ( SceneStringName ( font ) , " Label " , label_font ) ;
vs_msdf_fonts_theme - > set_font ( SceneStringName ( font ) , " GraphNodeTitleLabel " , label_bold_font ) ;
vs_msdf_fonts_theme - > set_font ( SceneStringName ( font ) , " LineEdit " , label_font ) ;
vs_msdf_fonts_theme - > set_font ( SceneStringName ( font ) , " Button " , label_font ) ;
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}
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bool VisualShaderGraphPlugin : : is_node_has_parameter_instances_relatively ( VisualShader : : Type p_type , int p_node ) const {
bool result = false ;
Ref < VisualShaderNodeParameter > parameter_node = Object : : cast_to < VisualShaderNodeParameter > ( visual_shader - > get_node_unchecked ( p_type , p_node ) . ptr ( ) ) ;
if ( parameter_node . is_valid ( ) ) {
if ( parameter_node - > get_qualifier ( ) = = VisualShaderNodeParameter : : QUAL_INSTANCE ) {
return true ;
}
}
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const LocalVector < int > & prev_connected_nodes = visual_shader - > get_prev_connected_nodes ( p_type , p_node ) ;
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for ( const int & E : prev_connected_nodes ) {
result = is_node_has_parameter_instances_relatively ( p_type , E ) ;
if ( result ) {
break ;
}
}
return result ;
}
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void VisualShaderGraphPlugin : : add_node ( VisualShader : : Type p_type , int p_id , bool p_just_update , bool p_update_frames ) {
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if ( ! visual_shader . is_valid ( ) | | p_type ! = visual_shader - > get_shader_type ( ) ) {
return ;
}
GraphEdit * graph = editor - > graph ;
if ( ! graph ) {
return ;
}
VisualShaderGraphPlugin * graph_plugin = editor - > get_graph_plugin ( ) ;
if ( ! graph_plugin ) {
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return ;
}
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Shader : : Mode mode = visual_shader - > get_mode ( ) ;
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Control * offset ;
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const Color type_color [ ] = {
EDITOR_GET ( " editors/visual_editors/connection_colors/scalar_color " ) ,
EDITOR_GET ( " editors/visual_editors/connection_colors/scalar_color " ) ,
EDITOR_GET ( " editors/visual_editors/connection_colors/scalar_color " ) ,
EDITOR_GET ( " editors/visual_editors/connection_colors/vector2_color " ) ,
EDITOR_GET ( " editors/visual_editors/connection_colors/vector3_color " ) ,
EDITOR_GET ( " editors/visual_editors/connection_colors/vector4_color " ) ,
EDITOR_GET ( " editors/visual_editors/connection_colors/boolean_color " ) ,
EDITOR_GET ( " editors/visual_editors/connection_colors/transform_color " ) ,
EDITOR_GET ( " editors/visual_editors/connection_colors/sampler_color " ) ,
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} ;
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// Keep in sync with VisualShaderNode::Category.
const Color category_color [ VisualShaderNode : : Category : : CATEGORY_MAX ] = {
Color ( 0.0 , 0.0 , 0.0 ) , // None (default, not used)
EDITOR_GET ( " editors/visual_editors/category_colors/output_color " ) ,
EDITOR_GET ( " editors/visual_editors/category_colors/color_color " ) ,
EDITOR_GET ( " editors/visual_editors/category_colors/conditional_color " ) ,
EDITOR_GET ( " editors/visual_editors/category_colors/input_color " ) ,
EDITOR_GET ( " editors/visual_editors/category_colors/scalar_color " ) ,
EDITOR_GET ( " editors/visual_editors/category_colors/textures_color " ) ,
EDITOR_GET ( " editors/visual_editors/category_colors/transform_color " ) ,
EDITOR_GET ( " editors/visual_editors/category_colors/utility_color " ) ,
EDITOR_GET ( " editors/visual_editors/category_colors/vector_color " ) ,
EDITOR_GET ( " editors/visual_editors/category_colors/special_color " ) ,
EDITOR_GET ( " editors/visual_editors/category_colors/particle_color " ) ,
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} ;
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static const String vector_expanded_name [ 4 ] = { " red " , " green " , " blue " , " alpha " } ;
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Ref < VisualShaderNode > vsnode = visual_shader - > get_node ( p_type , p_id ) ;
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ERR_FAIL_COND ( vsnode . is_null ( ) ) ;
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Ref < VisualShaderNodeResizableBase > resizable_node = vsnode ;
bool is_resizable = resizable_node . is_valid ( ) ;
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Size2 size = Size2 ( 0 , 0 ) ;
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Ref < VisualShaderNodeGroupBase > group_node = vsnode ;
bool is_group = group_node . is_valid ( ) ;
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Ref < VisualShaderNodeFrame > frame_node = vsnode ;
bool is_frame = frame_node . is_valid ( ) ;
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Ref < VisualShaderNodeExpression > expression_node = group_node ;
bool is_expression = expression_node . is_valid ( ) ;
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String expression = " " ;
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Ref < VisualShaderNodeReroute > reroute_node = vsnode ;
bool is_reroute = reroute_node . is_valid ( ) ;
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Ref < VisualShaderNodeCustom > custom_node = vsnode ;
if ( custom_node . is_valid ( ) ) {
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custom_node - > _set_initialized ( true ) ;
}
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GraphElement * node ;
if ( is_frame ) {
GraphFrame * frame = memnew ( GraphFrame ) ;
frame - > set_title ( vsnode - > get_caption ( ) ) ;
node = frame ;
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} else if ( is_reroute ) {
VSRerouteNode * reroute_gnode = memnew ( VSRerouteNode ) ;
reroute_gnode - > set_ignore_invalid_connection_type ( true ) ;
node = reroute_gnode ;
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} else {
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VSGraphNode * gnode = memnew ( VSGraphNode ) ;
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gnode - > set_title ( vsnode - > get_caption ( ) ) ;
node = gnode ;
}
node - > set_name ( itos ( p_id ) ) ;
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// All nodes are closable except the output node.
if ( p_id > = 2 ) {
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vsnode - > set_deletable ( true ) ;
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node - > connect ( " delete_request " , callable_mp ( editor , & VisualShaderEditor : : _delete_node_request ) . bind ( p_type , p_id ) , CONNECT_DEFERRED ) ;
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}
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graph - > add_child ( node ) ;
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node - > set_theme ( vs_msdf_fonts_theme ) ;
// Set the node's titlebar color based on its category.
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if ( vsnode - > get_category ( ) ! = VisualShaderNode : : CATEGORY_NONE & & ! is_frame & & ! is_reroute ) {
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Ref < StyleBoxFlat > sb_colored = editor - > get_theme_stylebox ( " titlebar " , " GraphNode " ) - > duplicate ( ) ;
sb_colored - > set_bg_color ( category_color [ vsnode - > get_category ( ) ] ) ;
node - > add_theme_style_override ( " titlebar " , sb_colored ) ;
Ref < StyleBoxFlat > sb_colored_selected = editor - > get_theme_stylebox ( " titlebar_selected " , " GraphNode " ) - > duplicate ( ) ;
sb_colored_selected - > set_bg_color ( category_color [ vsnode - > get_category ( ) ] . lightened ( 0.2 ) ) ;
node - > add_theme_style_override ( " titlebar_selected " , sb_colored_selected ) ;
}
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if ( p_just_update ) {
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Link & link = links [ p_id ] ;
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link . visual_node = vsnode . ptr ( ) ;
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link . graph_element = node ;
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link . preview_box = nullptr ;
link . preview_pos = - 1 ;
link . output_ports . clear ( ) ;
link . input_ports . clear ( ) ;
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} else {
register_link ( p_type , p_id , vsnode . ptr ( ) , node ) ;
}
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if ( is_resizable ) {
size = resizable_node - > get_size ( ) ;
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node - > set_resizable ( true ) ;
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node - > connect ( " resize_end " , callable_mp ( editor , & VisualShaderEditor : : _node_resized ) . bind ( ( int ) p_type , p_id ) ) ;
node - > set_size ( size ) ;
// node->call_deferred(SNAME("set_size"), size);
// editor->call_deferred(SNAME("_set_node_size"), (int)p_type, p_id, size);
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}
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if ( is_expression ) {
expression = expression_node - > get_expression ( ) ;
}
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node - > set_position_offset ( visual_shader - > get_node_position ( p_type , p_id ) ) ;
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node - > connect ( " dragged " , callable_mp ( editor , & VisualShaderEditor : : _node_dragged ) . bind ( p_id ) ) ;
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Control * custom_editor = nullptr ;
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int port_offset = 1 ;
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if ( p_update_frames ) {
if ( vsnode - > get_frame ( ) > - 1 ) {
graph - > attach_graph_element_to_frame ( itos ( p_id ) , itos ( vsnode - > get_frame ( ) ) ) ;
} else {
graph - > detach_graph_element_from_frame ( itos ( p_id ) ) ;
}
}
if ( is_frame ) {
GraphFrame * graph_frame = Object : : cast_to < GraphFrame > ( node ) ;
ERR_FAIL_NULL ( graph_frame ) ;
graph_frame - > set_tint_color_enabled ( frame_node - > is_tint_color_enabled ( ) ) ;
graph_frame - > set_tint_color ( frame_node - > get_tint_color ( ) ) ;
// Add hint label.
Label * frame_hint_label = memnew ( Label ) ;
node - > add_child ( frame_hint_label ) ;
frame_hint_label - > set_horizontal_alignment ( HorizontalAlignment : : HORIZONTAL_ALIGNMENT_CENTER ) ;
frame_hint_label - > set_vertical_alignment ( VerticalAlignment : : VERTICAL_ALIGNMENT_CENTER ) ;
frame_hint_label - > set_h_size_flags ( Control : : SIZE_EXPAND_FILL ) ;
frame_hint_label - > set_v_size_flags ( Control : : SIZE_EXPAND_FILL ) ;
frame_hint_label - > set_text ( TTR ( " Drag and drop nodes here to attach them. " ) ) ;
frame_hint_label - > set_modulate ( Color ( 1.0 , 1.0 , 1.0 , 0.3 ) ) ;
graph_frame - > set_autoshrink_enabled ( frame_node - > is_autoshrink_enabled ( ) ) ;
if ( frame_node - > get_attached_nodes ( ) . is_empty ( ) ) {
frame_hint_label - > show ( ) ;
} else {
frame_hint_label - > hide ( ) ;
}
// Attach all nodes.
if ( p_update_frames & & frame_node - > get_attached_nodes ( ) . size ( ) > 0 ) {
for ( const int & id : frame_node - > get_attached_nodes ( ) ) {
graph - > attach_graph_element_to_frame ( itos ( id ) , node - > get_name ( ) ) ;
}
}
// We should be done here.
return ;
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}
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if ( ! is_reroute ) {
Control * content_offset = memnew ( Control ) ;
content_offset - > set_custom_minimum_size ( Size2 ( 0 , 5 * EDSCALE ) ) ;
node - > add_child ( content_offset ) ;
}
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if ( is_group ) {
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port_offset + = 1 ;
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}
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// Set the minimum width of a node based on the preview size to avoid a resize when toggling the preview.
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Ref < StyleBoxFlat > graph_node_stylebox = graph - > get_theme_stylebox ( SceneStringName ( panel ) , " GraphNode " ) ;
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int port_preview_size = EDITOR_GET ( " editors/visual_editors/visual_shader/port_preview_size " ) ;
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if ( ! is_frame & & ! is_reroute ) {
node - > set_custom_minimum_size ( Size2 ( ( Math : : ceil ( graph_node_stylebox - > get_minimum_size ( ) . width ) + port_preview_size ) * EDSCALE , 0 ) ) ;
}
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Ref < VisualShaderNodeParticleEmit > emit = vsnode ;
if ( emit . is_valid ( ) ) {
node - > set_custom_minimum_size ( Size2 ( 200 * EDSCALE , 0 ) ) ;
}
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Ref < VisualShaderNodeParameterRef > parameter_ref = vsnode ;
if ( parameter_ref . is_valid ( ) ) {
parameter_ref - > set_shader_rid ( visual_shader - > get_rid ( ) ) ;
parameter_ref - > update_parameter_type ( ) ;
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}
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Ref < VisualShaderNodeVarying > varying = vsnode ;
if ( varying . is_valid ( ) ) {
varying - > set_shader_rid ( visual_shader - > get_rid ( ) ) ;
}
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Ref < VisualShaderNodeParameter > parameter = vsnode ;
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HBoxContainer * hb = nullptr ;
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if ( parameter . is_valid ( ) ) {
LineEdit * parameter_name = memnew ( LineEdit ) ;
register_parameter_name ( p_id , parameter_name ) ;
parameter_name - > set_h_size_flags ( Control : : SIZE_EXPAND_FILL ) ;
parameter_name - > set_text ( parameter - > get_parameter_name ( ) ) ;
parameter_name - > connect ( " text_submitted " , callable_mp ( editor , & VisualShaderEditor : : _parameter_line_edit_changed ) . bind ( p_id ) ) ;
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parameter_name - > connect ( SceneStringName ( focus_exited ) , callable_mp ( editor , & VisualShaderEditor : : _parameter_line_edit_focus_out ) . bind ( parameter_name , p_id ) ) ;
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if ( vsnode - > get_output_port_count ( ) = = 1 & & vsnode - > get_output_port_name ( 0 ) = = " " ) {
hb = memnew ( HBoxContainer ) ;
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hb - > add_child ( parameter_name ) ;
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node - > add_child ( hb ) ;
} else {
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node - > add_child ( parameter_name ) ;
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}
port_offset + + ;
}
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for ( int i = 0 ; i < editor - > plugins . size ( ) ; i + + ) {
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vsnode - > set_meta ( " id " , p_id ) ;
vsnode - > set_meta ( " shader_type " , ( int ) p_type ) ;
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custom_editor = editor - > plugins . write [ i ] - > create_editor ( visual_shader , vsnode ) ;
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vsnode - > remove_meta ( " id " ) ;
vsnode - > remove_meta ( " shader_type " ) ;
if ( custom_editor ) {
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if ( vsnode - > is_show_prop_names ( ) ) {
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custom_editor - > call_deferred ( SNAME ( " _show_prop_names " ) , true ) ;
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}
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break ;
}
}
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if ( custom_node . is_valid ( ) ) {
bool first = true ;
VBoxContainer * vbox = nullptr ;
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int i = 0 ;
for ( List < VisualShaderNodeCustom : : DropDownListProperty > : : ConstIterator itr = custom_node - > dp_props . begin ( ) ; itr ! = custom_node - > dp_props . end ( ) ; + + itr , + + i ) {
const VisualShaderNodeCustom : : DropDownListProperty & dp = * itr ;
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if ( first ) {
first = false ;
vbox = memnew ( VBoxContainer ) ;
node - > add_child ( vbox ) ;
port_offset + + ;
}
HBoxContainer * hbox = memnew ( HBoxContainer ) ;
vbox - > add_child ( hbox ) ;
hbox - > set_h_size_flags ( Control : : SIZE_EXPAND_FILL ) ;
String prop_name = dp . name . strip_edges ( ) ;
if ( ! prop_name . is_empty ( ) ) {
Label * label = memnew ( Label ) ;
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label - > set_auto_translate_mode ( Node : : AUTO_TRANSLATE_MODE_DISABLED ) ; // TODO: Implement proper translation switch.
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label - > set_text ( prop_name + " : " ) ;
hbox - > add_child ( label ) ;
}
OptionButton * op = memnew ( OptionButton ) ;
hbox - > add_child ( op ) ;
op - > set_h_size_flags ( Control : : SIZE_EXPAND_FILL ) ;
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op - > connect ( SceneStringName ( item_selected ) , callable_mp ( editor , & VisualShaderEditor : : _set_custom_node_option ) . bind ( p_id , i ) , CONNECT_DEFERRED ) ;
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for ( const String & s : dp . options ) {
op - > add_item ( s ) ;
}
if ( custom_node - > dp_selected_cache . has ( i ) ) {
op - > select ( custom_node - > dp_selected_cache [ i ] ) ;
} else {
op - > select ( 0 ) ;
}
}
}
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Ref < VisualShaderNodeCurveTexture > curve = vsnode ;
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Ref < VisualShaderNodeCurveXYZTexture > curve_xyz = vsnode ;
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bool is_curve = curve . is_valid ( ) | | curve_xyz . is_valid ( ) ;
if ( is_curve ) {
hb = memnew ( HBoxContainer ) ;
node - > add_child ( hb ) ;
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}
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if ( curve . is_valid ( ) ) {
custom_editor - > set_h_size_flags ( Control : : SIZE_EXPAND_FILL ) ;
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if ( curve - > get_texture ( ) . is_valid ( ) ) {
curve - > get_texture ( ) - > connect_changed ( callable_mp ( graph_plugin , & VisualShaderGraphPlugin : : update_curve ) . bind ( p_id ) ) ;
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}
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CurveEditor * curve_editor = memnew ( CurveEditor ) ;
node - > add_child ( curve_editor ) ;
register_curve_editor ( p_id , 0 , curve_editor ) ;
curve_editor - > set_custom_minimum_size ( Size2 ( 300 , 0 ) ) ;
curve_editor - > set_h_size_flags ( Control : : SIZE_EXPAND_FILL ) ;
if ( curve - > get_texture ( ) . is_valid ( ) ) {
curve_editor - > set_curve ( curve - > get_texture ( ) - > get_curve ( ) ) ;
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}
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}
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if ( curve_xyz . is_valid ( ) ) {
custom_editor - > set_h_size_flags ( Control : : SIZE_EXPAND_FILL ) ;
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if ( curve_xyz - > get_texture ( ) . is_valid ( ) ) {
curve_xyz - > get_texture ( ) - > connect_changed ( callable_mp ( graph_plugin , & VisualShaderGraphPlugin : : update_curve_xyz ) . bind ( p_id ) ) ;
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}
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CurveEditor * curve_editor_x = memnew ( CurveEditor ) ;
node - > add_child ( curve_editor_x ) ;
register_curve_editor ( p_id , 0 , curve_editor_x ) ;
curve_editor_x - > set_custom_minimum_size ( Size2 ( 300 , 0 ) ) ;
curve_editor_x - > set_h_size_flags ( Control : : SIZE_EXPAND_FILL ) ;
if ( curve_xyz - > get_texture ( ) . is_valid ( ) ) {
curve_editor_x - > set_curve ( curve_xyz - > get_texture ( ) - > get_curve_x ( ) ) ;
}
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CurveEditor * curve_editor_y = memnew ( CurveEditor ) ;
node - > add_child ( curve_editor_y ) ;
register_curve_editor ( p_id , 1 , curve_editor_y ) ;
curve_editor_y - > set_custom_minimum_size ( Size2 ( 300 , 0 ) ) ;
curve_editor_y - > set_h_size_flags ( Control : : SIZE_EXPAND_FILL ) ;
if ( curve_xyz - > get_texture ( ) . is_valid ( ) ) {
curve_editor_y - > set_curve ( curve_xyz - > get_texture ( ) - > get_curve_y ( ) ) ;
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}
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CurveEditor * curve_editor_z = memnew ( CurveEditor ) ;
node - > add_child ( curve_editor_z ) ;
register_curve_editor ( p_id , 2 , curve_editor_z ) ;
curve_editor_z - > set_custom_minimum_size ( Size2 ( 300 , 0 ) ) ;
curve_editor_z - > set_h_size_flags ( Control : : SIZE_EXPAND_FILL ) ;
if ( curve_xyz - > get_texture ( ) . is_valid ( ) ) {
curve_editor_z - > set_curve ( curve_xyz - > get_texture ( ) - > get_curve_z ( ) ) ;
}
}
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if ( custom_editor ) {
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if ( is_curve | | ( hb = = nullptr & & ! vsnode - > is_use_prop_slots ( ) & & ( vsnode - > get_output_port_count ( ) = = 0 | | vsnode - > get_output_port_name ( 0 ) = = " " ) & & ( vsnode - > get_input_port_count ( ) = = 0 | | vsnode - > get_input_port_name ( 0 ) = = " " ) ) ) {
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// Will be embedded in first port.
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} else {
port_offset + + ;
node - > add_child ( custom_editor ) ;
custom_editor = nullptr ;
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}
}
if ( is_group ) {
if ( group_node - > is_editable ( ) ) {
HBoxContainer * hb2 = memnew ( HBoxContainer ) ;
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String input_port_name = " input " + itos ( group_node - > get_free_input_port_id ( ) ) ;
String output_port_name = " output " + itos ( group_node - > get_free_output_port_id ( ) ) ;
for ( int i = 0 ; i < MAX ( vsnode - > get_input_port_count ( ) , vsnode - > get_output_port_count ( ) ) ; i + + ) {
if ( i < vsnode - > get_input_port_count ( ) ) {
if ( input_port_name = = vsnode - > get_input_port_name ( i ) ) {
input_port_name = " _ " + input_port_name ;
}
}
if ( i < vsnode - > get_output_port_count ( ) ) {
if ( output_port_name = = vsnode - > get_output_port_name ( i ) ) {
output_port_name = " _ " + output_port_name ;
}
}
}
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Button * add_input_btn = memnew ( Button ) ;
add_input_btn - > set_text ( TTR ( " Add Input " ) ) ;
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add_input_btn - > connect ( SceneStringName ( pressed ) , callable_mp ( editor , & VisualShaderEditor : : _add_input_port ) . bind ( p_id , group_node - > get_free_input_port_id ( ) , VisualShaderNode : : PORT_TYPE_VECTOR_3D , input_port_name ) , CONNECT_DEFERRED ) ;
2020-09-10 05:31:07 +00:00
hb2 - > add_child ( add_input_btn ) ;
hb2 - > add_spacer ( ) ;
Button * add_output_btn = memnew ( Button ) ;
add_output_btn - > set_text ( TTR ( " Add Output " ) ) ;
2024-05-14 07:40:21 +00:00
add_output_btn - > connect ( SceneStringName ( pressed ) , callable_mp ( editor , & VisualShaderEditor : : _add_output_port ) . bind ( p_id , group_node - > get_free_output_port_id ( ) , VisualShaderNode : : PORT_TYPE_VECTOR_3D , output_port_name ) , CONNECT_DEFERRED ) ;
2020-09-10 05:31:07 +00:00
hb2 - > add_child ( add_output_btn ) ;
node - > add_child ( hb2 ) ;
}
}
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int output_port_count = 0 ;
for ( int i = 0 ; i < vsnode - > get_output_port_count ( ) ; i + + ) {
if ( vsnode - > _is_output_port_expanded ( i ) ) {
2022-02-01 08:32:01 +00:00
switch ( vsnode - > get_output_port_type ( i ) ) {
case VisualShaderNode : : PORT_TYPE_VECTOR_2D : {
output_port_count + = 2 ;
} break ;
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case VisualShaderNode : : PORT_TYPE_VECTOR_3D : {
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output_port_count + = 3 ;
} break ;
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case VisualShaderNode : : PORT_TYPE_VECTOR_4D : {
output_port_count + = 4 ;
} break ;
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default :
break ;
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}
}
output_port_count + + ;
}
int max_ports = MAX ( vsnode - > get_input_port_count ( ) , output_port_count ) ;
VisualShaderNode : : PortType expanded_type = VisualShaderNode : : PORT_TYPE_SCALAR ;
int expanded_port_counter = 0 ;
for ( int i = 0 , j = 0 ; i < max_ports ; i + + , j + + ) {
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switch ( expanded_type ) {
case VisualShaderNode : : PORT_TYPE_VECTOR_2D : {
if ( expanded_port_counter > = 2 ) {
expanded_type = VisualShaderNode : : PORT_TYPE_SCALAR ;
expanded_port_counter = 0 ;
i - = 2 ;
}
} break ;
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case VisualShaderNode : : PORT_TYPE_VECTOR_3D : {
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if ( expanded_port_counter > = 3 ) {
expanded_type = VisualShaderNode : : PORT_TYPE_SCALAR ;
expanded_port_counter = 0 ;
i - = 3 ;
}
} break ;
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case VisualShaderNode : : PORT_TYPE_VECTOR_4D : {
if ( expanded_port_counter > = 4 ) {
expanded_type = VisualShaderNode : : PORT_TYPE_SCALAR ;
expanded_port_counter = 0 ;
i - = 4 ;
}
} break ;
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default :
break ;
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}
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if ( vsnode - > is_port_separator ( i ) ) {
node - > add_child ( memnew ( HSeparator ) ) ;
port_offset + + ;
}
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bool valid_left = j < vsnode - > get_input_port_count ( ) ;
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VisualShaderNode : : PortType port_left = VisualShaderNode : : PORT_TYPE_SCALAR ;
bool port_left_used = false ;
String name_left ;
if ( valid_left ) {
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name_left = vsnode - > get_input_port_name ( j ) ;
port_left = vsnode - > get_input_port_type ( j ) ;
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for ( const VisualShader : : Connection & E : connections ) {
2021-07-16 03:45:57 +00:00
if ( E . to_node = = p_id & & E . to_port = = j ) {
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port_left_used = true ;
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break ;
2020-09-10 05:31:07 +00:00
}
}
}
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bool valid_right = true ;
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VisualShaderNode : : PortType port_right = VisualShaderNode : : PORT_TYPE_SCALAR ;
String name_right ;
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if ( expanded_type = = VisualShaderNode : : PORT_TYPE_SCALAR ) {
valid_right = i < vsnode - > get_output_port_count ( ) ;
if ( valid_right ) {
name_right = vsnode - > get_output_port_name ( i ) ;
port_right = vsnode - > get_output_port_type ( i ) ;
}
} else {
name_right = vector_expanded_name [ expanded_port_counter + + ] ;
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}
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bool is_first_hbox = false ;
if ( i = = 0 & & hb ! = nullptr ) {
is_first_hbox = true ;
} else {
hb = memnew ( HBoxContainer ) ;
}
2022-02-08 09:14:58 +00:00
hb - > add_theme_constant_override ( " separation " , 7 * EDSCALE ) ;
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2024-03-05 12:27:33 +00:00
// Default value button/property editor.
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Variant default_value ;
if ( valid_left & & ! port_left_used ) {
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default_value = vsnode - > get_input_port_default_value ( j ) ;
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}
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Button * button = memnew ( Button ) ;
hb - > add_child ( button ) ;
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register_default_input_button ( p_id , j , button ) ;
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button - > connect ( SceneStringName ( pressed ) , callable_mp ( editor , & VisualShaderEditor : : _edit_port_default_input ) . bind ( button , p_id , j ) ) ;
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if ( default_value . get_type ( ) ! = Variant : : NIL ) { // only a label
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set_input_port_default_value ( p_type , p_id , j , default_value ) ;
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} else {
button - > hide ( ) ;
2020-09-10 05:31:07 +00:00
}
2024-04-19 08:49:10 +00:00
if ( j = = 0 & & custom_editor ) {
2020-09-10 05:31:07 +00:00
hb - > add_child ( custom_editor ) ;
custom_editor - > set_h_size_flags ( Control : : SIZE_EXPAND_FILL ) ;
} else {
if ( valid_left ) {
if ( is_group ) {
OptionButton * type_box = memnew ( OptionButton ) ;
hb - > add_child ( type_box ) ;
type_box - > add_item ( TTR ( " Float " ) ) ;
type_box - > add_item ( TTR ( " Int " ) ) ;
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type_box - > add_item ( TTR ( " UInt " ) ) ;
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type_box - > add_item ( TTR ( " Vector2 " ) ) ;
type_box - > add_item ( TTR ( " Vector3 " ) ) ;
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type_box - > add_item ( TTR ( " Vector4 " ) ) ;
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type_box - > add_item ( TTR ( " Boolean " ) ) ;
type_box - > add_item ( TTR ( " Transform " ) ) ;
type_box - > add_item ( TTR ( " Sampler " ) ) ;
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type_box - > select ( group_node - > get_input_port_type ( j ) ) ;
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type_box - > set_custom_minimum_size ( Size2 ( 100 * EDSCALE , 0 ) ) ;
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type_box - > connect ( SceneStringName ( item_selected ) , callable_mp ( editor , & VisualShaderEditor : : _change_input_port_type ) . bind ( p_id , j ) , CONNECT_DEFERRED ) ;
2020-09-10 05:31:07 +00:00
LineEdit * name_box = memnew ( LineEdit ) ;
hb - > add_child ( name_box ) ;
name_box - > set_custom_minimum_size ( Size2 ( 65 * EDSCALE , 0 ) ) ;
name_box - > set_h_size_flags ( Control : : SIZE_EXPAND_FILL ) ;
name_box - > set_text ( name_left ) ;
2024-04-19 08:49:10 +00:00
name_box - > connect ( " text_submitted " , callable_mp ( editor , & VisualShaderEditor : : _change_input_port_name ) . bind ( name_box , p_id , j ) , CONNECT_DEFERRED ) ;
2024-05-13 14:56:03 +00:00
name_box - > connect ( SceneStringName ( focus_exited ) , callable_mp ( editor , & VisualShaderEditor : : _port_name_focus_out ) . bind ( name_box , p_id , j , false ) , CONNECT_DEFERRED ) ;
2020-09-10 05:31:07 +00:00
Button * remove_btn = memnew ( Button ) ;
2023-09-13 11:14:07 +00:00
remove_btn - > set_icon ( EditorNode : : get_singleton ( ) - > get_editor_theme ( ) - > get_icon ( SNAME ( " Remove " ) , EditorStringName ( EditorIcons ) ) ) ;
2022-08-25 10:42:17 +00:00
remove_btn - > set_tooltip_text ( TTR ( " Remove " ) + " " + name_left ) ;
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remove_btn - > connect ( SceneStringName ( pressed ) , callable_mp ( editor , & VisualShaderEditor : : _remove_input_port ) . bind ( p_id , j ) , CONNECT_DEFERRED ) ;
2020-09-10 05:31:07 +00:00
hb - > add_child ( remove_btn ) ;
} else {
Label * label = memnew ( Label ) ;
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label - > set_auto_translate_mode ( Node : : AUTO_TRANSLATE_MODE_DISABLED ) ; // TODO: Implement proper translation switch.
2020-09-10 05:31:07 +00:00
label - > set_text ( name_left ) ;
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label - > add_theme_style_override ( CoreStringName ( normal ) , editor - > get_theme_stylebox ( SNAME ( " label_style " ) , SNAME ( " VShaderEditor " ) ) ) ; //more compact
2020-09-10 05:31:07 +00:00
hb - > add_child ( label ) ;
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if ( vsnode - > is_input_port_default ( j , mode ) & & ! port_left_used ) {
2020-09-10 05:31:07 +00:00
Label * hint_label = memnew ( Label ) ;
2022-01-22 08:09:16 +00:00
hint_label - > set_text ( TTR ( " [default] " ) ) ;
2024-05-14 13:57:29 +00:00
hint_label - > add_theme_color_override ( SceneStringName ( font_color ) , editor - > get_theme_color ( SNAME ( " font_readonly_color " ) , SNAME ( " TextEdit " ) ) ) ;
2024-05-14 12:41:39 +00:00
hint_label - > add_theme_style_override ( CoreStringName ( normal ) , editor - > get_theme_stylebox ( SNAME ( " label_style " ) , SNAME ( " VShaderEditor " ) ) ) ;
2020-09-10 05:31:07 +00:00
hb - > add_child ( hint_label ) ;
}
}
}
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if ( ! is_group & & ! is_first_hbox ) {
2020-09-10 05:31:07 +00:00
hb - > add_spacer ( ) ;
}
if ( valid_right ) {
if ( is_group ) {
Button * remove_btn = memnew ( Button ) ;
2023-09-13 11:14:07 +00:00
remove_btn - > set_icon ( EditorNode : : get_singleton ( ) - > get_editor_theme ( ) - > get_icon ( SNAME ( " Remove " ) , EditorStringName ( EditorIcons ) ) ) ;
2022-08-25 10:42:17 +00:00
remove_btn - > set_tooltip_text ( TTR ( " Remove " ) + " " + name_left ) ;
2024-05-14 07:40:21 +00:00
remove_btn - > connect ( SceneStringName ( pressed ) , callable_mp ( editor , & VisualShaderEditor : : _remove_output_port ) . bind ( p_id , i ) , CONNECT_DEFERRED ) ;
2020-09-10 05:31:07 +00:00
hb - > add_child ( remove_btn ) ;
LineEdit * name_box = memnew ( LineEdit ) ;
hb - > add_child ( name_box ) ;
name_box - > set_custom_minimum_size ( Size2 ( 65 * EDSCALE , 0 ) ) ;
name_box - > set_h_size_flags ( Control : : SIZE_EXPAND_FILL ) ;
name_box - > set_text ( name_right ) ;
2022-07-28 20:56:41 +00:00
name_box - > connect ( " text_submitted " , callable_mp ( editor , & VisualShaderEditor : : _change_output_port_name ) . bind ( name_box , p_id , i ) , CONNECT_DEFERRED ) ;
2024-05-13 14:56:03 +00:00
name_box - > connect ( SceneStringName ( focus_exited ) , callable_mp ( editor , & VisualShaderEditor : : _port_name_focus_out ) . bind ( name_box , p_id , i , true ) , CONNECT_DEFERRED ) ;
2020-09-10 05:31:07 +00:00
OptionButton * type_box = memnew ( OptionButton ) ;
hb - > add_child ( type_box ) ;
type_box - > add_item ( TTR ( " Float " ) ) ;
type_box - > add_item ( TTR ( " Int " ) ) ;
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type_box - > add_item ( TTR ( " UInt " ) ) ;
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type_box - > add_item ( TTR ( " Vector2 " ) ) ;
type_box - > add_item ( TTR ( " Vector3 " ) ) ;
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type_box - > add_item ( TTR ( " Vector4 " ) ) ;
2020-09-10 05:31:07 +00:00
type_box - > add_item ( TTR ( " Boolean " ) ) ;
type_box - > add_item ( TTR ( " Transform " ) ) ;
type_box - > select ( group_node - > get_output_port_type ( i ) ) ;
type_box - > set_custom_minimum_size ( Size2 ( 100 * EDSCALE , 0 ) ) ;
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type_box - > connect ( SceneStringName ( item_selected ) , callable_mp ( editor , & VisualShaderEditor : : _change_output_port_type ) . bind ( p_id , i ) , CONNECT_DEFERRED ) ;
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} else {
Label * label = memnew ( Label ) ;
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label - > set_auto_translate_mode ( Node : : AUTO_TRANSLATE_MODE_DISABLED ) ; // TODO: Implement proper translation switch.
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label - > set_text ( name_right ) ;
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label - > add_theme_style_override ( CoreStringName ( normal ) , editor - > get_theme_stylebox ( SNAME ( " label_style " ) , SNAME ( " VShaderEditor " ) ) ) ; //more compact
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hb - > add_child ( label ) ;
}
}
}
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if ( valid_right ) {
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if ( expanded_port_counter = = 0 & & vsnode - > is_output_port_expandable ( i ) ) {
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TextureButton * expand = memnew ( TextureButton ) ;
expand - > set_toggle_mode ( true ) ;
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expand - > set_texture_normal ( editor - > get_editor_theme_icon ( SNAME ( " GuiTreeArrowRight " ) ) ) ;
expand - > set_texture_pressed ( editor - > get_editor_theme_icon ( SNAME ( " GuiTreeArrowDown " ) ) ) ;
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expand - > set_v_size_flags ( Control : : SIZE_SHRINK_CENTER ) ;
expand - > set_pressed ( vsnode - > _is_output_port_expanded ( i ) ) ;
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expand - > connect ( SceneStringName ( pressed ) , callable_mp ( editor , & VisualShaderEditor : : _expand_output_port ) . bind ( p_id , i , ! vsnode - > _is_output_port_expanded ( i ) ) , CONNECT_DEFERRED ) ;
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hb - > add_child ( expand ) ;
}
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if ( vsnode - > has_output_port_preview ( i ) & & port_right ! = VisualShaderNode : : PORT_TYPE_TRANSFORM & & port_right ! = VisualShaderNode : : PORT_TYPE_SAMPLER ) {
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TextureButton * preview = memnew ( TextureButton ) ;
preview - > set_toggle_mode ( true ) ;
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preview - > set_texture_normal ( editor - > get_editor_theme_icon ( SNAME ( " GuiVisibilityHidden " ) ) ) ;
preview - > set_texture_pressed ( editor - > get_editor_theme_icon ( SNAME ( " GuiVisibilityVisible " ) ) ) ;
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preview - > set_v_size_flags ( Control : : SIZE_SHRINK_CENTER ) ;
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register_output_port ( p_id , j , preview ) ;
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preview - > connect ( SceneStringName ( pressed ) , callable_mp ( editor , & VisualShaderEditor : : _preview_select_port ) . bind ( p_id , j ) , CONNECT_DEFERRED ) ;
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hb - > add_child ( preview ) ;
}
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}
if ( is_group ) {
offset = memnew ( Control ) ;
offset - > set_custom_minimum_size ( Size2 ( 0 , 5 * EDSCALE ) ) ;
node - > add_child ( offset ) ;
port_offset + + ;
}
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if ( ! is_first_hbox & & ! is_reroute ) {
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node - > add_child ( hb ) ;
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if ( curve_xyz . is_valid ( ) ) {
node - > move_child ( hb , 1 + expanded_port_counter ) ;
}
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}
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if ( expanded_type ! = VisualShaderNode : : PORT_TYPE_SCALAR ) {
continue ;
}
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int idx = is_first_hbox ? 1 : i + port_offset ;
if ( is_reroute ) {
idx = 0 ;
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}
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if ( ! is_frame ) {
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GraphNode * graph_node = Object : : cast_to < GraphNode > ( node ) ;
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graph_node - > set_slot ( idx , valid_left , port_left , type_color [ port_left ] , valid_right , port_right , type_color [ port_right ] ) ;
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if ( vsnode - > _is_output_port_expanded ( i ) ) {
switch ( vsnode - > get_output_port_type ( i ) ) {
case VisualShaderNode : : PORT_TYPE_VECTOR_2D : {
port_offset + + ;
valid_left = ( i + 1 ) < vsnode - > get_input_port_count ( ) ;
port_left = VisualShaderNode : : PORT_TYPE_SCALAR ;
if ( valid_left ) {
port_left = vsnode - > get_input_port_type ( i + 1 ) ;
}
graph_node - > set_slot ( i + port_offset , valid_left , port_left , type_color [ port_left ] , true , VisualShaderNode : : PORT_TYPE_SCALAR , vector_expanded_color [ 0 ] ) ;
port_offset + + ;
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valid_left = ( i + 2 ) < vsnode - > get_input_port_count ( ) ;
port_left = VisualShaderNode : : PORT_TYPE_SCALAR ;
if ( valid_left ) {
port_left = vsnode - > get_input_port_type ( i + 2 ) ;
}
graph_node - > set_slot ( i + port_offset , valid_left , port_left , type_color [ port_left ] , true , VisualShaderNode : : PORT_TYPE_SCALAR , vector_expanded_color [ 1 ] ) ;
expanded_type = VisualShaderNode : : PORT_TYPE_VECTOR_2D ;
} break ;
case VisualShaderNode : : PORT_TYPE_VECTOR_3D : {
port_offset + + ;
valid_left = ( i + 1 ) < vsnode - > get_input_port_count ( ) ;
port_left = VisualShaderNode : : PORT_TYPE_SCALAR ;
if ( valid_left ) {
port_left = vsnode - > get_input_port_type ( i + 1 ) ;
}
graph_node - > set_slot ( i + port_offset , valid_left , port_left , type_color [ port_left ] , true , VisualShaderNode : : PORT_TYPE_SCALAR , vector_expanded_color [ 0 ] ) ;
port_offset + + ;
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valid_left = ( i + 2 ) < vsnode - > get_input_port_count ( ) ;
port_left = VisualShaderNode : : PORT_TYPE_SCALAR ;
if ( valid_left ) {
port_left = vsnode - > get_input_port_type ( i + 2 ) ;
}
graph_node - > set_slot ( i + port_offset , valid_left , port_left , type_color [ port_left ] , true , VisualShaderNode : : PORT_TYPE_SCALAR , vector_expanded_color [ 1 ] ) ;
port_offset + + ;
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valid_left = ( i + 3 ) < vsnode - > get_input_port_count ( ) ;
port_left = VisualShaderNode : : PORT_TYPE_SCALAR ;
if ( valid_left ) {
port_left = vsnode - > get_input_port_type ( i + 3 ) ;
}
graph_node - > set_slot ( i + port_offset , valid_left , port_left , type_color [ port_left ] , true , VisualShaderNode : : PORT_TYPE_SCALAR , vector_expanded_color [ 2 ] ) ;
expanded_type = VisualShaderNode : : PORT_TYPE_VECTOR_3D ;
} break ;
case VisualShaderNode : : PORT_TYPE_VECTOR_4D : {
port_offset + + ;
valid_left = ( i + 1 ) < vsnode - > get_input_port_count ( ) ;
port_left = VisualShaderNode : : PORT_TYPE_SCALAR ;
if ( valid_left ) {
port_left = vsnode - > get_input_port_type ( i + 1 ) ;
}
graph_node - > set_slot ( i + port_offset , valid_left , port_left , type_color [ port_left ] , true , VisualShaderNode : : PORT_TYPE_SCALAR , vector_expanded_color [ 0 ] ) ;
port_offset + + ;
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valid_left = ( i + 2 ) < vsnode - > get_input_port_count ( ) ;
port_left = VisualShaderNode : : PORT_TYPE_SCALAR ;
if ( valid_left ) {
port_left = vsnode - > get_input_port_type ( i + 2 ) ;
}
graph_node - > set_slot ( i + port_offset , valid_left , port_left , type_color [ port_left ] , true , VisualShaderNode : : PORT_TYPE_SCALAR , vector_expanded_color [ 1 ] ) ;
port_offset + + ;
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valid_left = ( i + 3 ) < vsnode - > get_input_port_count ( ) ;
port_left = VisualShaderNode : : PORT_TYPE_SCALAR ;
if ( valid_left ) {
port_left = vsnode - > get_input_port_type ( i + 3 ) ;
}
graph_node - > set_slot ( i + port_offset , valid_left , port_left , type_color [ port_left ] , true , VisualShaderNode : : PORT_TYPE_SCALAR , vector_expanded_color [ 2 ] ) ;
port_offset + + ;
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valid_left = ( i + 4 ) < vsnode - > get_input_port_count ( ) ;
port_left = VisualShaderNode : : PORT_TYPE_SCALAR ;
if ( valid_left ) {
port_left = vsnode - > get_input_port_type ( i + 4 ) ;
}
graph_node - > set_slot ( i + port_offset , valid_left , port_left , type_color [ port_left ] , true , VisualShaderNode : : PORT_TYPE_SCALAR , vector_expanded_color [ 3 ] ) ;
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expanded_type = VisualShaderNode : : PORT_TYPE_VECTOR_4D ;
} break ;
default :
break ;
}
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}
}
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}
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bool has_relative_parameter_instances = false ;
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if ( vsnode - > get_output_port_for_preview ( ) > = 0 ) {
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has_relative_parameter_instances = is_node_has_parameter_instances_relatively ( p_type , p_id ) ;
show_port_preview ( p_type , p_id , vsnode - > get_output_port_for_preview ( ) , ! has_relative_parameter_instances ) ;
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} else if ( ! is_reroute ) {
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offset = memnew ( Control ) ;
offset - > set_custom_minimum_size ( Size2 ( 0 , 4 * EDSCALE ) ) ;
node - > add_child ( offset ) ;
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}
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String error = vsnode - > get_warning ( mode , p_type ) ;
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if ( has_relative_parameter_instances ) {
error + = " \n " + TTR ( " The 2D preview cannot correctly show the result retrieved from instance parameter. " ) ;
}
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if ( ! error . is_empty ( ) ) {
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Label * error_label = memnew ( Label ) ;
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error_label - > add_theme_color_override ( SceneStringName ( font_color ) , editor - > get_theme_color ( SNAME ( " error_color " ) , EditorStringName ( Editor ) ) ) ;
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error_label - > set_text ( error ) ;
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error_label - > set_autowrap_mode ( TextServer : : AUTOWRAP_WORD ) ;
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node - > add_child ( error_label ) ;
}
if ( is_expression ) {
CodeEdit * expression_box = memnew ( CodeEdit ) ;
Ref < CodeHighlighter > expression_syntax_highlighter ;
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expression_syntax_highlighter . instantiate ( ) ;
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expression_node - > set_ctrl_pressed ( expression_box , 0 ) ;
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expression_box - > set_v_size_flags ( Control : : SIZE_EXPAND_FILL ) ;
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node - > add_child ( expression_box ) ;
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register_expression_edit ( p_id , expression_box ) ;
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Color background_color = EDITOR_GET ( " text_editor/theme/highlighting/background_color " ) ;
Color text_color = EDITOR_GET ( " text_editor/theme/highlighting/text_color " ) ;
Color keyword_color = EDITOR_GET ( " text_editor/theme/highlighting/keyword_color " ) ;
Color control_flow_keyword_color = EDITOR_GET ( " text_editor/theme/highlighting/control_flow_keyword_color " ) ;
Color comment_color = EDITOR_GET ( " text_editor/theme/highlighting/comment_color " ) ;
Color symbol_color = EDITOR_GET ( " text_editor/theme/highlighting/symbol_color " ) ;
Color function_color = EDITOR_GET ( " text_editor/theme/highlighting/function_color " ) ;
Color number_color = EDITOR_GET ( " text_editor/theme/highlighting/number_color " ) ;
Color members_color = EDITOR_GET ( " text_editor/theme/highlighting/member_variable_color " ) ;
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expression_box - > set_syntax_highlighter ( expression_syntax_highlighter ) ;
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expression_box - > add_theme_color_override ( " background_color " , background_color ) ;
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for ( const String & E : editor - > keyword_list ) {
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if ( ShaderLanguage : : is_control_flow_keyword ( E ) ) {
expression_syntax_highlighter - > add_keyword_color ( E , control_flow_keyword_color ) ;
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} else {
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expression_syntax_highlighter - > add_keyword_color ( E , keyword_color ) ;
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}
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}
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expression_box - > begin_bulk_theme_override ( ) ;
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expression_box - > add_theme_font_override ( SceneStringName ( font ) , editor - > get_theme_font ( SNAME ( " expression " ) , EditorStringName ( EditorFonts ) ) ) ;
expression_box - > add_theme_font_size_override ( SceneStringName ( font_size ) , editor - > get_theme_font_size ( SNAME ( " expression_size " ) , EditorStringName ( EditorFonts ) ) ) ;
expression_box - > add_theme_color_override ( SceneStringName ( font_color ) , text_color ) ;
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expression_box - > end_bulk_theme_override ( ) ;
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expression_syntax_highlighter - > set_number_color ( number_color ) ;
expression_syntax_highlighter - > set_symbol_color ( symbol_color ) ;
expression_syntax_highlighter - > set_function_color ( function_color ) ;
expression_syntax_highlighter - > set_member_variable_color ( members_color ) ;
expression_syntax_highlighter - > add_color_region ( " /* " , " */ " , comment_color , false ) ;
expression_syntax_highlighter - > add_color_region ( " // " , " " , comment_color , true ) ;
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expression_box - > clear_comment_delimiters ( ) ;
expression_box - > add_comment_delimiter ( " /* " , " */ " , false ) ;
expression_box - > add_comment_delimiter ( " // " , " " , true ) ;
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if ( ! expression_box - > has_auto_brace_completion_open_key ( " /* " ) ) {
expression_box - > add_auto_brace_completion_pair ( " /* " , " */ " ) ;
}
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expression_box - > set_text ( expression ) ;
expression_box - > set_context_menu_enabled ( false ) ;
expression_box - > set_draw_line_numbers ( true ) ;
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expression_box - > connect ( SceneStringName ( focus_exited ) , callable_mp ( editor , & VisualShaderEditor : : _expression_focus_out ) . bind ( expression_box , p_id ) ) ;
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}
}
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void VisualShaderGraphPlugin : : remove_node ( VisualShader : : Type p_type , int p_id , bool p_just_update ) {
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if ( visual_shader - > get_shader_type ( ) = = p_type & & links . has ( p_id ) ) {
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GraphEdit * graph_edit = editor - > graph ;
if ( ! graph_edit ) {
return ;
}
graph_edit - > remove_child ( links [ p_id ] . graph_element ) ;
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memdelete ( links [ p_id ] . graph_element ) ;
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if ( ! p_just_update ) {
links . erase ( p_id ) ;
}
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}
}
void VisualShaderGraphPlugin : : connect_nodes ( VisualShader : : Type p_type , int p_from_node , int p_from_port , int p_to_node , int p_to_port ) {
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GraphEdit * graph = editor - > graph ;
if ( ! graph ) {
return ;
}
if ( visual_shader . is_valid ( ) & & visual_shader - > get_shader_type ( ) = = p_type ) {
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// Update reroute nodes since their port type might have changed.
Ref < VisualShaderNodeReroute > reroute_to = visual_shader - > get_node ( p_type , p_to_node ) ;
Ref < VisualShaderNodeReroute > reroute_from = visual_shader - > get_node ( p_type , p_from_node ) ;
if ( reroute_to . is_valid ( ) | | reroute_from . is_valid ( ) ) {
update_reroute_nodes ( ) ;
}
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graph - > connect_node ( itos ( p_from_node ) , p_from_port , itos ( p_to_node ) , p_to_port ) ;
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connections . push_back ( { p_from_node , p_from_port , p_to_node , p_to_port } ) ;
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if ( links [ p_to_node ] . input_ports . has ( p_to_port ) & & links [ p_to_node ] . input_ports [ p_to_port ] . default_input_button ! = nullptr ) {
links [ p_to_node ] . input_ports [ p_to_port ] . default_input_button - > hide ( ) ;
}
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}
}
void VisualShaderGraphPlugin : : disconnect_nodes ( VisualShader : : Type p_type , int p_from_node , int p_from_port , int p_to_node , int p_to_port ) {
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GraphEdit * graph = editor - > graph ;
if ( ! graph ) {
return ;
}
if ( visual_shader . is_valid ( ) & & visual_shader - > get_shader_type ( ) = = p_type ) {
graph - > disconnect_node ( itos ( p_from_node ) , p_from_port , itos ( p_to_node ) , p_to_port ) ;
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for ( const List < VisualShader : : Connection > : : Element * E = connections . front ( ) ; E ; E = E - > next ( ) ) {
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if ( E - > get ( ) . from_node = = p_from_node & & E - > get ( ) . from_port = = p_from_port & & E - > get ( ) . to_node = = p_to_node & & E - > get ( ) . to_port = = p_to_port ) {
connections . erase ( E ) ;
break ;
}
}
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if ( links [ p_to_node ] . input_ports . has ( p_to_port ) & & links [ p_to_node ] . input_ports [ p_to_port ] . default_input_button ! = nullptr & & links [ p_to_node ] . visual_node - > get_input_port_default_value ( p_to_port ) . get_type ( ) ! = Variant : : NIL ) {
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links [ p_to_node ] . input_ports [ p_to_port ] . default_input_button - > show ( ) ;
set_input_port_default_value ( p_type , p_to_node , p_to_port , links [ p_to_node ] . visual_node - > get_input_port_default_value ( p_to_port ) ) ;
}
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}
}
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VisualShaderGraphPlugin : : ~ VisualShaderGraphPlugin ( ) {
}
/////////////////
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void VisualShaderEditedProperty : : _bind_methods ( ) {
ClassDB : : bind_method ( D_METHOD ( " set_edited_property " , " value " ) , & VisualShaderEditedProperty : : set_edited_property ) ;
ClassDB : : bind_method ( D_METHOD ( " get_edited_property " ) , & VisualShaderEditedProperty : : get_edited_property ) ;
ADD_PROPERTY ( PropertyInfo ( Variant : : NIL , " edited_property " , PROPERTY_HINT_NONE , " " , PROPERTY_USAGE_NIL_IS_VARIANT ) , " set_edited_property " , " get_edited_property " ) ;
}
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void VisualShaderEditedProperty : : set_edited_property ( const Variant & p_variant ) {
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edited_property = p_variant ;
}
Variant VisualShaderEditedProperty : : get_edited_property ( ) const {
return edited_property ;
}
/////////////////
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Vector2 VisualShaderEditor : : selection_center ;
List < VisualShaderEditor : : CopyItem > VisualShaderEditor : : copy_items_buffer ;
List < VisualShader : : Connection > VisualShaderEditor : : copy_connections_buffer ;
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void VisualShaderEditor : : edit ( VisualShader * p_visual_shader ) {
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bool changed = false ;
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if ( p_visual_shader ) {
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if ( visual_shader . is_null ( ) ) {
changed = true ;
} else {
if ( visual_shader . ptr ( ) ! = p_visual_shader ) {
changed = true ;
}
}
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visual_shader = Ref < VisualShader > ( p_visual_shader ) ;
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graph_plugin - > register_shader ( visual_shader . ptr ( ) ) ;
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visual_shader - > connect_changed ( callable_mp ( this , & VisualShaderEditor : : _update_preview ) ) ;
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visual_shader - > set_graph_offset ( graph - > get_scroll_offset ( ) / EDSCALE ) ;
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_set_mode ( visual_shader - > get_mode ( ) ) ;
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_update_nodes ( ) ;
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} else {
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if ( visual_shader . is_valid ( ) ) {
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visual_shader - > disconnect_changed ( callable_mp ( this , & VisualShaderEditor : : _update_preview ) ) ;
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}
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visual_shader . unref ( ) ;
}
if ( visual_shader . is_null ( ) ) {
hide ( ) ;
} else {
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if ( changed ) { // to avoid tree collapse
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_update_varying_tree ( ) ;
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_update_options_menu ( ) ;
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_update_preview ( ) ;
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_update_graph ( ) ;
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}
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}
}
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void VisualShaderEditor : : validate_script ( ) {
if ( visual_shader . is_valid ( ) ) {
_update_nodes ( ) ;
}
}
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void VisualShaderEditor : : add_plugin ( const Ref < VisualShaderNodePlugin > & p_plugin ) {
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if ( plugins . has ( p_plugin ) ) {
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return ;
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}
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plugins . push_back ( p_plugin ) ;
}
void VisualShaderEditor : : remove_plugin ( const Ref < VisualShaderNodePlugin > & p_plugin ) {
plugins . erase ( p_plugin ) ;
}
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void VisualShaderEditor : : clear_custom_types ( ) {
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for ( int i = 0 ; i < add_options . size ( ) ; i + + ) {
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if ( add_options [ i ] . is_custom ) {
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add_options . remove_at ( i ) ;
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i - - ;
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}
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}
}
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void VisualShaderEditor : : add_custom_type ( const String & p_name , const String & p_type , const Ref < Script > & p_script , const String & p_description , int p_return_icon_type , const String & p_category , bool p_highend ) {
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ERR_FAIL_COND ( ! p_name . is_valid_identifier ( ) ) ;
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ERR_FAIL_COND ( p_type . is_empty ( ) & & ! p_script . is_valid ( ) ) ;
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for ( int i = 0 ; i < add_options . size ( ) ; i + + ) {
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const AddOption & op = add_options [ i ] ;
if ( op . is_custom ) {
if ( ! p_type . is_empty ( ) ) {
if ( op . type = = p_type ) {
return ;
}
} else if ( op . script = = p_script ) {
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return ;
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}
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}
}
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AddOption ao ;
ao . name = p_name ;
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ao . type = p_type ;
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ao . script = p_script ;
ao . return_type = p_return_icon_type ;
ao . description = p_description ;
ao . category = p_category ;
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ao . highend = p_highend ;
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ao . is_custom = true ;
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ao . is_native = ! p_type . is_empty ( ) ;
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bool begin = false ;
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String root = p_category . split ( " / " ) [ 0 ] ;
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for ( int i = 0 ; i < add_options . size ( ) ; i + + ) {
if ( add_options [ i ] . is_custom ) {
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if ( add_options [ i ] . category = = root ) {
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if ( ! begin ) {
begin = true ;
}
} else {
if ( begin ) {
add_options . insert ( i , ao ) ;
return ;
}
}
}
}
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add_options . push_back ( ao ) ;
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}
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Dictionary VisualShaderEditor : : get_custom_node_data ( Ref < VisualShaderNodeCustom > & p_custom_node ) {
Dictionary dict ;
dict [ " script " ] = p_custom_node - > get_script ( ) ;
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dict [ " name " ] = p_custom_node - > _get_name ( ) ;
dict [ " description " ] = p_custom_node - > _get_description ( ) ;
dict [ " return_icon_type " ] = p_custom_node - > _get_return_icon_type ( ) ;
dict [ " highend " ] = p_custom_node - > _is_highend ( ) ;
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String category = p_custom_node - > _get_category ( ) ;
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category = category . rstrip ( " / " ) ;
category = category . lstrip ( " / " ) ;
category = " Addons/ " + category ;
if ( p_custom_node - > has_method ( " _get_subcategory " ) ) {
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String subcategory = ( String ) p_custom_node - > call ( " _get_subcategory " ) ;
if ( ! subcategory . is_empty ( ) ) {
category + = " / " + subcategory ;
}
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}
dict [ " category " ] = category ;
return dict ;
}
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void VisualShaderEditor : : _get_current_mode_limits ( int & r_begin_type , int & r_end_type ) const {
switch ( visual_shader - > get_mode ( ) ) {
case Shader : : MODE_CANVAS_ITEM :
case Shader : : MODE_SPATIAL : {
r_begin_type = 0 ;
r_end_type = 3 ;
} break ;
case Shader : : MODE_PARTICLES : {
r_begin_type = 3 ;
r_end_type = 5 + r_begin_type ;
} break ;
case Shader : : MODE_SKY : {
r_begin_type = 8 ;
r_end_type = 1 + r_begin_type ;
} break ;
case Shader : : MODE_FOG : {
r_begin_type = 9 ;
r_end_type = 1 + r_begin_type ;
} break ;
default : {
} break ;
}
}
void VisualShaderEditor : : _script_created ( const Ref < Script > & p_script ) {
if ( p_script . is_null ( ) | | p_script - > get_instance_base_type ( ) ! = " VisualShaderNodeCustom " ) {
return ;
}
Ref < VisualShaderNodeCustom > ref ;
ref . instantiate ( ) ;
ref - > set_script ( p_script ) ;
Dictionary dict = get_custom_node_data ( ref ) ;
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add_custom_type ( dict [ " name " ] , String ( ) , dict [ " script " ] , dict [ " description " ] , dict [ " return_icon_type " ] , dict [ " category " ] , dict [ " highend " ] ) ;
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_update_options_menu ( ) ;
}
void VisualShaderEditor : : _update_custom_script ( const Ref < Script > & p_script ) {
if ( p_script . is_null ( ) | | p_script - > get_instance_base_type ( ) ! = " VisualShaderNodeCustom " ) {
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return ;
}
Ref < VisualShaderNodeCustom > ref ;
ref . instantiate ( ) ;
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ref - > set_script ( p_script ) ;
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if ( ! ref - > is_available ( visual_shader - > get_mode ( ) , visual_shader - > get_shader_type ( ) ) ) {
for ( int i = 0 ; i < add_options . size ( ) ; i + + ) {
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if ( add_options [ i ] . is_custom & & add_options [ i ] . script = = p_script ) {
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add_options . remove_at ( i ) ;
_update_options_menu ( ) ;
// TODO: Make indication for the existed custom nodes with that script on graph to be disabled.
break ;
}
}
return ;
}
Dictionary dict = get_custom_node_data ( ref ) ;
bool found_type = false ;
bool need_rebuild = false ;
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for ( int i = custom_node_option_idx ; i < add_options . size ( ) ; i + + ) {
if ( add_options [ i ] . script = = p_script ) {
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found_type = true ;
add_options . write [ i ] . name = dict [ " name " ] ;
add_options . write [ i ] . return_type = dict [ " return_icon_type " ] ;
add_options . write [ i ] . description = dict [ " description " ] ;
add_options . write [ i ] . category = dict [ " category " ] ;
add_options . write [ i ] . highend = dict [ " highend " ] ;
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int begin_type = 0 ;
int end_type = 0 ;
_get_current_mode_limits ( begin_type , end_type ) ;
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for ( int t = begin_type ; t < end_type ; t + + ) {
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VisualShader : : Type type = ( VisualShader : : Type ) t ;
Vector < int > nodes = visual_shader - > get_node_list ( type ) ;
List < VisualShader : : Connection > node_connections ;
visual_shader - > get_node_connections ( type , & node_connections ) ;
List < VisualShader : : Connection > custom_node_input_connections ;
List < VisualShader : : Connection > custom_node_output_connections ;
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for ( const VisualShader : : Connection & E : node_connections ) {
int from = E . from_node ;
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int from_port = E . from_port ;
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int to = E . to_node ;
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int to_port = E . to_port ;
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if ( graph_plugin - > get_node_script ( from ) = = p_script ) {
custom_node_output_connections . push_back ( { from , from_port , to , to_port } ) ;
} else if ( graph_plugin - > get_node_script ( to ) = = p_script ) {
custom_node_input_connections . push_back ( { from , from_port , to , to_port } ) ;
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}
}
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for ( int node_id : nodes ) {
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Ref < VisualShaderNode > vsnode = visual_shader - > get_node ( type , node_id ) ;
if ( vsnode . is_null ( ) ) {
continue ;
}
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Ref < VisualShaderNodeCustom > custom_node = vsnode ;
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if ( custom_node . is_null ( ) | | custom_node - > get_script ( ) ! = p_script ) {
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continue ;
}
need_rebuild = true ;
// Removes invalid connections.
{
int prev_input_port_count = custom_node - > get_input_port_count ( ) ;
int prev_output_port_count = custom_node - > get_output_port_count ( ) ;
custom_node - > update_ports ( ) ;
int input_port_count = custom_node - > get_input_port_count ( ) ;
int output_port_count = custom_node - > get_output_port_count ( ) ;
if ( output_port_count ! = prev_output_port_count ) {
for ( const VisualShader : : Connection & E : custom_node_output_connections ) {
int from = E . from_node ;
int from_idx = E . from_port ;
int to = E . to_node ;
int to_idx = E . to_port ;
if ( from_idx > = output_port_count ) {
visual_shader - > disconnect_nodes ( type , from , from_idx , to , to_idx ) ;
graph_plugin - > disconnect_nodes ( type , from , from_idx , to , to_idx ) ;
}
}
}
if ( input_port_count ! = prev_input_port_count ) {
for ( const VisualShader : : Connection & E : custom_node_input_connections ) {
int from = E . from_node ;
int from_idx = E . from_port ;
int to = E . to_node ;
int to_idx = E . to_port ;
if ( to_idx > = input_port_count ) {
visual_shader - > disconnect_nodes ( type , from , from_idx , to , to_idx ) ;
graph_plugin - > disconnect_nodes ( type , from , from_idx , to , to_idx ) ;
}
}
}
}
graph_plugin - > update_node ( type , node_id ) ;
}
}
break ;
}
}
if ( ! found_type ) {
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add_custom_type ( dict [ " name " ] , String ( ) , dict [ " script " ] , dict [ " description " ] , dict [ " return_icon_type " ] , dict [ " category " ] , dict [ " highend " ] ) ;
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}
// To prevent updating options multiple times when multiple scripts are saved.
if ( ! _block_update_options_menu ) {
_block_update_options_menu = true ;
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callable_mp ( this , & VisualShaderEditor : : _update_options_menu_deferred ) ;
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}
// To prevent rebuilding the shader multiple times when multiple scripts are saved.
if ( need_rebuild & & ! _block_rebuild_shader ) {
_block_rebuild_shader = true ;
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callable_mp ( this , & VisualShaderEditor : : _rebuild_shader_deferred ) ;
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}
}
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void VisualShaderEditor : : _resource_saved ( const Ref < Resource > & p_resource ) {
_update_custom_script ( Ref < Script > ( p_resource . ptr ( ) ) ) ;
}
void VisualShaderEditor : : _resources_removed ( ) {
bool has_any_instance = false ;
for ( const Ref < Script > & scr : custom_scripts_to_delete ) {
for ( int i = custom_node_option_idx ; i < add_options . size ( ) ; i + + ) {
if ( add_options [ i ] . script = = scr ) {
add_options . remove_at ( i ) ;
// Removes all node instances using that script from the graph.
{
int begin_type = 0 ;
int end_type = 0 ;
_get_current_mode_limits ( begin_type , end_type ) ;
for ( int t = begin_type ; t < end_type ; t + + ) {
VisualShader : : Type type = ( VisualShader : : Type ) t ;
List < VisualShader : : Connection > node_connections ;
visual_shader - > get_node_connections ( type , & node_connections ) ;
for ( const VisualShader : : Connection & E : node_connections ) {
int from = E . from_node ;
int from_port = E . from_port ;
int to = E . to_node ;
int to_port = E . to_port ;
if ( graph_plugin - > get_node_script ( from ) = = scr | | graph_plugin - > get_node_script ( to ) = = scr ) {
visual_shader - > disconnect_nodes ( type , from , from_port , to , to_port ) ;
graph_plugin - > disconnect_nodes ( type , from , from_port , to , to_port ) ;
}
}
Vector < int > nodes = visual_shader - > get_node_list ( type ) ;
for ( int node_id : nodes ) {
Ref < VisualShaderNode > vsnode = visual_shader - > get_node ( type , node_id ) ;
if ( vsnode . is_null ( ) ) {
continue ;
}
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Ref < VisualShaderNodeCustom > custom_node = vsnode ;
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if ( custom_node . is_null ( ) | | custom_node - > get_script ( ) ! = scr ) {
continue ;
}
visual_shader - > remove_node ( type , node_id ) ;
graph_plugin - > remove_node ( type , node_id , false ) ;
has_any_instance = true ;
}
}
}
break ;
}
}
}
if ( has_any_instance ) {
EditorUndoRedoManager : : get_singleton ( ) - > clear_history ( ) ; // Need to clear undo history, otherwise it may lead to hard-detected errors and crashes (since the script was removed).
ResourceSaver : : save ( visual_shader , visual_shader - > get_path ( ) ) ;
}
_update_options_menu ( ) ;
custom_scripts_to_delete . clear ( ) ;
pending_custom_scripts_to_delete = false ;
}
void VisualShaderEditor : : _resource_removed ( const Ref < Resource > & p_resource ) {
Ref < Script > scr = Ref < Script > ( p_resource . ptr ( ) ) ;
if ( scr . is_null ( ) | | scr - > get_instance_base_type ( ) ! = " VisualShaderNodeCustom " ) {
return ;
}
custom_scripts_to_delete . push_back ( scr ) ;
if ( ! pending_custom_scripts_to_delete ) {
pending_custom_scripts_to_delete = true ;
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callable_mp ( this , & VisualShaderEditor : : _resources_removed ) . call_deferred ( ) ;
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}
}
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void VisualShaderEditor : : _update_options_menu_deferred ( ) {
_update_options_menu ( ) ;
_block_update_options_menu = false ;
}
void VisualShaderEditor : : _rebuild_shader_deferred ( ) {
if ( visual_shader . is_valid ( ) ) {
visual_shader - > rebuild ( ) ;
}
_block_rebuild_shader = false ;
}
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bool VisualShaderEditor : : _is_available ( int p_mode ) {
int current_mode = edit_type - > get_selected ( ) ;
if ( p_mode ! = - 1 ) {
switch ( current_mode ) {
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case 0 : // Vertex / Emit
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current_mode = 1 ;
break ;
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case 1 : // Fragment / Process
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current_mode = 2 ;
break ;
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case 2 : // Light / Collide
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current_mode = 4 ;
break ;
default :
break ;
}
}
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return ( p_mode = = - 1 | | ( p_mode & current_mode ) ! = 0 ) ;
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}
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void VisualShaderEditor : : _update_nodes ( ) {
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clear_custom_types ( ) ;
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Dictionary added ;
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// Add GDScript classes.
{
List < StringName > class_list ;
ScriptServer : : get_global_class_list ( & class_list ) ;
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for ( const StringName & E : class_list ) {
if ( ScriptServer : : get_global_class_native_base ( E ) = = " VisualShaderNodeCustom " ) {
String script_path = ScriptServer : : get_global_class_path ( E ) ;
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Ref < Resource > res = ResourceLoader : : load ( script_path ) ;
ERR_CONTINUE ( res . is_null ( ) ) ;
ERR_CONTINUE ( ! res - > is_class ( " Script " ) ) ;
Ref < Script > scr = Ref < Script > ( res ) ;
Ref < VisualShaderNodeCustom > ref ;
ref . instantiate ( ) ;
ref - > set_script ( scr ) ;
if ( ! ref - > is_available ( visual_shader - > get_mode ( ) , visual_shader - > get_shader_type ( ) ) ) {
continue ;
}
Dictionary dict = get_custom_node_data ( ref ) ;
dict [ " type " ] = String ( ) ;
String key ;
key = String ( dict [ " category " ] ) + " / " + String ( dict [ " name " ] ) ;
added [ key ] = dict ;
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}
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}
}
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// Add GDExtension classes.
{
List < StringName > class_list ;
ClassDB : : get_class_list ( & class_list ) ;
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for ( const StringName & E : class_list ) {
if ( ClassDB : : get_parent_class ( E ) = = " VisualShaderNodeCustom " ) {
Object * instance = ClassDB : : instantiate ( E ) ;
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Ref < VisualShaderNodeCustom > ref = Object : : cast_to < VisualShaderNodeCustom > ( instance ) ;
ERR_CONTINUE ( ref . is_null ( ) ) ;
if ( ! ref - > is_available ( visual_shader - > get_mode ( ) , visual_shader - > get_shader_type ( ) ) ) {
continue ;
}
Dictionary dict = get_custom_node_data ( ref ) ;
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dict [ " type " ] = E ;
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dict [ " script " ] = Ref < Script > ( ) ;
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String key ;
key = String ( dict [ " category " ] ) + " / " + String ( dict [ " name " ] ) ;
added [ key ] = dict ;
}
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}
}
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// Disables not-supported copied items.
{
for ( CopyItem & item : copy_items_buffer ) {
Ref < VisualShaderNodeCustom > custom = Object : : cast_to < VisualShaderNodeCustom > ( item . node . ptr ( ) ) ;
if ( custom . is_valid ( ) ) {
if ( ! custom - > is_available ( visual_shader - > get_mode ( ) , visual_shader - > get_shader_type ( ) ) ) {
item . disabled = true ;
} else {
item . disabled = false ;
}
} else {
for ( int i = 0 ; i < add_options . size ( ) ; i + + ) {
if ( add_options [ i ] . type = = item . node - > get_class_name ( ) ) {
if ( ( add_options [ i ] . func ! = visual_shader - > get_mode ( ) & & add_options [ i ] . func ! = - 1 ) | | ! _is_available ( add_options [ i ] . mode ) ) {
item . disabled = true ;
} else {
item . disabled = false ;
}
break ;
}
}
}
}
}
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Array keys = added . keys ( ) ;
keys . sort ( ) ;
for ( int i = 0 ; i < keys . size ( ) ; i + + ) {
const Variant & key = keys . get ( i ) ;
const Dictionary & value = ( Dictionary ) added [ key ] ;
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add_custom_type ( value [ " name " ] , value [ " type " ] , value [ " script " ] , value [ " description " ] , value [ " return_icon_type " ] , value [ " category " ] , value [ " highend " ] ) ;
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}
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_update_options_menu ( ) ;
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}
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String VisualShaderEditor : : _get_description ( int p_idx ) {
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return add_options [ p_idx ] . description ;
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}
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void VisualShaderEditor : : _update_options_menu ( ) {
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node_desc - > set_text ( " " ) ;
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members_dialog - > get_ok_button ( ) - > set_disabled ( true ) ;
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members - > clear ( ) ;
TreeItem * root = members - > create_item ( ) ;
String filter = node_filter - > get_text ( ) . strip_edges ( ) ;
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bool use_filter = ! filter . is_empty ( ) ;
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bool is_first_item = true ;
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Color unsupported_color = get_theme_color ( SNAME ( " error_color " ) , EditorStringName ( Editor ) ) ;
Color supported_color = get_theme_color ( SNAME ( " warning_color " ) , EditorStringName ( Editor ) ) ;
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static bool low_driver = GLOBAL_GET ( " rendering/renderer/rendering_method " ) = = " gl_compatibility " ;
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HashMap < String , TreeItem * > folders ;
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int current_func = - 1 ;
if ( ! visual_shader . is_null ( ) ) {
current_func = visual_shader - > get_mode ( ) ;
}
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Vector < AddOption > custom_options ;
Vector < AddOption > embedded_options ;
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static Vector < String > type_filter_exceptions ;
if ( type_filter_exceptions . is_empty ( ) ) {
type_filter_exceptions . append ( " VisualShaderNodeExpression " ) ;
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type_filter_exceptions . append ( " VisualShaderNodeReroute " ) ;
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}
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for ( int i = 0 ; i < add_options . size ( ) ; i + + ) {
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if ( ! use_filter | | add_options [ i ] . name . containsn ( filter ) ) {
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// port type filtering
if ( members_output_port_type ! = VisualShaderNode : : PORT_TYPE_MAX | | members_input_port_type ! = VisualShaderNode : : PORT_TYPE_MAX ) {
Ref < VisualShaderNode > vsn ;
int check_result = 0 ;
if ( ! add_options [ i ] . is_custom ) {
vsn = Ref < VisualShaderNode > ( Object : : cast_to < VisualShaderNode > ( ClassDB : : instantiate ( add_options [ i ] . type ) ) ) ;
if ( ! vsn . is_valid ( ) ) {
continue ;
}
if ( type_filter_exceptions . has ( add_options [ i ] . type ) ) {
check_result = 1 ;
}
Ref < VisualShaderNodeInput > input = Object : : cast_to < VisualShaderNodeInput > ( vsn . ptr ( ) ) ;
if ( input . is_valid ( ) ) {
input - > set_shader_mode ( visual_shader - > get_mode ( ) ) ;
input - > set_shader_type ( visual_shader - > get_shader_type ( ) ) ;
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if ( ! add_options [ i ] . ops . is_empty ( ) & & add_options [ i ] . ops [ 0 ] . get_type ( ) = = Variant : : STRING ) {
input - > set_input_name ( ( String ) add_options [ i ] . ops [ 0 ] ) ;
}
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}
Ref < VisualShaderNodeExpression > expression = Object : : cast_to < VisualShaderNodeExpression > ( vsn . ptr ( ) ) ;
if ( expression . is_valid ( ) ) {
if ( members_input_port_type = = VisualShaderNode : : PORT_TYPE_SAMPLER ) {
check_result = - 1 ; // expressions creates a port with required type automatically (except for sampler output)
}
}
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Ref < VisualShaderNodeParameterRef > parameter_ref = Object : : cast_to < VisualShaderNodeParameterRef > ( vsn . ptr ( ) ) ;
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if ( parameter_ref . is_valid ( ) & & parameter_ref - > is_shader_valid ( ) ) {
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check_result = - 1 ;
if ( members_input_port_type ! = VisualShaderNode : : PORT_TYPE_MAX ) {
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for ( int j = 0 ; j < parameter_ref - > get_parameters_count ( ) ; j + + ) {
if ( visual_shader - > is_port_types_compatible ( parameter_ref - > get_port_type_by_index ( j ) , members_input_port_type ) ) {
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check_result = 1 ;
break ;
}
}
}
}
} else {
check_result = 1 ;
}
if ( members_output_port_type ! = VisualShaderNode : : PORT_TYPE_MAX ) {
if ( check_result = = 0 ) {
for ( int j = 0 ; j < vsn - > get_input_port_count ( ) ; j + + ) {
if ( visual_shader - > is_port_types_compatible ( vsn - > get_input_port_type ( j ) , members_output_port_type ) ) {
check_result = 1 ;
break ;
}
}
}
if ( check_result ! = 1 ) {
continue ;
}
}
if ( members_input_port_type ! = VisualShaderNode : : PORT_TYPE_MAX ) {
if ( check_result = = 0 ) {
for ( int j = 0 ; j < vsn - > get_output_port_count ( ) ; j + + ) {
if ( visual_shader - > is_port_types_compatible ( vsn - > get_output_port_type ( j ) , members_input_port_type ) ) {
check_result = 1 ;
break ;
}
}
}
if ( check_result ! = 1 ) {
continue ;
}
}
}
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if ( ( add_options [ i ] . func ! = current_func & & add_options [ i ] . func ! = - 1 ) | | ! _is_available ( add_options [ i ] . mode ) ) {
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continue ;
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}
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const_cast < AddOption & > ( add_options [ i ] ) . temp_idx = i ; // save valid id
if ( add_options [ i ] . is_custom ) {
custom_options . push_back ( add_options [ i ] ) ;
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} else {
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embedded_options . push_back ( add_options [ i ] ) ;
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}
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}
}
Vector < AddOption > options ;
SortArray < AddOption , _OptionComparator > sorter ;
sorter . sort ( custom_options . ptrw ( ) , custom_options . size ( ) ) ;
options . append_array ( custom_options ) ;
options . append_array ( embedded_options ) ;
for ( int i = 0 ; i < options . size ( ) ; i + + ) {
String path = options [ i ] . category ;
Vector < String > subfolders = path . split ( " / " ) ;
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TreeItem * category = nullptr ;
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if ( ! folders . has ( path ) ) {
category = root ;
String path_temp = " " ;
for ( int j = 0 ; j < subfolders . size ( ) ; j + + ) {
path_temp + = subfolders [ j ] ;
if ( ! folders . has ( path_temp ) ) {
category = members - > create_item ( category ) ;
category - > set_selectable ( 0 , false ) ;
category - > set_collapsed ( ! use_filter ) ;
category - > set_text ( 0 , subfolders [ j ] ) ;
folders . insert ( path_temp , category ) ;
} else {
category = folders [ path_temp ] ;
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}
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}
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} else {
category = folders [ path ] ;
}
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TreeItem * item = members - > create_item ( category ) ;
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if ( options [ i ] . highend & & low_driver ) {
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item - > set_custom_color ( 0 , unsupported_color ) ;
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} else if ( options [ i ] . highend ) {
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item - > set_custom_color ( 0 , supported_color ) ;
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}
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item - > set_text ( 0 , options [ i ] . name ) ;
if ( is_first_item & & use_filter ) {
item - > select ( 0 ) ;
node_desc - > set_text ( options [ i ] . description ) ;
is_first_item = false ;
}
switch ( options [ i ] . return_type ) {
case VisualShaderNode : : PORT_TYPE_SCALAR :
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item - > set_icon ( 0 , get_editor_theme_icon ( SNAME ( " float " ) ) ) ;
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break ;
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case VisualShaderNode : : PORT_TYPE_SCALAR_INT :
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item - > set_icon ( 0 , get_editor_theme_icon ( SNAME ( " int " ) ) ) ;
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break ;
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case VisualShaderNode : : PORT_TYPE_SCALAR_UINT :
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item - > set_icon ( 0 , get_editor_theme_icon ( SNAME ( " uint " ) ) ) ;
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break ;
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case VisualShaderNode : : PORT_TYPE_VECTOR_2D :
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item - > set_icon ( 0 , get_editor_theme_icon ( SNAME ( " Vector2 " ) ) ) ;
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break ;
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case VisualShaderNode : : PORT_TYPE_VECTOR_3D :
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item - > set_icon ( 0 , get_editor_theme_icon ( SNAME ( " Vector3 " ) ) ) ;
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break ;
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case VisualShaderNode : : PORT_TYPE_VECTOR_4D :
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item - > set_icon ( 0 , get_editor_theme_icon ( SNAME ( " Vector4 " ) ) ) ;
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break ;
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case VisualShaderNode : : PORT_TYPE_BOOLEAN :
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item - > set_icon ( 0 , get_editor_theme_icon ( SNAME ( " bool " ) ) ) ;
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break ;
case VisualShaderNode : : PORT_TYPE_TRANSFORM :
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item - > set_icon ( 0 , get_editor_theme_icon ( SNAME ( " Transform3D " ) ) ) ;
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break ;
case VisualShaderNode : : PORT_TYPE_SAMPLER :
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item - > set_icon ( 0 , get_editor_theme_icon ( SNAME ( " ImageTexture " ) ) ) ;
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break ;
default :
break ;
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}
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item - > set_meta ( " id " , options [ i ] . temp_idx ) ;
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}
}
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void VisualShaderEditor : : _set_mode ( int p_which ) {
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if ( p_which = = VisualShader : : MODE_SKY ) {
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edit_type_standard - > set_visible ( false ) ;
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edit_type_particles - > set_visible ( false ) ;
edit_type_sky - > set_visible ( true ) ;
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edit_type_fog - > set_visible ( false ) ;
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edit_type = edit_type_sky ;
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custom_mode_box - > set_visible ( false ) ;
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varying_button - > hide ( ) ;
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mode = MODE_FLAGS_SKY ;
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} else if ( p_which = = VisualShader : : MODE_FOG ) {
edit_type_standard - > set_visible ( false ) ;
edit_type_particles - > set_visible ( false ) ;
edit_type_sky - > set_visible ( false ) ;
edit_type_fog - > set_visible ( true ) ;
edit_type = edit_type_fog ;
custom_mode_box - > set_visible ( false ) ;
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varying_button - > hide ( ) ;
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mode = MODE_FLAGS_FOG ;
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} else if ( p_which = = VisualShader : : MODE_PARTICLES ) {
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edit_type_standard - > set_visible ( false ) ;
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edit_type_particles - > set_visible ( true ) ;
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edit_type_sky - > set_visible ( false ) ;
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edit_type_fog - > set_visible ( false ) ;
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edit_type = edit_type_particles ;
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if ( ( edit_type - > get_selected ( ) + 3 ) > VisualShader : : TYPE_PROCESS ) {
custom_mode_box - > set_visible ( false ) ;
} else {
custom_mode_box - > set_visible ( true ) ;
}
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varying_button - > hide ( ) ;
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mode = MODE_FLAGS_PARTICLES ;
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} else {
edit_type_particles - > set_visible ( false ) ;
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edit_type_standard - > set_visible ( true ) ;
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edit_type_sky - > set_visible ( false ) ;
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edit_type_fog - > set_visible ( false ) ;
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edit_type = edit_type_standard ;
custom_mode_box - > set_visible ( false ) ;
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varying_button - > show ( ) ;
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mode = MODE_FLAGS_SPATIAL_CANVASITEM ;
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}
visual_shader - > set_shader_type ( get_current_shader_type ( ) ) ;
}
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Size2 VisualShaderEditor : : get_minimum_size ( ) const {
return Size2 ( 10 , 200 ) ;
}
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void VisualShaderEditor : : _draw_color_over_button ( Object * p_obj , Color p_color ) {
Button * button = Object : : cast_to < Button > ( p_obj ) ;
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if ( ! button ) {
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return ;
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}
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Ref < StyleBox > normal = get_theme_stylebox ( CoreStringName ( normal ) , SNAME ( " Button " ) ) ;
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button - > draw_rect ( Rect2 ( normal - > get_offset ( ) , button - > get_size ( ) - normal - > get_minimum_size ( ) ) , p_color ) ;
}
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void VisualShaderEditor : : _update_parameters ( bool p_update_refs ) {
VisualShaderNodeParameterRef : : clear_parameters ( visual_shader - > get_rid ( ) ) ;
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for ( int t = 0 ; t < VisualShader : : TYPE_MAX ; t + + ) {
Vector < int > tnodes = visual_shader - > get_node_list ( ( VisualShader : : Type ) t ) ;
for ( int i = 0 ; i < tnodes . size ( ) ; i + + ) {
Ref < VisualShaderNode > vsnode = visual_shader - > get_node ( ( VisualShader : : Type ) t , tnodes [ i ] ) ;
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Ref < VisualShaderNodeParameter > parameter = vsnode ;
if ( parameter . is_valid ( ) ) {
Ref < VisualShaderNodeFloatParameter > float_parameter = vsnode ;
Ref < VisualShaderNodeIntParameter > int_parameter = vsnode ;
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Ref < VisualShaderNodeUIntParameter > uint_parameter = vsnode ;
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Ref < VisualShaderNodeVec2Parameter > vec2_parameter = vsnode ;
Ref < VisualShaderNodeVec3Parameter > vec3_parameter = vsnode ;
Ref < VisualShaderNodeVec4Parameter > vec4_parameter = vsnode ;
Ref < VisualShaderNodeColorParameter > color_parameter = vsnode ;
Ref < VisualShaderNodeBooleanParameter > boolean_parameter = vsnode ;
Ref < VisualShaderNodeTransformParameter > transform_parameter = vsnode ;
VisualShaderNodeParameterRef : : ParameterType parameter_type ;
if ( float_parameter . is_valid ( ) ) {
parameter_type = VisualShaderNodeParameterRef : : PARAMETER_TYPE_FLOAT ;
} else if ( int_parameter . is_valid ( ) ) {
parameter_type = VisualShaderNodeParameterRef : : PARAMETER_TYPE_INT ;
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} else if ( uint_parameter . is_valid ( ) ) {
parameter_type = VisualShaderNodeParameterRef : : PARAMETER_TYPE_UINT ;
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} else if ( boolean_parameter . is_valid ( ) ) {
parameter_type = VisualShaderNodeParameterRef : : PARAMETER_TYPE_BOOLEAN ;
} else if ( vec2_parameter . is_valid ( ) ) {
parameter_type = VisualShaderNodeParameterRef : : PARAMETER_TYPE_VECTOR2 ;
} else if ( vec3_parameter . is_valid ( ) ) {
parameter_type = VisualShaderNodeParameterRef : : PARAMETER_TYPE_VECTOR3 ;
} else if ( vec4_parameter . is_valid ( ) ) {
parameter_type = VisualShaderNodeParameterRef : : PARAMETER_TYPE_VECTOR4 ;
} else if ( transform_parameter . is_valid ( ) ) {
parameter_type = VisualShaderNodeParameterRef : : PARAMETER_TYPE_TRANSFORM ;
} else if ( color_parameter . is_valid ( ) ) {
parameter_type = VisualShaderNodeParameterRef : : PARAMETER_TYPE_COLOR ;
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} else {
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parameter_type = VisualShaderNodeParameterRef : : UNIFORM_TYPE_SAMPLER ;
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}
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VisualShaderNodeParameterRef : : add_parameter ( visual_shader - > get_rid ( ) , parameter - > get_parameter_name ( ) , parameter_type ) ;
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}
}
}
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if ( p_update_refs ) {
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graph_plugin - > update_parameter_refs ( ) ;
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}
}
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void VisualShaderEditor : : _update_parameter_refs ( HashSet < String > & p_deleted_names ) {
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EditorUndoRedoManager * undo_redo = EditorUndoRedoManager : : get_singleton ( ) ;
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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 + + ) {
if ( j > 0 ) {
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Ref < VisualShaderNodeParameterRef > ref = visual_shader - > get_node ( type , nodes [ j ] ) ;
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if ( ref . is_valid ( ) ) {
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if ( p_deleted_names . has ( ref - > get_parameter_name ( ) ) ) {
undo_redo - > add_do_method ( ref . ptr ( ) , " set_parameter_name " , " [None] " ) ;
undo_redo - > add_undo_method ( ref . ptr ( ) , " set_parameter_name " , ref - > get_parameter_name ( ) ) ;
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undo_redo - > add_do_method ( graph_plugin . ptr ( ) , " update_node " , VisualShader : : Type ( i ) , nodes [ j ] ) ;
undo_redo - > add_undo_method ( graph_plugin . ptr ( ) , " update_node " , VisualShader : : Type ( i ) , nodes [ j ] ) ;
}
}
}
}
}
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}
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void VisualShaderEditor : : _update_graph ( ) {
if ( updating ) {
return ;
}
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if ( visual_shader . is_null ( ) ) {
return ;
}
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graph - > set_scroll_offset ( visual_shader - > get_graph_offset ( ) * EDSCALE ) ;
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VisualShader : : Type type = get_current_shader_type ( ) ;
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graph - > clear_connections ( ) ;
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// Remove all nodes.
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for ( int i = 0 ; i < graph - > get_child_count ( ) ; i + + ) {
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if ( Object : : cast_to < GraphElement > ( graph - > get_child ( i ) ) ) {
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Node * node = graph - > get_child ( i ) ;
graph - > remove_child ( node ) ;
memdelete ( node ) ;
i - - ;
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}
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}
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List < VisualShader : : Connection > node_connections ;
visual_shader - > get_node_connections ( type , & node_connections ) ;
graph_plugin - > set_connections ( node_connections ) ;
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Vector < int > nodes = visual_shader - > get_node_list ( type ) ;
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_update_parameters ( false ) ;
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_update_varyings ( ) ;
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graph_plugin - > clear_links ( ) ;
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graph_plugin - > update_theme ( ) ;
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for ( int n_i = 0 ; n_i < nodes . size ( ) ; n_i + + ) {
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// Update frame related stuff later since we need to have all nodes in the graph.
graph_plugin - > add_node ( type , nodes [ n_i ] , false , false ) ;
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}
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for ( const VisualShader : : Connection & E : node_connections ) {
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int from = E . from_node ;
int from_idx = E . from_port ;
int to = E . to_node ;
int to_idx = E . to_port ;
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graph - > connect_node ( itos ( from ) , from_idx , itos ( to ) , to_idx ) ;
}
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// Attach nodes to frames.
for ( int node_id : nodes ) {
Ref < VisualShaderNode > vsnode = visual_shader - > get_node ( type , node_id ) ;
ERR_CONTINUE_MSG ( vsnode . is_null ( ) , " Node is null. " ) ;
if ( vsnode - > get_frame ( ) ! = - 1 ) {
int frame_name = vsnode - > get_frame ( ) ;
graph - > attach_graph_element_to_frame ( itos ( node_id ) , itos ( frame_name ) ) ;
}
}
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float graph_minimap_opacity = EDITOR_GET ( " editors/visual_editors/minimap_opacity " ) ;
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graph - > set_minimap_opacity ( graph_minimap_opacity ) ;
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float graph_lines_curvature = EDITOR_GET ( " editors/visual_editors/lines_curvature " ) ;
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graph - > set_connection_lines_curvature ( graph_lines_curvature ) ;
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}
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VisualShader : : Type VisualShaderEditor : : get_current_shader_type ( ) const {
VisualShader : : Type type ;
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if ( mode & MODE_FLAGS_PARTICLES ) {
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type = VisualShader : : Type ( edit_type - > get_selected ( ) + 3 + ( custom_mode_enabled ? 3 : 0 ) ) ;
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} else if ( mode & MODE_FLAGS_SKY ) {
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type = VisualShader : : Type ( edit_type - > get_selected ( ) + 8 ) ;
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} else if ( mode & MODE_FLAGS_FOG ) {
type = VisualShader : : Type ( edit_type - > get_selected ( ) + 9 ) ;
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} else {
type = VisualShader : : Type ( edit_type - > get_selected ( ) ) ;
}
return type ;
}
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void VisualShaderEditor : : _add_input_port ( int p_node , int p_port , int p_port_type , const String & p_name ) {
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VisualShader : : Type type = get_current_shader_type ( ) ;
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Ref < VisualShaderNodeExpression > node = visual_shader - > get_node ( type , p_node ) ;
if ( node . is_null ( ) ) {
return ;
}
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EditorUndoRedoManager * undo_redo = EditorUndoRedoManager : : get_singleton ( ) ;
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undo_redo - > create_action ( TTR ( " Add Input Port " ) ) ;
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undo_redo - > add_do_method ( node . ptr ( ) , " add_input_port " , p_port , p_port_type , p_name ) ;
undo_redo - > add_undo_method ( node . ptr ( ) , " remove_input_port " , p_port ) ;
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undo_redo - > add_do_method ( graph_plugin . ptr ( ) , " update_node " , type , p_node ) ;
undo_redo - > add_undo_method ( graph_plugin . ptr ( ) , " update_node " , type , p_node ) ;
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undo_redo - > commit_action ( ) ;
}
void VisualShaderEditor : : _add_output_port ( int p_node , int p_port , int p_port_type , const String & p_name ) {
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VisualShader : : Type type = get_current_shader_type ( ) ;
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Ref < VisualShaderNodeGroupBase > node = visual_shader - > get_node ( type , p_node ) ;
if ( node . is_null ( ) ) {
return ;
}
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EditorUndoRedoManager * undo_redo = EditorUndoRedoManager : : get_singleton ( ) ;
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undo_redo - > create_action ( TTR ( " Add Output Port " ) ) ;
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undo_redo - > add_do_method ( node . ptr ( ) , " add_output_port " , p_port , p_port_type , p_name ) ;
undo_redo - > add_undo_method ( node . ptr ( ) , " remove_output_port " , p_port ) ;
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undo_redo - > add_do_method ( graph_plugin . ptr ( ) , " update_node " , type , p_node ) ;
undo_redo - > add_undo_method ( graph_plugin . ptr ( ) , " update_node " , type , p_node ) ;
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undo_redo - > commit_action ( ) ;
}
void VisualShaderEditor : : _change_input_port_type ( int p_type , int p_node , int p_port ) {
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VisualShader : : Type type = get_current_shader_type ( ) ;
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Ref < VisualShaderNodeGroupBase > node = visual_shader - > get_node ( type , p_node ) ;
if ( node . is_null ( ) ) {
return ;
}
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EditorUndoRedoManager * undo_redo = EditorUndoRedoManager : : get_singleton ( ) ;
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undo_redo - > create_action ( TTR ( " Change Input Port Type " ) ) ;
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undo_redo - > add_do_method ( node . ptr ( ) , " set_input_port_type " , p_port , p_type ) ;
undo_redo - > add_undo_method ( node . ptr ( ) , " set_input_port_type " , p_port , node - > get_input_port_type ( p_port ) ) ;
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undo_redo - > add_do_method ( graph_plugin . ptr ( ) , " update_node " , type , p_node ) ;
undo_redo - > add_undo_method ( graph_plugin . ptr ( ) , " update_node " , type , p_node ) ;
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undo_redo - > commit_action ( ) ;
}
void VisualShaderEditor : : _change_output_port_type ( int p_type , int p_node , int p_port ) {
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VisualShader : : Type type = get_current_shader_type ( ) ;
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Ref < VisualShaderNodeGroupBase > node = visual_shader - > get_node ( type , p_node ) ;
if ( node . is_null ( ) ) {
return ;
}
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EditorUndoRedoManager * undo_redo = EditorUndoRedoManager : : get_singleton ( ) ;
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undo_redo - > create_action ( TTR ( " Change Output Port Type " ) ) ;
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undo_redo - > add_do_method ( node . ptr ( ) , " set_output_port_type " , p_port , p_type ) ;
undo_redo - > add_undo_method ( node . ptr ( ) , " set_output_port_type " , p_port , node - > get_output_port_type ( p_port ) ) ;
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undo_redo - > add_do_method ( graph_plugin . ptr ( ) , " update_node " , type , p_node ) ;
undo_redo - > add_undo_method ( graph_plugin . ptr ( ) , " update_node " , type , p_node ) ;
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undo_redo - > commit_action ( ) ;
}
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void VisualShaderEditor : : _change_input_port_name ( const String & p_text , Object * p_line_edit , int p_node_id , int p_port_id ) {
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VisualShader : : Type type = get_current_shader_type ( ) ;
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Ref < VisualShaderNodeGroupBase > node = visual_shader - > get_node ( type , p_node_id ) ;
ERR_FAIL_COND ( ! node . is_valid ( ) ) ;
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String prev_name = node - > get_input_port_name ( p_port_id ) ;
if ( prev_name = = p_text ) {
return ;
}
LineEdit * line_edit = Object : : cast_to < LineEdit > ( p_line_edit ) ;
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ERR_FAIL_NULL ( line_edit ) ;
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String validated_name = visual_shader - > validate_port_name ( p_text , node . ptr ( ) , p_port_id , false ) ;
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if ( validated_name . is_empty ( ) | | prev_name = = validated_name ) {
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line_edit - > set_text ( node - > get_input_port_name ( p_port_id ) ) ;
return ;
}
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EditorUndoRedoManager * undo_redo = EditorUndoRedoManager : : get_singleton ( ) ;
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undo_redo - > create_action ( TTR ( " Change Input Port Name " ) ) ;
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undo_redo - > add_do_method ( node . ptr ( ) , " set_input_port_name " , p_port_id , validated_name ) ;
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undo_redo - > add_undo_method ( node . ptr ( ) , " set_input_port_name " , p_port_id , node - > get_input_port_name ( p_port_id ) ) ;
undo_redo - > commit_action ( ) ;
}
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void VisualShaderEditor : : _change_output_port_name ( const String & p_text , Object * p_line_edit , int p_node_id , int p_port_id ) {
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VisualShader : : Type type = get_current_shader_type ( ) ;
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Ref < VisualShaderNodeGroupBase > node = visual_shader - > get_node ( type , p_node_id ) ;
ERR_FAIL_COND ( ! node . is_valid ( ) ) ;
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String prev_name = node - > get_output_port_name ( p_port_id ) ;
if ( prev_name = = p_text ) {
return ;
}
LineEdit * line_edit = Object : : cast_to < LineEdit > ( p_line_edit ) ;
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ERR_FAIL_NULL ( line_edit ) ;
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String validated_name = visual_shader - > validate_port_name ( p_text , node . ptr ( ) , p_port_id , true ) ;
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if ( validated_name . is_empty ( ) | | prev_name = = validated_name ) {
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line_edit - > set_text ( node - > get_output_port_name ( p_port_id ) ) ;
return ;
}
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EditorUndoRedoManager * undo_redo = EditorUndoRedoManager : : get_singleton ( ) ;
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undo_redo - > create_action ( TTR ( " Change Output Port Name " ) ) ;
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undo_redo - > add_do_method ( node . ptr ( ) , " set_output_port_name " , p_port_id , validated_name ) ;
undo_redo - > add_undo_method ( node . ptr ( ) , " set_output_port_name " , p_port_id , prev_name ) ;
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undo_redo - > commit_action ( ) ;
}
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void VisualShaderEditor : : _expand_output_port ( int p_node , int p_port , bool p_expand ) {
VisualShader : : Type type = get_current_shader_type ( ) ;
Ref < VisualShaderNode > node = visual_shader - > get_node ( type , p_node ) ;
ERR_FAIL_COND ( ! node . is_valid ( ) ) ;
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EditorUndoRedoManager * undo_redo = EditorUndoRedoManager : : get_singleton ( ) ;
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if ( p_expand ) {
undo_redo - > create_action ( TTR ( " Expand Output Port " ) ) ;
} else {
undo_redo - > create_action ( TTR ( " Shrink Output Port " ) ) ;
}
undo_redo - > add_do_method ( node . ptr ( ) , " _set_output_port_expanded " , p_port , p_expand ) ;
undo_redo - > add_undo_method ( node . ptr ( ) , " _set_output_port_expanded " , p_port , ! p_expand ) ;
int type_size = 0 ;
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switch ( node - > get_output_port_type ( p_port ) ) {
case VisualShaderNode : : PORT_TYPE_VECTOR_2D : {
type_size = 2 ;
} break ;
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case VisualShaderNode : : PORT_TYPE_VECTOR_3D : {
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type_size = 3 ;
} break ;
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case VisualShaderNode : : PORT_TYPE_VECTOR_4D : {
type_size = 4 ;
} break ;
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default :
break ;
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}
List < VisualShader : : Connection > conns ;
visual_shader - > get_node_connections ( type , & conns ) ;
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for ( const VisualShader : : Connection & E : conns ) {
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int cn_from_node = E . from_node ;
int cn_from_port = E . from_port ;
int cn_to_node = E . to_node ;
int cn_to_port = E . to_port ;
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if ( cn_from_node = = p_node ) {
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if ( p_expand ) {
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if ( cn_from_port > p_port ) { // reconnect ports after expanded ports
undo_redo - > add_do_method ( visual_shader . ptr ( ) , " disconnect_nodes " , type , cn_from_node , cn_from_port , cn_to_node , cn_to_port ) ;
undo_redo - > add_undo_method ( visual_shader . ptr ( ) , " connect_nodes_forced " , type , cn_from_node , cn_from_port , cn_to_node , cn_to_port ) ;
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undo_redo - > add_do_method ( graph_plugin . ptr ( ) , " disconnect_nodes " , type , cn_from_node , cn_from_port , cn_to_node , cn_to_port ) ;
undo_redo - > add_undo_method ( graph_plugin . ptr ( ) , " connect_nodes " , type , cn_from_node , cn_from_port , cn_to_node , cn_to_port ) ;
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undo_redo - > add_do_method ( visual_shader . ptr ( ) , " connect_nodes_forced " , type , cn_from_node , cn_from_port + type_size , cn_to_node , cn_to_port ) ;
undo_redo - > add_undo_method ( visual_shader . ptr ( ) , " disconnect_nodes " , type , cn_from_node , cn_from_port + type_size , cn_to_node , cn_to_port ) ;
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undo_redo - > add_do_method ( graph_plugin . ptr ( ) , " connect_nodes " , type , cn_from_node , cn_from_port + type_size , cn_to_node , cn_to_port ) ;
undo_redo - > add_undo_method ( graph_plugin . ptr ( ) , " disconnect_nodes " , type , cn_from_node , cn_from_port + type_size , cn_to_node , cn_to_port ) ;
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}
} else {
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if ( cn_from_port > p_port + type_size ) { // reconnect ports after expanded ports
undo_redo - > add_do_method ( visual_shader . ptr ( ) , " disconnect_nodes " , type , cn_from_node , cn_from_port , cn_to_node , cn_to_port ) ;
undo_redo - > add_undo_method ( visual_shader . ptr ( ) , " connect_nodes_forced " , type , cn_from_node , cn_from_port , cn_to_node , cn_to_port ) ;
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undo_redo - > add_do_method ( graph_plugin . ptr ( ) , " disconnect_nodes " , type , cn_from_node , cn_from_port , cn_to_node , cn_to_port ) ;
undo_redo - > add_undo_method ( graph_plugin . ptr ( ) , " connect_nodes " , type , cn_from_node , cn_from_port , cn_to_node , cn_to_port ) ;
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undo_redo - > add_do_method ( visual_shader . ptr ( ) , " connect_nodes " , type , cn_from_node , cn_from_port - type_size , cn_to_node , cn_to_port ) ;
undo_redo - > add_undo_method ( visual_shader . ptr ( ) , " disconnect_nodes " , type , cn_from_node , cn_from_port - type_size , cn_to_node , cn_to_port ) ;
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undo_redo - > add_do_method ( graph_plugin . ptr ( ) , " connect_nodes " , type , cn_from_node , cn_from_port - type_size , cn_to_node , cn_to_port ) ;
undo_redo - > add_undo_method ( graph_plugin . ptr ( ) , " disconnect_nodes " , type , cn_from_node , cn_from_port - type_size , cn_to_node , cn_to_port ) ;
} else if ( cn_from_port > p_port ) { // disconnect component ports
undo_redo - > add_do_method ( visual_shader . ptr ( ) , " disconnect_nodes " , type , cn_from_node , cn_from_port , cn_to_node , cn_to_port ) ;
undo_redo - > add_undo_method ( visual_shader . ptr ( ) , " connect_nodes_forced " , type , cn_from_node , cn_from_port , cn_to_node , cn_to_port ) ;
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undo_redo - > add_do_method ( graph_plugin . ptr ( ) , " disconnect_nodes " , type , cn_from_node , cn_from_port , cn_to_node , cn_to_port ) ;
undo_redo - > add_undo_method ( graph_plugin . ptr ( ) , " connect_nodes " , type , cn_from_node , cn_from_port , cn_to_node , cn_to_port ) ;
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}
}
}
}
int preview_port = node - > get_output_port_for_preview ( ) ;
if ( p_expand ) {
if ( preview_port > p_port ) {
undo_redo - > add_do_method ( node . ptr ( ) , " set_output_port_for_preview " , preview_port + type_size ) ;
undo_redo - > add_undo_method ( node . ptr ( ) , " set_output_port_for_preview " , preview_port ) ;
}
} else {
if ( preview_port > p_port + type_size ) {
undo_redo - > add_do_method ( node . ptr ( ) , " set_output_port_for_preview " , preview_port - type_size ) ;
undo_redo - > add_undo_method ( node . ptr ( ) , " set_output_port_for_preview " , preview_port ) ;
}
}
undo_redo - > add_do_method ( graph_plugin . ptr ( ) , " update_node " , type , p_node ) ;
undo_redo - > add_undo_method ( graph_plugin . ptr ( ) , " update_node " , type , p_node ) ;
undo_redo - > commit_action ( ) ;
}
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void VisualShaderEditor : : _remove_input_port ( int p_node , int p_port ) {
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VisualShader : : Type type = get_current_shader_type ( ) ;
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Ref < VisualShaderNodeGroupBase > node = visual_shader - > get_node ( type , p_node ) ;
if ( node . is_null ( ) ) {
return ;
}
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EditorUndoRedoManager * undo_redo = EditorUndoRedoManager : : get_singleton ( ) ;
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undo_redo - > create_action ( TTR ( " Remove Input Port " ) ) ;
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List < VisualShader : : Connection > conns ;
visual_shader - > get_node_connections ( type , & conns ) ;
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for ( const VisualShader : : Connection & E : conns ) {
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int cn_from_node = E . from_node ;
int cn_from_port = E . from_port ;
int cn_to_node = E . to_node ;
int cn_to_port = E . to_port ;
if ( cn_to_node = = p_node ) {
if ( cn_to_port = = p_port ) {
undo_redo - > add_do_method ( visual_shader . ptr ( ) , " disconnect_nodes " , type , cn_from_node , cn_from_port , cn_to_node , cn_to_port ) ;
undo_redo - > add_undo_method ( visual_shader . ptr ( ) , " connect_nodes_forced " , type , cn_from_node , cn_from_port , cn_to_node , cn_to_port ) ;
undo_redo - > add_do_method ( graph_plugin . ptr ( ) , " disconnect_nodes " , type , cn_from_node , cn_from_port , cn_to_node , cn_to_port ) ;
undo_redo - > add_undo_method ( graph_plugin . ptr ( ) , " connect_nodes " , type , cn_from_node , cn_from_port , cn_to_node , cn_to_port ) ;
} else if ( cn_to_port > p_port ) {
undo_redo - > add_do_method ( visual_shader . ptr ( ) , " disconnect_nodes " , type , cn_from_node , cn_from_port , cn_to_node , cn_to_port ) ;
undo_redo - > add_undo_method ( visual_shader . ptr ( ) , " connect_nodes_forced " , type , cn_from_node , cn_from_port , cn_to_node , cn_to_port ) ;
undo_redo - > add_do_method ( graph_plugin . ptr ( ) , " disconnect_nodes " , type , cn_from_node , cn_from_port , cn_to_node , cn_to_port ) ;
undo_redo - > add_undo_method ( graph_plugin . ptr ( ) , " connect_nodes " , type , cn_from_node , cn_from_port , cn_to_node , cn_to_port ) ;
undo_redo - > add_do_method ( visual_shader . ptr ( ) , " connect_nodes_forced " , type , cn_from_node , cn_from_port , cn_to_node , cn_to_port - 1 ) ;
undo_redo - > add_undo_method ( visual_shader . ptr ( ) , " disconnect_nodes " , type , cn_from_node , cn_from_port , cn_to_node , cn_to_port - 1 ) ;
undo_redo - > add_do_method ( graph_plugin . ptr ( ) , " connect_nodes " , type , cn_from_node , cn_from_port , cn_to_node , cn_to_port - 1 ) ;
undo_redo - > add_undo_method ( graph_plugin . ptr ( ) , " disconnect_nodes " , type , cn_from_node , cn_from_port , cn_to_node , cn_to_port - 1 ) ;
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}
}
}
undo_redo - > add_do_method ( node . ptr ( ) , " remove_input_port " , p_port ) ;
undo_redo - > add_undo_method ( node . ptr ( ) , " add_input_port " , p_port , ( int ) node - > get_input_port_type ( p_port ) , node - > get_input_port_name ( p_port ) ) ;
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undo_redo - > add_do_method ( graph_plugin . ptr ( ) , " update_node " , type , p_node ) ;
undo_redo - > add_undo_method ( graph_plugin . ptr ( ) , " update_node " , type , p_node ) ;
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undo_redo - > commit_action ( ) ;
}
void VisualShaderEditor : : _remove_output_port ( int p_node , int p_port ) {
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VisualShader : : Type type = get_current_shader_type ( ) ;
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Ref < VisualShaderNodeGroupBase > node = visual_shader - > get_node ( type , p_node ) ;
if ( node . is_null ( ) ) {
return ;
}
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EditorUndoRedoManager * undo_redo = EditorUndoRedoManager : : get_singleton ( ) ;
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undo_redo - > create_action ( TTR ( " Remove Output Port " ) ) ;
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List < VisualShader : : Connection > conns ;
visual_shader - > get_node_connections ( type , & conns ) ;
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for ( const VisualShader : : Connection & E : conns ) {
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int cn_from_node = E . from_node ;
int cn_from_port = E . from_port ;
int cn_to_node = E . to_node ;
int cn_to_port = E . to_port ;
if ( cn_from_node = = p_node ) {
if ( cn_from_port = = p_port ) {
undo_redo - > add_do_method ( visual_shader . ptr ( ) , " disconnect_nodes " , type , cn_from_node , cn_from_port , cn_to_node , cn_to_port ) ;
undo_redo - > add_undo_method ( visual_shader . ptr ( ) , " connect_nodes_forced " , type , cn_from_node , cn_from_port , cn_to_node , cn_to_port ) ;
undo_redo - > add_do_method ( graph_plugin . ptr ( ) , " disconnect_nodes " , type , cn_from_node , cn_from_port , cn_to_node , cn_to_port ) ;
undo_redo - > add_undo_method ( graph_plugin . ptr ( ) , " connect_nodes " , type , cn_from_node , cn_from_port , cn_to_node , cn_to_port ) ;
} else if ( cn_from_port > p_port ) {
undo_redo - > add_do_method ( visual_shader . ptr ( ) , " disconnect_nodes " , type , cn_from_node , cn_from_port , cn_to_node , cn_to_port ) ;
undo_redo - > add_undo_method ( visual_shader . ptr ( ) , " connect_nodes_forced " , type , cn_from_node , cn_from_port , cn_to_node , cn_to_port ) ;
undo_redo - > add_do_method ( graph_plugin . ptr ( ) , " disconnect_nodes " , type , cn_from_node , cn_from_port , cn_to_node , cn_to_port ) ;
undo_redo - > add_undo_method ( graph_plugin . ptr ( ) , " connect_nodes " , type , cn_from_node , cn_from_port , cn_to_node , cn_to_port ) ;
undo_redo - > add_do_method ( visual_shader . ptr ( ) , " connect_nodes_forced " , type , cn_from_node , cn_from_port - 1 , cn_to_node , cn_to_port ) ;
undo_redo - > add_undo_method ( visual_shader . ptr ( ) , " disconnect_nodes " , type , cn_from_node , cn_from_port - 1 , cn_to_node , cn_to_port ) ;
undo_redo - > add_do_method ( graph_plugin . ptr ( ) , " connect_nodes " , type , cn_from_node , cn_from_port - 1 , cn_to_node , cn_to_port ) ;
undo_redo - > add_undo_method ( graph_plugin . ptr ( ) , " disconnect_nodes " , type , cn_from_node , cn_from_port - 1 , cn_to_node , cn_to_port ) ;
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}
}
}
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int preview_port = node - > get_output_port_for_preview ( ) ;
if ( preview_port ! = - 1 ) {
if ( preview_port = = p_port ) {
undo_redo - > add_do_method ( node . ptr ( ) , " set_output_port_for_preview " , - 1 ) ;
undo_redo - > add_undo_method ( node . ptr ( ) , " set_output_port_for_preview " , preview_port ) ;
} else if ( preview_port > p_port ) {
undo_redo - > add_do_method ( node . ptr ( ) , " set_output_port_for_preview " , preview_port - 1 ) ;
undo_redo - > add_undo_method ( node . ptr ( ) , " set_output_port_for_preview " , preview_port ) ;
}
}
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undo_redo - > add_do_method ( node . ptr ( ) , " remove_output_port " , p_port ) ;
undo_redo - > add_undo_method ( node . ptr ( ) , " add_output_port " , p_port , ( int ) node - > get_output_port_type ( p_port ) , node - > get_output_port_name ( p_port ) ) ;
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undo_redo - > add_do_method ( graph_plugin . ptr ( ) , " update_node " , type , p_node ) ;
undo_redo - > add_undo_method ( graph_plugin . ptr ( ) , " update_node " , type , p_node ) ;
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undo_redo - > commit_action ( ) ;
}
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void VisualShaderEditor : : _expression_focus_out ( Object * p_code_edit , int p_node ) {
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VisualShader : : Type type = get_current_shader_type ( ) ;
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Ref < VisualShaderNodeExpression > node = visual_shader - > get_node ( type , p_node ) ;
if ( node . is_null ( ) ) {
return ;
}
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CodeEdit * expression_box = Object : : cast_to < CodeEdit > ( p_code_edit ) ;
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if ( node - > get_expression ( ) = = expression_box - > get_text ( ) ) {
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return ;
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}
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EditorUndoRedoManager * undo_redo = EditorUndoRedoManager : : get_singleton ( ) ;
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undo_redo - > create_action ( TTR ( " Set VisualShader Expression " ) ) ;
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undo_redo - > add_do_method ( node . ptr ( ) , " set_expression " , expression_box - > get_text ( ) ) ;
undo_redo - > add_undo_method ( node . ptr ( ) , " set_expression " , node - > get_expression ( ) ) ;
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undo_redo - > add_do_method ( graph_plugin . ptr ( ) , " set_expression " , type , p_node , expression_box - > get_text ( ) ) ;
undo_redo - > add_undo_method ( graph_plugin . ptr ( ) , " set_expression " , type , p_node , node - > get_expression ( ) ) ;
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undo_redo - > commit_action ( ) ;
}
void VisualShaderEditor : : _set_node_size ( int p_type , int p_node , const Vector2 & p_size ) {
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VisualShader : : Type type = VisualShader : : Type ( p_type ) ;
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Ref < VisualShaderNodeResizableBase > node = visual_shader - > get_node ( type , p_node ) ;
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if ( node . is_null ( ) ) {
return ;
}
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Size2 size = p_size ;
if ( ! node - > is_allow_v_resize ( ) ) {
size . y = 0 ;
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}
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node - > set_size ( size ) ;
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if ( get_current_shader_type ( ) = = type ) {
Ref < VisualShaderNodeExpression > expression_node = Object : : cast_to < VisualShaderNodeExpression > ( node . ptr ( ) ) ;
Control * text_box = nullptr ;
if ( ! expression_node . is_null ( ) ) {
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text_box = expression_node - > is_ctrl_pressed ( 0 ) ;
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if ( text_box ) {
text_box - > set_custom_minimum_size ( Size2 ( 0 , 0 ) ) ;
}
}
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GraphElement * graph_element = nullptr ;
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Node * node2 = graph - > get_node ( itos ( p_node ) ) ;
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graph_element = Object : : cast_to < GraphElement > ( node2 ) ;
if ( ! graph_element ) {
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return ;
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}
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graph_element - > set_size ( size ) ;
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}
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// Update all parent frames.
graph_plugin - > update_frames ( type , p_node ) ;
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}
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// Called once after the node was resized.
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void VisualShaderEditor : : _node_resized ( const Vector2 & p_new_size , int p_type , int p_node ) {
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Ref < VisualShaderNodeResizableBase > node = visual_shader - > get_node ( VisualShader : : Type ( p_type ) , p_node ) ;
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if ( node . is_null ( ) ) {
return ;
}
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GraphElement * graph_element = Object : : cast_to < GraphElement > ( graph - > get_node ( itos ( p_node ) ) ) ;
if ( ! graph_element ) {
return ;
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}
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Size2 size = graph_element - > get_size ( ) ;
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EditorUndoRedoManager * undo_redo = EditorUndoRedoManager : : get_singleton ( ) ;
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undo_redo - > create_action ( TTR ( " Resize VisualShader Node " ) ) ;
undo_redo - > add_do_method ( this , " _set_node_size " , p_type , p_node , size ) ;
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undo_redo - > add_undo_method ( this , " _set_node_size " , p_type , p_node , node - > get_size ( ) ) ;
undo_redo - > commit_action ( ) ;
}
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void VisualShaderEditor : : _preview_select_port ( int p_node , int p_port ) {
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VisualShader : : Type type = get_current_shader_type ( ) ;
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Ref < VisualShaderNode > node = visual_shader - > get_node ( type , p_node ) ;
if ( node . is_null ( ) ) {
return ;
}
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int prev_port = node - > get_output_port_for_preview ( ) ;
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if ( node - > get_output_port_for_preview ( ) = = p_port ) {
p_port = - 1 ; //toggle it
}
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EditorUndoRedoManager * undo_redo = EditorUndoRedoManager : : get_singleton ( ) ;
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undo_redo - > create_action ( p_port = = - 1 ? TTR ( " Hide Port Preview " ) : TTR ( " Show Port Preview " ) ) ;
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undo_redo - > add_do_method ( node . ptr ( ) , " set_output_port_for_preview " , p_port ) ;
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undo_redo - > add_undo_method ( node . ptr ( ) , " set_output_port_for_preview " , prev_port ) ;
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undo_redo - > add_do_method ( graph_plugin . ptr ( ) , " update_node " , ( int ) type , p_node ) ;
undo_redo - > add_undo_method ( graph_plugin . ptr ( ) , " update_node " , ( int ) type , p_node ) ;
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undo_redo - > commit_action ( ) ;
}
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void VisualShaderEditor : : _frame_title_popup_show ( const Point2 & p_position , int p_node_id ) {
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VisualShader : : Type type = get_current_shader_type ( ) ;
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Ref < VisualShaderNodeFrame > node = visual_shader - > get_node ( type , p_node_id ) ;
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if ( node . is_null ( ) ) {
return ;
}
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frame_title_change_edit - > set_text ( node - > get_title ( ) ) ;
frame_title_change_popup - > set_meta ( " id " , p_node_id ) ;
frame_title_change_popup - > popup ( ) ;
frame_title_change_popup - > set_position ( p_position ) ;
// Select current text.
frame_title_change_edit - > grab_focus ( ) ;
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}
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void VisualShaderEditor : : _frame_title_text_changed ( const String & p_new_text ) {
frame_title_change_edit - > reset_size ( ) ;
frame_title_change_popup - > reset_size ( ) ;
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}
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void VisualShaderEditor : : _frame_title_text_submitted ( const String & p_new_text ) {
frame_title_change_popup - > hide ( ) ;
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}
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void VisualShaderEditor : : _frame_title_popup_focus_out ( ) {
frame_title_change_popup - > hide ( ) ;
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}
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void VisualShaderEditor : : _frame_title_popup_hide ( ) {
int node_id = ( int ) frame_title_change_popup - > get_meta ( " id " , - 1 ) ;
ERR_FAIL_COND ( node_id = = - 1 ) ;
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VisualShader : : Type type = get_current_shader_type ( ) ;
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Ref < VisualShaderNodeFrame > node = visual_shader - > get_node ( type , node_id ) ;
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ERR_FAIL_COND ( node . is_null ( ) ) ;
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if ( node - > get_title ( ) = = frame_title_change_edit - > get_text ( ) ) {
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return ; // nothing changed - ignored
}
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EditorUndoRedoManager * undo_redo = EditorUndoRedoManager : : get_singleton ( ) ;
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undo_redo - > create_action ( TTR ( " Set Frame Title " ) ) ;
undo_redo - > add_do_method ( node . ptr ( ) , " set_title " , frame_title_change_edit - > get_text ( ) ) ;
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undo_redo - > add_undo_method ( node . ptr ( ) , " set_title " , node - > get_title ( ) ) ;
undo_redo - > add_do_method ( graph_plugin . ptr ( ) , " update_node " , ( int ) type , node_id ) ;
undo_redo - > add_undo_method ( graph_plugin . ptr ( ) , " update_node " , ( int ) type , node_id ) ;
undo_redo - > commit_action ( ) ;
}
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void VisualShaderEditor : : _frame_color_enabled_changed ( int p_node_id ) {
int item_index = popup_menu - > get_item_index ( NodeMenuOptions : : ENABLE_FRAME_COLOR ) ;
// The new state.
bool tint_color_enabled = ! popup_menu - > is_item_checked ( item_index ) ;
popup_menu - > set_item_checked ( item_index , tint_color_enabled ) ;
int frame_color_item_idx = popup_menu - > get_item_index ( NodeMenuOptions : : SET_FRAME_COLOR ) ;
if ( tint_color_enabled & & frame_color_item_idx = = - 1 ) {
popup_menu - > add_item ( TTR ( " Set Tint Color " ) , NodeMenuOptions : : SET_FRAME_COLOR ) ;
} else if ( ! tint_color_enabled & & frame_color_item_idx ! = - 1 ) {
popup_menu - > remove_item ( frame_color_item_idx ) ;
}
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VisualShader : : Type type = get_current_shader_type ( ) ;
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Ref < VisualShaderNodeFrame > node = visual_shader - > get_node ( type , p_node_id ) ;
ERR_FAIL_COND ( node . is_null ( ) ) ;
EditorUndoRedoManager * undo_redo = EditorUndoRedoManager : : get_singleton ( ) ;
undo_redo - > create_action ( TTR ( " Toggle Frame Color " ) ) ;
undo_redo - > add_do_method ( node . ptr ( ) , " set_tint_color_enabled " , tint_color_enabled ) ;
undo_redo - > add_undo_method ( node . ptr ( ) , " set_tint_color_enabled " , node - > is_tint_color_enabled ( ) ) ;
undo_redo - > add_do_method ( graph_plugin . ptr ( ) , " set_frame_color_enabled " , ( int ) type , p_node_id , tint_color_enabled ) ;
undo_redo - > add_undo_method ( graph_plugin . ptr ( ) , " set_frame_color_enabled " , ( int ) type , p_node_id , node - > is_tint_color_enabled ( ) ) ;
undo_redo - > commit_action ( ) ;
}
void VisualShaderEditor : : _frame_color_popup_show ( const Point2 & p_position , int p_node_id ) {
VisualShader : : Type type = get_current_shader_type ( ) ;
Ref < VisualShaderNodeFrame > node = visual_shader - > get_node ( type , p_node_id ) ;
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if ( node . is_null ( ) ) {
return ;
}
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frame_tint_color_picker - > set_pick_color ( node - > get_tint_color ( ) ) ;
frame_tint_color_pick_popup - > set_meta ( " id " , p_node_id ) ;
frame_tint_color_pick_popup - > set_position ( p_position ) ;
frame_tint_color_pick_popup - > popup ( ) ;
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}
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void VisualShaderEditor : : _frame_color_confirm ( ) {
frame_tint_color_pick_popup - > hide ( ) ;
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}
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void VisualShaderEditor : : _frame_color_changed ( const Color & p_color ) {
ERR_FAIL_COND ( ! frame_tint_color_pick_popup - > has_meta ( " id " ) ) ;
int node_id = ( int ) frame_tint_color_pick_popup - > get_meta ( " id " ) ;
VisualShader : : Type type = get_current_shader_type ( ) ;
Ref < VisualShaderNodeFrame > node = visual_shader - > get_node ( type , node_id ) ;
ERR_FAIL_COND ( node . is_null ( ) ) ;
node - > set_tint_color ( p_color ) ;
graph_plugin - > set_frame_color ( type , node_id , p_color ) ;
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}
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void VisualShaderEditor : : _frame_color_popup_hide ( ) {
ERR_FAIL_COND ( ! frame_tint_color_pick_popup - > has_meta ( " id " ) ) ;
int node_id = ( int ) frame_tint_color_pick_popup - > get_meta ( " id " ) ;
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VisualShader : : Type type = get_current_shader_type ( ) ;
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Ref < VisualShaderNodeFrame > node = visual_shader - > get_node ( type , node_id ) ;
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ERR_FAIL_COND ( node . is_null ( ) ) ;
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if ( node - > get_tint_color ( ) = = frame_tint_color_picker - > get_pick_color ( ) ) {
return ;
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}
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EditorUndoRedoManager * undo_redo = EditorUndoRedoManager : : get_singleton ( ) ;
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undo_redo - > create_action ( TTR ( " Set Frame Color " ) ) ;
undo_redo - > add_do_method ( node . ptr ( ) , " set_tint_color " , frame_tint_color_picker - > get_pick_color ( ) ) ;
undo_redo - > add_undo_method ( node . ptr ( ) , " set_tint_color " , node - > get_tint_color ( ) ) ;
undo_redo - > add_do_method ( graph_plugin . ptr ( ) , " set_frame_color " , ( int ) type , node_id , frame_tint_color_picker - > get_pick_color ( ) ) ;
undo_redo - > add_undo_method ( graph_plugin . ptr ( ) , " set_frame_color " , ( int ) type , node_id , node - > get_tint_color ( ) ) ;
undo_redo - > commit_action ( ) ;
}
void VisualShaderEditor : : _frame_autoshrink_enabled_changed ( int p_node_id ) {
int item_index = popup_menu - > get_item_index ( NodeMenuOptions : : ENABLE_FRAME_AUTOSHRINK ) ;
bool autoshrink_enabled = popup_menu - > is_item_checked ( item_index ) ;
popup_menu - > set_item_checked ( item_index , ! autoshrink_enabled ) ;
VisualShader : : Type type = get_current_shader_type ( ) ;
Ref < VisualShaderNodeFrame > node = visual_shader - > get_node ( type , p_node_id ) ;
ERR_FAIL_COND ( node . is_null ( ) ) ;
EditorUndoRedoManager * undo_redo = EditorUndoRedoManager : : get_singleton ( ) ;
undo_redo - > create_action ( TTR ( " Toggle Auto Shrink " ) ) ;
undo_redo - > add_do_method ( node . ptr ( ) , " set_autoshrink_enabled " , ! autoshrink_enabled ) ;
undo_redo - > add_undo_method ( node . ptr ( ) , " set_autoshrink_enabled " , autoshrink_enabled ) ;
undo_redo - > add_do_method ( graph_plugin . ptr ( ) , " set_frame_autoshrink_enabled " , ( int ) type , p_node_id , ! autoshrink_enabled ) ;
undo_redo - > add_undo_method ( graph_plugin . ptr ( ) , " set_frame_autoshrink_enabled " , ( int ) type , p_node_id , autoshrink_enabled ) ;
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undo_redo - > commit_action ( ) ;
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popup_menu - > hide ( ) ;
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}
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void VisualShaderEditor : : _parameter_line_edit_changed ( const String & p_text , int p_node_id ) {
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VisualShader : : Type type = get_current_shader_type ( ) ;
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Ref < VisualShaderNodeParameter > node = visual_shader - > get_node ( type , p_node_id ) ;
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ERR_FAIL_COND ( ! node . is_valid ( ) ) ;
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String validated_name = visual_shader - > validate_parameter_name ( p_text , node ) ;
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if ( validated_name = = node - > get_parameter_name ( ) ) {
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return ;
}
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EditorUndoRedoManager * undo_redo = EditorUndoRedoManager : : get_singleton ( ) ;
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undo_redo - > create_action ( TTR ( " Set Parameter Name " ) ) ;
undo_redo - > add_do_method ( node . ptr ( ) , " set_parameter_name " , validated_name ) ;
undo_redo - > add_undo_method ( node . ptr ( ) , " set_parameter_name " , node - > get_parameter_name ( ) ) ;
undo_redo - > add_do_method ( graph_plugin . ptr ( ) , " set_parameter_name " , type , p_node_id , validated_name ) ;
undo_redo - > add_undo_method ( graph_plugin . ptr ( ) , " set_parameter_name " , type , p_node_id , node - > get_parameter_name ( ) ) ;
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undo_redo - > add_do_method ( graph_plugin . ptr ( ) , " update_node_deferred " , type , p_node_id ) ;
undo_redo - > add_undo_method ( graph_plugin . ptr ( ) , " update_node_deferred " , type , p_node_id ) ;
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undo_redo - > add_do_method ( this , " _update_parameters " , true ) ;
undo_redo - > add_undo_method ( this , " _update_parameters " , true ) ;
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HashSet < String > changed_names ;
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changed_names . insert ( node - > get_parameter_name ( ) ) ;
_update_parameter_refs ( changed_names ) ;
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undo_redo - > commit_action ( ) ;
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}
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void VisualShaderEditor : : _parameter_line_edit_focus_out ( Object * line_edit , int p_node_id ) {
_parameter_line_edit_changed ( Object : : cast_to < LineEdit > ( line_edit ) - > get_text ( ) , p_node_id ) ;
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}
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void VisualShaderEditor : : _port_name_focus_out ( Object * line_edit , int p_node_id , int p_port_id , bool p_output ) {
if ( ! p_output ) {
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_change_input_port_name ( Object : : cast_to < LineEdit > ( line_edit ) - > get_text ( ) , line_edit , p_node_id , p_port_id ) ;
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} else {
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_change_output_port_name ( Object : : cast_to < LineEdit > ( line_edit ) - > get_text ( ) , line_edit , p_node_id , p_port_id ) ;
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}
}
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void VisualShaderEditor : : _port_edited ( const StringName & p_property , const Variant & p_value , const String & p_field , bool p_changing ) {
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VisualShader : : Type type = get_current_shader_type ( ) ;
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Ref < VisualShaderNode > vsn = visual_shader - > get_node ( type , editing_node ) ;
ERR_FAIL_COND ( ! vsn . is_valid ( ) ) ;
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EditorUndoRedoManager * undo_redo = EditorUndoRedoManager : : get_singleton ( ) ;
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undo_redo - > create_action ( TTR ( " Set Input Default Port " ) ) ;
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Ref < VisualShaderNodeCustom > custom = Object : : cast_to < VisualShaderNodeCustom > ( vsn . ptr ( ) ) ;
if ( custom . is_valid ( ) ) {
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undo_redo - > add_do_method ( custom . ptr ( ) , " _set_input_port_default_value " , editing_port , p_value ) ;
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undo_redo - > add_undo_method ( custom . ptr ( ) , " _set_input_port_default_value " , editing_port , vsn - > get_input_port_default_value ( editing_port ) ) ;
} else {
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undo_redo - > add_do_method ( vsn . ptr ( ) , " set_input_port_default_value " , editing_port , p_value ) ;
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undo_redo - > add_undo_method ( vsn . ptr ( ) , " set_input_port_default_value " , editing_port , vsn - > get_input_port_default_value ( editing_port ) ) ;
}
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undo_redo - > add_do_method ( graph_plugin . ptr ( ) , " set_input_port_default_value " , type , editing_node , editing_port , p_value ) ;
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undo_redo - > add_undo_method ( graph_plugin . ptr ( ) , " set_input_port_default_value " , type , editing_node , editing_port , vsn - > get_input_port_default_value ( editing_port ) ) ;
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undo_redo - > commit_action ( ) ;
}
void VisualShaderEditor : : _edit_port_default_input ( Object * p_button , int p_node , int p_port ) {
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VisualShader : : Type type = get_current_shader_type ( ) ;
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Ref < VisualShaderNode > vs_node = visual_shader - > get_node ( type , p_node ) ;
Variant value = vs_node - > get_input_port_default_value ( p_port ) ;
edited_property_holder - > set_edited_property ( value ) ;
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editing_node = p_node ;
editing_port = p_port ;
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if ( property_editor ) {
property_editor - > disconnect ( " property_changed " , callable_mp ( this , & VisualShaderEditor : : _port_edited ) ) ;
property_editor_popup - > remove_child ( property_editor ) ;
}
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// TODO: Define these properties with actual PropertyInfo and feed it to the property editor widget.
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property_editor = EditorInspector : : instantiate_property_editor ( edited_property_holder . ptr ( ) , value . get_type ( ) , " edited_property " , PROPERTY_HINT_NONE , " " , PROPERTY_USAGE_NONE , true ) ;
ERR_FAIL_NULL_MSG ( property_editor , " Failed to create property editor for type: " + Variant : : get_type_name ( value . get_type ( ) ) ) ;
// Determine the best size for the popup based on the property type.
// This is done here, since the property editors are also used in the inspector where they have different layout requirements, so we can't just change their default minimum size.
Size2 popup_pref_size ;
switch ( value . get_type ( ) ) {
case Variant : : VECTOR3 :
case Variant : : BASIS :
popup_pref_size . width = 320 ;
break ;
case Variant : : VECTOR4 :
case Variant : : QUATERNION :
case Variant : : PLANE :
case Variant : : TRANSFORM2D :
case Variant : : TRANSFORM3D :
case Variant : : PROJECTION :
popup_pref_size . width = 480 ;
break ;
default :
popup_pref_size . width = 180 ;
break ;
}
property_editor_popup - > set_min_size ( popup_pref_size ) ;
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property_editor - > set_object_and_property ( edited_property_holder . ptr ( ) , " edited_property " ) ;
property_editor - > update_property ( ) ;
property_editor - > set_name_split_ratio ( 0 ) ;
property_editor_popup - > add_child ( property_editor ) ;
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property_editor - > connect ( " property_changed " , callable_mp ( this , & VisualShaderEditor : : _port_edited ) ) ;
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Button * button = Object : : cast_to < Button > ( p_button ) ;
if ( button ) {
property_editor_popup - > set_position ( button - > get_screen_position ( ) + Vector2 ( 0 , button - > get_size ( ) . height ) * graph - > get_zoom ( ) ) ;
}
property_editor_popup - > reset_size ( ) ;
if ( button ) {
property_editor_popup - > popup ( ) ;
} else {
property_editor_popup - > popup_centered_ratio ( ) ;
}
property_editor - > select ( 0 ) ; // Focus the first focusable control.
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}
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void VisualShaderEditor : : _set_custom_node_option ( int p_index , int p_node , int p_op ) {
VisualShader : : Type type = get_current_shader_type ( ) ;
Ref < VisualShaderNodeCustom > node = visual_shader - > get_node ( type , p_node ) ;
if ( node . is_null ( ) ) {
return ;
}
EditorUndoRedoManager * undo_redo = EditorUndoRedoManager : : get_singleton ( ) ;
undo_redo - > create_action ( TTR ( " Set Custom Node Option " ) ) ;
undo_redo - > add_do_method ( node . ptr ( ) , " _set_option_index " , p_op , p_index ) ;
undo_redo - > add_undo_method ( node . ptr ( ) , " _set_option_index " , p_op , node - > get_option_index ( p_op ) ) ;
undo_redo - > add_do_method ( graph_plugin . ptr ( ) , " update_node " , type , p_node ) ;
undo_redo - > add_undo_method ( graph_plugin . ptr ( ) , " update_node " , type , p_node ) ;
undo_redo - > commit_action ( ) ;
}
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void VisualShaderEditor : : _setup_node ( VisualShaderNode * p_node , const Vector < Variant > & p_ops ) {
// INPUT
{
VisualShaderNodeInput * input = Object : : cast_to < VisualShaderNodeInput > ( p_node ) ;
if ( input ) {
ERR_FAIL_COND ( p_ops [ 0 ] . get_type ( ) ! = Variant : : STRING ) ;
input - > set_input_name ( ( String ) p_ops [ 0 ] ) ;
return ;
}
}
// FLOAT_CONST
{
VisualShaderNodeFloatConstant * float_const = Object : : cast_to < VisualShaderNodeFloatConstant > ( p_node ) ;
if ( float_const ) {
ERR_FAIL_COND ( p_ops [ 0 ] . get_type ( ) ! = Variant : : FLOAT ) ;
float_const - > set_constant ( ( float ) p_ops [ 0 ] ) ;
return ;
}
}
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// FLOAT_OP
{
VisualShaderNodeFloatOp * floatOp = Object : : cast_to < VisualShaderNodeFloatOp > ( p_node ) ;
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if ( floatOp ) {
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ERR_FAIL_COND ( p_ops [ 0 ] . get_type ( ) ! = Variant : : INT ) ;
floatOp - > set_operator ( ( VisualShaderNodeFloatOp : : Operator ) ( int ) p_ops [ 0 ] ) ;
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return ;
}
}
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// FLOAT_FUNC
{
VisualShaderNodeFloatFunc * floatFunc = Object : : cast_to < VisualShaderNodeFloatFunc > ( p_node ) ;
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if ( floatFunc ) {
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ERR_FAIL_COND ( p_ops [ 0 ] . get_type ( ) ! = Variant : : INT ) ;
floatFunc - > set_function ( ( VisualShaderNodeFloatFunc : : Function ) ( int ) p_ops [ 0 ] ) ;
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return ;
}
}
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// VECTOR_OP
{
VisualShaderNodeVectorOp * vecOp = Object : : cast_to < VisualShaderNodeVectorOp > ( p_node ) ;
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if ( vecOp ) {
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ERR_FAIL_COND ( p_ops [ 0 ] . get_type ( ) ! = Variant : : INT ) ;
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ERR_FAIL_COND ( p_ops [ 1 ] . get_type ( ) ! = Variant : : INT ) ;
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vecOp - > set_operator ( ( VisualShaderNodeVectorOp : : Operator ) ( int ) p_ops [ 0 ] ) ;
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vecOp - > set_op_type ( ( VisualShaderNodeVectorOp : : OpType ) ( int ) p_ops [ 1 ] ) ;
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return ;
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}
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}
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// VECTOR_FUNC
{
VisualShaderNodeVectorFunc * vecFunc = Object : : cast_to < VisualShaderNodeVectorFunc > ( p_node ) ;
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if ( vecFunc ) {
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ERR_FAIL_COND ( p_ops [ 0 ] . get_type ( ) ! = Variant : : INT ) ;
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ERR_FAIL_COND ( p_ops [ 1 ] . get_type ( ) ! = Variant : : INT ) ;
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vecFunc - > set_function ( ( VisualShaderNodeVectorFunc : : Function ) ( int ) p_ops [ 0 ] ) ;
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vecFunc - > set_op_type ( ( VisualShaderNodeVectorFunc : : OpType ) ( int ) p_ops [ 1 ] ) ;
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return ;
}
}
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// COLOR_OP
{
VisualShaderNodeColorOp * colorOp = Object : : cast_to < VisualShaderNodeColorOp > ( p_node ) ;
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if ( colorOp ) {
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ERR_FAIL_COND ( p_ops [ 0 ] . get_type ( ) ! = Variant : : INT ) ;
colorOp - > set_operator ( ( VisualShaderNodeColorOp : : Operator ) ( int ) p_ops [ 0 ] ) ;
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return ;
}
}
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// COLOR_FUNC
{
VisualShaderNodeColorFunc * colorFunc = Object : : cast_to < VisualShaderNodeColorFunc > ( p_node ) ;
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if ( colorFunc ) {
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ERR_FAIL_COND ( p_ops [ 0 ] . get_type ( ) ! = Variant : : INT ) ;
colorFunc - > set_function ( ( VisualShaderNodeColorFunc : : Function ) ( int ) p_ops [ 0 ] ) ;
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return ;
}
}
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// INT_OP
{
VisualShaderNodeIntOp * intOp = Object : : cast_to < VisualShaderNodeIntOp > ( p_node ) ;
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if ( intOp ) {
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ERR_FAIL_COND ( p_ops [ 0 ] . get_type ( ) ! = Variant : : INT ) ;
intOp - > set_operator ( ( VisualShaderNodeIntOp : : Operator ) ( int ) p_ops [ 0 ] ) ;
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return ;
}
}
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// INT_FUNC
{
VisualShaderNodeIntFunc * intFunc = Object : : cast_to < VisualShaderNodeIntFunc > ( p_node ) ;
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if ( intFunc ) {
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ERR_FAIL_COND ( p_ops [ 0 ] . get_type ( ) ! = Variant : : INT ) ;
intFunc - > set_function ( ( VisualShaderNodeIntFunc : : Function ) ( int ) p_ops [ 0 ] ) ;
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return ;
}
}
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// UINT_OP
{
VisualShaderNodeUIntOp * uintOp = Object : : cast_to < VisualShaderNodeUIntOp > ( p_node ) ;
if ( uintOp ) {
ERR_FAIL_COND ( p_ops [ 0 ] . get_type ( ) ! = Variant : : INT ) ;
uintOp - > set_operator ( ( VisualShaderNodeUIntOp : : Operator ) ( int ) p_ops [ 0 ] ) ;
return ;
}
}
// UINT_FUNC
{
VisualShaderNodeUIntFunc * uintFunc = Object : : cast_to < VisualShaderNodeUIntFunc > ( p_node ) ;
if ( uintFunc ) {
ERR_FAIL_COND ( p_ops [ 0 ] . get_type ( ) ! = Variant : : INT ) ;
uintFunc - > set_function ( ( VisualShaderNodeUIntFunc : : Function ) ( int ) p_ops [ 0 ] ) ;
return ;
}
}
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// TRANSFORM_OP
{
VisualShaderNodeTransformOp * matOp = Object : : cast_to < VisualShaderNodeTransformOp > ( p_node ) ;
if ( matOp ) {
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ERR_FAIL_COND ( p_ops [ 0 ] . get_type ( ) ! = Variant : : INT ) ;
matOp - > set_operator ( ( VisualShaderNodeTransformOp : : Operator ) ( int ) p_ops [ 0 ] ) ;
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return ;
}
}
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// TRANSFORM_FUNC
{
VisualShaderNodeTransformFunc * matFunc = Object : : cast_to < VisualShaderNodeTransformFunc > ( p_node ) ;
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if ( matFunc ) {
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ERR_FAIL_COND ( p_ops [ 0 ] . get_type ( ) ! = Variant : : INT ) ;
matFunc - > set_function ( ( VisualShaderNodeTransformFunc : : Function ) ( int ) p_ops [ 0 ] ) ;
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return ;
}
}
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// VECTOR_COMPOSE
{
VisualShaderNodeVectorCompose * vecCompose = Object : : cast_to < VisualShaderNodeVectorCompose > ( p_node ) ;
if ( vecCompose ) {
ERR_FAIL_COND ( p_ops [ 0 ] . get_type ( ) ! = Variant : : INT ) ;
vecCompose - > set_op_type ( ( VisualShaderNodeVectorCompose : : OpType ) ( int ) p_ops [ 0 ] ) ;
return ;
}
}
// VECTOR_DECOMPOSE
{
VisualShaderNodeVectorDecompose * vecDecompose = Object : : cast_to < VisualShaderNodeVectorDecompose > ( p_node ) ;
if ( vecDecompose ) {
ERR_FAIL_COND ( p_ops [ 0 ] . get_type ( ) ! = Variant : : INT ) ;
vecDecompose - > set_op_type ( ( VisualShaderNodeVectorDecompose : : OpType ) ( int ) p_ops [ 0 ] ) ;
return ;
}
}
// UV_FUNC
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{
VisualShaderNodeUVFunc * uvFunc = Object : : cast_to < VisualShaderNodeUVFunc > ( p_node ) ;
if ( uvFunc ) {
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ERR_FAIL_COND ( p_ops [ 0 ] . get_type ( ) ! = Variant : : INT ) ;
uvFunc - > set_function ( ( VisualShaderNodeUVFunc : : Function ) ( int ) p_ops [ 0 ] ) ;
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return ;
}
}
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// IS
{
VisualShaderNodeIs * is = Object : : cast_to < VisualShaderNodeIs > ( p_node ) ;
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if ( is ) {
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ERR_FAIL_COND ( p_ops [ 0 ] . get_type ( ) ! = Variant : : INT ) ;
is - > set_function ( ( VisualShaderNodeIs : : Function ) ( int ) p_ops [ 0 ] ) ;
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return ;
}
}
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// COMPARE
{
VisualShaderNodeCompare * cmp = Object : : cast_to < VisualShaderNodeCompare > ( p_node ) ;
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if ( cmp ) {
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ERR_FAIL_COND ( p_ops [ 0 ] . get_type ( ) ! = Variant : : INT ) ;
cmp - > set_function ( ( VisualShaderNodeCompare : : Function ) ( int ) p_ops [ 0 ] ) ;
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return ;
}
}
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// DISTANCE
{
VisualShaderNodeVectorDistance * dist = Object : : cast_to < VisualShaderNodeVectorDistance > ( p_node ) ;
if ( dist ) {
ERR_FAIL_COND ( p_ops [ 0 ] . get_type ( ) ! = Variant : : INT ) ;
dist - > set_op_type ( ( VisualShaderNodeVectorDistance : : OpType ) ( int ) p_ops [ 0 ] ) ;
return ;
}
}
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// DERIVATIVE
{
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VisualShaderNodeDerivativeFunc * derFunc = Object : : cast_to < VisualShaderNodeDerivativeFunc > ( p_node ) ;
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if ( derFunc ) {
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ERR_FAIL_COND ( p_ops [ 0 ] . get_type ( ) ! = Variant : : INT ) ;
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ERR_FAIL_COND ( p_ops [ 1 ] . get_type ( ) ! = Variant : : INT ) ;
derFunc - > set_function ( ( VisualShaderNodeDerivativeFunc : : Function ) ( int ) p_ops [ 0 ] ) ;
derFunc - > set_op_type ( ( VisualShaderNodeDerivativeFunc : : OpType ) ( int ) p_ops [ 1 ] ) ;
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return ;
}
}
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// MIX
{
VisualShaderNodeMix * mix = Object : : cast_to < VisualShaderNodeMix > ( p_node ) ;
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if ( mix ) {
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ERR_FAIL_COND ( p_ops [ 0 ] . get_type ( ) ! = Variant : : INT ) ;
mix - > set_op_type ( ( VisualShaderNodeMix : : OpType ) ( int ) p_ops [ 0 ] ) ;
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return ;
}
}
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// CLAMP
{
VisualShaderNodeClamp * clampFunc = Object : : cast_to < VisualShaderNodeClamp > ( p_node ) ;
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if ( clampFunc ) {
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ERR_FAIL_COND ( p_ops [ 0 ] . get_type ( ) ! = Variant : : INT ) ;
clampFunc - > set_op_type ( ( VisualShaderNodeClamp : : OpType ) ( int ) p_ops [ 0 ] ) ;
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return ;
}
}
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// SWITCH
{
VisualShaderNodeSwitch * switchFunc = Object : : cast_to < VisualShaderNodeSwitch > ( p_node ) ;
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if ( switchFunc ) {
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ERR_FAIL_COND ( p_ops [ 0 ] . get_type ( ) ! = Variant : : INT ) ;
switchFunc - > set_op_type ( ( VisualShaderNodeSwitch : : OpType ) ( int ) p_ops [ 0 ] ) ;
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return ;
}
}
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// FACEFORWARD
{
VisualShaderNodeFaceForward * faceForward = Object : : cast_to < VisualShaderNodeFaceForward > ( p_node ) ;
if ( faceForward ) {
ERR_FAIL_COND ( p_ops [ 0 ] . get_type ( ) ! = Variant : : INT ) ;
faceForward - > set_op_type ( ( VisualShaderNodeFaceForward : : OpType ) ( int ) p_ops [ 0 ] ) ;
return ;
}
}
// LENGTH
{
VisualShaderNodeVectorLen * length = Object : : cast_to < VisualShaderNodeVectorLen > ( p_node ) ;
if ( length ) {
ERR_FAIL_COND ( p_ops [ 0 ] . get_type ( ) ! = Variant : : INT ) ;
length - > set_op_type ( ( VisualShaderNodeVectorLen : : OpType ) ( int ) p_ops [ 0 ] ) ;
return ;
}
}
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// SMOOTHSTEP
{
VisualShaderNodeSmoothStep * smoothStepFunc = Object : : cast_to < VisualShaderNodeSmoothStep > ( p_node ) ;
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if ( smoothStepFunc ) {
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ERR_FAIL_COND ( p_ops [ 0 ] . get_type ( ) ! = Variant : : INT ) ;
smoothStepFunc - > set_op_type ( ( VisualShaderNodeSmoothStep : : OpType ) ( int ) p_ops [ 0 ] ) ;
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return ;
}
}
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// STEP
{
VisualShaderNodeStep * stepFunc = Object : : cast_to < VisualShaderNodeStep > ( p_node ) ;
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if ( stepFunc ) {
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ERR_FAIL_COND ( p_ops [ 0 ] . get_type ( ) ! = Variant : : INT ) ;
stepFunc - > set_op_type ( ( VisualShaderNodeStep : : OpType ) ( int ) p_ops [ 0 ] ) ;
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return ;
}
}
// MULTIPLY_ADD
{
VisualShaderNodeMultiplyAdd * fmaFunc = Object : : cast_to < VisualShaderNodeMultiplyAdd > ( p_node ) ;
if ( fmaFunc ) {
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ERR_FAIL_COND ( p_ops [ 0 ] . get_type ( ) ! = Variant : : INT ) ;
fmaFunc - > set_op_type ( ( VisualShaderNodeMultiplyAdd : : OpType ) ( int ) p_ops [ 0 ] ) ;
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}
}
}
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void VisualShaderEditor : : _add_node ( int p_idx , const Vector < Variant > & p_ops , const String & p_resource_path , int p_node_idx ) {
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ERR_FAIL_INDEX ( p_idx , add_options . size ( ) ) ;
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VisualShader : : Type type = get_current_shader_type ( ) ;
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Ref < VisualShaderNode > vsnode ;
bool is_custom = add_options [ p_idx ] . is_custom ;
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if ( ! is_custom & & ! add_options [ p_idx ] . type . is_empty ( ) ) {
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VisualShaderNode * vsn = Object : : cast_to < VisualShaderNode > ( ClassDB : : instantiate ( add_options [ p_idx ] . type ) ) ;
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ERR_FAIL_NULL ( vsn ) ;
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if ( ! p_ops . is_empty ( ) ) {
_setup_node ( vsn , p_ops ) ;
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}
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VisualShaderNodeParameterRef * parameter_ref = Object : : cast_to < VisualShaderNodeParameterRef > ( vsn ) ;
if ( parameter_ref & & to_node ! = - 1 & & to_slot ! = - 1 ) {
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VisualShaderNode : : PortType input_port_type = visual_shader - > get_node ( type , to_node ) - > get_input_port_type ( to_slot ) ;
bool success = false ;
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for ( int i = 0 ; i < parameter_ref - > get_parameters_count ( ) ; i + + ) {
if ( parameter_ref - > get_port_type_by_index ( i ) = = input_port_type ) {
parameter_ref - > set_parameter_name ( parameter_ref - > get_parameter_name_by_index ( i ) ) ;
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success = true ;
break ;
}
}
if ( ! success ) {
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for ( int i = 0 ; i < parameter_ref - > get_parameters_count ( ) ; i + + ) {
if ( visual_shader - > is_port_types_compatible ( parameter_ref - > get_port_type_by_index ( i ) , input_port_type ) ) {
parameter_ref - > set_parameter_name ( parameter_ref - > get_parameter_name_by_index ( i ) ) ;
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break ;
}
}
}
}
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vsnode = Ref < VisualShaderNode > ( vsn ) ;
} else {
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StringName base_type ;
bool is_native = add_options [ p_idx ] . is_native ;
if ( is_native ) {
base_type = add_options [ p_idx ] . type ;
} else {
ERR_FAIL_COND ( add_options [ p_idx ] . script . is_null ( ) ) ;
base_type = add_options [ p_idx ] . script - > get_instance_base_type ( ) ;
}
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VisualShaderNode * vsn = Object : : cast_to < VisualShaderNode > ( ClassDB : : instantiate ( base_type ) ) ;
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ERR_FAIL_NULL ( vsn ) ;
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vsnode = Ref < VisualShaderNode > ( vsn ) ;
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if ( ! is_native ) {
vsnode - > set_script ( add_options [ p_idx ] . script ) ;
}
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VisualShaderNodeCustom * custom_node = Object : : cast_to < VisualShaderNodeCustom > ( vsn ) ;
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ERR_FAIL_NULL ( custom_node ) ;
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custom_node - > update_property_default_values ( ) ;
custom_node - > update_input_port_default_values ( ) ;
custom_node - > update_properties ( ) ;
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}
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bool is_texture2d = ( Object : : cast_to < VisualShaderNodeTexture > ( vsnode . ptr ( ) ) ! = nullptr ) ;
bool is_texture3d = ( Object : : cast_to < VisualShaderNodeTexture3D > ( vsnode . ptr ( ) ) ! = nullptr ) ;
bool is_texture2d_array = ( Object : : cast_to < VisualShaderNodeTexture2DArray > ( vsnode . ptr ( ) ) ! = nullptr ) ;
bool is_cubemap = ( Object : : cast_to < VisualShaderNodeCubemap > ( vsnode . ptr ( ) ) ! = nullptr ) ;
bool is_curve = ( Object : : cast_to < VisualShaderNodeCurveTexture > ( vsnode . ptr ( ) ) ! = nullptr ) ;
bool is_curve_xyz = ( Object : : cast_to < VisualShaderNodeCurveXYZTexture > ( vsnode . ptr ( ) ) ! = nullptr ) ;
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bool is_parameter = ( Object : : cast_to < VisualShaderNodeParameter > ( vsnode . ptr ( ) ) ! = nullptr ) ;
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Point2 position = graph - > get_scroll_offset ( ) ;
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if ( saved_node_pos_dirty ) {
position + = saved_node_pos ;
} else {
position + = graph - > get_size ( ) * 0.5 ;
position / = EDSCALE ;
}
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position / = graph - > get_zoom ( ) ;
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saved_node_pos_dirty = false ;
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int id_to_use = visual_shader - > get_valid_node_id ( type ) ;
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EditorUndoRedoManager * undo_redo = EditorUndoRedoManager : : get_singleton ( ) ;
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if ( p_resource_path . is_empty ( ) ) {
undo_redo - > create_action ( TTR ( " Add Node to Visual Shader " ) ) ;
} else {
id_to_use + = p_node_idx ;
}
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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 ) ;
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undo_redo - > add_do_method ( graph_plugin . ptr ( ) , " add_node " , type , id_to_use , false , true ) ;
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undo_redo - > add_undo_method ( graph_plugin . ptr ( ) , " remove_node " , type , id_to_use , false ) ;
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VisualShaderNodeExpression * expr = Object : : cast_to < VisualShaderNodeExpression > ( vsnode . ptr ( ) ) ;
if ( expr ) {
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expr - > set_size ( Size2 ( 250 * EDSCALE , 150 * EDSCALE ) ) ;
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}
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Ref < VisualShaderNodeFrame > frame = vsnode ;
if ( frame . is_valid ( ) ) {
frame - > set_size ( Size2 ( 320 * EDSCALE , 180 * EDSCALE ) ) ;
}
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Ref < VisualShaderNodeReroute > reroute = vsnode ;
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bool created_expression_port = false ;
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// A node is inserted in an already present connection.
if ( from_node ! = - 1 & & from_slot ! = - 1 & & to_node ! = - 1 & & to_slot ! = - 1 ) {
undo_redo - > add_do_method ( visual_shader . ptr ( ) , " disconnect_nodes " , type , from_node , from_slot , to_node , to_slot ) ;
undo_redo - > add_undo_method ( visual_shader . ptr ( ) , " connect_nodes " , type , from_node , from_slot , to_node , to_slot ) ;
undo_redo - > add_do_method ( graph_plugin . ptr ( ) , " disconnect_nodes " , type , from_node , from_slot , to_node , to_slot ) ;
undo_redo - > add_undo_method ( graph_plugin . ptr ( ) , " connect_nodes " , type , from_node , from_slot , to_node , to_slot ) ;
}
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// Create a connection from the output port of an existing node to the new one.
if ( from_node ! = - 1 & & from_slot ! = - 1 ) {
VisualShaderNode : : PortType output_port_type = visual_shader - > get_node ( type , from_node ) - > get_output_port_type ( from_slot ) ;
if ( expr & & expr - > is_editable ( ) ) {
expr - > add_input_port ( 0 , output_port_type , " input0 " ) ;
created_expression_port = true ;
}
if ( vsnode - > get_input_port_count ( ) > 0 | | created_expression_port ) {
int _to_node = id_to_use ;
if ( created_expression_port ) {
int _to_slot = 0 ;
undo_redo - > add_undo_method ( visual_shader . ptr ( ) , " disconnect_nodes " , type , from_node , from_slot , _to_node , _to_slot ) ;
undo_redo - > add_do_method ( visual_shader . ptr ( ) , " connect_nodes " , type , from_node , from_slot , _to_node , _to_slot ) ;
undo_redo - > add_undo_method ( graph_plugin . ptr ( ) , " disconnect_nodes " , type , from_node , from_slot , _to_node , _to_slot ) ;
undo_redo - > add_do_method ( graph_plugin . ptr ( ) , " connect_nodes " , type , from_node , from_slot , _to_node , _to_slot ) ;
} else {
int _to_slot = - 1 ;
// Attempting to connect to the default input port or to the first correct port (if it's not found).
for ( int i = 0 ; i < vsnode - > get_input_port_count ( ) ; i + + ) {
if ( visual_shader - > is_port_types_compatible ( output_port_type , vsnode - > get_input_port_type ( i ) ) | | reroute . is_valid ( ) ) {
if ( i = = vsnode - > get_default_input_port ( output_port_type ) ) {
_to_slot = i ;
break ;
} else if ( _to_slot = = - 1 ) {
_to_slot = i ;
}
}
}
if ( _to_slot > = 0 ) {
undo_redo - > add_undo_method ( visual_shader . ptr ( ) , " disconnect_nodes " , type , from_node , from_slot , _to_node , _to_slot ) ;
undo_redo - > add_do_method ( visual_shader . ptr ( ) , " connect_nodes " , type , from_node , from_slot , _to_node , _to_slot ) ;
undo_redo - > add_undo_method ( graph_plugin . ptr ( ) , " disconnect_nodes " , type , from_node , from_slot , _to_node , _to_slot ) ;
undo_redo - > add_do_method ( graph_plugin . ptr ( ) , " connect_nodes " , type , from_node , from_slot , _to_node , _to_slot ) ;
}
}
if ( output_port_type = = VisualShaderNode : : PORT_TYPE_SAMPLER ) {
if ( is_texture2d ) {
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undo_redo - > force_fixed_history ( ) ; // vsnode is freshly created and has no path, so history can't be correctly determined.
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undo_redo - > add_do_method ( vsnode . ptr ( ) , " set_source " , VisualShaderNodeTexture : : SOURCE_PORT ) ;
}
if ( is_texture3d | | is_texture2d_array ) {
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undo_redo - > force_fixed_history ( ) ;
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undo_redo - > add_do_method ( vsnode . ptr ( ) , " set_source " , VisualShaderNodeSample3D : : SOURCE_PORT ) ;
}
if ( is_cubemap ) {
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undo_redo - > force_fixed_history ( ) ;
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undo_redo - > add_do_method ( vsnode . ptr ( ) , " set_source " , VisualShaderNodeCubemap : : SOURCE_PORT ) ;
}
}
}
}
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// Create a connection from the new node to an input port of an existing one.
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if ( to_node ! = - 1 & & to_slot ! = - 1 ) {
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VisualShaderNode : : PortType input_port_type = visual_shader - > get_node ( type , to_node ) - > get_input_port_type ( to_slot ) ;
if ( expr & & expr - > is_editable ( ) & & input_port_type ! = VisualShaderNode : : PORT_TYPE_SAMPLER ) {
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expr - > add_output_port ( 0 , input_port_type , " output0 " ) ;
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String initial_expression_code ;
switch ( input_port_type ) {
case VisualShaderNode : : PORT_TYPE_SCALAR :
initial_expression_code = " output0 = 1.0; " ;
break ;
case VisualShaderNode : : PORT_TYPE_SCALAR_INT :
initial_expression_code = " output0 = 1; " ;
break ;
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case VisualShaderNode : : PORT_TYPE_SCALAR_UINT :
initial_expression_code = " output0 = 1u; " ;
break ;
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case VisualShaderNode : : PORT_TYPE_VECTOR_2D :
initial_expression_code = " output0 = vec2(1.0, 1.0); " ;
break ;
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case VisualShaderNode : : PORT_TYPE_VECTOR_3D :
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initial_expression_code = " output0 = vec3(1.0, 1.0, 1.0); " ;
break ;
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case VisualShaderNode : : PORT_TYPE_VECTOR_4D :
initial_expression_code = " output0 = vec4(1.0, 1.0, 1.0, 1.0); " ;
break ;
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case VisualShaderNode : : PORT_TYPE_BOOLEAN :
initial_expression_code = " output0 = true; " ;
break ;
case VisualShaderNode : : PORT_TYPE_TRANSFORM :
initial_expression_code = " output0 = mat4(1.0); " ;
break ;
default :
break ;
}
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expr - > set_expression ( initial_expression_code ) ;
expr - > set_size ( Size2 ( 500 * EDSCALE , 200 * EDSCALE ) ) ;
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created_expression_port = true ;
}
if ( vsnode - > get_output_port_count ( ) > 0 | | created_expression_port ) {
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int _from_node = id_to_use ;
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if ( created_expression_port ) {
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int _from_slot = 0 ;
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undo_redo - > add_do_method ( visual_shader . ptr ( ) , " connect_nodes " , type , _from_node , _from_slot , to_node , to_slot ) ;
undo_redo - > add_undo_method ( visual_shader . ptr ( ) , " disconnect_nodes " , type , _from_node , _from_slot , to_node , to_slot ) ;
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undo_redo - > add_do_method ( graph_plugin . ptr ( ) , " connect_nodes " , type , _from_node , _from_slot , to_node , to_slot ) ;
undo_redo - > add_undo_method ( graph_plugin . ptr ( ) , " disconnect_nodes " , type , _from_node , _from_slot , to_node , to_slot ) ;
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} else {
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// Need to setting up Input node properly before committing since `is_port_types_compatible` (calling below) is using `mode` and `shader_type`.
VisualShaderNodeInput * input = Object : : cast_to < VisualShaderNodeInput > ( vsnode . ptr ( ) ) ;
if ( input ) {
input - > set_shader_mode ( visual_shader - > get_mode ( ) ) ;
input - > set_shader_type ( visual_shader - > get_shader_type ( ) ) ;
}
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// Attempting to connect to the first correct port.
for ( int i = 0 ; i < vsnode - > get_output_port_count ( ) ; i + + ) {
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if ( visual_shader - > is_port_types_compatible ( vsnode - > get_output_port_type ( i ) , input_port_type ) | | reroute . is_valid ( ) ) {
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undo_redo - > add_do_method ( visual_shader . ptr ( ) , " connect_nodes " , type , _from_node , i , to_node , to_slot ) ;
undo_redo - > add_undo_method ( visual_shader . ptr ( ) , " disconnect_nodes " , type , _from_node , i , to_node , to_slot ) ;
undo_redo - > add_do_method ( graph_plugin . ptr ( ) , " connect_nodes " , type , _from_node , i , to_node , to_slot ) ;
undo_redo - > add_undo_method ( graph_plugin . ptr ( ) , " disconnect_nodes " , type , _from_node , i , to_node , to_slot ) ;
break ;
}
}
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}
}
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}
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_member_cancel ( ) ;
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if ( is_parameter ) {
undo_redo - > add_do_method ( this , " _update_parameters " , true ) ;
undo_redo - > add_undo_method ( this , " _update_parameters " , true ) ;
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}
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if ( is_curve ) {
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callable_mp ( graph_plugin . ptr ( ) , & VisualShaderGraphPlugin : : update_curve ) . call_deferred ( id_to_use ) ;
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}
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if ( is_curve_xyz ) {
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callable_mp ( graph_plugin . ptr ( ) , & VisualShaderGraphPlugin : : update_curve_xyz ) . call_deferred ( id_to_use ) ;
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}
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if ( p_resource_path . is_empty ( ) ) {
undo_redo - > commit_action ( ) ;
} else {
//post-initialization
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if ( is_texture2d | | is_texture3d | | is_curve | | is_curve_xyz ) {
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undo_redo - > force_fixed_history ( ) ;
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undo_redo - > add_do_method ( vsnode . ptr ( ) , " set_texture " , ResourceLoader : : load ( p_resource_path ) ) ;
return ;
}
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if ( is_cubemap ) {
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undo_redo - > force_fixed_history ( ) ;
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undo_redo - > add_do_method ( vsnode . ptr ( ) , " set_cube_map " , ResourceLoader : : load ( p_resource_path ) ) ;
return ;
}
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if ( is_texture2d_array ) {
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undo_redo - > force_fixed_history ( ) ;
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undo_redo - > add_do_method ( vsnode . ptr ( ) , " set_texture_array " , ResourceLoader : : load ( p_resource_path ) ) ;
}
}
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}
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void VisualShaderEditor : : _add_varying ( const String & p_name , VisualShader : : VaryingMode p_mode , VisualShader : : VaryingType p_type ) {
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EditorUndoRedoManager * undo_redo = EditorUndoRedoManager : : get_singleton ( ) ;
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undo_redo - > create_action ( vformat ( TTR ( " Add Varying to Visual Shader: %s " ) , p_name ) ) ;
undo_redo - > add_do_method ( visual_shader . ptr ( ) , " add_varying " , p_name , p_mode , p_type ) ;
undo_redo - > add_undo_method ( visual_shader . ptr ( ) , " remove_varying " , p_name ) ;
undo_redo - > add_do_method ( this , " _update_varyings " ) ;
undo_redo - > add_undo_method ( this , " _update_varyings " ) ;
for ( int i = 0 ; i < = VisualShader : : TYPE_LIGHT ; i + + ) {
if ( p_mode = = VisualShader : : VARYING_MODE_FRAG_TO_LIGHT & & i = = 0 ) {
continue ;
}
VisualShader : : Type type = VisualShader : : Type ( i ) ;
Vector < int > nodes = visual_shader - > get_node_list ( type ) ;
for ( int j = 0 ; j < nodes . size ( ) ; j + + ) {
int node_id = nodes [ j ] ;
Ref < VisualShaderNode > vsnode = visual_shader - > get_node ( type , node_id ) ;
Ref < VisualShaderNodeVarying > var = vsnode ;
if ( var . is_valid ( ) ) {
undo_redo - > add_do_method ( graph_plugin . ptr ( ) , " update_node " , type , node_id ) ;
undo_redo - > add_undo_method ( graph_plugin . ptr ( ) , " update_node " , type , node_id ) ;
}
}
}
undo_redo - > add_do_method ( this , " _update_varying_tree " ) ;
undo_redo - > add_undo_method ( this , " _update_varying_tree " ) ;
undo_redo - > commit_action ( ) ;
}
void VisualShaderEditor : : _remove_varying ( const String & p_name ) {
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EditorUndoRedoManager * undo_redo = EditorUndoRedoManager : : get_singleton ( ) ;
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undo_redo - > create_action ( vformat ( TTR ( " Remove Varying from Visual Shader: %s " ) , p_name ) ) ;
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VisualShader : : VaryingMode var_mode = visual_shader - > get_varying_mode ( p_name ) ;
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undo_redo - > add_do_method ( visual_shader . ptr ( ) , " remove_varying " , p_name ) ;
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undo_redo - > add_undo_method ( visual_shader . ptr ( ) , " add_varying " , p_name , var_mode , visual_shader - > get_varying_type ( p_name ) ) ;
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undo_redo - > add_do_method ( this , " _update_varyings " ) ;
undo_redo - > add_undo_method ( this , " _update_varyings " ) ;
for ( int i = 0 ; i < = VisualShader : : TYPE_LIGHT ; i + + ) {
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if ( var_mode = = VisualShader : : VARYING_MODE_FRAG_TO_LIGHT & & i = = 0 ) {
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continue ;
}
VisualShader : : Type type = VisualShader : : Type ( i ) ;
Vector < int > nodes = visual_shader - > get_node_list ( type ) ;
for ( int j = 0 ; j < nodes . size ( ) ; j + + ) {
int node_id = nodes [ j ] ;
Ref < VisualShaderNode > vsnode = visual_shader - > get_node ( type , node_id ) ;
Ref < VisualShaderNodeVarying > var = vsnode ;
if ( var . is_valid ( ) ) {
String var_name = var - > get_varying_name ( ) ;
if ( var_name = = p_name ) {
undo_redo - > add_do_method ( var . ptr ( ) , " set_varying_name " , " [None] " ) ;
undo_redo - > add_undo_method ( var . ptr ( ) , " set_varying_name " , var_name ) ;
undo_redo - > add_do_method ( var . ptr ( ) , " set_varying_type " , VisualShader : : VARYING_TYPE_FLOAT ) ;
undo_redo - > add_undo_method ( var . ptr ( ) , " set_varying_type " , var - > get_varying_type ( ) ) ;
}
undo_redo - > add_do_method ( graph_plugin . ptr ( ) , " update_node " , type , node_id ) ;
undo_redo - > add_undo_method ( graph_plugin . ptr ( ) , " update_node " , type , node_id ) ;
}
}
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List < VisualShader : : Connection > node_connections ;
visual_shader - > get_node_connections ( type , & node_connections ) ;
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for ( VisualShader : : Connection & E : node_connections ) {
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Ref < VisualShaderNodeVaryingGetter > var_getter = Object : : cast_to < VisualShaderNodeVaryingGetter > ( visual_shader - > get_node ( type , E . from_node ) . ptr ( ) ) ;
if ( var_getter . is_valid ( ) & & E . from_port > 0 ) {
undo_redo - > add_do_method ( visual_shader . ptr ( ) , " disconnect_nodes " , type , E . from_node , E . from_port , E . to_node , E . to_port ) ;
undo_redo - > add_undo_method ( visual_shader . ptr ( ) , " connect_nodes " , type , E . from_node , E . from_port , E . to_node , E . to_port ) ;
undo_redo - > add_do_method ( graph_plugin . ptr ( ) , " disconnect_nodes " , type , E . from_node , E . from_port , E . to_node , E . to_port ) ;
undo_redo - > add_undo_method ( graph_plugin . ptr ( ) , " connect_nodes " , type , E . from_node , E . from_port , E . to_node , E . to_port ) ;
}
Ref < VisualShaderNodeVaryingSetter > var_setter = Object : : cast_to < VisualShaderNodeVaryingSetter > ( visual_shader - > get_node ( type , E . to_node ) . ptr ( ) ) ;
if ( var_setter . is_valid ( ) & & E . to_port > 0 ) {
undo_redo - > add_do_method ( visual_shader . ptr ( ) , " disconnect_nodes " , type , E . from_node , E . from_port , E . to_node , E . to_port ) ;
undo_redo - > add_undo_method ( visual_shader . ptr ( ) , " connect_nodes " , type , E . from_node , E . from_port , E . to_node , E . to_port ) ;
undo_redo - > add_do_method ( graph_plugin . ptr ( ) , " disconnect_nodes " , type , E . from_node , E . from_port , E . to_node , E . to_port ) ;
undo_redo - > add_undo_method ( graph_plugin . ptr ( ) , " connect_nodes " , type , E . from_node , E . from_port , E . to_node , E . to_port ) ;
}
}
}
undo_redo - > add_do_method ( this , " _update_varying_tree " ) ;
undo_redo - > add_undo_method ( this , " _update_varying_tree " ) ;
undo_redo - > commit_action ( ) ;
}
void VisualShaderEditor : : _update_varyings ( ) {
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VisualShaderNodeVarying : : clear_varyings ( visual_shader - > get_rid ( ) ) ;
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for ( int i = 0 ; i < visual_shader - > get_varyings_count ( ) ; i + + ) {
const VisualShader : : Varying * var = visual_shader - > get_varying_by_index ( i ) ;
if ( var ! = nullptr ) {
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VisualShaderNodeVarying : : add_varying ( visual_shader - > get_rid ( ) , var - > name , var - > mode , var - > type ) ;
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}
}
}
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void VisualShaderEditor : : _node_dragged ( const Vector2 & p_from , const Vector2 & p_to , int p_node ) {
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VisualShader : : Type type = get_current_shader_type ( ) ;
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drag_buffer . push_back ( { type , p_node , p_from , p_to } ) ;
if ( ! drag_dirty ) {
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callable_mp ( this , & VisualShaderEditor : : _nodes_dragged ) . call_deferred ( ) ;
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}
drag_dirty = true ;
}
void VisualShaderEditor : : _nodes_dragged ( ) {
drag_dirty = false ;
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EditorUndoRedoManager * undo_redo = EditorUndoRedoManager : : get_singleton ( ) ;
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if ( frame_node_id_to_link_to = = - 1 ) {
undo_redo - > create_action ( TTR ( " Move VisualShader Node(s) " ) ) ;
} else {
undo_redo - > create_action ( TTR ( " Move and Attach VisualShader Node(s) to parent frame " ) ) ;
}
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for ( const DragOp & E : drag_buffer ) {
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undo_redo - > add_do_method ( visual_shader . ptr ( ) , " set_node_position " , E . type , E . node , E . to ) ;
undo_redo - > add_undo_method ( visual_shader . ptr ( ) , " set_node_position " , E . type , E . node , E . from ) ;
undo_redo - > add_do_method ( graph_plugin . ptr ( ) , " set_node_position " , E . type , E . node , E . to ) ;
undo_redo - > add_undo_method ( graph_plugin . ptr ( ) , " set_node_position " , E . type , E . node , E . from ) ;
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}
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for ( const int node_id : nodes_link_to_frame_buffer ) {
VisualShader : : Type type = visual_shader - > get_shader_type ( ) ;
Ref < VisualShaderNode > vs_node = visual_shader - > get_node ( type , node_id ) ;
undo_redo - > add_do_method ( visual_shader . ptr ( ) , " attach_node_to_frame " , type , node_id , frame_node_id_to_link_to ) ;
undo_redo - > add_do_method ( graph_plugin . ptr ( ) , " attach_node_to_frame " , type , node_id , frame_node_id_to_link_to ) ;
undo_redo - > add_undo_method ( graph_plugin . ptr ( ) , " detach_node_from_frame " , type , node_id ) ;
undo_redo - > add_undo_method ( visual_shader . ptr ( ) , " detach_node_from_frame " , type , node_id ) ;
}
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undo_redo - > commit_action ( ) ;
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_handle_node_drop_on_connection ( ) ;
drag_buffer . clear ( ) ;
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nodes_link_to_frame_buffer . clear ( ) ;
frame_node_id_to_link_to = - 1 ;
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}
void VisualShaderEditor : : _connection_request ( const String & p_from , int p_from_index , const String & p_to , int p_to_index ) {
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VisualShader : : Type type = get_current_shader_type ( ) ;
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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 ;
}
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EditorUndoRedoManager * undo_redo = EditorUndoRedoManager : : get_singleton ( ) ;
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undo_redo - > create_action ( TTR ( " Nodes Connected " ) ) ;
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List < VisualShader : : Connection > conns ;
visual_shader - > get_node_connections ( type , & conns ) ;
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for ( const VisualShader : : Connection & E : conns ) {
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if ( E . to_node = = to & & E . to_port = = p_to_index ) {
undo_redo - > add_do_method ( visual_shader . ptr ( ) , " disconnect_nodes " , type , E . from_node , E . from_port , E . to_node , E . to_port ) ;
undo_redo - > add_undo_method ( visual_shader . ptr ( ) , " connect_nodes " , type , E . from_node , E . from_port , E . to_node , E . to_port ) ;
undo_redo - > add_do_method ( graph_plugin . ptr ( ) , " disconnect_nodes " , type , E . from_node , E . from_port , E . to_node , E . to_port ) ;
undo_redo - > add_undo_method ( graph_plugin . ptr ( ) , " connect_nodes " , type , E . from_node , E . from_port , E . to_node , E . to_port ) ;
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}
}
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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 ) ;
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undo_redo - > add_do_method ( graph_plugin . ptr ( ) , " connect_nodes " , type , from , p_from_index , to , p_to_index ) ;
undo_redo - > add_undo_method ( graph_plugin . ptr ( ) , " disconnect_nodes " , type , from , p_from_index , to , p_to_index ) ;
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undo_redo - > add_do_method ( graph_plugin . ptr ( ) , " update_node " , ( int ) type , from ) ;
undo_redo - > add_undo_method ( graph_plugin . ptr ( ) , " update_node " , ( int ) type , from ) ;
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undo_redo - > add_do_method ( graph_plugin . ptr ( ) , " update_node " , ( int ) type , to ) ;
undo_redo - > add_undo_method ( graph_plugin . ptr ( ) , " update_node " , ( int ) type , to ) ;
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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 ) ;
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VisualShader : : Type type = get_current_shader_type ( ) ;
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int from = p_from . to_int ( ) ;
int to = p_to . to_int ( ) ;
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EditorUndoRedoManager * undo_redo = EditorUndoRedoManager : : get_singleton ( ) ;
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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 ) ;
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undo_redo - > add_do_method ( graph_plugin . ptr ( ) , " disconnect_nodes " , type , from , p_from_index , to , p_to_index ) ;
undo_redo - > add_undo_method ( graph_plugin . ptr ( ) , " connect_nodes " , type , from , p_from_index , to , p_to_index ) ;
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undo_redo - > add_do_method ( graph_plugin . ptr ( ) , " update_node " , ( int ) type , to ) ;
undo_redo - > add_undo_method ( graph_plugin . ptr ( ) , " update_node " , ( int ) type , to ) ;
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undo_redo - > commit_action ( ) ;
}
void VisualShaderEditor : : _connection_to_empty ( const String & p_from , int p_from_slot , const Vector2 & p_release_position ) {
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from_node = p_from . to_int ( ) ;
from_slot = p_from_slot ;
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VisualShaderNode : : PortType input_port_type = VisualShaderNode : : PORT_TYPE_MAX ;
VisualShaderNode : : PortType output_port_type = VisualShaderNode : : PORT_TYPE_MAX ;
Ref < VisualShaderNode > node = visual_shader - > get_node ( get_current_shader_type ( ) , from_node ) ;
if ( node . is_valid ( ) ) {
output_port_type = node - > get_output_port_type ( from_slot ) ;
}
_show_members_dialog ( true , input_port_type , output_port_type ) ;
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}
void VisualShaderEditor : : _connection_from_empty ( const String & p_to , int p_to_slot , const Vector2 & p_release_position ) {
to_node = p_to . to_int ( ) ;
to_slot = p_to_slot ;
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VisualShaderNode : : PortType input_port_type = VisualShaderNode : : PORT_TYPE_MAX ;
VisualShaderNode : : PortType output_port_type = VisualShaderNode : : PORT_TYPE_MAX ;
Ref < VisualShaderNode > node = visual_shader - > get_node ( get_current_shader_type ( ) , to_node ) ;
if ( node . is_valid ( ) ) {
input_port_type = node - > get_input_port_type ( to_slot ) ;
}
_show_members_dialog ( true , input_port_type , output_port_type ) ;
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}
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bool VisualShaderEditor : : _check_node_drop_on_connection ( const Vector2 & p_position , Ref < GraphEdit : : Connection > * r_closest_connection , int * r_from_port , int * r_to_port ) {
VisualShader : : Type shader_type = get_current_shader_type ( ) ;
// Get selected graph node.
Ref < VisualShaderNode > selected_vsnode ;
int selected_node_id = - 1 ;
int selected_node_count = 0 ;
Rect2 selected_node_rect ;
for ( int i = 0 ; i < graph - > get_child_count ( ) ; i + + ) {
GraphNode * graph_node = Object : : cast_to < GraphNode > ( graph - > get_child ( i ) ) ;
if ( graph_node & & graph_node - > is_selected ( ) ) {
selected_node_id = String ( graph_node - > get_name ( ) ) . to_int ( ) ;
Ref < VisualShaderNode > vsnode = visual_shader - > get_node ( shader_type , selected_node_id ) ;
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if ( ! vsnode - > is_deletable ( ) ) {
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continue ;
}
selected_node_count + = 1 ;
Ref < VisualShaderNode > node = visual_shader - > get_node ( shader_type , selected_node_id ) ;
selected_vsnode = node ;
selected_node_rect = graph_node - > get_rect ( ) ;
}
}
// Only a single node - which has both input and output ports but is not connected yet - can be inserted.
if ( selected_node_count ! = 1 | | ! selected_vsnode . is_valid ( ) ) {
return false ;
}
// Check whether the dragged node was dropped over a connection.
List < Ref < GraphEdit : : Connection > > intersecting_connections = graph - > get_connections_intersecting_with_rect ( selected_node_rect ) ;
if ( intersecting_connections . is_empty ( ) ) {
return false ;
}
Ref < GraphEdit : : Connection > intersecting_connection = intersecting_connections . front ( ) - > get ( ) ;
if ( selected_vsnode - > is_any_port_connected ( ) | | selected_vsnode - > get_input_port_count ( ) = = 0 | | selected_vsnode - > get_output_port_count ( ) = = 0 ) {
return false ;
}
VisualShaderNode : : PortType original_port_type_from = visual_shader - > get_node ( shader_type , String ( intersecting_connection - > from_node ) . to_int ( ) ) - > get_output_port_type ( intersecting_connection - > from_port ) ;
VisualShaderNode : : PortType original_port_type_to = visual_shader - > get_node ( shader_type , String ( intersecting_connection - > to_node ) . to_int ( ) ) - > get_input_port_type ( intersecting_connection - > to_port ) ;
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Ref < VisualShaderNodeReroute > reroute_node = selected_vsnode ;
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// Searching for the default port or the first compatible input port of the node to insert.
int _to_port = - 1 ;
for ( int i = 0 ; i < selected_vsnode - > get_input_port_count ( ) ; i + + ) {
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if ( visual_shader - > is_port_types_compatible ( original_port_type_from , selected_vsnode - > get_input_port_type ( i ) ) | | reroute_node . is_valid ( ) ) {
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if ( i = = selected_vsnode - > get_default_input_port ( original_port_type_from ) ) {
_to_port = i ;
break ;
} else if ( _to_port = = - 1 ) {
_to_port = i ;
}
}
}
// Searching for the first compatible output port of the node to insert.
int _from_port = - 1 ;
for ( int i = 0 ; i < selected_vsnode - > get_output_port_count ( ) ; i + + ) {
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if ( visual_shader - > is_port_types_compatible ( selected_vsnode - > get_output_port_type ( i ) , original_port_type_to ) | | reroute_node . is_valid ( ) ) {
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_from_port = i ;
break ;
}
}
if ( _to_port = = - 1 | | _from_port = = - 1 ) {
return false ;
}
if ( r_closest_connection ! = nullptr ) {
* r_closest_connection = intersecting_connection ;
}
if ( r_from_port ! = nullptr ) {
* r_from_port = _from_port ;
}
if ( r_to_port ! = nullptr ) {
* r_to_port = _to_port ;
}
return true ;
}
void VisualShaderEditor : : _handle_node_drop_on_connection ( ) {
EditorUndoRedoManager * undo_redo = EditorUndoRedoManager : : get_singleton ( ) ;
undo_redo - > create_action ( TTR ( " Insert node " ) ) ;
// Check whether the dragged node was dropped over a connection.
Ref < GraphEdit : : Connection > closest_connection ;
int _from_port = - 1 ;
int _to_port = - 1 ;
if ( ! _check_node_drop_on_connection ( graph - > get_local_mouse_position ( ) , & closest_connection , & _from_port , & _to_port ) ) {
return ;
}
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int selected_node_id = drag_buffer . front ( ) - > get ( ) . node ;
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VisualShader : : Type shader_type = get_current_shader_type ( ) ;
Ref < VisualShaderNode > selected_vsnode = visual_shader - > get_node ( shader_type , selected_node_id ) ;
// Delete the old connection.
undo_redo - > add_do_method ( visual_shader . ptr ( ) , " disconnect_nodes " , shader_type , String ( closest_connection - > from_node ) . to_int ( ) , closest_connection - > from_port , String ( closest_connection - > to_node ) . to_int ( ) , closest_connection - > to_port ) ;
undo_redo - > add_undo_method ( visual_shader . ptr ( ) , " connect_nodes " , shader_type , String ( closest_connection - > from_node ) . to_int ( ) , closest_connection - > from_port , String ( closest_connection - > to_node ) . to_int ( ) , closest_connection - > to_port ) ;
undo_redo - > add_do_method ( graph_plugin . ptr ( ) , " disconnect_nodes " , shader_type , String ( closest_connection - > from_node ) . to_int ( ) , closest_connection - > from_port , String ( closest_connection - > to_node ) . to_int ( ) , closest_connection - > to_port ) ;
undo_redo - > add_undo_method ( graph_plugin . ptr ( ) , " connect_nodes " , shader_type , String ( closest_connection - > from_node ) . to_int ( ) , closest_connection - > from_port , String ( closest_connection - > to_node ) . to_int ( ) , closest_connection - > to_port ) ;
// Add the connection to the dropped node.
undo_redo - > add_do_method ( visual_shader . ptr ( ) , " connect_nodes " , shader_type , String ( closest_connection - > from_node ) . to_int ( ) , closest_connection - > from_port , selected_node_id , _to_port ) ;
undo_redo - > add_undo_method ( visual_shader . ptr ( ) , " disconnect_nodes " , shader_type , String ( closest_connection - > from_node ) . to_int ( ) , closest_connection - > from_port , selected_node_id , _to_port ) ;
undo_redo - > add_do_method ( graph_plugin . ptr ( ) , " connect_nodes " , shader_type , String ( closest_connection - > from_node ) . to_int ( ) , closest_connection - > from_port , selected_node_id , _to_port ) ;
undo_redo - > add_undo_method ( graph_plugin . ptr ( ) , " disconnect_nodes " , shader_type , String ( closest_connection - > from_node ) . to_int ( ) , closest_connection - > from_port , selected_node_id , _to_port ) ;
// Add the connection from the dropped node.
undo_redo - > add_do_method ( visual_shader . ptr ( ) , " connect_nodes " , shader_type , selected_node_id , _from_port , String ( closest_connection - > to_node ) . to_int ( ) , closest_connection - > to_port ) ;
undo_redo - > add_undo_method ( visual_shader . ptr ( ) , " disconnect_nodes " , shader_type , selected_node_id , _from_port , String ( closest_connection - > to_node ) . to_int ( ) , closest_connection - > to_port ) ;
undo_redo - > add_do_method ( graph_plugin . ptr ( ) , " connect_nodes " , shader_type , selected_node_id , _from_port , String ( closest_connection - > to_node ) . to_int ( ) , closest_connection - > to_port ) ;
undo_redo - > add_undo_method ( graph_plugin . ptr ( ) , " disconnect_nodes " , shader_type , selected_node_id , _from_port , String ( closest_connection - > to_node ) . to_int ( ) , closest_connection - > to_port ) ;
undo_redo - > commit_action ( ) ;
call_deferred ( SNAME ( " _update_graph " ) ) ;
}
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void VisualShaderEditor : : _delete_nodes ( int p_type , const List < int > & p_nodes ) {
VisualShader : : Type type = VisualShader : : Type ( p_type ) ;
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List < VisualShader : : Connection > conns ;
visual_shader - > get_node_connections ( type , & conns ) ;
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EditorUndoRedoManager * undo_redo = EditorUndoRedoManager : : get_singleton ( ) ;
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for ( const int & F : p_nodes ) {
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for ( const VisualShader : : Connection & E : conns ) {
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if ( E . from_node = = F | | E . to_node = = F ) {
undo_redo - > add_do_method ( graph_plugin . ptr ( ) , " disconnect_nodes " , type , E . from_node , E . from_port , E . to_node , E . to_port ) ;
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}
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}
}
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// The VS nodes need to be added before attaching them to frames.
for ( const int & F : p_nodes ) {
Ref < VisualShaderNode > node = visual_shader - > get_node ( type , F ) ;
undo_redo - > add_undo_method ( visual_shader . ptr ( ) , " add_node " , type , node , visual_shader - > get_node_position ( type , F ) , F ) ;
undo_redo - > add_undo_method ( graph_plugin . ptr ( ) , " add_node " , type , F , false , false ) ;
}
// Update frame references.
for ( const int & node_id : p_nodes ) {
Ref < VisualShaderNodeFrame > frame = visual_shader - > get_node ( type , node_id ) ;
if ( frame . is_valid ( ) ) {
for ( const int & attached_node_id : frame - > get_attached_nodes ( ) ) {
undo_redo - > add_do_method ( visual_shader . ptr ( ) , " detach_node_from_frame " , type , attached_node_id ) ;
undo_redo - > add_do_method ( graph_plugin . ptr ( ) , " detach_node_from_frame " , type , attached_node_id ) ;
undo_redo - > add_undo_method ( visual_shader . ptr ( ) , " attach_node_to_frame " , type , attached_node_id , node_id ) ;
undo_redo - > add_undo_method ( graph_plugin . ptr ( ) , " attach_node_to_frame " , type , attached_node_id , node_id ) ;
}
}
Ref < VisualShaderNode > node = visual_shader - > get_node ( type , node_id ) ;
if ( node - > get_frame ( ) = = - 1 ) {
continue ;
}
undo_redo - > add_do_method ( visual_shader . ptr ( ) , " detach_node_from_frame " , type , node_id ) ;
undo_redo - > add_do_method ( graph_plugin . ptr ( ) , " detach_node_from_frame " , type , node_id ) ;
undo_redo - > add_undo_method ( visual_shader . ptr ( ) , " attach_node_to_frame " , type , node_id , node - > get_frame ( ) ) ;
undo_redo - > add_undo_method ( graph_plugin . ptr ( ) , " attach_node_to_frame " , type , node_id , node - > get_frame ( ) ) ;
}
// Restore size of the frame nodes.
for ( const int & F : p_nodes ) {
Ref < VisualShaderNodeFrame > frame = visual_shader - > get_node ( type , F ) ;
if ( frame . is_valid ( ) ) {
undo_redo - > add_undo_method ( this , " _set_node_size " , type , F , frame - > get_size ( ) ) ;
}
}
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HashSet < String > parameter_names ;
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for ( const int & F : p_nodes ) {
Ref < VisualShaderNode > node = visual_shader - > get_node ( type , F ) ;
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undo_redo - > add_do_method ( visual_shader . ptr ( ) , " remove_node " , type , F ) ;
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VisualShaderNodeParameter * parameter = Object : : cast_to < VisualShaderNodeParameter > ( node . ptr ( ) ) ;
if ( parameter ) {
parameter_names . insert ( parameter - > get_parameter_name ( ) ) ;
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}
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}
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List < VisualShader : : Connection > used_conns ;
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for ( const int & F : p_nodes ) {
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for ( const VisualShader : : Connection & E : conns ) {
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if ( E . from_node = = F | | E . to_node = = F ) {
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bool cancel = false ;
for ( List < VisualShader : : Connection > : : Element * R = used_conns . front ( ) ; R ; R = R - > next ( ) ) {
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if ( R - > get ( ) . from_node = = E . from_node & & R - > get ( ) . from_port = = E . from_port & & R - > get ( ) . to_node = = E . to_node & & R - > get ( ) . to_port = = E . to_port ) {
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cancel = true ; // to avoid ERR_ALREADY_EXISTS warning
break ;
}
}
if ( ! cancel ) {
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undo_redo - > add_undo_method ( visual_shader . ptr ( ) , " connect_nodes " , type , E . from_node , E . from_port , E . to_node , E . to_port ) ;
undo_redo - > add_undo_method ( graph_plugin . ptr ( ) , " connect_nodes " , type , E . from_node , E . from_port , E . to_node , E . to_port ) ;
used_conns . push_back ( E ) ;
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}
}
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}
}
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// Delete nodes from the graph.
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for ( const int & F : p_nodes ) {
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undo_redo - > add_do_method ( graph_plugin . ptr ( ) , " remove_node " , type , F , false ) ;
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}
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// Update parameter refs if any parameter has been deleted.
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if ( parameter_names . size ( ) > 0 ) {
undo_redo - > add_do_method ( this , " _update_parameters " , true ) ;
undo_redo - > add_undo_method ( this , " _update_parameters " , true ) ;
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_update_parameter_refs ( parameter_names ) ;
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}
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}
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void VisualShaderEditor : : _replace_node ( VisualShader : : Type p_type_id , int p_node_id , const StringName & p_from , const StringName & p_to ) {
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EditorUndoRedoManager * undo_redo = EditorUndoRedoManager : : get_singleton ( ) ;
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undo_redo - > add_do_method ( visual_shader . ptr ( ) , " replace_node " , p_type_id , p_node_id , p_to ) ;
undo_redo - > add_undo_method ( visual_shader . ptr ( ) , " replace_node " , p_type_id , p_node_id , p_from ) ;
}
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void VisualShaderEditor : : _update_constant ( VisualShader : : Type p_type_id , int p_node_id , const Variant & p_var , int p_preview_port ) {
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Ref < VisualShaderNode > node = visual_shader - > get_node ( p_type_id , p_node_id ) ;
ERR_FAIL_COND ( ! node . is_valid ( ) ) ;
ERR_FAIL_COND ( ! node - > has_method ( " set_constant " ) ) ;
node - > call ( " set_constant " , p_var ) ;
if ( p_preview_port ! = - 1 ) {
node - > set_output_port_for_preview ( p_preview_port ) ;
}
}
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void VisualShaderEditor : : _update_parameter ( VisualShader : : Type p_type_id , int p_node_id , const Variant & p_var , int p_preview_port ) {
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Ref < VisualShaderNodeParameter > parameter = visual_shader - > get_node ( p_type_id , p_node_id ) ;
ERR_FAIL_COND ( ! parameter . is_valid ( ) ) ;
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String valid_name = visual_shader - > validate_parameter_name ( parameter - > get_parameter_name ( ) , parameter ) ;
parameter - > set_parameter_name ( valid_name ) ;
graph_plugin - > set_parameter_name ( p_type_id , p_node_id , valid_name ) ;
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if ( parameter - > has_method ( " set_default_value_enabled " ) ) {
parameter - > call ( " set_default_value_enabled " , true ) ;
parameter - > call ( " set_default_value " , p_var ) ;
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}
if ( p_preview_port ! = - 1 ) {
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parameter - > set_output_port_for_preview ( p_preview_port ) ;
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}
}
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void VisualShaderEditor : : _convert_constants_to_parameters ( bool p_vice_versa ) {
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VisualShader : : Type type_id = get_current_shader_type ( ) ;
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EditorUndoRedoManager * undo_redo = EditorUndoRedoManager : : get_singleton ( ) ;
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if ( ! p_vice_versa ) {
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undo_redo - > create_action ( TTR ( " Convert Constant Node(s) To Parameter(s) " ) ) ;
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} else {
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undo_redo - > create_action ( TTR ( " Convert Parameter Node(s) To Constant(s) " ) ) ;
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}
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const HashSet < int > & current_set = p_vice_versa ? selected_parameters : selected_constants ;
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HashSet < String > deleted_names ;
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for ( const int & E : current_set ) {
int node_id = E ;
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Ref < VisualShaderNode > node = visual_shader - > get_node ( type_id , node_id ) ;
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bool caught = false ;
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Variant var ;
// float
if ( ! p_vice_versa ) {
Ref < VisualShaderNodeFloatConstant > float_const = Object : : cast_to < VisualShaderNodeFloatConstant > ( node . ptr ( ) ) ;
if ( float_const . is_valid ( ) ) {
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_replace_node ( type_id , node_id , " VisualShaderNodeFloatConstant " , " VisualShaderNodeFloatParameter " ) ;
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var = float_const - > get_constant ( ) ;
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caught = true ;
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}
} else {
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Ref < VisualShaderNodeFloatParameter > float_parameter = Object : : cast_to < VisualShaderNodeFloatParameter > ( node . ptr ( ) ) ;
if ( float_parameter . is_valid ( ) ) {
_replace_node ( type_id , node_id , " VisualShaderNodeFloatParameter " , " VisualShaderNodeFloatConstant " ) ;
var = float_parameter - > get_default_value ( ) ;
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caught = true ;
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}
}
// int
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if ( ! caught ) {
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if ( ! p_vice_versa ) {
Ref < VisualShaderNodeIntConstant > int_const = Object : : cast_to < VisualShaderNodeIntConstant > ( node . ptr ( ) ) ;
if ( int_const . is_valid ( ) ) {
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_replace_node ( type_id , node_id , " VisualShaderNodeIntConstant " , " VisualShaderNodeIntParameter " ) ;
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var = int_const - > get_constant ( ) ;
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caught = true ;
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}
} else {
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Ref < VisualShaderNodeIntParameter > int_parameter = Object : : cast_to < VisualShaderNodeIntParameter > ( node . ptr ( ) ) ;
if ( int_parameter . is_valid ( ) ) {
_replace_node ( type_id , node_id , " VisualShaderNodeIntParameter " , " VisualShaderNodeIntConstant " ) ;
var = int_parameter - > get_default_value ( ) ;
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caught = true ;
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}
}
}
// boolean
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if ( ! caught ) {
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if ( ! p_vice_versa ) {
Ref < VisualShaderNodeBooleanConstant > boolean_const = Object : : cast_to < VisualShaderNodeBooleanConstant > ( node . ptr ( ) ) ;
if ( boolean_const . is_valid ( ) ) {
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_replace_node ( type_id , node_id , " VisualShaderNodeBooleanConstant " , " VisualShaderNodeBooleanParameter " ) ;
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var = boolean_const - > get_constant ( ) ;
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caught = true ;
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}
} else {
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Ref < VisualShaderNodeBooleanParameter > boolean_parameter = Object : : cast_to < VisualShaderNodeBooleanParameter > ( node . ptr ( ) ) ;
if ( boolean_parameter . is_valid ( ) ) {
_replace_node ( type_id , node_id , " VisualShaderNodeBooleanParameter " , " VisualShaderNodeBooleanConstant " ) ;
var = boolean_parameter - > get_default_value ( ) ;
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caught = true ;
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}
}
}
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// vec2
if ( ! caught ) {
if ( ! p_vice_versa ) {
Ref < VisualShaderNodeVec2Constant > vec2_const = Object : : cast_to < VisualShaderNodeVec2Constant > ( node . ptr ( ) ) ;
if ( vec2_const . is_valid ( ) ) {
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_replace_node ( type_id , node_id , " VisualShaderNodeVec2Constant " , " VisualShaderNodeVec2Parameter " ) ;
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var = vec2_const - > get_constant ( ) ;
caught = true ;
}
} else {
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Ref < VisualShaderNodeVec2Parameter > vec2_parameter = Object : : cast_to < VisualShaderNodeVec2Parameter > ( node . ptr ( ) ) ;
if ( vec2_parameter . is_valid ( ) ) {
_replace_node ( type_id , node_id , " VisualShaderNodeVec2Parameter " , " VisualShaderNodeVec2Constant " ) ;
var = vec2_parameter - > get_default_value ( ) ;
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caught = true ;
}
}
}
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// vec3
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if ( ! caught ) {
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if ( ! p_vice_versa ) {
Ref < VisualShaderNodeVec3Constant > vec3_const = Object : : cast_to < VisualShaderNodeVec3Constant > ( node . ptr ( ) ) ;
if ( vec3_const . is_valid ( ) ) {
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_replace_node ( type_id , node_id , " VisualShaderNodeVec3Constant " , " VisualShaderNodeVec3Parameter " ) ;
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var = vec3_const - > get_constant ( ) ;
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caught = true ;
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}
} else {
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Ref < VisualShaderNodeVec3Parameter > vec3_parameter = Object : : cast_to < VisualShaderNodeVec3Parameter > ( node . ptr ( ) ) ;
if ( vec3_parameter . is_valid ( ) ) {
_replace_node ( type_id , node_id , " VisualShaderNodeVec3Parameter " , " VisualShaderNodeVec3Constant " ) ;
var = vec3_parameter - > get_default_value ( ) ;
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caught = true ;
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}
}
}
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// vec4
if ( ! caught ) {
if ( ! p_vice_versa ) {
Ref < VisualShaderNodeVec4Constant > vec4_const = Object : : cast_to < VisualShaderNodeVec4Constant > ( node . ptr ( ) ) ;
if ( vec4_const . is_valid ( ) ) {
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_replace_node ( type_id , node_id , " VisualShaderNodeVec4Constant " , " VisualShaderNodeVec4Parameter " ) ;
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var = vec4_const - > get_constant ( ) ;
caught = true ;
}
} else {
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Ref < VisualShaderNodeVec4Parameter > vec4_parameter = Object : : cast_to < VisualShaderNodeVec4Parameter > ( node . ptr ( ) ) ;
if ( vec4_parameter . is_valid ( ) ) {
_replace_node ( type_id , node_id , " VisualShaderNodeVec4Parameter " , " VisualShaderNodeVec4Constant " ) ;
var = vec4_parameter - > get_default_value ( ) ;
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caught = true ;
}
}
}
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// color
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if ( ! caught ) {
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if ( ! p_vice_versa ) {
Ref < VisualShaderNodeColorConstant > color_const = Object : : cast_to < VisualShaderNodeColorConstant > ( node . ptr ( ) ) ;
if ( color_const . is_valid ( ) ) {
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_replace_node ( type_id , node_id , " VisualShaderNodeColorConstant " , " VisualShaderNodeColorParameter " ) ;
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var = color_const - > get_constant ( ) ;
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caught = true ;
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}
} else {
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Ref < VisualShaderNodeColorParameter > color_parameter = Object : : cast_to < VisualShaderNodeColorParameter > ( node . ptr ( ) ) ;
if ( color_parameter . is_valid ( ) ) {
_replace_node ( type_id , node_id , " VisualShaderNodeColorParameter " , " VisualShaderNodeColorConstant " ) ;
var = color_parameter - > get_default_value ( ) ;
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caught = true ;
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}
}
}
// transform
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if ( ! caught ) {
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if ( ! p_vice_versa ) {
Ref < VisualShaderNodeTransformConstant > transform_const = Object : : cast_to < VisualShaderNodeTransformConstant > ( node . ptr ( ) ) ;
if ( transform_const . is_valid ( ) ) {
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_replace_node ( type_id , node_id , " VisualShaderNodeTransformConstant " , " VisualShaderNodeTransformParameter " ) ;
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var = transform_const - > get_constant ( ) ;
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caught = true ;
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}
} else {
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Ref < VisualShaderNodeTransformParameter > transform_parameter = Object : : cast_to < VisualShaderNodeTransformParameter > ( node . ptr ( ) ) ;
if ( transform_parameter . is_valid ( ) ) {
_replace_node ( type_id , node_id , " VisualShaderNodeTransformParameter " , " VisualShaderNodeTransformConstant " ) ;
var = transform_parameter - > get_default_value ( ) ;
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caught = true ;
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}
}
}
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ERR_CONTINUE ( ! caught ) ;
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int preview_port = node - > get_output_port_for_preview ( ) ;
if ( ! p_vice_versa ) {
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undo_redo - > add_do_method ( this , " _update_parameter " , type_id , node_id , var , preview_port ) ;
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undo_redo - > add_undo_method ( this , " _update_constant " , type_id , node_id , var , preview_port ) ;
} else {
undo_redo - > add_do_method ( this , " _update_constant " , type_id , node_id , var , preview_port ) ;
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undo_redo - > add_undo_method ( this , " _update_parameter " , type_id , node_id , var , preview_port ) ;
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Ref < VisualShaderNodeParameter > parameter = Object : : cast_to < VisualShaderNodeParameter > ( node . ptr ( ) ) ;
ERR_CONTINUE ( ! parameter . is_valid ( ) ) ;
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deleted_names . insert ( parameter - > get_parameter_name ( ) ) ;
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}
undo_redo - > add_do_method ( graph_plugin . ptr ( ) , " update_node " , type_id , node_id ) ;
undo_redo - > add_undo_method ( graph_plugin . ptr ( ) , " update_node " , type_id , node_id ) ;
}
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undo_redo - > add_do_method ( this , " _update_parameters " , true ) ;
undo_redo - > add_undo_method ( this , " _update_parameters " , true ) ;
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if ( deleted_names . size ( ) > 0 ) {
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_update_parameter_refs ( deleted_names ) ;
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}
undo_redo - > commit_action ( ) ;
}
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void VisualShaderEditor : : _detach_nodes_from_frame ( int p_type , const List < int > & p_nodes ) {
EditorUndoRedoManager * undo_redo = EditorUndoRedoManager : : get_singleton ( ) ;
for ( int node_id : p_nodes ) {
Ref < VisualShaderNode > node = visual_shader - > get_node ( ( VisualShader : : Type ) p_type , node_id ) ;
if ( ! node . is_valid ( ) ) {
continue ;
}
int frame_id = node - > get_frame ( ) ;
if ( frame_id ! = - 1 ) {
undo_redo - > add_do_method ( graph_plugin . ptr ( ) , " detach_node_from_frame " , p_type , node_id ) ;
undo_redo - > add_do_method ( visual_shader . ptr ( ) , " detach_node_from_frame " , p_type , node_id ) ;
undo_redo - > add_undo_method ( visual_shader . ptr ( ) , " attach_node_to_frame " , p_type , node_id , frame_id ) ;
undo_redo - > add_undo_method ( graph_plugin . ptr ( ) , " attach_node_to_frame " , p_type , node_id , frame_id ) ;
}
}
}
void VisualShaderEditor : : _detach_nodes_from_frame_request ( ) {
// Called from context menu.
List < int > to_detach_node_ids ;
for ( int i = 0 ; i < graph - > get_child_count ( ) ; i + + ) {
GraphElement * gn = Object : : cast_to < GraphElement > ( graph - > get_child ( i ) ) ;
if ( gn ) {
int id = String ( gn - > get_name ( ) ) . to_int ( ) ;
if ( gn - > is_selected ( ) ) {
to_detach_node_ids . push_back ( id ) ;
}
}
}
if ( to_detach_node_ids . is_empty ( ) ) {
return ;
}
EditorUndoRedoManager * undo_redo = EditorUndoRedoManager : : get_singleton ( ) ;
undo_redo - > create_action ( TTR ( " Detach VisualShader Node(s) from Frame " ) ) ;
_detach_nodes_from_frame ( get_current_shader_type ( ) , to_detach_node_ids ) ;
undo_redo - > commit_action ( ) ;
}
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void VisualShaderEditor : : _delete_node_request ( int p_type , int p_node ) {
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Ref < VisualShaderNode > node = visual_shader - > get_node ( ( VisualShader : : Type ) p_type , p_node ) ;
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if ( ! node - > is_deletable ( ) ) {
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return ;
}
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List < int > to_erase ;
to_erase . push_back ( p_node ) ;
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EditorUndoRedoManager * undo_redo = EditorUndoRedoManager : : get_singleton ( ) ;
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undo_redo - > create_action ( TTR ( " Delete VisualShader Node " ) ) ;
_delete_nodes ( p_type , to_erase ) ;
undo_redo - > commit_action ( ) ;
}
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void VisualShaderEditor : : _delete_nodes_request ( const TypedArray < StringName > & p_nodes ) {
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List < int > to_erase ;
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if ( p_nodes . is_empty ( ) ) {
// Called from context menu.
for ( int i = 0 ; i < graph - > get_child_count ( ) ; i + + ) {
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GraphElement * graph_element = Object : : cast_to < GraphElement > ( graph - > get_child ( i ) ) ;
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if ( ! graph_element ) {
continue ;
}
VisualShader : : Type type = get_current_shader_type ( ) ;
int id = String ( graph_element - > get_name ( ) ) . to_int ( ) ;
Ref < VisualShaderNode > vsnode = visual_shader - > get_node ( type , id ) ;
if ( vsnode - > is_deletable ( ) & & graph_element - > is_selected ( ) ) {
to_erase . push_back ( graph_element - > get_name ( ) . operator String ( ) . to_int ( ) ) ;
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}
}
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} else {
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VisualShader : : Type type = get_current_shader_type ( ) ;
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for ( int i = 0 ; i < p_nodes . size ( ) ; i + + ) {
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int id = p_nodes [ i ] . operator String ( ) . to_int ( ) ;
Ref < VisualShaderNode > vsnode = visual_shader - > get_node ( type , id ) ;
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if ( vsnode - > is_deletable ( ) ) {
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to_erase . push_back ( id ) ;
}
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}
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}
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if ( to_erase . is_empty ( ) ) {
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return ;
}
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EditorUndoRedoManager * undo_redo = EditorUndoRedoManager : : get_singleton ( ) ;
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undo_redo - > create_action ( TTR ( " Delete VisualShader Node(s) " ) ) ;
_delete_nodes ( get_current_shader_type ( ) , to_erase ) ;
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undo_redo - > commit_action ( ) ;
}
void VisualShaderEditor : : _node_selected ( Object * p_node ) {
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VisualShader : : Type type = get_current_shader_type ( ) ;
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GraphElement * graph_element = Object : : cast_to < GraphElement > ( p_node ) ;
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ERR_FAIL_NULL ( graph_element ) ;
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int id = String ( graph_element - > get_name ( ) ) . to_int ( ) ;
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Ref < VisualShaderNode > vsnode = visual_shader - > get_node ( type , id ) ;
ERR_FAIL_COND ( ! vsnode . is_valid ( ) ) ;
}
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void VisualShaderEditor : : _graph_gui_input ( const Ref < InputEvent > & p_event ) {
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Ref < InputEventMouseMotion > mm = p_event ;
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Ref < InputEventMouseButton > mb = p_event ;
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VisualShader : : Type type = get_current_shader_type ( ) ;
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// Highlight valid connection on which a node can be dropped.
if ( mm . is_valid ( ) & & mm - > get_button_mask ( ) . has_flag ( MouseButtonMask : : LEFT ) ) {
Ref < GraphEdit : : Connection > closest_connection ;
graph - > reset_all_connection_activity ( ) ;
if ( _check_node_drop_on_connection ( graph - > get_local_mouse_position ( ) , & closest_connection ) ) {
graph - > set_connection_activity ( closest_connection - > from_node , closest_connection - > from_port , closest_connection - > to_node , closest_connection - > to_port , 1.0 ) ;
}
}
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Ref < VisualShaderNode > selected_vsnode ;
// Right click actions.
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if ( mb . is_valid ( ) & & mb - > is_pressed ( ) & & mb - > get_button_index ( ) = = MouseButton : : RIGHT ) {
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selected_constants . clear ( ) ;
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selected_parameters . clear ( ) ;
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selected_frame = - 1 ;
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selected_float_constant = - 1 ;
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List < int > selected_deletable_graph_elements ;
List < GraphElement * > selected_graph_elements ;
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for ( int i = 0 ; i < graph - > get_child_count ( ) ; i + + ) {
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GraphElement * graph_element = Object : : cast_to < GraphElement > ( graph - > get_child ( i ) ) ;
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if ( ! graph_element ) {
continue ;
}
int id = String ( graph_element - > get_name ( ) ) . to_int ( ) ;
Ref < VisualShaderNode > vsnode = visual_shader - > get_node ( type , id ) ;
if ( ! graph_element - > is_selected ( ) ) {
continue ;
}
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selected_graph_elements . push_back ( graph_element ) ;
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if ( ! vsnode - > is_deletable ( ) ) {
continue ;
}
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selected_deletable_graph_elements . push_back ( id ) ;
Ref < VisualShaderNode > node = visual_shader - > get_node ( type , id ) ;
selected_vsnode = node ;
VisualShaderNodeFrame * frame_node = Object : : cast_to < VisualShaderNodeFrame > ( node . ptr ( ) ) ;
if ( frame_node ! = nullptr ) {
selected_frame = id ;
}
VisualShaderNodeConstant * constant_node = Object : : cast_to < VisualShaderNodeConstant > ( node . ptr ( ) ) ;
if ( constant_node ! = nullptr ) {
selected_constants . insert ( id ) ;
}
VisualShaderNodeFloatConstant * float_constant_node = Object : : cast_to < VisualShaderNodeFloatConstant > ( node . ptr ( ) ) ;
if ( float_constant_node ! = nullptr ) {
selected_float_constant = id ;
}
VisualShaderNodeParameter * parameter_node = Object : : cast_to < VisualShaderNodeParameter > ( node . ptr ( ) ) ;
if ( parameter_node ! = nullptr & & parameter_node - > is_convertible_to_constant ( ) ) {
selected_parameters . insert ( id ) ;
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}
}
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if ( selected_deletable_graph_elements . size ( ) > 1 ) {
selected_frame = - 1 ;
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selected_float_constant = - 1 ;
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}
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bool copy_buffer_empty = true ;
for ( const CopyItem & item : copy_items_buffer ) {
if ( ! item . disabled ) {
copy_buffer_empty = false ;
break ;
}
}
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menu_point = graph - > get_local_mouse_position ( ) ;
Point2 gpos = get_screen_position ( ) + get_local_mouse_position ( ) ;
Ref < GraphEdit : : Connection > closest_connection = graph - > get_closest_connection_at_point ( menu_point ) ;
if ( closest_connection . is_valid ( ) ) {
clicked_connection = closest_connection ;
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saved_node_pos = graph - > get_local_mouse_position ( ) ;
saved_node_pos_dirty = true ;
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connection_popup_menu - > set_position ( gpos ) ;
connection_popup_menu - > reset_size ( ) ;
connection_popup_menu - > popup ( ) ;
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} else if ( selected_graph_elements . is_empty ( ) & & copy_buffer_empty ) {
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_show_members_dialog ( true ) ;
} else {
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popup_menu - > set_item_disabled ( NodeMenuOptions : : CUT , selected_deletable_graph_elements . is_empty ( ) ) ;
popup_menu - > set_item_disabled ( NodeMenuOptions : : COPY , selected_deletable_graph_elements . is_empty ( ) ) ;
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popup_menu - > set_item_disabled ( NodeMenuOptions : : PASTE , copy_buffer_empty ) ;
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popup_menu - > set_item_disabled ( NodeMenuOptions : : DELETE , selected_deletable_graph_elements . is_empty ( ) ) ;
popup_menu - > set_item_disabled ( NodeMenuOptions : : DUPLICATE , selected_deletable_graph_elements . is_empty ( ) ) ;
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popup_menu - > set_item_disabled ( NodeMenuOptions : : CLEAR_COPY_BUFFER , copy_buffer_empty ) ;
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int temp = popup_menu - > get_item_index ( NodeMenuOptions : : SEPARATOR2 ) ;
if ( temp ! = - 1 ) {
popup_menu - > remove_item ( temp ) ;
}
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temp = popup_menu - > get_item_index ( NodeMenuOptions : : FLOAT_CONSTANTS ) ;
if ( temp ! = - 1 ) {
popup_menu - > remove_item ( temp ) ;
}
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temp = popup_menu - > get_item_index ( NodeMenuOptions : : CONVERT_CONSTANTS_TO_PARAMETERS ) ;
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if ( temp ! = - 1 ) {
popup_menu - > remove_item ( temp ) ;
}
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temp = popup_menu - > get_item_index ( NodeMenuOptions : : CONVERT_PARAMETERS_TO_CONSTANTS ) ;
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if ( temp ! = - 1 ) {
popup_menu - > remove_item ( temp ) ;
}
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temp = popup_menu - > get_item_index ( NodeMenuOptions : : SEPARATOR3 ) ;
if ( temp ! = - 1 ) {
popup_menu - > remove_item ( temp ) ;
}
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temp = popup_menu - > get_item_index ( NodeMenuOptions : : UNLINK_FROM_PARENT_FRAME ) ;
if ( temp ! = - 1 ) {
popup_menu - > remove_item ( temp ) ;
}
temp = popup_menu - > get_item_index ( NodeMenuOptions : : SET_FRAME_TITLE ) ;
if ( temp ! = - 1 ) {
popup_menu - > remove_item ( temp ) ;
}
temp = popup_menu - > get_item_index ( NodeMenuOptions : : ENABLE_FRAME_COLOR ) ;
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if ( temp ! = - 1 ) {
popup_menu - > remove_item ( temp ) ;
}
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temp = popup_menu - > get_item_index ( NodeMenuOptions : : SET_FRAME_COLOR ) ;
if ( temp ! = - 1 ) {
popup_menu - > remove_item ( temp ) ;
}
temp = popup_menu - > get_item_index ( NodeMenuOptions : : ENABLE_FRAME_AUTOSHRINK ) ;
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if ( temp ! = - 1 ) {
popup_menu - > remove_item ( temp ) ;
}
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if ( selected_constants . size ( ) > 0 | | selected_parameters . size ( ) > 0 ) {
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popup_menu - > add_separator ( " " , NodeMenuOptions : : SEPARATOR2 ) ;
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if ( selected_float_constant ! = - 1 ) {
if ( ! constants_submenu ) {
constants_submenu = memnew ( PopupMenu ) ;
for ( int i = 0 ; i < MAX_FLOAT_CONST_DEFS ; i + + ) {
constants_submenu - > add_item ( float_constant_defs [ i ] . name , i ) ;
}
constants_submenu - > connect ( " index_pressed " , callable_mp ( this , & VisualShaderEditor : : _float_constant_selected ) ) ;
}
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popup_menu - > add_submenu_node_item ( TTR ( " Float Constants " ) , constants_submenu , int ( NodeMenuOptions : : FLOAT_CONSTANTS ) ) ;
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}
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if ( selected_constants . size ( ) > 0 ) {
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popup_menu - > add_item ( TTR ( " Convert Constant(s) to Parameter(s) " ) , NodeMenuOptions : : CONVERT_CONSTANTS_TO_PARAMETERS ) ;
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}
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if ( selected_parameters . size ( ) > 0 ) {
popup_menu - > add_item ( TTR ( " Convert Parameter(s) to Constant(s) " ) , NodeMenuOptions : : CONVERT_PARAMETERS_TO_CONSTANTS ) ;
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}
}
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// Check if any selected node is attached to a frame.
bool is_attached_to_frame = false ;
for ( GraphElement * graph_element : selected_graph_elements ) {
if ( graph - > get_element_frame ( graph_element - > get_name ( ) ) ) {
is_attached_to_frame = true ;
break ;
}
}
if ( is_attached_to_frame ) {
popup_menu - > add_item ( TTR ( " Detach from Parent Frame " ) , NodeMenuOptions : : UNLINK_FROM_PARENT_FRAME ) ;
}
if ( selected_frame ! = - 1 ) {
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popup_menu - > add_separator ( " " , NodeMenuOptions : : SEPARATOR3 ) ;
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popup_menu - > add_item ( TTR ( " Set Frame Title " ) , NodeMenuOptions : : SET_FRAME_TITLE ) ;
popup_menu - > add_check_item ( TTR ( " Enable Auto Shrink " ) , NodeMenuOptions : : ENABLE_FRAME_AUTOSHRINK ) ;
popup_menu - > add_check_item ( TTR ( " Enable Tint Color " ) , NodeMenuOptions : : ENABLE_FRAME_COLOR ) ;
VisualShaderNodeFrame * frame_ref = Object : : cast_to < VisualShaderNodeFrame > ( selected_vsnode . ptr ( ) ) ;
if ( frame_ref ) {
int item_index = popup_menu - > get_item_index ( NodeMenuOptions : : ENABLE_FRAME_COLOR ) ;
popup_menu - > set_item_checked ( item_index , frame_ref - > is_tint_color_enabled ( ) ) ;
if ( frame_ref - > is_tint_color_enabled ( ) ) {
popup_menu - > add_item ( TTR ( " Set Tint Color " ) , NodeMenuOptions : : SET_FRAME_COLOR ) ;
}
item_index = popup_menu - > get_item_index ( NodeMenuOptions : : ENABLE_FRAME_AUTOSHRINK ) ;
popup_menu - > set_item_checked ( item_index , frame_ref - > is_autoshrink_enabled ( ) ) ;
}
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}
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popup_menu - > set_position ( gpos ) ;
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popup_menu - > reset_size ( ) ;
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popup_menu - > popup ( ) ;
}
}
2019-02-22 17:38:58 +00:00
}
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void VisualShaderEditor : : _show_members_dialog ( bool at_mouse_pos , VisualShaderNode : : PortType p_input_port_type , VisualShaderNode : : PortType p_output_port_type ) {
if ( members_input_port_type ! = p_input_port_type | | members_output_port_type ! = p_output_port_type ) {
members_input_port_type = p_input_port_type ;
members_output_port_type = p_output_port_type ;
_update_options_menu ( ) ;
}
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if ( at_mouse_pos ) {
saved_node_pos_dirty = true ;
saved_node_pos = graph - > get_local_mouse_position ( ) ;
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Point2 gpos = get_screen_position ( ) + get_local_mouse_position ( ) ;
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members_dialog - > set_position ( gpos ) ;
} else {
saved_node_pos_dirty = false ;
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members_dialog - > set_position ( graph - > get_screen_position ( ) + Point2 ( 5 * EDSCALE , 65 * EDSCALE ) ) ;
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}
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if ( members_dialog - > is_visible ( ) ) {
members_dialog - > grab_focus ( ) ;
return ;
}
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members_dialog - > popup ( ) ;
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// Keep dialog within window bounds.
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Rect2 window_rect = Rect2 ( get_window ( ) - > get_position ( ) , get_window ( ) - > get_size ( ) ) ;
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Rect2 dialog_rect = Rect2 ( members_dialog - > get_position ( ) , members_dialog - > get_size ( ) ) ;
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Vector2 difference = ( dialog_rect . get_end ( ) - window_rect . get_end ( ) ) . maxf ( 0 ) ;
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members_dialog - > set_position ( members_dialog - > get_position ( ) - difference ) ;
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callable_mp ( ( Control * ) node_filter , & Control : : grab_focus ) . call_deferred ( ) ; // Still not visible.
2019-04-14 21:23:22 +00:00
node_filter - > select_all ( ) ;
2018-07-15 07:23:59 +00:00
}
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void VisualShaderEditor : : _varying_menu_id_pressed ( int p_idx ) {
switch ( VaryingMenuOptions ( p_idx ) ) {
case VaryingMenuOptions : : ADD : {
_show_add_varying_dialog ( ) ;
} break ;
case VaryingMenuOptions : : REMOVE : {
_show_remove_varying_dialog ( ) ;
} break ;
default :
break ;
}
}
void VisualShaderEditor : : _show_add_varying_dialog ( ) {
_varying_name_changed ( varying_name - > get_text ( ) ) ;
add_varying_dialog - > set_position ( graph - > get_screen_position ( ) + varying_button - > get_position ( ) + Point2 ( 5 * EDSCALE , 65 * EDSCALE ) ) ;
add_varying_dialog - > popup ( ) ;
// Keep dialog within window bounds.
Rect2 window_rect = Rect2 ( DisplayServer : : get_singleton ( ) - > window_get_position ( ) , DisplayServer : : get_singleton ( ) - > window_get_size ( ) ) ;
Rect2 dialog_rect = Rect2 ( add_varying_dialog - > get_position ( ) , add_varying_dialog - > get_size ( ) ) ;
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Vector2 difference = ( dialog_rect . get_end ( ) - window_rect . get_end ( ) ) . maxf ( 0 ) ;
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add_varying_dialog - > set_position ( add_varying_dialog - > get_position ( ) - difference ) ;
}
void VisualShaderEditor : : _show_remove_varying_dialog ( ) {
remove_varying_dialog - > set_position ( graph - > get_screen_position ( ) + varying_button - > get_position ( ) + Point2 ( 5 * EDSCALE , 65 * EDSCALE ) ) ;
remove_varying_dialog - > popup ( ) ;
// Keep dialog within window bounds.
Rect2 window_rect = Rect2 ( DisplayServer : : get_singleton ( ) - > window_get_position ( ) , DisplayServer : : get_singleton ( ) - > window_get_size ( ) ) ;
Rect2 dialog_rect = Rect2 ( remove_varying_dialog - > get_position ( ) , remove_varying_dialog - > get_size ( ) ) ;
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Vector2 difference = ( dialog_rect . get_end ( ) - window_rect . get_end ( ) ) . maxf ( 0 ) ;
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remove_varying_dialog - > set_position ( remove_varying_dialog - > get_position ( ) - difference ) ;
}
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void VisualShaderEditor : : _sbox_input ( const Ref < InputEvent > & p_ie ) {
Ref < InputEventKey > ie = p_ie ;
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if ( ie . is_valid ( ) & & ( ie - > get_keycode ( ) = = Key : : UP | | ie - > get_keycode ( ) = = Key : : DOWN | | ie - > get_keycode ( ) = = Key : : ENTER | | ie - > get_keycode ( ) = = Key : : KP_ENTER ) ) {
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members - > gui_input ( ie ) ;
2019-04-14 21:23:22 +00:00
node_filter - > accept_event ( ) ;
}
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}
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void VisualShaderEditor : : _notification ( int p_what ) {
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switch ( p_what ) {
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case NOTIFICATION_POSTINITIALIZE : {
_update_options_menu ( ) ;
} break ;
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case EditorSettings : : NOTIFICATION_EDITOR_SETTINGS_CHANGED : {
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if ( EditorSettings : : get_singleton ( ) - > check_changed_settings_in_group ( " editors/panning " ) ) {
graph - > get_panner ( ) - > setup ( ( ViewPanner : : ControlScheme ) EDITOR_GET ( " editors/panning/sub_editors_panning_scheme " ) . operator int ( ) , ED_GET_SHORTCUT ( " canvas_item_editor/pan_view " ) , bool ( EDITOR_GET ( " editors/panning/simple_panning " ) ) ) ;
graph - > set_warped_panning ( bool ( EDITOR_GET ( " editors/panning/warped_mouse_panning " ) ) ) ;
}
if ( EditorSettings : : get_singleton ( ) - > check_changed_settings_in_group ( " editors/visual_editors " ) ) {
graph - > set_minimap_opacity ( EDITOR_GET ( " editors/visual_editors/minimap_opacity " ) ) ;
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graph - > set_grid_pattern ( ( GraphEdit : : GridPattern ) int ( EDITOR_GET ( " editors/visual_editors/grid_pattern " ) ) ) ;
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graph - > set_connection_lines_curvature ( EDITOR_GET ( " editors/visual_editors/lines_curvature " ) ) ;
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_update_graph ( ) ;
}
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} break ;
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case NOTIFICATION_ENTER_TREE : {
node_filter - > set_clear_button_enabled ( true ) ;
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// collapse tree by default
TreeItem * category = members - > get_root ( ) - > get_first_child ( ) ;
while ( category ) {
category - > set_collapsed ( true ) ;
TreeItem * sub_category = category - > get_first_child ( ) ;
while ( sub_category ) {
sub_category - > set_collapsed ( true ) ;
sub_category = sub_category - > get_next ( ) ;
}
category = category - > get_next ( ) ;
}
2018-07-14 21:15:42 +00:00
2022-10-18 14:43:37 +00:00
graph - > get_panner ( ) - > setup ( ( ViewPanner : : ControlScheme ) EDITOR_GET ( " editors/panning/sub_editors_panning_scheme " ) . operator int ( ) , ED_GET_SHORTCUT ( " canvas_item_editor/pan_view " ) , bool ( EDITOR_GET ( " editors/panning/simple_panning " ) ) ) ;
graph - > set_warped_panning ( bool ( EDITOR_GET ( " editors/panning/warped_mouse_panning " ) ) ) ;
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} break ;
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case NOTIFICATION_THEME_CHANGED : {
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highend_label - > set_modulate ( get_theme_color ( SNAME ( " highend_color " ) , EditorStringName ( Editor ) ) ) ;
2020-02-12 15:39:19 +00:00
2023-08-13 00:33:39 +00:00
node_filter - > set_right_icon ( Control : : get_editor_theme_icon ( SNAME ( " Search " ) ) ) ;
2019-02-22 17:38:58 +00:00
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preview_shader - > set_icon ( Control : : get_editor_theme_icon ( SNAME ( " Shader " ) ) ) ;
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{
Color background_color = EDITOR_GET ( " text_editor/theme/highlighting/background_color " ) ;
Color text_color = EDITOR_GET ( " text_editor/theme/highlighting/text_color " ) ;
Color keyword_color = EDITOR_GET ( " text_editor/theme/highlighting/keyword_color " ) ;
Color control_flow_keyword_color = EDITOR_GET ( " text_editor/theme/highlighting/control_flow_keyword_color " ) ;
Color comment_color = EDITOR_GET ( " text_editor/theme/highlighting/comment_color " ) ;
Color symbol_color = EDITOR_GET ( " text_editor/theme/highlighting/symbol_color " ) ;
Color function_color = EDITOR_GET ( " text_editor/theme/highlighting/function_color " ) ;
Color number_color = EDITOR_GET ( " text_editor/theme/highlighting/number_color " ) ;
Color members_color = EDITOR_GET ( " text_editor/theme/highlighting/member_variable_color " ) ;
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Color error_color = get_theme_color ( SNAME ( " error_color " ) , EditorStringName ( Editor ) ) ;
2019-08-18 09:29:22 +00:00
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preview_text - > add_theme_color_override ( " background_color " , background_color ) ;
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varying_error_label - > add_theme_color_override ( SceneStringName ( font_color ) , error_color ) ;
2019-08-18 09:29:22 +00:00
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for ( const String & E : keyword_list ) {
if ( ShaderLanguage : : is_control_flow_keyword ( E ) ) {
syntax_highlighter - > add_keyword_color ( E , control_flow_keyword_color ) ;
} else {
syntax_highlighter - > add_keyword_color ( E , keyword_color ) ;
}
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}
2019-08-18 09:29:22 +00:00
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preview_text - > begin_bulk_theme_override ( ) ;
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preview_text - > add_theme_font_override ( SceneStringName ( font ) , get_theme_font ( SNAME ( " expression " ) , EditorStringName ( EditorFonts ) ) ) ;
preview_text - > add_theme_font_size_override ( SceneStringName ( font_size ) , get_theme_font_size ( SNAME ( " expression_size " ) , EditorStringName ( EditorFonts ) ) ) ;
preview_text - > add_theme_color_override ( SceneStringName ( font_color ) , text_color ) ;
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preview_text - > end_bulk_theme_override ( ) ;
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syntax_highlighter - > set_number_color ( number_color ) ;
syntax_highlighter - > set_symbol_color ( symbol_color ) ;
syntax_highlighter - > set_function_color ( function_color ) ;
syntax_highlighter - > set_member_variable_color ( members_color ) ;
syntax_highlighter - > clear_color_regions ( ) ;
syntax_highlighter - > add_color_region ( " /* " , " */ " , comment_color , false ) ;
syntax_highlighter - > add_color_region ( " // " , " " , comment_color , true ) ;
preview_text - > clear_comment_delimiters ( ) ;
preview_text - > add_comment_delimiter ( " /* " , " */ " , false ) ;
preview_text - > add_comment_delimiter ( " // " , " " , true ) ;
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error_panel - > add_theme_style_override ( SceneStringName ( panel ) , get_theme_stylebox ( SceneStringName ( panel ) , SNAME ( " Panel " ) ) ) ;
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error_label - > begin_bulk_theme_override ( ) ;
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error_label - > add_theme_font_override ( SceneStringName ( font ) , get_theme_font ( SNAME ( " status_source " ) , EditorStringName ( EditorFonts ) ) ) ;
error_label - > add_theme_font_size_override ( SceneStringName ( font_size ) , get_theme_font_size ( SNAME ( " status_source_size " ) , EditorStringName ( EditorFonts ) ) ) ;
error_label - > add_theme_color_override ( SceneStringName ( font_color ) , error_color ) ;
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error_label - > end_bulk_theme_override ( ) ;
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}
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tools - > set_icon ( get_editor_theme_icon ( SNAME ( " Tools " ) ) ) ;
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if ( p_what = = NOTIFICATION_THEME_CHANGED & & is_visible_in_tree ( ) ) {
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_update_graph ( ) ;
}
} break ;
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case 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 ) ;
}
} break ;
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case NOTIFICATION_DRAG_END : {
members - > set_drop_mode_flags ( 0 ) ;
} break ;
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}
}
void VisualShaderEditor : : _scroll_changed ( const Vector2 & p_scroll ) {
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if ( updating ) {
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return ;
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}
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updating = true ;
visual_shader - > set_graph_offset ( p_scroll / EDSCALE ) ;
updating = false ;
}
void VisualShaderEditor : : _node_changed ( int p_id ) {
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if ( updating ) {
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return ;
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}
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if ( is_visible_in_tree ( ) ) {
_update_graph ( ) ;
}
}
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void VisualShaderEditor : : _nodes_linked_to_frame_request ( const TypedArray < StringName > & p_nodes , const StringName & p_frame ) {
Vector < int > node_ids ;
for ( int i = 0 ; i < p_nodes . size ( ) ; i + + ) {
node_ids . push_back ( p_nodes [ i ] . operator String ( ) . to_int ( ) ) ;
}
frame_node_id_to_link_to = p_frame . operator String ( ) . to_int ( ) ;
nodes_link_to_frame_buffer = node_ids ;
}
void VisualShaderEditor : : _frame_rect_changed ( const GraphFrame * p_frame , const Rect2 & p_new_rect ) {
if ( p_frame = = nullptr ) {
return ;
}
int node_id = String ( p_frame - > get_name ( ) ) . to_int ( ) ;
Ref < VisualShaderNodeResizableBase > vsnode = visual_shader - > get_node ( visual_shader - > get_shader_type ( ) , node_id ) ;
if ( vsnode . is_null ( ) ) {
return ;
}
vsnode - > set_size ( p_new_rect . size / graph - > get_zoom ( ) ) ;
}
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void VisualShaderEditor : : _dup_copy_nodes ( int p_type , List < CopyItem > & r_items , List < VisualShader : : Connection > & r_connections ) {
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VisualShader : : Type type = ( VisualShader : : Type ) p_type ;
selection_center . x = 0.0f ;
selection_center . y = 0.0f ;
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HashSet < int > nodes ;
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for ( int i = 0 ; i < graph - > get_child_count ( ) ; i + + ) {
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GraphElement * graph_element = Object : : cast_to < GraphElement > ( graph - > get_child ( i ) ) ;
if ( graph_element ) {
int id = String ( graph_element - > 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
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continue ;
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}
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if ( node . is_valid ( ) & & graph_element - > is_selected ( ) ) {
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Vector2 pos = visual_shader - > get_node_position ( type , id ) ;
selection_center + = pos ;
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CopyItem item ;
item . id = id ;
item . node = visual_shader - > get_node ( type , id ) - > duplicate ( ) ;
item . position = visual_shader - > get_node_position ( type , id ) ;
Ref < VisualShaderNodeResizableBase > resizable_base = node ;
if ( resizable_base . is_valid ( ) ) {
item . size = resizable_base - > get_size ( ) ;
}
Ref < VisualShaderNodeGroupBase > group = node ;
if ( group . is_valid ( ) ) {
item . group_inputs = group - > get_inputs ( ) ;
item . group_outputs = group - > get_outputs ( ) ;
}
Ref < VisualShaderNodeExpression > expression = node ;
if ( expression . is_valid ( ) ) {
item . expression = expression - > get_expression ( ) ;
}
r_items . push_back ( item ) ;
nodes . insert ( id ) ;
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}
}
}
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List < VisualShader : : Connection > node_connections ;
visual_shader - > get_node_connections ( type , & node_connections ) ;
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for ( const VisualShader : : Connection & E : node_connections ) {
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if ( nodes . has ( E . from_node ) & & nodes . has ( E . to_node ) ) {
r_connections . push_back ( E ) ;
}
}
selection_center / = ( float ) r_items . size ( ) ;
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}
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void VisualShaderEditor : : _dup_paste_nodes ( int p_type , List < CopyItem > & r_items , const List < VisualShader : : Connection > & p_connections , const Vector2 & p_offset , bool p_duplicate ) {
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EditorUndoRedoManager * undo_redo = EditorUndoRedoManager : : get_singleton ( ) ;
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if ( p_duplicate ) {
undo_redo - > create_action ( TTR ( " Duplicate VisualShader Node(s) " ) ) ;
} else {
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bool copy_buffer_empty = true ;
for ( const CopyItem & item : copy_items_buffer ) {
if ( ! item . disabled ) {
copy_buffer_empty = false ;
break ;
}
}
if ( copy_buffer_empty ) {
return ;
}
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undo_redo - > create_action ( TTR ( " Paste VisualShader Node(s) " ) ) ;
}
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VisualShader : : Type type = ( VisualShader : : Type ) p_type ;
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int base_id = visual_shader - > get_valid_node_id ( type ) ;
int id_from = base_id ;
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HashMap < int , int > connection_remap ; // Used for connections and frame attachments.
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HashSet < int > unsupported_set ;
HashSet < int > added_set ;
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for ( CopyItem & item : r_items ) {
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if ( item . disabled ) {
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unsupported_set . insert ( item . id ) ;
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continue ;
}
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connection_remap [ item . id ] = id_from ;
Ref < VisualShaderNode > node = item . node - > duplicate ( ) ;
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node - > set_frame ( - 1 ) ; // Do not reattach nodes to frame (for now).
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Ref < VisualShaderNodeResizableBase > resizable_base = Object : : cast_to < VisualShaderNodeResizableBase > ( node . ptr ( ) ) ;
if ( resizable_base . is_valid ( ) ) {
undo_redo - > add_do_method ( node . ptr ( ) , " set_size " , item . size ) ;
}
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Ref < VisualShaderNodeFrame > frame = Object : : cast_to < VisualShaderNodeFrame > ( node . ptr ( ) ) ;
if ( frame . is_valid ( ) ) {
// Do not reattach nodes to frame (for now).
undo_redo - > add_do_method ( node . ptr ( ) , " set_attached_nodes " , PackedInt32Array ( ) ) ;
}
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Ref < VisualShaderNodeGroupBase > group = Object : : cast_to < VisualShaderNodeGroupBase > ( node . ptr ( ) ) ;
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if ( group . is_valid ( ) ) {
undo_redo - > add_do_method ( node . ptr ( ) , " set_inputs " , item . group_inputs ) ;
undo_redo - > add_do_method ( node . ptr ( ) , " set_outputs " , item . group_outputs ) ;
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}
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Ref < VisualShaderNodeExpression > expression = Object : : cast_to < VisualShaderNodeExpression > ( node . ptr ( ) ) ;
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if ( expression . is_valid ( ) ) {
undo_redo - > add_do_method ( node . ptr ( ) , " set_expression " , item . expression ) ;
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}
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undo_redo - > add_do_method ( visual_shader . ptr ( ) , " add_node " , type , node , item . position + p_offset , id_from ) ;
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undo_redo - > add_do_method ( graph_plugin . ptr ( ) , " add_node " , type , id_from , false , false ) ;
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added_set . insert ( id_from ) ;
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id_from + + ;
}
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// Attach nodes to frame.
for ( const CopyItem & item : r_items ) {
Ref < VisualShaderNode > node = item . node ;
if ( node - > get_frame ( ) = = - 1 ) {
continue ;
}
int new_node_id = connection_remap [ item . id ] ;
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int new_frame_id = node - > get_frame ( ) ;
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undo_redo - > add_do_method ( visual_shader . ptr ( ) , " attach_node_to_frame " , type , new_node_id , new_frame_id ) ;
undo_redo - > add_do_method ( graph_plugin . ptr ( ) , " attach_node_to_frame " , type , new_node_id , new_frame_id ) ;
}
// Connect nodes.
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for ( const VisualShader : : Connection & E : p_connections ) {
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if ( unsupported_set . has ( E . from_node ) | | unsupported_set . has ( E . to_node ) ) {
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continue ;
}
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undo_redo - > add_do_method ( visual_shader . ptr ( ) , " connect_nodes " , type , connection_remap [ E . from_node ] , E . from_port , connection_remap [ E . to_node ] , E . to_port ) ;
undo_redo - > add_do_method ( graph_plugin . ptr ( ) , " connect_nodes " , type , connection_remap [ E . from_node ] , E . from_port , connection_remap [ E . to_node ] , E . to_port ) ;
undo_redo - > add_undo_method ( graph_plugin . ptr ( ) , " disconnect_nodes " , type , connection_remap [ E . from_node ] , E . from_port , connection_remap [ E . to_node ] , E . to_port ) ;
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}
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id_from = base_id ;
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for ( const CopyItem & item : r_items ) {
if ( item . disabled ) {
continue ;
}
2020-09-10 05:31:07 +00:00
undo_redo - > add_undo_method ( visual_shader . ptr ( ) , " remove_node " , type , id_from ) ;
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undo_redo - > add_undo_method ( graph_plugin . ptr ( ) , " remove_node " , type , id_from , false ) ;
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id_from + + ;
}
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undo_redo - > commit_action ( ) ;
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// Reselect nodes by excluding the other ones.
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for ( int i = 0 ; i < graph - > get_child_count ( ) ; i + + ) {
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GraphElement * graph_element = Object : : cast_to < GraphElement > ( graph - > get_child ( i ) ) ;
if ( graph_element ) {
int id = String ( graph_element - > get_name ( ) ) . to_int ( ) ;
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if ( added_set . has ( id ) ) {
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graph_element - > set_selected ( true ) ;
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} else {
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graph_element - > set_selected ( false ) ;
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}
}
}
}
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void VisualShaderEditor : : _clear_copy_buffer ( ) {
copy_items_buffer . clear ( ) ;
copy_connections_buffer . clear ( ) ;
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}
void VisualShaderEditor : : _duplicate_nodes ( ) {
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int type = get_current_shader_type ( ) ;
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List < CopyItem > items ;
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List < VisualShader : : Connection > node_connections ;
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_dup_copy_nodes ( type , items , node_connections ) ;
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if ( items . is_empty ( ) ) {
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return ;
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}
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_dup_paste_nodes ( type , items , node_connections , Vector2 ( 10 , 10 ) * EDSCALE , true ) ;
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}
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void VisualShaderEditor : : _copy_nodes ( bool p_cut ) {
_clear_copy_buffer ( ) ;
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_dup_copy_nodes ( get_current_shader_type ( ) , copy_items_buffer , copy_connections_buffer ) ;
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if ( p_cut ) {
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EditorUndoRedoManager * undo_redo = EditorUndoRedoManager : : get_singleton ( ) ;
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undo_redo - > create_action ( TTR ( " Cut VisualShader Node(s) " ) ) ;
List < int > ids ;
for ( const CopyItem & E : copy_items_buffer ) {
ids . push_back ( E . id ) ;
}
_delete_nodes ( get_current_shader_type ( ) , ids ) ;
undo_redo - > commit_action ( ) ;
}
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}
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void VisualShaderEditor : : _paste_nodes ( bool p_use_custom_position , const Vector2 & p_custom_position ) {
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if ( copy_items_buffer . is_empty ( ) ) {
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return ;
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}
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int type = get_current_shader_type ( ) ;
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float scale = graph - > get_zoom ( ) ;
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Vector2 mpos ;
if ( p_use_custom_position ) {
mpos = p_custom_position ;
} else {
mpos = graph - > get_local_mouse_position ( ) ;
}
2023-07-10 15:26:02 +00:00
_dup_paste_nodes ( type , copy_items_buffer , copy_connections_buffer , graph - > get_scroll_offset ( ) / scale + mpos / scale - selection_center , false ) ;
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}
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void VisualShaderEditor : : _mode_selected ( int p_id ) {
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int offset = 0 ;
if ( mode & MODE_FLAGS_PARTICLES ) {
offset = 3 ;
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if ( p_id + offset > VisualShader : : TYPE_PROCESS ) {
custom_mode_box - > set_visible ( false ) ;
custom_mode_enabled = false ;
} else {
custom_mode_box - > set_visible ( true ) ;
if ( custom_mode_box - > is_pressed ( ) ) {
custom_mode_enabled = true ;
offset + = 3 ;
}
}
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} else if ( mode & MODE_FLAGS_SKY ) {
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offset = 8 ;
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} else if ( mode & MODE_FLAGS_FOG ) {
offset = 9 ;
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}
visual_shader - > set_shader_type ( VisualShader : : Type ( p_id + offset ) ) ;
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_update_nodes ( ) ;
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_update_graph ( ) ;
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graph - > grab_focus ( ) ;
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}
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void VisualShaderEditor : : _custom_mode_toggled ( bool p_enabled ) {
if ( ! ( mode & MODE_FLAGS_PARTICLES ) ) {
return ;
}
custom_mode_enabled = p_enabled ;
int id = edit_type - > get_selected ( ) + 3 ;
if ( p_enabled ) {
visual_shader - > set_shader_type ( VisualShader : : Type ( id + 3 ) ) ;
} else {
visual_shader - > set_shader_type ( VisualShader : : Type ( id ) ) ;
}
_update_options_menu ( ) ;
_update_graph ( ) ;
}
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void VisualShaderEditor : : _input_select_item ( Ref < VisualShaderNodeInput > p_input , const String & p_name ) {
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String prev_name = p_input - > get_input_name ( ) ;
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if ( p_name = = prev_name ) {
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return ;
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}
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VisualShaderNode : : PortType next_input_type = p_input - > get_input_type_by_name ( p_name ) ;
VisualShaderNode : : PortType prev_input_type = p_input - > get_input_type_by_name ( prev_name ) ;
bool type_changed = next_input_type ! = prev_input_type ;
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EditorUndoRedoManager * undo_redo_man = EditorUndoRedoManager : : get_singleton ( ) ;
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undo_redo_man - > create_action ( TTR ( " Visual Shader Input Type Changed " ) ) ;
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undo_redo_man - > add_do_method ( p_input . ptr ( ) , " set_input_name " , p_name ) ;
undo_redo_man - > add_undo_method ( p_input . ptr ( ) , " set_input_name " , prev_name ) ;
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if ( type_changed ) {
for ( int type_id = 0 ; type_id < VisualShader : : TYPE_MAX ; type_id + + ) {
VisualShader : : Type type = VisualShader : : Type ( type_id ) ;
int id = visual_shader - > find_node_id ( type , p_input ) ;
if ( id ! = VisualShader : : NODE_ID_INVALID ) {
bool is_expanded = p_input - > is_output_port_expandable ( 0 ) & & p_input - > _is_output_port_expanded ( 0 ) ;
int type_size = 0 ;
if ( is_expanded ) {
switch ( next_input_type ) {
case VisualShaderNode : : PORT_TYPE_VECTOR_2D : {
type_size = 2 ;
} break ;
case VisualShaderNode : : PORT_TYPE_VECTOR_3D : {
type_size = 3 ;
} break ;
case VisualShaderNode : : PORT_TYPE_VECTOR_4D : {
type_size = 4 ;
} break ;
default :
break ;
}
}
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List < VisualShader : : Connection > conns ;
visual_shader - > get_node_connections ( type , & conns ) ;
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for ( const VisualShader : : Connection & E : conns ) {
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int cn_from_node = E . from_node ;
int cn_from_port = E . from_port ;
int cn_to_node = E . to_node ;
int cn_to_port = E . to_port ;
if ( cn_from_node = = id ) {
bool is_incompatible_types = ! visual_shader - > is_port_types_compatible ( p_input - > get_input_type_by_name ( p_name ) , visual_shader - > get_node ( type , cn_to_node ) - > get_input_port_type ( cn_to_port ) ) ;
if ( is_incompatible_types | | cn_from_port > type_size ) {
undo_redo_man - > add_do_method ( visual_shader . ptr ( ) , " disconnect_nodes " , type , cn_from_node , cn_from_port , cn_to_node , cn_to_port ) ;
undo_redo_man - > add_undo_method ( visual_shader . ptr ( ) , " connect_nodes " , type , cn_from_node , cn_from_port , cn_to_node , cn_to_port ) ;
undo_redo_man - > add_do_method ( graph_plugin . ptr ( ) , " disconnect_nodes " , type , cn_from_node , cn_from_port , cn_to_node , cn_to_port ) ;
undo_redo_man - > add_undo_method ( graph_plugin . ptr ( ) , " connect_nodes " , type , cn_from_node , cn_from_port , cn_to_node , cn_to_port ) ;
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}
}
}
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undo_redo_man - > add_do_method ( graph_plugin . ptr ( ) , " update_node " , type_id , id ) ;
undo_redo_man - > add_undo_method ( graph_plugin . ptr ( ) , " update_node " , type_id , id ) ;
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}
}
}
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undo_redo_man - > commit_action ( ) ;
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}
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void VisualShaderEditor : : _parameter_ref_select_item ( Ref < VisualShaderNodeParameterRef > p_parameter_ref , const String & p_name ) {
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String prev_name = p_parameter_ref - > get_parameter_name ( ) ;
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if ( p_name = = prev_name ) {
return ;
}
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bool type_changed = p_parameter_ref - > get_parameter_type_by_name ( p_name ) ! = p_parameter_ref - > get_parameter_type_by_name ( prev_name ) ;
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EditorUndoRedoManager * undo_redo_man = EditorUndoRedoManager : : get_singleton ( ) ;
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undo_redo_man - > create_action ( TTR ( " ParameterRef Name Changed " ) ) ;
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undo_redo_man - > add_do_method ( p_parameter_ref . ptr ( ) , " set_parameter_name " , p_name ) ;
undo_redo_man - > add_undo_method ( p_parameter_ref . ptr ( ) , " set_parameter_name " , prev_name ) ;
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// update output port
for ( int type_id = 0 ; type_id < VisualShader : : TYPE_MAX ; type_id + + ) {
VisualShader : : Type type = VisualShader : : Type ( type_id ) ;
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int id = visual_shader - > find_node_id ( type , p_parameter_ref ) ;
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if ( id ! = VisualShader : : NODE_ID_INVALID ) {
if ( type_changed ) {
List < VisualShader : : Connection > conns ;
visual_shader - > get_node_connections ( type , & conns ) ;
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for ( const VisualShader : : Connection & E : conns ) {
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if ( E . from_node = = id ) {
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if ( visual_shader - > is_port_types_compatible ( p_parameter_ref - > get_parameter_type_by_name ( p_name ) , visual_shader - > get_node ( type , E . to_node ) - > get_input_port_type ( E . to_port ) ) ) {
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continue ;
}
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undo_redo_man - > add_do_method ( visual_shader . ptr ( ) , " disconnect_nodes " , type , E . from_node , E . from_port , E . to_node , E . to_port ) ;
undo_redo_man - > add_undo_method ( visual_shader . ptr ( ) , " connect_nodes " , type , E . from_node , E . from_port , E . to_node , E . to_port ) ;
undo_redo_man - > add_do_method ( graph_plugin . ptr ( ) , " disconnect_nodes " , type , E . from_node , E . from_port , E . to_node , E . to_port ) ;
undo_redo_man - > add_undo_method ( graph_plugin . ptr ( ) , " connect_nodes " , type , E . from_node , E . from_port , E . to_node , E . to_port ) ;
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}
}
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}
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undo_redo_man - > add_do_method ( graph_plugin . ptr ( ) , " update_node " , type_id , id ) ;
undo_redo_man - > add_undo_method ( graph_plugin . ptr ( ) , " update_node " , type_id , id ) ;
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break ;
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}
}
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undo_redo_man - > commit_action ( ) ;
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}
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void VisualShaderEditor : : _varying_select_item ( Ref < VisualShaderNodeVarying > p_varying , const String & p_name ) {
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String prev_name = p_varying - > get_varying_name ( ) ;
if ( p_name = = prev_name ) {
return ;
}
bool is_getter = Ref < VisualShaderNodeVaryingGetter > ( p_varying . ptr ( ) ) . is_valid ( ) ;
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EditorUndoRedoManager * undo_redo_man = EditorUndoRedoManager : : get_singleton ( ) ;
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undo_redo_man - > create_action ( TTR ( " Varying Name Changed " ) ) ;
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undo_redo_man - > add_do_method ( p_varying . ptr ( ) , " set_varying_name " , p_name ) ;
undo_redo_man - > add_undo_method ( p_varying . ptr ( ) , " set_varying_name " , prev_name ) ;
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VisualShader : : VaryingType vtype = p_varying - > get_varying_type_by_name ( p_name ) ;
VisualShader : : VaryingType prev_vtype = p_varying - > get_varying_type_by_name ( prev_name ) ;
bool type_changed = vtype ! = prev_vtype ;
if ( type_changed ) {
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undo_redo_man - > add_do_method ( p_varying . ptr ( ) , " set_varying_type " , vtype ) ;
undo_redo_man - > add_undo_method ( p_varying . ptr ( ) , " set_varying_type " , prev_vtype ) ;
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}
// update ports
for ( int type_id = 0 ; type_id < VisualShader : : TYPE_MAX ; type_id + + ) {
VisualShader : : Type type = VisualShader : : Type ( type_id ) ;
int id = visual_shader - > find_node_id ( type , p_varying ) ;
if ( id ! = VisualShader : : NODE_ID_INVALID ) {
if ( type_changed ) {
List < VisualShader : : Connection > conns ;
visual_shader - > get_node_connections ( type , & conns ) ;
for ( const VisualShader : : Connection & E : conns ) {
if ( is_getter ) {
if ( E . from_node = = id ) {
if ( visual_shader - > is_port_types_compatible ( p_varying - > get_varying_type_by_name ( p_name ) , visual_shader - > get_node ( type , E . to_node ) - > get_input_port_type ( E . to_port ) ) ) {
continue ;
}
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undo_redo_man - > add_do_method ( visual_shader . ptr ( ) , " disconnect_nodes " , type , E . from_node , E . from_port , E . to_node , E . to_port ) ;
undo_redo_man - > add_undo_method ( visual_shader . ptr ( ) , " connect_nodes " , type , E . from_node , E . from_port , E . to_node , E . to_port ) ;
undo_redo_man - > add_do_method ( graph_plugin . ptr ( ) , " disconnect_nodes " , type , E . from_node , E . from_port , E . to_node , E . to_port ) ;
undo_redo_man - > add_undo_method ( graph_plugin . ptr ( ) , " connect_nodes " , type , E . from_node , E . from_port , E . to_node , E . to_port ) ;
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}
} else {
if ( E . to_node = = id ) {
if ( visual_shader - > is_port_types_compatible ( p_varying - > get_varying_type_by_name ( p_name ) , visual_shader - > get_node ( type , E . from_node ) - > get_output_port_type ( E . from_port ) ) ) {
continue ;
}
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undo_redo_man - > add_do_method ( visual_shader . ptr ( ) , " disconnect_nodes " , type , E . from_node , E . from_port , E . to_node , E . to_port ) ;
undo_redo_man - > add_undo_method ( visual_shader . ptr ( ) , " connect_nodes " , type , E . from_node , E . from_port , E . to_node , E . to_port ) ;
undo_redo_man - > add_do_method ( graph_plugin . ptr ( ) , " disconnect_nodes " , type , E . from_node , E . from_port , E . to_node , E . to_port ) ;
undo_redo_man - > add_undo_method ( graph_plugin . ptr ( ) , " connect_nodes " , type , E . from_node , E . from_port , E . to_node , E . to_port ) ;
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}
}
}
}
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undo_redo_man - > add_do_method ( graph_plugin . ptr ( ) , " update_node " , type_id , id ) ;
undo_redo_man - > add_undo_method ( graph_plugin . ptr ( ) , " update_node " , type_id , id ) ;
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break ;
}
}
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undo_redo_man - > commit_action ( ) ;
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}
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void VisualShaderEditor : : _float_constant_selected ( int p_which ) {
ERR_FAIL_INDEX ( p_which , MAX_FLOAT_CONST_DEFS ) ;
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VisualShader : : Type type = get_current_shader_type ( ) ;
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Ref < VisualShaderNodeFloatConstant > node = visual_shader - > get_node ( type , selected_float_constant ) ;
ERR_FAIL_COND ( ! node . is_valid ( ) ) ;
if ( Math : : is_equal_approx ( node - > get_constant ( ) , float_constant_defs [ p_which ] . value ) ) {
return ; // same
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}
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EditorUndoRedoManager * undo_redo = EditorUndoRedoManager : : get_singleton ( ) ;
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undo_redo - > create_action ( vformat ( TTR ( " Set Constant: %s " ) , float_constant_defs [ p_which ] . name ) ) ;
undo_redo - > add_do_method ( node . ptr ( ) , " set_constant " , float_constant_defs [ p_which ] . value ) ;
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undo_redo - > add_undo_method ( node . ptr ( ) , " set_constant " , node - > get_constant ( ) ) ;
undo_redo - > commit_action ( ) ;
}
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void VisualShaderEditor : : _member_filter_changed ( const String & p_text ) {
_update_options_menu ( ) ;
}
void VisualShaderEditor : : _member_selected ( ) {
TreeItem * item = members - > get_selected ( ) ;
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if ( item ! = nullptr & & item - > has_meta ( " id " ) ) {
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members_dialog - > get_ok_button ( ) - > set_disabled ( false ) ;
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highend_label - > set_visible ( add_options [ item - > get_meta ( " id " ) ] . highend ) ;
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node_desc - > set_text ( _get_description ( item - > get_meta ( " id " ) ) ) ;
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} else {
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highend_label - > set_visible ( false ) ;
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members_dialog - > get_ok_button ( ) - > set_disabled ( true ) ;
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node_desc - > set_text ( " " ) ;
}
}
void VisualShaderEditor : : _member_unselected ( ) {
}
void VisualShaderEditor : : _member_create ( ) {
TreeItem * item = members - > get_selected ( ) ;
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if ( item ! = nullptr & & item - > has_meta ( " id " ) ) {
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int idx = members - > get_selected ( ) - > get_meta ( " id " ) ;
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if ( connection_node_insert_requested ) {
from_node = String ( clicked_connection - > from_node ) . to_int ( ) ;
from_slot = clicked_connection - > from_port ;
to_node = String ( clicked_connection - > to_node ) . to_int ( ) ;
to_slot = clicked_connection - > to_port ;
connection_node_insert_requested = false ;
saved_node_pos_dirty = true ;
// Find both graph nodes and get their positions.
GraphNode * from_graph_element = Object : : cast_to < GraphNode > ( graph - > get_node ( itos ( from_node ) ) ) ;
GraphNode * to_graph_element = Object : : cast_to < GraphNode > ( graph - > get_node ( itos ( to_node ) ) ) ;
ERR_FAIL_NULL ( from_graph_element ) ;
ERR_FAIL_NULL ( to_graph_element ) ;
// Since the size of the node to add is not known yet, it's not possible to center it exactly.
float zoom = graph - > get_zoom ( ) ;
saved_node_pos = 0.5 * ( from_graph_element - > get_position ( ) + zoom * from_graph_element - > get_output_port_position ( from_slot ) + to_graph_element - > get_position ( ) + zoom * to_graph_element - > get_input_port_position ( to_slot ) ) ;
}
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_add_node ( idx , add_options [ idx ] . ops ) ;
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members_dialog - > hide ( ) ;
}
}
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void VisualShaderEditor : : _member_cancel ( ) {
to_node = - 1 ;
to_slot = - 1 ;
from_node = - 1 ;
from_slot = - 1 ;
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connection_node_insert_requested = false ;
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}
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void VisualShaderEditor : : _update_varying_tree ( ) {
varyings - > clear ( ) ;
TreeItem * root = varyings - > create_item ( ) ;
int count = visual_shader - > get_varyings_count ( ) ;
for ( int i = 0 ; i < count ; i + + ) {
const VisualShader : : Varying * varying = visual_shader - > get_varying_by_index ( i ) ;
if ( varying ) {
TreeItem * item = varyings - > create_item ( root ) ;
item - > set_text ( 0 , varying - > name ) ;
if ( i = = 0 ) {
item - > select ( 0 ) ;
}
switch ( varying - > type ) {
case VisualShader : : VARYING_TYPE_FLOAT :
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item - > set_icon ( 0 , EditorNode : : get_singleton ( ) - > get_editor_theme ( ) - > get_icon ( SNAME ( " float " ) , EditorStringName ( EditorIcons ) ) ) ;
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break ;
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case VisualShader : : VARYING_TYPE_INT :
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item - > set_icon ( 0 , EditorNode : : get_singleton ( ) - > get_editor_theme ( ) - > get_icon ( SNAME ( " int " ) , EditorStringName ( EditorIcons ) ) ) ;
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break ;
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case VisualShader : : VARYING_TYPE_UINT :
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item - > set_icon ( 0 , EditorNode : : get_singleton ( ) - > get_editor_theme ( ) - > get_icon ( SNAME ( " uint " ) , EditorStringName ( EditorIcons ) ) ) ;
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break ;
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case VisualShader : : VARYING_TYPE_VECTOR_2D :
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item - > set_icon ( 0 , EditorNode : : get_singleton ( ) - > get_editor_theme ( ) - > get_icon ( SNAME ( " Vector2 " ) , EditorStringName ( EditorIcons ) ) ) ;
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break ;
case VisualShader : : VARYING_TYPE_VECTOR_3D :
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item - > set_icon ( 0 , EditorNode : : get_singleton ( ) - > get_editor_theme ( ) - > get_icon ( SNAME ( " Vector3 " ) , EditorStringName ( EditorIcons ) ) ) ;
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break ;
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case VisualShader : : VARYING_TYPE_VECTOR_4D :
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item - > set_icon ( 0 , EditorNode : : get_singleton ( ) - > get_editor_theme ( ) - > get_icon ( SNAME ( " Vector4 " ) , EditorStringName ( EditorIcons ) ) ) ;
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break ;
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case VisualShader : : VARYING_TYPE_BOOLEAN :
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item - > set_icon ( 0 , EditorNode : : get_singleton ( ) - > get_editor_theme ( ) - > get_icon ( SNAME ( " bool " ) , EditorStringName ( EditorIcons ) ) ) ;
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break ;
case VisualShader : : VARYING_TYPE_TRANSFORM :
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item - > set_icon ( 0 , EditorNode : : get_singleton ( ) - > get_editor_theme ( ) - > get_icon ( SNAME ( " Transform3D " ) , EditorStringName ( EditorIcons ) ) ) ;
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break ;
default :
break ;
}
}
}
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varying_button - > get_popup ( ) - > set_item_disabled ( int ( VaryingMenuOptions : : REMOVE ) , count = = 0 ) ;
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}
void VisualShaderEditor : : _varying_create ( ) {
_add_varying ( varying_name - > get_text ( ) , ( VisualShader : : VaryingMode ) varying_mode - > get_selected ( ) , ( VisualShader : : VaryingType ) varying_type - > get_selected ( ) ) ;
add_varying_dialog - > hide ( ) ;
}
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void VisualShaderEditor : : _varying_name_changed ( const String & p_name ) {
if ( ! p_name . is_valid_identifier ( ) ) {
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varying_error_label - > show ( ) ;
varying_error_label - > set_text ( TTR ( " Invalid name for varying. " ) ) ;
add_varying_dialog - > get_ok_button ( ) - > set_disabled ( true ) ;
return ;
}
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if ( visual_shader - > has_varying ( p_name ) ) {
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varying_error_label - > show ( ) ;
varying_error_label - > set_text ( TTR ( " Varying with that name is already exist. " ) ) ;
add_varying_dialog - > get_ok_button ( ) - > set_disabled ( true ) ;
return ;
}
if ( varying_error_label - > is_visible ( ) ) {
varying_error_label - > hide ( ) ;
add_varying_dialog - > set_size ( Size2 ( add_varying_dialog - > get_size ( ) . x , 0 ) ) ;
}
add_varying_dialog - > get_ok_button ( ) - > set_disabled ( false ) ;
}
void VisualShaderEditor : : _varying_deleted ( ) {
TreeItem * item = varyings - > get_selected ( ) ;
if ( item ! = nullptr ) {
_remove_varying ( item - > get_text ( 0 ) ) ;
remove_varying_dialog - > hide ( ) ;
}
}
void VisualShaderEditor : : _varying_selected ( ) {
add_varying_dialog - > get_ok_button ( ) - > set_disabled ( false ) ;
}
void VisualShaderEditor : : _varying_unselected ( ) {
add_varying_dialog - > get_ok_button ( ) - > set_disabled ( true ) ;
}
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void VisualShaderEditor : : _tools_menu_option ( int p_idx ) {
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TreeItem * category = members - > get_root ( ) - > get_first_child ( ) ;
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switch ( p_idx ) {
case EXPAND_ALL :
while ( category ) {
category - > set_collapsed ( false ) ;
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TreeItem * sub_category = category - > get_first_child ( ) ;
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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 ) ;
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TreeItem * sub_category = category - > get_first_child ( ) ;
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while ( sub_category ) {
sub_category - > set_collapsed ( true ) ;
sub_category = sub_category - > get_next ( ) ;
}
category = category - > get_next ( ) ;
}
break ;
default :
break ;
}
}
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void VisualShaderEditor : : _node_menu_id_pressed ( int p_idx ) {
switch ( p_idx ) {
case NodeMenuOptions : : ADD :
_show_members_dialog ( true ) ;
break ;
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case NodeMenuOptions : : CUT :
_copy_nodes ( true ) ;
break ;
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case NodeMenuOptions : : COPY :
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_copy_nodes ( false ) ;
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break ;
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case NodeMenuOptions : : PASTE :
_paste_nodes ( true , menu_point ) ;
break ;
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case NodeMenuOptions : : DELETE :
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_delete_nodes_request ( TypedArray < StringName > ( ) ) ;
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break ;
case NodeMenuOptions : : DUPLICATE :
_duplicate_nodes ( ) ;
break ;
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case NodeMenuOptions : : CLEAR_COPY_BUFFER :
_clear_copy_buffer ( ) ;
break ;
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case NodeMenuOptions : : CONVERT_CONSTANTS_TO_PARAMETERS :
_convert_constants_to_parameters ( false ) ;
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break ;
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case NodeMenuOptions : : CONVERT_PARAMETERS_TO_CONSTANTS :
_convert_constants_to_parameters ( true ) ;
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break ;
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case NodeMenuOptions : : UNLINK_FROM_PARENT_FRAME :
_detach_nodes_from_frame_request ( ) ;
break ;
case NodeMenuOptions : : SET_FRAME_TITLE :
_frame_title_popup_show ( get_screen_position ( ) + get_local_mouse_position ( ) , selected_frame ) ;
break ;
case NodeMenuOptions : : ENABLE_FRAME_COLOR :
_frame_color_enabled_changed ( selected_frame ) ;
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break ;
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case NodeMenuOptions : : SET_FRAME_COLOR :
_frame_color_popup_show ( get_screen_position ( ) + get_local_mouse_position ( ) , selected_frame ) ;
break ;
case NodeMenuOptions : : ENABLE_FRAME_AUTOSHRINK :
_frame_autoshrink_enabled_changed ( selected_frame ) ;
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break ;
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default :
break ;
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}
}
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void VisualShaderEditor : : _connection_menu_id_pressed ( int p_idx ) {
switch ( p_idx ) {
case ConnectionMenuOptions : : DISCONNECT : {
EditorUndoRedoManager * undo_redo = EditorUndoRedoManager : : get_singleton ( ) ;
undo_redo - > create_action ( TTR ( " Disconnect " ) ) ;
undo_redo - > add_do_method ( visual_shader . ptr ( ) , " disconnect_nodes " , get_current_shader_type ( ) , String ( clicked_connection - > from_node ) . to_int ( ) , clicked_connection - > from_port , String ( clicked_connection - > to_node ) . to_int ( ) , clicked_connection - > to_port ) ;
undo_redo - > add_undo_method ( visual_shader . ptr ( ) , " connect_nodes " , get_current_shader_type ( ) , String ( clicked_connection - > from_node ) . to_int ( ) , clicked_connection - > from_port , String ( clicked_connection - > to_node ) . to_int ( ) , clicked_connection - > to_port ) ;
undo_redo - > add_do_method ( graph_plugin . ptr ( ) , " disconnect_nodes " , get_current_shader_type ( ) , String ( clicked_connection - > from_node ) . to_int ( ) , clicked_connection - > from_port , String ( clicked_connection - > to_node ) . to_int ( ) , clicked_connection - > to_port ) ;
undo_redo - > add_undo_method ( graph_plugin . ptr ( ) , " connect_nodes " , get_current_shader_type ( ) , String ( clicked_connection - > from_node ) . to_int ( ) , clicked_connection - > from_port , String ( clicked_connection - > to_node ) . to_int ( ) , clicked_connection - > to_port ) ;
undo_redo - > commit_action ( ) ;
} break ;
case ConnectionMenuOptions : : INSERT_NEW_NODE : {
VisualShaderNode : : PortType input_port_type = VisualShaderNode : : PORT_TYPE_MAX ;
VisualShaderNode : : PortType output_port_type = VisualShaderNode : : PORT_TYPE_MAX ;
Ref < VisualShaderNode > node1 = visual_shader - > get_node ( get_current_shader_type ( ) , String ( clicked_connection - > from_node ) . to_int ( ) ) ;
if ( node1 . is_valid ( ) ) {
output_port_type = node1 - > get_output_port_type ( from_slot ) ;
}
Ref < VisualShaderNode > node2 = visual_shader - > get_node ( get_current_shader_type ( ) , String ( clicked_connection - > to_node ) . to_int ( ) ) ;
if ( node2 . is_valid ( ) ) {
input_port_type = node2 - > get_input_port_type ( to_slot ) ;
}
connection_node_insert_requested = true ;
_show_members_dialog ( true , input_port_type , output_port_type ) ;
} break ;
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case ConnectionMenuOptions : : INSERT_NEW_REROUTE : {
from_node = String ( clicked_connection - > from_node ) . to_int ( ) ;
from_slot = clicked_connection - > from_port ;
to_node = String ( clicked_connection - > to_node ) . to_int ( ) ;
to_slot = clicked_connection - > to_port ;
// Manual offset to place the port exactly at the mouse position.
saved_node_pos - = Vector2 ( 11 * EDSCALE * graph - > get_zoom ( ) , 50 * EDSCALE * graph - > get_zoom ( ) ) ;
// Find reroute addoptions.
int idx = - 1 ;
for ( int i = 0 ; i < add_options . size ( ) ; i + + ) {
if ( add_options [ i ] . name = = " Reroute " ) {
idx = i ;
break ;
}
}
_add_node ( idx , add_options [ idx ] . ops ) ;
} break ;
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default :
break ;
}
}
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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 ) ;
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if ( ! it ) {
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return Variant ( ) ;
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}
if ( ! it - > has_meta ( " id " ) ) {
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return Variant ( ) ;
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}
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int id = it - > get_meta ( " id " ) ;
AddOption op = add_options [ id ] ;
Dictionary d ;
d [ " id " ] = id ;
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 ;
}
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if ( d . has ( " files " ) ) {
return true ;
}
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}
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 ;
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_add_node ( idx , add_options [ idx ] . ops ) ;
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} else if ( d . has ( " files " ) ) {
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EditorUndoRedoManager * undo_redo = EditorUndoRedoManager : : get_singleton ( ) ;
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undo_redo - > create_action ( TTR ( " Add Node(s) to Visual Shader " ) ) ;
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if ( d [ " files " ] . get_type ( ) = = Variant : : PACKED_STRING_ARRAY ) {
PackedStringArray arr = d [ " files " ] ;
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for ( int i = 0 ; i < arr . size ( ) ; i + + ) {
String type = ResourceLoader : : get_resource_type ( arr [ i ] ) ;
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if ( type = = " GDScript " ) {
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Ref < Script > scr = ResourceLoader : : load ( arr [ i ] ) ;
if ( scr - > get_instance_base_type ( ) = = " VisualShaderNodeCustom " ) {
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saved_node_pos = p_point + Vector2 ( 0 , i * 250 * EDSCALE ) ;
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saved_node_pos_dirty = true ;
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int idx = - 1 ;
for ( int j = custom_node_option_idx ; j < add_options . size ( ) ; j + + ) {
if ( add_options [ j ] . script . is_valid ( ) ) {
if ( add_options [ j ] . script - > get_path ( ) = = arr [ i ] ) {
idx = j ;
break ;
}
}
}
if ( idx ! = - 1 ) {
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_add_node ( idx , { } , arr [ i ] , i ) ;
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}
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}
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} else if ( type = = " CurveTexture " ) {
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saved_node_pos = p_point + Vector2 ( 0 , i * 250 * EDSCALE ) ;
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saved_node_pos_dirty = true ;
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_add_node ( curve_node_option_idx , { } , arr [ i ] , i ) ;
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} else if ( type = = " CurveXYZTexture " ) {
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saved_node_pos = p_point + Vector2 ( 0 , i * 250 * EDSCALE ) ;
saved_node_pos_dirty = true ;
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_add_node ( curve_xyz_node_option_idx , { } , arr [ i ] , i ) ;
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} else if ( ClassDB : : get_parent_class ( type ) = = " Texture2D " ) {
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saved_node_pos = p_point + Vector2 ( 0 , i * 250 * EDSCALE ) ;
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saved_node_pos_dirty = true ;
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_add_node ( texture2d_node_option_idx , { } , arr [ i ] , i ) ;
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} else if ( type = = " Texture2DArray " ) {
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saved_node_pos = p_point + Vector2 ( 0 , i * 250 * EDSCALE ) ;
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saved_node_pos_dirty = true ;
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_add_node ( texture2d_array_node_option_idx , { } , arr [ i ] , i ) ;
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} else if ( ClassDB : : get_parent_class ( type ) = = " Texture3D " ) {
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saved_node_pos = p_point + Vector2 ( 0 , i * 250 * EDSCALE ) ;
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saved_node_pos_dirty = true ;
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_add_node ( texture3d_node_option_idx , { } , arr [ i ] , i ) ;
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} else if ( type = = " Cubemap " ) {
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saved_node_pos = p_point + Vector2 ( 0 , i * 250 * EDSCALE ) ;
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saved_node_pos_dirty = true ;
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_add_node ( cubemap_node_option_idx , { } , arr [ i ] , i ) ;
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}
}
}
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undo_redo - > commit_action ( ) ;
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}
}
}
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void VisualShaderEditor : : _show_preview_text ( ) {
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preview_showed = ! preview_showed ;
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if ( preview_showed ) {
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if ( preview_first ) {
preview_window - > set_size ( Size2 ( 400 * EDSCALE , 600 * EDSCALE ) ) ;
preview_window - > popup_centered ( ) ;
preview_first = false ;
} else {
preview_window - > popup ( ) ;
}
_preview_size_changed ( ) ;
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if ( pending_update_preview ) {
_update_preview ( ) ;
pending_update_preview = false ;
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}
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} else {
preview_window - > hide ( ) ;
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}
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}
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void VisualShaderEditor : : _preview_close_requested ( ) {
preview_showed = false ;
preview_window - > hide ( ) ;
preview_shader - > set_pressed ( false ) ;
}
void VisualShaderEditor : : _preview_size_changed ( ) {
preview_vbox - > set_custom_minimum_size ( preview_window - > get_size ( ) ) ;
}
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static ShaderLanguage : : DataType _visual_shader_editor_get_global_shader_uniform_type ( const StringName & p_variable ) {
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RS : : GlobalShaderParameterType gvt = RS : : get_singleton ( ) - > global_shader_parameter_get_type ( p_variable ) ;
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return ( ShaderLanguage : : DataType ) RS : : global_shader_uniform_type_get_shader_datatype ( gvt ) ;
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}
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void VisualShaderEditor : : _update_preview ( ) {
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if ( ! preview_showed ) {
pending_update_preview = true ;
return ;
}
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String code = visual_shader - > get_code ( ) ;
preview_text - > set_text ( code ) ;
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ShaderLanguage : : ShaderCompileInfo info ;
info . functions = ShaderTypes : : get_singleton ( ) - > get_functions ( RenderingServer : : ShaderMode ( visual_shader - > get_mode ( ) ) ) ;
info . render_modes = ShaderTypes : : get_singleton ( ) - > get_modes ( RenderingServer : : ShaderMode ( visual_shader - > get_mode ( ) ) ) ;
info . shader_types = ShaderTypes : : get_singleton ( ) - > get_types ( ) ;
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info . global_shader_uniform_type_func = _visual_shader_editor_get_global_shader_uniform_type ;
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for ( int i = 0 ; i < preview_text - > get_line_count ( ) ; i + + ) {
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preview_text - > set_line_background_color ( i , Color ( 0 , 0 , 0 , 0 ) ) ;
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}
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String preprocessed_code ;
{
String path = visual_shader - > get_path ( ) ;
String error_pp ;
List < ShaderPreprocessor : : FilePosition > err_positions ;
ShaderPreprocessor preprocessor ;
Error err = preprocessor . preprocess ( code , path , preprocessed_code , & error_pp , & err_positions ) ;
if ( err ! = OK ) {
ERR_FAIL_COND ( err_positions . is_empty ( ) ) ;
String file = err_positions . front ( ) - > get ( ) . file ;
int err_line = err_positions . front ( ) - > get ( ) . line ;
Color error_line_color = EDITOR_GET ( " text_editor/theme/highlighting/mark_color " ) ;
preview_text - > set_line_background_color ( err_line - 1 , error_line_color ) ;
error_panel - > show ( ) ;
error_label - > set_text ( " error( " + file + " : " + itos ( err_line ) + " ): " + error_pp ) ;
shader_error = true ;
return ;
}
}
ShaderLanguage sl ;
Error err = sl . compile ( preprocessed_code , info ) ;
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if ( err ! = OK ) {
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int err_line ;
String err_text ;
Vector < ShaderLanguage : : FilePosition > include_positions = sl . get_include_positions ( ) ;
if ( include_positions . size ( ) > 1 ) {
// Error is in an include.
err_line = include_positions [ 0 ] . line ;
err_text = " error( " + itos ( err_line ) + " ) in include " + include_positions [ include_positions . size ( ) - 1 ] . file + " : " + itos ( include_positions [ include_positions . size ( ) - 1 ] . line ) + " : " + sl . get_error_text ( ) ;
} else {
err_line = sl . get_error_line ( ) ;
err_text = " error( " + itos ( err_line ) + " ): " + sl . get_error_text ( ) ;
}
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Color error_line_color = EDITOR_GET ( " text_editor/theme/highlighting/mark_color " ) ;
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preview_text - > set_line_background_color ( err_line - 1 , error_line_color ) ;
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error_panel - > show ( ) ;
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error_label - > set_text ( err_text ) ;
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shader_error = true ;
} else {
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error_panel - > hide ( ) ;
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shader_error = false ;
}
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}
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void VisualShaderEditor : : _update_next_previews ( int p_node_id ) {
VisualShader : : Type type = get_current_shader_type ( ) ;
LocalVector < int > nodes ;
_get_next_nodes_recursively ( type , p_node_id , nodes ) ;
for ( int node_id : nodes ) {
if ( graph_plugin - > is_preview_visible ( node_id ) ) {
graph_plugin - > update_node_deferred ( type , node_id ) ;
}
}
}
void VisualShaderEditor : : _get_next_nodes_recursively ( VisualShader : : Type p_type , int p_node_id , LocalVector < int > & r_nodes ) const {
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const LocalVector < int > & next_connections = visual_shader - > get_next_connected_nodes ( p_type , p_node_id ) ;
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for ( int node_id : next_connections ) {
r_nodes . push_back ( node_id ) ;
_get_next_nodes_recursively ( p_type , node_id , r_nodes ) ;
}
}
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void VisualShaderEditor : : _visibility_changed ( ) {
if ( ! is_visible ( ) ) {
if ( preview_window - > is_visible ( ) ) {
preview_shader - > set_pressed ( false ) ;
preview_window - > hide ( ) ;
preview_showed = false ;
}
}
}
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void VisualShaderEditor : : _bind_methods ( ) {
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ClassDB : : bind_method ( " _update_nodes " , & VisualShaderEditor : : _update_nodes ) ;
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ClassDB : : bind_method ( " _update_graph " , & VisualShaderEditor : : _update_graph ) ;
ClassDB : : bind_method ( " _input_select_item " , & VisualShaderEditor : : _input_select_item ) ;
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ClassDB : : bind_method ( " _parameter_ref_select_item " , & VisualShaderEditor : : _parameter_ref_select_item ) ;
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ClassDB : : bind_method ( " _varying_select_item " , & VisualShaderEditor : : _varying_select_item ) ;
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ClassDB : : bind_method ( " _set_node_size " , & VisualShaderEditor : : _set_node_size ) ;
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ClassDB : : bind_method ( " _update_parameters " , & VisualShaderEditor : : _update_parameters ) ;
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ClassDB : : bind_method ( " _update_varyings " , & VisualShaderEditor : : _update_varyings ) ;
ClassDB : : bind_method ( " _update_varying_tree " , & VisualShaderEditor : : _update_varying_tree ) ;
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ClassDB : : bind_method ( " _set_mode " , & VisualShaderEditor : : _set_mode ) ;
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ClassDB : : bind_method ( " _update_constant " , & VisualShaderEditor : : _update_constant ) ;
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ClassDB : : bind_method ( " _update_parameter " , & VisualShaderEditor : : _update_parameter ) ;
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ClassDB : : bind_method ( " _update_next_previews " , & VisualShaderEditor : : _update_next_previews ) ;
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}
VisualShaderEditor : : VisualShaderEditor ( ) {
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ShaderLanguage : : get_keyword_list ( & keyword_list ) ;
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EditorNode : : get_singleton ( ) - > connect ( " resource_saved " , callable_mp ( this , & VisualShaderEditor : : _resource_saved ) ) ;
FileSystemDock : : get_singleton ( ) - > get_script_create_dialog ( ) - > connect ( " script_created " , callable_mp ( this , & VisualShaderEditor : : _script_created ) ) ;
FileSystemDock : : get_singleton ( ) - > connect ( " resource_removed " , callable_mp ( this , & VisualShaderEditor : : _resource_removed ) ) ;
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graph = memnew ( GraphEdit ) ;
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graph - > get_menu_hbox ( ) - > set_h_size_flags ( SIZE_EXPAND_FILL ) ;
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graph - > set_v_size_flags ( SIZE_EXPAND_FILL ) ;
graph - > set_h_size_flags ( SIZE_EXPAND_FILL ) ;
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graph - > set_grid_pattern ( GraphEdit : : GridPattern : : GRID_PATTERN_DOTS ) ;
int grid_pattern = EDITOR_GET ( " editors/visual_editors/grid_pattern " ) ;
graph - > set_grid_pattern ( ( GraphEdit : : GridPattern ) grid_pattern ) ;
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graph - > set_show_zoom_label ( true ) ;
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add_child ( graph ) ;
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SET_DRAG_FORWARDING_GCD ( graph , VisualShaderEditor ) ;
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float graph_minimap_opacity = EDITOR_GET ( " editors/visual_editors/minimap_opacity " ) ;
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graph - > set_minimap_opacity ( graph_minimap_opacity ) ;
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float graph_lines_curvature = EDITOR_GET ( " editors/visual_editors/lines_curvature " ) ;
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graph - > set_connection_lines_curvature ( graph_lines_curvature ) ;
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graph - > add_valid_right_disconnect_type ( VisualShaderNode : : PORT_TYPE_SCALAR ) ;
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graph - > add_valid_right_disconnect_type ( VisualShaderNode : : PORT_TYPE_SCALAR_INT ) ;
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graph - > add_valid_right_disconnect_type ( VisualShaderNode : : PORT_TYPE_SCALAR_UINT ) ;
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graph - > add_valid_right_disconnect_type ( VisualShaderNode : : PORT_TYPE_BOOLEAN ) ;
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graph - > add_valid_right_disconnect_type ( VisualShaderNode : : PORT_TYPE_VECTOR_2D ) ;
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graph - > add_valid_right_disconnect_type ( VisualShaderNode : : PORT_TYPE_VECTOR_3D ) ;
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graph - > add_valid_right_disconnect_type ( VisualShaderNode : : PORT_TYPE_VECTOR_4D ) ;
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graph - > add_valid_right_disconnect_type ( VisualShaderNode : : PORT_TYPE_TRANSFORM ) ;
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graph - > add_valid_right_disconnect_type ( VisualShaderNode : : PORT_TYPE_SAMPLER ) ;
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//graph->add_valid_left_disconnect_type(0);
graph - > set_v_size_flags ( SIZE_EXPAND_FILL ) ;
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graph - > connect ( " connection_request " , callable_mp ( this , & VisualShaderEditor : : _connection_request ) , CONNECT_DEFERRED ) ;
graph - > connect ( " disconnection_request " , callable_mp ( this , & VisualShaderEditor : : _disconnection_request ) , CONNECT_DEFERRED ) ;
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graph - > connect ( " node_selected " , callable_mp ( this , & VisualShaderEditor : : _node_selected ) ) ;
graph - > connect ( " scroll_offset_changed " , callable_mp ( this , & VisualShaderEditor : : _scroll_changed ) ) ;
graph - > connect ( " duplicate_nodes_request " , callable_mp ( this , & VisualShaderEditor : : _duplicate_nodes ) ) ;
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graph - > connect ( " copy_nodes_request " , callable_mp ( this , & VisualShaderEditor : : _copy_nodes ) . bind ( false ) ) ;
graph - > connect ( " paste_nodes_request " , callable_mp ( this , & VisualShaderEditor : : _paste_nodes ) . bind ( false , Point2 ( ) ) ) ;
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graph - > connect ( " delete_nodes_request " , callable_mp ( this , & VisualShaderEditor : : _delete_nodes_request ) ) ;
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graph - > connect ( SceneStringName ( gui_input ) , callable_mp ( this , & VisualShaderEditor : : _graph_gui_input ) ) ;
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graph - > connect ( " connection_to_empty " , callable_mp ( this , & VisualShaderEditor : : _connection_to_empty ) ) ;
graph - > connect ( " connection_from_empty " , callable_mp ( this , & VisualShaderEditor : : _connection_from_empty ) ) ;
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graph - > connect ( SceneStringName ( visibility_changed ) , callable_mp ( this , & VisualShaderEditor : : _visibility_changed ) ) ;
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graph - > add_valid_connection_type ( VisualShaderNode : : PORT_TYPE_SCALAR , VisualShaderNode : : PORT_TYPE_SCALAR ) ;
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graph - > add_valid_connection_type ( VisualShaderNode : : PORT_TYPE_SCALAR , VisualShaderNode : : PORT_TYPE_SCALAR_INT ) ;
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graph - > add_valid_connection_type ( VisualShaderNode : : PORT_TYPE_SCALAR , VisualShaderNode : : PORT_TYPE_SCALAR_UINT ) ;
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graph - > add_valid_connection_type ( VisualShaderNode : : PORT_TYPE_SCALAR , VisualShaderNode : : PORT_TYPE_VECTOR_2D ) ;
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graph - > add_valid_connection_type ( VisualShaderNode : : PORT_TYPE_SCALAR , VisualShaderNode : : PORT_TYPE_VECTOR_3D ) ;
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graph - > add_valid_connection_type ( VisualShaderNode : : PORT_TYPE_SCALAR , VisualShaderNode : : PORT_TYPE_VECTOR_4D ) ;
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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_SCALAR_INT , VisualShaderNode : : PORT_TYPE_SCALAR ) ;
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graph - > add_valid_connection_type ( VisualShaderNode : : PORT_TYPE_SCALAR_INT , VisualShaderNode : : PORT_TYPE_SCALAR_INT ) ;
graph - > add_valid_connection_type ( VisualShaderNode : : PORT_TYPE_SCALAR_INT , VisualShaderNode : : PORT_TYPE_SCALAR_UINT ) ;
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graph - > add_valid_connection_type ( VisualShaderNode : : PORT_TYPE_SCALAR_INT , VisualShaderNode : : PORT_TYPE_VECTOR_2D ) ;
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graph - > add_valid_connection_type ( VisualShaderNode : : PORT_TYPE_SCALAR_INT , VisualShaderNode : : PORT_TYPE_VECTOR_3D ) ;
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graph - > add_valid_connection_type ( VisualShaderNode : : PORT_TYPE_SCALAR_INT , VisualShaderNode : : PORT_TYPE_VECTOR_4D ) ;
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graph - > add_valid_connection_type ( VisualShaderNode : : PORT_TYPE_SCALAR_INT , VisualShaderNode : : PORT_TYPE_BOOLEAN ) ;
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graph - > add_valid_connection_type ( VisualShaderNode : : PORT_TYPE_SCALAR_UINT , VisualShaderNode : : PORT_TYPE_SCALAR ) ;
graph - > add_valid_connection_type ( VisualShaderNode : : PORT_TYPE_SCALAR_UINT , VisualShaderNode : : PORT_TYPE_SCALAR_INT ) ;
graph - > add_valid_connection_type ( VisualShaderNode : : PORT_TYPE_SCALAR_UINT , VisualShaderNode : : PORT_TYPE_SCALAR_UINT ) ;
graph - > add_valid_connection_type ( VisualShaderNode : : PORT_TYPE_SCALAR_UINT , VisualShaderNode : : PORT_TYPE_VECTOR_2D ) ;
graph - > add_valid_connection_type ( VisualShaderNode : : PORT_TYPE_SCALAR_UINT , VisualShaderNode : : PORT_TYPE_VECTOR_3D ) ;
graph - > add_valid_connection_type ( VisualShaderNode : : PORT_TYPE_SCALAR_UINT , VisualShaderNode : : PORT_TYPE_VECTOR_4D ) ;
graph - > add_valid_connection_type ( VisualShaderNode : : PORT_TYPE_SCALAR_UINT , VisualShaderNode : : PORT_TYPE_BOOLEAN ) ;
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graph - > add_valid_connection_type ( VisualShaderNode : : PORT_TYPE_VECTOR_2D , VisualShaderNode : : PORT_TYPE_SCALAR ) ;
graph - > add_valid_connection_type ( VisualShaderNode : : PORT_TYPE_VECTOR_2D , VisualShaderNode : : PORT_TYPE_SCALAR_INT ) ;
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graph - > add_valid_connection_type ( VisualShaderNode : : PORT_TYPE_VECTOR_2D , VisualShaderNode : : PORT_TYPE_SCALAR_UINT ) ;
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graph - > add_valid_connection_type ( VisualShaderNode : : PORT_TYPE_VECTOR_2D , VisualShaderNode : : PORT_TYPE_VECTOR_2D ) ;
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graph - > add_valid_connection_type ( VisualShaderNode : : PORT_TYPE_VECTOR_2D , VisualShaderNode : : PORT_TYPE_VECTOR_3D ) ;
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graph - > add_valid_connection_type ( VisualShaderNode : : PORT_TYPE_VECTOR_2D , VisualShaderNode : : PORT_TYPE_VECTOR_4D ) ;
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graph - > add_valid_connection_type ( VisualShaderNode : : PORT_TYPE_VECTOR_2D , VisualShaderNode : : PORT_TYPE_BOOLEAN ) ;
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graph - > add_valid_connection_type ( VisualShaderNode : : PORT_TYPE_VECTOR_3D , VisualShaderNode : : PORT_TYPE_SCALAR ) ;
graph - > add_valid_connection_type ( VisualShaderNode : : PORT_TYPE_VECTOR_3D , VisualShaderNode : : PORT_TYPE_SCALAR_INT ) ;
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graph - > add_valid_connection_type ( VisualShaderNode : : PORT_TYPE_VECTOR_3D , VisualShaderNode : : PORT_TYPE_SCALAR_UINT ) ;
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graph - > add_valid_connection_type ( VisualShaderNode : : PORT_TYPE_VECTOR_3D , VisualShaderNode : : PORT_TYPE_VECTOR_2D ) ;
graph - > add_valid_connection_type ( VisualShaderNode : : PORT_TYPE_VECTOR_3D , VisualShaderNode : : PORT_TYPE_VECTOR_3D ) ;
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graph - > add_valid_connection_type ( VisualShaderNode : : PORT_TYPE_VECTOR_3D , VisualShaderNode : : PORT_TYPE_VECTOR_4D ) ;
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graph - > add_valid_connection_type ( VisualShaderNode : : PORT_TYPE_VECTOR_3D , VisualShaderNode : : PORT_TYPE_BOOLEAN ) ;
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graph - > add_valid_connection_type ( VisualShaderNode : : PORT_TYPE_VECTOR_4D , VisualShaderNode : : PORT_TYPE_SCALAR ) ;
graph - > add_valid_connection_type ( VisualShaderNode : : PORT_TYPE_VECTOR_4D , VisualShaderNode : : PORT_TYPE_SCALAR_INT ) ;
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graph - > add_valid_connection_type ( VisualShaderNode : : PORT_TYPE_VECTOR_4D , VisualShaderNode : : PORT_TYPE_SCALAR_UINT ) ;
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graph - > add_valid_connection_type ( VisualShaderNode : : PORT_TYPE_VECTOR_4D , VisualShaderNode : : PORT_TYPE_VECTOR_2D ) ;
graph - > add_valid_connection_type ( VisualShaderNode : : PORT_TYPE_VECTOR_4D , VisualShaderNode : : PORT_TYPE_VECTOR_3D ) ;
graph - > add_valid_connection_type ( VisualShaderNode : : PORT_TYPE_VECTOR_4D , VisualShaderNode : : PORT_TYPE_VECTOR_4D ) ;
graph - > add_valid_connection_type ( VisualShaderNode : : PORT_TYPE_VECTOR_4D , VisualShaderNode : : PORT_TYPE_BOOLEAN ) ;
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graph - > add_valid_connection_type ( VisualShaderNode : : PORT_TYPE_BOOLEAN , VisualShaderNode : : PORT_TYPE_SCALAR ) ;
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graph - > add_valid_connection_type ( VisualShaderNode : : PORT_TYPE_BOOLEAN , VisualShaderNode : : PORT_TYPE_SCALAR_INT ) ;
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graph - > add_valid_connection_type ( VisualShaderNode : : PORT_TYPE_BOOLEAN , VisualShaderNode : : PORT_TYPE_SCALAR_UINT ) ;
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graph - > add_valid_connection_type ( VisualShaderNode : : PORT_TYPE_BOOLEAN , VisualShaderNode : : PORT_TYPE_VECTOR_2D ) ;
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graph - > add_valid_connection_type ( VisualShaderNode : : PORT_TYPE_BOOLEAN , VisualShaderNode : : PORT_TYPE_VECTOR_3D ) ;
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graph - > add_valid_connection_type ( VisualShaderNode : : PORT_TYPE_BOOLEAN , VisualShaderNode : : PORT_TYPE_VECTOR_4D ) ;
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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 ) ;
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graph - > add_valid_connection_type ( VisualShaderNode : : PORT_TYPE_SAMPLER , VisualShaderNode : : PORT_TYPE_SAMPLER ) ;
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VSeparator * vs = memnew ( VSeparator ) ;
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graph - > get_menu_hbox ( ) - > add_child ( vs ) ;
graph - > get_menu_hbox ( ) - > move_child ( vs , 0 ) ;
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custom_mode_box = memnew ( CheckBox ) ;
custom_mode_box - > set_text ( TTR ( " Custom " ) ) ;
custom_mode_box - > set_pressed ( false ) ;
custom_mode_box - > set_visible ( false ) ;
custom_mode_box - > connect ( " toggled " , callable_mp ( this , & VisualShaderEditor : : _custom_mode_toggled ) ) ;
edit_type_standard = memnew ( OptionButton ) ;
edit_type_standard - > add_item ( TTR ( " Vertex " ) ) ;
edit_type_standard - > add_item ( TTR ( " Fragment " ) ) ;
edit_type_standard - > add_item ( TTR ( " Light " ) ) ;
edit_type_standard - > select ( 1 ) ;
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edit_type_standard - > connect ( SceneStringName ( item_selected ) , callable_mp ( this , & VisualShaderEditor : : _mode_selected ) ) ;
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edit_type_particles = memnew ( OptionButton ) ;
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edit_type_particles - > add_item ( TTR ( " Start " ) ) ;
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edit_type_particles - > add_item ( TTR ( " Process " ) ) ;
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edit_type_particles - > add_item ( TTR ( " Collide " ) ) ;
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edit_type_particles - > select ( 0 ) ;
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edit_type_particles - > connect ( SceneStringName ( item_selected ) , callable_mp ( this , & VisualShaderEditor : : _mode_selected ) ) ;
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edit_type_sky = memnew ( OptionButton ) ;
edit_type_sky - > add_item ( TTR ( " Sky " ) ) ;
edit_type_sky - > select ( 0 ) ;
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edit_type_sky - > connect ( SceneStringName ( item_selected ) , callable_mp ( this , & VisualShaderEditor : : _mode_selected ) ) ;
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edit_type_fog = memnew ( OptionButton ) ;
edit_type_fog - > add_item ( TTR ( " Fog " ) ) ;
edit_type_fog - > select ( 0 ) ;
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edit_type_fog - > connect ( SceneStringName ( item_selected ) , callable_mp ( this , & VisualShaderEditor : : _mode_selected ) ) ;
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edit_type = edit_type_standard ;
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graph - > get_menu_hbox ( ) - > add_child ( custom_mode_box ) ;
graph - > get_menu_hbox ( ) - > move_child ( custom_mode_box , 0 ) ;
graph - > get_menu_hbox ( ) - > add_child ( edit_type_standard ) ;
graph - > get_menu_hbox ( ) - > move_child ( edit_type_standard , 0 ) ;
graph - > get_menu_hbox ( ) - > add_child ( edit_type_particles ) ;
graph - > get_menu_hbox ( ) - > move_child ( edit_type_particles , 0 ) ;
graph - > get_menu_hbox ( ) - > add_child ( edit_type_sky ) ;
graph - > get_menu_hbox ( ) - > move_child ( edit_type_sky , 0 ) ;
graph - > get_menu_hbox ( ) - > add_child ( edit_type_fog ) ;
graph - > get_menu_hbox ( ) - > move_child ( edit_type_fog , 0 ) ;
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add_node = memnew ( Button ) ;
add_node - > set_flat ( true ) ;
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add_node - > set_text ( TTR ( " Add Node... " ) ) ;
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graph - > get_menu_hbox ( ) - > add_child ( add_node ) ;
graph - > get_menu_hbox ( ) - > move_child ( add_node , 0 ) ;
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add_node - > connect ( SceneStringName ( pressed ) , callable_mp ( this , & VisualShaderEditor : : _show_members_dialog ) . bind ( false , VisualShaderNode : : PORT_TYPE_MAX , VisualShaderNode : : PORT_TYPE_MAX ) ) ;
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graph - > connect ( " graph_elements_linked_to_frame_request " , callable_mp ( this , & VisualShaderEditor : : _nodes_linked_to_frame_request ) ) ;
graph - > connect ( " frame_rect_changed " , callable_mp ( this , & VisualShaderEditor : : _frame_rect_changed ) ) ;
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varying_button = memnew ( MenuButton ) ;
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varying_button - > set_text ( TTR ( " Manage Varyings " ) ) ;
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varying_button - > set_switch_on_hover ( true ) ;
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graph - > get_menu_hbox ( ) - > add_child ( varying_button ) ;
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PopupMenu * varying_menu = varying_button - > get_popup ( ) ;
varying_menu - > add_item ( TTR ( " Add Varying " ) , int ( VaryingMenuOptions : : ADD ) ) ;
varying_menu - > add_item ( TTR ( " Remove Varying " ) , int ( VaryingMenuOptions : : REMOVE ) ) ;
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varying_menu - > connect ( SceneStringName ( id_pressed ) , callable_mp ( this , & VisualShaderEditor : : _varying_menu_id_pressed ) ) ;
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preview_shader = memnew ( Button ) ;
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preview_shader - > set_theme_type_variation ( " FlatButton " ) ;
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preview_shader - > set_toggle_mode ( true ) ;
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preview_shader - > set_tooltip_text ( TTR ( " Show generated shader code. " ) ) ;
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graph - > get_menu_hbox ( ) - > add_child ( preview_shader ) ;
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preview_shader - > connect ( SceneStringName ( pressed ) , callable_mp ( this , & VisualShaderEditor : : _show_preview_text ) ) ;
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///////////////////////////////////////
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// PREVIEW WINDOW
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///////////////////////////////////////
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preview_window = memnew ( Window ) ;
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preview_window - > set_title ( TTR ( " Generated Shader Code " ) ) ;
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preview_window - > set_visible ( preview_showed ) ;
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preview_window - > set_exclusive ( true ) ;
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preview_window - > connect ( " close_requested " , callable_mp ( this , & VisualShaderEditor : : _preview_close_requested ) ) ;
preview_window - > connect ( " size_changed " , callable_mp ( this , & VisualShaderEditor : : _preview_size_changed ) ) ;
add_child ( preview_window ) ;
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preview_vbox = memnew ( VBoxContainer ) ;
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preview_window - > add_child ( preview_vbox ) ;
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preview_vbox - > add_theme_constant_override ( " separation " , 0 ) ;
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preview_text = memnew ( CodeEdit ) ;
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syntax_highlighter . instantiate ( ) ;
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preview_vbox - > add_child ( preview_text ) ;
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preview_text - > set_v_size_flags ( Control : : SIZE_EXPAND_FILL ) ;
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preview_text - > set_syntax_highlighter ( syntax_highlighter ) ;
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preview_text - > set_draw_line_numbers ( true ) ;
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preview_text - > set_editable ( false ) ;
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error_panel = memnew ( PanelContainer ) ;
preview_vbox - > add_child ( error_panel ) ;
error_panel - > set_visible ( false ) ;
error_label = memnew ( Label ) ;
error_panel - > add_child ( error_label ) ;
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error_label - > set_autowrap_mode ( TextServer : : AUTOWRAP_WORD_SMART ) ;
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///////////////////////////////////////
// POPUP MENU
///////////////////////////////////////
popup_menu = memnew ( PopupMenu ) ;
add_child ( popup_menu ) ;
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popup_menu - > set_hide_on_checkable_item_selection ( false ) ;
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popup_menu - > add_item ( TTR ( " Add Node " ) , NodeMenuOptions : : ADD ) ;
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popup_menu - > add_separator ( ) ;
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popup_menu - > add_item ( TTR ( " Cut " ) , NodeMenuOptions : : CUT ) ;
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popup_menu - > add_item ( TTR ( " Copy " ) , NodeMenuOptions : : COPY ) ;
popup_menu - > add_item ( TTR ( " Paste " ) , NodeMenuOptions : : PASTE ) ;
popup_menu - > add_item ( TTR ( " Delete " ) , NodeMenuOptions : : DELETE ) ;
popup_menu - > add_item ( TTR ( " Duplicate " ) , NodeMenuOptions : : DUPLICATE ) ;
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popup_menu - > add_item ( TTR ( " Clear Copy Buffer " ) , NodeMenuOptions : : CLEAR_COPY_BUFFER ) ;
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popup_menu - > connect ( SceneStringName ( id_pressed ) , callable_mp ( this , & VisualShaderEditor : : _node_menu_id_pressed ) ) ;
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connection_popup_menu = memnew ( PopupMenu ) ;
add_child ( connection_popup_menu ) ;
connection_popup_menu - > add_item ( TTR ( " Disconnect " ) , ConnectionMenuOptions : : DISCONNECT ) ;
connection_popup_menu - > add_item ( TTR ( " Insert New Node " ) , ConnectionMenuOptions : : INSERT_NEW_NODE ) ;
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connection_popup_menu - > add_item ( TTR ( " Insert New Reroute " ) , ConnectionMenuOptions : : INSERT_NEW_REROUTE ) ;
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connection_popup_menu - > connect ( SceneStringName ( id_pressed ) , callable_mp ( this , & VisualShaderEditor : : _connection_menu_id_pressed ) ) ;
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///////////////////////////////////////
// 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 ) ;
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node_filter - > connect ( SceneStringName ( text_changed ) , callable_mp ( this , & VisualShaderEditor : : _member_filter_changed ) ) ;
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node_filter - > connect ( SceneStringName ( gui_input ) , callable_mp ( this , & VisualShaderEditor : : _sbox_input ) ) ;
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node_filter - > set_h_size_flags ( SIZE_EXPAND_FILL ) ;
node_filter - > set_placeholder ( TTR ( " Search " ) ) ;
tools = memnew ( MenuButton ) ;
filter_hb - > add_child ( tools ) ;
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tools - > set_tooltip_text ( TTR ( " Options " ) ) ;
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tools - > get_popup ( ) - > connect ( SceneStringName ( id_pressed ) , callable_mp ( this , & VisualShaderEditor : : _tools_menu_option ) ) ;
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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 ) ;
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SET_DRAG_FORWARDING_GCD ( members , VisualShaderEditor ) ;
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members - > set_auto_translate_mode ( AUTO_TRANSLATE_MODE_DISABLED ) ; // TODO: Implement proper translation switch.
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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 ) ) ;
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members - > connect ( " item_activated " , callable_mp ( this , & VisualShaderEditor : : _member_create ) ) ;
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members - > connect ( SceneStringName ( item_selected ) , callable_mp ( this , & VisualShaderEditor : : _member_selected ) ) ;
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members - > connect ( " nothing_selected " , callable_mp ( this , & VisualShaderEditor : : _member_unselected ) ) ;
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HBoxContainer * desc_hbox = memnew ( HBoxContainer ) ;
members_vb - > add_child ( desc_hbox ) ;
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Label * desc_label = memnew ( Label ) ;
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desc_hbox - > add_child ( desc_label ) ;
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desc_label - > set_text ( TTR ( " Description: " ) ) ;
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desc_hbox - > add_spacer ( ) ;
highend_label = memnew ( Label ) ;
desc_hbox - > add_child ( highend_label ) ;
highend_label - > set_visible ( false ) ;
highend_label - > set_text ( " Vulkan " ) ;
highend_label - > set_mouse_filter ( Control : : MOUSE_FILTER_STOP ) ;
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highend_label - > set_tooltip_text ( TTR ( " High-end node " ) ) ;
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2019-02-22 17:38:58 +00:00
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 " ) ) ;
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members_dialog - > set_exclusive ( true ) ;
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members_dialog - > add_child ( members_vb ) ;
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members_dialog - > set_ok_button_text ( TTR ( " Create " ) ) ;
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members_dialog - > get_ok_button ( ) - > connect ( SceneStringName ( pressed ) , callable_mp ( this , & VisualShaderEditor : : _member_create ) ) ;
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members_dialog - > get_ok_button ( ) - > set_disabled ( true ) ;
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members_dialog - > connect ( " canceled " , callable_mp ( this , & VisualShaderEditor : : _member_cancel ) ) ;
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add_child ( members_dialog ) ;
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// add varyings dialog
{
add_varying_dialog = memnew ( ConfirmationDialog ) ;
add_varying_dialog - > set_title ( TTR ( " Create Shader Varying " ) ) ;
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add_varying_dialog - > set_exclusive ( true ) ;
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add_varying_dialog - > set_ok_button_text ( TTR ( " Create " ) ) ;
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add_varying_dialog - > get_ok_button ( ) - > connect ( SceneStringName ( pressed ) , callable_mp ( this , & VisualShaderEditor : : _varying_create ) ) ;
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add_varying_dialog - > get_ok_button ( ) - > set_disabled ( true ) ;
add_child ( add_varying_dialog ) ;
VBoxContainer * vb = memnew ( VBoxContainer ) ;
add_varying_dialog - > add_child ( vb ) ;
HBoxContainer * hb = memnew ( HBoxContainer ) ;
vb - > add_child ( hb ) ;
hb - > set_h_size_flags ( SIZE_EXPAND_FILL ) ;
varying_type = memnew ( OptionButton ) ;
hb - > add_child ( varying_type ) ;
varying_type - > add_item ( " Float " ) ;
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varying_type - > add_item ( " Int " ) ;
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varying_type - > add_item ( " UInt " ) ;
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varying_type - > add_item ( " Vector2 " ) ;
varying_type - > add_item ( " Vector3 " ) ;
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varying_type - > add_item ( " Vector4 " ) ;
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varying_type - > add_item ( " Boolean " ) ;
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varying_type - > add_item ( " Transform " ) ;
varying_name = memnew ( LineEdit ) ;
hb - > add_child ( varying_name ) ;
varying_name - > set_custom_minimum_size ( Size2 ( 150 * EDSCALE , 0 ) ) ;
varying_name - > set_h_size_flags ( SIZE_EXPAND_FILL ) ;
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varying_name - > connect ( SceneStringName ( text_changed ) , callable_mp ( this , & VisualShaderEditor : : _varying_name_changed ) ) ;
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varying_mode = memnew ( OptionButton ) ;
hb - > add_child ( varying_mode ) ;
varying_mode - > add_item ( " Vertex -> [Fragment, Light] " ) ;
varying_mode - > add_item ( " Fragment -> Light " ) ;
varying_error_label = memnew ( Label ) ;
vb - > add_child ( varying_error_label ) ;
varying_error_label - > set_h_size_flags ( SIZE_EXPAND_FILL ) ;
varying_error_label - > hide ( ) ;
}
// remove varying dialog
{
remove_varying_dialog = memnew ( ConfirmationDialog ) ;
remove_varying_dialog - > set_title ( TTR ( " Delete Shader Varying " ) ) ;
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remove_varying_dialog - > set_exclusive ( true ) ;
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remove_varying_dialog - > set_ok_button_text ( TTR ( " Delete " ) ) ;
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remove_varying_dialog - > get_ok_button ( ) - > connect ( SceneStringName ( pressed ) , callable_mp ( this , & VisualShaderEditor : : _varying_deleted ) ) ;
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add_child ( remove_varying_dialog ) ;
VBoxContainer * vb = memnew ( VBoxContainer ) ;
remove_varying_dialog - > add_child ( vb ) ;
varyings = memnew ( Tree ) ;
vb - > add_child ( varyings ) ;
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varyings - > set_auto_translate_mode ( AUTO_TRANSLATE_MODE_DISABLED ) ;
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varyings - > set_h_size_flags ( SIZE_EXPAND_FILL ) ;
varyings - > set_v_size_flags ( SIZE_EXPAND_FILL ) ;
varyings - > set_hide_root ( true ) ;
varyings - > set_allow_reselect ( true ) ;
varyings - > set_hide_folding ( false ) ;
varyings - > set_custom_minimum_size ( Size2 ( 180 * EDSCALE , 200 * EDSCALE ) ) ;
varyings - > connect ( " item_activated " , callable_mp ( this , & VisualShaderEditor : : _varying_deleted ) ) ;
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varyings - > connect ( SceneStringName ( item_selected ) , callable_mp ( this , & VisualShaderEditor : : _varying_selected ) ) ;
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varyings - > connect ( " nothing_selected " , callable_mp ( this , & VisualShaderEditor : : _varying_unselected ) ) ;
}
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alert = memnew ( AcceptDialog ) ;
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alert - > get_label ( ) - > set_autowrap_mode ( TextServer : : AUTOWRAP_WORD ) ;
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alert - > get_label ( ) - > set_horizontal_alignment ( HORIZONTAL_ALIGNMENT_CENTER ) ;
alert - > get_label ( ) - > set_vertical_alignment ( VERTICAL_ALIGNMENT_CENTER ) ;
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alert - > get_label ( ) - > set_custom_minimum_size ( Size2 ( 400 , 60 ) * EDSCALE ) ;
add_child ( alert ) ;
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frame_title_change_popup = memnew ( PopupPanel ) ;
frame_title_change_edit = memnew ( LineEdit ) ;
frame_title_change_edit - > set_expand_to_text_length_enabled ( true ) ;
frame_title_change_edit - > set_select_all_on_focus ( true ) ;
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frame_title_change_edit - > connect ( SceneStringName ( text_changed ) , callable_mp ( this , & VisualShaderEditor : : _frame_title_text_changed ) ) ;
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frame_title_change_edit - > connect ( " text_submitted " , callable_mp ( this , & VisualShaderEditor : : _frame_title_text_submitted ) ) ;
frame_title_change_popup - > add_child ( frame_title_change_edit ) ;
frame_title_change_edit - > reset_size ( ) ;
frame_title_change_popup - > reset_size ( ) ;
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frame_title_change_popup - > connect ( SceneStringName ( focus_exited ) , callable_mp ( this , & VisualShaderEditor : : _frame_title_popup_focus_out ) ) ;
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frame_title_change_popup - > connect ( " popup_hide " , callable_mp ( this , & VisualShaderEditor : : _frame_title_popup_hide ) ) ;
add_child ( frame_title_change_popup ) ;
frame_tint_color_pick_popup = memnew ( PopupPanel ) ;
VBoxContainer * frame_popup_item_tint_color_editor = memnew ( VBoxContainer ) ;
frame_tint_color_pick_popup - > add_child ( frame_popup_item_tint_color_editor ) ;
frame_tint_color_picker = memnew ( ColorPicker ) ;
frame_popup_item_tint_color_editor - > add_child ( frame_tint_color_picker ) ;
frame_tint_color_picker - > reset_size ( ) ;
frame_tint_color_picker - > connect ( " color_changed " , callable_mp ( this , & VisualShaderEditor : : _frame_color_changed ) ) ;
Button * frame_tint_color_confirm_button = memnew ( Button ) ;
frame_tint_color_confirm_button - > set_text ( TTR ( " OK " ) ) ;
frame_popup_item_tint_color_editor - > add_child ( frame_tint_color_confirm_button ) ;
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frame_tint_color_confirm_button - > connect ( SceneStringName ( pressed ) , callable_mp ( this , & VisualShaderEditor : : _frame_color_confirm ) ) ;
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frame_tint_color_pick_popup - > connect ( " popup_hide " , callable_mp ( this , & VisualShaderEditor : : _frame_color_popup_hide ) ) ;
add_child ( frame_tint_color_pick_popup ) ;
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///////////////////////////////////////
// SHADER NODES TREE OPTIONS
///////////////////////////////////////
// COLOR
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add_options . push_back ( AddOption ( " ColorFunc " , " Color/Common " , " VisualShaderNodeColorFunc " , TTR ( " Color function. " ) , { } , VisualShaderNode : : PORT_TYPE_VECTOR_3D ) ) ;
add_options . push_back ( AddOption ( " ColorOp " , " Color/Common " , " VisualShaderNodeColorOp " , TTR ( " Color operator. " ) , { } , VisualShaderNode : : PORT_TYPE_VECTOR_3D ) ) ;
add_options . push_back ( AddOption ( " Grayscale " , " Color/Functions " , " VisualShaderNodeColorFunc " , TTR ( " Grayscale function. " ) , { VisualShaderNodeColorFunc : : FUNC_GRAYSCALE } , VisualShaderNode : : PORT_TYPE_VECTOR_3D ) ) ;
add_options . push_back ( AddOption ( " HSV2RGB " , " Color/Functions " , " VisualShaderNodeColorFunc " , TTR ( " Converts HSV vector to RGB equivalent. " ) , { VisualShaderNodeColorFunc : : FUNC_HSV2RGB , VisualShaderNodeVectorFunc : : OP_TYPE_VECTOR_3D } , VisualShaderNode : : PORT_TYPE_VECTOR_3D ) ) ;
add_options . push_back ( AddOption ( " RGB2HSV " , " Color/Functions " , " VisualShaderNodeColorFunc " , TTR ( " Converts RGB vector to HSV equivalent. " ) , { VisualShaderNodeColorFunc : : FUNC_RGB2HSV , VisualShaderNodeVectorFunc : : OP_TYPE_VECTOR_3D } , VisualShaderNode : : PORT_TYPE_VECTOR_3D ) ) ;
add_options . push_back ( AddOption ( " Sepia " , " Color/Functions " , " VisualShaderNodeColorFunc " , TTR ( " Sepia function. " ) , { VisualShaderNodeColorFunc : : FUNC_SEPIA } , VisualShaderNode : : PORT_TYPE_VECTOR_3D ) ) ;
add_options . push_back ( AddOption ( " Burn " , " Color/Operators " , " VisualShaderNodeColorOp " , TTR ( " Burn operator. " ) , { VisualShaderNodeColorOp : : OP_BURN } , VisualShaderNode : : PORT_TYPE_VECTOR_3D ) ) ;
add_options . push_back ( AddOption ( " Darken " , " Color/Operators " , " VisualShaderNodeColorOp " , TTR ( " Darken operator. " ) , { VisualShaderNodeColorOp : : OP_DARKEN } , VisualShaderNode : : PORT_TYPE_VECTOR_3D ) ) ;
add_options . push_back ( AddOption ( " Difference " , " Color/Operators " , " VisualShaderNodeColorOp " , TTR ( " Difference operator. " ) , { VisualShaderNodeColorOp : : OP_DIFFERENCE } , VisualShaderNode : : PORT_TYPE_VECTOR_3D ) ) ;
add_options . push_back ( AddOption ( " Dodge " , " Color/Operators " , " VisualShaderNodeColorOp " , TTR ( " Dodge operator. " ) , { VisualShaderNodeColorOp : : OP_DODGE } , VisualShaderNode : : PORT_TYPE_VECTOR_3D ) ) ;
add_options . push_back ( AddOption ( " HardLight " , " Color/Operators " , " VisualShaderNodeColorOp " , TTR ( " HardLight operator. " ) , { VisualShaderNodeColorOp : : OP_HARD_LIGHT } , VisualShaderNode : : PORT_TYPE_VECTOR_3D ) ) ;
add_options . push_back ( AddOption ( " Lighten " , " Color/Operators " , " VisualShaderNodeColorOp " , TTR ( " Lighten operator. " ) , { VisualShaderNodeColorOp : : OP_LIGHTEN } , VisualShaderNode : : PORT_TYPE_VECTOR_3D ) ) ;
add_options . push_back ( AddOption ( " Overlay " , " Color/Operators " , " VisualShaderNodeColorOp " , TTR ( " Overlay operator. " ) , { VisualShaderNodeColorOp : : OP_OVERLAY } , VisualShaderNode : : PORT_TYPE_VECTOR_3D ) ) ;
add_options . push_back ( AddOption ( " Screen " , " Color/Operators " , " VisualShaderNodeColorOp " , TTR ( " Screen operator. " ) , { VisualShaderNodeColorOp : : OP_SCREEN } , VisualShaderNode : : PORT_TYPE_VECTOR_3D ) ) ;
add_options . push_back ( AddOption ( " SoftLight " , " Color/Operators " , " VisualShaderNodeColorOp " , TTR ( " SoftLight operator. " ) , { VisualShaderNodeColorOp : : OP_SOFT_LIGHT } , VisualShaderNode : : PORT_TYPE_VECTOR_3D ) ) ;
add_options . push_back ( AddOption ( " ColorConstant " , " Color/Variables " , " VisualShaderNodeColorConstant " , TTR ( " Color constant. " ) , { } , VisualShaderNode : : PORT_TYPE_VECTOR_4D ) ) ;
add_options . push_back ( AddOption ( " ColorParameter " , " Color/Variables " , " VisualShaderNodeColorParameter " , TTR ( " Color parameter. " ) , { } , VisualShaderNode : : PORT_TYPE_VECTOR_4D ) ) ;
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// COMMON
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add_options . push_back ( AddOption ( " DerivativeFunc " , " Common " , " VisualShaderNodeDerivativeFunc " , TTR ( " (Fragment/Light mode only) Derivative function. " ) , { } , VisualShaderNode : : PORT_TYPE_SCALAR , TYPE_FLAGS_FRAGMENT | TYPE_FLAGS_LIGHT , - 1 , true ) ) ;
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// CONDITIONAL
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const String & compare_func_desc = TTR ( " Returns the boolean result of the %s comparison between two parameters. " ) ;
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add_options . push_back ( AddOption ( " Equal (==) " , " Conditional/Functions " , " VisualShaderNodeCompare " , vformat ( compare_func_desc , TTR ( " Equal (==) " ) ) , { VisualShaderNodeCompare : : FUNC_EQUAL } , VisualShaderNode : : PORT_TYPE_BOOLEAN ) ) ;
add_options . push_back ( AddOption ( " GreaterThan (>) " , " Conditional/Functions " , " VisualShaderNodeCompare " , vformat ( compare_func_desc , TTR ( " Greater Than (>) " ) ) , { VisualShaderNodeCompare : : FUNC_GREATER_THAN } , VisualShaderNode : : PORT_TYPE_BOOLEAN ) ) ;
add_options . push_back ( AddOption ( " GreaterThanEqual (>=) " , " Conditional/Functions " , " VisualShaderNodeCompare " , vformat ( compare_func_desc , TTR ( " Greater Than or Equal (>=) " ) ) , { VisualShaderNodeCompare : : FUNC_GREATER_THAN_EQUAL } , VisualShaderNode : : PORT_TYPE_BOOLEAN ) ) ;
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add_options . push_back ( AddOption ( " If " , " Conditional/Functions " , " VisualShaderNodeIf " , TTR ( " Returns an associated vector if the provided scalars are equal, greater or less. " ) , { } , VisualShaderNode : : PORT_TYPE_VECTOR_3D ) ) ;
add_options . push_back ( AddOption ( " IsInf " , " Conditional/Functions " , " VisualShaderNodeIs " , TTR ( " Returns the boolean result of the comparison between INF and a scalar parameter. " ) , { VisualShaderNodeIs : : FUNC_IS_INF } , VisualShaderNode : : PORT_TYPE_BOOLEAN ) ) ;
add_options . push_back ( AddOption ( " IsNaN " , " Conditional/Functions " , " VisualShaderNodeIs " , TTR ( " Returns the boolean result of the comparison between NaN and a scalar parameter. " ) , { VisualShaderNodeIs : : FUNC_IS_NAN } , VisualShaderNode : : PORT_TYPE_BOOLEAN ) ) ;
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add_options . push_back ( AddOption ( " LessThan (<) " , " Conditional/Functions " , " VisualShaderNodeCompare " , vformat ( compare_func_desc , TTR ( " Less Than (<) " ) ) , { VisualShaderNodeCompare : : FUNC_LESS_THAN } , VisualShaderNode : : PORT_TYPE_BOOLEAN ) ) ;
add_options . push_back ( AddOption ( " LessThanEqual (<=) " , " Conditional/Functions " , " VisualShaderNodeCompare " , vformat ( compare_func_desc , TTR ( " Less Than or Equal (<=) " ) ) , { VisualShaderNodeCompare : : FUNC_LESS_THAN_EQUAL } , VisualShaderNode : : PORT_TYPE_BOOLEAN ) ) ;
add_options . push_back ( AddOption ( " NotEqual (!=) " , " Conditional/Functions " , " VisualShaderNodeCompare " , vformat ( compare_func_desc , TTR ( " Not Equal (!=) " ) ) , { VisualShaderNodeCompare : : FUNC_NOT_EQUAL } , VisualShaderNode : : PORT_TYPE_BOOLEAN ) ) ;
add_options . push_back ( AddOption ( " Switch (==) " , " Conditional/Functions " , " VisualShaderNodeSwitch " , TTR ( " Returns an associated 3D vector if the provided boolean value is true or false. " ) , { VisualShaderNodeSwitch : : OP_TYPE_VECTOR_3D } , VisualShaderNode : : PORT_TYPE_VECTOR_3D ) ) ;
add_options . push_back ( AddOption ( " Switch2D (==) " , " Conditional/Functions " , " VisualShaderNodeSwitch " , TTR ( " Returns an associated 2D vector if the provided boolean value is true or false. " ) , { VisualShaderNodeSwitch : : OP_TYPE_VECTOR_2D } , VisualShaderNode : : PORT_TYPE_VECTOR_2D ) ) ;
add_options . push_back ( AddOption ( " SwitchBool (==) " , " Conditional/Functions " , " VisualShaderNodeSwitch " , TTR ( " Returns an associated boolean if the provided boolean value is true or false. " ) , { VisualShaderNodeSwitch : : OP_TYPE_BOOLEAN } , VisualShaderNode : : PORT_TYPE_BOOLEAN ) ) ;
add_options . push_back ( AddOption ( " SwitchFloat (==) " , " Conditional/Functions " , " VisualShaderNodeSwitch " , TTR ( " Returns an associated floating-point scalar if the provided boolean value is true or false. " ) , { VisualShaderNodeSwitch : : OP_TYPE_FLOAT } , VisualShaderNode : : PORT_TYPE_SCALAR ) ) ;
add_options . push_back ( AddOption ( " SwitchInt (==) " , " Conditional/Functions " , " VisualShaderNodeSwitch " , TTR ( " Returns an associated integer scalar if the provided boolean value is true or false. " ) , { VisualShaderNodeSwitch : : OP_TYPE_INT } , VisualShaderNode : : PORT_TYPE_SCALAR_INT ) ) ;
add_options . push_back ( AddOption ( " SwitchTransform (==) " , " Conditional/Functions " , " VisualShaderNodeSwitch " , TTR ( " Returns an associated transform if the provided boolean value is true or false. " ) , { VisualShaderNodeSwitch : : OP_TYPE_TRANSFORM } , VisualShaderNode : : PORT_TYPE_TRANSFORM ) ) ;
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add_options . push_back ( AddOption ( " SwitchUInt (==) " , " Conditional/Functions " , " VisualShaderNodeSwitch " , TTR ( " Returns an associated unsigned integer scalar if the provided boolean value is true or false. " ) , { VisualShaderNodeSwitch : : OP_TYPE_UINT } , VisualShaderNode : : PORT_TYPE_SCALAR_UINT ) ) ;
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add_options . push_back ( AddOption ( " Compare (==) " , " Conditional/Common " , " VisualShaderNodeCompare " , TTR ( " Returns the boolean result of the comparison between two parameters. " ) , { } , VisualShaderNode : : PORT_TYPE_BOOLEAN ) ) ;
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add_options . push_back ( AddOption ( " Is " , " Conditional/Common " , " VisualShaderNodeIs " , TTR ( " Returns the boolean result of the comparison between INF (or NaN) and a scalar parameter. " ) , { } , VisualShaderNode : : PORT_TYPE_BOOLEAN ) ) ;
add_options . push_back ( AddOption ( " BooleanConstant " , " Conditional/Variables " , " VisualShaderNodeBooleanConstant " , TTR ( " Boolean constant. " ) , { } , VisualShaderNode : : PORT_TYPE_BOOLEAN ) ) ;
add_options . push_back ( AddOption ( " BooleanParameter " , " Conditional/Variables " , " VisualShaderNodeBooleanParameter " , TTR ( " Boolean parameter. " ) , { } , VisualShaderNode : : PORT_TYPE_BOOLEAN ) ) ;
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// INPUT
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const String translation_gdsl = " \n \n " + TTR ( " Translated to '%s' in Godot Shading Language. " ) ;
const String input_param_shader_modes = TTR ( " '%s' input parameter for all shader modes. " ) + translation_gdsl ;
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// NODE3D-FOR-ALL
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add_options . push_back ( AddOption ( " Exposure " , " Input/All " , " VisualShaderNodeInput " , vformat ( input_param_shader_modes , " exposure " , " EXPOSURE " ) , { " exposure " } , VisualShaderNode : : PORT_TYPE_SCALAR , - 1 , Shader : : MODE_SPATIAL ) ) ;
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add_options . push_back ( AddOption ( " InvProjectionMatrix " , " Input/All " , " VisualShaderNodeInput " , vformat ( input_param_shader_modes , " inv_projection_matrix " , " INV_PROJECTION_MATRIX " ) , { " inv_projection_matrix " } , VisualShaderNode : : PORT_TYPE_TRANSFORM , - 1 , Shader : : MODE_SPATIAL ) ) ;
add_options . push_back ( AddOption ( " InvViewMatrix " , " Input/All " , " VisualShaderNodeInput " , vformat ( input_param_shader_modes , " inv_view_matrix " , " INV_VIEW_MATRIX " ) , { " inv_view_matrix " } , VisualShaderNode : : PORT_TYPE_TRANSFORM , - 1 , Shader : : MODE_SPATIAL ) ) ;
add_options . push_back ( AddOption ( " ModelMatrix " , " Input/All " , " VisualShaderNodeInput " , vformat ( input_param_shader_modes , " model_matrix " , " MODEL_MATRIX " ) , { " model_matrix " } , VisualShaderNode : : PORT_TYPE_TRANSFORM , - 1 , Shader : : MODE_SPATIAL ) ) ;
add_options . push_back ( AddOption ( " Normal " , " Input/All " , " VisualShaderNodeInput " , vformat ( input_param_shader_modes , " normal " , " NORMAL " ) , { " normal " } , VisualShaderNode : : PORT_TYPE_VECTOR_3D , - 1 , Shader : : MODE_SPATIAL ) ) ;
add_options . push_back ( AddOption ( " OutputIsSRGB " , " Input/All " , " VisualShaderNodeInput " , vformat ( input_param_shader_modes , " output_is_srgb " , " OUTPUT_IS_SRGB " ) , { " output_is_srgb " } , VisualShaderNode : : PORT_TYPE_BOOLEAN , - 1 , Shader : : MODE_SPATIAL ) ) ;
add_options . push_back ( AddOption ( " ProjectionMatrix " , " Input/All " , " VisualShaderNodeInput " , vformat ( input_param_shader_modes , " projection_matrix " , " PROJECTION_MATRIX " ) , { " projection_matrix " } , VisualShaderNode : : PORT_TYPE_TRANSFORM , - 1 , Shader : : MODE_SPATIAL ) ) ;
add_options . push_back ( AddOption ( " Time " , " Input/All " , " VisualShaderNodeInput " , vformat ( input_param_shader_modes , " time " , " TIME " ) , { " time " } , VisualShaderNode : : PORT_TYPE_SCALAR , - 1 , Shader : : MODE_SPATIAL ) ) ;
add_options . push_back ( AddOption ( " UV " , " Input/All " , " VisualShaderNodeInput " , vformat ( input_param_shader_modes , " uv " , " UV " ) , { " uv " } , VisualShaderNode : : PORT_TYPE_VECTOR_2D , - 1 , Shader : : MODE_SPATIAL ) ) ;
add_options . push_back ( AddOption ( " UV2 " , " Input/All " , " VisualShaderNodeInput " , vformat ( input_param_shader_modes , " uv2 " , " UV2 " ) , { " uv2 " } , VisualShaderNode : : PORT_TYPE_VECTOR_2D , - 1 , Shader : : MODE_SPATIAL ) ) ;
add_options . push_back ( AddOption ( " ViewMatrix " , " Input/All " , " VisualShaderNodeInput " , vformat ( input_param_shader_modes , " view_matrix " , " VIEW_MATRIX " ) , { " view_matrix " } , VisualShaderNode : : PORT_TYPE_TRANSFORM , - 1 , Shader : : MODE_SPATIAL ) ) ;
add_options . push_back ( AddOption ( " ViewportSize " , " Input/All " , " VisualShaderNodeInput " , vformat ( input_param_shader_modes , " viewport_size " , " VIEWPORT_SIZE " ) , { " viewport_size " } , VisualShaderNode : : PORT_TYPE_VECTOR_2D , - 1 , Shader : : MODE_SPATIAL ) ) ;
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// CANVASITEM-FOR-ALL
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add_options . push_back ( AddOption ( " Color " , " Input/All " , " VisualShaderNodeInput " , vformat ( input_param_shader_modes , " color " , " COLOR " ) , { " color " } , VisualShaderNode : : PORT_TYPE_VECTOR_4D , - 1 , Shader : : MODE_CANVAS_ITEM ) ) ;
add_options . push_back ( AddOption ( " TexturePixelSize " , " Input/All " , " VisualShaderNodeInput " , vformat ( input_param_shader_modes , " texture_pixel_size " , " TEXTURE_PIXEL_SIZE " ) , { " texture_pixel_size " } , VisualShaderNode : : PORT_TYPE_VECTOR_2D , - 1 , Shader : : MODE_CANVAS_ITEM ) ) ;
add_options . push_back ( AddOption ( " Time " , " Input/All " , " VisualShaderNodeInput " , vformat ( input_param_shader_modes , " time " , " TIME " ) , { " time " } , VisualShaderNode : : PORT_TYPE_SCALAR , - 1 , Shader : : MODE_CANVAS_ITEM ) ) ;
add_options . push_back ( AddOption ( " UV " , " Input/All " , " VisualShaderNodeInput " , vformat ( input_param_shader_modes , " uv " , " UV " ) , { " uv " } , VisualShaderNode : : PORT_TYPE_VECTOR_2D , - 1 , Shader : : MODE_CANVAS_ITEM ) ) ;
2019-05-01 14:04:39 +00:00
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// PARTICLES-FOR-ALL
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add_options . push_back ( AddOption ( " Active " , " Input/All " , " VisualShaderNodeInput " , vformat ( input_param_shader_modes , " active " , " ACTIVE " ) , { " active " } , VisualShaderNode : : PORT_TYPE_BOOLEAN , - 1 , Shader : : MODE_PARTICLES ) ) ;
add_options . push_back ( AddOption ( " AttractorForce " , " Input/All " , " VisualShaderNodeInput " , vformat ( input_param_shader_modes , " attractor_force " , " ATTRACTOR_FORCE " ) , { " attractor_force " } , VisualShaderNode : : PORT_TYPE_VECTOR_3D , - 1 , Shader : : MODE_PARTICLES ) ) ;
add_options . push_back ( AddOption ( " Color " , " Input/All " , " VisualShaderNodeInput " , vformat ( input_param_shader_modes , " color " , " COLOR " ) , { " color " } , VisualShaderNode : : PORT_TYPE_VECTOR_4D , - 1 , Shader : : MODE_PARTICLES ) ) ;
add_options . push_back ( AddOption ( " Custom " , " Input/All " , " VisualShaderNodeInput " , vformat ( input_param_shader_modes , " custom " , " CUSTOM " ) , { " custom " } , VisualShaderNode : : PORT_TYPE_VECTOR_4D , - 1 , Shader : : MODE_PARTICLES ) ) ;
add_options . push_back ( AddOption ( " Delta " , " Input/All " , " VisualShaderNodeInput " , vformat ( input_param_shader_modes , " delta " , " DELTA " ) , { " delta " } , VisualShaderNode : : PORT_TYPE_SCALAR , - 1 , Shader : : MODE_PARTICLES ) ) ;
add_options . push_back ( AddOption ( " EmissionTransform " , " Input/All " , " VisualShaderNodeInput " , vformat ( input_param_shader_modes , " emission_transform " , " EMISSION_TRANSFORM " ) , { " emission_transform " } , VisualShaderNode : : PORT_TYPE_TRANSFORM , - 1 , Shader : : MODE_PARTICLES ) ) ;
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add_options . push_back ( AddOption ( " Index " , " Input/All " , " VisualShaderNodeInput " , vformat ( input_param_shader_modes , " index " , " INDEX " ) , { " index " } , VisualShaderNode : : PORT_TYPE_SCALAR_UINT , - 1 , Shader : : MODE_PARTICLES ) ) ;
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add_options . push_back ( AddOption ( " LifeTime " , " Input/All " , " VisualShaderNodeInput " , vformat ( input_param_shader_modes , " lifetime " , " LIFETIME " ) , { " lifetime " } , VisualShaderNode : : PORT_TYPE_SCALAR , - 1 , Shader : : MODE_PARTICLES ) ) ;
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add_options . push_back ( AddOption ( " Number " , " Input/All " , " VisualShaderNodeInput " , vformat ( input_param_shader_modes , " number " , " NUMBER " ) , { " number " } , VisualShaderNode : : PORT_TYPE_SCALAR_UINT , - 1 , Shader : : MODE_PARTICLES ) ) ;
add_options . push_back ( AddOption ( " RandomSeed " , " Input/All " , " VisualShaderNodeInput " , vformat ( input_param_shader_modes , " random_seed " , " RANDOM_SEED " ) , { " random_seed " } , VisualShaderNode : : PORT_TYPE_SCALAR_UINT , - 1 , Shader : : MODE_PARTICLES ) ) ;
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add_options . push_back ( AddOption ( " Restart " , " Input/All " , " VisualShaderNodeInput " , vformat ( input_param_shader_modes , " restart " , " RESTART " ) , { " restart " } , VisualShaderNode : : PORT_TYPE_BOOLEAN , - 1 , Shader : : MODE_PARTICLES ) ) ;
add_options . push_back ( AddOption ( " Time " , " Input/All " , " VisualShaderNodeInput " , vformat ( input_param_shader_modes , " time " , " TIME " ) , { " time " } , VisualShaderNode : : PORT_TYPE_SCALAR , - 1 , Shader : : MODE_PARTICLES ) ) ;
add_options . push_back ( AddOption ( " Transform " , " Input/All " , " VisualShaderNodeInput " , vformat ( input_param_shader_modes , " transform " , " TRANSFORM " ) , { " transform " } , VisualShaderNode : : PORT_TYPE_TRANSFORM , - 1 , Shader : : MODE_PARTICLES ) ) ;
add_options . push_back ( AddOption ( " Velocity " , " Input/All " , " VisualShaderNodeInput " , vformat ( input_param_shader_modes , " velocity " , " VELOCITY " ) , { " velocity " } , VisualShaderNode : : PORT_TYPE_VECTOR_3D , - 1 , Shader : : MODE_PARTICLES ) ) ;
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/////////////////
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add_options . push_back ( AddOption ( " Input " , " Input/Common " , " VisualShaderNodeInput " , TTR ( " Input parameter. " ) ) ) ;
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const String input_param_for_vertex_and_fragment_shader_modes = TTR ( " '%s' input parameter for vertex and fragment shader modes. " ) + translation_gdsl ;
const String input_param_for_fragment_and_light_shader_modes = TTR ( " '%s' input parameter for fragment and light shader modes. " ) + translation_gdsl ;
const String input_param_for_fragment_shader_mode = TTR ( " '%s' input parameter for fragment shader mode. " ) + translation_gdsl ;
const String input_param_for_sky_shader_mode = TTR ( " '%s' input parameter for sky shader mode. " ) + translation_gdsl ;
const String input_param_for_fog_shader_mode = TTR ( " '%s' input parameter for fog shader mode. " ) + translation_gdsl ;
const String input_param_for_light_shader_mode = TTR ( " '%s' input parameter for light shader mode. " ) + translation_gdsl ;
const String input_param_for_vertex_shader_mode = TTR ( " '%s' input parameter for vertex shader mode. " ) + translation_gdsl ;
const String input_param_for_start_shader_mode = TTR ( " '%s' input parameter for start shader mode. " ) + translation_gdsl ;
const String input_param_for_process_shader_mode = TTR ( " '%s' input parameter for process shader mode. " ) + translation_gdsl ;
const String input_param_for_collide_shader_mode = TTR ( " '%s' input parameter for collide shader mode. " + translation_gdsl ) ;
const String input_param_for_start_and_process_shader_mode = TTR ( " '%s' input parameter for start and process shader modes. " ) + translation_gdsl ;
const String input_param_for_process_and_collide_shader_mode = TTR ( " '%s' input parameter for process and collide shader modes. " ) + translation_gdsl ;
const String input_param_for_vertex_and_fragment_shader_mode = TTR ( " '%s' input parameter for vertex and fragment shader modes. " ) + translation_gdsl ;
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// NODE3D INPUTS
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add_options . push_back ( AddOption ( " Binormal " , " Input/Vertex " , " VisualShaderNodeInput " , vformat ( input_param_for_vertex_and_fragment_shader_modes , " binormal " , " BINORMAL " ) , { " binormal " } , VisualShaderNode : : PORT_TYPE_VECTOR_3D , TYPE_FLAGS_VERTEX , Shader : : MODE_SPATIAL ) ) ;
add_options . push_back ( AddOption ( " Color " , " Input/Vertex " , " VisualShaderNodeInput " , vformat ( input_param_for_vertex_and_fragment_shader_modes , " color " , " COLOR " ) , { " color " } , VisualShaderNode : : PORT_TYPE_VECTOR_4D , TYPE_FLAGS_VERTEX , Shader : : MODE_SPATIAL ) ) ;
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add_options . push_back ( AddOption ( " Custom0 " , " Input/Vertex " , " VisualShaderNodeInput " , vformat ( input_param_for_vertex_shader_mode , " custom0 " , " CUSTOM0 " ) , { " custom0 " } , VisualShaderNode : : PORT_TYPE_VECTOR_4D , TYPE_FLAGS_VERTEX , Shader : : MODE_SPATIAL ) ) ;
add_options . push_back ( AddOption ( " Custom1 " , " Input/Vertex " , " VisualShaderNodeInput " , vformat ( input_param_for_vertex_shader_mode , " custom1 " , " CUSTOM1 " ) , { " custom1 " } , VisualShaderNode : : PORT_TYPE_VECTOR_4D , TYPE_FLAGS_VERTEX , Shader : : MODE_SPATIAL ) ) ;
add_options . push_back ( AddOption ( " Custom2 " , " Input/Vertex " , " VisualShaderNodeInput " , vformat ( input_param_for_vertex_shader_mode , " custom2 " , " CUSTOM2 " ) , { " custom2 " } , VisualShaderNode : : PORT_TYPE_VECTOR_4D , TYPE_FLAGS_VERTEX , Shader : : MODE_SPATIAL ) ) ;
add_options . push_back ( AddOption ( " Custom3 " , " Input/Vertex " , " VisualShaderNodeInput " , vformat ( input_param_for_vertex_shader_mode , " custom3 " , " CUSTOM3 " ) , { " custom3 " } , VisualShaderNode : : PORT_TYPE_VECTOR_4D , TYPE_FLAGS_VERTEX , Shader : : MODE_SPATIAL ) ) ;
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add_options . push_back ( AddOption ( " InstanceId " , " Input/Vertex " , " VisualShaderNodeInput " , vformat ( input_param_for_vertex_shader_mode , " instance_id " , " INSTANCE_ID " ) , { " instance_id " } , VisualShaderNode : : PORT_TYPE_SCALAR_INT , TYPE_FLAGS_VERTEX , Shader : : MODE_SPATIAL ) ) ;
add_options . push_back ( AddOption ( " InstanceCustom " , " Input/Vertex " , " VisualShaderNodeInput " , vformat ( input_param_for_vertex_shader_mode , " instance_custom " , " INSTANCE_CUSTOM " ) , { " instance_custom " } , VisualShaderNode : : PORT_TYPE_VECTOR_4D , TYPE_FLAGS_VERTEX , Shader : : MODE_SPATIAL ) ) ;
add_options . push_back ( AddOption ( " ModelViewMatrix " , " Input/Vertex " , " VisualShaderNodeInput " , vformat ( input_param_for_vertex_shader_mode , " modelview_matrix " , " MODELVIEW_MATRIX " ) , { " modelview_matrix " } , VisualShaderNode : : PORT_TYPE_TRANSFORM , TYPE_FLAGS_VERTEX , Shader : : MODE_SPATIAL ) ) ;
add_options . push_back ( AddOption ( " PointSize " , " Input/Vertex " , " VisualShaderNodeInput " , vformat ( input_param_for_vertex_shader_mode , " point_size " , " POINT_SIZE " ) , { " point_size " } , VisualShaderNode : : PORT_TYPE_SCALAR , TYPE_FLAGS_VERTEX , Shader : : MODE_SPATIAL ) ) ;
add_options . push_back ( AddOption ( " Tangent " , " Input/Vertex " , " VisualShaderNodeInput " , vformat ( input_param_for_vertex_and_fragment_shader_mode , " tangent " , " TANGENT " ) , { " tangent " } , VisualShaderNode : : PORT_TYPE_VECTOR_3D , TYPE_FLAGS_VERTEX , Shader : : MODE_SPATIAL ) ) ;
add_options . push_back ( AddOption ( " Vertex " , " Input/Vertex " , " VisualShaderNodeInput " , vformat ( input_param_for_vertex_and_fragment_shader_modes , " vertex " , " VERTEX " ) , { " vertex " } , VisualShaderNode : : PORT_TYPE_VECTOR_3D , TYPE_FLAGS_VERTEX , Shader : : MODE_SPATIAL ) ) ;
add_options . push_back ( AddOption ( " VertexId " , " Input/Vertex " , " VisualShaderNodeInput " , vformat ( input_param_for_vertex_shader_mode , " vertex_id " , " VERTEX_ID " ) , { " vertex_id " } , VisualShaderNode : : PORT_TYPE_SCALAR_INT , TYPE_FLAGS_VERTEX , Shader : : MODE_SPATIAL ) ) ;
add_options . push_back ( AddOption ( " ViewIndex " , " Input/Vertex " , " VisualShaderNodeInput " , vformat ( input_param_for_vertex_and_fragment_shader_modes , " view_index " , " VIEW_INDEX " ) , { " view_index " } , VisualShaderNode : : PORT_TYPE_SCALAR_INT , TYPE_FLAGS_VERTEX , Shader : : MODE_SPATIAL ) ) ;
add_options . push_back ( AddOption ( " ViewMonoLeft " , " Input/Vertex " , " VisualShaderNodeInput " , vformat ( input_param_for_vertex_and_fragment_shader_modes , " view_mono_left " , " VIEW_MONO_LEFT " ) , { " view_mono_left " } , VisualShaderNode : : PORT_TYPE_SCALAR_INT , TYPE_FLAGS_VERTEX , Shader : : MODE_SPATIAL ) ) ;
add_options . push_back ( AddOption ( " ViewRight " , " Input/Vertex " , " VisualShaderNodeInput " , vformat ( input_param_for_vertex_and_fragment_shader_modes , " view_right " , " VIEW_RIGHT " ) , { " view_right " } , VisualShaderNode : : PORT_TYPE_SCALAR_INT , TYPE_FLAGS_VERTEX , Shader : : MODE_SPATIAL ) ) ;
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add_options . push_back ( AddOption ( " EyeOffset " , " Input/Vertex " , " VisualShaderNodeInput " , vformat ( input_param_for_vertex_and_fragment_shader_modes , " eye_offset " , " EYE_OFFSET " ) , { " eye_offset " } , VisualShaderNode : : PORT_TYPE_VECTOR_3D , TYPE_FLAGS_VERTEX , Shader : : MODE_SPATIAL ) ) ;
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add_options . push_back ( AddOption ( " NodePositionWorld " , " Input/Vertex " , " VisualShaderNodeInput " , vformat ( input_param_for_vertex_and_fragment_shader_modes , " node_position_world " , " NODE_POSITION_WORLD " ) , { " node_position_world " } , VisualShaderNode : : PORT_TYPE_VECTOR_3D , TYPE_FLAGS_VERTEX , Shader : : MODE_SPATIAL ) ) ;
add_options . push_back ( AddOption ( " CameraPositionWorld " , " Input/Vertex " , " VisualShaderNodeInput " , vformat ( input_param_for_vertex_and_fragment_shader_modes , " camera_position_world " , " CAMERA_POSITION_WORLD " ) , { " camera_position_world " } , VisualShaderNode : : PORT_TYPE_VECTOR_3D , TYPE_FLAGS_VERTEX , Shader : : MODE_SPATIAL ) ) ;
add_options . push_back ( AddOption ( " CameraDirectionWorld " , " Input/Vertex " , " VisualShaderNodeInput " , vformat ( input_param_for_vertex_and_fragment_shader_modes , " camera_direction_world " , " CAMERA_DIRECTION_WORLD " ) , { " camera_direction_world " } , VisualShaderNode : : PORT_TYPE_VECTOR_3D , TYPE_FLAGS_VERTEX , Shader : : MODE_SPATIAL ) ) ;
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add_options . push_back ( AddOption ( " CameraVisibleLayers " , " Input/Vertex " , " VisualShaderNodeInput " , vformat ( input_param_for_vertex_and_fragment_shader_modes , " camera_visible_layers " , " CAMERA_VISIBLE_LAYERS " ) , { " camera_visible_layers " } , VisualShaderNode : : PORT_TYPE_SCALAR_UINT , TYPE_FLAGS_VERTEX , Shader : : MODE_SPATIAL ) ) ;
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add_options . push_back ( AddOption ( " NodePositionView " , " Input/Vertex " , " VisualShaderNodeInput " , vformat ( input_param_for_vertex_and_fragment_shader_modes , " node_position_view " , " NODE_POSITION_VIEW " ) , { " node_position_view " } , VisualShaderNode : : PORT_TYPE_VECTOR_3D , TYPE_FLAGS_VERTEX , Shader : : MODE_SPATIAL ) ) ;
add_options . push_back ( AddOption ( " Binormal " , " Input/Fragment " , " VisualShaderNodeInput " , vformat ( input_param_for_vertex_and_fragment_shader_modes , " binormal " , " BINORMAL " ) , { " binormal " } , VisualShaderNode : : PORT_TYPE_VECTOR_3D , TYPE_FLAGS_FRAGMENT , Shader : : MODE_SPATIAL ) ) ;
add_options . push_back ( AddOption ( " Color " , " Input/Fragment " , " VisualShaderNodeInput " , vformat ( input_param_for_vertex_and_fragment_shader_modes , " color " , " COLOR " ) , { " color " } , VisualShaderNode : : PORT_TYPE_VECTOR_4D , TYPE_FLAGS_FRAGMENT , Shader : : MODE_SPATIAL ) ) ;
add_options . push_back ( AddOption ( " FragCoord " , " Input/Fragment " , " VisualShaderNodeInput " , vformat ( input_param_for_fragment_and_light_shader_modes , " fragcoord " , " FRAGCOORD " ) , { " fragcoord " } , VisualShaderNode : : PORT_TYPE_VECTOR_4D , TYPE_FLAGS_FRAGMENT , Shader : : MODE_SPATIAL ) ) ;
add_options . push_back ( AddOption ( " FrontFacing " , " Input/Fragment " , " VisualShaderNodeInput " , vformat ( input_param_for_fragment_shader_mode , " front_facing " , " FRONT_FACING " ) , { " front_facing " } , VisualShaderNode : : PORT_TYPE_BOOLEAN , TYPE_FLAGS_FRAGMENT , Shader : : MODE_SPATIAL ) ) ;
add_options . push_back ( AddOption ( " PointCoord " , " Input/Fragment " , " VisualShaderNodeInput " , vformat ( input_param_for_fragment_shader_mode , " point_coord " , " POINT_COORD " ) , { " point_coord " } , VisualShaderNode : : PORT_TYPE_VECTOR_2D , TYPE_FLAGS_FRAGMENT , Shader : : MODE_SPATIAL ) ) ;
add_options . push_back ( AddOption ( " ScreenUV " , " Input/Fragment " , " VisualShaderNodeInput " , vformat ( input_param_for_fragment_shader_mode , " screen_uv " , " SCREEN_UV " ) , { " screen_uv " } , VisualShaderNode : : PORT_TYPE_VECTOR_2D , TYPE_FLAGS_FRAGMENT , Shader : : MODE_SPATIAL ) ) ;
add_options . push_back ( AddOption ( " Tangent " , " Input/Fragment " , " VisualShaderNodeInput " , vformat ( input_param_for_vertex_and_fragment_shader_modes , " tangent " , " TANGENT " ) , { " tangent " } , VisualShaderNode : : PORT_TYPE_VECTOR_3D , TYPE_FLAGS_FRAGMENT , Shader : : MODE_SPATIAL ) ) ;
add_options . push_back ( AddOption ( " Vertex " , " Input/Fragment " , " VisualShaderNodeInput " , vformat ( input_param_for_vertex_and_fragment_shader_modes , " vertex " , " VERTEX " ) , { " vertex " } , VisualShaderNode : : PORT_TYPE_VECTOR_3D , TYPE_FLAGS_FRAGMENT , Shader : : MODE_SPATIAL ) ) ;
add_options . push_back ( AddOption ( " View " , " Input/Fragment " , " VisualShaderNodeInput " , vformat ( input_param_for_fragment_and_light_shader_modes , " view " , " VIEW " ) , { " view " } , VisualShaderNode : : PORT_TYPE_VECTOR_3D , TYPE_FLAGS_FRAGMENT , Shader : : MODE_SPATIAL ) ) ;
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add_options . push_back ( AddOption ( " ViewIndex " , " Input/Fragment " , " VisualShaderNodeInput " , vformat ( input_param_for_vertex_and_fragment_shader_modes , " view_index " , " VIEW_INDEX " ) , { " view_index " } , VisualShaderNode : : PORT_TYPE_SCALAR_INT , TYPE_FLAGS_FRAGMENT , Shader : : MODE_SPATIAL ) ) ;
add_options . push_back ( AddOption ( " ViewMonoLeft " , " Input/Fragment " , " VisualShaderNodeInput " , vformat ( input_param_for_vertex_and_fragment_shader_modes , " view_mono_left " , " VIEW_MONO_LEFT " ) , { " view_mono_left " } , VisualShaderNode : : PORT_TYPE_SCALAR_INT , TYPE_FLAGS_FRAGMENT , Shader : : MODE_SPATIAL ) ) ;
add_options . push_back ( AddOption ( " ViewRight " , " Input/Fragment " , " VisualShaderNodeInput " , vformat ( input_param_for_vertex_and_fragment_shader_modes , " view_right " , " VIEW_RIGHT " ) , { " view_right " } , VisualShaderNode : : PORT_TYPE_SCALAR_INT , TYPE_FLAGS_FRAGMENT , Shader : : MODE_SPATIAL ) ) ;
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add_options . push_back ( AddOption ( " EyeOffset " , " Input/Fragment " , " VisualShaderNodeInput " , vformat ( input_param_for_vertex_and_fragment_shader_modes , " eye_offset " , " EYE_OFFSET " ) , { " eye_offset " } , VisualShaderNode : : PORT_TYPE_VECTOR_3D , TYPE_FLAGS_FRAGMENT , Shader : : MODE_SPATIAL ) ) ;
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add_options . push_back ( AddOption ( " NodePositionWorld " , " Input/Fragment " , " VisualShaderNodeInput " , vformat ( input_param_for_vertex_and_fragment_shader_modes , " node_position_world " , " NODE_POSITION_WORLD " ) , { " node_position_world " } , VisualShaderNode : : PORT_TYPE_VECTOR_3D , TYPE_FLAGS_FRAGMENT , Shader : : MODE_SPATIAL ) ) ;
add_options . push_back ( AddOption ( " CameraPositionWorld " , " Input/Fragment " , " VisualShaderNodeInput " , vformat ( input_param_for_vertex_and_fragment_shader_modes , " camera_position_world " , " CAMERA_POSITION_WORLD " ) , { " camera_position_world " } , VisualShaderNode : : PORT_TYPE_VECTOR_3D , TYPE_FLAGS_FRAGMENT , Shader : : MODE_SPATIAL ) ) ;
add_options . push_back ( AddOption ( " CameraDirectionWorld " , " Input/Fragment " , " VisualShaderNodeInput " , vformat ( input_param_for_vertex_and_fragment_shader_modes , " camera_direction_world " , " CAMERA_DIRECTION_WORLD " ) , { " camera_direction_world " } , VisualShaderNode : : PORT_TYPE_VECTOR_3D , TYPE_FLAGS_FRAGMENT , Shader : : MODE_SPATIAL ) ) ;
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add_options . push_back ( AddOption ( " CameraVisibleLayers " , " Input/Fragment " , " VisualShaderNodeInput " , vformat ( input_param_for_vertex_and_fragment_shader_modes , " camera_visible_layers " , " CAMERA_VISIBLE_LAYERS " ) , { " camera_visible_layers " } , VisualShaderNode : : PORT_TYPE_SCALAR_UINT , TYPE_FLAGS_FRAGMENT , Shader : : MODE_SPATIAL ) ) ;
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add_options . push_back ( AddOption ( " NodePositionView " , " Input/Fragment " , " VisualShaderNodeInput " , vformat ( input_param_for_vertex_and_fragment_shader_modes , " node_position_view " , " NODE_POSITION_VIEW " ) , { " node_position_view " } , VisualShaderNode : : PORT_TYPE_VECTOR_3D , TYPE_FLAGS_FRAGMENT , Shader : : MODE_SPATIAL ) ) ;
add_options . push_back ( AddOption ( " Albedo " , " Input/Light " , " VisualShaderNodeInput " , vformat ( input_param_for_light_shader_mode , " albedo " , " ALBEDO " ) , { " albedo " } , VisualShaderNode : : PORT_TYPE_VECTOR_3D , TYPE_FLAGS_LIGHT , Shader : : MODE_SPATIAL ) ) ;
add_options . push_back ( AddOption ( " Attenuation " , " Input/Light " , " VisualShaderNodeInput " , vformat ( input_param_for_light_shader_mode , " attenuation " , " ATTENUATION " ) , { " attenuation " } , VisualShaderNode : : PORT_TYPE_SCALAR , TYPE_FLAGS_LIGHT , Shader : : MODE_SPATIAL ) ) ;
add_options . push_back ( AddOption ( " Backlight " , " Input/Light " , " VisualShaderNodeInput " , vformat ( input_param_for_light_shader_mode , " backlight " , " BACKLIGHT " ) , { " backlight " } , VisualShaderNode : : PORT_TYPE_VECTOR_3D , TYPE_FLAGS_LIGHT , Shader : : MODE_SPATIAL ) ) ;
add_options . push_back ( AddOption ( " Diffuse " , " Input/Light " , " VisualShaderNodeInput " , vformat ( input_param_for_light_shader_mode , " diffuse " , " DIFFUSE_LIGHT " ) , { " diffuse " } , VisualShaderNode : : PORT_TYPE_VECTOR_3D , TYPE_FLAGS_LIGHT , Shader : : MODE_SPATIAL ) ) ;
add_options . push_back ( AddOption ( " FragCoord " , " Input/Light " , " VisualShaderNodeInput " , vformat ( input_param_for_fragment_and_light_shader_modes , " fragcoord " , " FRAGCOORD " ) , { " fragcoord " } , VisualShaderNode : : PORT_TYPE_VECTOR_4D , TYPE_FLAGS_LIGHT , Shader : : MODE_SPATIAL ) ) ;
add_options . push_back ( AddOption ( " Light " , " Input/Light " , " VisualShaderNodeInput " , vformat ( input_param_for_light_shader_mode , " light " , " LIGHT " ) , { " light " } , VisualShaderNode : : PORT_TYPE_VECTOR_3D , TYPE_FLAGS_LIGHT , Shader : : MODE_SPATIAL ) ) ;
add_options . push_back ( AddOption ( " LightColor " , " Input/Light " , " VisualShaderNodeInput " , vformat ( input_param_for_light_shader_mode , " light_color " , " LIGHT_COLOR " ) , { " light_color " } , VisualShaderNode : : PORT_TYPE_VECTOR_3D , TYPE_FLAGS_LIGHT , Shader : : MODE_SPATIAL ) ) ;
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add_options . push_back ( AddOption ( " LightIsDirectional " , " Input/Light " , " VisualShaderNodeInput " , vformat ( input_param_for_light_shader_mode , " light_is_directional " , " LIGHT_IS_DIRECTIONAL " ) , { " light_is_directional " } , VisualShaderNode : : PORT_TYPE_BOOLEAN , TYPE_FLAGS_LIGHT , Shader : : MODE_SPATIAL ) ) ;
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add_options . push_back ( AddOption ( " Metallic " , " Input/Light " , " VisualShaderNodeInput " , vformat ( input_param_for_light_shader_mode , " metallic " , " METALLIC " ) , { " metallic " } , VisualShaderNode : : PORT_TYPE_SCALAR , TYPE_FLAGS_LIGHT , Shader : : MODE_SPATIAL ) ) ;
add_options . push_back ( AddOption ( " Roughness " , " Input/Light " , " VisualShaderNodeInput " , vformat ( input_param_for_light_shader_mode , " roughness " , " ROUGHNESS " ) , { " roughness " } , VisualShaderNode : : PORT_TYPE_SCALAR , TYPE_FLAGS_LIGHT , Shader : : MODE_SPATIAL ) ) ;
add_options . push_back ( AddOption ( " Specular " , " Input/Light " , " VisualShaderNodeInput " , vformat ( input_param_for_light_shader_mode , " specular " , " SPECULAR_LIGHT " ) , { " specular " } , VisualShaderNode : : PORT_TYPE_VECTOR_3D , TYPE_FLAGS_LIGHT , Shader : : MODE_SPATIAL ) ) ;
add_options . push_back ( AddOption ( " View " , " Input/Light " , " VisualShaderNodeInput " , vformat ( input_param_for_fragment_and_light_shader_modes , " view " , " VIEW " ) , { " view " } , VisualShaderNode : : PORT_TYPE_VECTOR_3D , TYPE_FLAGS_LIGHT , Shader : : MODE_SPATIAL ) ) ;
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// CANVASITEM INPUTS
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add_options . push_back ( AddOption ( " AtLightPass " , " Input/Vertex " , " VisualShaderNodeInput " , vformat ( input_param_for_vertex_and_fragment_shader_modes , " at_light_pass " , " AT_LIGHT_PASS " ) , { " at_light_pass " } , VisualShaderNode : : PORT_TYPE_BOOLEAN , TYPE_FLAGS_VERTEX , Shader : : MODE_CANVAS_ITEM ) ) ;
add_options . push_back ( AddOption ( " CanvasMatrix " , " Input/Vertex " , " VisualShaderNodeInput " , vformat ( input_param_for_vertex_shader_mode , " canvas_matrix " , " CANVAS_MATRIX " ) , { " canvas_matrix " } , VisualShaderNode : : PORT_TYPE_TRANSFORM , TYPE_FLAGS_VERTEX , Shader : : MODE_CANVAS_ITEM ) ) ;
2023-12-27 20:58:50 +00:00
add_options . push_back ( AddOption ( " Custom0 " , " Input/Vertex " , " VisualShaderNodeInput " , vformat ( input_param_for_vertex_shader_mode , " custom0 " , " CUSTOM0 " ) , { " custom0 " } , VisualShaderNode : : PORT_TYPE_VECTOR_4D , TYPE_FLAGS_VERTEX , Shader : : MODE_CANVAS_ITEM ) ) ;
add_options . push_back ( AddOption ( " Custom1 " , " Input/Vertex " , " VisualShaderNodeInput " , vformat ( input_param_for_vertex_shader_mode , " custom1 " , " CUSTOM1 " ) , { " custom1 " } , VisualShaderNode : : PORT_TYPE_VECTOR_4D , TYPE_FLAGS_VERTEX , Shader : : MODE_CANVAS_ITEM ) ) ;
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add_options . push_back ( AddOption ( " InstanceCustom " , " Input/Vertex " , " VisualShaderNodeInput " , vformat ( input_param_for_vertex_shader_mode , " instance_custom " , " INSTANCE_CUSTOM " ) , { " instance_custom " } , VisualShaderNode : : PORT_TYPE_VECTOR_4D , TYPE_FLAGS_VERTEX , Shader : : MODE_CANVAS_ITEM ) ) ;
add_options . push_back ( AddOption ( " InstanceId " , " Input/Vertex " , " VisualShaderNodeInput " , vformat ( input_param_for_vertex_shader_mode , " instance_id " , " INSTANCE_ID " ) , { " instance_id " } , VisualShaderNode : : PORT_TYPE_SCALAR_INT , TYPE_FLAGS_VERTEX , Shader : : MODE_CANVAS_ITEM ) ) ;
add_options . push_back ( AddOption ( " ModelMatrix " , " Input/Vertex " , " VisualShaderNodeInput " , vformat ( input_param_for_vertex_shader_mode , " model_matrix " , " MODEL_MATRIX " ) , { " model_matrix " } , VisualShaderNode : : PORT_TYPE_TRANSFORM , TYPE_FLAGS_VERTEX , Shader : : MODE_CANVAS_ITEM ) ) ;
add_options . push_back ( AddOption ( " PointSize " , " Input/Vertex " , " VisualShaderNodeInput " , vformat ( input_param_for_vertex_shader_mode , " point_size " , " POINT_SIZE " ) , { " point_size " } , VisualShaderNode : : PORT_TYPE_SCALAR , TYPE_FLAGS_VERTEX , Shader : : MODE_CANVAS_ITEM ) ) ;
add_options . push_back ( AddOption ( " ScreenMatrix " , " Input/Vertex " , " VisualShaderNodeInput " , vformat ( input_param_for_vertex_shader_mode , " screen_matrix " , " SCREEN_MATRIX " ) , { " screen_matrix " } , VisualShaderNode : : PORT_TYPE_TRANSFORM , TYPE_FLAGS_VERTEX , Shader : : MODE_CANVAS_ITEM ) ) ;
add_options . push_back ( AddOption ( " Vertex " , " Input/Vertex " , " VisualShaderNodeInput " , vformat ( input_param_for_vertex_and_fragment_shader_mode , " vertex " , " VERTEX " ) , { " vertex " } , VisualShaderNode : : PORT_TYPE_VECTOR_2D , TYPE_FLAGS_VERTEX , Shader : : MODE_CANVAS_ITEM ) ) ;
add_options . push_back ( AddOption ( " VertexId " , " Input/Vertex " , " VisualShaderNodeInput " , vformat ( input_param_for_vertex_shader_mode , " vertex_id " , " VERTEX_ID " ) , { " vertex_id " } , VisualShaderNode : : PORT_TYPE_SCALAR_INT , TYPE_FLAGS_VERTEX , Shader : : MODE_CANVAS_ITEM ) ) ;
add_options . push_back ( AddOption ( " AtLightPass " , " Input/Fragment " , " VisualShaderNodeInput " , vformat ( input_param_for_vertex_and_fragment_shader_modes , " at_light_pass " , " AT_LIGHT_PASS " ) , { " at_light_pass " } , VisualShaderNode : : PORT_TYPE_BOOLEAN , TYPE_FLAGS_FRAGMENT , Shader : : MODE_CANVAS_ITEM ) ) ;
add_options . push_back ( AddOption ( " FragCoord " , " Input/Fragment " , " VisualShaderNodeInput " , vformat ( input_param_for_fragment_and_light_shader_modes , " fragcoord " , " FRAGCOORD " ) , { " fragcoord " } , VisualShaderNode : : PORT_TYPE_VECTOR_4D , TYPE_FLAGS_FRAGMENT , Shader : : MODE_CANVAS_ITEM ) ) ;
add_options . push_back ( AddOption ( " NormalTexture " , " Input/Fragment " , " VisualShaderNodeInput " , vformat ( input_param_for_fragment_shader_mode , " normal_texture " , " NORMAL_TEXTURE " ) , { " normal_texture " } , VisualShaderNode : : PORT_TYPE_SAMPLER , TYPE_FLAGS_FRAGMENT , Shader : : MODE_CANVAS_ITEM ) ) ;
add_options . push_back ( AddOption ( " PointCoord " , " Input/Fragment " , " VisualShaderNodeInput " , vformat ( input_param_for_fragment_and_light_shader_modes , " point_coord " , " POINT_COORD " ) , { " point_coord " } , VisualShaderNode : : PORT_TYPE_VECTOR_2D , TYPE_FLAGS_FRAGMENT , Shader : : MODE_CANVAS_ITEM ) ) ;
add_options . push_back ( AddOption ( " ScreenPixelSize " , " Input/Fragment " , " VisualShaderNodeInput " , vformat ( input_param_for_fragment_shader_mode , " screen_pixel_size " , " SCREEN_PIXEL_SIZE " ) , { " screen_pixel_size " } , VisualShaderNode : : PORT_TYPE_VECTOR_2D , TYPE_FLAGS_FRAGMENT , Shader : : MODE_CANVAS_ITEM ) ) ;
add_options . push_back ( AddOption ( " ScreenUV " , " Input/Fragment " , " VisualShaderNodeInput " , vformat ( input_param_for_fragment_and_light_shader_modes , " screen_uv " , " SCREEN_UV " ) , { " screen_uv " } , VisualShaderNode : : PORT_TYPE_VECTOR_2D , TYPE_FLAGS_FRAGMENT , Shader : : MODE_CANVAS_ITEM ) ) ;
add_options . push_back ( AddOption ( " SpecularShininess " , " Input/Fragment " , " VisualShaderNodeInput " , vformat ( input_param_for_fragment_and_light_shader_modes , " specular_shininess " , " SPECULAR_SHININESS " ) , { " specular_shininess " } , VisualShaderNode : : PORT_TYPE_VECTOR_4D , TYPE_FLAGS_FRAGMENT , Shader : : MODE_CANVAS_ITEM ) ) ;
add_options . push_back ( AddOption ( " SpecularShininessTexture " , " Input/Fragment " , " VisualShaderNodeInput " , vformat ( input_param_for_fragment_shader_mode , " specular_shininess_texture " , " SPECULAR_SHININESS_TEXTURE " ) , { " specular_shininess_texture " } , VisualShaderNode : : PORT_TYPE_SAMPLER , TYPE_FLAGS_FRAGMENT , Shader : : MODE_CANVAS_ITEM ) ) ;
add_options . push_back ( AddOption ( " Texture " , " Input/Fragment " , " VisualShaderNodeInput " , vformat ( input_param_for_fragment_and_light_shader_modes , " texture " , " TEXTURE " ) , { " texture " } , VisualShaderNode : : PORT_TYPE_SAMPLER , TYPE_FLAGS_FRAGMENT , Shader : : MODE_CANVAS_ITEM ) ) ;
add_options . push_back ( AddOption ( " Vertex " , " Input/Fragment " , " VisualShaderNodeInput " , vformat ( input_param_for_vertex_and_fragment_shader_mode , " vertex " , " VERTEX " ) , { " vertex " } , VisualShaderNode : : PORT_TYPE_VECTOR_2D , TYPE_FLAGS_FRAGMENT , Shader : : MODE_CANVAS_ITEM ) ) ;
add_options . push_back ( AddOption ( " FragCoord " , " Input/Light " , " VisualShaderNodeInput " , vformat ( input_param_for_fragment_and_light_shader_modes , " fragcoord " , " FRAGCOORD " ) , { " fragcoord " } , VisualShaderNode : : PORT_TYPE_VECTOR_4D , TYPE_FLAGS_LIGHT , Shader : : MODE_CANVAS_ITEM ) ) ;
add_options . push_back ( AddOption ( " Light " , " Input/Light " , " VisualShaderNodeInput " , vformat ( input_param_for_light_shader_mode , " light " , " LIGHT " ) , { " light " } , VisualShaderNode : : PORT_TYPE_VECTOR_4D , TYPE_FLAGS_LIGHT , Shader : : MODE_CANVAS_ITEM ) ) ;
add_options . push_back ( AddOption ( " LightColor " , " Input/Light " , " VisualShaderNodeInput " , vformat ( input_param_for_light_shader_mode , " light_color " , " LIGHT_COLOR " ) , { " light_color " } , VisualShaderNode : : PORT_TYPE_VECTOR_4D , TYPE_FLAGS_LIGHT , Shader : : MODE_CANVAS_ITEM ) ) ;
add_options . push_back ( AddOption ( " LightPosition " , " Input/Light " , " VisualShaderNodeInput " , vformat ( input_param_for_light_shader_mode , " light_position " , " LIGHT_POSITION " ) , { " light_position " } , VisualShaderNode : : PORT_TYPE_VECTOR_3D , TYPE_FLAGS_LIGHT , Shader : : MODE_CANVAS_ITEM ) ) ;
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add_options . push_back ( AddOption ( " LightDirection " , " Input/Light " , " VisualShaderNodeInput " , vformat ( input_param_for_light_shader_mode , " light_direction " , " LIGHT_DIRECTION " ) , { " light_direction " } , VisualShaderNode : : PORT_TYPE_VECTOR_3D , TYPE_FLAGS_LIGHT , Shader : : MODE_CANVAS_ITEM ) ) ;
add_options . push_back ( AddOption ( " LightIsDirectional " , " Input/Light " , " VisualShaderNodeInput " , vformat ( input_param_for_light_shader_mode , " light_is_directional " , " LIGHT_IS_DIRECTIONAL " ) , { " light_is_directional " } , VisualShaderNode : : PORT_TYPE_BOOLEAN , TYPE_FLAGS_LIGHT , Shader : : MODE_CANVAS_ITEM ) ) ;
add_options . push_back ( AddOption ( " LightEnergy " , " Input/Light " , " VisualShaderNodeInput " , vformat ( input_param_for_light_shader_mode , " light_energy " , " LIGHT_ENERGY " ) , { " light_energy " } , VisualShaderNode : : PORT_TYPE_SCALAR , TYPE_FLAGS_LIGHT , Shader : : MODE_CANVAS_ITEM ) ) ;
2022-09-07 12:00:49 +00:00
add_options . push_back ( AddOption ( " LightVertex " , " Input/Light " , " VisualShaderNodeInput " , vformat ( input_param_for_fragment_and_light_shader_modes , " light_vertex " , " LIGHT_VERTEX " ) , { " light_vertex " } , VisualShaderNode : : PORT_TYPE_VECTOR_3D , TYPE_FLAGS_LIGHT , Shader : : MODE_CANVAS_ITEM ) ) ;
add_options . push_back ( AddOption ( " Normal " , " Input/Light " , " VisualShaderNodeInput " , vformat ( input_param_for_light_shader_mode , " normal " , " NORMAL " ) , { " normal " } , VisualShaderNode : : PORT_TYPE_VECTOR_3D , TYPE_FLAGS_LIGHT , Shader : : MODE_CANVAS_ITEM ) ) ;
add_options . push_back ( AddOption ( " PointCoord " , " Input/Light " , " VisualShaderNodeInput " , vformat ( input_param_for_fragment_and_light_shader_modes , " point_coord " , " POINT_COORD " ) , { " point_coord " } , VisualShaderNode : : PORT_TYPE_VECTOR_2D , TYPE_FLAGS_LIGHT , Shader : : MODE_CANVAS_ITEM ) ) ;
add_options . push_back ( AddOption ( " ScreenUV " , " Input/Light " , " VisualShaderNodeInput " , vformat ( input_param_for_fragment_and_light_shader_modes , " screen_uv " , " SCREEN_UV " ) , { " screen_uv " } , VisualShaderNode : : PORT_TYPE_VECTOR_2D , TYPE_FLAGS_LIGHT , Shader : : MODE_CANVAS_ITEM ) ) ;
add_options . push_back ( AddOption ( " Shadow " , " Input/Light " , " VisualShaderNodeInput " , vformat ( input_param_for_light_shader_mode , " shadow " , " SHADOW_MODULATE " ) , { " shadow " } , VisualShaderNode : : PORT_TYPE_VECTOR_4D , TYPE_FLAGS_LIGHT , Shader : : MODE_CANVAS_ITEM ) ) ;
add_options . push_back ( AddOption ( " SpecularShininess " , " Input/Light " , " VisualShaderNodeInput " , vformat ( input_param_for_fragment_and_light_shader_modes , " specular_shininess " , " SPECULAR_SHININESS " ) , { " specular_shininess " } , VisualShaderNode : : PORT_TYPE_VECTOR_4D , TYPE_FLAGS_LIGHT , Shader : : MODE_CANVAS_ITEM ) ) ;
add_options . push_back ( AddOption ( " Texture " , " Input/Light " , " VisualShaderNodeInput " , vformat ( input_param_for_fragment_and_light_shader_modes , " texture " , " TEXTURE " ) , { " texture " } , VisualShaderNode : : PORT_TYPE_SAMPLER , TYPE_FLAGS_LIGHT , Shader : : MODE_CANVAS_ITEM ) ) ;
2020-09-06 07:43:14 +00:00
2020-03-25 09:22:29 +00:00
// SKY INPUTS
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add_options . push_back ( AddOption ( " AtCubeMapPass " , " Input/Sky " , " VisualShaderNodeInput " , vformat ( input_param_for_sky_shader_mode , " at_cubemap_pass " , " AT_CUBEMAP_PASS " ) , { " at_cubemap_pass " } , VisualShaderNode : : PORT_TYPE_BOOLEAN , TYPE_FLAGS_SKY , Shader : : MODE_SKY ) ) ;
add_options . push_back ( AddOption ( " AtHalfResPass " , " Input/Sky " , " VisualShaderNodeInput " , vformat ( input_param_for_sky_shader_mode , " at_half_res_pass " , " AT_HALF_RES_PASS " ) , { " at_half_res_pass " } , VisualShaderNode : : PORT_TYPE_BOOLEAN , TYPE_FLAGS_SKY , Shader : : MODE_SKY ) ) ;
add_options . push_back ( AddOption ( " AtQuarterResPass " , " Input/Sky " , " VisualShaderNodeInput " , vformat ( input_param_for_sky_shader_mode , " at_quarter_res_pass " , " AT_QUARTER_RES_PASS " ) , { " at_quarter_res_pass " } , VisualShaderNode : : PORT_TYPE_BOOLEAN , TYPE_FLAGS_SKY , Shader : : MODE_SKY ) ) ;
add_options . push_back ( AddOption ( " EyeDir " , " Input/Sky " , " VisualShaderNodeInput " , vformat ( input_param_for_sky_shader_mode , " eyedir " , " EYEDIR " ) , { " eyedir " } , VisualShaderNode : : PORT_TYPE_VECTOR_3D , TYPE_FLAGS_SKY , Shader : : MODE_SKY ) ) ;
add_options . push_back ( AddOption ( " HalfResColor " , " Input/Sky " , " VisualShaderNodeInput " , vformat ( input_param_for_sky_shader_mode , " half_res_color " , " HALF_RES_COLOR " ) , { " half_res_color " } , VisualShaderNode : : PORT_TYPE_VECTOR_4D , TYPE_FLAGS_SKY , Shader : : MODE_SKY ) ) ;
add_options . push_back ( AddOption ( " Light0Color " , " Input/Sky " , " VisualShaderNodeInput " , vformat ( input_param_for_sky_shader_mode , " light0_color " , " LIGHT0_COLOR " ) , { " light0_color " } , VisualShaderNode : : PORT_TYPE_VECTOR_3D , TYPE_FLAGS_SKY , Shader : : MODE_SKY ) ) ;
add_options . push_back ( AddOption ( " Light0Direction " , " Input/Sky " , " VisualShaderNodeInput " , vformat ( input_param_for_sky_shader_mode , " light0_direction " , " LIGHT0_DIRECTION " ) , { " light0_direction " } , VisualShaderNode : : PORT_TYPE_VECTOR_3D , TYPE_FLAGS_SKY , Shader : : MODE_SKY ) ) ;
add_options . push_back ( AddOption ( " Light0Enabled " , " Input/Sky " , " VisualShaderNodeInput " , vformat ( input_param_for_sky_shader_mode , " light0_enabled " , " LIGHT0_ENABLED " ) , { " light0_enabled " } , VisualShaderNode : : PORT_TYPE_BOOLEAN , TYPE_FLAGS_SKY , Shader : : MODE_SKY ) ) ;
add_options . push_back ( AddOption ( " Light0Energy " , " Input/Sky " , " VisualShaderNodeInput " , vformat ( input_param_for_sky_shader_mode , " light0_energy " , " LIGHT0_ENERGY " ) , { " light0_energy " } , VisualShaderNode : : PORT_TYPE_SCALAR , TYPE_FLAGS_SKY , Shader : : MODE_SKY ) ) ;
add_options . push_back ( AddOption ( " Light1Color " , " Input/Sky " , " VisualShaderNodeInput " , vformat ( input_param_for_sky_shader_mode , " light1_color " , " LIGHT1_COLOR " ) , { " light1_color " } , VisualShaderNode : : PORT_TYPE_VECTOR_3D , TYPE_FLAGS_SKY , Shader : : MODE_SKY ) ) ;
add_options . push_back ( AddOption ( " Light1Direction " , " Input/Sky " , " VisualShaderNodeInput " , vformat ( input_param_for_sky_shader_mode , " light1_direction " , " LIGHT1_DIRECTION " ) , { " light1_direction " } , VisualShaderNode : : PORT_TYPE_VECTOR_3D , TYPE_FLAGS_SKY , Shader : : MODE_SKY ) ) ;
add_options . push_back ( AddOption ( " Light1Enabled " , " Input/Sky " , " VisualShaderNodeInput " , vformat ( input_param_for_sky_shader_mode , " light1_enabled " , " LIGHT1_ENABLED " ) , { " light1_enabled " } , VisualShaderNode : : PORT_TYPE_BOOLEAN , TYPE_FLAGS_SKY , Shader : : MODE_SKY ) ) ;
add_options . push_back ( AddOption ( " Light1Energy " , " Input/Sky " , " VisualShaderNodeInput " , vformat ( input_param_for_sky_shader_mode , " light1_energy " , " LIGHT1_ENERGY " ) , { " light1_energy " } , VisualShaderNode : : PORT_TYPE_SCALAR , TYPE_FLAGS_SKY , Shader : : MODE_SKY ) ) ;
add_options . push_back ( AddOption ( " Light2Color " , " Input/Sky " , " VisualShaderNodeInput " , vformat ( input_param_for_sky_shader_mode , " light2_color " , " LIGHT2_COLOR " ) , { " light2_color " } , VisualShaderNode : : PORT_TYPE_VECTOR_3D , TYPE_FLAGS_SKY , Shader : : MODE_SKY ) ) ;
add_options . push_back ( AddOption ( " Light2Direction " , " Input/Sky " , " VisualShaderNodeInput " , vformat ( input_param_for_sky_shader_mode , " light2_direction " , " LIGHT2_DIRECTION " ) , { " light2_direction " } , VisualShaderNode : : PORT_TYPE_VECTOR_3D , TYPE_FLAGS_SKY , Shader : : MODE_SKY ) ) ;
add_options . push_back ( AddOption ( " Light2Enabled " , " Input/Sky " , " VisualShaderNodeInput " , vformat ( input_param_for_sky_shader_mode , " light2_enabled " , " LIGHT2_ENABLED " ) , { " light2_enabled " } , VisualShaderNode : : PORT_TYPE_BOOLEAN , TYPE_FLAGS_SKY , Shader : : MODE_SKY ) ) ;
add_options . push_back ( AddOption ( " Light2Energy " , " Input/Sky " , " VisualShaderNodeInput " , vformat ( input_param_for_sky_shader_mode , " light2_energy " , " LIGHT2_ENERGY " ) , { " light2_energy " } , VisualShaderNode : : PORT_TYPE_SCALAR , TYPE_FLAGS_SKY , Shader : : MODE_SKY ) ) ;
add_options . push_back ( AddOption ( " Light3Color " , " Input/Sky " , " VisualShaderNodeInput " , vformat ( input_param_for_sky_shader_mode , " light3_color " , " LIGHT3_COLOR " ) , { " light3_color " } , VisualShaderNode : : PORT_TYPE_VECTOR_3D , TYPE_FLAGS_SKY , Shader : : MODE_SKY ) ) ;
add_options . push_back ( AddOption ( " Light3Direction " , " Input/Sky " , " VisualShaderNodeInput " , vformat ( input_param_for_sky_shader_mode , " light3_direction " , " LIGHT3_DIRECTION " ) , { " light3_direction " } , VisualShaderNode : : PORT_TYPE_VECTOR_3D , TYPE_FLAGS_SKY , Shader : : MODE_SKY ) ) ;
add_options . push_back ( AddOption ( " Light3Enabled " , " Input/Sky " , " VisualShaderNodeInput " , vformat ( input_param_for_sky_shader_mode , " light3_enabled " , " LIGHT3_ENABLED " ) , { " light3_enabled " } , VisualShaderNode : : PORT_TYPE_BOOLEAN , TYPE_FLAGS_SKY , Shader : : MODE_SKY ) ) ;
add_options . push_back ( AddOption ( " Light3Energy " , " Input/Sky " , " VisualShaderNodeInput " , vformat ( input_param_for_sky_shader_mode , " light3_energy " , " LIGHT3_ENERGY " ) , { " light3_energy " } , VisualShaderNode : : PORT_TYPE_SCALAR , TYPE_FLAGS_SKY , Shader : : MODE_SKY ) ) ;
add_options . push_back ( AddOption ( " Position " , " Input/Sky " , " VisualShaderNodeInput " , vformat ( input_param_for_sky_shader_mode , " position " , " POSITION " ) , { " position " } , VisualShaderNode : : PORT_TYPE_VECTOR_3D , TYPE_FLAGS_SKY , Shader : : MODE_SKY ) ) ;
add_options . push_back ( AddOption ( " QuarterResColor " , " Input/Sky " , " VisualShaderNodeInput " , vformat ( input_param_for_sky_shader_mode , " quarter_res_color " , " QUARTER_RES_COLOR " ) , { " quarter_res_color " } , VisualShaderNode : : PORT_TYPE_VECTOR_4D , TYPE_FLAGS_SKY , Shader : : MODE_SKY ) ) ;
add_options . push_back ( AddOption ( " Radiance " , " Input/Sky " , " VisualShaderNodeInput " , vformat ( input_param_for_sky_shader_mode , " radiance " , " RADIANCE " ) , { " radiance " } , VisualShaderNode : : PORT_TYPE_SAMPLER , TYPE_FLAGS_SKY , Shader : : MODE_SKY ) ) ;
add_options . push_back ( AddOption ( " ScreenUV " , " Input/Sky " , " VisualShaderNodeInput " , vformat ( input_param_for_sky_shader_mode , " screen_uv " , " SCREEN_UV " ) , { " screen_uv " } , VisualShaderNode : : PORT_TYPE_VECTOR_2D , TYPE_FLAGS_SKY , Shader : : MODE_SKY ) ) ;
add_options . push_back ( AddOption ( " FragCoord " , " Input/Sky " , " VisualShaderNodeInput " , vformat ( input_param_for_sky_shader_mode , " fragcoord " , " FRAGCOORD " ) , { " fragcoord " } , VisualShaderNode : : PORT_TYPE_VECTOR_4D , TYPE_FLAGS_SKY , Shader : : MODE_SKY ) ) ;
add_options . push_back ( AddOption ( " SkyCoords " , " Input/Sky " , " VisualShaderNodeInput " , vformat ( input_param_for_sky_shader_mode , " sky_coords " , " SKY_COORDS " ) , { " sky_coords " } , VisualShaderNode : : PORT_TYPE_VECTOR_2D , TYPE_FLAGS_SKY , Shader : : MODE_SKY ) ) ;
add_options . push_back ( AddOption ( " Time " , " Input/Sky " , " VisualShaderNodeInput " , vformat ( input_param_for_sky_shader_mode , " time " , " TIME " ) , { " time " } , VisualShaderNode : : PORT_TYPE_SCALAR , TYPE_FLAGS_SKY , Shader : : MODE_SKY ) ) ;
2020-03-25 09:22:29 +00:00
2021-10-29 13:42:33 +00:00
// FOG INPUTS
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add_options . push_back ( AddOption ( " WorldPosition " , " Input/Fog " , " VisualShaderNodeInput " , vformat ( input_param_for_fog_shader_mode , " world_position " , " WORLD_POSITION " ) , { " world_position " } , VisualShaderNode : : PORT_TYPE_VECTOR_3D , TYPE_FLAGS_FOG , Shader : : MODE_FOG ) ) ;
add_options . push_back ( AddOption ( " ObjectPosition " , " Input/Fog " , " VisualShaderNodeInput " , vformat ( input_param_for_fog_shader_mode , " object_position " , " OBJECT_POSITION " ) , { " object_position " } , VisualShaderNode : : PORT_TYPE_VECTOR_3D , TYPE_FLAGS_FOG , Shader : : MODE_FOG ) ) ;
add_options . push_back ( AddOption ( " UVW " , " Input/Fog " , " VisualShaderNodeInput " , vformat ( input_param_for_fog_shader_mode , " uvw " , " UVW " ) , { " uvw " } , VisualShaderNode : : PORT_TYPE_VECTOR_3D , TYPE_FLAGS_FOG , Shader : : MODE_FOG ) ) ;
2022-07-12 07:43:01 +00:00
add_options . push_back ( AddOption ( " Size " , " Input/Fog " , " VisualShaderNodeInput " , vformat ( input_param_for_fog_shader_mode , " size " , " SIZE " ) , { " size " } , VisualShaderNode : : PORT_TYPE_VECTOR_3D , TYPE_FLAGS_FOG , Shader : : MODE_FOG ) ) ;
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add_options . push_back ( AddOption ( " SDF " , " Input/Fog " , " VisualShaderNodeInput " , vformat ( input_param_for_fog_shader_mode , " sdf " , " SDF " ) , { " sdf " } , VisualShaderNode : : PORT_TYPE_SCALAR , TYPE_FLAGS_FOG , Shader : : MODE_FOG ) ) ;
add_options . push_back ( AddOption ( " Time " , " Input/Fog " , " VisualShaderNodeInput " , vformat ( input_param_for_fog_shader_mode , " time " , " TIME " ) , { " time " } , VisualShaderNode : : PORT_TYPE_SCALAR , TYPE_FLAGS_FOG , Shader : : MODE_FOG ) ) ;
2021-10-29 13:42:33 +00:00
2021-07-18 12:05:25 +00:00
// PARTICLES INPUTS
2020-09-15 07:57:40 +00:00
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add_options . push_back ( AddOption ( " CollisionDepth " , " Input/Collide " , " VisualShaderNodeInput " , vformat ( input_param_for_collide_shader_mode , " collision_depth " , " COLLISION_DEPTH " ) , { " collision_depth " } , VisualShaderNode : : PORT_TYPE_SCALAR , TYPE_FLAGS_COLLIDE , Shader : : MODE_PARTICLES ) ) ;
add_options . push_back ( AddOption ( " CollisionNormal " , " Input/Collide " , " VisualShaderNodeInput " , vformat ( input_param_for_collide_shader_mode , " collision_normal " , " COLLISION_NORMAL " ) , { " collision_normal " } , VisualShaderNode : : PORT_TYPE_VECTOR_3D , TYPE_FLAGS_COLLIDE , Shader : : MODE_PARTICLES ) ) ;
2020-09-15 07:57:40 +00:00
2021-07-18 12:05:25 +00:00
// PARTICLES
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add_options . push_back ( AddOption ( " EmitParticle " , " Particles " , " VisualShaderNodeParticleEmit " , " " , { } , - 1 , TYPE_FLAGS_PROCESS | TYPE_FLAGS_PROCESS_CUSTOM | TYPE_FLAGS_COLLIDE , Shader : : MODE_PARTICLES ) ) ;
add_options . push_back ( AddOption ( " ParticleAccelerator " , " Particles " , " VisualShaderNodeParticleAccelerator " , " " , { } , VisualShaderNode : : PORT_TYPE_VECTOR_3D , TYPE_FLAGS_PROCESS , Shader : : MODE_PARTICLES ) ) ;
add_options . push_back ( AddOption ( " ParticleRandomness " , " Particles " , " VisualShaderNodeParticleRandomness " , " " , { } , VisualShaderNode : : PORT_TYPE_SCALAR , TYPE_FLAGS_EMIT | TYPE_FLAGS_PROCESS | TYPE_FLAGS_COLLIDE , Shader : : MODE_PARTICLES ) ) ;
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add_options . push_back ( AddOption ( " MultiplyByAxisAngle (*) " , " Particles/Transform " , " VisualShaderNodeParticleMultiplyByAxisAngle " , TTR ( " A node for help to multiply a position input vector by rotation using specific axis. Intended to work with emitters. " ) , { } , VisualShaderNode : : PORT_TYPE_VECTOR_3D , TYPE_FLAGS_EMIT | TYPE_FLAGS_PROCESS | TYPE_FLAGS_COLLIDE , Shader : : MODE_PARTICLES ) ) ;
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add_options . push_back ( AddOption ( " BoxEmitter " , " Particles/Emitters " , " VisualShaderNodeParticleBoxEmitter " , " " , { } , VisualShaderNode : : PORT_TYPE_VECTOR_3D , TYPE_FLAGS_EMIT , Shader : : MODE_PARTICLES ) ) ;
add_options . push_back ( AddOption ( " MeshEmitter " , " Particles/Emitters " , " VisualShaderNodeParticleMeshEmitter " , " " , { } , VisualShaderNode : : PORT_TYPE_VECTOR_3D , TYPE_FLAGS_EMIT , Shader : : MODE_PARTICLES ) ) ;
add_options . push_back ( AddOption ( " RingEmitter " , " Particles/Emitters " , " VisualShaderNodeParticleRingEmitter " , " " , { } , VisualShaderNode : : PORT_TYPE_VECTOR_3D , TYPE_FLAGS_EMIT , Shader : : MODE_PARTICLES ) ) ;
add_options . push_back ( AddOption ( " SphereEmitter " , " Particles/Emitters " , " VisualShaderNodeParticleSphereEmitter " , " " , { } , VisualShaderNode : : PORT_TYPE_VECTOR_3D , TYPE_FLAGS_EMIT , Shader : : MODE_PARTICLES ) ) ;
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add_options . push_back ( AddOption ( " ConeVelocity " , " Particles/Velocity " , " VisualShaderNodeParticleConeVelocity " , " " , { } , VisualShaderNode : : PORT_TYPE_VECTOR_3D , TYPE_FLAGS_EMIT , Shader : : MODE_PARTICLES ) ) ;
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// SCALAR
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add_options . push_back ( AddOption ( " FloatFunc " , " Scalar/Common " , " VisualShaderNodeFloatFunc " , TTR ( " Float function. " ) , { } , VisualShaderNode : : PORT_TYPE_SCALAR ) ) ;
add_options . push_back ( AddOption ( " FloatOp " , " Scalar/Common " , " VisualShaderNodeFloatOp " , TTR ( " Float operator. " ) , { } , VisualShaderNode : : PORT_TYPE_SCALAR ) ) ;
add_options . push_back ( AddOption ( " IntFunc " , " Scalar/Common " , " VisualShaderNodeIntFunc " , TTR ( " Integer function. " ) , { } , VisualShaderNode : : PORT_TYPE_SCALAR_INT ) ) ;
add_options . push_back ( AddOption ( " IntOp " , " Scalar/Common " , " VisualShaderNodeIntOp " , TTR ( " Integer operator. " ) , { } , VisualShaderNode : : PORT_TYPE_SCALAR_INT ) ) ;
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add_options . push_back ( AddOption ( " UIntFunc " , " Scalar/Common " , " VisualShaderNodeUIntFunc " , TTR ( " Unsigned integer function. " ) , { } , VisualShaderNode : : PORT_TYPE_SCALAR_UINT ) ) ;
add_options . push_back ( AddOption ( " UIntOp " , " Scalar/Common " , " VisualShaderNodeUIntOp " , TTR ( " Unsigned integer operator. " ) , { } , VisualShaderNode : : PORT_TYPE_SCALAR_UINT ) ) ;
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// CONSTANTS
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for ( int i = 0 ; i < MAX_FLOAT_CONST_DEFS ; i + + ) {
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add_options . push_back ( AddOption ( float_constant_defs [ i ] . name , " Scalar/Constants " , " VisualShaderNodeFloatConstant " , float_constant_defs [ i ] . desc , { float_constant_defs [ i ] . value } , VisualShaderNode : : PORT_TYPE_SCALAR ) ) ;
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}
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// FUNCTIONS
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add_options . push_back ( AddOption ( " Abs " , " Scalar/Functions " , " VisualShaderNodeFloatFunc " , TTR ( " Returns the absolute value of the parameter. " ) , { VisualShaderNodeFloatFunc : : FUNC_ABS } , VisualShaderNode : : PORT_TYPE_SCALAR ) ) ;
add_options . push_back ( AddOption ( " Abs " , " Scalar/Functions " , " VisualShaderNodeIntFunc " , TTR ( " Returns the absolute value of the parameter. " ) , { VisualShaderNodeIntFunc : : FUNC_ABS } , VisualShaderNode : : PORT_TYPE_SCALAR_INT ) ) ;
add_options . push_back ( AddOption ( " ACos " , " Scalar/Functions " , " VisualShaderNodeFloatFunc " , TTR ( " Returns the arc-cosine of the parameter. " ) , { VisualShaderNodeFloatFunc : : FUNC_ACOS } , VisualShaderNode : : PORT_TYPE_SCALAR ) ) ;
add_options . push_back ( AddOption ( " ACosH " , " Scalar/Functions " , " VisualShaderNodeFloatFunc " , TTR ( " Returns the inverse hyperbolic cosine of the parameter. " ) , { VisualShaderNodeFloatFunc : : FUNC_ACOSH } , VisualShaderNode : : PORT_TYPE_SCALAR ) ) ;
add_options . push_back ( AddOption ( " ASin " , " Scalar/Functions " , " VisualShaderNodeFloatFunc " , TTR ( " Returns the arc-sine of the parameter. " ) , { VisualShaderNodeFloatFunc : : FUNC_ASIN } , VisualShaderNode : : PORT_TYPE_SCALAR ) ) ;
add_options . push_back ( AddOption ( " ASinH " , " Scalar/Functions " , " VisualShaderNodeFloatFunc " , TTR ( " Returns the inverse hyperbolic sine of the parameter. " ) , { VisualShaderNodeFloatFunc : : FUNC_ASINH } , VisualShaderNode : : PORT_TYPE_SCALAR ) ) ;
add_options . push_back ( AddOption ( " ATan " , " Scalar/Functions " , " VisualShaderNodeFloatFunc " , TTR ( " Returns the arc-tangent of the parameter. " ) , { VisualShaderNodeFloatFunc : : FUNC_ATAN } , VisualShaderNode : : PORT_TYPE_SCALAR ) ) ;
add_options . push_back ( AddOption ( " ATan2 " , " Scalar/Functions " , " VisualShaderNodeFloatOp " , TTR ( " Returns the arc-tangent of the parameters. " ) , { VisualShaderNodeFloatOp : : OP_ATAN2 } , VisualShaderNode : : PORT_TYPE_SCALAR ) ) ;
add_options . push_back ( AddOption ( " ATanH " , " Scalar/Functions " , " VisualShaderNodeFloatFunc " , TTR ( " Returns the inverse hyperbolic tangent of the parameter. " ) , { VisualShaderNodeFloatFunc : : FUNC_ATANH } , VisualShaderNode : : PORT_TYPE_SCALAR ) ) ;
add_options . push_back ( AddOption ( " BitwiseNOT " , " Scalar/Functions " , " VisualShaderNodeIntFunc " , TTR ( " Returns the result of bitwise NOT (~a) operation on the integer. " ) , { VisualShaderNodeIntFunc : : FUNC_BITWISE_NOT } , VisualShaderNode : : PORT_TYPE_SCALAR_INT ) ) ;
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add_options . push_back ( AddOption ( " BitwiseNOT " , " Scalar/Functions " , " VisualShaderNodeUIntFunc " , TTR ( " Returns the result of bitwise NOT (~a) operation on the unsigned integer. " ) , { VisualShaderNodeUIntFunc : : FUNC_BITWISE_NOT } , VisualShaderNode : : PORT_TYPE_SCALAR_UINT ) ) ;
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add_options . push_back ( AddOption ( " Ceil " , " Scalar/Functions " , " VisualShaderNodeFloatFunc " , TTR ( " Finds the nearest integer that is greater than or equal to the parameter. " ) , { VisualShaderNodeFloatFunc : : FUNC_CEIL } , VisualShaderNode : : PORT_TYPE_SCALAR ) ) ;
add_options . push_back ( AddOption ( " Clamp " , " Scalar/Functions " , " VisualShaderNodeClamp " , TTR ( " Constrains a value to lie between two further values. " ) , { VisualShaderNodeClamp : : OP_TYPE_FLOAT } , VisualShaderNode : : PORT_TYPE_SCALAR ) ) ;
add_options . push_back ( AddOption ( " Clamp " , " Scalar/Functions " , " VisualShaderNodeClamp " , TTR ( " Constrains a value to lie between two further values. " ) , { VisualShaderNodeClamp : : OP_TYPE_INT } , VisualShaderNode : : PORT_TYPE_SCALAR_INT ) ) ;
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add_options . push_back ( AddOption ( " Clamp " , " Scalar/Functions " , " VisualShaderNodeClamp " , TTR ( " Constrains a value to lie between two further values. " ) , { VisualShaderNodeClamp : : OP_TYPE_UINT } , VisualShaderNode : : PORT_TYPE_SCALAR_UINT ) ) ;
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add_options . push_back ( AddOption ( " Cos " , " Scalar/Functions " , " VisualShaderNodeFloatFunc " , TTR ( " Returns the cosine of the parameter. " ) , { VisualShaderNodeFloatFunc : : FUNC_COS } , VisualShaderNode : : PORT_TYPE_SCALAR ) ) ;
add_options . push_back ( AddOption ( " CosH " , " Scalar/Functions " , " VisualShaderNodeFloatFunc " , TTR ( " Returns the hyperbolic cosine of the parameter. " ) , { VisualShaderNodeFloatFunc : : FUNC_COSH } , VisualShaderNode : : PORT_TYPE_SCALAR ) ) ;
add_options . push_back ( AddOption ( " Degrees " , " Scalar/Functions " , " VisualShaderNodeFloatFunc " , TTR ( " Converts a quantity in radians to degrees. " ) , { VisualShaderNodeFloatFunc : : FUNC_DEGREES } , VisualShaderNode : : PORT_TYPE_SCALAR ) ) ;
add_options . push_back ( AddOption ( " DFdX " , " Scalar/Functions " , " VisualShaderNodeDerivativeFunc " , TTR ( " (Fragment/Light mode only) (Scalar) Derivative in 'x' using local differencing. " ) , { VisualShaderNodeDerivativeFunc : : FUNC_X , VisualShaderNodeDerivativeFunc : : OP_TYPE_SCALAR } , VisualShaderNode : : PORT_TYPE_SCALAR , TYPE_FLAGS_FRAGMENT | TYPE_FLAGS_LIGHT , - 1 , true ) ) ;
add_options . push_back ( AddOption ( " DFdY " , " Scalar/Functions " , " VisualShaderNodeDerivativeFunc " , TTR ( " (Fragment/Light mode only) (Scalar) Derivative in 'y' using local differencing. " ) , { VisualShaderNodeDerivativeFunc : : FUNC_Y , VisualShaderNodeDerivativeFunc : : OP_TYPE_SCALAR } , VisualShaderNode : : PORT_TYPE_SCALAR , TYPE_FLAGS_FRAGMENT | TYPE_FLAGS_LIGHT , - 1 , true ) ) ;
add_options . push_back ( AddOption ( " Exp " , " Scalar/Functions " , " VisualShaderNodeFloatFunc " , TTR ( " Base-e Exponential. " ) , { VisualShaderNodeFloatFunc : : FUNC_EXP } , VisualShaderNode : : PORT_TYPE_SCALAR ) ) ;
add_options . push_back ( AddOption ( " Exp2 " , " Scalar/Functions " , " VisualShaderNodeFloatFunc " , TTR ( " Base-2 Exponential. " ) , { VisualShaderNodeFloatFunc : : FUNC_EXP2 } , VisualShaderNode : : PORT_TYPE_SCALAR ) ) ;
add_options . push_back ( AddOption ( " Floor " , " Scalar/Functions " , " VisualShaderNodeFloatFunc " , TTR ( " Finds the nearest integer less than or equal to the parameter. " ) , { VisualShaderNodeFloatFunc : : FUNC_FLOOR } , VisualShaderNode : : PORT_TYPE_SCALAR ) ) ;
add_options . push_back ( AddOption ( " Fract " , " Scalar/Functions " , " VisualShaderNodeFloatFunc " , TTR ( " Computes the fractional part of the argument. " ) , { VisualShaderNodeFloatFunc : : FUNC_FRACT } , VisualShaderNode : : PORT_TYPE_SCALAR ) ) ;
add_options . push_back ( AddOption ( " InverseSqrt " , " Scalar/Functions " , " VisualShaderNodeFloatFunc " , TTR ( " Returns the inverse of the square root of the parameter. " ) , { VisualShaderNodeFloatFunc : : FUNC_INVERSE_SQRT } , VisualShaderNode : : PORT_TYPE_SCALAR ) ) ;
add_options . push_back ( AddOption ( " Log " , " Scalar/Functions " , " VisualShaderNodeFloatFunc " , TTR ( " Natural logarithm. " ) , { VisualShaderNodeFloatFunc : : FUNC_LOG } , VisualShaderNode : : PORT_TYPE_SCALAR ) ) ;
add_options . push_back ( AddOption ( " Log2 " , " Scalar/Functions " , " VisualShaderNodeFloatFunc " , TTR ( " Base-2 logarithm. " ) , { VisualShaderNodeFloatFunc : : FUNC_LOG2 } , VisualShaderNode : : PORT_TYPE_SCALAR ) ) ;
add_options . push_back ( AddOption ( " Max " , " Scalar/Functions " , " VisualShaderNodeFloatOp " , TTR ( " Returns the greater of two values. " ) , { VisualShaderNodeFloatOp : : OP_MAX } , VisualShaderNode : : PORT_TYPE_SCALAR ) ) ;
add_options . push_back ( AddOption ( " Min " , " Scalar/Functions " , " VisualShaderNodeFloatOp " , TTR ( " Returns the lesser of two values. " ) , { VisualShaderNodeFloatOp : : OP_MIN } , VisualShaderNode : : PORT_TYPE_SCALAR ) ) ;
add_options . push_back ( AddOption ( " Mix " , " Scalar/Functions " , " VisualShaderNodeMix " , TTR ( " Linear interpolation between two scalars. " ) , { VisualShaderNodeMix : : OP_TYPE_SCALAR } , VisualShaderNode : : PORT_TYPE_SCALAR ) ) ;
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add_options . push_back ( AddOption ( " MultiplyAdd (a * b + c) " , " Scalar/Functions " , " VisualShaderNodeMultiplyAdd " , TTR ( " Performs a fused multiply-add operation (a * b + c) on scalars. " ) , { VisualShaderNodeMultiplyAdd : : OP_TYPE_SCALAR } , VisualShaderNode : : PORT_TYPE_SCALAR ) ) ;
add_options . push_back ( AddOption ( " Negate (*-1) " , " Scalar/Functions " , " VisualShaderNodeFloatFunc " , TTR ( " Returns the opposite value of the parameter. " ) , { VisualShaderNodeFloatFunc : : FUNC_NEGATE } , VisualShaderNode : : PORT_TYPE_SCALAR ) ) ;
add_options . push_back ( AddOption ( " Negate (*-1) " , " Scalar/Functions " , " VisualShaderNodeIntFunc " , TTR ( " Returns the opposite value of the parameter. " ) , { VisualShaderNodeIntFunc : : FUNC_NEGATE } , VisualShaderNode : : PORT_TYPE_SCALAR_INT ) ) ;
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add_options . push_back ( AddOption ( " Negate (*-1) " , " Scalar/Functions " , " VisualShaderNodeUIntFunc " , TTR ( " Returns the opposite value of the parameter. " ) , { VisualShaderNodeUIntFunc : : FUNC_NEGATE } , VisualShaderNode : : PORT_TYPE_SCALAR_UINT ) ) ;
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add_options . push_back ( AddOption ( " OneMinus (1-) " , " Scalar/Functions " , " VisualShaderNodeFloatFunc " , TTR ( " 1.0 - scalar " ) , { VisualShaderNodeFloatFunc : : FUNC_ONEMINUS } , VisualShaderNode : : PORT_TYPE_SCALAR ) ) ;
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add_options . push_back ( AddOption ( " Pow " , " Scalar/Functions " , " VisualShaderNodeFloatOp " , TTR ( " Returns the value of the first parameter raised to the power of the second. " ) , { VisualShaderNodeFloatOp : : OP_POW } , VisualShaderNode : : PORT_TYPE_SCALAR ) ) ;
add_options . push_back ( AddOption ( " Radians " , " Scalar/Functions " , " VisualShaderNodeFloatFunc " , TTR ( " Converts a quantity in degrees to radians. " ) , { VisualShaderNodeFloatFunc : : FUNC_RADIANS } , VisualShaderNode : : PORT_TYPE_SCALAR ) ) ;
add_options . push_back ( AddOption ( " Reciprocal " , " Scalar/Functions " , " VisualShaderNodeFloatFunc " , TTR ( " 1.0 / scalar " ) , { VisualShaderNodeFloatFunc : : FUNC_RECIPROCAL } , VisualShaderNode : : PORT_TYPE_SCALAR ) ) ;
add_options . push_back ( AddOption ( " Round " , " Scalar/Functions " , " VisualShaderNodeFloatFunc " , TTR ( " Finds the nearest integer to the parameter. " ) , { VisualShaderNodeFloatFunc : : FUNC_ROUND } , VisualShaderNode : : PORT_TYPE_SCALAR ) ) ;
add_options . push_back ( AddOption ( " RoundEven " , " Scalar/Functions " , " VisualShaderNodeFloatFunc " , TTR ( " Finds the nearest even integer to the parameter. " ) , { VisualShaderNodeFloatFunc : : FUNC_ROUNDEVEN } , VisualShaderNode : : PORT_TYPE_SCALAR ) ) ;
add_options . push_back ( AddOption ( " Saturate " , " Scalar/Functions " , " VisualShaderNodeFloatFunc " , TTR ( " Clamps the value between 0.0 and 1.0. " ) , { VisualShaderNodeFloatFunc : : FUNC_SATURATE } , VisualShaderNode : : PORT_TYPE_SCALAR ) ) ;
add_options . push_back ( AddOption ( " Sign " , " Scalar/Functions " , " VisualShaderNodeFloatFunc " , TTR ( " Extracts the sign of the parameter. " ) , { VisualShaderNodeFloatFunc : : FUNC_SIGN } , VisualShaderNode : : PORT_TYPE_SCALAR ) ) ;
add_options . push_back ( AddOption ( " Sign " , " Scalar/Functions " , " VisualShaderNodeIntFunc " , TTR ( " Extracts the sign of the parameter. " ) , { VisualShaderNodeIntFunc : : FUNC_SIGN } , VisualShaderNode : : PORT_TYPE_SCALAR_INT ) ) ;
add_options . push_back ( AddOption ( " Sin " , " Scalar/Functions " , " VisualShaderNodeFloatFunc " , TTR ( " Returns the sine of the parameter. " ) , { VisualShaderNodeFloatFunc : : FUNC_SIN } , VisualShaderNode : : PORT_TYPE_SCALAR ) ) ;
add_options . push_back ( AddOption ( " SinH " , " Scalar/Functions " , " VisualShaderNodeFloatFunc " , TTR ( " Returns the hyperbolic sine of the parameter. " ) , { VisualShaderNodeFloatFunc : : FUNC_SINH } , VisualShaderNode : : PORT_TYPE_SCALAR ) ) ;
add_options . push_back ( AddOption ( " Sqrt " , " Scalar/Functions " , " VisualShaderNodeFloatFunc " , TTR ( " Returns the square root of the parameter. " ) , { VisualShaderNodeFloatFunc : : FUNC_SQRT } , VisualShaderNode : : PORT_TYPE_SCALAR ) ) ;
add_options . push_back ( AddOption ( " SmoothStep " , " Scalar/Functions " , " VisualShaderNodeSmoothStep " , TTR ( " SmoothStep function( scalar(edge0), scalar(edge1), scalar(x) ). \n \n Returns 0.0 if 'x' is smaller than '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. " ) , { VisualShaderNodeSmoothStep : : OP_TYPE_SCALAR } , VisualShaderNode : : PORT_TYPE_SCALAR ) ) ;
add_options . push_back ( AddOption ( " Step " , " Scalar/Functions " , " VisualShaderNodeStep " , TTR ( " Step function( scalar(edge), scalar(x) ). \n \n Returns 0.0 if 'x' is smaller than 'edge' and otherwise 1.0. " ) , { VisualShaderNodeStep : : OP_TYPE_SCALAR } , VisualShaderNode : : PORT_TYPE_SCALAR ) ) ;
add_options . push_back ( AddOption ( " Sum " , " Scalar/Functions " , " VisualShaderNodeDerivativeFunc " , TTR ( " (Fragment/Light mode only) (Scalar) Sum of absolute derivative in 'x' and 'y'. " ) , { VisualShaderNodeDerivativeFunc : : FUNC_SUM , VisualShaderNodeDerivativeFunc : : OP_TYPE_SCALAR } , VisualShaderNode : : PORT_TYPE_SCALAR , TYPE_FLAGS_FRAGMENT | TYPE_FLAGS_LIGHT , - 1 , true ) ) ;
add_options . push_back ( AddOption ( " Tan " , " Scalar/Functions " , " VisualShaderNodeFloatFunc " , TTR ( " Returns the tangent of the parameter. " ) , { VisualShaderNodeFloatFunc : : FUNC_TAN } , VisualShaderNode : : PORT_TYPE_SCALAR ) ) ;
add_options . push_back ( AddOption ( " TanH " , " Scalar/Functions " , " VisualShaderNodeFloatFunc " , TTR ( " Returns the hyperbolic tangent of the parameter. " ) , { VisualShaderNodeFloatFunc : : FUNC_TANH } , VisualShaderNode : : PORT_TYPE_SCALAR ) ) ;
add_options . push_back ( AddOption ( " Trunc " , " Scalar/Functions " , " VisualShaderNodeFloatFunc " , TTR ( " Finds the truncated value of the parameter. " ) , { VisualShaderNodeFloatFunc : : FUNC_TRUNC } , VisualShaderNode : : PORT_TYPE_SCALAR ) ) ;
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add_options . push_back ( AddOption ( " Add (+) " , " Scalar/Operators " , " VisualShaderNodeFloatOp " , TTR ( " Sums two floating-point scalars. " ) , { VisualShaderNodeFloatOp : : OP_ADD } , VisualShaderNode : : PORT_TYPE_SCALAR ) ) ;
add_options . push_back ( AddOption ( " Add (+) " , " Scalar/Operators " , " VisualShaderNodeIntOp " , TTR ( " Sums two integer scalars. " ) , { VisualShaderNodeIntOp : : OP_ADD } , VisualShaderNode : : PORT_TYPE_SCALAR_INT ) ) ;
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add_options . push_back ( AddOption ( " Add (+) " , " Scalar/Operators " , " VisualShaderNodeUIntOp " , TTR ( " Sums two unsigned integer scalars. " ) , { VisualShaderNodeUIntOp : : OP_ADD } , VisualShaderNode : : PORT_TYPE_SCALAR_UINT ) ) ;
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add_options . push_back ( AddOption ( " BitwiseAND (&) " , " Scalar/Operators " , " VisualShaderNodeIntOp " , TTR ( " Returns the result of bitwise AND (a & b) operation for two integers. " ) , { VisualShaderNodeIntOp : : OP_BITWISE_AND } , VisualShaderNode : : PORT_TYPE_SCALAR_INT ) ) ;
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add_options . push_back ( AddOption ( " BitwiseAND (&) " , " Scalar/Operators " , " VisualShaderNodeUIntOp " , TTR ( " Returns the result of bitwise AND (a & b) operation for two unsigned integers. " ) , { VisualShaderNodeUIntOp : : OP_BITWISE_AND } , VisualShaderNode : : PORT_TYPE_SCALAR_UINT ) ) ;
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add_options . push_back ( AddOption ( " BitwiseLeftShift (<<) " , " Scalar/Operators " , " VisualShaderNodeIntOp " , TTR ( " Returns the result of bitwise left shift (a << b) operation on the integer. " ) , { VisualShaderNodeIntOp : : OP_BITWISE_LEFT_SHIFT } , VisualShaderNode : : PORT_TYPE_SCALAR_INT ) ) ;
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add_options . push_back ( AddOption ( " BitwiseLeftShift (<<) " , " Scalar/Operators " , " VisualShaderNodeUIntOp " , TTR ( " Returns the result of bitwise left shift (a << b) operation on the unsigned integer. " ) , { VisualShaderNodeUIntOp : : OP_BITWISE_LEFT_SHIFT } , VisualShaderNode : : PORT_TYPE_SCALAR_UINT ) ) ;
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add_options . push_back ( AddOption ( " BitwiseOR (|) " , " Scalar/Operators " , " VisualShaderNodeIntOp " , TTR ( " Returns the result of bitwise OR (a | b) operation for two integers. " ) , { VisualShaderNodeIntOp : : OP_BITWISE_OR } , VisualShaderNode : : PORT_TYPE_SCALAR_INT ) ) ;
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add_options . push_back ( AddOption ( " BitwiseOR (|) " , " Scalar/Operators " , " VisualShaderNodeUIntOp " , TTR ( " Returns the result of bitwise OR (a | b) operation for two unsigned integers. " ) , { VisualShaderNodeUIntOp : : OP_BITWISE_OR } , VisualShaderNode : : PORT_TYPE_SCALAR_UINT ) ) ;
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add_options . push_back ( AddOption ( " BitwiseRightShift (>>) " , " Scalar/Operators " , " VisualShaderNodeIntOp " , TTR ( " Returns the result of bitwise right shift (a >> b) operation on the integer. " ) , { VisualShaderNodeIntOp : : OP_BITWISE_RIGHT_SHIFT } , VisualShaderNode : : PORT_TYPE_SCALAR_INT ) ) ;
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add_options . push_back ( AddOption ( " BitwiseRightShift (>>) " , " Scalar/Operators " , " VisualShaderNodeUIntOp " , TTR ( " Returns the result of bitwise right shift (a >> b) operation on the unsigned integer. " ) , { VisualShaderNodeIntOp : : OP_BITWISE_RIGHT_SHIFT } , VisualShaderNode : : PORT_TYPE_SCALAR_UINT ) ) ;
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add_options . push_back ( AddOption ( " BitwiseXOR (^) " , " Scalar/Operators " , " VisualShaderNodeIntOp " , TTR ( " Returns the result of bitwise XOR (a ^ b) operation on the integer. " ) , { VisualShaderNodeIntOp : : OP_BITWISE_XOR } , VisualShaderNode : : PORT_TYPE_SCALAR_INT ) ) ;
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add_options . push_back ( AddOption ( " BitwiseXOR (^) " , " Scalar/Operators " , " VisualShaderNodeUIntOp " , TTR ( " Returns the result of bitwise XOR (a ^ b) operation on the unsigned integer. " ) , { VisualShaderNodeUIntOp : : OP_BITWISE_XOR } , VisualShaderNode : : PORT_TYPE_SCALAR_UINT ) ) ;
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add_options . push_back ( AddOption ( " Divide (/) " , " Scalar/Operators " , " VisualShaderNodeFloatOp " , TTR ( " Divides two floating-point scalars. " ) , { VisualShaderNodeFloatOp : : OP_DIV } , VisualShaderNode : : PORT_TYPE_SCALAR ) ) ;
add_options . push_back ( AddOption ( " Divide (/) " , " Scalar/Operators " , " VisualShaderNodeIntOp " , TTR ( " Divides two integer scalars. " ) , { VisualShaderNodeIntOp : : OP_DIV } , VisualShaderNode : : PORT_TYPE_SCALAR_INT ) ) ;
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add_options . push_back ( AddOption ( " Divide (/) " , " Scalar/Operators " , " VisualShaderNodeUIntOp " , TTR ( " Divides two unsigned integer scalars. " ) , { VisualShaderNodeUIntOp : : OP_DIV } , VisualShaderNode : : PORT_TYPE_SCALAR_UINT ) ) ;
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add_options . push_back ( AddOption ( " Multiply (*) " , " Scalar/Operators " , " VisualShaderNodeFloatOp " , TTR ( " Multiplies two floating-point scalars. " ) , { VisualShaderNodeFloatOp : : OP_MUL } , VisualShaderNode : : PORT_TYPE_SCALAR ) ) ;
add_options . push_back ( AddOption ( " Multiply (*) " , " Scalar/Operators " , " VisualShaderNodeIntOp " , TTR ( " Multiplies two integer scalars. " ) , { VisualShaderNodeIntOp : : OP_MUL } , VisualShaderNode : : PORT_TYPE_SCALAR_INT ) ) ;
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add_options . push_back ( AddOption ( " Multiply (*) " , " Scalar/Operators " , " VisualShaderNodeUIntOp " , TTR ( " Multiplies two unsigned integer scalars. " ) , { VisualShaderNodeUIntOp : : OP_MUL } , VisualShaderNode : : PORT_TYPE_SCALAR_UINT ) ) ;
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add_options . push_back ( AddOption ( " Remainder (%) " , " Scalar/Operators " , " VisualShaderNodeFloatOp " , TTR ( " Returns the remainder of the two floating-point scalars. " ) , { VisualShaderNodeFloatOp : : OP_MOD } , VisualShaderNode : : PORT_TYPE_SCALAR ) ) ;
add_options . push_back ( AddOption ( " Remainder (%) " , " Scalar/Operators " , " VisualShaderNodeIntOp " , TTR ( " Returns the remainder of the two integer scalars. " ) , { VisualShaderNodeIntOp : : OP_MOD } , VisualShaderNode : : PORT_TYPE_SCALAR_INT ) ) ;
add_options . push_back ( AddOption ( " Remainder (%) " , " Scalar/Operators " , " VisualShaderNodeUIntOp " , TTR ( " Returns the remainder of the two unsigned integer scalars. " ) , { VisualShaderNodeUIntOp : : OP_MOD } , VisualShaderNode : : PORT_TYPE_SCALAR_UINT ) ) ;
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add_options . push_back ( AddOption ( " Subtract (-) " , " Scalar/Operators " , " VisualShaderNodeFloatOp " , TTR ( " Subtracts two floating-point scalars. " ) , { VisualShaderNodeFloatOp : : OP_SUB } , VisualShaderNode : : PORT_TYPE_SCALAR ) ) ;
add_options . push_back ( AddOption ( " Subtract (-) " , " Scalar/Operators " , " VisualShaderNodeIntOp " , TTR ( " Subtracts two integer scalars. " ) , { VisualShaderNodeIntOp : : OP_SUB } , VisualShaderNode : : PORT_TYPE_SCALAR_INT ) ) ;
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add_options . push_back ( AddOption ( " Subtract (-) " , " Scalar/Operators " , " VisualShaderNodeUIntOp " , TTR ( " Subtracts two unsigned integer scalars. " ) , { VisualShaderNodeUIntOp : : OP_SUB } , VisualShaderNode : : PORT_TYPE_SCALAR_UINT ) ) ;
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add_options . push_back ( AddOption ( " FloatConstant " , " Scalar/Variables " , " VisualShaderNodeFloatConstant " , TTR ( " Scalar floating-point constant. " ) , { } , VisualShaderNode : : PORT_TYPE_SCALAR ) ) ;
add_options . push_back ( AddOption ( " IntConstant " , " Scalar/Variables " , " VisualShaderNodeIntConstant " , TTR ( " Scalar integer constant. " ) , { } , VisualShaderNode : : PORT_TYPE_SCALAR_INT ) ) ;
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add_options . push_back ( AddOption ( " UIntConstant " , " Scalar/Variables " , " VisualShaderNodeUIntConstant " , TTR ( " Scalar unsigned integer constant. " ) , { } , VisualShaderNode : : PORT_TYPE_SCALAR_UINT ) ) ;
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add_options . push_back ( AddOption ( " FloatParameter " , " Scalar/Variables " , " VisualShaderNodeFloatParameter " , TTR ( " Scalar floating-point parameter. " ) , { } , VisualShaderNode : : PORT_TYPE_SCALAR ) ) ;
add_options . push_back ( AddOption ( " IntParameter " , " Scalar/Variables " , " VisualShaderNodeIntParameter " , TTR ( " Scalar integer parameter. " ) , { } , VisualShaderNode : : PORT_TYPE_SCALAR_INT ) ) ;
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add_options . push_back ( AddOption ( " UIntParameter " , " Scalar/Variables " , " VisualShaderNodeUIntParameter " , TTR ( " Scalar unsigned integer parameter. " ) , { } , VisualShaderNode : : PORT_TYPE_SCALAR_UINT ) ) ;
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// SDF
{
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add_options . push_back ( AddOption ( " ScreenUVToSDF " , " SDF " , " VisualShaderNodeScreenUVToSDF " , TTR ( " Converts screen UV to a SDF. " ) , { } , VisualShaderNode : : PORT_TYPE_VECTOR_2D , TYPE_FLAGS_FRAGMENT | TYPE_FLAGS_LIGHT , Shader : : MODE_CANVAS_ITEM ) ) ;
add_options . push_back ( AddOption ( " SDFRaymarch " , " SDF " , " VisualShaderNodeSDFRaymarch " , TTR ( " Casts a ray against the screen SDF and returns the distance travelled. " ) , { } , - 1 , TYPE_FLAGS_FRAGMENT | TYPE_FLAGS_LIGHT , Shader : : MODE_CANVAS_ITEM ) ) ;
add_options . push_back ( AddOption ( " SDFToScreenUV " , " SDF " , " VisualShaderNodeSDFToScreenUV " , TTR ( " Converts a SDF to screen UV. " ) , { } , VisualShaderNode : : PORT_TYPE_VECTOR_2D , TYPE_FLAGS_FRAGMENT | TYPE_FLAGS_LIGHT , Shader : : MODE_CANVAS_ITEM ) ) ;
add_options . push_back ( AddOption ( " TextureSDF " , " SDF " , " VisualShaderNodeTextureSDF " , TTR ( " Performs a SDF texture lookup. " ) , { } , VisualShaderNode : : PORT_TYPE_SCALAR , TYPE_FLAGS_FRAGMENT | TYPE_FLAGS_LIGHT , Shader : : MODE_CANVAS_ITEM ) ) ;
add_options . push_back ( AddOption ( " TextureSDFNormal " , " SDF " , " VisualShaderNodeTextureSDFNormal " , TTR ( " Performs a SDF normal texture lookup. " ) , { } , VisualShaderNode : : PORT_TYPE_VECTOR_2D , TYPE_FLAGS_FRAGMENT | TYPE_FLAGS_LIGHT , Shader : : MODE_CANVAS_ITEM ) ) ;
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}
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// TEXTURES
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add_options . push_back ( AddOption ( " UVFunc " , " Textures/Common " , " VisualShaderNodeUVFunc " , TTR ( " Function to be applied on texture coordinates. " ) , { } , VisualShaderNode : : PORT_TYPE_VECTOR_2D ) ) ;
add_options . push_back ( AddOption ( " UVPolarCoord " , " Textures/Common " , " VisualShaderNodeUVPolarCoord " , TTR ( " Polar coordinates conversion applied on texture coordinates. " ) , { } , VisualShaderNode : : PORT_TYPE_VECTOR_2D ) ) ;
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cubemap_node_option_idx = add_options . size ( ) ;
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add_options . push_back ( AddOption ( " CubeMap " , " Textures/Functions " , " VisualShaderNodeCubemap " , TTR ( " Perform the cubic texture lookup. " ) , { } , VisualShaderNode : : PORT_TYPE_VECTOR_4D ) ) ;
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curve_node_option_idx = add_options . size ( ) ;
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add_options . push_back ( AddOption ( " CurveTexture " , " Textures/Functions " , " VisualShaderNodeCurveTexture " , TTR ( " Perform the curve texture lookup. " ) , { } , VisualShaderNode : : PORT_TYPE_SCALAR ) ) ;
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curve_xyz_node_option_idx = add_options . size ( ) ;
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add_options . push_back ( AddOption ( " CurveXYZTexture " , " Textures/Functions " , " VisualShaderNodeCurveXYZTexture " , TTR ( " Perform the three components curve texture lookup. " ) , { } , VisualShaderNode : : PORT_TYPE_VECTOR_3D ) ) ;
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add_options . push_back ( AddOption ( " LinearSceneDepth " , " Textures/Functions " , " VisualShaderNodeLinearSceneDepth " , TTR ( " Returns the depth value obtained from the depth prepass in a linear space. " ) , { } , VisualShaderNode : : PORT_TYPE_SCALAR , TYPE_FLAGS_FRAGMENT , Shader : : MODE_SPATIAL ) ) ;
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texture2d_node_option_idx = add_options . size ( ) ;
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add_options . push_back ( AddOption ( " WorldPositionFromDepth " , " Textures/Functions " , " VisualShaderNodeWorldPositionFromDepth " , TTR ( " Reconstructs the World Position of the Node from the depth texture. " ) , { } , VisualShaderNode : : PORT_TYPE_VECTOR_3D , TYPE_FLAGS_FRAGMENT , Shader : : MODE_SPATIAL ) ) ;
texture2d_node_option_idx = add_options . size ( ) ;
add_options . push_back ( AddOption ( " ScreenNormalWorldSpace " , " Textures/Functions " , " VisualShaderNodeScreenNormalWorldSpace " , TTR ( " Unpacks the Screen Normal Texture in World Space " ) , { } , VisualShaderNode : : PORT_TYPE_VECTOR_3D , TYPE_FLAGS_FRAGMENT , Shader : : MODE_SPATIAL ) ) ;
texture2d_node_option_idx = add_options . size ( ) ;
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add_options . push_back ( AddOption ( " Texture2D " , " Textures/Functions " , " VisualShaderNodeTexture " , TTR ( " Perform the 2D texture lookup. " ) , { } , VisualShaderNode : : PORT_TYPE_VECTOR_4D ) ) ;
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texture2d_array_node_option_idx = add_options . size ( ) ;
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add_options . push_back ( AddOption ( " Texture2DArray " , " Textures/Functions " , " VisualShaderNodeTexture2DArray " , TTR ( " Perform the 2D-array texture lookup. " ) , { } , VisualShaderNode : : PORT_TYPE_VECTOR_4D ) ) ;
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texture3d_node_option_idx = add_options . size ( ) ;
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add_options . push_back ( AddOption ( " Texture3D " , " Textures/Functions " , " VisualShaderNodeTexture3D " , TTR ( " Perform the 3D texture lookup. " ) , { } , VisualShaderNode : : PORT_TYPE_VECTOR_4D ) ) ;
add_options . push_back ( AddOption ( " UVPanning " , " Textures/Functions " , " VisualShaderNodeUVFunc " , TTR ( " Apply panning function on texture coordinates. " ) , { VisualShaderNodeUVFunc : : FUNC_PANNING } , VisualShaderNode : : PORT_TYPE_VECTOR_2D ) ) ;
add_options . push_back ( AddOption ( " UVScaling " , " Textures/Functions " , " VisualShaderNodeUVFunc " , TTR ( " Apply scaling function on texture coordinates. " ) , { VisualShaderNodeUVFunc : : FUNC_SCALING } , VisualShaderNode : : PORT_TYPE_VECTOR_2D ) ) ;
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add_options . push_back ( AddOption ( " CubeMapParameter " , " Textures/Variables " , " VisualShaderNodeCubemapParameter " , TTR ( " Cubic texture parameter lookup. " ) , { } , VisualShaderNode : : PORT_TYPE_SAMPLER ) ) ;
add_options . push_back ( AddOption ( " Texture2DParameter " , " Textures/Variables " , " VisualShaderNodeTexture2DParameter " , TTR ( " 2D texture parameter lookup. " ) , { } , VisualShaderNode : : PORT_TYPE_SAMPLER ) ) ;
add_options . push_back ( AddOption ( " TextureParameterTriplanar " , " Textures/Variables " , " VisualShaderNodeTextureParameterTriplanar " , TTR ( " 2D texture parameter lookup with triplanar. " ) , { } , - 1 , TYPE_FLAGS_FRAGMENT | TYPE_FLAGS_LIGHT , Shader : : MODE_SPATIAL ) ) ;
add_options . push_back ( AddOption ( " Texture2DArrayParameter " , " Textures/Variables " , " VisualShaderNodeTexture2DArrayParameter " , TTR ( " 2D array of textures parameter lookup. " ) , { } , VisualShaderNode : : PORT_TYPE_SAMPLER ) ) ;
add_options . push_back ( AddOption ( " Texture3DParameter " , " Textures/Variables " , " VisualShaderNodeTexture3DParameter " , TTR ( " 3D texture parameter lookup. " ) , { } , VisualShaderNode : : PORT_TYPE_SAMPLER ) ) ;
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// TRANSFORM
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add_options . push_back ( AddOption ( " TransformFunc " , " Transform/Common " , " VisualShaderNodeTransformFunc " , TTR ( " Transform function. " ) , { } , VisualShaderNode : : PORT_TYPE_TRANSFORM ) ) ;
add_options . push_back ( AddOption ( " TransformOp " , " Transform/Common " , " VisualShaderNodeTransformOp " , TTR ( " Transform operator. " ) , { } , VisualShaderNode : : PORT_TYPE_TRANSFORM ) ) ;
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add_options . push_back ( AddOption ( " OuterProduct " , " Transform/Composition " , " VisualShaderNodeOuterProduct " , TTR ( " Calculate the outer product of a pair of vectors. \n \n OuterProduct 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'. " ) , { } , VisualShaderNode : : PORT_TYPE_TRANSFORM ) ) ;
add_options . push_back ( AddOption ( " TransformCompose " , " Transform/Composition " , " VisualShaderNodeTransformCompose " , TTR ( " Composes transform from four vectors. " ) , { } , VisualShaderNode : : PORT_TYPE_TRANSFORM ) ) ;
add_options . push_back ( AddOption ( " TransformDecompose " , " Transform/Composition " , " VisualShaderNodeTransformDecompose " , TTR ( " Decomposes transform to four vectors. " ) ) ) ;
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add_options . push_back ( AddOption ( " Determinant " , " Transform/Functions " , " VisualShaderNodeDeterminant " , TTR ( " Calculates the determinant of a transform. " ) , { } , VisualShaderNode : : PORT_TYPE_SCALAR ) ) ;
add_options . push_back ( AddOption ( " GetBillboardMatrix " , " Transform/Functions " , " VisualShaderNodeBillboard " , TTR ( " Calculates how the object should face the camera to be applied on Model View Matrix output port for 3D objects. " ) , { } , VisualShaderNode : : PORT_TYPE_TRANSFORM , TYPE_FLAGS_VERTEX , Shader : : MODE_SPATIAL ) ) ;
add_options . push_back ( AddOption ( " Inverse " , " Transform/Functions " , " VisualShaderNodeTransformFunc " , TTR ( " Calculates the inverse of a transform. " ) , { VisualShaderNodeTransformFunc : : FUNC_INVERSE } , VisualShaderNode : : PORT_TYPE_TRANSFORM ) ) ;
add_options . push_back ( AddOption ( " Transpose " , " Transform/Functions " , " VisualShaderNodeTransformFunc " , TTR ( " Calculates the transpose of a transform. " ) , { VisualShaderNodeTransformFunc : : FUNC_TRANSPOSE } , VisualShaderNode : : PORT_TYPE_TRANSFORM ) ) ;
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add_options . push_back ( AddOption ( " Add (+) " , " Transform/Operators " , " VisualShaderNodeTransformOp " , TTR ( " Sums two transforms. " ) , { VisualShaderNodeTransformOp : : OP_ADD } , VisualShaderNode : : PORT_TYPE_TRANSFORM ) ) ;
add_options . push_back ( AddOption ( " Divide (/) " , " Transform/Operators " , " VisualShaderNodeTransformOp " , TTR ( " Divides two transforms. " ) , { VisualShaderNodeTransformOp : : OP_A_DIV_B } , VisualShaderNode : : PORT_TYPE_TRANSFORM ) ) ;
add_options . push_back ( AddOption ( " Multiply (*) " , " Transform/Operators " , " VisualShaderNodeTransformOp " , TTR ( " Multiplies two transforms. " ) , { VisualShaderNodeTransformOp : : OP_AxB } , VisualShaderNode : : PORT_TYPE_TRANSFORM ) ) ;
add_options . push_back ( AddOption ( " MultiplyComp (*) " , " Transform/Operators " , " VisualShaderNodeTransformOp " , TTR ( " Performs per-component multiplication of two transforms. " ) , { VisualShaderNodeTransformOp : : OP_AxB_COMP } , VisualShaderNode : : PORT_TYPE_TRANSFORM ) ) ;
add_options . push_back ( AddOption ( " Subtract (-) " , " Transform/Operators " , " VisualShaderNodeTransformOp " , TTR ( " Subtracts two transforms. " ) , { VisualShaderNodeTransformOp : : OP_A_MINUS_B } , VisualShaderNode : : PORT_TYPE_TRANSFORM ) ) ;
add_options . push_back ( AddOption ( " TransformVectorMult (*) " , " Transform/Operators " , " VisualShaderNodeTransformVecMult " , TTR ( " Multiplies vector by transform. " ) , { } , VisualShaderNode : : PORT_TYPE_VECTOR_3D ) ) ;
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add_options . push_back ( AddOption ( " TransformConstant " , " Transform/Variables " , " VisualShaderNodeTransformConstant " , TTR ( " Transform constant. " ) , { } , VisualShaderNode : : PORT_TYPE_TRANSFORM ) ) ;
add_options . push_back ( AddOption ( " TransformParameter " , " Transform/Variables " , " VisualShaderNodeTransformParameter " , TTR ( " Transform parameter. " ) , { } , VisualShaderNode : : PORT_TYPE_TRANSFORM ) ) ;
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// UTILITY
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add_options . push_back ( AddOption ( " DistanceFade " , " Utility " , " VisualShaderNodeDistanceFade " , TTR ( " The distance fade effect fades out each pixel based on its distance to another object. " ) , { } , VisualShaderNode : : PORT_TYPE_SCALAR , TYPE_FLAGS_FRAGMENT , Shader : : MODE_SPATIAL ) ) ;
add_options . push_back ( AddOption ( " ProximityFade " , " Utility " , " VisualShaderNodeProximityFade " , TTR ( " The proximity fade effect fades out each pixel based on its distance to another object. " ) , { } , VisualShaderNode : : PORT_TYPE_SCALAR , TYPE_FLAGS_FRAGMENT , Shader : : MODE_SPATIAL ) ) ;
add_options . push_back ( AddOption ( " RandomRange " , " Utility " , " VisualShaderNodeRandomRange " , TTR ( " Returns a random value between the minimum and maximum input values. " ) , { } , VisualShaderNode : : PORT_TYPE_SCALAR ) ) ;
add_options . push_back ( AddOption ( " Remap " , " Utility " , " VisualShaderNodeRemap " , TTR ( " Remaps a given input from the input range to the output range. " ) , { } , VisualShaderNode : : PORT_TYPE_SCALAR ) ) ;
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add_options . push_back ( AddOption ( " RotationByAxis " , " Utility " , " VisualShaderNodeRotationByAxis " , TTR ( " Rotates an input vector by a given angle. " ) , { } , VisualShaderNode : : PORT_TYPE_VECTOR_3D , TYPE_FLAGS_FRAGMENT , Shader : : MODE_SPATIAL ) ) ;
add_options . push_back ( AddOption ( " RotationByAxis " , " Utility " , " VisualShaderNodeRotationByAxis " , TTR ( " Rotates an input vector by a given angle. " ) , { } , VisualShaderNode : : PORT_TYPE_VECTOR_3D , TYPE_FLAGS_VERTEX , Shader : : MODE_SPATIAL ) ) ;
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// VECTOR
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add_options . push_back ( AddOption ( " VectorFunc " , " Vector/Common " , " VisualShaderNodeVectorFunc " , TTR ( " Vector function. " ) , { } , VisualShaderNode : : PORT_TYPE_VECTOR_3D ) ) ;
add_options . push_back ( AddOption ( " VectorOp " , " Vector/Common " , " VisualShaderNodeVectorOp " , TTR ( " Vector operator. " ) , { } , VisualShaderNode : : PORT_TYPE_VECTOR_3D ) ) ;
add_options . push_back ( AddOption ( " VectorCompose " , " Vector/Common " , " VisualShaderNodeVectorCompose " , TTR ( " Composes vector from scalars. " ) ) ) ;
add_options . push_back ( AddOption ( " VectorDecompose " , " Vector/Common " , " VisualShaderNodeVectorDecompose " , TTR ( " Decomposes vector to scalars. " ) ) ) ;
add_options . push_back ( AddOption ( " Vector2Compose " , " Vector/Composition " , " VisualShaderNodeVectorCompose " , TTR ( " Composes 2D vector from two scalars. " ) , { VisualShaderNodeVectorCompose : : OP_TYPE_VECTOR_2D } , VisualShaderNode : : PORT_TYPE_VECTOR_2D ) ) ;
add_options . push_back ( AddOption ( " Vector2Decompose " , " Vector/Composition " , " VisualShaderNodeVectorDecompose " , TTR ( " Decomposes 2D vector to two scalars. " ) , { VisualShaderNodeVectorDecompose : : OP_TYPE_VECTOR_2D } ) ) ;
add_options . push_back ( AddOption ( " Vector3Compose " , " Vector/Composition " , " VisualShaderNodeVectorCompose " , TTR ( " Composes 3D vector from three scalars. " ) , { VisualShaderNodeVectorCompose : : OP_TYPE_VECTOR_3D } , VisualShaderNode : : PORT_TYPE_VECTOR_3D ) ) ;
add_options . push_back ( AddOption ( " Vector3Decompose " , " Vector/Composition " , " VisualShaderNodeVectorDecompose " , TTR ( " Decomposes 3D vector to three scalars. " ) , { VisualShaderNodeVectorDecompose : : OP_TYPE_VECTOR_3D } ) ) ;
add_options . push_back ( AddOption ( " Vector4Compose " , " Vector/Composition " , " VisualShaderNodeVectorCompose " , TTR ( " Composes 4D vector from four scalars. " ) , { VisualShaderNodeVectorCompose : : OP_TYPE_VECTOR_4D } , VisualShaderNode : : PORT_TYPE_VECTOR_4D ) ) ;
add_options . push_back ( AddOption ( " Vector4Decompose " , " Vector/Composition " , " VisualShaderNodeVectorDecompose " , TTR ( " Decomposes 4D vector to four scalars. " ) , { VisualShaderNodeVectorDecompose : : OP_TYPE_VECTOR_4D } ) ) ;
add_options . push_back ( AddOption ( " Abs " , " Vector/Functions " , " VisualShaderNodeVectorFunc " , TTR ( " Returns the absolute value of the parameter. " ) , { VisualShaderNodeVectorFunc : : FUNC_ABS , VisualShaderNodeVectorFunc : : OP_TYPE_VECTOR_2D } , VisualShaderNode : : PORT_TYPE_VECTOR_2D ) ) ;
add_options . push_back ( AddOption ( " Abs " , " Vector/Functions " , " VisualShaderNodeVectorFunc " , TTR ( " Returns the absolute value of the parameter. " ) , { VisualShaderNodeVectorFunc : : FUNC_ABS , VisualShaderNodeVectorFunc : : OP_TYPE_VECTOR_3D } , VisualShaderNode : : PORT_TYPE_VECTOR_3D ) ) ;
add_options . push_back ( AddOption ( " Abs " , " Vector/Functions " , " VisualShaderNodeVectorFunc " , TTR ( " Returns the absolute value of the parameter. " ) , { VisualShaderNodeVectorFunc : : FUNC_ABS , VisualShaderNodeVectorFunc : : OP_TYPE_VECTOR_4D } , VisualShaderNode : : PORT_TYPE_VECTOR_4D ) ) ;
add_options . push_back ( AddOption ( " ACos " , " Vector/Functions " , " VisualShaderNodeVectorFunc " , TTR ( " Returns the arc-cosine of the parameter. " ) , { VisualShaderNodeVectorFunc : : FUNC_ACOS , VisualShaderNodeVectorFunc : : OP_TYPE_VECTOR_2D } , VisualShaderNode : : PORT_TYPE_VECTOR_2D ) ) ;
add_options . push_back ( AddOption ( " ACos " , " Vector/Functions " , " VisualShaderNodeVectorFunc " , TTR ( " Returns the arc-cosine of the parameter. " ) , { VisualShaderNodeVectorFunc : : FUNC_ACOS , VisualShaderNodeVectorFunc : : OP_TYPE_VECTOR_3D } , VisualShaderNode : : PORT_TYPE_VECTOR_3D ) ) ;
add_options . push_back ( AddOption ( " ACos " , " Vector/Functions " , " VisualShaderNodeVectorFunc " , TTR ( " Returns the arc-cosine of the parameter. " ) , { VisualShaderNodeVectorFunc : : FUNC_ACOS , VisualShaderNodeVectorFunc : : OP_TYPE_VECTOR_4D } , VisualShaderNode : : PORT_TYPE_VECTOR_4D ) ) ;
add_options . push_back ( AddOption ( " ACosH " , " Vector/Functions " , " VisualShaderNodeVectorFunc " , TTR ( " Returns the inverse hyperbolic cosine of the parameter. " ) , { VisualShaderNodeVectorFunc : : FUNC_ACOSH , VisualShaderNodeVectorFunc : : OP_TYPE_VECTOR_2D } , VisualShaderNode : : PORT_TYPE_VECTOR_2D ) ) ;
add_options . push_back ( AddOption ( " ACosH " , " Vector/Functions " , " VisualShaderNodeVectorFunc " , TTR ( " Returns the inverse hyperbolic cosine of the parameter. " ) , { VisualShaderNodeVectorFunc : : FUNC_ACOSH , VisualShaderNodeVectorFunc : : OP_TYPE_VECTOR_3D } , VisualShaderNode : : PORT_TYPE_VECTOR_3D ) ) ;
add_options . push_back ( AddOption ( " ACosH " , " Vector/Functions " , " VisualShaderNodeVectorFunc " , TTR ( " Returns the inverse hyperbolic cosine of the parameter. " ) , { VisualShaderNodeVectorFunc : : FUNC_ACOSH , VisualShaderNodeVectorFunc : : OP_TYPE_VECTOR_4D } , VisualShaderNode : : PORT_TYPE_VECTOR_4D ) ) ;
add_options . push_back ( AddOption ( " ASin " , " Vector/Functions " , " VisualShaderNodeVectorFunc " , TTR ( " Returns the arc-sine of the parameter. " ) , { VisualShaderNodeVectorFunc : : FUNC_ASIN , VisualShaderNodeVectorFunc : : OP_TYPE_VECTOR_2D } , VisualShaderNode : : PORT_TYPE_VECTOR_2D ) ) ;
add_options . push_back ( AddOption ( " ASin " , " Vector/Functions " , " VisualShaderNodeVectorFunc " , TTR ( " Returns the arc-sine of the parameter. " ) , { VisualShaderNodeVectorFunc : : FUNC_ASIN , VisualShaderNodeVectorFunc : : OP_TYPE_VECTOR_3D } , VisualShaderNode : : PORT_TYPE_VECTOR_3D ) ) ;
add_options . push_back ( AddOption ( " ASin " , " Vector/Functions " , " VisualShaderNodeVectorFunc " , TTR ( " Returns the arc-sine of the parameter. " ) , { VisualShaderNodeVectorFunc : : FUNC_ASIN , VisualShaderNodeVectorFunc : : OP_TYPE_VECTOR_4D } , VisualShaderNode : : PORT_TYPE_VECTOR_4D ) ) ;
add_options . push_back ( AddOption ( " ASinH " , " Vector/Functions " , " VisualShaderNodeVectorFunc " , TTR ( " Returns the inverse hyperbolic sine of the parameter. " ) , { VisualShaderNodeVectorFunc : : FUNC_ASINH , VisualShaderNodeVectorFunc : : OP_TYPE_VECTOR_2D } , VisualShaderNode : : PORT_TYPE_VECTOR_2D ) ) ;
add_options . push_back ( AddOption ( " ASinH " , " Vector/Functions " , " VisualShaderNodeVectorFunc " , TTR ( " Returns the inverse hyperbolic sine of the parameter. " ) , { VisualShaderNodeVectorFunc : : FUNC_ASINH , VisualShaderNodeVectorFunc : : OP_TYPE_VECTOR_3D } , VisualShaderNode : : PORT_TYPE_VECTOR_3D ) ) ;
add_options . push_back ( AddOption ( " ASinH " , " Vector/Functions " , " VisualShaderNodeVectorFunc " , TTR ( " Returns the inverse hyperbolic sine of the parameter. " ) , { VisualShaderNodeVectorFunc : : FUNC_ASINH , VisualShaderNodeVectorFunc : : OP_TYPE_VECTOR_4D } , VisualShaderNode : : PORT_TYPE_VECTOR_4D ) ) ;
add_options . push_back ( AddOption ( " ATan " , " Vector/Functions " , " VisualShaderNodeVectorFunc " , TTR ( " Returns the arc-tangent of the parameter. " ) , { VisualShaderNodeVectorFunc : : FUNC_ATAN , VisualShaderNodeVectorFunc : : OP_TYPE_VECTOR_2D } , VisualShaderNode : : PORT_TYPE_VECTOR_2D ) ) ;
add_options . push_back ( AddOption ( " ATan " , " Vector/Functions " , " VisualShaderNodeVectorFunc " , TTR ( " Returns the arc-tangent of the parameter. " ) , { VisualShaderNodeVectorFunc : : FUNC_ATAN , VisualShaderNodeVectorFunc : : OP_TYPE_VECTOR_3D } , VisualShaderNode : : PORT_TYPE_VECTOR_3D ) ) ;
add_options . push_back ( AddOption ( " ATan " , " Vector/Functions " , " VisualShaderNodeVectorFunc " , TTR ( " Returns the arc-tangent of the parameter. " ) , { VisualShaderNodeVectorFunc : : FUNC_ATAN , VisualShaderNodeVectorFunc : : OP_TYPE_VECTOR_4D } , VisualShaderNode : : PORT_TYPE_VECTOR_4D ) ) ;
add_options . push_back ( AddOption ( " ATan2 " , " Vector/Functions " , " VisualShaderNodeVectorOp " , TTR ( " Returns the arc-tangent of the parameters. " ) , { VisualShaderNodeVectorOp : : OP_ATAN2 , VisualShaderNodeVectorFunc : : OP_TYPE_VECTOR_2D } , VisualShaderNode : : PORT_TYPE_VECTOR_2D ) ) ;
add_options . push_back ( AddOption ( " ATan2 " , " Vector/Functions " , " VisualShaderNodeVectorOp " , TTR ( " Returns the arc-tangent of the parameters. " ) , { VisualShaderNodeVectorOp : : OP_ATAN2 , VisualShaderNodeVectorFunc : : OP_TYPE_VECTOR_3D } , VisualShaderNode : : PORT_TYPE_VECTOR_3D ) ) ;
add_options . push_back ( AddOption ( " ATan2 " , " Vector/Functions " , " VisualShaderNodeVectorOp " , TTR ( " Returns the arc-tangent of the parameters. " ) , { VisualShaderNodeVectorOp : : OP_ATAN2 , VisualShaderNodeVectorFunc : : OP_TYPE_VECTOR_4D } , VisualShaderNode : : PORT_TYPE_VECTOR_4D ) ) ;
add_options . push_back ( AddOption ( " ATanH " , " Vector/Functions " , " VisualShaderNodeVectorFunc " , TTR ( " Returns the inverse hyperbolic tangent of the parameter. " ) , { VisualShaderNodeVectorFunc : : FUNC_ATANH , VisualShaderNodeVectorFunc : : OP_TYPE_VECTOR_2D } , VisualShaderNode : : PORT_TYPE_VECTOR_2D ) ) ;
add_options . push_back ( AddOption ( " ATanH " , " Vector/Functions " , " VisualShaderNodeVectorFunc " , TTR ( " Returns the inverse hyperbolic tangent of the parameter. " ) , { VisualShaderNodeVectorFunc : : FUNC_ATANH , VisualShaderNodeVectorFunc : : OP_TYPE_VECTOR_3D } , VisualShaderNode : : PORT_TYPE_VECTOR_3D ) ) ;
add_options . push_back ( AddOption ( " ATanH " , " Vector/Functions " , " VisualShaderNodeVectorFunc " , TTR ( " Returns the inverse hyperbolic tangent of the parameter. " ) , { VisualShaderNodeVectorFunc : : FUNC_ATANH , VisualShaderNodeVectorFunc : : OP_TYPE_VECTOR_4D } , VisualShaderNode : : PORT_TYPE_VECTOR_4D ) ) ;
2023-04-08 04:30:11 +00:00
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 , VisualShaderNodeVectorFunc : : OP_TYPE_VECTOR_2D } , VisualShaderNode : : PORT_TYPE_VECTOR_2D ) ) ;
2022-09-07 12:00:49 +00:00
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 , VisualShaderNodeVectorFunc : : OP_TYPE_VECTOR_3D } , VisualShaderNode : : PORT_TYPE_VECTOR_3D ) ) ;
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 , VisualShaderNodeVectorFunc : : OP_TYPE_VECTOR_4D } , VisualShaderNode : : PORT_TYPE_VECTOR_4D ) ) ;
add_options . push_back ( AddOption ( " Clamp " , " Vector/Functions " , " VisualShaderNodeClamp " , TTR ( " Constrains a value to lie between two further values. " ) , { VisualShaderNodeClamp : : OP_TYPE_VECTOR_2D } , VisualShaderNode : : PORT_TYPE_VECTOR_2D ) ) ;
add_options . push_back ( AddOption ( " Clamp " , " Vector/Functions " , " VisualShaderNodeClamp " , TTR ( " Constrains a value to lie between two further values. " ) , { VisualShaderNodeClamp : : OP_TYPE_VECTOR_3D } , VisualShaderNode : : PORT_TYPE_VECTOR_3D ) ) ;
add_options . push_back ( AddOption ( " Clamp " , " Vector/Functions " , " VisualShaderNodeClamp " , TTR ( " Constrains a value to lie between two further values. " ) , { VisualShaderNodeClamp : : OP_TYPE_VECTOR_4D } , VisualShaderNode : : PORT_TYPE_VECTOR_4D ) ) ;
add_options . push_back ( AddOption ( " Cos " , " Vector/Functions " , " VisualShaderNodeVectorFunc " , TTR ( " Returns the cosine of the parameter. " ) , { VisualShaderNodeVectorFunc : : FUNC_COS , VisualShaderNodeVectorFunc : : OP_TYPE_VECTOR_2D } , VisualShaderNode : : PORT_TYPE_VECTOR_2D ) ) ;
add_options . push_back ( AddOption ( " Cos " , " Vector/Functions " , " VisualShaderNodeVectorFunc " , TTR ( " Returns the cosine of the parameter. " ) , { VisualShaderNodeVectorFunc : : FUNC_COS , VisualShaderNodeVectorFunc : : OP_TYPE_VECTOR_3D } , VisualShaderNode : : PORT_TYPE_VECTOR_3D ) ) ;
add_options . push_back ( AddOption ( " Cos " , " Vector/Functions " , " VisualShaderNodeVectorFunc " , TTR ( " Returns the cosine of the parameter. " ) , { VisualShaderNodeVectorFunc : : FUNC_COS , VisualShaderNodeVectorFunc : : OP_TYPE_VECTOR_4D } , VisualShaderNode : : PORT_TYPE_VECTOR_4D ) ) ;
add_options . push_back ( AddOption ( " CosH " , " Vector/Functions " , " VisualShaderNodeVectorFunc " , TTR ( " Returns the hyperbolic cosine of the parameter. " ) , { VisualShaderNodeVectorFunc : : FUNC_COSH , VisualShaderNodeVectorFunc : : OP_TYPE_VECTOR_2D } , VisualShaderNode : : PORT_TYPE_VECTOR_2D ) ) ;
add_options . push_back ( AddOption ( " CosH " , " Vector/Functions " , " VisualShaderNodeVectorFunc " , TTR ( " Returns the hyperbolic cosine of the parameter. " ) , { VisualShaderNodeVectorFunc : : FUNC_COSH , VisualShaderNodeVectorFunc : : OP_TYPE_VECTOR_3D } , VisualShaderNode : : PORT_TYPE_VECTOR_3D ) ) ;
add_options . push_back ( AddOption ( " CosH " , " Vector/Functions " , " VisualShaderNodeVectorFunc " , TTR ( " Returns the hyperbolic cosine of the parameter. " ) , { VisualShaderNodeVectorFunc : : FUNC_COSH , VisualShaderNodeVectorFunc : : OP_TYPE_VECTOR_4D } , VisualShaderNode : : PORT_TYPE_VECTOR_4D ) ) ;
add_options . push_back ( AddOption ( " Cross " , " Vector/Functions " , " VisualShaderNodeVectorOp " , TTR ( " Calculates the cross product of two vectors. " ) , { VisualShaderNodeVectorOp : : OP_CROSS , VisualShaderNodeVectorFunc : : OP_TYPE_VECTOR_3D } , VisualShaderNode : : PORT_TYPE_VECTOR_3D ) ) ;
add_options . push_back ( AddOption ( " Degrees " , " Vector/Functions " , " VisualShaderNodeVectorFunc " , TTR ( " Converts a quantity in radians to degrees. " ) , { VisualShaderNodeVectorFunc : : FUNC_DEGREES , VisualShaderNodeVectorFunc : : OP_TYPE_VECTOR_2D } , VisualShaderNode : : PORT_TYPE_VECTOR_2D ) ) ;
add_options . push_back ( AddOption ( " Degrees " , " Vector/Functions " , " VisualShaderNodeVectorFunc " , TTR ( " Converts a quantity in radians to degrees. " ) , { VisualShaderNodeVectorFunc : : FUNC_DEGREES , VisualShaderNodeVectorFunc : : OP_TYPE_VECTOR_3D } , VisualShaderNode : : PORT_TYPE_VECTOR_3D ) ) ;
add_options . push_back ( AddOption ( " Degrees " , " Vector/Functions " , " VisualShaderNodeVectorFunc " , TTR ( " Converts a quantity in radians to degrees. " ) , { VisualShaderNodeVectorFunc : : FUNC_DEGREES , VisualShaderNodeVectorFunc : : OP_TYPE_VECTOR_4D } , VisualShaderNode : : PORT_TYPE_VECTOR_4D ) ) ;
add_options . push_back ( AddOption ( " DFdX " , " Vector/Functions " , " VisualShaderNodeDerivativeFunc " , TTR ( " (Fragment/Light mode only) (Vector) Derivative in 'x' using local differencing. " ) , { VisualShaderNodeDerivativeFunc : : FUNC_X , VisualShaderNodeDerivativeFunc : : OP_TYPE_VECTOR_2D } , VisualShaderNode : : PORT_TYPE_VECTOR_2D , TYPE_FLAGS_FRAGMENT | TYPE_FLAGS_LIGHT , - 1 , true ) ) ;
add_options . push_back ( AddOption ( " DFdX " , " Vector/Functions " , " VisualShaderNodeDerivativeFunc " , TTR ( " (Fragment/Light mode only) (Vector) Derivative in 'x' using local differencing. " ) , { VisualShaderNodeDerivativeFunc : : FUNC_X , VisualShaderNodeDerivativeFunc : : OP_TYPE_VECTOR_3D } , VisualShaderNode : : PORT_TYPE_VECTOR_3D , TYPE_FLAGS_FRAGMENT | TYPE_FLAGS_LIGHT , - 1 , true ) ) ;
add_options . push_back ( AddOption ( " DFdX " , " Vector/Functions " , " VisualShaderNodeDerivativeFunc " , TTR ( " (Fragment/Light mode only) (Vector) Derivative in 'x' using local differencing. " ) , { VisualShaderNodeDerivativeFunc : : FUNC_X , VisualShaderNodeDerivativeFunc : : OP_TYPE_VECTOR_4D } , VisualShaderNode : : PORT_TYPE_VECTOR_4D , TYPE_FLAGS_FRAGMENT | TYPE_FLAGS_LIGHT , - 1 , true ) ) ;
add_options . push_back ( AddOption ( " DFdY " , " Vector/Functions " , " VisualShaderNodeDerivativeFunc " , TTR ( " (Fragment/Light mode only) (Vector) Derivative in 'y' using local differencing. " ) , { VisualShaderNodeDerivativeFunc : : FUNC_Y , VisualShaderNodeDerivativeFunc : : OP_TYPE_VECTOR_2D } , VisualShaderNode : : PORT_TYPE_VECTOR_2D , TYPE_FLAGS_FRAGMENT | TYPE_FLAGS_LIGHT , - 1 , true ) ) ;
add_options . push_back ( AddOption ( " DFdY " , " Vector/Functions " , " VisualShaderNodeDerivativeFunc " , TTR ( " (Fragment/Light mode only) (Vector) Derivative in 'y' using local differencing. " ) , { VisualShaderNodeDerivativeFunc : : FUNC_Y , VisualShaderNodeDerivativeFunc : : OP_TYPE_VECTOR_3D } , VisualShaderNode : : PORT_TYPE_VECTOR_3D , TYPE_FLAGS_FRAGMENT | TYPE_FLAGS_LIGHT , - 1 , true ) ) ;
add_options . push_back ( AddOption ( " DFdY " , " Vector/Functions " , " VisualShaderNodeDerivativeFunc " , TTR ( " (Fragment/Light mode only) (Vector) Derivative in 'y' using local differencing. " ) , { VisualShaderNodeDerivativeFunc : : FUNC_Y , VisualShaderNodeDerivativeFunc : : OP_TYPE_VECTOR_4D } , VisualShaderNode : : PORT_TYPE_VECTOR_4D , TYPE_FLAGS_FRAGMENT | TYPE_FLAGS_LIGHT , - 1 , true ) ) ;
add_options . push_back ( AddOption ( " Distance2D " , " Vector/Functions " , " VisualShaderNodeVectorDistance " , TTR ( " Returns the distance between two points. " ) , { VisualShaderNodeVectorDistance : : OP_TYPE_VECTOR_2D } , VisualShaderNode : : PORT_TYPE_SCALAR ) ) ;
add_options . push_back ( AddOption ( " Distance3D " , " Vector/Functions " , " VisualShaderNodeVectorDistance " , TTR ( " Returns the distance between two points. " ) , { VisualShaderNodeVectorDistance : : OP_TYPE_VECTOR_3D } , VisualShaderNode : : PORT_TYPE_SCALAR ) ) ;
add_options . push_back ( AddOption ( " Distance4D " , " Vector/Functions " , " VisualShaderNodeVectorDistance " , TTR ( " Returns the distance between two points. " ) , { VisualShaderNodeVectorDistance : : OP_TYPE_VECTOR_4D } , VisualShaderNode : : PORT_TYPE_SCALAR ) ) ;
add_options . push_back ( AddOption ( " Dot " , " Vector/Functions " , " VisualShaderNodeDotProduct " , TTR ( " Calculates the dot product of two vectors. " ) , { } , VisualShaderNode : : PORT_TYPE_SCALAR ) ) ;
add_options . push_back ( AddOption ( " Exp " , " Vector/Functions " , " VisualShaderNodeVectorFunc " , TTR ( " Base-e Exponential. " ) , { VisualShaderNodeVectorFunc : : FUNC_EXP , VisualShaderNodeVectorFunc : : OP_TYPE_VECTOR_2D } , VisualShaderNode : : PORT_TYPE_VECTOR_2D ) ) ;
add_options . push_back ( AddOption ( " Exp " , " Vector/Functions " , " VisualShaderNodeVectorFunc " , TTR ( " Base-e Exponential. " ) , { VisualShaderNodeVectorFunc : : FUNC_EXP , VisualShaderNodeVectorFunc : : OP_TYPE_VECTOR_3D } , VisualShaderNode : : PORT_TYPE_VECTOR_3D ) ) ;
add_options . push_back ( AddOption ( " Exp " , " Vector/Functions " , " VisualShaderNodeVectorFunc " , TTR ( " Base-e Exponential. " ) , { VisualShaderNodeVectorFunc : : FUNC_EXP , VisualShaderNodeVectorFunc : : OP_TYPE_VECTOR_4D } , VisualShaderNode : : PORT_TYPE_VECTOR_4D ) ) ;
add_options . push_back ( AddOption ( " Exp2 " , " Vector/Functions " , " VisualShaderNodeVectorFunc " , TTR ( " Base-2 Exponential. " ) , { VisualShaderNodeVectorFunc : : FUNC_EXP2 , VisualShaderNodeVectorFunc : : OP_TYPE_VECTOR_2D } , VisualShaderNode : : PORT_TYPE_VECTOR_2D ) ) ;
add_options . push_back ( AddOption ( " Exp2 " , " Vector/Functions " , " VisualShaderNodeVectorFunc " , TTR ( " Base-2 Exponential. " ) , { VisualShaderNodeVectorFunc : : FUNC_EXP2 , VisualShaderNodeVectorFunc : : OP_TYPE_VECTOR_3D } , VisualShaderNode : : PORT_TYPE_VECTOR_3D ) ) ;
add_options . push_back ( AddOption ( " Exp2 " , " Vector/Functions " , " VisualShaderNodeVectorFunc " , TTR ( " Base-2 Exponential. " ) , { VisualShaderNodeVectorFunc : : FUNC_EXP2 , VisualShaderNodeVectorFunc : : OP_TYPE_VECTOR_4D } , VisualShaderNode : : PORT_TYPE_VECTOR_4D ) ) ;
add_options . push_back ( AddOption ( " FaceForward " , " Vector/Functions " , " VisualShaderNodeFaceForward " , TTR ( " Returns the 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. " ) , { VisualShaderNodeFaceForward : : OP_TYPE_VECTOR_2D } , VisualShaderNode : : PORT_TYPE_VECTOR_2D ) ) ;
add_options . push_back ( AddOption ( " FaceForward " , " Vector/Functions " , " VisualShaderNodeFaceForward " , TTR ( " Returns the 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. " ) , { VisualShaderNodeFaceForward : : OP_TYPE_VECTOR_3D } , VisualShaderNode : : PORT_TYPE_VECTOR_3D ) ) ;
add_options . push_back ( AddOption ( " FaceForward " , " Vector/Functions " , " VisualShaderNodeFaceForward " , TTR ( " Returns the 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. " ) , { VisualShaderNodeFaceForward : : OP_TYPE_VECTOR_4D } , VisualShaderNode : : PORT_TYPE_VECTOR_4D ) ) ;
add_options . push_back ( AddOption ( " Floor " , " Vector/Functions " , " VisualShaderNodeVectorFunc " , TTR ( " Finds the nearest integer less than or equal to the parameter. " ) , { VisualShaderNodeVectorFunc : : FUNC_FLOOR , VisualShaderNodeVectorFunc : : OP_TYPE_VECTOR_2D } , VisualShaderNode : : PORT_TYPE_VECTOR_2D ) ) ;
add_options . push_back ( AddOption ( " Floor " , " Vector/Functions " , " VisualShaderNodeVectorFunc " , TTR ( " Finds the nearest integer less than or equal to the parameter. " ) , { VisualShaderNodeVectorFunc : : FUNC_FLOOR , VisualShaderNodeVectorFunc : : OP_TYPE_VECTOR_3D } , VisualShaderNode : : PORT_TYPE_VECTOR_3D ) ) ;
add_options . push_back ( AddOption ( " Floor " , " Vector/Functions " , " VisualShaderNodeVectorFunc " , TTR ( " Finds the nearest integer less than or equal to the parameter. " ) , { VisualShaderNodeVectorFunc : : FUNC_FLOOR , VisualShaderNodeVectorFunc : : OP_TYPE_VECTOR_4D } , VisualShaderNode : : PORT_TYPE_VECTOR_4D ) ) ;
add_options . push_back ( AddOption ( " Fract " , " Vector/Functions " , " VisualShaderNodeVectorFunc " , TTR ( " Computes the fractional part of the argument. " ) , { VisualShaderNodeVectorFunc : : FUNC_FRACT , VisualShaderNodeVectorFunc : : OP_TYPE_VECTOR_2D } , VisualShaderNode : : PORT_TYPE_VECTOR_2D ) ) ;
add_options . push_back ( AddOption ( " Fract " , " Vector/Functions " , " VisualShaderNodeVectorFunc " , TTR ( " Computes the fractional part of the argument. " ) , { VisualShaderNodeVectorFunc : : FUNC_FRACT , VisualShaderNodeVectorFunc : : OP_TYPE_VECTOR_3D } , VisualShaderNode : : PORT_TYPE_VECTOR_3D ) ) ;
add_options . push_back ( AddOption ( " Fract " , " Vector/Functions " , " VisualShaderNodeVectorFunc " , TTR ( " Computes the fractional part of the argument. " ) , { VisualShaderNodeVectorFunc : : FUNC_FRACT , VisualShaderNodeVectorFunc : : OP_TYPE_VECTOR_4D } , VisualShaderNode : : PORT_TYPE_VECTOR_4D ) ) ;
add_options . push_back ( AddOption ( " Fresnel " , " Vector/Functions " , " VisualShaderNodeFresnel " , TTR ( " Returns falloff based on the dot product of surface normal and view direction of camera (pass associated inputs to it). " ) , { } , VisualShaderNode : : PORT_TYPE_SCALAR ) ) ;
add_options . push_back ( AddOption ( " InverseSqrt " , " Vector/Functions " , " VisualShaderNodeVectorFunc " , TTR ( " Returns the inverse of the square root of the parameter. " ) , { VisualShaderNodeVectorFunc : : FUNC_INVERSE_SQRT , VisualShaderNodeVectorFunc : : OP_TYPE_VECTOR_2D } , VisualShaderNode : : PORT_TYPE_VECTOR_2D ) ) ;
add_options . push_back ( AddOption ( " InverseSqrt " , " Vector/Functions " , " VisualShaderNodeVectorFunc " , TTR ( " Returns the inverse of the square root of the parameter. " ) , { VisualShaderNodeVectorFunc : : FUNC_INVERSE_SQRT , VisualShaderNodeVectorFunc : : OP_TYPE_VECTOR_3D } , VisualShaderNode : : PORT_TYPE_VECTOR_3D ) ) ;
add_options . push_back ( AddOption ( " InverseSqrt " , " Vector/Functions " , " VisualShaderNodeVectorFunc " , TTR ( " Returns the inverse of the square root of the parameter. " ) , { VisualShaderNodeVectorFunc : : FUNC_INVERSE_SQRT , VisualShaderNodeVectorFunc : : OP_TYPE_VECTOR_4D } , VisualShaderNode : : PORT_TYPE_VECTOR_4D ) ) ;
add_options . push_back ( AddOption ( " Length2D " , " Vector/Functions " , " VisualShaderNodeVectorLen " , TTR ( " Calculates the length of a vector. " ) , { VisualShaderNodeVectorLen : : OP_TYPE_VECTOR_2D } , VisualShaderNode : : PORT_TYPE_SCALAR ) ) ;
add_options . push_back ( AddOption ( " Length3D " , " Vector/Functions " , " VisualShaderNodeVectorLen " , TTR ( " Calculates the length of a vector. " ) , { VisualShaderNodeVectorLen : : OP_TYPE_VECTOR_3D } , VisualShaderNode : : PORT_TYPE_SCALAR ) ) ;
add_options . push_back ( AddOption ( " Length4D " , " Vector/Functions " , " VisualShaderNodeVectorLen " , TTR ( " Calculates the length of a vector. " ) , { VisualShaderNodeVectorLen : : OP_TYPE_VECTOR_4D } , VisualShaderNode : : PORT_TYPE_SCALAR ) ) ;
add_options . push_back ( AddOption ( " Log " , " Vector/Functions " , " VisualShaderNodeVectorFunc " , TTR ( " Natural logarithm. " ) , { VisualShaderNodeVectorFunc : : FUNC_LOG , VisualShaderNodeVectorFunc : : OP_TYPE_VECTOR_2D } , VisualShaderNode : : PORT_TYPE_VECTOR_2D ) ) ;
add_options . push_back ( AddOption ( " Log " , " Vector/Functions " , " VisualShaderNodeVectorFunc " , TTR ( " Natural logarithm. " ) , { VisualShaderNodeVectorFunc : : FUNC_LOG , VisualShaderNodeVectorFunc : : OP_TYPE_VECTOR_3D } , VisualShaderNode : : PORT_TYPE_VECTOR_3D ) ) ;
add_options . push_back ( AddOption ( " Log " , " Vector/Functions " , " VisualShaderNodeVectorFunc " , TTR ( " Natural logarithm. " ) , { VisualShaderNodeVectorFunc : : FUNC_LOG , VisualShaderNodeVectorFunc : : OP_TYPE_VECTOR_4D } , VisualShaderNode : : PORT_TYPE_VECTOR_4D ) ) ;
add_options . push_back ( AddOption ( " Log2 " , " Vector/Functions " , " VisualShaderNodeVectorFunc " , TTR ( " Base-2 logarithm. " ) , { VisualShaderNodeVectorFunc : : FUNC_LOG2 , VisualShaderNodeVectorFunc : : OP_TYPE_VECTOR_2D } , VisualShaderNode : : PORT_TYPE_VECTOR_2D ) ) ;
add_options . push_back ( AddOption ( " Log2 " , " Vector/Functions " , " VisualShaderNodeVectorFunc " , TTR ( " Base-2 logarithm. " ) , { VisualShaderNodeVectorFunc : : FUNC_LOG2 , VisualShaderNodeVectorFunc : : OP_TYPE_VECTOR_3D } , VisualShaderNode : : PORT_TYPE_VECTOR_3D ) ) ;
add_options . push_back ( AddOption ( " Log2 " , " Vector/Functions " , " VisualShaderNodeVectorFunc " , TTR ( " Base-2 logarithm. " ) , { VisualShaderNodeVectorFunc : : FUNC_LOG2 , VisualShaderNodeVectorFunc : : OP_TYPE_VECTOR_4D } , VisualShaderNode : : PORT_TYPE_VECTOR_4D ) ) ;
add_options . push_back ( AddOption ( " Max " , " Vector/Functions " , " VisualShaderNodeVectorOp " , TTR ( " Returns the greater of two values. " ) , { VisualShaderNodeVectorOp : : OP_MAX , VisualShaderNodeVectorFunc : : OP_TYPE_VECTOR_2D } , VisualShaderNode : : PORT_TYPE_VECTOR_2D ) ) ;
add_options . push_back ( AddOption ( " Max " , " Vector/Functions " , " VisualShaderNodeVectorOp " , TTR ( " Returns the greater of two values. " ) , { VisualShaderNodeVectorOp : : OP_MAX , VisualShaderNodeVectorFunc : : OP_TYPE_VECTOR_3D } , VisualShaderNode : : PORT_TYPE_VECTOR_3D ) ) ;
add_options . push_back ( AddOption ( " Max " , " Vector/Functions " , " VisualShaderNodeVectorOp " , TTR ( " Returns the greater of two values. " ) , { VisualShaderNodeVectorOp : : OP_MAX , VisualShaderNodeVectorFunc : : OP_TYPE_VECTOR_4D } , VisualShaderNode : : PORT_TYPE_VECTOR_4D ) ) ;
add_options . push_back ( AddOption ( " Min " , " Vector/Functions " , " VisualShaderNodeVectorOp " , TTR ( " Returns the lesser of two values. " ) , { VisualShaderNodeVectorOp : : OP_MIN , VisualShaderNodeVectorFunc : : OP_TYPE_VECTOR_2D } , VisualShaderNode : : PORT_TYPE_VECTOR_2D ) ) ;
add_options . push_back ( AddOption ( " Min " , " Vector/Functions " , " VisualShaderNodeVectorOp " , TTR ( " Returns the lesser of two values. " ) , { VisualShaderNodeVectorOp : : OP_MIN , VisualShaderNodeVectorFunc : : OP_TYPE_VECTOR_3D } , VisualShaderNode : : PORT_TYPE_VECTOR_3D ) ) ;
add_options . push_back ( AddOption ( " Min " , " Vector/Functions " , " VisualShaderNodeVectorOp " , TTR ( " Returns the lesser of two values. " ) , { VisualShaderNodeVectorOp : : OP_MIN , VisualShaderNodeVectorFunc : : OP_TYPE_VECTOR_4D } , VisualShaderNode : : PORT_TYPE_VECTOR_4D ) ) ;
add_options . push_back ( AddOption ( " Mix " , " Vector/Functions " , " VisualShaderNodeMix " , TTR ( " Linear interpolation between two vectors. " ) , { VisualShaderNodeMix : : OP_TYPE_VECTOR_2D } , VisualShaderNode : : PORT_TYPE_VECTOR_2D ) ) ;
add_options . push_back ( AddOption ( " Mix " , " Vector/Functions " , " VisualShaderNodeMix " , TTR ( " Linear interpolation between two vectors. " ) , { VisualShaderNodeMix : : OP_TYPE_VECTOR_3D } , VisualShaderNode : : PORT_TYPE_VECTOR_3D ) ) ;
add_options . push_back ( AddOption ( " Mix " , " Vector/Functions " , " VisualShaderNodeMix " , TTR ( " Linear interpolation between two vectors. " ) , { VisualShaderNodeMix : : OP_TYPE_VECTOR_4D } , VisualShaderNode : : PORT_TYPE_VECTOR_4D ) ) ;
add_options . push_back ( AddOption ( " MixS " , " Vector/Functions " , " VisualShaderNodeMix " , TTR ( " Linear interpolation between two vectors using scalar. " ) , { VisualShaderNodeMix : : OP_TYPE_VECTOR_2D_SCALAR } , VisualShaderNode : : PORT_TYPE_VECTOR_2D ) ) ;
add_options . push_back ( AddOption ( " MixS " , " Vector/Functions " , " VisualShaderNodeMix " , TTR ( " Linear interpolation between two vectors using scalar. " ) , { VisualShaderNodeMix : : OP_TYPE_VECTOR_3D_SCALAR } , VisualShaderNode : : PORT_TYPE_VECTOR_3D ) ) ;
add_options . push_back ( AddOption ( " MixS " , " Vector/Functions " , " VisualShaderNodeMix " , TTR ( " Linear interpolation between two vectors using scalar. " ) , { VisualShaderNodeMix : : OP_TYPE_VECTOR_4D_SCALAR } , VisualShaderNode : : PORT_TYPE_VECTOR_4D ) ) ;
2022-10-26 15:20:58 +00:00
add_options . push_back ( AddOption ( " MultiplyAdd (a * b + c) " , " Vector/Functions " , " VisualShaderNodeMultiplyAdd " , TTR ( " Performs a fused multiply-add operation (a * b + c) on vectors. " ) , { VisualShaderNodeMultiplyAdd : : OP_TYPE_VECTOR_2D } , VisualShaderNode : : PORT_TYPE_VECTOR_2D ) ) ;
add_options . push_back ( AddOption ( " MultiplyAdd (a * b + c) " , " Vector/Functions " , " VisualShaderNodeMultiplyAdd " , TTR ( " Performs a fused multiply-add operation (a * b + c) on vectors. " ) , { VisualShaderNodeMultiplyAdd : : OP_TYPE_VECTOR_3D } , VisualShaderNode : : PORT_TYPE_VECTOR_3D ) ) ;
add_options . push_back ( AddOption ( " MultiplyAdd (a * b + c) " , " Vector/Functions " , " VisualShaderNodeMultiplyAdd " , TTR ( " Performs a fused multiply-add operation (a * b + c) on vectors. " ) , { VisualShaderNodeMultiplyAdd : : OP_TYPE_VECTOR_4D } , VisualShaderNode : : PORT_TYPE_VECTOR_4D ) ) ;
add_options . push_back ( AddOption ( " Negate (*-1) " , " Vector/Functions " , " VisualShaderNodeVectorFunc " , TTR ( " Returns the opposite value of the parameter. " ) , { VisualShaderNodeVectorFunc : : FUNC_NEGATE , VisualShaderNodeVectorFunc : : OP_TYPE_VECTOR_2D } , VisualShaderNode : : PORT_TYPE_VECTOR_2D ) ) ;
add_options . push_back ( AddOption ( " Negate (*-1) " , " Vector/Functions " , " VisualShaderNodeVectorFunc " , TTR ( " Returns the opposite value of the parameter. " ) , { VisualShaderNodeVectorFunc : : FUNC_NEGATE , VisualShaderNodeVectorFunc : : OP_TYPE_VECTOR_3D } , VisualShaderNode : : PORT_TYPE_VECTOR_3D ) ) ;
add_options . push_back ( AddOption ( " Negate (*-1) " , " Vector/Functions " , " VisualShaderNodeVectorFunc " , TTR ( " Returns the opposite value of the parameter. " ) , { VisualShaderNodeVectorFunc : : FUNC_NEGATE , VisualShaderNodeVectorFunc : : OP_TYPE_VECTOR_4D } , VisualShaderNode : : PORT_TYPE_VECTOR_4D ) ) ;
2022-09-07 12:00:49 +00:00
add_options . push_back ( AddOption ( " Normalize " , " Vector/Functions " , " VisualShaderNodeVectorFunc " , TTR ( " Calculates the normalize product of vector. " ) , { VisualShaderNodeVectorFunc : : FUNC_NORMALIZE , VisualShaderNodeVectorFunc : : OP_TYPE_VECTOR_2D } , VisualShaderNode : : PORT_TYPE_VECTOR_2D ) ) ;
add_options . push_back ( AddOption ( " Normalize " , " Vector/Functions " , " VisualShaderNodeVectorFunc " , TTR ( " Calculates the normalize product of vector. " ) , { VisualShaderNodeVectorFunc : : FUNC_NORMALIZE , VisualShaderNodeVectorFunc : : OP_TYPE_VECTOR_3D } , VisualShaderNode : : PORT_TYPE_VECTOR_3D ) ) ;
add_options . push_back ( AddOption ( " Normalize " , " Vector/Functions " , " VisualShaderNodeVectorFunc " , TTR ( " Calculates the normalize product of vector. " ) , { VisualShaderNodeVectorFunc : : FUNC_NORMALIZE , VisualShaderNodeVectorFunc : : OP_TYPE_VECTOR_4D } , VisualShaderNode : : PORT_TYPE_VECTOR_4D ) ) ;
2022-10-26 15:20:58 +00:00
add_options . push_back ( AddOption ( " OneMinus (1-) " , " Vector/Functions " , " VisualShaderNodeVectorFunc " , TTR ( " 1.0 - vector " ) , { VisualShaderNodeVectorFunc : : FUNC_ONEMINUS , VisualShaderNodeVectorFunc : : OP_TYPE_VECTOR_2D } , VisualShaderNode : : PORT_TYPE_VECTOR_2D ) ) ;
add_options . push_back ( AddOption ( " OneMinus (1-) " , " Vector/Functions " , " VisualShaderNodeVectorFunc " , TTR ( " 1.0 - vector " ) , { VisualShaderNodeVectorFunc : : FUNC_ONEMINUS , VisualShaderNodeVectorFunc : : OP_TYPE_VECTOR_3D } , VisualShaderNode : : PORT_TYPE_VECTOR_3D ) ) ;
add_options . push_back ( AddOption ( " OneMinus (1-) " , " Vector/Functions " , " VisualShaderNodeVectorFunc " , TTR ( " 1.0 - vector " ) , { VisualShaderNodeVectorFunc : : FUNC_ONEMINUS , VisualShaderNodeVectorFunc : : OP_TYPE_VECTOR_4D } , VisualShaderNode : : PORT_TYPE_VECTOR_4D ) ) ;
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 , VisualShaderNodeVectorFunc : : OP_TYPE_VECTOR_2D } , VisualShaderNode : : PORT_TYPE_VECTOR_2D ) ) ;
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 , VisualShaderNodeVectorFunc : : OP_TYPE_VECTOR_3D } , VisualShaderNode : : PORT_TYPE_VECTOR_3D ) ) ;
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 , VisualShaderNodeVectorFunc : : OP_TYPE_VECTOR_4D } , VisualShaderNode : : PORT_TYPE_VECTOR_4D ) ) ;
2022-09-07 12:00:49 +00:00
add_options . push_back ( AddOption ( " Radians " , " Vector/Functions " , " VisualShaderNodeVectorFunc " , TTR ( " Converts a quantity in degrees to radians. " ) , { VisualShaderNodeVectorFunc : : FUNC_RADIANS , VisualShaderNodeVectorFunc : : OP_TYPE_VECTOR_2D } , VisualShaderNode : : PORT_TYPE_VECTOR_2D ) ) ;
add_options . push_back ( AddOption ( " Radians " , " Vector/Functions " , " VisualShaderNodeVectorFunc " , TTR ( " Converts a quantity in degrees to radians. " ) , { VisualShaderNodeVectorFunc : : FUNC_RADIANS , VisualShaderNodeVectorFunc : : OP_TYPE_VECTOR_3D } , VisualShaderNode : : PORT_TYPE_VECTOR_3D ) ) ;
add_options . push_back ( AddOption ( " Radians " , " Vector/Functions " , " VisualShaderNodeVectorFunc " , TTR ( " Converts a quantity in degrees to radians. " ) , { VisualShaderNodeVectorFunc : : FUNC_RADIANS , VisualShaderNodeVectorFunc : : OP_TYPE_VECTOR_4D } , VisualShaderNode : : PORT_TYPE_VECTOR_4D ) ) ;
add_options . push_back ( AddOption ( " Reciprocal " , " Vector/Functions " , " VisualShaderNodeVectorFunc " , TTR ( " 1.0 / vector " ) , { VisualShaderNodeVectorFunc : : FUNC_RECIPROCAL , VisualShaderNodeVectorFunc : : OP_TYPE_VECTOR_2D } , VisualShaderNode : : PORT_TYPE_VECTOR_2D ) ) ;
add_options . push_back ( AddOption ( " Reciprocal " , " Vector/Functions " , " VisualShaderNodeVectorFunc " , TTR ( " 1.0 / vector " ) , { VisualShaderNodeVectorFunc : : FUNC_RECIPROCAL , VisualShaderNodeVectorFunc : : OP_TYPE_VECTOR_3D } , VisualShaderNode : : PORT_TYPE_VECTOR_3D ) ) ;
add_options . push_back ( AddOption ( " Reciprocal " , " Vector/Functions " , " VisualShaderNodeVectorFunc " , TTR ( " 1.0 / vector " ) , { VisualShaderNodeVectorFunc : : FUNC_RECIPROCAL , VisualShaderNodeVectorFunc : : OP_TYPE_VECTOR_4D } , VisualShaderNode : : PORT_TYPE_VECTOR_4D ) ) ;
add_options . push_back ( AddOption ( " Reflect " , " Vector/Functions " , " VisualShaderNodeVectorOp " , TTR ( " Returns the vector that points in the direction of reflection ( a : incident vector, b : normal vector ). " ) , { VisualShaderNodeVectorOp : : OP_REFLECT , VisualShaderNodeVectorFunc : : OP_TYPE_VECTOR_2D } , VisualShaderNode : : PORT_TYPE_VECTOR_2D ) ) ;
add_options . push_back ( AddOption ( " Reflect " , " Vector/Functions " , " VisualShaderNodeVectorOp " , TTR ( " Returns the vector that points in the direction of reflection ( a : incident vector, b : normal vector ). " ) , { VisualShaderNodeVectorOp : : OP_REFLECT , VisualShaderNodeVectorFunc : : OP_TYPE_VECTOR_3D } , VisualShaderNode : : PORT_TYPE_VECTOR_3D ) ) ;
add_options . push_back ( AddOption ( " Reflect " , " Vector/Functions " , " VisualShaderNodeVectorOp " , TTR ( " Returns the vector that points in the direction of reflection ( a : incident vector, b : normal vector ). " ) , { VisualShaderNodeVectorOp : : OP_REFLECT , VisualShaderNodeVectorFunc : : OP_TYPE_VECTOR_4D } , VisualShaderNode : : PORT_TYPE_VECTOR_4D ) ) ;
add_options . push_back ( AddOption ( " Refract " , " Vector/Functions " , " VisualShaderNodeVectorRefract " , TTR ( " Returns the vector that points in the direction of refraction. " ) , { } , VisualShaderNode : : PORT_TYPE_VECTOR_2D ) ) ;
add_options . push_back ( AddOption ( " Refract " , " Vector/Functions " , " VisualShaderNodeVectorRefract " , TTR ( " Returns the vector that points in the direction of refraction. " ) , { } , VisualShaderNode : : PORT_TYPE_VECTOR_3D ) ) ;
add_options . push_back ( AddOption ( " Refract " , " Vector/Functions " , " VisualShaderNodeVectorRefract " , TTR ( " Returns the vector that points in the direction of refraction. " ) , { } , VisualShaderNode : : PORT_TYPE_VECTOR_4D ) ) ;
add_options . push_back ( AddOption ( " Round " , " Vector/Functions " , " VisualShaderNodeVectorFunc " , TTR ( " Finds the nearest integer to the parameter. " ) , { VisualShaderNodeVectorFunc : : FUNC_ROUND , VisualShaderNodeVectorFunc : : OP_TYPE_VECTOR_2D } , VisualShaderNode : : PORT_TYPE_VECTOR_2D ) ) ;
add_options . push_back ( AddOption ( " Round " , " Vector/Functions " , " VisualShaderNodeVectorFunc " , TTR ( " Finds the nearest integer to the parameter. " ) , { VisualShaderNodeVectorFunc : : FUNC_ROUND , VisualShaderNodeVectorFunc : : OP_TYPE_VECTOR_3D } , VisualShaderNode : : PORT_TYPE_VECTOR_3D ) ) ;
add_options . push_back ( AddOption ( " Round " , " Vector/Functions " , " VisualShaderNodeVectorFunc " , TTR ( " Finds the nearest integer to the parameter. " ) , { VisualShaderNodeVectorFunc : : FUNC_ROUND , VisualShaderNodeVectorFunc : : OP_TYPE_VECTOR_4D } , VisualShaderNode : : PORT_TYPE_VECTOR_4D ) ) ;
add_options . push_back ( AddOption ( " RoundEven " , " Vector/Functions " , " VisualShaderNodeVectorFunc " , TTR ( " Finds the nearest even integer to the parameter. " ) , { VisualShaderNodeVectorFunc : : FUNC_ROUNDEVEN , VisualShaderNodeVectorFunc : : OP_TYPE_VECTOR_2D } , VisualShaderNode : : PORT_TYPE_VECTOR_2D ) ) ;
add_options . push_back ( AddOption ( " RoundEven " , " Vector/Functions " , " VisualShaderNodeVectorFunc " , TTR ( " Finds the nearest even integer to the parameter. " ) , { VisualShaderNodeVectorFunc : : FUNC_ROUNDEVEN , VisualShaderNodeVectorFunc : : OP_TYPE_VECTOR_3D } , VisualShaderNode : : PORT_TYPE_VECTOR_3D ) ) ;
add_options . push_back ( AddOption ( " RoundEven " , " Vector/Functions " , " VisualShaderNodeVectorFunc " , TTR ( " Finds the nearest even integer to the parameter. " ) , { VisualShaderNodeVectorFunc : : FUNC_ROUNDEVEN , VisualShaderNodeVectorFunc : : OP_TYPE_VECTOR_4D } , VisualShaderNode : : PORT_TYPE_VECTOR_4D ) ) ;
add_options . push_back ( AddOption ( " Saturate " , " Vector/Functions " , " VisualShaderNodeVectorFunc " , TTR ( " Clamps the value between 0.0 and 1.0. " ) , { VisualShaderNodeVectorFunc : : FUNC_SATURATE , VisualShaderNodeVectorFunc : : OP_TYPE_VECTOR_2D } , VisualShaderNode : : PORT_TYPE_VECTOR_2D ) ) ;
add_options . push_back ( AddOption ( " Saturate " , " Vector/Functions " , " VisualShaderNodeVectorFunc " , TTR ( " Clamps the value between 0.0 and 1.0. " ) , { VisualShaderNodeVectorFunc : : FUNC_SATURATE , VisualShaderNodeVectorFunc : : OP_TYPE_VECTOR_3D } , VisualShaderNode : : PORT_TYPE_VECTOR_3D ) ) ;
add_options . push_back ( AddOption ( " Saturate " , " Vector/Functions " , " VisualShaderNodeVectorFunc " , TTR ( " Clamps the value between 0.0 and 1.0. " ) , { VisualShaderNodeVectorFunc : : FUNC_SATURATE , VisualShaderNodeVectorFunc : : OP_TYPE_VECTOR_4D } , VisualShaderNode : : PORT_TYPE_VECTOR_4D ) ) ;
add_options . push_back ( AddOption ( " Sign " , " Vector/Functions " , " VisualShaderNodeVectorFunc " , TTR ( " Extracts the sign of the parameter. " ) , { VisualShaderNodeVectorFunc : : FUNC_SIGN , VisualShaderNodeVectorFunc : : OP_TYPE_VECTOR_2D } , VisualShaderNode : : PORT_TYPE_VECTOR_2D ) ) ;
add_options . push_back ( AddOption ( " Sign " , " Vector/Functions " , " VisualShaderNodeVectorFunc " , TTR ( " Extracts the sign of the parameter. " ) , { VisualShaderNodeVectorFunc : : FUNC_SIGN , VisualShaderNodeVectorFunc : : OP_TYPE_VECTOR_3D } , VisualShaderNode : : PORT_TYPE_VECTOR_3D ) ) ;
add_options . push_back ( AddOption ( " Sign " , " Vector/Functions " , " VisualShaderNodeVectorFunc " , TTR ( " Extracts the sign of the parameter. " ) , { VisualShaderNodeVectorFunc : : FUNC_SIGN , VisualShaderNodeVectorFunc : : OP_TYPE_VECTOR_4D } , VisualShaderNode : : PORT_TYPE_VECTOR_4D ) ) ;
add_options . push_back ( AddOption ( " Sin " , " Vector/Functions " , " VisualShaderNodeVectorFunc " , TTR ( " Returns the sine of the parameter. " ) , { VisualShaderNodeVectorFunc : : FUNC_SIN , VisualShaderNodeVectorFunc : : OP_TYPE_VECTOR_2D } , VisualShaderNode : : PORT_TYPE_VECTOR_2D ) ) ;
add_options . push_back ( AddOption ( " Sin " , " Vector/Functions " , " VisualShaderNodeVectorFunc " , TTR ( " Returns the sine of the parameter. " ) , { VisualShaderNodeVectorFunc : : FUNC_SIN , VisualShaderNodeVectorFunc : : OP_TYPE_VECTOR_3D } , VisualShaderNode : : PORT_TYPE_VECTOR_3D ) ) ;
add_options . push_back ( AddOption ( " Sin " , " Vector/Functions " , " VisualShaderNodeVectorFunc " , TTR ( " Returns the sine of the parameter. " ) , { VisualShaderNodeVectorFunc : : FUNC_SIN , VisualShaderNodeVectorFunc : : OP_TYPE_VECTOR_4D } , VisualShaderNode : : PORT_TYPE_VECTOR_4D ) ) ;
add_options . push_back ( AddOption ( " SinH " , " Vector/Functions " , " VisualShaderNodeVectorFunc " , TTR ( " Returns the hyperbolic sine of the parameter. " ) , { VisualShaderNodeVectorFunc : : FUNC_SINH , VisualShaderNodeVectorFunc : : OP_TYPE_VECTOR_2D } , VisualShaderNode : : PORT_TYPE_VECTOR_2D ) ) ;
add_options . push_back ( AddOption ( " SinH " , " Vector/Functions " , " VisualShaderNodeVectorFunc " , TTR ( " Returns the hyperbolic sine of the parameter. " ) , { VisualShaderNodeVectorFunc : : FUNC_SINH , VisualShaderNodeVectorFunc : : OP_TYPE_VECTOR_3D } , VisualShaderNode : : PORT_TYPE_VECTOR_3D ) ) ;
add_options . push_back ( AddOption ( " SinH " , " Vector/Functions " , " VisualShaderNodeVectorFunc " , TTR ( " Returns the hyperbolic sine of the parameter. " ) , { VisualShaderNodeVectorFunc : : FUNC_SINH , VisualShaderNodeVectorFunc : : OP_TYPE_VECTOR_4D } , VisualShaderNode : : PORT_TYPE_VECTOR_4D ) ) ;
add_options . push_back ( AddOption ( " Sqrt " , " Vector/Functions " , " VisualShaderNodeVectorFunc " , TTR ( " Returns the square root of the parameter. " ) , { VisualShaderNodeVectorFunc : : FUNC_SQRT , VisualShaderNodeVectorFunc : : OP_TYPE_VECTOR_2D } , VisualShaderNode : : PORT_TYPE_VECTOR_2D ) ) ;
add_options . push_back ( AddOption ( " Sqrt " , " Vector/Functions " , " VisualShaderNodeVectorFunc " , TTR ( " Returns the square root of the parameter. " ) , { VisualShaderNodeVectorFunc : : FUNC_SQRT , VisualShaderNodeVectorFunc : : OP_TYPE_VECTOR_3D } , VisualShaderNode : : PORT_TYPE_VECTOR_3D ) ) ;
add_options . push_back ( AddOption ( " Sqrt " , " Vector/Functions " , " VisualShaderNodeVectorFunc " , TTR ( " Returns the square root of the parameter. " ) , { VisualShaderNodeVectorFunc : : FUNC_SQRT , VisualShaderNodeVectorFunc : : OP_TYPE_VECTOR_4D } , VisualShaderNode : : PORT_TYPE_VECTOR_4D ) ) ;
add_options . push_back ( AddOption ( " SmoothStep " , " Vector/Functions " , " VisualShaderNodeSmoothStep " , TTR ( " SmoothStep function( vector(edge0), vector(edge1), vector(x) ). \n \n Returns 0.0 if 'x' is smaller than '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. " ) , { VisualShaderNodeSmoothStep : : OP_TYPE_VECTOR_2D } , VisualShaderNode : : PORT_TYPE_VECTOR_2D ) ) ;
add_options . push_back ( AddOption ( " SmoothStep " , " Vector/Functions " , " VisualShaderNodeSmoothStep " , TTR ( " SmoothStep function( vector(edge0), vector(edge1), vector(x) ). \n \n Returns 0.0 if 'x' is smaller than '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. " ) , { VisualShaderNodeSmoothStep : : OP_TYPE_VECTOR_3D } , VisualShaderNode : : PORT_TYPE_VECTOR_3D ) ) ;
add_options . push_back ( AddOption ( " SmoothStep " , " Vector/Functions " , " VisualShaderNodeSmoothStep " , TTR ( " SmoothStep function( vector(edge0), vector(edge1), vector(x) ). \n \n Returns 0.0 if 'x' is smaller than '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. " ) , { VisualShaderNodeSmoothStep : : OP_TYPE_VECTOR_4D } , VisualShaderNode : : PORT_TYPE_VECTOR_4D ) ) ;
add_options . push_back ( AddOption ( " SmoothStepS " , " Vector/Functions " , " VisualShaderNodeSmoothStep " , TTR ( " SmoothStep function( scalar(edge0), scalar(edge1), vector(x) ). \n \n Returns 0.0 if 'x' is smaller than '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. " ) , { VisualShaderNodeSmoothStep : : OP_TYPE_VECTOR_2D_SCALAR } , VisualShaderNode : : PORT_TYPE_VECTOR_2D ) ) ;
add_options . push_back ( AddOption ( " SmoothStepS " , " Vector/Functions " , " VisualShaderNodeSmoothStep " , TTR ( " SmoothStep function( scalar(edge0), scalar(edge1), vector(x) ). \n \n Returns 0.0 if 'x' is smaller than '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. " ) , { VisualShaderNodeSmoothStep : : OP_TYPE_VECTOR_3D_SCALAR } , VisualShaderNode : : PORT_TYPE_VECTOR_3D ) ) ;
add_options . push_back ( AddOption ( " SmoothStepS " , " Vector/Functions " , " VisualShaderNodeSmoothStep " , TTR ( " SmoothStep function( scalar(edge0), scalar(edge1), vector(x) ). \n \n Returns 0.0 if 'x' is smaller than '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. " ) , { VisualShaderNodeSmoothStep : : OP_TYPE_VECTOR_4D_SCALAR } , VisualShaderNode : : PORT_TYPE_VECTOR_4D ) ) ;
add_options . push_back ( AddOption ( " Step " , " Vector/Functions " , " VisualShaderNodeStep " , TTR ( " Step function( vector(edge), vector(x) ). \n \n Returns 0.0 if 'x' is smaller than 'edge' and otherwise 1.0. " ) , { VisualShaderNodeStep : : OP_TYPE_VECTOR_2D } , VisualShaderNode : : PORT_TYPE_VECTOR_2D ) ) ;
add_options . push_back ( AddOption ( " Step " , " Vector/Functions " , " VisualShaderNodeStep " , TTR ( " Step function( vector(edge), vector(x) ). \n \n Returns 0.0 if 'x' is smaller than 'edge' and otherwise 1.0. " ) , { VisualShaderNodeStep : : OP_TYPE_VECTOR_3D } , VisualShaderNode : : PORT_TYPE_VECTOR_3D ) ) ;
add_options . push_back ( AddOption ( " StepS " , " Vector/Functions " , " VisualShaderNodeStep " , TTR ( " Step function( scalar(edge), vector(x) ). \n \n Returns 0.0 if 'x' is smaller than 'edge' and otherwise 1.0. " ) , { VisualShaderNodeStep : : OP_TYPE_VECTOR_2D_SCALAR } , VisualShaderNode : : PORT_TYPE_VECTOR_2D ) ) ;
add_options . push_back ( AddOption ( " StepS " , " Vector/Functions " , " VisualShaderNodeStep " , TTR ( " Step function( scalar(edge), vector(x) ). \n \n Returns 0.0 if 'x' is smaller than 'edge' and otherwise 1.0. " ) , { VisualShaderNodeStep : : OP_TYPE_VECTOR_3D_SCALAR } , VisualShaderNode : : PORT_TYPE_VECTOR_3D ) ) ;
add_options . push_back ( AddOption ( " StepS " , " Vector/Functions " , " VisualShaderNodeStep " , TTR ( " Step function( scalar(edge), vector(x) ). \n \n Returns 0.0 if 'x' is smaller than 'edge' and otherwise 1.0. " ) , { VisualShaderNodeStep : : OP_TYPE_VECTOR_4D_SCALAR } , VisualShaderNode : : PORT_TYPE_VECTOR_4D ) ) ;
2022-10-26 15:20:58 +00:00
add_options . push_back ( AddOption ( " Sum (+) " , " Vector/Functions " , " VisualShaderNodeDerivativeFunc " , TTR ( " (Fragment/Light mode only) (Vector) Sum of absolute derivative in 'x' and 'y'. " ) , { VisualShaderNodeDerivativeFunc : : FUNC_SUM , VisualShaderNodeDerivativeFunc : : OP_TYPE_VECTOR_2D } , VisualShaderNode : : PORT_TYPE_VECTOR_2D , TYPE_FLAGS_FRAGMENT | TYPE_FLAGS_LIGHT , - 1 , true ) ) ;
add_options . push_back ( AddOption ( " Sum (+) " , " Vector/Functions " , " VisualShaderNodeDerivativeFunc " , TTR ( " (Fragment/Light mode only) (Vector) Sum of absolute derivative in 'x' and 'y'. " ) , { VisualShaderNodeDerivativeFunc : : FUNC_SUM , VisualShaderNodeDerivativeFunc : : OP_TYPE_VECTOR_3D } , VisualShaderNode : : PORT_TYPE_VECTOR_3D , TYPE_FLAGS_FRAGMENT | TYPE_FLAGS_LIGHT , - 1 , true ) ) ;
add_options . push_back ( AddOption ( " Sum (+) " , " Vector/Functions " , " VisualShaderNodeDerivativeFunc " , TTR ( " (Fragment/Light mode only) (Vector) Sum of absolute derivative in 'x' and 'y'. " ) , { VisualShaderNodeDerivativeFunc : : FUNC_SUM , VisualShaderNodeDerivativeFunc : : OP_TYPE_VECTOR_4D } , VisualShaderNode : : PORT_TYPE_VECTOR_4D , TYPE_FLAGS_FRAGMENT | TYPE_FLAGS_LIGHT , - 1 , true ) ) ;
2022-09-07 12:00:49 +00:00
add_options . push_back ( AddOption ( " Tan " , " Vector/Functions " , " VisualShaderNodeVectorFunc " , TTR ( " Returns the tangent of the parameter. " ) , { VisualShaderNodeVectorFunc : : FUNC_TAN , VisualShaderNodeVectorFunc : : OP_TYPE_VECTOR_2D } , VisualShaderNode : : PORT_TYPE_VECTOR_2D ) ) ;
add_options . push_back ( AddOption ( " Tan " , " Vector/Functions " , " VisualShaderNodeVectorFunc " , TTR ( " Returns the tangent of the parameter. " ) , { VisualShaderNodeVectorFunc : : FUNC_TAN , VisualShaderNodeVectorFunc : : OP_TYPE_VECTOR_3D } , VisualShaderNode : : PORT_TYPE_VECTOR_3D ) ) ;
add_options . push_back ( AddOption ( " Tan " , " Vector/Functions " , " VisualShaderNodeVectorFunc " , TTR ( " Returns the tangent of the parameter. " ) , { VisualShaderNodeVectorFunc : : FUNC_TAN , VisualShaderNodeVectorFunc : : OP_TYPE_VECTOR_4D } , VisualShaderNode : : PORT_TYPE_VECTOR_4D ) ) ;
add_options . push_back ( AddOption ( " TanH " , " Vector/Functions " , " VisualShaderNodeVectorFunc " , TTR ( " Returns the hyperbolic tangent of the parameter. " ) , { VisualShaderNodeVectorFunc : : FUNC_TANH , VisualShaderNodeVectorFunc : : OP_TYPE_VECTOR_2D } , VisualShaderNode : : PORT_TYPE_VECTOR_2D ) ) ;
add_options . push_back ( AddOption ( " TanH " , " Vector/Functions " , " VisualShaderNodeVectorFunc " , TTR ( " Returns the hyperbolic tangent of the parameter. " ) , { VisualShaderNodeVectorFunc : : FUNC_TANH , VisualShaderNodeVectorFunc : : OP_TYPE_VECTOR_3D } , VisualShaderNode : : PORT_TYPE_VECTOR_3D ) ) ;
add_options . push_back ( AddOption ( " TanH " , " Vector/Functions " , " VisualShaderNodeVectorFunc " , TTR ( " Returns the hyperbolic tangent of the parameter. " ) , { VisualShaderNodeVectorFunc : : FUNC_TANH , VisualShaderNodeVectorFunc : : OP_TYPE_VECTOR_4D } , VisualShaderNode : : PORT_TYPE_VECTOR_4D ) ) ;
add_options . push_back ( AddOption ( " Trunc " , " Vector/Functions " , " VisualShaderNodeVectorFunc " , TTR ( " Finds the truncated value of the parameter. " ) , { VisualShaderNodeVectorFunc : : FUNC_TRUNC , VisualShaderNodeVectorFunc : : OP_TYPE_VECTOR_2D } , VisualShaderNode : : PORT_TYPE_VECTOR_2D ) ) ;
add_options . push_back ( AddOption ( " Trunc " , " Vector/Functions " , " VisualShaderNodeVectorFunc " , TTR ( " Finds the truncated value of the parameter. " ) , { VisualShaderNodeVectorFunc : : FUNC_TRUNC , VisualShaderNodeVectorFunc : : OP_TYPE_VECTOR_3D } , VisualShaderNode : : PORT_TYPE_VECTOR_3D ) ) ;
add_options . push_back ( AddOption ( " Trunc " , " Vector/Functions " , " VisualShaderNodeVectorFunc " , TTR ( " Finds the truncated value of the parameter. " ) , { VisualShaderNodeVectorFunc : : FUNC_TRUNC , VisualShaderNodeVectorFunc : : OP_TYPE_VECTOR_4D } , VisualShaderNode : : PORT_TYPE_VECTOR_4D ) ) ;
2022-10-26 15:20:58 +00:00
add_options . push_back ( AddOption ( " Add (+) " , " Vector/Operators " , " VisualShaderNodeVectorOp " , TTR ( " Adds 2D vector to 2D vector. " ) , { VisualShaderNodeVectorOp : : OP_ADD , VisualShaderNodeVectorOp : : OP_TYPE_VECTOR_2D } , VisualShaderNode : : PORT_TYPE_VECTOR_2D ) ) ;
add_options . push_back ( AddOption ( " Add (+) " , " Vector/Operators " , " VisualShaderNodeVectorOp " , TTR ( " Adds 3D vector to 3D vector. " ) , { VisualShaderNodeVectorOp : : OP_ADD , VisualShaderNodeVectorOp : : OP_TYPE_VECTOR_3D } , VisualShaderNode : : PORT_TYPE_VECTOR_3D ) ) ;
add_options . push_back ( AddOption ( " Add (+) " , " Vector/Operators " , " VisualShaderNodeVectorOp " , TTR ( " Adds 4D vector to 4D vector. " ) , { VisualShaderNodeVectorOp : : OP_ADD , VisualShaderNodeVectorOp : : OP_TYPE_VECTOR_4D } , VisualShaderNode : : PORT_TYPE_VECTOR_4D ) ) ;
add_options . push_back ( AddOption ( " Divide (/) " , " Vector/Operators " , " VisualShaderNodeVectorOp " , TTR ( " Divides 2D vector by 2D vector. " ) , { VisualShaderNodeVectorOp : : OP_DIV , VisualShaderNodeVectorOp : : OP_TYPE_VECTOR_2D } , VisualShaderNode : : PORT_TYPE_VECTOR_2D ) ) ;
add_options . push_back ( AddOption ( " Divide (/) " , " Vector/Operators " , " VisualShaderNodeVectorOp " , TTR ( " Divides 3D vector by 3D vector. " ) , { VisualShaderNodeVectorOp : : OP_DIV , VisualShaderNodeVectorOp : : OP_TYPE_VECTOR_3D } , VisualShaderNode : : PORT_TYPE_VECTOR_3D ) ) ;
add_options . push_back ( AddOption ( " Divide (/) " , " Vector/Operators " , " VisualShaderNodeVectorOp " , TTR ( " Divides 4D vector by 4D vector. " ) , { VisualShaderNodeVectorOp : : OP_DIV , VisualShaderNodeVectorOp : : OP_TYPE_VECTOR_4D } , VisualShaderNode : : PORT_TYPE_VECTOR_4D ) ) ;
add_options . push_back ( AddOption ( " Multiply (*) " , " Vector/Operators " , " VisualShaderNodeVectorOp " , TTR ( " Multiplies 2D vector by 2D vector. " ) , { VisualShaderNodeVectorOp : : OP_MUL , VisualShaderNodeVectorOp : : OP_TYPE_VECTOR_2D } , VisualShaderNode : : PORT_TYPE_VECTOR_2D ) ) ;
add_options . push_back ( AddOption ( " Multiply (*) " , " Vector/Operators " , " VisualShaderNodeVectorOp " , TTR ( " Multiplies 3D vector by 3D vector. " ) , { VisualShaderNodeVectorOp : : OP_MUL , VisualShaderNodeVectorOp : : OP_TYPE_VECTOR_3D } , VisualShaderNode : : PORT_TYPE_VECTOR_3D ) ) ;
add_options . push_back ( AddOption ( " Multiply (*) " , " Vector/Operators " , " VisualShaderNodeVectorOp " , TTR ( " Multiplies 4D vector by 4D vector. " ) , { VisualShaderNodeVectorOp : : OP_MUL , VisualShaderNodeVectorOp : : OP_TYPE_VECTOR_4D } , VisualShaderNode : : PORT_TYPE_VECTOR_4D ) ) ;
2024-02-28 19:39:12 +00:00
add_options . push_back ( AddOption ( " Remainder (%) " , " Vector/Operators " , " VisualShaderNodeVectorOp " , TTR ( " Returns the remainder of the two 2D vectors. " ) , { VisualShaderNodeVectorOp : : OP_MOD , VisualShaderNodeVectorOp : : OP_TYPE_VECTOR_2D } , VisualShaderNode : : PORT_TYPE_VECTOR_2D ) ) ;
add_options . push_back ( AddOption ( " Remainder (%) " , " Vector/Operators " , " VisualShaderNodeVectorOp " , TTR ( " Returns the remainder of the two 3D vectors. " ) , { VisualShaderNodeVectorOp : : OP_MOD , VisualShaderNodeVectorOp : : OP_TYPE_VECTOR_3D } , VisualShaderNode : : PORT_TYPE_VECTOR_3D ) ) ;
add_options . push_back ( AddOption ( " Remainder (%) " , " Vector/Operators " , " VisualShaderNodeVectorOp " , TTR ( " Returns the remainder of the two 4D vectors. " ) , { VisualShaderNodeVectorOp : : OP_MOD , VisualShaderNodeVectorOp : : OP_TYPE_VECTOR_4D } , VisualShaderNode : : PORT_TYPE_VECTOR_4D ) ) ;
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add_options . push_back ( AddOption ( " Subtract (-) " , " Vector/Operators " , " VisualShaderNodeVectorOp " , TTR ( " Subtracts 2D vector from 2D vector. " ) , { VisualShaderNodeVectorOp : : OP_SUB , VisualShaderNodeVectorOp : : OP_TYPE_VECTOR_2D } , VisualShaderNode : : PORT_TYPE_VECTOR_2D ) ) ;
add_options . push_back ( AddOption ( " Subtract (-) " , " Vector/Operators " , " VisualShaderNodeVectorOp " , TTR ( " Subtracts 3D vector from 3D vector. " ) , { VisualShaderNodeVectorOp : : OP_SUB , VisualShaderNodeVectorOp : : OP_TYPE_VECTOR_3D } , VisualShaderNode : : PORT_TYPE_VECTOR_3D ) ) ;
add_options . push_back ( AddOption ( " Subtract (-) " , " Vector/Operators " , " VisualShaderNodeVectorOp " , TTR ( " Subtracts 4D vector from 4D vector. " ) , { VisualShaderNodeVectorOp : : OP_SUB , VisualShaderNodeVectorOp : : OP_TYPE_VECTOR_4D } , VisualShaderNode : : PORT_TYPE_VECTOR_4D ) ) ;
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add_options . push_back ( AddOption ( " Vector2Constant " , " Vector/Variables " , " VisualShaderNodeVec2Constant " , TTR ( " 2D vector constant. " ) , { } , VisualShaderNode : : PORT_TYPE_VECTOR_2D ) ) ;
add_options . push_back ( AddOption ( " Vector2Parameter " , " Vector/Variables " , " VisualShaderNodeVec2Parameter " , TTR ( " 2D vector parameter. " ) , { } , VisualShaderNode : : PORT_TYPE_VECTOR_2D ) ) ;
add_options . push_back ( AddOption ( " Vector3Constant " , " Vector/Variables " , " VisualShaderNodeVec3Constant " , TTR ( " 3D vector constant. " ) , { } , VisualShaderNode : : PORT_TYPE_VECTOR_3D ) ) ;
add_options . push_back ( AddOption ( " Vector3Parameter " , " Vector/Variables " , " VisualShaderNodeVec3Parameter " , TTR ( " 3D vector parameter. " ) , { } , VisualShaderNode : : PORT_TYPE_VECTOR_3D ) ) ;
add_options . push_back ( AddOption ( " Vector4Constant " , " Vector/Variables " , " VisualShaderNodeVec4Constant " , TTR ( " 4D vector constant. " ) , { } , VisualShaderNode : : PORT_TYPE_VECTOR_4D ) ) ;
add_options . push_back ( AddOption ( " Vector4Parameter " , " Vector/Variables " , " VisualShaderNodeVec4Parameter " , TTR ( " 4D vector parameter. " ) , { } , VisualShaderNode : : PORT_TYPE_VECTOR_4D ) ) ;
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// SPECIAL
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add_options . push_back ( AddOption ( " Frame " , " Special " , " VisualShaderNodeFrame " , TTR ( " A rectangular area with a description string for better graph organization. " ) ) ) ;
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add_options . push_back ( AddOption ( " Expression " , " Special " , " VisualShaderNodeExpression " , TTR ( " Custom Godot Shader Language expression, with custom amount of input and output ports. This is a direct injection of code into the vertex/fragment/light function, do not use it to write the function declarations inside. " ) ) ) ;
add_options . push_back ( AddOption ( " GlobalExpression " , " Special " , " VisualShaderNodeGlobalExpression " , TTR ( " Custom Godot Shader Language expression, which is placed on top of the resulted shader. You can place various function definitions inside and call it later in the Expressions. You can also declare varyings, parameters and constants. " ) ) ) ;
add_options . push_back ( AddOption ( " ParameterRef " , " Special " , " VisualShaderNodeParameterRef " , TTR ( " A reference to an existing parameter. " ) ) ) ;
add_options . push_back ( AddOption ( " VaryingGetter " , " Special " , " VisualShaderNodeVaryingGetter " , TTR ( " Get varying parameter. " ) , { } , - 1 , TYPE_FLAGS_FRAGMENT | TYPE_FLAGS_LIGHT , Shader : : MODE_SPATIAL ) ) ;
add_options . push_back ( AddOption ( " VaryingSetter " , " Special " , " VisualShaderNodeVaryingSetter " , TTR ( " Set varying parameter. " ) , { } , - 1 , TYPE_FLAGS_VERTEX | TYPE_FLAGS_FRAGMENT , Shader : : MODE_SPATIAL ) ) ;
add_options . push_back ( AddOption ( " VaryingGetter " , " Special " , " VisualShaderNodeVaryingGetter " , TTR ( " Get varying parameter. " ) , { } , - 1 , TYPE_FLAGS_FRAGMENT | TYPE_FLAGS_LIGHT , Shader : : MODE_CANVAS_ITEM ) ) ;
add_options . push_back ( AddOption ( " VaryingSetter " , " Special " , " VisualShaderNodeVaryingSetter " , TTR ( " Set varying parameter. " ) , { } , - 1 , TYPE_FLAGS_VERTEX | TYPE_FLAGS_FRAGMENT , Shader : : MODE_CANVAS_ITEM ) ) ;
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add_options . push_back ( AddOption ( " Reroute " , " Special " , " VisualShaderNodeReroute " , TTR ( " Reroute connections freely, can be used to connect multiple input ports to single output port. " ) ) ) ;
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custom_node_option_idx = add_options . size ( ) ;
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/////////////////////////////////////////////////////////////////////
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Ref < VisualShaderNodePluginDefault > default_plugin ;
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default_plugin . instantiate ( ) ;
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default_plugin - > set_editor ( this ) ;
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add_plugin ( default_plugin ) ;
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graph_plugin . instantiate ( ) ;
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graph_plugin - > set_editor ( this ) ;
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property_editor_popup = memnew ( PopupPanel ) ;
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property_editor_popup - > set_min_size ( Size2 ( 360 , 0 ) * EDSCALE ) ;
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add_child ( property_editor_popup ) ;
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edited_property_holder . instantiate ( ) ;
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}
class VisualShaderNodePluginInputEditor : public OptionButton {
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GDCLASS ( VisualShaderNodePluginInputEditor , OptionButton ) ;
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VisualShaderEditor * editor = nullptr ;
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Ref < VisualShaderNodeInput > input ;
public :
void _notification ( int p_what ) {
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switch ( p_what ) {
case NOTIFICATION_READY : {
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connect ( SceneStringName ( item_selected ) , callable_mp ( this , & VisualShaderNodePluginInputEditor : : _item_selected ) ) ;
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} break ;
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}
}
void _item_selected ( int p_item ) {
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editor - > call_deferred ( SNAME ( " _input_select_item " ) , input , get_item_text ( p_item ) ) ;
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}
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void setup ( VisualShaderEditor * p_editor , const Ref < VisualShaderNodeInput > & p_input ) {
editor = p_editor ;
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input = p_input ;
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Ref < Texture2D > type_icon [ ] = {
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EditorNode : : get_singleton ( ) - > get_editor_theme ( ) - > get_icon ( SNAME ( " float " ) , EditorStringName ( EditorIcons ) ) ,
EditorNode : : get_singleton ( ) - > get_editor_theme ( ) - > get_icon ( SNAME ( " int " ) , EditorStringName ( EditorIcons ) ) ,
EditorNode : : get_singleton ( ) - > get_editor_theme ( ) - > get_icon ( SNAME ( " uint " ) , EditorStringName ( EditorIcons ) ) ,
EditorNode : : get_singleton ( ) - > get_editor_theme ( ) - > get_icon ( SNAME ( " Vector2 " ) , EditorStringName ( EditorIcons ) ) ,
EditorNode : : get_singleton ( ) - > get_editor_theme ( ) - > get_icon ( SNAME ( " Vector3 " ) , EditorStringName ( EditorIcons ) ) ,
EditorNode : : get_singleton ( ) - > get_editor_theme ( ) - > get_icon ( SNAME ( " Vector4 " ) , EditorStringName ( EditorIcons ) ) ,
EditorNode : : get_singleton ( ) - > get_editor_theme ( ) - > get_icon ( SNAME ( " bool " ) , EditorStringName ( EditorIcons ) ) ,
EditorNode : : get_singleton ( ) - > get_editor_theme ( ) - > get_icon ( SNAME ( " Transform3D " ) , EditorStringName ( EditorIcons ) ) ,
EditorNode : : get_singleton ( ) - > get_editor_theme ( ) - > get_icon ( SNAME ( " ImageTexture " ) , EditorStringName ( EditorIcons ) ) ,
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} ;
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 ) ;
}
}
} ;
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////////////////
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class VisualShaderNodePluginVaryingEditor : public OptionButton {
GDCLASS ( VisualShaderNodePluginVaryingEditor , OptionButton ) ;
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VisualShaderEditor * editor = nullptr ;
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Ref < VisualShaderNodeVarying > varying ;
public :
void _notification ( int p_what ) {
if ( p_what = = NOTIFICATION_READY ) {
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connect ( SceneStringName ( item_selected ) , callable_mp ( this , & VisualShaderNodePluginVaryingEditor : : _item_selected ) ) ;
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}
}
void _item_selected ( int p_item ) {
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editor - > call_deferred ( SNAME ( " _varying_select_item " ) , varying , get_item_text ( p_item ) ) ;
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}
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void setup ( VisualShaderEditor * p_editor , const Ref < VisualShaderNodeVarying > & p_varying , VisualShader : : Type p_type ) {
editor = p_editor ;
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varying = p_varying ;
Ref < Texture2D > type_icon [ ] = {
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EditorNode : : get_singleton ( ) - > get_editor_theme ( ) - > get_icon ( SNAME ( " float " ) , EditorStringName ( EditorIcons ) ) ,
EditorNode : : get_singleton ( ) - > get_editor_theme ( ) - > get_icon ( SNAME ( " int " ) , EditorStringName ( EditorIcons ) ) ,
EditorNode : : get_singleton ( ) - > get_editor_theme ( ) - > get_icon ( SNAME ( " uint " ) , EditorStringName ( EditorIcons ) ) ,
EditorNode : : get_singleton ( ) - > get_editor_theme ( ) - > get_icon ( SNAME ( " Vector2 " ) , EditorStringName ( EditorIcons ) ) ,
EditorNode : : get_singleton ( ) - > get_editor_theme ( ) - > get_icon ( SNAME ( " Vector3 " ) , EditorStringName ( EditorIcons ) ) ,
EditorNode : : get_singleton ( ) - > get_editor_theme ( ) - > get_icon ( SNAME ( " Vector4 " ) , EditorStringName ( EditorIcons ) ) ,
EditorNode : : get_singleton ( ) - > get_editor_theme ( ) - > get_icon ( SNAME ( " bool " ) , EditorStringName ( EditorIcons ) ) ,
EditorNode : : get_singleton ( ) - > get_editor_theme ( ) - > get_icon ( SNAME ( " Transform3D " ) , EditorStringName ( EditorIcons ) ) ,
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} ;
bool is_getter = Ref < VisualShaderNodeVaryingGetter > ( p_varying . ptr ( ) ) . is_valid ( ) ;
add_item ( " [None] " ) ;
int to_select = - 1 ;
for ( int i = 0 , j = 0 ; i < varying - > get_varyings_count ( ) ; i + + ) {
VisualShader : : VaryingMode mode = varying - > get_varying_mode_by_index ( i ) ;
if ( is_getter ) {
if ( mode = = VisualShader : : VARYING_MODE_FRAG_TO_LIGHT ) {
if ( p_type ! = VisualShader : : TYPE_LIGHT ) {
j + + ;
continue ;
}
} else {
if ( p_type ! = VisualShader : : TYPE_FRAGMENT & & p_type ! = VisualShader : : TYPE_LIGHT ) {
j + + ;
continue ;
}
}
} else {
if ( mode = = VisualShader : : VARYING_MODE_FRAG_TO_LIGHT ) {
if ( p_type ! = VisualShader : : TYPE_FRAGMENT ) {
j + + ;
continue ;
}
} else {
if ( p_type ! = VisualShader : : TYPE_VERTEX ) {
j + + ;
continue ;
}
}
}
if ( varying - > get_varying_name ( ) = = varying - > get_varying_name_by_index ( i ) ) {
to_select = i - j + 1 ;
}
add_icon_item ( type_icon [ varying - > get_varying_type_by_index ( i ) ] , varying - > get_varying_name_by_index ( i ) ) ;
}
if ( to_select > = 0 ) {
select ( to_select ) ;
}
}
} ;
////////////////
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class VisualShaderNodePluginParameterRefEditor : public OptionButton {
GDCLASS ( VisualShaderNodePluginParameterRefEditor , OptionButton ) ;
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VisualShaderEditor * editor = nullptr ;
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Ref < VisualShaderNodeParameterRef > parameter_ref ;
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public :
void _notification ( int p_what ) {
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switch ( p_what ) {
case NOTIFICATION_READY : {
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connect ( SceneStringName ( item_selected ) , callable_mp ( this , & VisualShaderNodePluginParameterRefEditor : : _item_selected ) ) ;
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} break ;
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}
}
void _item_selected ( int p_item ) {
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editor - > call_deferred ( SNAME ( " _parameter_ref_select_item " ) , parameter_ref , get_item_text ( p_item ) ) ;
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}
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void setup ( VisualShaderEditor * p_editor , const Ref < VisualShaderNodeParameterRef > & p_parameter_ref ) {
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editor = p_editor ;
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parameter_ref = p_parameter_ref ;
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Ref < Texture2D > type_icon [ ] = {
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EditorNode : : get_singleton ( ) - > get_editor_theme ( ) - > get_icon ( SNAME ( " float " ) , EditorStringName ( EditorIcons ) ) ,
EditorNode : : get_singleton ( ) - > get_editor_theme ( ) - > get_icon ( SNAME ( " int " ) , EditorStringName ( EditorIcons ) ) ,
EditorNode : : get_singleton ( ) - > get_editor_theme ( ) - > get_icon ( SNAME ( " uint " ) , EditorStringName ( EditorIcons ) ) ,
EditorNode : : get_singleton ( ) - > get_editor_theme ( ) - > get_icon ( SNAME ( " bool " ) , EditorStringName ( EditorIcons ) ) ,
EditorNode : : get_singleton ( ) - > get_editor_theme ( ) - > get_icon ( SNAME ( " Vector2 " ) , EditorStringName ( EditorIcons ) ) ,
EditorNode : : get_singleton ( ) - > get_editor_theme ( ) - > get_icon ( SNAME ( " Vector3 " ) , EditorStringName ( EditorIcons ) ) ,
EditorNode : : get_singleton ( ) - > get_editor_theme ( ) - > get_icon ( SNAME ( " Vector4 " ) , EditorStringName ( EditorIcons ) ) ,
EditorNode : : get_singleton ( ) - > get_editor_theme ( ) - > get_icon ( SNAME ( " Transform3D " ) , EditorStringName ( EditorIcons ) ) ,
EditorNode : : get_singleton ( ) - > get_editor_theme ( ) - > get_icon ( SNAME ( " Color " ) , EditorStringName ( EditorIcons ) ) ,
EditorNode : : get_singleton ( ) - > get_editor_theme ( ) - > get_icon ( SNAME ( " ImageTexture " ) , EditorStringName ( EditorIcons ) ) ,
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} ;
add_item ( " [None] " ) ;
int to_select = - 1 ;
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for ( int i = 0 ; i < p_parameter_ref - > get_parameters_count ( ) ; i + + ) {
if ( p_parameter_ref - > get_parameter_name ( ) = = p_parameter_ref - > get_parameter_name_by_index ( i ) ) {
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to_select = i + 1 ;
}
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add_icon_item ( type_icon [ p_parameter_ref - > get_parameter_type_by_index ( i ) ] , p_parameter_ref - > get_parameter_name_by_index ( i ) ) ;
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}
if ( to_select > = 0 ) {
select ( to_select ) ;
}
}
} ;
////////////////
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class VisualShaderNodePluginDefaultEditor : public VBoxContainer {
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GDCLASS ( VisualShaderNodePluginDefaultEditor , VBoxContainer ) ;
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VisualShaderEditor * editor = nullptr ;
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Ref < Resource > parent_resource ;
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int node_id = 0 ;
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VisualShader : : Type shader_type ;
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public :
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void _property_changed ( const String & p_property , const Variant & p_value , const String & p_field = " " , bool p_changing = false ) {
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if ( p_changing ) {
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return ;
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}
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EditorUndoRedoManager * undo_redo = EditorUndoRedoManager : : get_singleton ( ) ;
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updating = true ;
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undo_redo - > create_action ( vformat ( TTR ( " Edit Visual Property: %s " ) , p_property ) , UndoRedo : : MERGE_ENDS ) ;
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undo_redo - > add_do_property ( node . ptr ( ) , p_property , p_value ) ;
undo_redo - > add_undo_property ( node . ptr ( ) , p_property , node - > get ( p_property ) ) ;
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Ref < VisualShaderNode > vsnode = editor - > get_visual_shader ( ) - > get_node ( shader_type , node_id ) ;
ERR_FAIL_COND ( vsnode . is_null ( ) ) ;
// Check for invalid connections due to removed ports.
// We need to know the new state of the node to generate the proper undo/redo instructions.
// Quite hacky but the best way I could come up with for now.
Ref < VisualShaderNode > vsnode_new = vsnode - > duplicate ( ) ;
vsnode_new - > set ( p_property , p_value ) ;
const int input_port_count = vsnode_new - > get_input_port_count ( ) ;
const int output_port_count = vsnode_new - > get_output_port_count ( ) ;
List < VisualShader : : Connection > conns ;
editor - > get_visual_shader ( ) - > get_node_connections ( shader_type , & conns ) ;
VisualShaderGraphPlugin * graph_plugin = editor - > get_graph_plugin ( ) ;
bool undo_node_already_updated = false ;
for ( const VisualShader : : Connection & c : conns ) {
if ( ( c . from_node = = node_id & & c . from_port > = output_port_count ) | | ( c . to_node = = node_id & & c . to_port > = input_port_count ) ) {
undo_redo - > add_do_method ( editor - > get_visual_shader ( ) . ptr ( ) , " disconnect_nodes " , shader_type , c . from_node , c . from_port , c . to_node , c . to_port ) ;
undo_redo - > add_do_method ( graph_plugin , " disconnect_nodes " , shader_type , c . from_node , c . from_port , c . to_node , c . to_port ) ;
// We need to update the node before reconnecting to avoid accessing a non-existing port.
undo_redo - > add_undo_method ( graph_plugin , " update_node_deferred " , shader_type , node_id ) ;
undo_node_already_updated = true ;
undo_redo - > add_undo_method ( editor - > get_visual_shader ( ) . ptr ( ) , " connect_nodes " , shader_type , c . from_node , c . from_port , c . to_node , c . to_port ) ;
undo_redo - > add_undo_method ( graph_plugin , " connect_nodes " , shader_type , c . from_node , c . from_port , c . to_node , c . to_port ) ;
}
}
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if ( p_value . get_type ( ) = = Variant : : OBJECT ) {
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Ref < Resource > prev_res = vsnode - > get ( p_property ) ;
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Ref < Resource > curr_res = p_value ;
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if ( curr_res . is_null ( ) ) {
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undo_redo - > add_do_method ( this , " _open_inspector " , ( Ref < Resource > ) parent_resource . ptr ( ) ) ;
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} else {
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undo_redo - > add_do_method ( this , " _open_inspector " , ( Ref < Resource > ) curr_res . ptr ( ) ) ;
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}
if ( ! prev_res . is_null ( ) ) {
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undo_redo - > add_undo_method ( this , " _open_inspector " , ( Ref < Resource > ) prev_res . ptr ( ) ) ;
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} else {
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undo_redo - > add_undo_method ( this , " _open_inspector " , ( Ref < Resource > ) parent_resource . ptr ( ) ) ;
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}
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}
if ( p_property ! = " constant " ) {
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if ( graph_plugin ) {
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undo_redo - > add_do_method ( editor , " _update_next_previews " , node_id ) ;
undo_redo - > add_undo_method ( editor , " _update_next_previews " , node_id ) ;
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undo_redo - > add_do_method ( graph_plugin , " update_node_deferred " , shader_type , node_id ) ;
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if ( ! undo_node_already_updated ) {
undo_redo - > add_undo_method ( graph_plugin , " update_node_deferred " , shader_type , node_id ) ;
}
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}
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}
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undo_redo - > commit_action ( ) ;
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updating = false ;
}
void _node_changed ( ) {
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if ( updating ) {
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return ;
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}
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for ( int i = 0 ; i < properties . size ( ) ; i + + ) {
properties [ i ] - > update_property ( ) ;
}
}
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void _resource_selected ( const String & p_path , Ref < Resource > p_resource ) {
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_open_inspector ( p_resource ) ;
}
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void _open_inspector ( Ref < Resource > p_resource ) {
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InspectorDock : : get_inspector_singleton ( ) - > edit ( p_resource . ptr ( ) ) ;
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}
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bool updating = false ;
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Ref < VisualShaderNode > node ;
Vector < EditorProperty * > properties ;
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Vector < Label * > prop_names ;
void _show_prop_names ( bool p_show ) {
for ( int i = 0 ; i < prop_names . size ( ) ; i + + ) {
prop_names [ i ] - > set_visible ( p_show ) ;
}
}
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void setup ( VisualShaderEditor * p_editor , Ref < Resource > p_parent_resource , const Vector < EditorProperty * > & p_properties , const Vector < StringName > & p_names , const HashMap < StringName , String > & p_overrided_names , Ref < VisualShaderNode > p_node ) {
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editor = p_editor ;
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parent_resource = p_parent_resource ;
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updating = false ;
node = p_node ;
properties = p_properties ;
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node_id = ( int ) p_node - > get_meta ( " id " ) ;
shader_type = VisualShader : : Type ( ( int ) p_node - > get_meta ( " shader_type " ) ) ;
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for ( int i = 0 ; i < p_properties . size ( ) ; i + + ) {
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HBoxContainer * hbox = memnew ( HBoxContainer ) ;
hbox - > set_h_size_flags ( SIZE_EXPAND_FILL ) ;
add_child ( hbox ) ;
Label * prop_name = memnew ( Label ) ;
String prop_name_str = p_names [ i ] ;
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if ( p_overrided_names . has ( p_names [ i ] ) ) {
prop_name_str = p_overrided_names [ p_names [ i ] ] + " : " ;
} else {
prop_name_str = prop_name_str . capitalize ( ) + " : " ;
}
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prop_name - > set_auto_translate_mode ( AUTO_TRANSLATE_MODE_DISABLED ) ; // TODO: Implement proper translation switch.
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prop_name - > set_text ( prop_name_str ) ;
prop_name - > set_visible ( false ) ;
hbox - > add_child ( prop_name ) ;
prop_names . push_back ( prop_name ) ;
p_properties [ i ] - > set_h_size_flags ( SIZE_EXPAND_FILL ) ;
hbox - > add_child ( p_properties [ i ] ) ;
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bool res_prop = Object : : cast_to < EditorPropertyResource > ( p_properties [ i ] ) ;
if ( res_prop ) {
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p_properties [ i ] - > connect ( " resource_selected " , callable_mp ( this , & VisualShaderNodePluginDefaultEditor : : _resource_selected ) ) ;
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}
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properties [ i ] - > connect ( " property_changed " , callable_mp ( this , & VisualShaderNodePluginDefaultEditor : : _property_changed ) ) ;
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properties [ i ] - > set_object_and_property ( node . ptr ( ) , p_names [ i ] ) ;
properties [ i ] - > update_property ( ) ;
properties [ i ] - > set_name_split_ratio ( 0 ) ;
}
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node - > connect_changed ( callable_mp ( this , & VisualShaderNodePluginDefaultEditor : : _node_changed ) ) ;
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}
static void _bind_methods ( ) {
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ClassDB : : bind_method ( " _open_inspector " , & VisualShaderNodePluginDefaultEditor : : _open_inspector ) ; // Used by UndoRedo.
ClassDB : : bind_method ( " _show_prop_names " , & VisualShaderNodePluginDefaultEditor : : _show_prop_names ) ; // Used with call_deferred.
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}
} ;
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Control * VisualShaderNodePluginDefault : : create_editor ( const Ref < Resource > & p_parent_resource , const Ref < VisualShaderNode > & p_node ) {
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Ref < VisualShader > p_shader = Ref < VisualShader > ( p_parent_resource . ptr ( ) ) ;
if ( p_shader . is_valid ( ) & & ( p_node - > is_class ( " VisualShaderNodeVaryingGetter " ) | | p_node - > is_class ( " VisualShaderNodeVaryingSetter " ) ) ) {
VisualShaderNodePluginVaryingEditor * editor = memnew ( VisualShaderNodePluginVaryingEditor ) ;
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editor - > setup ( vseditor , p_node , p_shader - > get_shader_type ( ) ) ;
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return editor ;
}
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if ( p_node - > is_class ( " VisualShaderNodeParameterRef " ) ) {
VisualShaderNodePluginParameterRefEditor * editor = memnew ( VisualShaderNodePluginParameterRefEditor ) ;
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editor - > setup ( vseditor , p_node ) ;
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return editor ;
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}
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if ( p_node - > is_class ( " VisualShaderNodeInput " ) ) {
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VisualShaderNodePluginInputEditor * editor = memnew ( VisualShaderNodePluginInputEditor ) ;
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editor - > setup ( vseditor , p_node ) ;
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return editor ;
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}
Vector < StringName > properties = p_node - > get_editable_properties ( ) ;
if ( properties . size ( ) = = 0 ) {
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return nullptr ;
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}
List < PropertyInfo > props ;
p_node - > get_property_list ( & props ) ;
Vector < PropertyInfo > pinfo ;
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for ( const PropertyInfo & E : props ) {
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for ( int i = 0 ; i < properties . size ( ) ; i + + ) {
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if ( E . name = = String ( properties [ i ] ) ) {
pinfo . push_back ( E ) ;
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}
}
}
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if ( pinfo . size ( ) = = 0 ) {
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return nullptr ;
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}
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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 ) ;
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if ( ! prop ) {
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return nullptr ;
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}
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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 ) ) ;
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} else if ( Object : : cast_to < EditorPropertyTransform3D > ( prop ) | | Object : : cast_to < EditorPropertyVector3 > ( prop ) ) {
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prop - > set_custom_minimum_size ( Size2 ( 250 * EDSCALE , 0 ) ) ;
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} else if ( Object : : cast_to < EditorPropertyQuaternion > ( prop ) ) {
prop - > set_custom_minimum_size ( Size2 ( 320 * EDSCALE , 0 ) ) ;
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} 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 ) ;
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} else if ( Object : : cast_to < EditorPropertyColor > ( prop ) ) {
Object : : cast_to < EditorPropertyColor > ( prop ) - > set_live_changes_enabled ( false ) ;
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}
editors . push_back ( prop ) ;
properties . push_back ( pinfo [ i ] . name ) ;
}
VisualShaderNodePluginDefaultEditor * editor = memnew ( VisualShaderNodePluginDefaultEditor ) ;
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editor - > setup ( vseditor , p_parent_resource , editors , properties , p_node - > get_editable_properties_names ( ) , p_node ) ;
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return editor ;
}
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void EditorPropertyVisualShaderMode : : _option_selected ( int p_which ) {
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Ref < VisualShader > visual_shader ( Object : : cast_to < VisualShader > ( get_edited_object ( ) ) ) ;
if ( visual_shader - > get_mode ( ) = = p_which ) {
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return ;
}
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ShaderEditorPlugin * shader_editor = Object : : cast_to < ShaderEditorPlugin > ( EditorNode : : get_editor_data ( ) . get_editor_by_name ( " Shader " ) ) ;
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if ( ! shader_editor ) {
return ;
}
VisualShaderEditor * editor = shader_editor - > get_visual_shader_editor ( visual_shader ) ;
if ( ! editor ) {
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return ;
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}
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EditorUndoRedoManager * undo_redo = EditorUndoRedoManager : : get_singleton ( ) ;
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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 ( ) ) ;
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undo_redo - > add_do_method ( editor , " _set_mode " , p_which ) ;
undo_redo - > add_undo_method ( editor , " _set_mode " , visual_shader - > get_mode ( ) ) ;
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//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 ) ;
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for ( const VisualShader : : Connection & E : conns ) {
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if ( E . to_node = = VisualShader : : NODE_ID_OUTPUT ) {
undo_redo - > add_undo_method ( visual_shader . ptr ( ) , " connect_nodes " , type , E . from_node , E . from_port , E . to_node , E . to_port ) ;
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}
}
}
//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 ) ;
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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 ) ;
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for ( const PropertyInfo & E : props ) {
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if ( E . name . begins_with ( " flags/ " ) | | E . name . begins_with ( " modes/ " ) ) {
undo_redo - > add_undo_property ( visual_shader . ptr ( ) , E . name , visual_shader - > get ( E . name ) ) ;
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}
}
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//4. delete varyings (if needed)
if ( p_which = = VisualShader : : MODE_PARTICLES | | p_which = = VisualShader : : MODE_SKY | | p_which = = VisualShader : : MODE_FOG ) {
int var_count = visual_shader - > get_varyings_count ( ) ;
if ( var_count > 0 ) {
for ( int i = 0 ; i < var_count ; i + + ) {
const VisualShader : : Varying * var = visual_shader - > get_varying_by_index ( i ) ;
undo_redo - > add_do_method ( visual_shader . ptr ( ) , " remove_varying " , var - > name ) ;
undo_redo - > add_undo_method ( visual_shader . ptr ( ) , " add_varying " , var - > name , var - > mode , var - > type ) ;
}
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undo_redo - > add_do_method ( editor , " _update_varyings " ) ;
undo_redo - > add_undo_method ( editor , " _update_varyings " ) ;
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}
}
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undo_redo - > add_do_method ( editor , " _update_nodes " ) ;
undo_redo - > add_undo_method ( editor , " _update_nodes " ) ;
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undo_redo - > add_do_method ( editor , " _update_graph " ) ;
undo_redo - > add_undo_method ( editor , " _update_graph " ) ;
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undo_redo - > commit_action ( ) ;
}
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void EditorPropertyVisualShaderMode : : update_property ( ) {
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int which = get_edited_property_value ( ) ;
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options - > select ( which ) ;
}
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void EditorPropertyVisualShaderMode : : setup ( const Vector < String > & p_options ) {
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for ( int i = 0 ; i < p_options . size ( ) ; i + + ) {
options - > add_item ( p_options [ i ] , i ) ;
}
}
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void EditorPropertyVisualShaderMode : : set_option_button_clip ( bool p_enable ) {
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options - > set_clip_text ( p_enable ) ;
}
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void EditorPropertyVisualShaderMode : : _bind_methods ( ) {
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}
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EditorPropertyVisualShaderMode : : EditorPropertyVisualShaderMode ( ) {
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options = memnew ( OptionButton ) ;
options - > set_clip_text ( true ) ;
add_child ( options ) ;
add_focusable ( options ) ;
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options - > connect ( SceneStringName ( item_selected ) , callable_mp ( this , & EditorPropertyVisualShaderMode : : _option_selected ) ) ;
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}
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bool EditorInspectorVisualShaderModePlugin : : can_handle ( Object * p_object ) {
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return true ; // Can handle everything.
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}
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bool EditorInspectorVisualShaderModePlugin : : parse_property ( Object * p_object , const Variant : : Type p_type , const String & p_path , const PropertyHint p_hint , const String & p_hint_text , const BitField < PropertyUsageFlags > p_usage , const bool p_wide ) {
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if ( p_path = = " mode " & & p_object - > is_class ( " VisualShader " ) & & p_type = = Variant : : INT ) {
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EditorPropertyVisualShaderMode * mode_editor = memnew ( EditorPropertyVisualShaderMode ) ;
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Vector < String > options = p_hint_text . split ( " , " ) ;
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mode_editor - > setup ( options ) ;
add_property_editor ( p_path , mode_editor ) ;
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return true ;
}
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return false ;
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}
2020-05-14 12:29:06 +00:00
2018-07-14 21:15:42 +00:00
//////////////////////////////////
void VisualShaderNodePortPreview : : _shader_changed ( ) {
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if ( ! is_valid | | shader . is_null ( ) ) {
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return ;
}
Vector < VisualShader : : DefaultTextureParam > default_textures ;
String shader_code = shader - > generate_preview_shader ( type , node , port , default_textures ) ;
Ref < Shader > preview_shader ;
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preview_shader . instantiate ( ) ;
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preview_shader - > set_code ( shader_code ) ;
for ( int i = 0 ; i < default_textures . size ( ) ; i + + ) {
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int j = 0 ;
for ( List < Ref < Texture2D > > : : ConstIterator itr = default_textures [ i ] . params . begin ( ) ; itr ! = default_textures [ i ] . params . end ( ) ; + + itr , + + j ) {
preview_shader - > set_default_texture_parameter ( default_textures [ i ] . name , * itr , j ) ;
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}
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}
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Ref < ShaderMaterial > mat ;
mat . instantiate ( ) ;
mat - > set_shader ( preview_shader ) ;
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//find if a material is also being edited and copy parameters to this one
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for ( int i = EditorNode : : get_singleton ( ) - > get_editor_selection_history ( ) - > get_path_size ( ) - 1 ; i > = 0 ; i - - ) {
Object * object = ObjectDB : : get_instance ( EditorNode : : get_singleton ( ) - > get_editor_selection_history ( ) - > get_path_object ( i ) ) ;
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ShaderMaterial * src_mat ;
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if ( ! object ) {
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continue ;
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}
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if ( object - > has_method ( " get_material_override " ) ) { // trying getting material from MeshInstance
src_mat = Object : : cast_to < ShaderMaterial > ( object - > call ( " get_material_override " ) ) ;
} else if ( object - > has_method ( " get_material " ) ) { // from CanvasItem/Node2D
src_mat = Object : : cast_to < ShaderMaterial > ( object - > call ( " get_material " ) ) ;
} else {
src_mat = Object : : cast_to < ShaderMaterial > ( object ) ;
}
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if ( src_mat & & src_mat - > get_shader ( ) . is_valid ( ) ) {
List < PropertyInfo > params ;
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src_mat - > get_shader ( ) - > get_shader_uniform_list ( & params ) ;
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for ( const PropertyInfo & E : params ) {
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mat - > set ( E . name , src_mat - > get ( E . name ) ) ;
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}
}
}
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set_material ( mat ) ;
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}
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void VisualShaderNodePortPreview : : setup ( const Ref < VisualShader > & p_shader , VisualShader : : Type p_type , int p_node , int p_port , bool p_is_valid ) {
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shader = p_shader ;
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shader - > connect_changed ( callable_mp ( this , & VisualShaderNodePortPreview : : _shader_changed ) , CONNECT_DEFERRED ) ;
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type = p_type ;
port = p_port ;
node = p_node ;
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is_valid = p_is_valid ;
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queue_redraw ( ) ;
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_shader_changed ( ) ;
}
Size2 VisualShaderNodePortPreview : : get_minimum_size ( ) const {
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int port_preview_size = EDITOR_GET ( " editors/visual_editors/visual_shader/port_preview_size " ) ;
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return Size2 ( port_preview_size , port_preview_size ) * EDSCALE ;
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}
void VisualShaderNodePortPreview : : _notification ( int p_what ) {
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switch ( p_what ) {
case NOTIFICATION_DRAW : {
Vector < Vector2 > points = {
Vector2 ( ) ,
Vector2 ( get_size ( ) . width , 0 ) ,
get_size ( ) ,
Vector2 ( 0 , get_size ( ) . height )
} ;
Vector < Vector2 > uvs = {
Vector2 ( 0 , 0 ) ,
Vector2 ( 1 , 0 ) ,
Vector2 ( 1 , 1 ) ,
Vector2 ( 0 , 1 )
} ;
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if ( is_valid ) {
Vector < Color > colors = {
Color ( 1 , 1 , 1 , 1 ) ,
Color ( 1 , 1 , 1 , 1 ) ,
Color ( 1 , 1 , 1 , 1 ) ,
Color ( 1 , 1 , 1 , 1 )
} ;
draw_primitive ( points , colors , uvs ) ;
} else {
Vector < Color > colors = {
Color ( 0 , 0 , 0 , 1 ) ,
Color ( 0 , 0 , 0 , 1 ) ,
Color ( 0 , 0 , 0 , 1 ) ,
Color ( 0 , 0 , 0 , 1 )
} ;
draw_primitive ( points , colors , uvs ) ;
}
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} break ;
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}
}
void VisualShaderNodePortPreview : : _bind_methods ( ) {
}
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//////////////////////////////////
String VisualShaderConversionPlugin : : converts_to ( ) const {
return " Shader " ;
}
bool VisualShaderConversionPlugin : : handles ( const Ref < Resource > & p_resource ) const {
Ref < VisualShader > vshader = p_resource ;
return vshader . is_valid ( ) ;
}
Ref < Resource > VisualShaderConversionPlugin : : convert ( const Ref < Resource > & p_resource ) const {
Ref < VisualShader > vshader = p_resource ;
ERR_FAIL_COND_V ( ! vshader . is_valid ( ) , Ref < Resource > ( ) ) ;
Ref < Shader > shader ;
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shader . instantiate ( ) ;
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String code = vshader - > get_code ( ) ;
shader - > set_code ( code ) ;
return shader ;
}