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/*************************************************************************/
/* visual_shader_editor_plugin.cpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
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/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
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/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
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# include "visual_shader_editor_plugin.h"
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# include "core/input/input.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 "core/project_settings.h"
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# include "core/version.h"
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# include "editor/editor_log.h"
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# include "editor/editor_properties.h"
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# include "editor/editor_scale.h"
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# include "scene/animation/animation_player.h"
# include "scene/gui/menu_button.h"
# include "scene/gui/panel.h"
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# include "scene/main/window.h"
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# include "scene/resources/visual_shader_nodes.h"
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# include "servers/display_server.h"
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# include "servers/rendering/shader_types.h"
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Control * VisualShaderNodePlugin : : create_editor ( const Ref < Resource > & p_parent_resource , const Ref < VisualShaderNode > & p_node ) {
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if ( get_script_instance ( ) ) {
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return get_script_instance ( ) - > call ( " create_editor " , p_parent_resource , p_node ) ;
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}
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return nullptr ;
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}
void VisualShaderNodePlugin : : _bind_methods ( ) {
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BIND_VMETHOD ( MethodInfo ( Variant : : OBJECT , " create_editor " , PropertyInfo ( Variant : : OBJECT , " parent_resource " , PROPERTY_HINT_RESOURCE_TYPE , " Resource " ) , PropertyInfo ( Variant : : OBJECT , " for_node " , PROPERTY_HINT_RESOURCE_TYPE , " VisualShaderNode " ) ) ) ;
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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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if ( ! visual_shader - > is_connected ( " changed " , callable_mp ( this , & VisualShaderEditor : : _update_preview ) ) ) {
visual_shader - > connect ( " changed " , callable_mp ( this , & VisualShaderEditor : : _update_preview ) ) ;
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}
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# ifndef DISABLE_DEPRECATED
String version = VERSION_BRANCH ;
if ( visual_shader - > get_version ( ) ! = version ) {
visual_shader - > update_version ( version ) ;
}
# endif
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visual_shader - > set_graph_offset ( graph - > get_scroll_ofs ( ) / EDSCALE ) ;
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} else {
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if ( visual_shader . is_valid ( ) ) {
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if ( visual_shader - > is_connected ( " changed " , callable_mp ( this , & VisualShaderEditor : : _update_preview ) ) ) {
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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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_clear_buffer ( ) ;
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_update_options_menu ( ) ;
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_update_preview ( ) ;
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}
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_update_graph ( ) ;
}
}
void VisualShaderEditor : : add_plugin ( const Ref < VisualShaderNodePlugin > & p_plugin ) {
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if ( plugins . find ( p_plugin ) ! = - 1 ) {
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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 ) {
add_options . remove ( 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 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 ( ) ) ;
ERR_FAIL_COND ( ! p_script . is_valid ( ) ) ;
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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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if ( add_options [ i ] . 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 ;
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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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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bool VisualShaderEditor : : _is_available ( int p_mode ) {
int current_mode = edit_type - > get_selected ( ) ;
if ( p_mode ! = - 1 ) {
switch ( current_mode ) {
case VisualShader : : TYPE_VERTEX :
current_mode = 1 ;
break ;
case VisualShader : : TYPE_FRAGMENT :
current_mode = 2 ;
break ;
case VisualShader : : TYPE_LIGHT :
current_mode = 4 ;
break ;
default :
break ;
}
int temp_mode = 0 ;
if ( p_mode & VisualShader : : TYPE_FRAGMENT ) {
temp_mode | = 2 ;
}
if ( p_mode & VisualShader : : TYPE_LIGHT ) {
temp_mode | = 4 ;
}
if ( temp_mode = = 0 ) {
temp_mode | = 1 ;
}
p_mode = temp_mode ;
}
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return ( p_mode = = - 1 | | ( p_mode & current_mode ) ! = 0 ) ;
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}
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void VisualShaderEditor : : update_custom_nodes ( ) {
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if ( members_dialog - > is_visible ( ) ) {
return ;
}
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clear_custom_types ( ) ;
List < StringName > class_list ;
ScriptServer : : get_global_class_list ( & class_list ) ;
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Dictionary added ;
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for ( int i = 0 ; i < class_list . size ( ) ; i + + ) {
if ( ScriptServer : : get_global_class_native_base ( class_list [ i ] ) = = " VisualShaderNodeCustom " ) {
String script_path = ScriptServer : : get_global_class_path ( class_list [ i ] ) ;
Ref < Resource > res = ResourceLoader : : load ( script_path ) ;
ERR_FAIL_COND ( res . is_null ( ) ) ;
ERR_FAIL_COND ( ! res - > is_class ( " Script " ) ) ;
Ref < Script > script = Ref < Script > ( res ) ;
Ref < VisualShaderNodeCustom > ref ;
ref . instance ( ) ;
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ref - > set_script ( script ) ;
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String name ;
if ( ref - > has_method ( " _get_name " ) ) {
name = ( String ) ref - > call ( " _get_name " ) ;
} else {
name = " Unnamed " ;
}
String description = " " ;
if ( ref - > has_method ( " _get_description " ) ) {
description = ( String ) ref - > call ( " _get_description " ) ;
}
int return_icon_type = - 1 ;
if ( ref - > has_method ( " _get_return_icon_type " ) ) {
return_icon_type = ( int ) ref - > call ( " _get_return_icon_type " ) ;
}
String category = " " ;
if ( ref - > has_method ( " _get_category " ) ) {
category = ( String ) ref - > call ( " _get_category " ) ;
}
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String subcategory = " " ;
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if ( ref - > has_method ( " _get_subcategory " ) ) {
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subcategory = ( String ) ref - > call ( " _get_subcategory " ) ;
}
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bool highend = false ;
if ( ref - > has_method ( " _is_highend " ) ) {
highend = ( bool ) ref - > call ( " _is_highend " ) ;
}
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Dictionary dict ;
dict [ " name " ] = name ;
dict [ " script " ] = script ;
dict [ " description " ] = description ;
dict [ " return_icon_type " ] = return_icon_type ;
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category = category . rstrip ( " / " ) ;
category = category . lstrip ( " / " ) ;
category = " Addons/ " + category ;
if ( subcategory ! = " " ) {
category + = " / " + subcategory ;
}
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dict [ " category " ] = category ;
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dict [ " highend " ] = highend ;
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String key ;
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key = category + " / " + name ;
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added [ key ] = dict ;
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}
}
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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 [ " 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 ( " " ) ;
members_dialog - > get_ok ( ) - > set_disabled ( true ) ;
members - > clear ( ) ;
TreeItem * root = members - > create_item ( ) ;
String filter = node_filter - > get_text ( ) . strip_edges ( ) ;
bool use_filter = ! filter . empty ( ) ;
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bool is_first_item = true ;
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Color unsupported_color = get_theme_color ( " error_color " , " Editor " ) ;
Color supported_color = get_theme_color ( " warning_color " , " Editor " ) ;
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static bool low_driver = ProjectSettings : : get_singleton ( ) - > get ( " rendering/quality/driver/driver_name " ) = = " GLES2 " ;
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Map < 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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for ( int i = 0 ; i < add_options . size ( ) ; i + + ) {
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if ( ! use_filter | | add_options [ i ] . name . findn ( filter ) ! = - 1 ) {
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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 , EditorNode : : get_singleton ( ) - > get_gui_base ( ) - > get_theme_icon ( " float " , " EditorIcons " ) ) ;
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break ;
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case VisualShaderNode : : PORT_TYPE_SCALAR_INT :
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item - > set_icon ( 0 , EditorNode : : get_singleton ( ) - > get_gui_base ( ) - > get_theme_icon ( " int " , " EditorIcons " ) ) ;
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break ;
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case VisualShaderNode : : PORT_TYPE_VECTOR :
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item - > set_icon ( 0 , EditorNode : : get_singleton ( ) - > get_gui_base ( ) - > get_theme_icon ( " Vector3 " , " EditorIcons " ) ) ;
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break ;
case VisualShaderNode : : PORT_TYPE_BOOLEAN :
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item - > set_icon ( 0 , EditorNode : : get_singleton ( ) - > get_gui_base ( ) - > get_theme_icon ( " bool " , " EditorIcons " ) ) ;
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break ;
case VisualShaderNode : : PORT_TYPE_TRANSFORM :
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item - > set_icon ( 0 , EditorNode : : get_singleton ( ) - > get_gui_base ( ) - > get_theme_icon ( " Transform " , " EditorIcons " ) ) ;
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break ;
case VisualShaderNode : : PORT_TYPE_SAMPLER :
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item - > set_icon ( 0 , EditorNode : : get_singleton ( ) - > get_gui_base ( ) - > get_theme_icon ( " ImageTexture " , " EditorIcons " ) ) ;
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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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}
}
Size2 VisualShaderEditor : : get_minimum_size ( ) const {
return Size2 ( 10 , 200 ) ;
}
void VisualShaderEditor : : _draw_color_over_button ( Object * obj , Color p_color ) {
Button * button = Object : : cast_to < Button > ( obj ) ;
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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 ( " normal " , " Button " ) ;
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button - > draw_rect ( Rect2 ( normal - > get_offset ( ) , button - > get_size ( ) - normal - > get_minimum_size ( ) ) , p_color ) ;
}
static Ref < StyleBoxEmpty > make_empty_stylebox ( float p_margin_left = - 1 , float p_margin_top = - 1 , float p_margin_right = - 1 , float p_margin_bottom = - 1 ) {
Ref < StyleBoxEmpty > style ( memnew ( StyleBoxEmpty ) ) ;
style - > set_default_margin ( MARGIN_LEFT , p_margin_left * EDSCALE ) ;
style - > set_default_margin ( MARGIN_RIGHT , p_margin_right * EDSCALE ) ;
style - > set_default_margin ( MARGIN_BOTTOM , p_margin_bottom * EDSCALE ) ;
style - > set_default_margin ( MARGIN_TOP , p_margin_top * EDSCALE ) ;
return style ;
}
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void VisualShaderEditor : : _update_created_node ( GraphNode * node ) {
if ( EditorSettings : : get_singleton ( ) - > get ( " interface/theme/use_graph_node_headers " ) ) {
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Ref < StyleBoxFlat > sb = node - > get_theme_stylebox ( " frame " , " GraphNode " ) ;
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Color c = sb - > get_border_color ( ) ;
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Color ic ;
Color mono_color ;
if ( ( ( c . r + c . g + c . b ) / 3 ) < 0.7 ) {
mono_color = Color ( 1.0 , 1.0 , 1.0 ) ;
ic = Color ( 0.0 , 0.0 , 0.0 , 0.7 ) ;
} else {
mono_color = Color ( 0.0 , 0.0 , 0.0 ) ;
ic = Color ( 1.0 , 1.0 , 1.0 , 0.7 ) ;
}
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mono_color . a = 0.85 ;
c = mono_color ;
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node - > add_theme_color_override ( " title_color " , c ) ;
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c . a = 0.7 ;
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node - > add_theme_color_override ( " close_color " , c ) ;
node - > add_theme_color_override ( " resizer_color " , ic ) ;
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}
}
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void VisualShaderEditor : : _update_graph ( ) {
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if ( updating ) {
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return ;
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}
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if ( visual_shader . is_null ( ) ) {
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return ;
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}
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graph - > set_scroll_ofs ( visual_shader - > get_graph_offset ( ) * EDSCALE ) ;
VisualShader : : Type type = VisualShader : : Type ( edit_type - > get_selected ( ) ) ;
graph - > clear_connections ( ) ;
//erase all nodes
for ( int i = 0 ; i < graph - > get_child_count ( ) ; i + + ) {
if ( Object : : cast_to < GraphNode > ( graph - > get_child ( i ) ) ) {
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Node * node = graph - > get_child ( i ) ;
graph - > remove_child ( node ) ;
memdelete ( node ) ;
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i - - ;
}
}
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static const Color type_color [ 6 ] = {
Color ( 0.38 , 0.85 , 0.96 ) , // scalar (float)
Color ( 0.49 , 0.78 , 0.94 ) , // scalar (int)
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Color ( 0.84 , 0.49 , 0.93 ) , // vector
Color ( 0.55 , 0.65 , 0.94 ) , // boolean
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Color ( 0.96 , 0.66 , 0.43 ) , // transform
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Color ( 1.0 , 1.0 , 0.0 ) , // sampler
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} ;
List < VisualShader : : Connection > connections ;
visual_shader - > get_node_connections ( type , & connections ) ;
Ref < StyleBoxEmpty > label_style = make_empty_stylebox ( 2 , 1 , 2 , 1 ) ;
Vector < int > nodes = visual_shader - > get_node_list ( type ) ;
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Control * offset ;
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for ( int n_i = 0 ; n_i < nodes . size ( ) ; n_i + + ) {
Vector2 position = visual_shader - > get_node_position ( type , nodes [ n_i ] ) ;
Ref < VisualShaderNode > vsnode = visual_shader - > get_node ( type , nodes [ n_i ] ) ;
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Ref < VisualShaderNodeGroupBase > group_node = Object : : cast_to < VisualShaderNodeGroupBase > ( vsnode . ptr ( ) ) ;
bool is_group = ! group_node . is_null ( ) ;
Size2 size = Size2 ( 0 , 0 ) ;
Ref < VisualShaderNodeExpression > expression_node = Object : : cast_to < VisualShaderNodeExpression > ( group_node . ptr ( ) ) ;
bool is_expression = ! expression_node . is_null ( ) ;
String expression = " " ;
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GraphNode * node = memnew ( GraphNode ) ;
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if ( is_group ) {
size = group_node - > get_size ( ) ;
node - > set_resizable ( true ) ;
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node - > connect ( " resize_request " , callable_mp ( this , & VisualShaderEditor : : _node_resized ) , varray ( ( int ) type , nodes [ n_i ] ) ) ;
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}
if ( is_expression ) {
expression = expression_node - > get_expression ( ) ;
}
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node - > set_offset ( position ) ;
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node - > set_title ( vsnode - > get_caption ( ) ) ;
node - > set_name ( itos ( nodes [ n_i ] ) ) ;
if ( nodes [ n_i ] > = 2 ) {
node - > set_show_close_button ( true ) ;
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node - > connect ( " close_request " , callable_mp ( this , & VisualShaderEditor : : _delete_request ) , varray ( nodes [ n_i ] ) , CONNECT_DEFERRED ) ;
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}
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node - > connect ( " dragged " , callable_mp ( this , & VisualShaderEditor : : _node_dragged ) , varray ( nodes [ n_i ] ) ) ;
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Control * custom_editor = nullptr ;
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int port_offset = 0 ;
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if ( is_group ) {
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port_offset + = 2 ;
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}
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Ref < VisualShaderNodeUniform > uniform = vsnode ;
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Ref < VisualShaderNodeFloatUniform > float_uniform = vsnode ;
Ref < VisualShaderNodeIntUniform > int_uniform = vsnode ;
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Ref < VisualShaderNodeVec3Uniform > vec3_uniform = vsnode ;
Ref < VisualShaderNodeColorUniform > color_uniform = vsnode ;
Ref < VisualShaderNodeBooleanUniform > bool_uniform = vsnode ;
Ref < VisualShaderNodeTransformUniform > transform_uniform = vsnode ;
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if ( uniform . is_valid ( ) ) {
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graph - > add_child ( node ) ;
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_update_created_node ( node ) ;
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LineEdit * uniform_name = memnew ( LineEdit ) ;
uniform_name - > set_text ( uniform - > get_uniform_name ( ) ) ;
node - > add_child ( uniform_name ) ;
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uniform_name - > connect ( " text_entered " , callable_mp ( this , & VisualShaderEditor : : _line_edit_changed ) , varray ( uniform_name , nodes [ n_i ] ) ) ;
uniform_name - > connect ( " focus_exited " , callable_mp ( this , & VisualShaderEditor : : _line_edit_focus_out ) , varray ( uniform_name , nodes [ n_i ] ) ) ;
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String error = vsnode - > get_warning ( visual_shader - > get_mode ( ) , type ) ;
if ( error ! = String ( ) ) {
offset = memnew ( Control ) ;
offset - > set_custom_minimum_size ( Size2 ( 0 , 4 * EDSCALE ) ) ;
node - > add_child ( offset ) ;
Label * error_label = memnew ( Label ) ;
error_label - > add_theme_color_override ( " font_color " , get_theme_color ( " error_color " , " Editor " ) ) ;
error_label - > set_text ( error ) ;
node - > add_child ( error_label ) ;
}
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if ( vsnode - > get_input_port_count ( ) = = 0 & & vsnode - > get_output_port_count ( ) = = 1 & & vsnode - > get_output_port_name ( 0 ) = = " " ) {
//shortcut
VisualShaderNode : : PortType port_right = vsnode - > get_output_port_type ( 0 ) ;
node - > set_slot ( 0 , false , VisualShaderNode : : PORT_TYPE_SCALAR , Color ( ) , true , port_right , type_color [ port_right ] ) ;
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if ( ! float_uniform . is_valid ( ) & & ! int_uniform . is_valid ( ) & & ! vec3_uniform . is_valid ( ) & & ! color_uniform . is_valid ( ) & & ! bool_uniform . is_valid ( ) & & ! transform_uniform . is_valid ( ) ) {
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continue ;
}
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}
port_offset + + ;
}
for ( int i = 0 ; i < plugins . size ( ) ; i + + ) {
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custom_editor = plugins . write [ i ] - > create_editor ( visual_shader , vsnode ) ;
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if ( custom_editor ) {
break ;
}
}
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if ( custom_editor & & ! float_uniform . is_valid ( ) & & ! int_uniform . is_valid ( ) & & ! vec3_uniform . is_valid ( ) & & ! bool_uniform . is_valid ( ) & & ! transform_uniform . is_valid ( ) & & 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
} else if ( custom_editor ) {
port_offset + + ;
node - > add_child ( custom_editor ) ;
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if ( color_uniform . is_valid ( ) ) {
custom_editor - > call_deferred ( " _show_prop_names " , true ) ;
}
if ( float_uniform . is_valid ( ) | | int_uniform . is_valid ( ) | | vec3_uniform . is_valid ( ) | | bool_uniform . is_valid ( ) | | transform_uniform . is_valid ( ) ) {
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custom_editor - > call_deferred ( " _show_prop_names " , true ) ;
continue ;
}
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custom_editor = nullptr ;
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}
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if ( is_group ) {
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offset = memnew ( Control ) ;
offset - > set_custom_minimum_size ( Size2 ( 0 , 6 * EDSCALE ) ) ;
node - > add_child ( offset ) ;
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if ( group_node - > is_editable ( ) ) {
HBoxContainer * hb2 = memnew ( HBoxContainer ) ;
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Button * add_input_btn = memnew ( Button ) ;
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add_input_btn - > set_text ( TTR ( " Add Input " ) ) ;
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add_input_btn - > connect ( " pressed " , callable_mp ( this , & VisualShaderEditor : : _add_input_port ) , varray ( nodes [ n_i ] , group_node - > get_free_input_port_id ( ) , VisualShaderNode : : PORT_TYPE_VECTOR , " input " + itos ( group_node - > get_free_input_port_id ( ) ) ) , CONNECT_DEFERRED ) ;
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hb2 - > add_child ( add_input_btn ) ;
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2019-08-18 05:09:05 +00:00
hb2 - > add_spacer ( ) ;
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2019-08-18 05:09:05 +00:00
Button * add_output_btn = memnew ( Button ) ;
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add_output_btn - > set_text ( TTR ( " Add Output " ) ) ;
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add_output_btn - > connect ( " pressed " , callable_mp ( this , & VisualShaderEditor : : _add_output_port ) , varray ( nodes [ n_i ] , group_node - > get_free_output_port_id ( ) , VisualShaderNode : : PORT_TYPE_VECTOR , " output " + itos ( group_node - > get_free_output_port_id ( ) ) ) , CONNECT_DEFERRED ) ;
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hb2 - > add_child ( add_output_btn ) ;
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2019-08-18 05:09:05 +00:00
node - > add_child ( hb2 ) ;
}
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}
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for ( int i = 0 ; i < MAX ( vsnode - > get_input_port_count ( ) , vsnode - > get_output_port_count ( ) ) ; i + + ) {
if ( vsnode - > is_port_separator ( i ) ) {
node - > add_child ( memnew ( HSeparator ) ) ;
port_offset + + ;
}
bool valid_left = i < vsnode - > get_input_port_count ( ) ;
VisualShaderNode : : PortType port_left = VisualShaderNode : : PORT_TYPE_SCALAR ;
bool port_left_used = false ;
String name_left ;
if ( valid_left ) {
name_left = vsnode - > get_input_port_name ( i ) ;
port_left = vsnode - > get_input_port_type ( i ) ;
for ( List < VisualShader : : Connection > : : Element * E = connections . front ( ) ; E ; E = E - > next ( ) ) {
if ( E - > get ( ) . to_node = = nodes [ n_i ] & & E - > get ( ) . to_port = = i ) {
port_left_used = true ;
}
}
}
bool valid_right = i < vsnode - > get_output_port_count ( ) ;
VisualShaderNode : : PortType port_right = VisualShaderNode : : PORT_TYPE_SCALAR ;
String name_right ;
if ( valid_right ) {
name_right = vsnode - > get_output_port_name ( i ) ;
port_right = vsnode - > get_output_port_type ( i ) ;
}
HBoxContainer * hb = memnew ( HBoxContainer ) ;
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hb - > add_theme_constant_override ( " separation " , 7 * EDSCALE ) ;
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Variant default_value ;
if ( valid_left & & ! port_left_used ) {
default_value = vsnode - > get_input_port_default_value ( i ) ;
}
if ( default_value . get_type ( ) ! = Variant : : NIL ) { // only a label
Button * button = memnew ( Button ) ;
hb - > add_child ( button ) ;
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button - > connect ( " pressed " , callable_mp ( this , & VisualShaderEditor : : _edit_port_default_input ) , varray ( button , nodes [ n_i ] , i ) ) ;
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switch ( default_value . get_type ( ) ) {
case Variant : : COLOR : {
button - > set_custom_minimum_size ( Size2 ( 30 , 0 ) * EDSCALE ) ;
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button - > connect ( " draw " , callable_mp ( this , & VisualShaderEditor : : _draw_color_over_button ) , varray ( button , default_value ) ) ;
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} break ;
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case Variant : : BOOL : {
button - > set_text ( ( ( bool ) default_value ) ? " true " : " false " ) ;
} break ;
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case Variant : : INT :
Variant: Added 64-bit packed arrays, renamed Variant::REAL to FLOAT.
- Renames PackedIntArray to PackedInt32Array.
- Renames PackedFloatArray to PackedFloat32Array.
- Adds PackedInt64Array and PackedFloat64Array.
- Renames Variant::REAL to Variant::FLOAT for consistency.
Packed arrays are for storing large amount of data and creating stuff like
meshes, buffers. textures, etc. Forcing them to be 64 is a huge waste of
memory. That said, many users requested the ability to have 64 bits packed
arrays for their games, so this is just an optional added type.
For Variant, the float datatype is always 64 bits, and exposed as `float`.
We still have `real_t` which is the datatype that can change from 32 to 64
bits depending on a compile flag (not entirely working right now, but that's
the idea). It affects math related datatypes and code only.
Neither Variant nor PackedArray make use of real_t, which is only intended
for math precision, so the term is removed from there to keep only float.
2020-02-24 18:20:53 +00:00
case Variant : : FLOAT : {
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button - > set_text ( String : : num ( default_value , 4 ) ) ;
} break ;
case Variant : : VECTOR3 : {
Vector3 v = default_value ;
button - > set_text ( String : : num ( v . x , 3 ) + " , " + String : : num ( v . y , 3 ) + " , " + String : : num ( v . z , 3 ) ) ;
} break ;
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default : {
}
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}
}
if ( i = = 0 & & custom_editor ) {
hb - > add_child ( custom_editor ) ;
custom_editor - > set_h_size_flags ( SIZE_EXPAND_FILL ) ;
} else {
if ( valid_left ) {
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if ( is_group ) {
OptionButton * type_box = memnew ( OptionButton ) ;
hb - > add_child ( type_box ) ;
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type_box - > add_item ( TTR ( " Float " ) ) ;
type_box - > add_item ( TTR ( " Int " ) ) ;
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type_box - > add_item ( TTR ( " Vector " ) ) ;
type_box - > add_item ( TTR ( " Boolean " ) ) ;
type_box - > add_item ( TTR ( " Transform " ) ) ;
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type_box - > add_item ( TTR ( " Sampler " ) ) ;
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type_box - > select ( group_node - > get_input_port_type ( i ) ) ;
type_box - > set_custom_minimum_size ( Size2 ( 100 * EDSCALE , 0 ) ) ;
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type_box - > connect ( " item_selected " , callable_mp ( this , & VisualShaderEditor : : _change_input_port_type ) , varray ( nodes [ n_i ] , i ) , CONNECT_DEFERRED ) ;
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LineEdit * name_box = memnew ( LineEdit ) ;
hb - > add_child ( name_box ) ;
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name_box - > set_custom_minimum_size ( Size2 ( 65 * EDSCALE , 0 ) ) ;
name_box - > set_h_size_flags ( SIZE_EXPAND_FILL ) ;
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name_box - > set_text ( name_left ) ;
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name_box - > connect ( " text_entered " , callable_mp ( this , & VisualShaderEditor : : _change_input_port_name ) , varray ( name_box , nodes [ n_i ] , i ) ) ;
name_box - > connect ( " focus_exited " , callable_mp ( this , & VisualShaderEditor : : _port_name_focus_out ) , varray ( name_box , nodes [ n_i ] , i , false ) ) ;
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Button * remove_btn = memnew ( Button ) ;
2020-03-12 12:37:40 +00:00
remove_btn - > set_icon ( EditorNode : : get_singleton ( ) - > get_gui_base ( ) - > get_theme_icon ( " Remove " , " EditorIcons " ) ) ;
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remove_btn - > set_tooltip ( TTR ( " Remove " ) + " " + name_left ) ;
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remove_btn - > connect ( " pressed " , callable_mp ( this , & VisualShaderEditor : : _remove_input_port ) , varray ( nodes [ n_i ] , i ) , CONNECT_DEFERRED ) ;
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hb - > add_child ( remove_btn ) ;
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} else {
Label * label = memnew ( Label ) ;
label - > set_text ( name_left ) ;
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label - > add_theme_style_override ( " normal " , label_style ) ; //more compact
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hb - > add_child ( label ) ;
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if ( vsnode - > get_input_port_default_hint ( i ) ! = " " & & ! port_left_used ) {
Label * hint_label = memnew ( Label ) ;
hint_label - > set_text ( " [ " + vsnode - > get_input_port_default_hint ( i ) + " ] " ) ;
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hint_label - > add_theme_color_override ( " font_color " , get_theme_color ( " font_color_readonly " , " TextEdit " ) ) ;
hint_label - > add_theme_style_override ( " normal " , label_style ) ;
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hb - > add_child ( hint_label ) ;
}
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}
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}
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if ( ! is_group ) {
hb - > add_spacer ( ) ;
}
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if ( valid_right ) {
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if ( is_group ) {
Button * remove_btn = memnew ( Button ) ;
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remove_btn - > set_icon ( EditorNode : : get_singleton ( ) - > get_gui_base ( ) - > get_theme_icon ( " Remove " , " EditorIcons " ) ) ;
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remove_btn - > set_tooltip ( TTR ( " Remove " ) + " " + name_left ) ;
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remove_btn - > connect ( " pressed " , callable_mp ( this , & VisualShaderEditor : : _remove_output_port ) , varray ( nodes [ n_i ] , i ) , CONNECT_DEFERRED ) ;
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hb - > add_child ( remove_btn ) ;
LineEdit * name_box = memnew ( LineEdit ) ;
hb - > add_child ( name_box ) ;
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name_box - > set_custom_minimum_size ( Size2 ( 65 * EDSCALE , 0 ) ) ;
name_box - > set_h_size_flags ( SIZE_EXPAND_FILL ) ;
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name_box - > set_text ( name_right ) ;
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name_box - > connect ( " text_entered " , callable_mp ( this , & VisualShaderEditor : : _change_output_port_name ) , varray ( name_box , nodes [ n_i ] , i ) ) ;
name_box - > connect ( " focus_exited " , callable_mp ( this , & VisualShaderEditor : : _port_name_focus_out ) , varray ( name_box , nodes [ n_i ] , i , true ) ) ;
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OptionButton * type_box = memnew ( OptionButton ) ;
hb - > add_child ( type_box ) ;
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type_box - > add_item ( TTR ( " Float " ) ) ;
type_box - > add_item ( TTR ( " Int " ) ) ;
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type_box - > add_item ( TTR ( " Vector " ) ) ;
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 ( " item_selected " , callable_mp ( this , & VisualShaderEditor : : _change_output_port_type ) , varray ( nodes [ n_i ] , i ) , CONNECT_DEFERRED ) ;
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} else {
Label * label = memnew ( Label ) ;
label - > set_text ( name_right ) ;
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label - > add_theme_style_override ( " normal " , label_style ) ; //more compact
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hb - > add_child ( label ) ;
}
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}
}
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if ( valid_right & & edit_type - > get_selected ( ) = = VisualShader : : TYPE_FRAGMENT & & 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_normal_texture ( get_theme_icon ( " GuiVisibilityHidden " , " EditorIcons " ) ) ;
preview - > set_pressed_texture ( get_theme_icon ( " GuiVisibilityVisible " , " EditorIcons " ) ) ;
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preview - > set_v_size_flags ( SIZE_SHRINK_CENTER ) ;
if ( vsnode - > get_output_port_for_preview ( ) = = i ) {
preview - > set_pressed ( true ) ;
}
2020-02-21 17:28:45 +00:00
preview - > connect ( " pressed " , callable_mp ( this , & VisualShaderEditor : : _preview_select_port ) , varray ( nodes [ n_i ] , i ) , 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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node - > add_child ( hb ) ;
node - > set_slot ( i + port_offset , valid_left , port_left , type_color [ port_left ] , valid_right , port_right , type_color [ port_right ] ) ;
}
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if ( vsnode - > get_output_port_for_preview ( ) > = 0 ) {
int port_type = vsnode - > get_output_port_type ( vsnode - > get_output_port_for_preview ( ) ) ;
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if ( port_type ! = VisualShaderNode : : PORT_TYPE_TRANSFORM & & port_type ! = VisualShaderNode : : PORT_TYPE_SAMPLER ) {
offset = memnew ( Control ) ;
offset - > set_custom_minimum_size ( Size2 ( 0 , 5 * EDSCALE ) ) ;
node - > add_child ( offset ) ;
VisualShaderNodePortPreview * port_preview = memnew ( VisualShaderNodePortPreview ) ;
port_preview - > setup ( visual_shader , type , nodes [ n_i ] , vsnode - > get_output_port_for_preview ( ) ) ;
port_preview - > set_h_size_flags ( SIZE_SHRINK_CENTER ) ;
node - > add_child ( port_preview ) ;
}
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}
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offset = memnew ( Control ) ;
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offset - > set_custom_minimum_size ( Size2 ( 0 , 4 * EDSCALE ) ) ;
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node - > add_child ( offset ) ;
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String error = vsnode - > get_warning ( visual_shader - > get_mode ( ) , type ) ;
if ( error ! = String ( ) ) {
Label * error_label = memnew ( Label ) ;
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error_label - > add_theme_color_override ( " font_color " , get_theme_color ( " error_color " , " Editor " ) ) ;
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error_label - > set_text ( error ) ;
node - > add_child ( error_label ) ;
}
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if ( is_expression ) {
TextEdit * expression_box = memnew ( TextEdit ) ;
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Ref < CodeHighlighter > expression_syntax_highlighter ;
expression_syntax_highlighter . instance ( ) ;
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expression_node - > set_control ( expression_box , 0 ) ;
node - > add_child ( expression_box ) ;
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Color background_color = EDITOR_GET ( " text_editor/highlighting/background_color " ) ;
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Color text_color = EDITOR_GET ( " text_editor/highlighting/text_color " ) ;
Color keyword_color = EDITOR_GET ( " text_editor/highlighting/keyword_color " ) ;
Color comment_color = EDITOR_GET ( " text_editor/highlighting/comment_color " ) ;
Color symbol_color = EDITOR_GET ( " text_editor/highlighting/symbol_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 ( List < String > : : Element * E = keyword_list . front ( ) ; E ; E = E - > next ( ) ) {
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expression_syntax_highlighter - > add_keyword_color ( E - > get ( ) , keyword_color ) ;
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}
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expression_box - > add_theme_font_override ( " font " , get_theme_font ( " expression " , " EditorFonts " ) ) ;
expression_box - > add_theme_color_override ( " font_color " , text_color ) ;
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expression_syntax_highlighter - > set_symbol_color ( symbol_color ) ;
expression_syntax_highlighter - > add_color_region ( " /* " , " */ " , comment_color , false ) ;
expression_syntax_highlighter - > add_color_region ( " // " , " " , comment_color , false ) ;
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expression_box - > set_text ( expression ) ;
expression_box - > set_context_menu_enabled ( false ) ;
expression_box - > set_show_line_numbers ( true ) ;
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expression_box - > connect ( " focus_exited " , callable_mp ( this , & VisualShaderEditor : : _expression_focus_out ) , varray ( expression_box , nodes [ n_i ] ) ) ;
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}
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if ( ! uniform . is_valid ( ) ) {
graph - > add_child ( node ) ;
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_update_created_node ( node ) ;
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if ( is_group ) {
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call_deferred ( " _set_node_size " , ( int ) type , nodes [ n_i ] , size ) ;
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}
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}
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}
for ( List < VisualShader : : Connection > : : Element * E = connections . front ( ) ; E ; E = E - > next ( ) ) {
int from = E - > get ( ) . from_node ;
int from_idx = E - > get ( ) . from_port ;
int to = E - > get ( ) . to_node ;
int to_idx = E - > get ( ) . to_port ;
graph - > connect_node ( itos ( from ) , from_idx , itos ( to ) , to_idx ) ;
}
}
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void VisualShaderEditor : : _add_input_port ( int p_node , int p_port , int p_port_type , const String & p_name ) {
VisualShader : : Type type = VisualShader : : Type ( edit_type - > get_selected ( ) ) ;
Ref < VisualShaderNodeExpression > node = visual_shader - > get_node ( type , p_node ) ;
if ( node . is_null ( ) ) {
return ;
}
undo_redo - > create_action ( TTR ( " Add input port " ) ) ;
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 ) ;
undo_redo - > add_do_method ( this , " _update_graph " ) ;
undo_redo - > add_undo_method ( this , " _update_graph " ) ;
undo_redo - > add_do_method ( this , " _rebuild " ) ;
undo_redo - > add_undo_method ( this , " _rebuild " ) ;
undo_redo - > commit_action ( ) ;
}
void VisualShaderEditor : : _add_output_port ( int p_node , int p_port , int p_port_type , const String & p_name ) {
VisualShader : : Type type = VisualShader : : Type ( edit_type - > get_selected ( ) ) ;
Ref < VisualShaderNodeGroupBase > node = visual_shader - > get_node ( type , p_node ) ;
if ( node . is_null ( ) ) {
return ;
}
undo_redo - > create_action ( TTR ( " Add output port " ) ) ;
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 ) ;
undo_redo - > add_do_method ( this , " _update_graph " ) ;
undo_redo - > add_undo_method ( this , " _update_graph " ) ;
undo_redo - > add_do_method ( this , " _rebuild " ) ;
undo_redo - > add_undo_method ( this , " _rebuild " ) ;
undo_redo - > commit_action ( ) ;
}
void VisualShaderEditor : : _change_input_port_type ( int p_type , int p_node , int p_port ) {
VisualShader : : Type type = VisualShader : : Type ( edit_type - > get_selected ( ) ) ;
Ref < VisualShaderNodeGroupBase > node = visual_shader - > get_node ( type , p_node ) ;
if ( node . is_null ( ) ) {
return ;
}
undo_redo - > create_action ( TTR ( " Change input port type " ) ) ;
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 ) ) ;
undo_redo - > add_do_method ( this , " _update_graph " ) ;
undo_redo - > add_undo_method ( this , " _update_graph " ) ;
undo_redo - > add_do_method ( this , " _rebuild " ) ;
undo_redo - > add_undo_method ( this , " _rebuild " ) ;
undo_redo - > commit_action ( ) ;
}
void VisualShaderEditor : : _change_output_port_type ( int p_type , int p_node , int p_port ) {
VisualShader : : Type type = VisualShader : : Type ( edit_type - > get_selected ( ) ) ;
Ref < VisualShaderNodeGroupBase > node = visual_shader - > get_node ( type , p_node ) ;
if ( node . is_null ( ) ) {
return ;
}
undo_redo - > create_action ( TTR ( " Change output port type " ) ) ;
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 ) ) ;
undo_redo - > add_do_method ( this , " _update_graph " ) ;
undo_redo - > add_undo_method ( this , " _update_graph " ) ;
undo_redo - > add_do_method ( this , " _rebuild " ) ;
undo_redo - > add_undo_method ( this , " _rebuild " ) ;
undo_redo - > commit_action ( ) ;
}
void VisualShaderEditor : : _change_input_port_name ( const String & p_text , Object * line_edit , int p_node_id , int p_port_id ) {
VisualShader : : Type type = VisualShader : : Type ( edit_type - > get_selected ( ) ) ;
Ref < VisualShaderNodeGroupBase > node = visual_shader - > get_node ( type , p_node_id ) ;
ERR_FAIL_COND ( ! node . is_valid ( ) ) ;
undo_redo - > create_action ( TTR ( " Change input port name " ) ) ;
undo_redo - > add_do_method ( node . ptr ( ) , " set_input_port_name " , p_port_id , p_text ) ;
undo_redo - > add_undo_method ( node . ptr ( ) , " set_input_port_name " , p_port_id , node - > get_input_port_name ( p_port_id ) ) ;
undo_redo - > add_do_method ( this , " _rebuild " ) ;
undo_redo - > add_undo_method ( this , " _rebuild " ) ;
undo_redo - > commit_action ( ) ;
}
void VisualShaderEditor : : _change_output_port_name ( const String & p_text , Object * line_edit , int p_node_id , int p_port_id ) {
VisualShader : : Type type = VisualShader : : Type ( edit_type - > get_selected ( ) ) ;
Ref < VisualShaderNodeGroupBase > node = visual_shader - > get_node ( type , p_node_id ) ;
ERR_FAIL_COND ( ! node . is_valid ( ) ) ;
undo_redo - > create_action ( TTR ( " Change output port name " ) ) ;
undo_redo - > add_do_method ( node . ptr ( ) , " set_output_port_name " , p_port_id , p_text ) ;
undo_redo - > add_undo_method ( node . ptr ( ) , " set_output_port_name " , p_port_id , node - > get_output_port_name ( p_port_id ) ) ;
undo_redo - > add_do_method ( this , " _rebuild " ) ;
undo_redo - > add_undo_method ( this , " _rebuild " ) ;
undo_redo - > commit_action ( ) ;
}
void VisualShaderEditor : : _remove_input_port ( int p_node , int p_port ) {
VisualShader : : Type type = VisualShader : : Type ( edit_type - > get_selected ( ) ) ;
Ref < VisualShaderNodeGroupBase > node = visual_shader - > get_node ( type , p_node ) ;
if ( node . is_null ( ) ) {
return ;
}
undo_redo - > create_action ( TTR ( " Remove input port " ) ) ;
List < VisualShader : : Connection > conns ;
visual_shader - > get_node_connections ( type , & conns ) ;
for ( List < VisualShader : : Connection > : : Element * E = conns . front ( ) ; E ; E = E - > next ( ) ) {
int from_node = E - > get ( ) . from_node ;
int from_port = E - > get ( ) . from_port ;
int to_node = E - > get ( ) . to_node ;
int to_port = E - > get ( ) . to_port ;
if ( to_node = = p_node ) {
if ( to_port = = p_port ) {
undo_redo - > add_do_method ( visual_shader . ptr ( ) , " disconnect_nodes " , type , from_node , from_port , to_node , to_port ) ;
undo_redo - > add_undo_method ( visual_shader . ptr ( ) , " connect_nodes_forced " , type , from_node , from_port , to_node , to_port ) ;
} else if ( to_port > p_port ) {
undo_redo - > add_do_method ( visual_shader . ptr ( ) , " disconnect_nodes " , type , from_node , from_port , to_node , to_port ) ;
undo_redo - > add_undo_method ( visual_shader . ptr ( ) , " connect_nodes_forced " , type , from_node , from_port , to_node , to_port ) ;
undo_redo - > add_do_method ( visual_shader . ptr ( ) , " connect_nodes_forced " , type , from_node , from_port , to_node , to_port - 1 ) ;
undo_redo - > add_undo_method ( visual_shader . ptr ( ) , " disconnect_nodes " , type , from_node , from_port , to_node , to_port - 1 ) ;
}
}
}
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 ) ) ;
undo_redo - > add_do_method ( this , " _update_graph " ) ;
undo_redo - > add_undo_method ( this , " _update_graph " ) ;
undo_redo - > add_do_method ( this , " _rebuild " ) ;
undo_redo - > add_undo_method ( this , " _rebuild " ) ;
undo_redo - > commit_action ( ) ;
}
void VisualShaderEditor : : _remove_output_port ( int p_node , int p_port ) {
VisualShader : : Type type = VisualShader : : Type ( edit_type - > get_selected ( ) ) ;
Ref < VisualShaderNodeGroupBase > node = visual_shader - > get_node ( type , p_node ) ;
if ( node . is_null ( ) ) {
return ;
}
undo_redo - > create_action ( TTR ( " Remove output port " ) ) ;
List < VisualShader : : Connection > conns ;
visual_shader - > get_node_connections ( type , & conns ) ;
for ( List < VisualShader : : Connection > : : Element * E = conns . front ( ) ; E ; E = E - > next ( ) ) {
int from_node = E - > get ( ) . from_node ;
int from_port = E - > get ( ) . from_port ;
int to_node = E - > get ( ) . to_node ;
int to_port = E - > get ( ) . to_port ;
if ( from_node = = p_node ) {
if ( from_port = = p_port ) {
undo_redo - > add_do_method ( visual_shader . ptr ( ) , " disconnect_nodes " , type , from_node , from_port , to_node , to_port ) ;
undo_redo - > add_undo_method ( visual_shader . ptr ( ) , " connect_nodes_forced " , type , from_node , from_port , to_node , to_port ) ;
} else if ( from_port > p_port ) {
undo_redo - > add_do_method ( visual_shader . ptr ( ) , " disconnect_nodes " , type , from_node , from_port , to_node , to_port ) ;
undo_redo - > add_undo_method ( visual_shader . ptr ( ) , " connect_nodes_forced " , type , from_node , from_port , to_node , to_port ) ;
undo_redo - > add_do_method ( visual_shader . ptr ( ) , " connect_nodes_forced " , type , from_node , from_port - 1 , to_node , to_port ) ;
undo_redo - > add_undo_method ( visual_shader . ptr ( ) , " disconnect_nodes " , type , from_node , from_port - 1 , to_node , to_port ) ;
}
}
}
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 ) ) ;
undo_redo - > add_do_method ( this , " _update_graph " ) ;
undo_redo - > add_undo_method ( this , " _update_graph " ) ;
undo_redo - > add_do_method ( this , " _rebuild " ) ;
undo_redo - > add_undo_method ( this , " _rebuild " ) ;
undo_redo - > commit_action ( ) ;
}
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void VisualShaderEditor : : _expression_focus_out ( Object * text_edit , int p_node ) {
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VisualShader : : Type type = VisualShader : : Type ( edit_type - > get_selected ( ) ) ;
Ref < VisualShaderNodeExpression > node = visual_shader - > get_node ( type , p_node ) ;
if ( node . is_null ( ) ) {
return ;
}
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TextEdit * expression_box = Object : : cast_to < TextEdit > ( text_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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undo_redo - > create_action ( TTR ( " Set expression " ) ) ;
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 ( this , " _rebuild " ) ;
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undo_redo - > add_undo_method ( this , " _rebuild " ) ;
undo_redo - > commit_action ( ) ;
}
void VisualShaderEditor : : _rebuild ( ) {
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if ( visual_shader ! = nullptr ) {
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EditorNode : : get_singleton ( ) - > get_log ( ) - > clear ( ) ;
visual_shader - > rebuild ( ) ;
}
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}
void VisualShaderEditor : : _set_node_size ( int p_type , int p_node , const Vector2 & p_size ) {
VisualShader : : Type type = VisualShader : : Type ( p_type ) ;
Ref < VisualShaderNode > node = visual_shader - > get_node ( type , p_node ) ;
if ( node . is_null ( ) ) {
return ;
}
Ref < VisualShaderNodeGroupBase > group_node = Object : : cast_to < VisualShaderNodeGroupBase > ( node . ptr ( ) ) ;
if ( group_node . is_null ( ) ) {
return ;
}
Vector2 size = p_size ;
group_node - > set_size ( size ) ;
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GraphNode * gn = nullptr ;
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if ( edit_type - > get_selected ( ) = = p_type ) { // check - otherwise the error will be emitted
Node * node2 = graph - > get_node ( itos ( p_node ) ) ;
gn = Object : : cast_to < GraphNode > ( node2 ) ;
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if ( ! gn ) {
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return ;
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}
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gn - > set_custom_minimum_size ( size ) ;
gn - > set_size ( Size2 ( 1 , 1 ) ) ;
}
Ref < VisualShaderNodeExpression > expression_node = Object : : cast_to < VisualShaderNodeExpression > ( node . ptr ( ) ) ;
if ( ! expression_node . is_null ( ) ) {
Control * text_box = expression_node - > get_control ( 0 ) ;
Size2 box_size = size ;
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if ( gn ! = nullptr ) {
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if ( box_size . x < 150 * EDSCALE | | box_size . y < 0 ) {
box_size . x = gn - > get_size ( ) . x ;
}
}
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box_size . x - = text_box - > get_margin ( MARGIN_LEFT ) ;
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box_size . x - = 28 * EDSCALE ;
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box_size . y - = text_box - > get_margin ( MARGIN_TOP ) ;
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box_size . y - = 28 * EDSCALE ;
text_box - > set_custom_minimum_size ( Size2 ( box_size . x , box_size . y ) ) ;
text_box - > set_size ( Size2 ( 1 , 1 ) ) ;
}
}
void VisualShaderEditor : : _node_resized ( const Vector2 & p_new_size , int p_type , int p_node ) {
VisualShader : : Type type = VisualShader : : Type ( p_type ) ;
Ref < VisualShaderNodeGroupBase > node = visual_shader - > get_node ( type , p_node ) ;
if ( node . is_null ( ) ) {
return ;
}
undo_redo - > create_action ( TTR ( " Resize VisualShader node " ) , UndoRedo : : MERGE_ENDS ) ;
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undo_redo - > add_do_method ( this , " _set_node_size " , p_type , p_node , p_new_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 ) {
VisualShader : : Type type = VisualShader : : Type ( edit_type - > get_selected ( ) ) ;
Ref < VisualShaderNode > node = visual_shader - > get_node ( type , p_node ) ;
if ( node . is_null ( ) ) {
return ;
}
if ( node - > get_output_port_for_preview ( ) = = p_port ) {
p_port = - 1 ; //toggle it
}
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undo_redo - > create_action ( TTR ( " Set Uniform Name " ) ) ;
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undo_redo - > add_do_method ( node . ptr ( ) , " set_output_port_for_preview " , p_port ) ;
undo_redo - > add_undo_method ( node . ptr ( ) , " set_output_port_for_preview " , node - > get_output_port_for_preview ( ) ) ;
undo_redo - > add_do_method ( this , " _update_graph " ) ;
undo_redo - > add_undo_method ( this , " _update_graph " ) ;
undo_redo - > commit_action ( ) ;
}
void VisualShaderEditor : : _line_edit_changed ( const String & p_text , Object * line_edit , int p_node_id ) {
VisualShader : : Type type = VisualShader : : Type ( edit_type - > get_selected ( ) ) ;
Ref < VisualShaderNodeUniform > node = visual_shader - > get_node ( type , p_node_id ) ;
ERR_FAIL_COND ( ! node . is_valid ( ) ) ;
String validated_name = visual_shader - > validate_uniform_name ( p_text , node ) ;
updating = true ;
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undo_redo - > create_action ( TTR ( " Set Uniform Name " ) ) ;
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undo_redo - > add_do_method ( node . ptr ( ) , " set_uniform_name " , validated_name ) ;
undo_redo - > add_undo_method ( node . ptr ( ) , " set_uniform_name " , node - > get_uniform_name ( ) ) ;
undo_redo - > add_do_method ( this , " _update_graph " ) ;
undo_redo - > add_undo_method ( this , " _update_graph " ) ;
undo_redo - > commit_action ( ) ;
updating = false ;
Object : : cast_to < LineEdit > ( line_edit ) - > set_text ( validated_name ) ;
}
void VisualShaderEditor : : _line_edit_focus_out ( Object * line_edit , int p_node_id ) {
String text = Object : : cast_to < LineEdit > ( line_edit ) - > get_text ( ) ;
_line_edit_changed ( text , line_edit , p_node_id ) ;
}
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void VisualShaderEditor : : _port_name_focus_out ( Object * line_edit , int p_node_id , int p_port_id , bool p_output ) {
VisualShader : : Type type = VisualShader : : Type ( edit_type - > get_selected ( ) ) ;
Ref < VisualShaderNodeGroupBase > node = visual_shader - > get_node ( type , p_node_id ) ;
ERR_FAIL_COND ( ! node . is_valid ( ) ) ;
String text = Object : : cast_to < LineEdit > ( line_edit ) - > get_text ( ) ;
if ( ! p_output ) {
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if ( node - > get_input_port_name ( p_port_id ) = = text ) {
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return ;
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}
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} else {
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if ( node - > get_output_port_name ( p_port_id ) = = text ) {
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return ;
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}
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}
List < String > input_names ;
List < String > output_names ;
for ( int i = 0 ; i < node - > get_input_port_count ( ) ; i + + ) {
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if ( ! p_output & & i = = p_port_id ) {
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continue ;
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}
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input_names . push_back ( node - > get_input_port_name ( i ) ) ;
}
for ( int i = 0 ; i < node - > get_output_port_count ( ) ; i + + ) {
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if ( p_output & & i = = p_port_id ) {
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continue ;
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}
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output_names . push_back ( node - > get_output_port_name ( i ) ) ;
}
String validated_name = visual_shader - > validate_port_name ( text , input_names , output_names ) ;
if ( validated_name = = " " ) {
if ( ! p_output ) {
Object : : cast_to < LineEdit > ( line_edit ) - > set_text ( node - > get_input_port_name ( p_port_id ) ) ;
} else {
Object : : cast_to < LineEdit > ( line_edit ) - > set_text ( node - > get_output_port_name ( p_port_id ) ) ;
}
return ;
}
if ( ! p_output ) {
_change_input_port_name ( validated_name , line_edit , p_node_id , p_port_id ) ;
} else {
_change_output_port_name ( validated_name , line_edit , p_node_id , p_port_id ) ;
}
}
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void VisualShaderEditor : : _port_edited ( ) {
VisualShader : : Type type = VisualShader : : Type ( edit_type - > get_selected ( ) ) ;
Variant value = property_editor - > get_variant ( ) ;
Ref < VisualShaderNode > vsn = visual_shader - > get_node ( type , editing_node ) ;
ERR_FAIL_COND ( ! vsn . is_valid ( ) ) ;
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undo_redo - > create_action ( TTR ( " Set Input Default Port " ) ) ;
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undo_redo - > add_do_method ( vsn . ptr ( ) , " set_input_port_default_value " , editing_port , value ) ;
undo_redo - > add_undo_method ( vsn . ptr ( ) , " set_input_port_default_value " , editing_port , vsn - > get_input_port_default_value ( editing_port ) ) ;
undo_redo - > add_do_method ( this , " _update_graph " ) ;
undo_redo - > add_undo_method ( this , " _update_graph " ) ;
undo_redo - > commit_action ( ) ;
property_editor - > hide ( ) ;
}
void VisualShaderEditor : : _edit_port_default_input ( Object * p_button , int p_node , int p_port ) {
VisualShader : : Type type = VisualShader : : Type ( edit_type - > get_selected ( ) ) ;
Ref < VisualShaderNode > vsn = visual_shader - > get_node ( type , p_node ) ;
Button * button = Object : : cast_to < Button > ( p_button ) ;
ERR_FAIL_COND ( ! button ) ;
Variant value = vsn - > get_input_port_default_value ( p_port ) ;
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property_editor - > set_position ( button - > get_screen_position ( ) + Vector2 ( 0 , button - > get_size ( ) . height ) ) ;
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property_editor - > edit ( nullptr , " " , value . get_type ( ) , value , 0 , " " ) ;
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property_editor - > popup ( ) ;
editing_node = p_node ;
editing_port = p_port ;
}
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void VisualShaderEditor : : _add_custom_node ( const String & p_path ) {
int idx = - 1 ;
for ( int i = custom_node_option_idx ; i < add_options . size ( ) ; i + + ) {
if ( add_options [ i ] . script . is_valid ( ) ) {
if ( add_options [ i ] . script - > get_path ( ) = = p_path ) {
idx = i ;
break ;
}
}
}
if ( idx ! = - 1 ) {
_add_node ( idx ) ;
}
}
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void VisualShaderEditor : : _add_texture_node ( const String & p_path ) {
VisualShaderNodeTexture * texture = ( VisualShaderNodeTexture * ) _add_node ( texture_node_option_idx , - 1 ) ;
texture - > set_texture ( ResourceLoader : : load ( p_path ) ) ;
}
VisualShaderNode * VisualShaderEditor : : _add_node ( int p_idx , int p_op_idx ) {
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ERR_FAIL_INDEX_V ( p_idx , add_options . size ( ) , nullptr ) ;
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Ref < VisualShaderNode > vsnode ;
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bool is_custom = add_options [ p_idx ] . is_custom ;
if ( ! is_custom & & add_options [ p_idx ] . type ! = String ( ) ) {
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VisualShaderNode * vsn = Object : : cast_to < VisualShaderNode > ( ClassDB : : instance ( add_options [ p_idx ] . type ) ) ;
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ERR_FAIL_COND_V ( ! vsn , nullptr ) ;
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VisualShaderNodeFloatConstant * constant = Object : : cast_to < VisualShaderNodeFloatConstant > ( vsn ) ;
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if ( constant ) {
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if ( ( int ) add_options [ p_idx ] . value ! = - 1 ) {
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constant - > set_constant ( add_options [ p_idx ] . value ) ;
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}
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}
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if ( p_op_idx ! = - 1 ) {
VisualShaderNodeInput * input = Object : : cast_to < VisualShaderNodeInput > ( vsn ) ;
if ( input ) {
input - > set_input_name ( add_options [ p_idx ] . sub_func_str ) ;
}
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VisualShaderNodeIs * is = Object : : cast_to < VisualShaderNodeIs > ( vsn ) ;
if ( is ) {
is - > set_function ( ( VisualShaderNodeIs : : Function ) p_op_idx ) ;
}
VisualShaderNodeCompare * cmp = Object : : cast_to < VisualShaderNodeCompare > ( vsn ) ;
if ( cmp ) {
cmp - > set_function ( ( VisualShaderNodeCompare : : Function ) p_op_idx ) ;
}
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VisualShaderNodeColorOp * colorOp = Object : : cast_to < VisualShaderNodeColorOp > ( vsn ) ;
if ( colorOp ) {
colorOp - > set_operator ( ( VisualShaderNodeColorOp : : Operator ) p_op_idx ) ;
}
VisualShaderNodeColorFunc * colorFunc = Object : : cast_to < VisualShaderNodeColorFunc > ( vsn ) ;
if ( colorFunc ) {
colorFunc - > set_function ( ( VisualShaderNodeColorFunc : : Function ) p_op_idx ) ;
}
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VisualShaderNodeFloatOp * floatOp = Object : : cast_to < VisualShaderNodeFloatOp > ( vsn ) ;
if ( floatOp ) {
floatOp - > set_operator ( ( VisualShaderNodeFloatOp : : Operator ) p_op_idx ) ;
}
VisualShaderNodeIntOp * intOp = Object : : cast_to < VisualShaderNodeIntOp > ( vsn ) ;
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if ( intOp ) {
intOp - > set_operator ( ( VisualShaderNodeIntOp : : Operator ) p_op_idx ) ;
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}
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VisualShaderNodeFloatFunc * floatFunc = Object : : cast_to < VisualShaderNodeFloatFunc > ( vsn ) ;
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if ( floatFunc ) {
floatFunc - > set_function ( ( VisualShaderNodeFloatFunc : : Function ) p_op_idx ) ;
}
VisualShaderNodeIntFunc * intFunc = Object : : cast_to < VisualShaderNodeIntFunc > ( vsn ) ;
if ( intFunc ) {
intFunc - > set_function ( ( VisualShaderNodeIntFunc : : Function ) p_op_idx ) ;
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}
VisualShaderNodeVectorOp * vecOp = Object : : cast_to < VisualShaderNodeVectorOp > ( vsn ) ;
if ( vecOp ) {
vecOp - > set_operator ( ( VisualShaderNodeVectorOp : : Operator ) p_op_idx ) ;
}
VisualShaderNodeVectorFunc * vecFunc = Object : : cast_to < VisualShaderNodeVectorFunc > ( vsn ) ;
if ( vecFunc ) {
vecFunc - > set_function ( ( VisualShaderNodeVectorFunc : : Function ) p_op_idx ) ;
}
VisualShaderNodeTransformFunc * matFunc = Object : : cast_to < VisualShaderNodeTransformFunc > ( vsn ) ;
if ( matFunc ) {
matFunc - > set_function ( ( VisualShaderNodeTransformFunc : : Function ) p_op_idx ) ;
}
VisualShaderNodeScalarDerivativeFunc * sderFunc = Object : : cast_to < VisualShaderNodeScalarDerivativeFunc > ( vsn ) ;
if ( sderFunc ) {
sderFunc - > set_function ( ( VisualShaderNodeScalarDerivativeFunc : : Function ) p_op_idx ) ;
}
VisualShaderNodeVectorDerivativeFunc * vderFunc = Object : : cast_to < VisualShaderNodeVectorDerivativeFunc > ( vsn ) ;
if ( vderFunc ) {
vderFunc - > set_function ( ( VisualShaderNodeVectorDerivativeFunc : : Function ) p_op_idx ) ;
}
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VisualShaderNodeMultiplyAdd * fmaFunc = Object : : cast_to < VisualShaderNodeMultiplyAdd > ( vsn ) ;
if ( fmaFunc ) {
fmaFunc - > set_type ( ( VisualShaderNodeMultiplyAdd : : Type ) p_op_idx ) ;
}
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}
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vsnode = Ref < VisualShaderNode > ( vsn ) ;
} else {
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ERR_FAIL_COND_V ( add_options [ p_idx ] . script . is_null ( ) , nullptr ) ;
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String base_type = add_options [ p_idx ] . script - > get_instance_base_type ( ) ;
VisualShaderNode * vsn = Object : : cast_to < VisualShaderNode > ( ClassDB : : instance ( base_type ) ) ;
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ERR_FAIL_COND_V ( ! vsn , nullptr ) ;
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vsnode = Ref < VisualShaderNode > ( vsn ) ;
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vsnode - > set_script ( add_options [ p_idx ] . script ) ;
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}
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Point2 position = graph - > get_scroll_ofs ( ) ;
if ( saved_node_pos_dirty ) {
position + = saved_node_pos ;
} else {
position + = graph - > get_size ( ) * 0.5 ;
position / = EDSCALE ;
}
saved_node_pos_dirty = false ;
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VisualShader : : Type type = VisualShader : : Type ( edit_type - > get_selected ( ) ) ;
int id_to_use = visual_shader - > get_valid_node_id ( type ) ;
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undo_redo - > create_action ( TTR ( " Add Node to Visual Shader " ) ) ;
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undo_redo - > add_do_method ( visual_shader . ptr ( ) , " add_node " , type , vsnode , position , id_to_use ) ;
undo_redo - > add_undo_method ( visual_shader . ptr ( ) , " remove_node " , type , id_to_use ) ;
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VisualShaderNodeExpression * expr = Object : : cast_to < VisualShaderNodeExpression > ( vsnode . ptr ( ) ) ;
if ( expr ) {
undo_redo - > add_do_method ( expr , " set_size " , Size2 ( 250 * EDSCALE , 150 * EDSCALE ) ) ;
}
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if ( to_node ! = - 1 & & to_slot ! = - 1 ) {
if ( vsnode - > get_output_port_count ( ) > 0 ) {
int _from_node = id_to_use ;
int _from_slot = 0 ;
if ( visual_shader - > is_port_types_compatible ( vsnode - > get_output_port_type ( _from_slot ) , visual_shader - > get_node ( type , to_node ) - > get_input_port_type ( 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 ( visual_shader . ptr ( ) , " disconnect_nodes " , type , _from_node , _from_slot , to_node , to_slot ) ;
}
}
} else if ( from_node ! = - 1 & & from_slot ! = - 1 ) {
if ( vsnode - > get_input_port_count ( ) > 0 ) {
int _to_node = id_to_use ;
int _to_slot = 0 ;
if ( visual_shader - > is_port_types_compatible ( visual_shader - > get_node ( type , from_node ) - > get_output_port_type ( from_slot ) , vsnode - > get_input_port_type ( _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 ( visual_shader . ptr ( ) , " disconnect_nodes " , type , from_node , from_slot , _to_node , _to_slot ) ;
}
}
}
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undo_redo - > add_do_method ( this , " _update_graph " ) ;
undo_redo - > add_undo_method ( this , " _update_graph " ) ;
undo_redo - > commit_action ( ) ;
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return vsnode . ptr ( ) ;
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}
void VisualShaderEditor : : _node_dragged ( const Vector2 & p_from , const Vector2 & p_to , int p_node ) {
VisualShader : : Type type = VisualShader : : Type ( edit_type - > get_selected ( ) ) ;
updating = true ;
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undo_redo - > create_action ( TTR ( " Node Moved " ) ) ;
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undo_redo - > add_do_method ( visual_shader . ptr ( ) , " set_node_position " , type , p_node , p_to ) ;
undo_redo - > add_undo_method ( visual_shader . ptr ( ) , " set_node_position " , type , p_node , p_from ) ;
undo_redo - > add_do_method ( this , " _update_graph " ) ;
undo_redo - > add_undo_method ( this , " _update_graph " ) ;
undo_redo - > commit_action ( ) ;
updating = false ;
}
void VisualShaderEditor : : _connection_request ( const String & p_from , int p_from_index , const String & p_to , int p_to_index ) {
VisualShader : : Type type = VisualShader : : Type ( edit_type - > get_selected ( ) ) ;
int from = p_from . to_int ( ) ;
int to = p_to . to_int ( ) ;
if ( ! visual_shader - > can_connect_nodes ( type , from , p_from_index , to , p_to_index ) ) {
return ;
}
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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 ) ;
for ( List < VisualShader : : Connection > : : Element * E = conns . front ( ) ; E ; E = E - > next ( ) ) {
if ( E - > get ( ) . to_node = = to & & E - > get ( ) . to_port = = p_to_index ) {
undo_redo - > add_do_method ( visual_shader . ptr ( ) , " disconnect_nodes " , type , E - > get ( ) . from_node , E - > get ( ) . from_port , E - > get ( ) . to_node , E - > get ( ) . to_port ) ;
undo_redo - > add_undo_method ( visual_shader . ptr ( ) , " connect_nodes " , type , E - > get ( ) . from_node , E - > get ( ) . from_port , E - > get ( ) . to_node , E - > get ( ) . to_port ) ;
}
}
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undo_redo - > add_do_method ( visual_shader . ptr ( ) , " connect_nodes " , type , from , p_from_index , to , p_to_index ) ;
undo_redo - > add_undo_method ( visual_shader . ptr ( ) , " disconnect_nodes " , type , from , p_from_index , to , p_to_index ) ;
undo_redo - > add_do_method ( this , " _update_graph " ) ;
undo_redo - > add_undo_method ( this , " _update_graph " ) ;
undo_redo - > commit_action ( ) ;
}
void VisualShaderEditor : : _disconnection_request ( const String & p_from , int p_from_index , const String & p_to , int p_to_index ) {
graph - > disconnect_node ( p_from , p_from_index , p_to , p_to_index ) ;
VisualShader : : Type type = VisualShader : : Type ( edit_type - > get_selected ( ) ) ;
int from = p_from . to_int ( ) ;
int to = p_to . to_int ( ) ;
//updating = true; seems graph edit can handle this, no need to protect
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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 ) ;
undo_redo - > add_do_method ( this , " _update_graph " ) ;
undo_redo - > add_undo_method ( this , " _update_graph " ) ;
undo_redo - > commit_action ( ) ;
//updating = false;
}
void VisualShaderEditor : : _connection_to_empty ( const String & p_from , int p_from_slot , const Vector2 & p_release_position ) {
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from_node = p_from . to_int ( ) ;
from_slot = p_from_slot ;
_show_members_dialog ( true ) ;
}
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 ;
_show_members_dialog ( true ) ;
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}
void VisualShaderEditor : : _delete_request ( int which ) {
VisualShader : : Type type = VisualShader : : Type ( edit_type - > get_selected ( ) ) ;
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Ref < VisualShaderNode > node = Ref < VisualShaderNode > ( visual_shader - > get_node ( type , which ) ) ;
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undo_redo - > create_action ( TTR ( " Delete Node " ) ) ;
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undo_redo - > add_do_method ( visual_shader . ptr ( ) , " remove_node " , type , which ) ;
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undo_redo - > add_undo_method ( visual_shader . ptr ( ) , " add_node " , type , node , visual_shader - > get_node_position ( type , which ) , which ) ;
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undo_redo - > add_do_method ( this , " _clear_buffer " ) ;
undo_redo - > add_undo_method ( this , " _clear_buffer " ) ;
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// restore size, inputs and outputs if node is group
VisualShaderNodeGroupBase * group = Object : : cast_to < VisualShaderNodeGroupBase > ( node . ptr ( ) ) ;
if ( group ) {
undo_redo - > add_undo_method ( group , " set_size " , group - > get_size ( ) ) ;
undo_redo - > add_undo_method ( group , " set_inputs " , group - > get_inputs ( ) ) ;
undo_redo - > add_undo_method ( group , " set_outputs " , group - > get_outputs ( ) ) ;
}
// restore expression text if node is expression
VisualShaderNodeExpression * expression = Object : : cast_to < VisualShaderNodeExpression > ( node . ptr ( ) ) ;
if ( expression ) {
undo_redo - > add_undo_method ( expression , " set_expression " , expression - > get_expression ( ) ) ;
}
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List < VisualShader : : Connection > conns ;
visual_shader - > get_node_connections ( type , & conns ) ;
for ( List < VisualShader : : Connection > : : Element * E = conns . front ( ) ; E ; E = E - > next ( ) ) {
if ( E - > get ( ) . from_node = = which | | E - > get ( ) . to_node = = which ) {
undo_redo - > add_undo_method ( visual_shader . ptr ( ) , " connect_nodes " , type , E - > get ( ) . from_node , E - > get ( ) . from_port , E - > get ( ) . to_node , E - > get ( ) . to_port ) ;
}
}
undo_redo - > add_do_method ( this , " _update_graph " ) ;
undo_redo - > add_undo_method ( this , " _update_graph " ) ;
undo_redo - > commit_action ( ) ;
}
void VisualShaderEditor : : _node_selected ( Object * p_node ) {
VisualShader : : Type type = VisualShader : : Type ( edit_type - > get_selected ( ) ) ;
GraphNode * gn = Object : : cast_to < GraphNode > ( p_node ) ;
ERR_FAIL_COND ( ! gn ) ;
int id = String ( gn - > get_name ( ) ) . to_int ( ) ;
Ref < VisualShaderNode > vsnode = visual_shader - > get_node ( type , id ) ;
ERR_FAIL_COND ( ! vsnode . is_valid ( ) ) ;
//do not rely on this, makes editor more complex
//EditorNode::get_singleton()->push_item(vsnode.ptr(), "", true);
}
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void VisualShaderEditor : : _graph_gui_input ( const Ref < InputEvent > & p_event ) {
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Ref < InputEventMouseButton > mb = p_event ;
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if ( mb . is_valid ( ) & & mb - > is_pressed ( ) & & mb - > get_button_index ( ) = = BUTTON_RIGHT ) {
List < int > to_change ;
for ( int i = 0 ; i < graph - > get_child_count ( ) ; i + + ) {
GraphNode * gn = Object : : cast_to < GraphNode > ( graph - > get_child ( i ) ) ;
if ( gn ) {
if ( gn - > is_selected ( ) & & gn - > is_close_button_visible ( ) ) {
to_change . push_back ( gn - > get_name ( ) . operator String ( ) . to_int ( ) ) ;
}
}
}
if ( to_change . empty ( ) & & copy_nodes_buffer . empty ( ) ) {
_show_members_dialog ( true ) ;
} else {
popup_menu - > set_item_disabled ( NodeMenuOptions : : COPY , to_change . empty ( ) ) ;
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popup_menu - > set_item_disabled ( NodeMenuOptions : : PASTE , copy_nodes_buffer . empty ( ) ) ;
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popup_menu - > set_item_disabled ( NodeMenuOptions : : DELETE , to_change . empty ( ) ) ;
popup_menu - > set_item_disabled ( NodeMenuOptions : : DUPLICATE , to_change . empty ( ) ) ;
menu_point = graph - > get_local_mouse_position ( ) ;
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Point2 gpos = Input : : get_singleton ( ) - > get_mouse_position ( ) ;
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popup_menu - > set_position ( gpos ) ;
popup_menu - > popup ( ) ;
}
}
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}
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void VisualShaderEditor : : _show_members_dialog ( bool at_mouse_pos ) {
if ( at_mouse_pos ) {
saved_node_pos_dirty = true ;
saved_node_pos = graph - > get_local_mouse_position ( ) ;
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Point2 gpos = Input : : get_singleton ( ) - > get_mouse_position ( ) ;
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members_dialog - > popup ( ) ;
members_dialog - > set_position ( gpos ) ;
} else {
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members_dialog - > popup ( ) ;
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saved_node_pos_dirty = false ;
members_dialog - > set_position ( graph - > get_global_position ( ) + Point2 ( 5 * EDSCALE , 65 * EDSCALE ) ) ;
}
// keep dialog within window bounds
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Size2 window_size = DisplayServer : : get_singleton ( ) - > window_get_size ( ) ;
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Rect2 dialog_rect = Rect2 ( members_dialog - > get_position ( ) , members_dialog - > get_size ( ) ) ;
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if ( dialog_rect . position . y + dialog_rect . size . y > window_size . y ) {
int difference = dialog_rect . position . y + dialog_rect . size . y - window_size . y ;
members_dialog - > set_position ( members_dialog - > get_position ( ) - Point2 ( 0 , difference ) ) ;
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}
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if ( dialog_rect . position . x + dialog_rect . size . x > window_size . x ) {
int difference = dialog_rect . position . x + dialog_rect . size . x - window_size . x ;
members_dialog - > set_position ( members_dialog - > get_position ( ) - Point2 ( difference , 0 ) ) ;
}
node_filter - > call_deferred ( " grab_focus " ) ; // still not visible
node_filter - > select_all ( ) ;
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}
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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 - > call ( " _gui_input " , ie ) ;
node_filter - > accept_event ( ) ;
}
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}
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void VisualShaderEditor : : _notification ( int p_what ) {
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if ( p_what = = NOTIFICATION_ENTER_TREE ) {
node_filter - > set_clear_button_enabled ( true ) ;
// collapse tree by default
TreeItem * category = members - > get_root ( ) - > get_children ( ) ;
while ( category ) {
category - > set_collapsed ( true ) ;
TreeItem * sub_category = category - > get_children ( ) ;
while ( sub_category ) {
sub_category - > set_collapsed ( true ) ;
sub_category = sub_category - > get_next ( ) ;
}
category = category - > get_next ( ) ;
}
}
if ( p_what = = NOTIFICATION_DRAG_BEGIN ) {
Dictionary dd = get_viewport ( ) - > gui_get_drag_data ( ) ;
if ( members - > is_visible_in_tree ( ) & & dd . has ( " id " ) ) {
members - > set_drop_mode_flags ( Tree : : DROP_MODE_ON_ITEM ) ;
}
} else if ( p_what = = NOTIFICATION_DRAG_END ) {
members - > set_drop_mode_flags ( 0 ) ;
}
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if ( p_what = = NOTIFICATION_ENTER_TREE | | p_what = = NOTIFICATION_THEME_CHANGED ) {
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highend_label - > set_modulate ( get_theme_color ( " vulkan_color " , " Editor " ) ) ;
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error_panel - > add_theme_style_override ( " panel " , get_theme_stylebox ( " bg " , " Tree " ) ) ;
error_label - > add_theme_color_override ( " font_color " , get_theme_color ( " error_color " , " Editor " ) ) ;
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node_filter - > set_right_icon ( Control : : get_theme_icon ( " Search " , " EditorIcons " ) ) ;
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preview_shader - > set_icon ( Control : : get_theme_icon ( " Shader " , " EditorIcons " ) ) ;
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{
Color background_color = EDITOR_GET ( " text_editor/highlighting/background_color " ) ;
Color text_color = EDITOR_GET ( " text_editor/highlighting/text_color " ) ;
Color keyword_color = EDITOR_GET ( " text_editor/highlighting/keyword_color " ) ;
Color comment_color = EDITOR_GET ( " text_editor/highlighting/comment_color " ) ;
Color symbol_color = EDITOR_GET ( " text_editor/highlighting/symbol_color " ) ;
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preview_text - > add_theme_color_override ( " background_color " , background_color ) ;
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for ( List < String > : : Element * E = keyword_list . front ( ) ; E ; E = E - > next ( ) ) {
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syntax_highlighter - > add_keyword_color ( E - > get ( ) , keyword_color ) ;
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}
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preview_text - > add_theme_font_override ( " font " , get_theme_font ( " expression " , " EditorFonts " ) ) ;
preview_text - > add_theme_color_override ( " font_color " , text_color ) ;
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syntax_highlighter - > set_symbol_color ( symbol_color ) ;
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syntax_highlighter - > clear_color_regions ( ) ;
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syntax_highlighter - > add_color_region ( " /* " , " */ " , comment_color , false ) ;
syntax_highlighter - > add_color_region ( " // " , " " , comment_color , false ) ;
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error_text - > add_theme_font_override ( " font " , get_theme_font ( " status_source " , " EditorFonts " ) ) ;
error_text - > add_theme_color_override ( " font_color " , get_theme_color ( " error_color " , " Editor " ) ) ;
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}
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tools - > set_icon ( EditorNode : : get_singleton ( ) - > get_gui_base ( ) - > get_theme_icon ( " Tools " , " EditorIcons " ) ) ;
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if ( p_what = = NOTIFICATION_THEME_CHANGED & & is_visible_in_tree ( ) ) {
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_update_graph ( ) ;
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}
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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 : : _dup_update_excluded ( int p_type , Set < int > & r_excluded ) {
r_excluded . clear ( ) ;
VisualShader : : Type type = ( VisualShader : : Type ) p_type ;
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for ( int i = 0 ; i < graph - > get_child_count ( ) ; i + + ) {
GraphNode * gn = Object : : cast_to < GraphNode > ( graph - > get_child ( i ) ) ;
if ( gn ) {
int id = String ( gn - > get_name ( ) ) . to_int ( ) ;
Ref < VisualShaderNode > node = visual_shader - > get_node ( type , id ) ;
Ref < VisualShaderNodeOutput > output = node ;
if ( output . is_valid ( ) ) {
r_excluded . insert ( id ) ;
continue ;
}
r_excluded . insert ( id ) ;
}
}
}
void VisualShaderEditor : : _dup_copy_nodes ( int p_type , List < int > & r_nodes , Set < int > & r_excluded ) {
VisualShader : : Type type = ( VisualShader : : Type ) p_type ;
selection_center . x = 0.0f ;
selection_center . y = 0.0f ;
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for ( int i = 0 ; i < graph - > get_child_count ( ) ; i + + ) {
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GraphNode * gn = Object : : cast_to < GraphNode > ( graph - > get_child ( i ) ) ;
if ( gn ) {
int id = String ( gn - > get_name ( ) ) . to_int ( ) ;
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Ref < VisualShaderNode > node = visual_shader - > get_node ( type , id ) ;
Ref < VisualShaderNodeOutput > output = node ;
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if ( output . is_valid ( ) ) { // can't duplicate output
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r_excluded . insert ( id ) ;
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continue ;
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}
if ( node . is_valid ( ) & & gn - > is_selected ( ) ) {
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Vector2 pos = visual_shader - > get_node_position ( type , id ) ;
selection_center + = pos ;
r_nodes . push_back ( id ) ;
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}
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r_excluded . insert ( id ) ;
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}
}
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selection_center / = ( float ) r_nodes . size ( ) ;
}
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void VisualShaderEditor : : _dup_paste_nodes ( int p_type , int p_pasted_type , List < int > & r_nodes , Set < int > & r_excluded , const Vector2 & p_offset , bool p_select ) {
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VisualShader : : Type type = ( VisualShader : : Type ) p_type ;
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VisualShader : : Type pasted_type = ( VisualShader : : Type ) p_pasted_type ;
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int base_id = visual_shader - > get_valid_node_id ( type ) ;
int id_from = base_id ;
Map < int , int > connection_remap ;
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Set < int > unsupported_set ;
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for ( List < int > : : Element * E = r_nodes . front ( ) ; E ; E = E - > next ( ) ) {
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connection_remap [ E - > get ( ) ] = id_from ;
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Ref < VisualShaderNode > node = visual_shader - > get_node ( pasted_type , E - > get ( ) ) ;
bool unsupported = false ;
for ( int i = 0 ; i < add_options . size ( ) ; i + + ) {
if ( add_options [ i ] . type = = node - > get_class_name ( ) ) {
if ( ! _is_available ( add_options [ i ] . mode ) ) {
unsupported = true ;
}
break ;
}
}
if ( unsupported ) {
unsupported_set . insert ( E - > get ( ) ) ;
continue ;
}
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Ref < VisualShaderNode > dupli = node - > duplicate ( ) ;
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undo_redo - > add_do_method ( visual_shader . ptr ( ) , " add_node " , type , dupli , visual_shader - > get_node_position ( pasted_type , E - > get ( ) ) + p_offset , id_from ) ;
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undo_redo - > add_undo_method ( visual_shader . ptr ( ) , " remove_node " , type , id_from ) ;
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// duplicate size, inputs and outputs if node is group
Ref < VisualShaderNodeGroupBase > group = Object : : cast_to < VisualShaderNodeGroupBase > ( node . ptr ( ) ) ;
if ( ! group . is_null ( ) ) {
undo_redo - > add_do_method ( dupli . ptr ( ) , " set_size " , group - > get_size ( ) ) ;
undo_redo - > add_do_method ( dupli . ptr ( ) , " set_inputs " , group - > get_inputs ( ) ) ;
undo_redo - > add_do_method ( dupli . ptr ( ) , " set_outputs " , group - > get_outputs ( ) ) ;
}
// duplicate expression text if node is expression
Ref < VisualShaderNodeExpression > expression = Object : : cast_to < VisualShaderNodeExpression > ( node . ptr ( ) ) ;
if ( ! expression . is_null ( ) ) {
undo_redo - > add_do_method ( dupli . ptr ( ) , " set_expression " , expression - > get_expression ( ) ) ;
}
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id_from + + ;
}
List < VisualShader : : Connection > conns ;
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visual_shader - > get_node_connections ( pasted_type , & conns ) ;
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for ( List < VisualShader : : Connection > : : Element * E = conns . front ( ) ; E ; E = E - > next ( ) ) {
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if ( unsupported_set . has ( E - > get ( ) . from_node ) | | unsupported_set . has ( E - > get ( ) . to_node ) ) {
continue ;
}
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if ( connection_remap . has ( E - > get ( ) . from_node ) & & connection_remap . has ( E - > get ( ) . to_node ) ) {
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undo_redo - > add_do_method ( visual_shader . ptr ( ) , " connect_nodes_forced " , type , connection_remap [ E - > get ( ) . from_node ] , E - > get ( ) . from_port , connection_remap [ E - > get ( ) . to_node ] , E - > get ( ) . to_port ) ;
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}
}
undo_redo - > add_do_method ( this , " _update_graph " ) ;
undo_redo - > add_undo_method ( this , " _update_graph " ) ;
undo_redo - > commit_action ( ) ;
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if ( p_select ) {
// reselect duplicated nodes by excluding the other ones
for ( int i = 0 ; i < graph - > get_child_count ( ) ; i + + ) {
GraphNode * gn = Object : : cast_to < GraphNode > ( graph - > get_child ( i ) ) ;
if ( gn ) {
int id = String ( gn - > get_name ( ) ) . to_int ( ) ;
if ( ! r_excluded . has ( id ) ) {
gn - > set_selected ( true ) ;
} else {
gn - > set_selected ( false ) ;
}
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}
}
}
}
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void VisualShaderEditor : : _clear_buffer ( ) {
copy_nodes_buffer . clear ( ) ;
copy_nodes_excluded_buffer . clear ( ) ;
}
void VisualShaderEditor : : _duplicate_nodes ( ) {
int type = edit_type - > get_selected ( ) ;
List < int > nodes ;
Set < int > excluded ;
_dup_copy_nodes ( type , nodes , excluded ) ;
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if ( nodes . empty ( ) ) {
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return ;
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}
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undo_redo - > create_action ( TTR ( " Duplicate Nodes " ) ) ;
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_dup_paste_nodes ( type , type , nodes , excluded , Vector2 ( 10 , 10 ) * EDSCALE , true ) ;
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}
void VisualShaderEditor : : _copy_nodes ( ) {
copy_type = edit_type - > get_selected ( ) ;
_clear_buffer ( ) ;
_dup_copy_nodes ( copy_type , copy_nodes_buffer , copy_nodes_excluded_buffer ) ;
}
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void VisualShaderEditor : : _paste_nodes ( bool p_use_custom_position , const Vector2 & p_custom_position ) {
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if ( copy_nodes_buffer . empty ( ) ) {
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return ;
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}
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int type = edit_type - > get_selected ( ) ;
undo_redo - > create_action ( TTR ( " Paste Nodes " ) ) ;
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 ( ) ;
}
_dup_paste_nodes ( type , copy_type , copy_nodes_buffer , copy_nodes_excluded_buffer , ( graph - > get_scroll_ofs ( ) / scale + mpos / scale - selection_center ) , false ) ;
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_dup_update_excluded ( type , copy_nodes_excluded_buffer ) ; // to prevent selection of previous copies at new paste
}
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void VisualShaderEditor : : _delete_nodes ( ) {
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VisualShader : : Type type = VisualShader : : Type ( edit_type - > get_selected ( ) ) ;
List < int > to_erase ;
for ( int i = 0 ; i < graph - > get_child_count ( ) ; i + + ) {
GraphNode * gn = Object : : cast_to < GraphNode > ( graph - > get_child ( i ) ) ;
if ( gn ) {
if ( gn - > is_selected ( ) & & gn - > is_close_button_visible ( ) ) {
to_erase . push_back ( gn - > get_name ( ) . operator String ( ) . to_int ( ) ) ;
}
}
}
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if ( to_erase . empty ( ) ) {
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return ;
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}
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undo_redo - > create_action ( TTR ( " Delete Nodes " ) ) ;
for ( List < int > : : Element * F = to_erase . front ( ) ; F ; F = F - > next ( ) ) {
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Ref < VisualShaderNode > node = visual_shader - > get_node ( type , F - > get ( ) ) ;
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undo_redo - > add_do_method ( visual_shader . ptr ( ) , " remove_node " , type , F - > get ( ) ) ;
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undo_redo - > add_undo_method ( visual_shader . ptr ( ) , " add_node " , type , node , visual_shader - > get_node_position ( type , F - > get ( ) ) , F - > get ( ) ) ;
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undo_redo - > add_do_method ( this , " _clear_buffer " ) ;
undo_redo - > add_undo_method ( this , " _clear_buffer " ) ;
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// restore size, inputs and outputs if node is group
VisualShaderNodeGroupBase * group = Object : : cast_to < VisualShaderNodeGroupBase > ( node . ptr ( ) ) ;
if ( group ) {
undo_redo - > add_undo_method ( group , " set_size " , group - > get_size ( ) ) ;
undo_redo - > add_undo_method ( group , " set_inputs " , group - > get_inputs ( ) ) ;
undo_redo - > add_undo_method ( group , " set_outputs " , group - > get_outputs ( ) ) ;
}
// restore expression text if node is expression
VisualShaderNodeExpression * expression = Object : : cast_to < VisualShaderNodeExpression > ( node . ptr ( ) ) ;
if ( expression ) {
undo_redo - > add_undo_method ( expression , " set_expression " , expression - > get_expression ( ) ) ;
}
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}
List < VisualShader : : Connection > conns ;
visual_shader - > get_node_connections ( type , & conns ) ;
List < VisualShader : : Connection > used_conns ;
for ( List < int > : : Element * F = to_erase . front ( ) ; F ; F = F - > next ( ) ) {
for ( List < VisualShader : : Connection > : : Element * E = conns . front ( ) ; E ; E = E - > next ( ) ) {
if ( E - > get ( ) . from_node = = F - > get ( ) | | E - > get ( ) . to_node = = F - > get ( ) ) {
bool cancel = false ;
for ( List < VisualShader : : Connection > : : Element * R = used_conns . front ( ) ; R ; R = R - > next ( ) ) {
if ( R - > get ( ) . from_node = = E - > get ( ) . from_node & & R - > get ( ) . from_port = = E - > get ( ) . from_port & & R - > get ( ) . to_node = = E - > get ( ) . to_node & & R - > get ( ) . to_port = = E - > get ( ) . to_port ) {
cancel = true ; // to avoid ERR_ALREADY_EXISTS warning
break ;
}
}
if ( ! cancel ) {
undo_redo - > add_undo_method ( visual_shader . ptr ( ) , " connect_nodes " , type , E - > get ( ) . from_node , E - > get ( ) . from_port , E - > get ( ) . to_node , E - > get ( ) . to_port ) ;
used_conns . push_back ( E - > get ( ) ) ;
}
}
}
}
undo_redo - > add_do_method ( this , " _update_graph " ) ;
undo_redo - > add_undo_method ( this , " _update_graph " ) ;
undo_redo - > commit_action ( ) ;
}
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void VisualShaderEditor : : _mode_selected ( int p_id ) {
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_update_options_menu ( ) ;
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_update_graph ( ) ;
}
void VisualShaderEditor : : _input_select_item ( Ref < VisualShaderNodeInput > input , String name ) {
String prev_name = input - > get_input_name ( ) ;
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if ( name = = prev_name ) {
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return ;
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}
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bool type_changed = input - > get_input_type_by_name ( name ) ! = input - > get_input_type_by_name ( prev_name ) ;
UndoRedo * undo_redo = EditorNode : : get_singleton ( ) - > get_undo_redo ( ) ;
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undo_redo - > create_action ( TTR ( " Visual Shader Input Type Changed " ) ) ;
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undo_redo - > add_do_method ( input . ptr ( ) , " set_input_name " , name ) ;
undo_redo - > add_undo_method ( input . ptr ( ) , " set_input_name " , prev_name ) ;
if ( type_changed ) {
//restore connections if type changed
VisualShader : : Type type = VisualShader : : Type ( edit_type - > get_selected ( ) ) ;
int id = visual_shader - > find_node_id ( type , input ) ;
List < VisualShader : : Connection > conns ;
visual_shader - > get_node_connections ( type , & conns ) ;
for ( List < VisualShader : : Connection > : : Element * E = conns . front ( ) ; E ; E = E - > next ( ) ) {
if ( E - > get ( ) . from_node = = id ) {
undo_redo - > add_undo_method ( visual_shader . ptr ( ) , " connect_nodes " , type , E - > get ( ) . from_node , E - > get ( ) . from_port , E - > get ( ) . to_node , E - > get ( ) . to_port ) ;
}
}
}
undo_redo - > add_do_method ( VisualShaderEditor : : get_singleton ( ) , " _update_graph " ) ;
undo_redo - > add_undo_method ( VisualShaderEditor : : get_singleton ( ) , " _update_graph " ) ;
undo_redo - > commit_action ( ) ;
}
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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 ( ) - > 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 ( ) - > set_disabled ( true ) ;
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 " ) ;
_add_node ( idx , add_options [ idx ] . sub_func ) ;
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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void VisualShaderEditor : : _tools_menu_option ( int p_idx ) {
TreeItem * category = members - > get_root ( ) - > get_children ( ) ;
switch ( p_idx ) {
case EXPAND_ALL :
while ( category ) {
category - > set_collapsed ( false ) ;
TreeItem * sub_category = category - > get_children ( ) ;
while ( sub_category ) {
sub_category - > set_collapsed ( false ) ;
sub_category = sub_category - > get_next ( ) ;
}
category = category - > get_next ( ) ;
}
break ;
case COLLAPSE_ALL :
while ( category ) {
category - > set_collapsed ( true ) ;
TreeItem * sub_category = category - > get_children ( ) ;
while ( sub_category ) {
sub_category - > set_collapsed ( true ) ;
sub_category = sub_category - > get_next ( ) ;
}
category = category - > get_next ( ) ;
}
break ;
default :
break ;
}
}
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void VisualShaderEditor : : _node_menu_id_pressed ( int p_idx ) {
switch ( p_idx ) {
case NodeMenuOptions : : ADD :
_show_members_dialog ( true ) ;
break ;
case NodeMenuOptions : : COPY :
_copy_nodes ( ) ;
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 ( ) ;
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break ;
case NodeMenuOptions : : DUPLICATE :
_duplicate_nodes ( ) ;
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 ;
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if ( op . sub_func = = - 1 ) {
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d [ " sub_func " ] = op . sub_func_str ;
} else {
d [ " sub_func " ] = op . sub_func ;
}
Label * label = memnew ( Label ) ;
label - > set_text ( it - > get_text ( 0 ) ) ;
set_drag_preview ( label ) ;
return d ;
}
return Variant ( ) ;
}
bool VisualShaderEditor : : can_drop_data_fw ( const Point2 & p_point , const Variant & p_data , Control * p_from ) const {
if ( p_from = = graph ) {
Dictionary d = p_data ;
if ( d . has ( " id " ) ) {
return true ;
}
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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 ;
_add_node ( idx , add_options [ idx ] . sub_func ) ;
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} else if ( d . has ( " files " ) ) {
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if ( d [ " files " ] . get_type ( ) = = Variant : : PACKED_STRING_ARRAY ) {
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int j = 0 ;
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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 " ) {
Ref < Script > script = ResourceLoader : : load ( arr [ i ] ) ;
if ( script - > get_instance_base_type ( ) = = " VisualShaderNodeCustom " ) {
saved_node_pos = p_point + Vector2 ( 0 , j * 210 * EDSCALE ) ;
saved_node_pos_dirty = true ;
_add_custom_node ( arr [ i ] ) ;
j + + ;
}
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} else if ( ClassDB : : get_parent_class ( type ) = = " Texture2D " ) {
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saved_node_pos = p_point + Vector2 ( 0 , j * 210 * EDSCALE ) ;
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saved_node_pos_dirty = true ;
_add_texture_node ( arr [ i ] ) ;
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j + + ;
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}
}
}
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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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preview_vbox - > set_visible ( preview_showed ) ;
if ( preview_showed ) {
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if ( pending_update_preview ) {
_update_preview ( ) ;
pending_update_preview = false ;
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}
}
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}
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static ShaderLanguage : : DataType _get_global_variable_type ( const StringName & p_variable ) {
RS : : GlobalVariableType gvt = RS : : get_singleton ( ) - > global_variable_get_type ( p_variable ) ;
return RS : : global_variable_type_get_shader_datatype ( gvt ) ;
}
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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 ) ;
ShaderLanguage sl ;
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Error err = sl . compile ( code , ShaderTypes : : get_singleton ( ) - > get_functions ( RenderingServer : : ShaderMode ( visual_shader - > get_mode ( ) ) ) , ShaderTypes : : get_singleton ( ) - > get_modes ( RenderingServer : : ShaderMode ( visual_shader - > get_mode ( ) ) ) , ShaderTypes : : get_singleton ( ) - > get_types ( ) , _get_global_variable_type ) ;
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for ( int i = 0 ; i < preview_text - > get_line_count ( ) ; i + + ) {
preview_text - > set_line_as_marked ( i , false ) ;
}
if ( err ! = OK ) {
preview_text - > set_line_as_marked ( sl . get_error_line ( ) - 1 , true ) ;
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error_text - > set_visible ( true ) ;
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String text = " error( " + itos ( sl . get_error_line ( ) ) + " ): " + sl . get_error_text ( ) ;
error_text - > set_text ( text ) ;
shader_error = true ;
} else {
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error_text - > set_visible ( false ) ;
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shader_error = false ;
}
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}
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void VisualShaderEditor : : _bind_methods ( ) {
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ClassDB : : bind_method ( " _rebuild " , & VisualShaderEditor : : _rebuild ) ;
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ClassDB : : bind_method ( " _update_graph " , & VisualShaderEditor : : _update_graph ) ;
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ClassDB : : bind_method ( " _update_options_menu " , & VisualShaderEditor : : _update_options_menu ) ;
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ClassDB : : bind_method ( " _add_node " , & VisualShaderEditor : : _add_node ) ;
ClassDB : : bind_method ( " _node_changed " , & VisualShaderEditor : : _node_changed ) ;
ClassDB : : bind_method ( " _input_select_item " , & VisualShaderEditor : : _input_select_item ) ;
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ClassDB : : bind_method ( " _set_node_size " , & VisualShaderEditor : : _set_node_size ) ;
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ClassDB : : bind_method ( " _clear_buffer " , & VisualShaderEditor : : _clear_buffer ) ;
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ClassDB : : bind_method ( D_METHOD ( " get_drag_data_fw " ) , & VisualShaderEditor : : get_drag_data_fw ) ;
ClassDB : : bind_method ( D_METHOD ( " can_drop_data_fw " ) , & VisualShaderEditor : : can_drop_data_fw ) ;
ClassDB : : bind_method ( D_METHOD ( " drop_data_fw " ) , & VisualShaderEditor : : drop_data_fw ) ;
ClassDB : : bind_method ( " _is_available " , & VisualShaderEditor : : _is_available ) ;
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}
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VisualShaderEditor * VisualShaderEditor : : singleton = nullptr ;
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VisualShaderEditor : : VisualShaderEditor ( ) {
singleton = this ;
updating = false ;
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saved_node_pos_dirty = false ;
saved_node_pos = Point2 ( 0 , 0 ) ;
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ShaderLanguage : : get_keyword_list ( & keyword_list ) ;
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preview_showed = false ;
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pending_update_preview = false ;
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shader_error = false ;
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to_node = - 1 ;
to_slot = - 1 ;
from_node = - 1 ;
from_slot = - 1 ;
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main_box = memnew ( HSplitContainer ) ;
main_box - > set_v_size_flags ( SIZE_EXPAND_FILL ) ;
main_box - > set_h_size_flags ( SIZE_EXPAND_FILL ) ;
add_child ( main_box ) ;
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graph = memnew ( GraphEdit ) ;
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graph - > get_zoom_hbox ( ) - > set_h_size_flags ( SIZE_EXPAND_FILL ) ;
graph - > set_v_size_flags ( SIZE_EXPAND_FILL ) ;
graph - > set_h_size_flags ( SIZE_EXPAND_FILL ) ;
main_box - > add_child ( graph ) ;
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graph - > set_drag_forwarding ( this ) ;
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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_BOOLEAN ) ;
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graph - > add_valid_right_disconnect_type ( VisualShaderNode : : PORT_TYPE_VECTOR ) ;
graph - > add_valid_right_disconnect_type ( VisualShaderNode : : PORT_TYPE_TRANSFORM ) ;
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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 ) , varray ( ) , CONNECT_DEFERRED ) ;
graph - > connect ( " disconnection_request " , callable_mp ( this , & VisualShaderEditor : : _disconnection_request ) , varray ( ) , CONNECT_DEFERRED ) ;
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 ) ) ;
graph - > connect ( " copy_nodes_request " , callable_mp ( this , & VisualShaderEditor : : _copy_nodes ) ) ;
graph - > connect ( " paste_nodes_request " , callable_mp ( this , & VisualShaderEditor : : _paste_nodes ) ) ;
graph - > connect ( " delete_nodes_request " , callable_mp ( this , & VisualShaderEditor : : _delete_nodes ) ) ;
graph - > connect ( " gui_input " , callable_mp ( this , & VisualShaderEditor : : _graph_gui_input ) ) ;
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 - > 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_VECTOR ) ;
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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_INT ) ;
graph - > add_valid_connection_type ( VisualShaderNode : : PORT_TYPE_SCALAR_INT , VisualShaderNode : : PORT_TYPE_SCALAR ) ;
graph - > add_valid_connection_type ( VisualShaderNode : : PORT_TYPE_SCALAR_INT , VisualShaderNode : : PORT_TYPE_VECTOR ) ;
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_VECTOR , VisualShaderNode : : PORT_TYPE_SCALAR ) ;
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graph - > add_valid_connection_type ( VisualShaderNode : : PORT_TYPE_VECTOR , VisualShaderNode : : PORT_TYPE_SCALAR_INT ) ;
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graph - > add_valid_connection_type ( VisualShaderNode : : PORT_TYPE_VECTOR , VisualShaderNode : : PORT_TYPE_VECTOR ) ;
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graph - > add_valid_connection_type ( VisualShaderNode : : PORT_TYPE_VECTOR , VisualShaderNode : : PORT_TYPE_BOOLEAN ) ;
graph - > add_valid_connection_type ( VisualShaderNode : : PORT_TYPE_BOOLEAN , VisualShaderNode : : PORT_TYPE_SCALAR ) ;
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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_VECTOR ) ;
graph - > add_valid_connection_type ( VisualShaderNode : : PORT_TYPE_BOOLEAN , VisualShaderNode : : PORT_TYPE_BOOLEAN ) ;
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graph - > add_valid_connection_type ( VisualShaderNode : : PORT_TYPE_TRANSFORM , VisualShaderNode : : PORT_TYPE_TRANSFORM ) ;
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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 ) ;
graph - > get_zoom_hbox ( ) - > add_child ( vs ) ;
graph - > get_zoom_hbox ( ) - > move_child ( vs , 0 ) ;
edit_type = memnew ( OptionButton ) ;
edit_type - > add_item ( TTR ( " Vertex " ) ) ;
edit_type - > add_item ( TTR ( " Fragment " ) ) ;
edit_type - > add_item ( TTR ( " Light " ) ) ;
edit_type - > select ( 1 ) ;
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edit_type - > connect ( " item_selected " , callable_mp ( this , & VisualShaderEditor : : _mode_selected ) ) ;
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graph - > get_zoom_hbox ( ) - > add_child ( edit_type ) ;
graph - > get_zoom_hbox ( ) - > move_child ( edit_type , 0 ) ;
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add_node = memnew ( Button ) ;
add_node - > set_flat ( true ) ;
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graph - > get_zoom_hbox ( ) - > add_child ( add_node ) ;
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add_node - > set_text ( TTR ( " Add Node... " ) ) ;
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graph - > get_zoom_hbox ( ) - > move_child ( add_node , 0 ) ;
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add_node - > connect ( " pressed " , callable_mp ( this , & VisualShaderEditor : : _show_members_dialog ) , varray ( false ) ) ;
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preview_shader = memnew ( Button ) ;
preview_shader - > set_flat ( true ) ;
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preview_shader - > set_toggle_mode ( true ) ;
preview_shader - > set_tooltip ( TTR ( " Show resulted shader code. " ) ) ;
graph - > get_zoom_hbox ( ) - > add_child ( preview_shader ) ;
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preview_shader - > connect ( " pressed " , callable_mp ( this , & VisualShaderEditor : : _show_preview_text ) ) ;
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///////////////////////////////////////
// PREVIEW PANEL
///////////////////////////////////////
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preview_vbox = memnew ( VBoxContainer ) ;
preview_vbox - > set_visible ( preview_showed ) ;
main_box - > add_child ( preview_vbox ) ;
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preview_text = memnew ( TextEdit ) ;
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syntax_highlighter . instance ( ) ;
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preview_vbox - > add_child ( preview_text ) ;
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preview_text - > set_h_size_flags ( SIZE_EXPAND_FILL ) ;
preview_text - > set_v_size_flags ( SIZE_EXPAND_FILL ) ;
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preview_text - > set_custom_minimum_size ( Size2 ( 400 * EDSCALE , 0 ) ) ;
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preview_text - > set_syntax_highlighter ( syntax_highlighter ) ;
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preview_text - > set_show_line_numbers ( true ) ;
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preview_text - > set_readonly ( true ) ;
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error_text = memnew ( Label ) ;
preview_vbox - > add_child ( error_text ) ;
error_text - > set_visible ( false ) ;
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///////////////////////////////////////
// POPUP MENU
///////////////////////////////////////
popup_menu = memnew ( PopupMenu ) ;
add_child ( popup_menu ) ;
popup_menu - > add_item ( " Add Node " , NodeMenuOptions : : ADD ) ;
popup_menu - > add_separator ( ) ;
popup_menu - > add_item ( " Copy " , NodeMenuOptions : : COPY ) ;
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popup_menu - > add_item ( " Paste " , NodeMenuOptions : : PASTE ) ;
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popup_menu - > add_item ( " Delete " , NodeMenuOptions : : DELETE ) ;
popup_menu - > add_item ( " Duplicate " , NodeMenuOptions : : DUPLICATE ) ;
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popup_menu - > connect ( " id_pressed " , callable_mp ( this , & VisualShaderEditor : : _node_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 ( " text_changed " , callable_mp ( this , & VisualShaderEditor : : _member_filter_changed ) ) ;
node_filter - > connect ( " 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 ) ;
tools - > set_tooltip ( TTR ( " Options " ) ) ;
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tools - > get_popup ( ) - > connect ( " 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 ) ;
members - > set_drag_forwarding ( this ) ;
members - > set_h_size_flags ( SIZE_EXPAND_FILL ) ;
members - > set_v_size_flags ( SIZE_EXPAND_FILL ) ;
members - > set_hide_root ( true ) ;
members - > set_allow_reselect ( true ) ;
members - > set_hide_folding ( false ) ;
members - > set_custom_minimum_size ( Size2 ( 180 * EDSCALE , 200 * EDSCALE ) ) ;
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members - > connect ( " item_activated " , callable_mp ( this , & VisualShaderEditor : : _member_create ) ) ;
members - > connect ( " item_selected " , callable_mp ( this , & VisualShaderEditor : : _member_selected ) ) ;
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 ) ;
highend_label - > set_tooltip ( TTR ( " High-end node " ) ) ;
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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 ( false ) ;
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members_dialog - > add_child ( members_vb ) ;
members_dialog - > get_ok ( ) - > set_text ( TTR ( " Create " ) ) ;
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members_dialog - > get_ok ( ) - > connect ( " pressed " , callable_mp ( this , & VisualShaderEditor : : _member_create ) ) ;
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members_dialog - > get_ok ( ) - > set_disabled ( true ) ;
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members_dialog - > connect ( " cancelled " , callable_mp ( this , & VisualShaderEditor : : _member_cancel ) ) ;
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add_child ( members_dialog ) ;
alert = memnew ( AcceptDialog ) ;
alert - > get_label ( ) - > set_autowrap ( true ) ;
alert - > get_label ( ) - > set_align ( Label : : ALIGN_CENTER ) ;
alert - > get_label ( ) - > set_valign ( Label : : VALIGN_CENTER ) ;
alert - > get_label ( ) - > set_custom_minimum_size ( Size2 ( 400 , 60 ) * EDSCALE ) ;
add_child ( alert ) ;
///////////////////////////////////////
// SHADER NODES TREE OPTIONS
///////////////////////////////////////
// COLOR
add_options . push_back ( AddOption ( " ColorFunc " , " Color " , " Common " , " VisualShaderNodeColorFunc " , TTR ( " Color function. " ) , - 1 , VisualShaderNode : : PORT_TYPE_VECTOR ) ) ;
add_options . push_back ( AddOption ( " ColorOp " , " Color " , " Common " , " VisualShaderNodeColorOp " , TTR ( " Color operator. " ) , - 1 , VisualShaderNode : : PORT_TYPE_VECTOR ) ) ;
add_options . push_back ( AddOption ( " Grayscale " , " Color " , " Functions " , " VisualShaderNodeColorFunc " , TTR ( " Grayscale function. " ) , VisualShaderNodeColorFunc : : FUNC_GRAYSCALE , VisualShaderNode : : PORT_TYPE_VECTOR ) ) ;
add_options . push_back ( AddOption ( " HSV2RGB " , " Color " , " Functions " , " VisualShaderNodeVectorFunc " , TTR ( " Converts HSV vector to RGB equivalent. " ) , VisualShaderNodeVectorFunc : : FUNC_HSV2RGB , VisualShaderNode : : PORT_TYPE_VECTOR ) ) ;
add_options . push_back ( AddOption ( " RGB2HSV " , " Color " , " Functions " , " VisualShaderNodeVectorFunc " , TTR ( " Converts RGB vector to HSV equivalent. " ) , VisualShaderNodeVectorFunc : : FUNC_RGB2HSV , VisualShaderNode : : PORT_TYPE_VECTOR ) ) ;
add_options . push_back ( AddOption ( " Sepia " , " Color " , " Functions " , " VisualShaderNodeColorFunc " , TTR ( " Sepia function. " ) , VisualShaderNodeColorFunc : : FUNC_SEPIA , VisualShaderNode : : PORT_TYPE_VECTOR ) ) ;
add_options . push_back ( AddOption ( " Burn " , " Color " , " Operators " , " VisualShaderNodeColorOp " , TTR ( " Burn operator. " ) , VisualShaderNodeColorOp : : OP_BURN , VisualShaderNode : : PORT_TYPE_VECTOR ) ) ;
add_options . push_back ( AddOption ( " Darken " , " Color " , " Operators " , " VisualShaderNodeColorOp " , TTR ( " Darken operator. " ) , VisualShaderNodeColorOp : : OP_DARKEN , VisualShaderNode : : PORT_TYPE_VECTOR ) ) ;
add_options . push_back ( AddOption ( " Difference " , " Color " , " Operators " , " VisualShaderNodeColorOp " , TTR ( " Difference operator. " ) , VisualShaderNodeColorOp : : OP_DIFFERENCE , VisualShaderNode : : PORT_TYPE_VECTOR ) ) ;
add_options . push_back ( AddOption ( " Dodge " , " Color " , " Operators " , " VisualShaderNodeColorOp " , TTR ( " Dodge operator. " ) , VisualShaderNodeColorOp : : OP_DODGE , VisualShaderNode : : PORT_TYPE_VECTOR ) ) ;
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add_options . push_back ( AddOption ( " HardLight " , " Color " , " Operators " , " VisualShaderNodeColorOp " , TTR ( " HardLight operator. " ) , VisualShaderNodeColorOp : : OP_HARD_LIGHT , VisualShaderNode : : PORT_TYPE_VECTOR ) ) ;
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add_options . push_back ( AddOption ( " Lighten " , " Color " , " Operators " , " VisualShaderNodeColorOp " , TTR ( " Lighten operator. " ) , VisualShaderNodeColorOp : : OP_LIGHTEN , VisualShaderNode : : PORT_TYPE_VECTOR ) ) ;
add_options . push_back ( AddOption ( " Overlay " , " Color " , " Operators " , " VisualShaderNodeColorOp " , TTR ( " Overlay operator. " ) , VisualShaderNodeColorOp : : OP_OVERLAY , VisualShaderNode : : PORT_TYPE_VECTOR ) ) ;
add_options . push_back ( AddOption ( " Screen " , " Color " , " Operators " , " VisualShaderNodeColorOp " , TTR ( " Screen operator. " ) , VisualShaderNodeColorOp : : OP_SCREEN , VisualShaderNode : : PORT_TYPE_VECTOR ) ) ;
add_options . push_back ( AddOption ( " SoftLight " , " Color " , " Operators " , " VisualShaderNodeColorOp " , TTR ( " SoftLight operator. " ) , VisualShaderNodeColorOp : : OP_SOFT_LIGHT , VisualShaderNode : : PORT_TYPE_VECTOR ) ) ;
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add_options . push_back ( AddOption ( " ColorConstant " , " Color " , " Variables " , " VisualShaderNodeColorConstant " , TTR ( " Color constant. " ) , - 1 , - 1 ) ) ;
add_options . push_back ( AddOption ( " ColorUniform " , " Color " , " Variables " , " VisualShaderNodeColorUniform " , TTR ( " Color uniform. " ) , - 1 , - 1 ) ) ;
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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. " ) , - 1 , VisualShaderNode : : PORT_TYPE_VECTOR ) ) ;
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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 ) ) ;
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add_options . push_back ( AddOption ( " Switch " , " Conditional " , " Functions " , " VisualShaderNodeSwitch " , TTR ( " Returns an associated vector if the provided boolean value is true or false. " ) , - 1 , VisualShaderNode : : PORT_TYPE_VECTOR ) ) ;
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add_options . push_back ( AddOption ( " SwitchS " , " Conditional " , " Functions " , " VisualShaderNodeScalarSwitch " , TTR ( " Returns an associated scalar if the provided boolean value is true or false. " ) , - 1 , VisualShaderNode : : PORT_TYPE_SCALAR ) ) ;
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add_options . push_back ( AddOption ( " Compare " , " Conditional " , " Common " , " VisualShaderNodeCompare " , TTR ( " Returns the boolean result of the comparison between two parameters. " ) , - 1 , 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. " ) , - 1 , VisualShaderNode : : PORT_TYPE_BOOLEAN ) ) ;
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add_options . push_back ( AddOption ( " BooleanConstant " , " Conditional " , " Variables " , " VisualShaderNodeBooleanConstant " , TTR ( " Boolean constant. " ) , - 1 , VisualShaderNode : : PORT_TYPE_BOOLEAN ) ) ;
add_options . push_back ( AddOption ( " BooleanUniform " , " Conditional " , " Variables " , " VisualShaderNodeBooleanUniform " , TTR ( " Boolean uniform. " ) , - 1 , VisualShaderNode : : PORT_TYPE_BOOLEAN ) ) ;
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// INPUT
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// SPATIAL-FOR-ALL
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const String input_param_shader_modes = TTR ( " '%s' input parameter for all shader modes. " ) ;
add_options . push_back ( AddOption ( " Camera " , " Input " , " All " , " VisualShaderNodeInput " , vformat ( input_param_shader_modes , " camera " ) , " camera " , VisualShaderNode : : PORT_TYPE_TRANSFORM , - 1 , Shader : : MODE_SPATIAL ) ) ;
add_options . push_back ( AddOption ( " InvCamera " , " Input " , " All " , " VisualShaderNodeInput " , vformat ( input_param_shader_modes , " inv_camera " ) , " inv_camera " , VisualShaderNode : : PORT_TYPE_TRANSFORM , - 1 , Shader : : MODE_SPATIAL ) ) ;
add_options . push_back ( AddOption ( " InvProjection " , " Input " , " All " , " VisualShaderNodeInput " , vformat ( input_param_shader_modes , " inv_projection " ) , " inv_projection " , VisualShaderNode : : PORT_TYPE_TRANSFORM , - 1 , Shader : : MODE_SPATIAL ) ) ;
add_options . push_back ( AddOption ( " Normal " , " Input " , " All " , " VisualShaderNodeInput " , vformat ( input_param_shader_modes , " normal " ) , " normal " , VisualShaderNode : : PORT_TYPE_VECTOR , - 1 , Shader : : MODE_SPATIAL ) ) ;
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add_options . push_back ( AddOption ( " OutputIsSRGB " , " Input " , " All " , " VisualShaderNodeInput " , vformat ( input_param_shader_modes , " output_is_srgb " ) , " output_is_srgb " , VisualShaderNode : : PORT_TYPE_BOOLEAN , - 1 , Shader : : MODE_SPATIAL ) ) ;
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add_options . push_back ( AddOption ( " Projection " , " Input " , " All " , " VisualShaderNodeInput " , vformat ( input_param_shader_modes , " camera " ) , " projection " , VisualShaderNode : : PORT_TYPE_TRANSFORM , - 1 , Shader : : MODE_SPATIAL ) ) ;
add_options . push_back ( AddOption ( " Time " , " Input " , " All " , " VisualShaderNodeInput " , vformat ( input_param_shader_modes , " time " ) , " time " , VisualShaderNode : : PORT_TYPE_SCALAR , - 1 , Shader : : MODE_SPATIAL ) ) ;
add_options . push_back ( AddOption ( " ViewportSize " , " Input " , " All " , " VisualShaderNodeInput " , vformat ( input_param_shader_modes , " viewport_size " ) , " viewport_size " , VisualShaderNode : : PORT_TYPE_VECTOR , - 1 , Shader : : MODE_SPATIAL ) ) ;
add_options . push_back ( AddOption ( " World " , " Input " , " All " , " VisualShaderNodeInput " , vformat ( input_param_shader_modes , " world " ) , " world " , VisualShaderNode : : PORT_TYPE_TRANSFORM , - 1 , Shader : : MODE_SPATIAL ) ) ;
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// CANVASITEM-FOR-ALL
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add_options . push_back ( AddOption ( " Alpha " , " Input " , " All " , " VisualShaderNodeInput " , vformat ( input_param_shader_modes , " alpha " ) , " alpha " , VisualShaderNode : : PORT_TYPE_SCALAR , - 1 , Shader : : MODE_CANVAS_ITEM ) ) ;
add_options . push_back ( AddOption ( " Color " , " Input " , " All " , " VisualShaderNodeInput " , vformat ( input_param_shader_modes , " color " ) , " color " , VisualShaderNode : : PORT_TYPE_VECTOR , - 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 " , VisualShaderNode : : PORT_TYPE_VECTOR , - 1 , Shader : : MODE_CANVAS_ITEM ) ) ;
add_options . push_back ( AddOption ( " Time " , " Input " , " All " , " VisualShaderNodeInput " , vformat ( input_param_shader_modes , " 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 " , VisualShaderNode : : PORT_TYPE_VECTOR , - 1 , Shader : : MODE_CANVAS_ITEM ) ) ;
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/////////////////
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add_options . push_back ( AddOption ( " Input " , " Input " , " Common " , " VisualShaderNodeInput " , TTR ( " Input parameter. " ) ) ) ;
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// SPATIAL INPUTS
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const String input_param_for_vertex_and_fragment_shader_modes = TTR ( " '%s' input parameter for vertex and fragment shader modes. " ) ;
const String input_param_for_fragment_and_light_shader_modes = TTR ( " '%s' input parameter for fragment and light shader modes. " ) ;
const String input_param_for_fragment_shader_mode = TTR ( " '%s' input parameter for fragment shader mode. " ) ;
const String input_param_for_light_shader_mode = TTR ( " '%s' input parameter for light shader mode. " ) ;
const String input_param_for_vertex_shader_mode = TTR ( " '%s' input parameter for vertex shader mode. " ) ;
const String input_param_for_vertex_and_fragment_shader_mode = TTR ( " '%s' input parameter for vertex and fragment shader mode. " ) ;
add_options . push_back ( AddOption ( " Alpha " , " Input " , " Fragment " , " VisualShaderNodeInput " , vformat ( input_param_for_vertex_and_fragment_shader_modes , " alpha " ) , " alpha " , VisualShaderNode : : PORT_TYPE_SCALAR , VisualShader : : TYPE_FRAGMENT , Shader : : MODE_SPATIAL ) ) ;
add_options . push_back ( AddOption ( " Binormal " , " Input " , " Fragment " , " VisualShaderNodeInput " , vformat ( input_param_for_vertex_and_fragment_shader_modes , " binormal " ) , " binormal " , VisualShaderNode : : PORT_TYPE_VECTOR , VisualShader : : TYPE_FRAGMENT , Shader : : MODE_SPATIAL ) ) ;
add_options . push_back ( AddOption ( " Color " , " Input " , " Fragment " , " VisualShaderNodeInput " , vformat ( input_param_for_vertex_and_fragment_shader_modes , " color " ) , " color " , VisualShaderNode : : PORT_TYPE_VECTOR , VisualShader : : TYPE_FRAGMENT , Shader : : MODE_SPATIAL ) ) ;
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add_options . push_back ( AddOption ( " DepthTexture " , " Input " , " Fragment " , " VisualShaderNodeInput " , vformat ( input_param_for_fragment_shader_mode , " depth_texture " ) , " depth_texture " , VisualShaderNode : : PORT_TYPE_SAMPLER , VisualShader : : TYPE_FRAGMENT , Shader : : MODE_SPATIAL ) ) ;
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add_options . push_back ( AddOption ( " FragCoord " , " Input " , " Fragment " , " VisualShaderNodeInput " , vformat ( input_param_for_fragment_and_light_shader_modes , " fragcoord " ) , " fragcoord " , VisualShaderNode : : PORT_TYPE_VECTOR , VisualShader : : TYPE_FRAGMENT , Shader : : MODE_SPATIAL ) ) ;
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add_options . push_back ( AddOption ( " FrontFacing " , " Input " , " Fragment " , " VisualShaderNodeInput " , vformat ( input_param_for_fragment_shader_mode , " front_facing " ) , " front_facing " , VisualShaderNode : : PORT_TYPE_BOOLEAN , VisualShader : : TYPE_FRAGMENT , Shader : : MODE_SPATIAL ) ) ;
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add_options . push_back ( AddOption ( " PointCoord " , " Input " , " Fragment " , " VisualShaderNodeInput " , vformat ( input_param_for_fragment_shader_mode , " point_coord " ) , " point_coord " , VisualShaderNode : : PORT_TYPE_VECTOR , VisualShader : : TYPE_FRAGMENT , Shader : : MODE_SPATIAL ) ) ;
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add_options . push_back ( AddOption ( " ScreenTexture " , " Input " , " Fragment " , " VisualShaderNodeInput " , vformat ( input_param_for_fragment_shader_mode , " screen_texture " ) , " screen_texture " , VisualShaderNode : : PORT_TYPE_SAMPLER , VisualShader : : TYPE_FRAGMENT , Shader : : MODE_SPATIAL ) ) ;
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add_options . push_back ( AddOption ( " ScreenUV " , " Input " , " Fragment " , " VisualShaderNodeInput " , vformat ( input_param_for_fragment_shader_mode , " screen_uv " ) , " screen_uv " , VisualShaderNode : : PORT_TYPE_VECTOR , VisualShader : : TYPE_FRAGMENT , Shader : : MODE_SPATIAL ) ) ;
add_options . push_back ( AddOption ( " Side " , " Input " , " Fragment " , " VisualShaderNodeInput " , vformat ( input_param_for_fragment_shader_mode , " side " ) , " side " , VisualShaderNode : : PORT_TYPE_SCALAR , VisualShader : : TYPE_FRAGMENT , Shader : : MODE_SPATIAL ) ) ;
add_options . push_back ( AddOption ( " Tangent " , " Input " , " Fragment " , " VisualShaderNodeInput " , vformat ( input_param_for_vertex_and_fragment_shader_modes , " tangent " ) , " tangent " , VisualShaderNode : : PORT_TYPE_VECTOR , VisualShader : : TYPE_FRAGMENT , Shader : : MODE_SPATIAL ) ) ;
add_options . push_back ( AddOption ( " UV " , " Input " , " Fragment " , " VisualShaderNodeInput " , vformat ( input_param_for_vertex_and_fragment_shader_modes , " uv " ) , " uv " , VisualShaderNode : : PORT_TYPE_VECTOR , VisualShader : : TYPE_FRAGMENT , Shader : : MODE_SPATIAL ) ) ;
add_options . push_back ( AddOption ( " UV2 " , " Input " , " Fragment " , " VisualShaderNodeInput " , vformat ( input_param_for_vertex_and_fragment_shader_modes , " uv2 " ) , " uv2 " , VisualShaderNode : : PORT_TYPE_VECTOR , VisualShader : : TYPE_FRAGMENT , Shader : : MODE_SPATIAL ) ) ;
add_options . push_back ( AddOption ( " Vertex " , " Input " , " Fragment " , " VisualShaderNodeInput " , vformat ( input_param_for_vertex_and_fragment_shader_modes , " vertex " ) , " vertex " , VisualShaderNode : : PORT_TYPE_VECTOR , VisualShader : : TYPE_FRAGMENT , Shader : : MODE_SPATIAL ) ) ;
add_options . push_back ( AddOption ( " View " , " Input " , " Fragment " , " VisualShaderNodeInput " , vformat ( input_param_for_fragment_and_light_shader_modes , " view " ) , " view " , VisualShaderNode : : PORT_TYPE_VECTOR , VisualShader : : TYPE_FRAGMENT , Shader : : MODE_SPATIAL ) ) ;
add_options . push_back ( AddOption ( " Albedo " , " Input " , " Light " , " VisualShaderNodeInput " , vformat ( input_param_for_light_shader_mode , " albedo " ) , " albedo " , VisualShaderNode : : PORT_TYPE_VECTOR , VisualShader : : TYPE_LIGHT , Shader : : MODE_SPATIAL ) ) ;
add_options . push_back ( AddOption ( " Attenuation " , " Input " , " Light " , " VisualShaderNodeInput " , vformat ( input_param_for_light_shader_mode , " attenuation " ) , " attenuation " , VisualShaderNode : : PORT_TYPE_VECTOR , VisualShader : : TYPE_LIGHT , Shader : : MODE_SPATIAL ) ) ;
add_options . push_back ( AddOption ( " Diffuse " , " Input " , " Light " , " VisualShaderNodeInput " , vformat ( input_param_for_light_shader_mode , " diffuse " ) , " diffuse " , VisualShaderNode : : PORT_TYPE_VECTOR , VisualShader : : TYPE_LIGHT , Shader : : MODE_SPATIAL ) ) ;
add_options . push_back ( AddOption ( " FragCoord " , " Input " , " Light " , " VisualShaderNodeInput " , vformat ( input_param_for_fragment_and_light_shader_modes , " fragcoord " ) , " fragcoord " , VisualShaderNode : : PORT_TYPE_VECTOR , VisualShader : : TYPE_LIGHT , Shader : : MODE_SPATIAL ) ) ;
add_options . push_back ( AddOption ( " Light " , " Input " , " Light " , " VisualShaderNodeInput " , vformat ( input_param_for_light_shader_mode , " light " ) , " light " , VisualShaderNode : : PORT_TYPE_VECTOR , VisualShader : : TYPE_LIGHT , Shader : : MODE_SPATIAL ) ) ;
add_options . push_back ( AddOption ( " LightColor " , " Input " , " Light " , " VisualShaderNodeInput " , vformat ( input_param_for_light_shader_mode , " light_color " ) , " light_color " , VisualShaderNode : : PORT_TYPE_VECTOR , VisualShader : : TYPE_LIGHT , Shader : : MODE_SPATIAL ) ) ;
add_options . push_back ( AddOption ( " Roughness " , " Input " , " Light " , " VisualShaderNodeInput " , vformat ( input_param_for_light_shader_mode , " roughness " ) , " roughness " , VisualShaderNode : : PORT_TYPE_SCALAR , VisualShader : : TYPE_LIGHT , Shader : : MODE_SPATIAL ) ) ;
add_options . push_back ( AddOption ( " Specular " , " Input " , " Light " , " VisualShaderNodeInput " , vformat ( input_param_for_light_shader_mode , " specular " ) , " specular " , VisualShaderNode : : PORT_TYPE_VECTOR , VisualShader : : TYPE_LIGHT , Shader : : MODE_SPATIAL ) ) ;
add_options . push_back ( AddOption ( " Transmission " , " Input " , " Light " , " VisualShaderNodeInput " , vformat ( input_param_for_light_shader_mode , " transmission " ) , " transmission " , VisualShaderNode : : PORT_TYPE_VECTOR , VisualShader : : TYPE_LIGHT , Shader : : MODE_SPATIAL ) ) ;
add_options . push_back ( AddOption ( " View " , " Input " , " Light " , " VisualShaderNodeInput " , vformat ( input_param_for_fragment_and_light_shader_modes , " view " ) , " view " , VisualShaderNode : : PORT_TYPE_VECTOR , VisualShader : : TYPE_LIGHT , Shader : : MODE_SPATIAL ) ) ;
add_options . push_back ( AddOption ( " Alpha " , " Input " , " Vertex " , " VisualShaderNodeInput " , vformat ( input_param_for_vertex_and_fragment_shader_modes , " alpha " ) , " alpha " , VisualShaderNode : : PORT_TYPE_SCALAR , VisualShader : : TYPE_VERTEX , Shader : : MODE_SPATIAL ) ) ;
add_options . push_back ( AddOption ( " Binormal " , " Input " , " Vertex " , " VisualShaderNodeInput " , vformat ( input_param_for_vertex_and_fragment_shader_modes , " binormal " ) , " binormal " , VisualShaderNode : : PORT_TYPE_VECTOR , VisualShader : : TYPE_VERTEX , Shader : : MODE_SPATIAL ) ) ;
add_options . push_back ( AddOption ( " Color " , " Input " , " Vertex " , " VisualShaderNodeInput " , vformat ( input_param_for_vertex_and_fragment_shader_modes , " color " ) , " color " , VisualShaderNode : : PORT_TYPE_VECTOR , VisualShader : : TYPE_VERTEX , Shader : : MODE_SPATIAL ) ) ;
add_options . push_back ( AddOption ( " ModelView " , " Input " , " Vertex " , " VisualShaderNodeInput " , vformat ( input_param_for_vertex_shader_mode , " modelview " ) , " modelview " , VisualShaderNode : : PORT_TYPE_TRANSFORM , VisualShader : : TYPE_VERTEX , Shader : : MODE_SPATIAL ) ) ;
add_options . push_back ( AddOption ( " PointSize " , " Input " , " Vertex " , " VisualShaderNodeInput " , vformat ( input_param_for_vertex_shader_mode , " point_size " ) , " point_size " , VisualShaderNode : : PORT_TYPE_SCALAR , VisualShader : : TYPE_VERTEX , Shader : : MODE_SPATIAL ) ) ;
add_options . push_back ( AddOption ( " Tangent " , " Input " , " Vertex " , " VisualShaderNodeInput " , vformat ( input_param_for_vertex_and_fragment_shader_mode , " tangent " ) , " tangent " , VisualShaderNode : : PORT_TYPE_VECTOR , VisualShader : : TYPE_VERTEX , Shader : : MODE_SPATIAL ) ) ;
add_options . push_back ( AddOption ( " UV " , " Input " , " Vertex " , " VisualShaderNodeInput " , vformat ( input_param_for_vertex_and_fragment_shader_modes , " uv " ) , " uv " , VisualShaderNode : : PORT_TYPE_VECTOR , VisualShader : : TYPE_VERTEX , Shader : : MODE_SPATIAL ) ) ;
add_options . push_back ( AddOption ( " UV2 " , " Input " , " Vertex " , " VisualShaderNodeInput " , vformat ( input_param_for_vertex_and_fragment_shader_modes , " uv2 " ) , " uv2 " , VisualShaderNode : : PORT_TYPE_VECTOR , VisualShader : : TYPE_VERTEX , Shader : : MODE_SPATIAL ) ) ;
add_options . push_back ( AddOption ( " Vertex " , " Input " , " Vertex " , " VisualShaderNodeInput " , vformat ( input_param_for_vertex_and_fragment_shader_modes , " vertex " ) , " vertex " , VisualShaderNode : : PORT_TYPE_VECTOR , VisualShader : : TYPE_VERTEX , Shader : : MODE_SPATIAL ) ) ;
2019-05-01 14:04:39 +00:00
// CANVASITEM INPUTS
2019-07-02 11:29:26 +00:00
add_options . push_back ( AddOption ( " FragCoord " , " Input " , " Fragment " , " VisualShaderNodeInput " , vformat ( input_param_for_fragment_and_light_shader_modes , " fragcoord " ) , " fragcoord " , VisualShaderNode : : PORT_TYPE_VECTOR , VisualShader : : TYPE_FRAGMENT , Shader : : MODE_CANVAS_ITEM ) ) ;
add_options . push_back ( AddOption ( " LightPass " , " Input " , " Fragment " , " VisualShaderNodeInput " , vformat ( input_param_for_vertex_and_fragment_shader_modes , " light_pass " ) , " light_pass " , VisualShaderNode : : PORT_TYPE_SCALAR , VisualShader : : TYPE_FRAGMENT , Shader : : MODE_CANVAS_ITEM ) ) ;
2019-11-03 13:38:03 +00:00
add_options . push_back ( AddOption ( " NormalTexture " , " Input " , " Fragment " , " VisualShaderNodeInput " , vformat ( input_param_for_fragment_shader_mode , " normal_texture " ) , " normal_texture " , VisualShaderNode : : PORT_TYPE_SAMPLER , VisualShader : : TYPE_FRAGMENT , Shader : : MODE_CANVAS_ITEM ) ) ;
2019-07-02 11:29:26 +00:00
add_options . push_back ( AddOption ( " PointCoord " , " Input " , " Fragment " , " VisualShaderNodeInput " , vformat ( input_param_for_fragment_and_light_shader_modes , " point_coord " ) , " point_coord " , VisualShaderNode : : PORT_TYPE_VECTOR , VisualShader : : TYPE_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 " , VisualShaderNode : : PORT_TYPE_VECTOR , VisualShader : : TYPE_FRAGMENT , Shader : : MODE_CANVAS_ITEM ) ) ;
2019-11-03 13:38:03 +00:00
add_options . push_back ( AddOption ( " ScreenTexture " , " Input " , " Fragment " , " VisualShaderNodeInput " , vformat ( input_param_for_fragment_shader_mode , " screen_texture " ) , " screen_texture " , VisualShaderNode : : PORT_TYPE_SAMPLER , VisualShader : : TYPE_FRAGMENT , Shader : : MODE_CANVAS_ITEM ) ) ;
2019-07-02 11:29:26 +00:00
add_options . push_back ( AddOption ( " ScreenUV " , " Input " , " Fragment " , " VisualShaderNodeInput " , vformat ( input_param_for_fragment_and_light_shader_modes , " screen_uv " ) , " screen_uv " , VisualShaderNode : : PORT_TYPE_VECTOR , VisualShader : : TYPE_FRAGMENT , Shader : : MODE_CANVAS_ITEM ) ) ;
2019-11-03 13:38:03 +00:00
add_options . push_back ( AddOption ( " Texture " , " Input " , " Fragment " , " VisualShaderNodeInput " , vformat ( input_param_for_fragment_and_light_shader_modes , " texture " ) , " texture " , VisualShaderNode : : PORT_TYPE_SAMPLER , VisualShader : : TYPE_FRAGMENT , Shader : : MODE_CANVAS_ITEM ) ) ;
2019-07-02 11:29:26 +00:00
add_options . push_back ( AddOption ( " FragCoord " , " Input " , " Light " , " VisualShaderNodeInput " , vformat ( input_param_for_fragment_and_light_shader_modes , " fragcoord " ) , " fragcoord " , VisualShaderNode : : PORT_TYPE_VECTOR , VisualShader : : TYPE_LIGHT , Shader : : MODE_CANVAS_ITEM ) ) ;
2020-05-05 10:19:36 +00:00
add_options . push_back ( AddOption ( " LightAlpha " , " Input " , " Light " , " VisualShaderNodeInput " , vformat ( input_param_for_light_shader_mode , " light_alpha " ) , " light_alpha " , VisualShaderNode : : PORT_TYPE_SCALAR , VisualShader : : TYPE_LIGHT , Shader : : MODE_CANVAS_ITEM ) ) ;
2019-07-02 11:29:26 +00:00
add_options . push_back ( AddOption ( " LightColor " , " Input " , " Light " , " VisualShaderNodeInput " , vformat ( input_param_for_light_shader_mode , " light_color " ) , " light_color " , VisualShaderNode : : PORT_TYPE_VECTOR , VisualShader : : TYPE_LIGHT , Shader : : MODE_CANVAS_ITEM ) ) ;
add_options . push_back ( AddOption ( " LightHeight " , " Input " , " Light " , " VisualShaderNodeInput " , vformat ( input_param_for_light_shader_mode , " light_height " ) , " light_height " , VisualShaderNode : : PORT_TYPE_SCALAR , VisualShader : : TYPE_LIGHT , Shader : : MODE_CANVAS_ITEM ) ) ;
add_options . push_back ( AddOption ( " LightUV " , " Input " , " Light " , " VisualShaderNodeInput " , vformat ( input_param_for_light_shader_mode , " light_uv " ) , " light_uv " , VisualShaderNode : : PORT_TYPE_VECTOR , VisualShader : : TYPE_LIGHT , Shader : : MODE_CANVAS_ITEM ) ) ;
add_options . push_back ( AddOption ( " LightVector " , " Input " , " Light " , " VisualShaderNodeInput " , vformat ( input_param_for_light_shader_mode , " light_vec " ) , " light_vec " , VisualShaderNode : : PORT_TYPE_VECTOR , VisualShader : : TYPE_LIGHT , Shader : : MODE_CANVAS_ITEM ) ) ;
add_options . push_back ( AddOption ( " Normal " , " Input " , " Light " , " VisualShaderNodeInput " , vformat ( input_param_for_light_shader_mode , " normal " ) , " normal " , VisualShaderNode : : PORT_TYPE_VECTOR , VisualShader : : TYPE_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 " , VisualShaderNode : : PORT_TYPE_VECTOR , VisualShader : : TYPE_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 " , VisualShaderNode : : PORT_TYPE_VECTOR , VisualShader : : TYPE_LIGHT , Shader : : MODE_CANVAS_ITEM ) ) ;
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add_options . push_back ( AddOption ( " ShadowAlpha " , " Input " , " Light " , " VisualShaderNodeInput " , vformat ( input_param_for_light_shader_mode , " shadow_alpha " ) , " shadow_alpha " , VisualShaderNode : : PORT_TYPE_SCALAR , VisualShader : : TYPE_LIGHT , Shader : : MODE_CANVAS_ITEM ) ) ;
2019-07-02 11:29:26 +00:00
add_options . push_back ( AddOption ( " ShadowColor " , " Input " , " Light " , " VisualShaderNodeInput " , vformat ( input_param_for_light_shader_mode , " shadow_color " ) , " shadow_color " , VisualShaderNode : : PORT_TYPE_VECTOR , VisualShader : : TYPE_LIGHT , Shader : : MODE_CANVAS_ITEM ) ) ;
2020-05-05 10:19:36 +00:00
add_options . push_back ( AddOption ( " ShadowVec " , " Input " , " Light " , " VisualShaderNodeInput " , vformat ( input_param_for_light_shader_mode , " shadow_vec " ) , " shadow_vec " , VisualShaderNode : : PORT_TYPE_VECTOR , VisualShader : : TYPE_LIGHT , Shader : : MODE_CANVAS_ITEM ) ) ;
2019-11-03 13:38:03 +00:00
add_options . push_back ( AddOption ( " Texture " , " Input " , " Light " , " VisualShaderNodeInput " , vformat ( input_param_for_fragment_and_light_shader_modes , " texture " ) , " texture " , VisualShaderNode : : PORT_TYPE_SAMPLER , VisualShader : : TYPE_LIGHT , Shader : : MODE_CANVAS_ITEM ) ) ;
2019-07-02 11:29:26 +00:00
add_options . push_back ( AddOption ( " Extra " , " Input " , " Vertex " , " VisualShaderNodeInput " , vformat ( input_param_for_vertex_shader_mode , " extra " ) , " extra " , VisualShaderNode : : PORT_TYPE_TRANSFORM , VisualShader : : TYPE_VERTEX , Shader : : MODE_CANVAS_ITEM ) ) ;
add_options . push_back ( AddOption ( " LightPass " , " Input " , " Vertex " , " VisualShaderNodeInput " , vformat ( input_param_for_vertex_and_fragment_shader_modes , " light_pass " ) , " light_pass " , VisualShaderNode : : PORT_TYPE_SCALAR , VisualShader : : TYPE_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 " , VisualShaderNode : : PORT_TYPE_SCALAR , VisualShader : : TYPE_VERTEX , Shader : : MODE_CANVAS_ITEM ) ) ;
add_options . push_back ( AddOption ( " Projection " , " Input " , " Vertex " , " VisualShaderNodeInput " , vformat ( input_param_for_vertex_shader_mode , " projection " ) , " projection " , VisualShaderNode : : PORT_TYPE_TRANSFORM , VisualShader : : TYPE_VERTEX , Shader : : MODE_CANVAS_ITEM ) ) ;
add_options . push_back ( AddOption ( " Vertex " , " Input " , " Vertex " , " VisualShaderNodeInput " , vformat ( input_param_for_vertex_shader_mode , " vertex " ) , " vertex " , VisualShaderNode : : PORT_TYPE_VECTOR , VisualShader : : TYPE_VERTEX , Shader : : MODE_CANVAS_ITEM ) ) ;
add_options . push_back ( AddOption ( " World " , " Input " , " Vertex " , " VisualShaderNodeInput " , vformat ( input_param_for_vertex_shader_mode , " world " ) , " world " , VisualShaderNode : : PORT_TYPE_TRANSFORM , VisualShader : : TYPE_VERTEX , Shader : : MODE_CANVAS_ITEM ) ) ;
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// PARTICLES INPUTS
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add_options . push_back ( AddOption ( " Active " , " Input " , " Vertex " , " VisualShaderNodeInput " , vformat ( input_param_for_vertex_shader_mode , " active " ) , " active " , VisualShaderNode : : PORT_TYPE_SCALAR , VisualShader : : TYPE_VERTEX , Shader : : MODE_PARTICLES ) ) ;
add_options . push_back ( AddOption ( " Alpha " , " Input " , " Vertex " , " VisualShaderNodeInput " , vformat ( input_param_for_vertex_shader_mode , " alpha " ) , " alpha " , VisualShaderNode : : PORT_TYPE_SCALAR , VisualShader : : TYPE_VERTEX , Shader : : MODE_PARTICLES ) ) ;
add_options . push_back ( AddOption ( " Color " , " Input " , " Vertex " , " VisualShaderNodeInput " , vformat ( input_param_for_vertex_shader_mode , " color " ) , " color " , VisualShaderNode : : PORT_TYPE_VECTOR , VisualShader : : TYPE_VERTEX , Shader : : MODE_PARTICLES ) ) ;
add_options . push_back ( AddOption ( " Custom " , " Input " , " Vertex " , " VisualShaderNodeInput " , vformat ( input_param_for_vertex_shader_mode , " custom " ) , " custom " , VisualShaderNode : : PORT_TYPE_VECTOR , VisualShader : : TYPE_VERTEX , Shader : : MODE_PARTICLES ) ) ;
add_options . push_back ( AddOption ( " CustomAlpha " , " Input " , " Vertex " , " VisualShaderNodeInput " , vformat ( input_param_for_vertex_shader_mode , " custom_alpha " ) , " custom_alpha " , VisualShaderNode : : PORT_TYPE_SCALAR , VisualShader : : TYPE_VERTEX , Shader : : MODE_PARTICLES ) ) ;
add_options . push_back ( AddOption ( " Delta " , " Input " , " Vertex " , " VisualShaderNodeInput " , vformat ( input_param_for_vertex_shader_mode , " delta " ) , " delta " , VisualShaderNode : : PORT_TYPE_SCALAR , VisualShader : : TYPE_VERTEX , Shader : : MODE_PARTICLES ) ) ;
add_options . push_back ( AddOption ( " EmissionTransform " , " Input " , " Vertex " , " VisualShaderNodeInput " , vformat ( input_param_for_vertex_shader_mode , " emission_transform " ) , " emission_transform " , VisualShaderNode : : PORT_TYPE_TRANSFORM , VisualShader : : TYPE_VERTEX , Shader : : MODE_PARTICLES ) ) ;
2020-02-26 13:39:42 +00:00
add_options . push_back ( AddOption ( " Index " , " Input " , " Vertex " , " VisualShaderNodeInput " , vformat ( input_param_for_vertex_shader_mode , " index " ) , " index " , VisualShaderNode : : PORT_TYPE_SCALAR_INT , VisualShader : : TYPE_VERTEX , Shader : : MODE_PARTICLES ) ) ;
2019-07-02 11:29:26 +00:00
add_options . push_back ( AddOption ( " LifeTime " , " Input " , " Vertex " , " VisualShaderNodeInput " , vformat ( input_param_for_vertex_shader_mode , " lifetime " ) , " lifetime " , VisualShaderNode : : PORT_TYPE_SCALAR , VisualShader : : TYPE_VERTEX , Shader : : MODE_PARTICLES ) ) ;
add_options . push_back ( AddOption ( " Restart " , " Input " , " Vertex " , " VisualShaderNodeInput " , vformat ( input_param_for_vertex_shader_mode , " restart " ) , " restart " , VisualShaderNode : : PORT_TYPE_SCALAR , VisualShader : : TYPE_VERTEX , Shader : : MODE_PARTICLES ) ) ;
add_options . push_back ( AddOption ( " Time " , " Input " , " Vertex " , " VisualShaderNodeInput " , vformat ( input_param_for_vertex_shader_mode , " time " ) , " time " , VisualShaderNode : : PORT_TYPE_SCALAR , VisualShader : : TYPE_VERTEX , Shader : : MODE_PARTICLES ) ) ;
add_options . push_back ( AddOption ( " Transform " , " Input " , " Vertex " , " VisualShaderNodeInput " , vformat ( input_param_for_vertex_shader_mode , " transform " ) , " transform " , VisualShaderNode : : PORT_TYPE_TRANSFORM , VisualShader : : TYPE_VERTEX , Shader : : MODE_PARTICLES ) ) ;
add_options . push_back ( AddOption ( " Velocity " , " Input " , " Vertex " , " VisualShaderNodeInput " , vformat ( input_param_for_vertex_shader_mode , " velocity " ) , " velocity " , VisualShaderNode : : PORT_TYPE_VECTOR , VisualShader : : TYPE_VERTEX , Shader : : MODE_PARTICLES ) ) ;
2019-02-22 17:38:58 +00:00
2020-03-25 09:22:29 +00:00
// SKY INPUTS
add_options . push_back ( AddOption ( " AtCubeMapPass " , " Input " , " Fragment " , " VisualShaderNodeInput " , vformat ( input_param_for_fragment_shader_mode , " at_cubemap_pass " ) , " at_cubemap_pass " , VisualShaderNode : : PORT_TYPE_BOOLEAN , VisualShader : : TYPE_FRAGMENT , Shader : : MODE_SKY ) ) ;
add_options . push_back ( AddOption ( " AtHalfResPass " , " Input " , " Fragment " , " VisualShaderNodeInput " , vformat ( input_param_for_fragment_shader_mode , " at_half_res_pass " ) , " at_half_res_pass " , VisualShaderNode : : PORT_TYPE_BOOLEAN , VisualShader : : TYPE_FRAGMENT , Shader : : MODE_SKY ) ) ;
add_options . push_back ( AddOption ( " AtQuarterResPass " , " Input " , " Fragment " , " VisualShaderNodeInput " , vformat ( input_param_for_fragment_shader_mode , " at_quarter_res_pass " ) , " at_quarter_res_pass " , VisualShaderNode : : PORT_TYPE_BOOLEAN , VisualShader : : TYPE_FRAGMENT , Shader : : MODE_SKY ) ) ;
add_options . push_back ( AddOption ( " EyeDir " , " Input " , " Fragment " , " VisualShaderNodeInput " , vformat ( input_param_for_fragment_shader_mode , " eyedir " ) , " eyedir " , VisualShaderNode : : PORT_TYPE_VECTOR , VisualShader : : TYPE_FRAGMENT , Shader : : MODE_SKY ) ) ;
add_options . push_back ( AddOption ( " HalfResColor " , " Input " , " Fragment " , " VisualShaderNodeInput " , vformat ( input_param_for_fragment_shader_mode , " half_res_color " ) , " half_res_color " , VisualShaderNode : : PORT_TYPE_VECTOR , VisualShader : : TYPE_FRAGMENT , Shader : : MODE_SKY ) ) ;
add_options . push_back ( AddOption ( " HalfResAlpha " , " Input " , " Fragment " , " VisualShaderNodeInput " , vformat ( input_param_for_fragment_shader_mode , " half_res_alpha " ) , " half_res_alpha " , VisualShaderNode : : PORT_TYPE_SCALAR , VisualShader : : TYPE_FRAGMENT , Shader : : MODE_SKY ) ) ;
add_options . push_back ( AddOption ( " Light0Color " , " Input " , " Fragment " , " VisualShaderNodeInput " , vformat ( input_param_for_fragment_shader_mode , " light0_color " ) , " light0_color " , VisualShaderNode : : PORT_TYPE_VECTOR , VisualShader : : TYPE_FRAGMENT , Shader : : MODE_SKY ) ) ;
add_options . push_back ( AddOption ( " Light0Direction " , " Input " , " Fragment " , " VisualShaderNodeInput " , vformat ( input_param_for_fragment_shader_mode , " light0_direction " ) , " light0_direction " , VisualShaderNode : : PORT_TYPE_VECTOR , VisualShader : : TYPE_FRAGMENT , Shader : : MODE_SKY ) ) ;
add_options . push_back ( AddOption ( " Light0Enabled " , " Input " , " Fragment " , " VisualShaderNodeInput " , vformat ( input_param_for_fragment_shader_mode , " light0_enabled " ) , " light0_enabled " , VisualShaderNode : : PORT_TYPE_BOOLEAN , VisualShader : : TYPE_FRAGMENT , Shader : : MODE_SKY ) ) ;
add_options . push_back ( AddOption ( " Light0Energy " , " Input " , " Fragment " , " VisualShaderNodeInput " , vformat ( input_param_for_fragment_shader_mode , " light0_energy " ) , " light0_energy " , VisualShaderNode : : PORT_TYPE_SCALAR , VisualShader : : TYPE_FRAGMENT , Shader : : MODE_SKY ) ) ;
add_options . push_back ( AddOption ( " Light1Color " , " Input " , " Fragment " , " VisualShaderNodeInput " , vformat ( input_param_for_fragment_shader_mode , " light1_color " ) , " light1_color " , VisualShaderNode : : PORT_TYPE_VECTOR , VisualShader : : TYPE_FRAGMENT , Shader : : MODE_SKY ) ) ;
add_options . push_back ( AddOption ( " Light1Direction " , " Input " , " Fragment " , " VisualShaderNodeInput " , vformat ( input_param_for_fragment_shader_mode , " light1_direction " ) , " light1_direction " , VisualShaderNode : : PORT_TYPE_VECTOR , VisualShader : : TYPE_FRAGMENT , Shader : : MODE_SKY ) ) ;
add_options . push_back ( AddOption ( " Light1Enabled " , " Input " , " Fragment " , " VisualShaderNodeInput " , vformat ( input_param_for_fragment_shader_mode , " light1_enabled " ) , " light1_enabled " , VisualShaderNode : : PORT_TYPE_BOOLEAN , VisualShader : : TYPE_FRAGMENT , Shader : : MODE_SKY ) ) ;
add_options . push_back ( AddOption ( " Light1Energy " , " Input " , " Fragment " , " VisualShaderNodeInput " , vformat ( input_param_for_fragment_shader_mode , " light1_energy " ) , " light1_energy " , VisualShaderNode : : PORT_TYPE_SCALAR , VisualShader : : TYPE_FRAGMENT , Shader : : MODE_SKY ) ) ;
add_options . push_back ( AddOption ( " Light2Color " , " Input " , " Fragment " , " VisualShaderNodeInput " , vformat ( input_param_for_fragment_shader_mode , " light2_color " ) , " light2_color " , VisualShaderNode : : PORT_TYPE_VECTOR , VisualShader : : TYPE_FRAGMENT , Shader : : MODE_SKY ) ) ;
add_options . push_back ( AddOption ( " Light2Direction " , " Input " , " Fragment " , " VisualShaderNodeInput " , vformat ( input_param_for_fragment_shader_mode , " light2_direction " ) , " light2_direction " , VisualShaderNode : : PORT_TYPE_VECTOR , VisualShader : : TYPE_FRAGMENT , Shader : : MODE_SKY ) ) ;
add_options . push_back ( AddOption ( " Light2Enabled " , " Input " , " Fragment " , " VisualShaderNodeInput " , vformat ( input_param_for_fragment_shader_mode , " light2_enabled " ) , " light2_enabled " , VisualShaderNode : : PORT_TYPE_BOOLEAN , VisualShader : : TYPE_FRAGMENT , Shader : : MODE_SKY ) ) ;
add_options . push_back ( AddOption ( " Light2Energy " , " Input " , " Fragment " , " VisualShaderNodeInput " , vformat ( input_param_for_fragment_shader_mode , " light2_energy " ) , " light2_energy " , VisualShaderNode : : PORT_TYPE_SCALAR , VisualShader : : TYPE_FRAGMENT , Shader : : MODE_SKY ) ) ;
add_options . push_back ( AddOption ( " Light3Color " , " Input " , " Fragment " , " VisualShaderNodeInput " , vformat ( input_param_for_fragment_shader_mode , " light3_color " ) , " light3_color " , VisualShaderNode : : PORT_TYPE_VECTOR , VisualShader : : TYPE_FRAGMENT , Shader : : MODE_SKY ) ) ;
add_options . push_back ( AddOption ( " Light3Direction " , " Input " , " Fragment " , " VisualShaderNodeInput " , vformat ( input_param_for_fragment_shader_mode , " light3_direction " ) , " light3_direction " , VisualShaderNode : : PORT_TYPE_VECTOR , VisualShader : : TYPE_FRAGMENT , Shader : : MODE_SKY ) ) ;
add_options . push_back ( AddOption ( " Light3Enabled " , " Input " , " Fragment " , " VisualShaderNodeInput " , vformat ( input_param_for_fragment_shader_mode , " light3_enabled " ) , " light3_enabled " , VisualShaderNode : : PORT_TYPE_BOOLEAN , VisualShader : : TYPE_FRAGMENT , Shader : : MODE_SKY ) ) ;
add_options . push_back ( AddOption ( " Light3Energy " , " Input " , " Fragment " , " VisualShaderNodeInput " , vformat ( input_param_for_fragment_shader_mode , " light3_energy " ) , " light3_energy " , VisualShaderNode : : PORT_TYPE_SCALAR , VisualShader : : TYPE_FRAGMENT , Shader : : MODE_SKY ) ) ;
add_options . push_back ( AddOption ( " Position " , " Input " , " Fragment " , " VisualShaderNodeInput " , vformat ( input_param_for_fragment_shader_mode , " position " ) , " position " , VisualShaderNode : : PORT_TYPE_VECTOR , VisualShader : : TYPE_FRAGMENT , Shader : : MODE_SKY ) ) ;
add_options . push_back ( AddOption ( " QuarterResColor " , " Input " , " Fragment " , " VisualShaderNodeInput " , vformat ( input_param_for_fragment_shader_mode , " quarter_res_color " ) , " quarter_res_color " , VisualShaderNode : : PORT_TYPE_VECTOR , VisualShader : : TYPE_FRAGMENT , Shader : : MODE_SKY ) ) ;
add_options . push_back ( AddOption ( " QuarterResAlpha " , " Input " , " Fragment " , " VisualShaderNodeInput " , vformat ( input_param_for_fragment_shader_mode , " quarter_res_alpha " ) , " quarter_res_alpha " , VisualShaderNode : : PORT_TYPE_SCALAR , VisualShader : : TYPE_FRAGMENT , Shader : : MODE_SKY ) ) ;
add_options . push_back ( AddOption ( " Radiance " , " Input " , " Fragment " , " VisualShaderNodeInput " , vformat ( input_param_for_fragment_shader_mode , " radiance " ) , " radiance " , VisualShaderNode : : PORT_TYPE_SAMPLER , VisualShader : : TYPE_FRAGMENT , Shader : : MODE_SKY ) ) ;
add_options . push_back ( AddOption ( " ScreenUV " , " Input " , " Fragment " , " VisualShaderNodeInput " , vformat ( input_param_for_fragment_shader_mode , " screen_uv " ) , " screen_uv " , VisualShaderNode : : PORT_TYPE_VECTOR , VisualShader : : TYPE_FRAGMENT , Shader : : MODE_SKY ) ) ;
add_options . push_back ( AddOption ( " SkyCoords " , " Input " , " Fragment " , " VisualShaderNodeInput " , vformat ( input_param_for_fragment_shader_mode , " sky_coords " ) , " sky_coords " , VisualShaderNode : : PORT_TYPE_VECTOR , VisualShader : : TYPE_FRAGMENT , Shader : : MODE_SKY ) ) ;
add_options . push_back ( AddOption ( " Time " , " Input " , " Fragment " , " VisualShaderNodeInput " , vformat ( input_param_for_fragment_shader_mode , " time " ) , " time " , VisualShaderNode : : PORT_TYPE_SCALAR , VisualShader : : TYPE_FRAGMENT , Shader : : MODE_SKY ) ) ;
2019-02-22 17:38:58 +00:00
// SCALAR
2020-02-25 14:50:49 +00:00
add_options . push_back ( AddOption ( " FloatFunc " , " Scalar " , " Common " , " VisualShaderNodeFloatFunc " , TTR ( " Float function. " ) , - 1 , VisualShaderNode : : PORT_TYPE_SCALAR ) ) ;
add_options . push_back ( AddOption ( " IntFunc " , " Scalar " , " Common " , " VisualShaderNodeIntFunc " , TTR ( " Integer function. " ) , - 1 , VisualShaderNode : : PORT_TYPE_SCALAR_INT ) ) ;
add_options . push_back ( AddOption ( " FloatOp " , " Scalar " , " Common " , " VisualShaderNodeFloatOp " , TTR ( " Float operator. " ) , - 1 , VisualShaderNode : : PORT_TYPE_SCALAR ) ) ;
add_options . push_back ( AddOption ( " IntOp " , " Scalar " , " Common " , " VisualShaderNodeIntOp " , TTR ( " Integer operator. " ) , - 1 , VisualShaderNode : : PORT_TYPE_SCALAR_INT ) ) ;
2019-02-22 17:38:58 +00:00
2019-05-19 13:27:00 +00:00
//CONSTANTS
2020-02-25 14:50:49 +00:00
add_options . push_back ( AddOption ( " E " , " Scalar " , " Constants " , " VisualShaderNodeFloatConstant " , TTR ( " E constant (2.718282). Represents the base of the natural logarithm. " ) , - 1 , VisualShaderNode : : PORT_TYPE_SCALAR , - 1 , - 1 , Math_E ) ) ;
add_options . push_back ( AddOption ( " Epsilon " , " Scalar " , " Constants " , " VisualShaderNodeFloatConstant " , TTR ( " Epsilon constant (0.00001). Smallest possible scalar number. " ) , - 1 , VisualShaderNode : : PORT_TYPE_SCALAR , - 1 , - 1 , CMP_EPSILON ) ) ;
add_options . push_back ( AddOption ( " Phi " , " Scalar " , " Constants " , " VisualShaderNodeFloatConstant " , TTR ( " Phi constant (1.618034). Golden ratio. " ) , - 1 , VisualShaderNode : : PORT_TYPE_SCALAR , - 1 , - 1 , 1.618034f ) ) ;
add_options . push_back ( AddOption ( " Pi/4 " , " Scalar " , " Constants " , " VisualShaderNodeFloatConstant " , TTR ( " Pi/4 constant (0.785398) or 45 degrees. " ) , - 1 , VisualShaderNode : : PORT_TYPE_SCALAR , - 1 , - 1 , Math_PI / 4 ) ) ;
add_options . push_back ( AddOption ( " Pi/2 " , " Scalar " , " Constants " , " VisualShaderNodeFloatConstant " , TTR ( " Pi/2 constant (1.570796) or 90 degrees. " ) , - 1 , VisualShaderNode : : PORT_TYPE_SCALAR , - 1 , - 1 , Math_PI / 2 ) ) ;
add_options . push_back ( AddOption ( " Pi " , " Scalar " , " Constants " , " VisualShaderNodeFloatConstant " , TTR ( " Pi constant (3.141593) or 180 degrees. " ) , - 1 , VisualShaderNode : : PORT_TYPE_SCALAR , - 1 , - 1 , Math_PI ) ) ;
add_options . push_back ( AddOption ( " Tau " , " Scalar " , " Constants " , " VisualShaderNodeFloatConstant " , TTR ( " Tau constant (6.283185) or 360 degrees. " ) , - 1 , VisualShaderNode : : PORT_TYPE_SCALAR , - 1 , - 1 , Math_TAU ) ) ;
add_options . push_back ( AddOption ( " Sqrt2 " , " Scalar " , " Constants " , " VisualShaderNodeFloatConstant " , TTR ( " Sqrt2 constant (1.414214). Square root of 2. " ) , - 1 , VisualShaderNode : : PORT_TYPE_SCALAR , - 1 , - 1 , Math_SQRT2 ) ) ;
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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 ( " 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 ) ) ;
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add_options . push_back ( AddOption ( " Clamp " , " Scalar " , " Functions " , " VisualShaderNodeScalarClamp " , TTR ( " Constrains a value to lie between two further values. " ) , - 1 , VisualShaderNode : : PORT_TYPE_SCALAR ) ) ;
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add_options . push_back ( AddOption ( " Clamp " , " Scalar " , " Functions " , " VisualShaderNodeIntFunc " , TTR ( " Constrains a value to lie between two further values. " ) , VisualShaderNodeIntFunc : : FUNC_CLAMP , VisualShaderNode : : PORT_TYPE_SCALAR_INT ) ) ;
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 ( " 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_FRAC , 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 ) ) ;
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add_options . push_back ( AddOption ( " Mix " , " Scalar " , " Functions " , " VisualShaderNodeScalarInterp " , TTR ( " Linear interpolation between two scalars. " ) , - 1 , VisualShaderNode : : PORT_TYPE_SCALAR ) ) ;
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add_options . push_back ( AddOption ( " MultiplyAdd " , " Scalar " , " Functions " , " VisualShaderNodeMultiplyAdd " , TTR ( " Performs a fused multiply-add operation (a * b + c) on scalars. " ) , VisualShaderNodeMultiplyAdd : : TYPE_SCALAR , VisualShaderNode : : PORT_TYPE_SCALAR ) ) ;
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add_options . push_back ( AddOption ( " Negate " , " Scalar " , " Functions " , " VisualShaderNodeFloatFunc " , TTR ( " Returns the opposite value of the parameter. " ) , VisualShaderNodeFloatFunc : : FUNC_NEGATE , VisualShaderNode : : PORT_TYPE_SCALAR ) ) ;
add_options . push_back ( AddOption ( " Negate " , " Scalar " , " Functions " , " VisualShaderNodeIntFunc " , TTR ( " Returns the opposite value of the parameter. " ) , VisualShaderNodeIntFunc : : FUNC_NEGATE , VisualShaderNode : : PORT_TYPE_SCALAR_INT ) ) ;
add_options . push_back ( AddOption ( " OneMinus " , " Scalar " , " Functions " , " VisualShaderNodeFloatFunc " , TTR ( " 1.0 - scalar " ) , VisualShaderNodeFloatFunc : : FUNC_ONEMINUS , VisualShaderNode : : PORT_TYPE_SCALAR ) ) ;
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 ) ) ;
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add_options . push_back ( AddOption ( " SmoothStep " , " Scalar " , " Functions " , " VisualShaderNodeScalarSmoothStep " , 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. " ) , - 1 , VisualShaderNode : : PORT_TYPE_SCALAR ) ) ;
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add_options . push_back ( AddOption ( " Step " , " Scalar " , " Functions " , " VisualShaderNodeFloatOp " , TTR ( " Step function( scalar(edge), scalar(x) ). \n \n Returns 0.0 if 'x' is smaller than 'edge' and otherwise 1.0. " ) , VisualShaderNodeFloatOp : : OP_STEP , VisualShaderNode : : PORT_TYPE_SCALAR ) ) ;
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 ) ) ;
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 ) ) ;
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 ) ) ;
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 ) ) ;
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 ( " 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 ) ) ;
add_options . push_back ( AddOption ( " FloatConstant " , " Scalar " , " Variables " , " VisualShaderNodeFloatConstant " , TTR ( " Scalar floating-point constant. " ) , - 1 , VisualShaderNode : : PORT_TYPE_SCALAR ) ) ;
add_options . push_back ( AddOption ( " IntConstant " , " Scalar " , " Variables " , " VisualShaderNodeIntConstant " , TTR ( " Scalar integer constant. " ) , - 1 , VisualShaderNode : : PORT_TYPE_SCALAR_INT ) ) ;
add_options . push_back ( AddOption ( " FloatUniform " , " Scalar " , " Variables " , " VisualShaderNodeFloatUniform " , TTR ( " Scalar floating-point uniform. " ) , - 1 , VisualShaderNode : : PORT_TYPE_SCALAR ) ) ;
add_options . push_back ( AddOption ( " IntUniform " , " Scalar " , " Variables " , " VisualShaderNodeIntUniform " , TTR ( " Scalar integer uniform. " ) , - 1 , VisualShaderNode : : PORT_TYPE_SCALAR_INT ) ) ;
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// TEXTURES
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add_options . push_back ( AddOption ( " CubeMap " , " Textures " , " Functions " , " VisualShaderNodeCubemap " , TTR ( " Perform the cubic texture lookup. " ) , - 1 , - 1 ) ) ;
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texture_node_option_idx = add_options . size ( ) ;
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add_options . push_back ( AddOption ( " Texture2D " , " Textures " , " Functions " , " VisualShaderNodeTexture " , TTR ( " Perform the texture lookup. " ) , - 1 , - 1 ) ) ;
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add_options . push_back ( AddOption ( " CubeMapUniform " , " Textures " , " Variables " , " VisualShaderNodeCubemapUniform " , TTR ( " Cubic texture uniform lookup. " ) , - 1 , - 1 ) ) ;
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add_options . push_back ( AddOption ( " Texture2DArray " , " Textures " , " Functions " , " VisualShaderNodeTexture2DArray " , TTR ( " Perform the 2D-array texture lookup. " ) , - 1 , - 1 , - 1 , - 1 , - 1 ) ) ;
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add_options . push_back ( AddOption ( " TextureUniform " , " Textures " , " Variables " , " VisualShaderNodeTextureUniform " , TTR ( " 2D texture uniform lookup. " ) , - 1 , - 1 ) ) ;
add_options . push_back ( AddOption ( " TextureUniformTriplanar " , " Textures " , " Variables " , " VisualShaderNodeTextureUniformTriplanar " , TTR ( " 2D texture uniform lookup with triplanar. " ) , - 1 , - 1 , VisualShader : : TYPE_FRAGMENT | VisualShader : : TYPE_LIGHT , Shader : : MODE_SPATIAL ) ) ;
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add_options . push_back ( AddOption ( " Texture2DArrayUniform " , " Textures " , " Variables " , " VisualShaderNodeTexture2DArrayUniform " , TTR ( " 2D array of textures uniform lookup. " ) , - 1 , - 1 , - 1 , - 1 , - 1 ) ) ;
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// TRANSFORM
add_options . push_back ( AddOption ( " TransformFunc " , " Transform " , " Common " , " VisualShaderNodeTransformFunc " , TTR ( " Transform function. " ) , - 1 , 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'. " ) , - 1 , VisualShaderNode : : PORT_TYPE_TRANSFORM ) ) ;
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add_options . push_back ( AddOption ( " TransformCompose " , " Transform " , " Composition " , " VisualShaderNodeTransformCompose " , TTR ( " Composes transform from four vectors. " ) , - 1 , VisualShaderNode : : PORT_TYPE_TRANSFORM ) ) ;
add_options . push_back ( AddOption ( " TransformDecompose " , " Transform " , " Composition " , " VisualShaderNodeTransformDecompose " , TTR ( " Decomposes transform to four vectors. " ) ) ) ;
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add_options . push_back ( AddOption ( " Determinant " , " Transform " , " Functions " , " VisualShaderNodeDeterminant " , TTR ( " Calculates the determinant of a transform. " ) , - 1 , VisualShaderNode : : PORT_TYPE_SCALAR ) ) ;
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add_options . push_back ( AddOption ( " Inverse " , " Transform " , " Functions " , " VisualShaderNodeTransformFunc " , TTR ( " Calculates the inverse of a transform. " ) , VisualShaderNodeTransformFunc : : FUNC_INVERSE , VisualShaderNode : : PORT_TYPE_TRANSFORM ) ) ;
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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 ( " TransformMult " , " Transform " , " Operators " , " VisualShaderNodeTransformMult " , TTR ( " Multiplies transform by transform. " ) , - 1 , VisualShaderNode : : PORT_TYPE_TRANSFORM ) ) ;
add_options . push_back ( AddOption ( " TransformVectorMult " , " Transform " , " Operators " , " VisualShaderNodeTransformVecMult " , TTR ( " Multiplies vector by transform. " ) , - 1 , VisualShaderNode : : PORT_TYPE_VECTOR ) ) ;
add_options . push_back ( AddOption ( " TransformConstant " , " Transform " , " Variables " , " VisualShaderNodeTransformConstant " , TTR ( " Transform constant. " ) , - 1 , VisualShaderNode : : PORT_TYPE_TRANSFORM ) ) ;
add_options . push_back ( AddOption ( " TransformUniform " , " Transform " , " Variables " , " VisualShaderNodeTransformUniform " , TTR ( " Transform uniform. " ) , - 1 , VisualShaderNode : : PORT_TYPE_TRANSFORM ) ) ;
// VECTOR
add_options . push_back ( AddOption ( " VectorFunc " , " Vector " , " Common " , " VisualShaderNodeVectorFunc " , TTR ( " Vector function. " ) , - 1 , VisualShaderNode : : PORT_TYPE_VECTOR ) ) ;
add_options . push_back ( AddOption ( " VectorOp " , " Vector " , " Common " , " VisualShaderNodeVectorOp " , TTR ( " Vector operator. " ) , - 1 , VisualShaderNode : : PORT_TYPE_VECTOR ) ) ;
add_options . push_back ( AddOption ( " VectorCompose " , " Vector " , " Composition " , " VisualShaderNodeVectorCompose " , TTR ( " Composes vector from three scalars. " ) , - 1 , VisualShaderNode : : PORT_TYPE_VECTOR ) ) ;
add_options . push_back ( AddOption ( " VectorDecompose " , " Vector " , " Composition " , " VisualShaderNodeVectorDecompose " , TTR ( " Decomposes vector to three scalars. " ) ) ) ;
add_options . push_back ( AddOption ( " Abs " , " Vector " , " Functions " , " VisualShaderNodeVectorFunc " , TTR ( " Returns the absolute value of the parameter. " ) , VisualShaderNodeVectorFunc : : FUNC_ABS , VisualShaderNode : : PORT_TYPE_VECTOR ) ) ;
add_options . push_back ( AddOption ( " ACos " , " Vector " , " Functions " , " VisualShaderNodeVectorFunc " , TTR ( " Returns the arc-cosine of the parameter. " ) , VisualShaderNodeVectorFunc : : FUNC_ACOS , VisualShaderNode : : PORT_TYPE_VECTOR ) ) ;
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add_options . push_back ( AddOption ( " ACosH " , " Vector " , " Functions " , " VisualShaderNodeVectorFunc " , TTR ( " Returns the inverse hyperbolic cosine of the parameter. " ) , VisualShaderNodeVectorFunc : : FUNC_ACOSH , VisualShaderNode : : PORT_TYPE_VECTOR ) ) ;
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add_options . push_back ( AddOption ( " ASin " , " Vector " , " Functions " , " VisualShaderNodeVectorFunc " , TTR ( " Returns the arc-sine of the parameter. " ) , VisualShaderNodeVectorFunc : : FUNC_ASIN , VisualShaderNode : : PORT_TYPE_VECTOR ) ) ;
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add_options . push_back ( AddOption ( " ASinH " , " Vector " , " Functions " , " VisualShaderNodeVectorFunc " , TTR ( " Returns the inverse hyperbolic sine of the parameter. " ) , VisualShaderNodeVectorFunc : : FUNC_ASINH , VisualShaderNode : : PORT_TYPE_VECTOR ) ) ;
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add_options . push_back ( AddOption ( " ATan " , " Vector " , " Functions " , " VisualShaderNodeVectorFunc " , TTR ( " Returns the arc-tangent of the parameter. " ) , VisualShaderNodeVectorFunc : : FUNC_ATAN , VisualShaderNode : : PORT_TYPE_VECTOR ) ) ;
add_options . push_back ( AddOption ( " ATan2 " , " Vector " , " Functions " , " VisualShaderNodeVectorOp " , TTR ( " Returns the arc-tangent of the parameters. " ) , VisualShaderNodeVectorOp : : OP_ATAN2 , VisualShaderNode : : PORT_TYPE_VECTOR ) ) ;
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add_options . push_back ( AddOption ( " ATanH " , " Vector " , " Functions " , " VisualShaderNodeVectorFunc " , TTR ( " Returns the inverse hyperbolic tangent of the parameter. " ) , VisualShaderNodeVectorFunc : : FUNC_ATANH , VisualShaderNode : : PORT_TYPE_VECTOR ) ) ;
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add_options . push_back ( AddOption ( " Ceil " , " Vector " , " Functions " , " VisualShaderNodeVectorFunc " , TTR ( " Finds the nearest integer that is greater than or equal to the parameter. " ) , VisualShaderNodeVectorFunc : : FUNC_CEIL , VisualShaderNode : : PORT_TYPE_VECTOR ) ) ;
add_options . push_back ( AddOption ( " Clamp " , " Vector " , " Functions " , " VisualShaderNodeVectorClamp " , TTR ( " Constrains a value to lie between two further values. " ) , - 1 , VisualShaderNode : : PORT_TYPE_VECTOR ) ) ;
add_options . push_back ( AddOption ( " Cos " , " Vector " , " Functions " , " VisualShaderNodeVectorFunc " , TTR ( " Returns the cosine of the parameter. " ) , VisualShaderNodeVectorFunc : : FUNC_COS , VisualShaderNode : : PORT_TYPE_VECTOR ) ) ;
2019-07-31 09:41:18 +00:00
add_options . push_back ( AddOption ( " CosH " , " Vector " , " Functions " , " VisualShaderNodeVectorFunc " , TTR ( " Returns the hyperbolic cosine of the parameter. " ) , VisualShaderNodeVectorFunc : : FUNC_COSH , VisualShaderNode : : PORT_TYPE_VECTOR ) ) ;
2019-04-07 13:25:32 +00:00
add_options . push_back ( AddOption ( " Cross " , " Vector " , " Functions " , " VisualShaderNodeVectorOp " , TTR ( " Calculates the cross product of two vectors. " ) , VisualShaderNodeVectorOp : : OP_CROSS , VisualShaderNode : : PORT_TYPE_VECTOR ) ) ;
2019-02-22 17:38:58 +00:00
add_options . push_back ( AddOption ( " Degrees " , " Vector " , " Functions " , " VisualShaderNodeVectorFunc " , TTR ( " Converts a quantity in radians to degrees. " ) , VisualShaderNodeVectorFunc : : FUNC_DEGREES , VisualShaderNode : : PORT_TYPE_VECTOR ) ) ;
add_options . push_back ( AddOption ( " Distance " , " Vector " , " Functions " , " VisualShaderNodeVectorDistance " , TTR ( " Returns the distance between two points. " ) , - 1 , VisualShaderNode : : PORT_TYPE_SCALAR ) ) ;
2019-04-07 13:25:32 +00:00
add_options . push_back ( AddOption ( " Dot " , " Vector " , " Functions " , " VisualShaderNodeDotProduct " , TTR ( " Calculates the dot product of two vectors. " ) , - 1 , VisualShaderNode : : PORT_TYPE_SCALAR ) ) ;
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add_options . push_back ( AddOption ( " Exp " , " Vector " , " Functions " , " VisualShaderNodeVectorFunc " , TTR ( " Base-e Exponential. " ) , VisualShaderNodeVectorFunc : : FUNC_EXP , VisualShaderNode : : PORT_TYPE_VECTOR ) ) ;
add_options . push_back ( AddOption ( " Exp2 " , " Vector " , " Functions " , " VisualShaderNodeVectorFunc " , TTR ( " Base-2 Exponential. " ) , VisualShaderNodeVectorFunc : : FUNC_EXP2 , VisualShaderNode : : PORT_TYPE_VECTOR ) ) ;
2019-07-08 07:05:33 +00:00
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. " ) , - 1 , VisualShaderNode : : PORT_TYPE_VECTOR ) ) ;
2019-02-22 17:38:58 +00:00
add_options . push_back ( AddOption ( " Floor " , " Vector " , " Functions " , " VisualShaderNodeVectorFunc " , TTR ( " Finds the nearest integer less than or equal to the parameter. " ) , VisualShaderNodeVectorFunc : : FUNC_FLOOR , VisualShaderNode : : PORT_TYPE_VECTOR ) ) ;
add_options . push_back ( AddOption ( " Fract " , " Vector " , " Functions " , " VisualShaderNodeVectorFunc " , TTR ( " Computes the fractional part of the argument. " ) , VisualShaderNodeVectorFunc : : FUNC_FRAC , VisualShaderNode : : PORT_TYPE_VECTOR ) ) ;
add_options . push_back ( AddOption ( " InverseSqrt " , " Vector " , " Functions " , " VisualShaderNodeVectorFunc " , TTR ( " Returns the inverse of the square root of the parameter. " ) , VisualShaderNodeVectorFunc : : FUNC_INVERSE_SQRT , VisualShaderNode : : PORT_TYPE_VECTOR ) ) ;
add_options . push_back ( AddOption ( " Length " , " Vector " , " Functions " , " VisualShaderNodeVectorLen " , TTR ( " Calculates the length of a vector. " ) , - 1 , VisualShaderNode : : PORT_TYPE_SCALAR ) ) ;
add_options . push_back ( AddOption ( " Log " , " Vector " , " Functions " , " VisualShaderNodeVectorFunc " , TTR ( " Natural logarithm. " ) , VisualShaderNodeVectorFunc : : FUNC_LOG , VisualShaderNode : : PORT_TYPE_VECTOR ) ) ;
add_options . push_back ( AddOption ( " Log2 " , " Vector " , " Functions " , " VisualShaderNodeVectorFunc " , TTR ( " Base-2 logarithm. " ) , VisualShaderNodeVectorFunc : : FUNC_LOG2 , VisualShaderNode : : PORT_TYPE_VECTOR ) ) ;
add_options . push_back ( AddOption ( " Max " , " Vector " , " Functions " , " VisualShaderNodeVectorOp " , TTR ( " Returns the greater of two values. " ) , VisualShaderNodeVectorOp : : OP_MAX , VisualShaderNode : : PORT_TYPE_VECTOR ) ) ;
add_options . push_back ( AddOption ( " Min " , " Vector " , " Functions " , " VisualShaderNodeVectorOp " , TTR ( " Returns the lesser of two values. " ) , VisualShaderNodeVectorOp : : OP_MIN , VisualShaderNode : : PORT_TYPE_VECTOR ) ) ;
add_options . push_back ( AddOption ( " Mix " , " Vector " , " Functions " , " VisualShaderNodeVectorInterp " , TTR ( " Linear interpolation between two vectors. " ) , - 1 , VisualShaderNode : : PORT_TYPE_VECTOR ) ) ;
2019-08-03 15:12:33 +00:00
add_options . push_back ( AddOption ( " MixS " , " Vector " , " Functions " , " VisualShaderNodeVectorScalarMix " , TTR ( " Linear interpolation between two vectors using scalar. " ) , - 1 , VisualShaderNode : : PORT_TYPE_VECTOR ) ) ;
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add_options . push_back ( AddOption ( " MultiplyAdd " , " Vector " , " Functions " , " VisualShaderNodeMultiplyAdd " , TTR ( " Performs a fused multiply-add operation (a * b + c) on vectors. " ) , VisualShaderNodeMultiplyAdd : : TYPE_VECTOR , VisualShaderNode : : PORT_TYPE_VECTOR ) ) ;
2019-02-22 17:38:58 +00:00
add_options . push_back ( AddOption ( " Negate " , " Vector " , " Functions " , " VisualShaderNodeVectorFunc " , TTR ( " Returns the opposite value of the parameter. " ) , VisualShaderNodeVectorFunc : : FUNC_NEGATE , VisualShaderNode : : PORT_TYPE_VECTOR ) ) ;
add_options . push_back ( AddOption ( " Normalize " , " Vector " , " Functions " , " VisualShaderNodeVectorFunc " , TTR ( " Calculates the normalize product of vector. " ) , VisualShaderNodeVectorFunc : : FUNC_NORMALIZE , VisualShaderNode : : PORT_TYPE_VECTOR ) ) ;
2019-05-19 10:07:00 +00:00
add_options . push_back ( AddOption ( " OneMinus " , " Vector " , " Functions " , " VisualShaderNodeVectorFunc " , TTR ( " 1.0 - vector " ) , VisualShaderNodeVectorFunc : : FUNC_ONEMINUS , VisualShaderNode : : PORT_TYPE_VECTOR ) ) ;
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add_options . push_back ( AddOption ( " Pow " , " Vector " , " Functions " , " VisualShaderNodeVectorOp " , TTR ( " Returns the value of the first parameter raised to the power of the second. " ) , VisualShaderNodeVectorOp : : OP_POW , VisualShaderNode : : PORT_TYPE_VECTOR ) ) ;
add_options . push_back ( AddOption ( " Radians " , " Vector " , " Functions " , " VisualShaderNodeVectorFunc " , TTR ( " Converts a quantity in degrees to radians. " ) , VisualShaderNodeVectorFunc : : FUNC_RADIANS , VisualShaderNode : : PORT_TYPE_VECTOR ) ) ;
add_options . push_back ( AddOption ( " Reciprocal " , " Vector " , " Functions " , " VisualShaderNodeVectorFunc " , TTR ( " 1.0 / vector " ) , VisualShaderNodeVectorFunc : : FUNC_RECIPROCAL , VisualShaderNode : : PORT_TYPE_VECTOR ) ) ;
2019-07-08 07:05:33 +00:00
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 , VisualShaderNode : : PORT_TYPE_VECTOR ) ) ;
add_options . push_back ( AddOption ( " Refract " , " Vector " , " Functions " , " VisualShaderNodeVectorRefract " , TTR ( " Returns the vector that points in the direction of refraction. " ) , - 1 , VisualShaderNode : : PORT_TYPE_VECTOR ) ) ;
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add_options . push_back ( AddOption ( " Round " , " Vector " , " Functions " , " VisualShaderNodeVectorFunc " , TTR ( " Finds the nearest integer to the parameter. " ) , VisualShaderNodeVectorFunc : : FUNC_ROUND , VisualShaderNode : : PORT_TYPE_VECTOR ) ) ;
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add_options . push_back ( AddOption ( " RoundEven " , " Vector " , " Functions " , " VisualShaderNodeVectorFunc " , TTR ( " Finds the nearest even integer to the parameter. " ) , VisualShaderNodeVectorFunc : : FUNC_ROUNDEVEN , VisualShaderNode : : PORT_TYPE_VECTOR ) ) ;
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add_options . push_back ( AddOption ( " Saturate " , " Vector " , " Functions " , " VisualShaderNodeVectorFunc " , TTR ( " Clamps the value between 0.0 and 1.0. " ) , VisualShaderNodeVectorFunc : : FUNC_SATURATE , VisualShaderNode : : PORT_TYPE_VECTOR ) ) ;
add_options . push_back ( AddOption ( " Sign " , " Vector " , " Functions " , " VisualShaderNodeVectorFunc " , TTR ( " Extracts the sign of the parameter. " ) , VisualShaderNodeVectorFunc : : FUNC_SIGN , VisualShaderNode : : PORT_TYPE_VECTOR ) ) ;
add_options . push_back ( AddOption ( " Sin " , " Vector " , " Functions " , " VisualShaderNodeVectorFunc " , TTR ( " Returns the sine of the parameter. " ) , VisualShaderNodeVectorFunc : : FUNC_SIN , VisualShaderNode : : PORT_TYPE_VECTOR ) ) ;
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add_options . push_back ( AddOption ( " SinH " , " Vector " , " Functions " , " VisualShaderNodeVectorFunc " , TTR ( " Returns the hyperbolic sine of the parameter. " ) , VisualShaderNodeVectorFunc : : FUNC_SINH , VisualShaderNode : : PORT_TYPE_VECTOR ) ) ;
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add_options . push_back ( AddOption ( " Sqrt " , " Vector " , " Functions " , " VisualShaderNodeVectorFunc " , TTR ( " Returns the square root of the parameter. " ) , VisualShaderNodeVectorFunc : : FUNC_SQRT , VisualShaderNode : : PORT_TYPE_VECTOR ) ) ;
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add_options . push_back ( AddOption ( " SmoothStep " , " Vector " , " Functions " , " VisualShaderNodeVectorSmoothStep " , 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. " ) , - 1 , VisualShaderNode : : PORT_TYPE_VECTOR ) ) ;
add_options . push_back ( AddOption ( " SmoothStepS " , " Vector " , " Functions " , " VisualShaderNodeVectorScalarSmoothStep " , 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. " ) , - 1 , VisualShaderNode : : PORT_TYPE_VECTOR ) ) ;
add_options . push_back ( AddOption ( " Step " , " Vector " , " Functions " , " VisualShaderNodeVectorOp " , TTR ( " Step function( vector(edge), vector(x) ). \n \n Returns 0.0 if 'x' is smaller than 'edge' and otherwise 1.0. " ) , VisualShaderNodeVectorOp : : OP_STEP , VisualShaderNode : : PORT_TYPE_VECTOR ) ) ;
add_options . push_back ( AddOption ( " StepS " , " Vector " , " Functions " , " VisualShaderNodeVectorScalarStep " , TTR ( " Step function( scalar(edge), vector(x) ). \n \n Returns 0.0 if 'x' is smaller than 'edge' and otherwise 1.0. " ) , - 1 , VisualShaderNode : : PORT_TYPE_VECTOR ) ) ;
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add_options . push_back ( AddOption ( " Tan " , " Vector " , " Functions " , " VisualShaderNodeVectorFunc " , TTR ( " Returns the tangent of the parameter. " ) , VisualShaderNodeVectorFunc : : FUNC_TAN , VisualShaderNode : : PORT_TYPE_VECTOR ) ) ;
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add_options . push_back ( AddOption ( " TanH " , " Vector " , " Functions " , " VisualShaderNodeVectorFunc " , TTR ( " Returns the hyperbolic tangent of the parameter. " ) , VisualShaderNodeVectorFunc : : FUNC_TANH , VisualShaderNode : : PORT_TYPE_VECTOR ) ) ;
add_options . push_back ( AddOption ( " Trunc " , " Vector " , " Functions " , " VisualShaderNodeVectorFunc " , TTR ( " Finds the truncated value of the parameter. " ) , VisualShaderNodeVectorFunc : : FUNC_TRUNC , VisualShaderNode : : PORT_TYPE_VECTOR ) ) ;
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add_options . push_back ( AddOption ( " Add " , " Vector " , " Operators " , " VisualShaderNodeVectorOp " , TTR ( " Adds vector to vector. " ) , VisualShaderNodeVectorOp : : OP_ADD , VisualShaderNode : : PORT_TYPE_VECTOR ) ) ;
add_options . push_back ( AddOption ( " Divide " , " Vector " , " Operators " , " VisualShaderNodeVectorOp " , TTR ( " Divides vector by vector. " ) , VisualShaderNodeVectorOp : : OP_DIV , VisualShaderNode : : PORT_TYPE_VECTOR ) ) ;
add_options . push_back ( AddOption ( " Multiply " , " Vector " , " Operators " , " VisualShaderNodeVectorOp " , TTR ( " Multiplies vector by vector. " ) , VisualShaderNodeVectorOp : : OP_MUL , VisualShaderNode : : PORT_TYPE_VECTOR ) ) ;
add_options . push_back ( AddOption ( " Remainder " , " Vector " , " Operators " , " VisualShaderNodeVectorOp " , TTR ( " Returns the remainder of the two vectors. " ) , VisualShaderNodeVectorOp : : OP_MOD , VisualShaderNode : : PORT_TYPE_VECTOR ) ) ;
add_options . push_back ( AddOption ( " Subtract " , " Vector " , " Operators " , " VisualShaderNodeVectorOp " , TTR ( " Subtracts vector from vector. " ) , VisualShaderNodeVectorOp : : OP_SUB , VisualShaderNode : : PORT_TYPE_VECTOR ) ) ;
add_options . push_back ( AddOption ( " VectorConstant " , " Vector " , " Variables " , " VisualShaderNodeVec3Constant " , TTR ( " Vector constant. " ) , - 1 , VisualShaderNode : : PORT_TYPE_VECTOR ) ) ;
add_options . push_back ( AddOption ( " VectorUniform " , " Vector " , " Variables " , " VisualShaderNodeVec3Uniform " , TTR ( " Vector uniform. " ) , - 1 , VisualShaderNode : : PORT_TYPE_VECTOR ) ) ;
// SPECIAL
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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. " ) ) ) ;
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add_options . push_back ( AddOption ( " Fresnel " , " Special " , " " , " VisualShaderNodeFresnel " , TTR ( " Returns falloff based on the dot product of surface normal and view direction of camera (pass associated inputs to it). " ) , - 1 , VisualShaderNode : : PORT_TYPE_SCALAR ) ) ;
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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, uniforms and constants. " ) ) ) ;
2019-05-19 10:07:00 +00:00
2019-07-12 14:36:23 +00:00
add_options . push_back ( AddOption ( " ScalarDerivativeFunc " , " Special " , " Common " , " VisualShaderNodeScalarDerivativeFunc " , TTR ( " (Fragment/Light mode only) Scalar derivative function. " ) , - 1 , VisualShaderNode : : PORT_TYPE_SCALAR , VisualShader : : TYPE_FRAGMENT | VisualShader : : TYPE_LIGHT , - 1 , - 1 , true ) ) ;
add_options . push_back ( AddOption ( " VectorDerivativeFunc " , " Special " , " Common " , " VisualShaderNodeVectorDerivativeFunc " , TTR ( " (Fragment/Light mode only) Vector derivative function. " ) , - 1 , VisualShaderNode : : PORT_TYPE_VECTOR , VisualShader : : TYPE_FRAGMENT | VisualShader : : TYPE_LIGHT , - 1 , - 1 , true ) ) ;
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add_options . push_back ( AddOption ( " DdX " , " Special " , " Derivative " , " VisualShaderNodeVectorDerivativeFunc " , TTR ( " (Fragment/Light mode only) (Vector) Derivative in 'x' using local differencing. " ) , VisualShaderNodeVectorDerivativeFunc : : FUNC_X , VisualShaderNode : : PORT_TYPE_VECTOR , VisualShader : : TYPE_FRAGMENT | VisualShader : : TYPE_LIGHT , - 1 , - 1 , true ) ) ;
add_options . push_back ( AddOption ( " DdXS " , " Special " , " Derivative " , " VisualShaderNodeScalarDerivativeFunc " , TTR ( " (Fragment/Light mode only) (Scalar) Derivative in 'x' using local differencing. " ) , VisualShaderNodeScalarDerivativeFunc : : FUNC_X , VisualShaderNode : : PORT_TYPE_SCALAR , VisualShader : : TYPE_FRAGMENT | VisualShader : : TYPE_LIGHT , - 1 , - 1 , true ) ) ;
add_options . push_back ( AddOption ( " DdY " , " Special " , " Derivative " , " VisualShaderNodeVectorDerivativeFunc " , TTR ( " (Fragment/Light mode only) (Vector) Derivative in 'y' using local differencing. " ) , VisualShaderNodeVectorDerivativeFunc : : FUNC_Y , VisualShaderNode : : PORT_TYPE_VECTOR , VisualShader : : TYPE_FRAGMENT | VisualShader : : TYPE_LIGHT , - 1 , - 1 , true ) ) ;
add_options . push_back ( AddOption ( " DdYS " , " Special " , " Derivative " , " VisualShaderNodeScalarDerivativeFunc " , TTR ( " (Fragment/Light mode only) (Scalar) Derivative in 'y' using local differencing. " ) , VisualShaderNodeScalarDerivativeFunc : : FUNC_Y , VisualShaderNode : : PORT_TYPE_SCALAR , VisualShader : : TYPE_FRAGMENT | VisualShader : : TYPE_LIGHT , - 1 , - 1 , true ) ) ;
add_options . push_back ( AddOption ( " Sum " , " Special " , " Derivative " , " VisualShaderNodeVectorDerivativeFunc " , TTR ( " (Fragment/Light mode only) (Vector) Sum of absolute derivative in 'x' and 'y'. " ) , VisualShaderNodeVectorDerivativeFunc : : FUNC_SUM , VisualShaderNode : : PORT_TYPE_VECTOR , VisualShader : : TYPE_FRAGMENT | VisualShader : : TYPE_LIGHT , - 1 , - 1 , true ) ) ;
add_options . push_back ( AddOption ( " SumS " , " Special " , " Derivative " , " VisualShaderNodeScalarDerivativeFunc " , TTR ( " (Fragment/Light mode only) (Scalar) Sum of absolute derivative in 'x' and 'y'. " ) , VisualShaderNodeScalarDerivativeFunc : : FUNC_SUM , VisualShaderNode : : PORT_TYPE_SCALAR , VisualShader : : TYPE_FRAGMENT | VisualShader : : TYPE_LIGHT , - 1 , - 1 , true ) ) ;
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custom_node_option_idx = add_options . size ( ) ;
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/////////////////////////////////////////////////////////////////////
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_update_options_menu ( ) ;
error_panel = memnew ( PanelContainer ) ;
add_child ( error_panel ) ;
error_label = memnew ( Label ) ;
error_panel - > add_child ( error_label ) ;
error_label - > set_text ( " eh " ) ;
error_panel - > hide ( ) ;
undo_redo = EditorNode : : get_singleton ( ) - > get_undo_redo ( ) ;
Ref < VisualShaderNodePluginDefault > default_plugin ;
default_plugin . instance ( ) ;
add_plugin ( default_plugin ) ;
property_editor = memnew ( CustomPropertyEditor ) ;
add_child ( property_editor ) ;
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property_editor - > connect ( " variant_changed " , callable_mp ( this , & VisualShaderEditor : : _port_edited ) ) ;
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}
void VisualShaderEditorPlugin : : edit ( Object * p_object ) {
visual_shader_editor - > edit ( Object : : cast_to < VisualShader > ( p_object ) ) ;
}
bool VisualShaderEditorPlugin : : handles ( Object * p_object ) const {
return p_object - > is_class ( " VisualShader " ) ;
}
void VisualShaderEditorPlugin : : make_visible ( bool p_visible ) {
if ( p_visible ) {
//editor->hide_animation_player_editors();
//editor->animation_panel_make_visible(true);
button - > show ( ) ;
editor - > make_bottom_panel_item_visible ( visual_shader_editor ) ;
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visual_shader_editor - > update_custom_nodes ( ) ;
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visual_shader_editor - > set_process_input ( true ) ;
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//visual_shader_editor->set_process(true);
} else {
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if ( visual_shader_editor - > is_visible_in_tree ( ) ) {
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editor - > hide_bottom_panel ( ) ;
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}
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button - > hide ( ) ;
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visual_shader_editor - > set_process_input ( false ) ;
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//visual_shader_editor->set_process(false);
}
}
VisualShaderEditorPlugin : : VisualShaderEditorPlugin ( EditorNode * p_node ) {
editor = p_node ;
visual_shader_editor = memnew ( VisualShaderEditor ) ;
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visual_shader_editor - > set_custom_minimum_size ( Size2 ( 0 , 300 ) * EDSCALE ) ;
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button = editor - > add_bottom_panel_item ( TTR ( " VisualShader " ) , visual_shader_editor ) ;
button - > hide ( ) ;
}
VisualShaderEditorPlugin : : ~ VisualShaderEditorPlugin ( ) {
}
////////////////
class VisualShaderNodePluginInputEditor : public OptionButton {
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GDCLASS ( VisualShaderNodePluginInputEditor , OptionButton ) ;
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Ref < VisualShaderNodeInput > input ;
public :
void _notification ( int p_what ) {
if ( p_what = = NOTIFICATION_READY ) {
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connect ( " item_selected " , callable_mp ( this , & VisualShaderNodePluginInputEditor : : _item_selected ) ) ;
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}
}
void _item_selected ( int p_item ) {
VisualShaderEditor : : get_singleton ( ) - > call_deferred ( " _input_select_item " , input , get_item_text ( p_item ) ) ;
}
void setup ( const Ref < VisualShaderNodeInput > & p_input ) {
input = p_input ;
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Ref < Texture2D > type_icon [ 6 ] = {
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EditorNode : : get_singleton ( ) - > get_gui_base ( ) - > get_theme_icon ( " float " , " EditorIcons " ) ,
EditorNode : : get_singleton ( ) - > get_gui_base ( ) - > get_theme_icon ( " int " , " EditorIcons " ) ,
EditorNode : : get_singleton ( ) - > get_gui_base ( ) - > get_theme_icon ( " Vector3 " , " EditorIcons " ) ,
EditorNode : : get_singleton ( ) - > get_gui_base ( ) - > get_theme_icon ( " bool " , " EditorIcons " ) ,
EditorNode : : get_singleton ( ) - > get_gui_base ( ) - > get_theme_icon ( " Transform " , " EditorIcons " ) ,
EditorNode : : get_singleton ( ) - > get_gui_base ( ) - > get_theme_icon ( " ImageTexture " , " 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 ) ;
}
}
} ;
class VisualShaderNodePluginDefaultEditor : public VBoxContainer {
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GDCLASS ( VisualShaderNodePluginDefaultEditor , VBoxContainer ) ;
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Ref < Resource > parent_resource ;
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2018-07-14 21:15:42 +00:00
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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UndoRedo * undo_redo = EditorNode : : get_singleton ( ) - > get_undo_redo ( ) ;
updating = true ;
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undo_redo - > create_action ( TTR ( " Edit Visual Property " ) + " : " + p_property , UndoRedo : : MERGE_ENDS ) ;
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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if ( p_value . get_type ( ) = = Variant : : OBJECT ) {
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RES prev_res = node - > get ( p_property ) ;
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RES curr_res = p_value ;
if ( curr_res . is_null ( ) ) {
undo_redo - > add_do_method ( this , " _open_inspector " , ( RES ) parent_resource . ptr ( ) ) ;
} else {
undo_redo - > add_do_method ( this , " _open_inspector " , ( RES ) curr_res . ptr ( ) ) ;
}
if ( ! prev_res . is_null ( ) ) {
undo_redo - > add_undo_method ( this , " _open_inspector " , ( RES ) prev_res . ptr ( ) ) ;
} else {
undo_redo - > add_undo_method ( this , " _open_inspector " , ( RES ) parent_resource . ptr ( ) ) ;
}
undo_redo - > add_do_method ( this , " _refresh_request " ) ;
undo_redo - > add_undo_method ( this , " _refresh_request " ) ;
}
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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 ( ) ;
}
}
void _refresh_request ( ) {
VisualShaderEditor : : get_singleton ( ) - > call_deferred ( " _update_graph " ) ;
}
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void _resource_selected ( const String & p_path , RES p_resource ) {
_open_inspector ( p_resource ) ;
}
void _open_inspector ( RES p_resource ) {
EditorNode : : get_singleton ( ) - > get_inspector ( ) - > edit ( p_resource . ptr ( ) ) ;
}
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bool updating ;
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 ( Ref < Resource > p_parent_resource , Vector < EditorProperty * > p_properties , const Vector < StringName > & p_names , Ref < VisualShaderNode > p_node ) {
parent_resource = p_parent_resource ;
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updating = false ;
node = p_node ;
properties = p_properties ;
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 ] ;
prop_name_str = prop_name_str . capitalize ( ) + " : " ;
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 ) ) ;
node - > connect ( " editor_refresh_request " , callable_mp ( this , & VisualShaderNodePluginDefaultEditor : : _refresh_request ) , varray ( ) , CONNECT_DEFERRED ) ;
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}
static void _bind_methods ( ) {
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ClassDB : : bind_method ( " _refresh_request " , & VisualShaderNodePluginDefaultEditor : : _refresh_request ) ; // Used by UndoRedo.
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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if ( p_node - > is_class ( " VisualShaderNodeInput " ) ) {
//create input
VisualShaderNodePluginInputEditor * input_editor = memnew ( VisualShaderNodePluginInputEditor ) ;
input_editor - > setup ( p_node ) ;
return input_editor ;
}
Vector < StringName > properties = p_node - > get_editable_properties ( ) ;
if ( properties . size ( ) = = 0 ) {
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return nullptr ;
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}
List < PropertyInfo > props ;
p_node - > get_property_list ( & props ) ;
Vector < PropertyInfo > pinfo ;
for ( List < PropertyInfo > : : Element * E = props . front ( ) ; E ; E = E - > next ( ) ) {
for ( int i = 0 ; i < properties . size ( ) ; i + + ) {
if ( E - > get ( ) . name = = String ( properties [ i ] ) ) {
pinfo . push_back ( E - > get ( ) ) ;
}
}
}
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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 < EditorPropertyTransform > ( 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 < EditorPropertyFloat > ( prop ) ) {
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prop - > set_custom_minimum_size ( Size2 ( 100 * EDSCALE , 0 ) ) ;
} else if ( Object : : cast_to < EditorPropertyEnum > ( prop ) ) {
prop - > set_custom_minimum_size ( Size2 ( 100 * EDSCALE , 0 ) ) ;
Object : : cast_to < EditorPropertyEnum > ( prop ) - > set_option_button_clip ( false ) ;
}
editors . push_back ( prop ) ;
properties . push_back ( pinfo [ i ] . name ) ;
}
VisualShaderNodePluginDefaultEditor * editor = memnew ( VisualShaderNodePluginDefaultEditor ) ;
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editor - > setup ( p_parent_resource , editors , properties , p_node ) ;
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return editor ;
}
void EditorPropertyShaderMode : : _option_selected ( int p_which ) {
//will not use this, instead will do all the logic setting manually
//emit_signal("property_changed", get_edited_property(), p_which);
Ref < VisualShader > visual_shader ( Object : : cast_to < VisualShader > ( get_edited_object ( ) ) ) ;
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if ( visual_shader - > get_mode ( ) = = p_which ) {
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return ;
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}
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UndoRedo * undo_redo = EditorNode : : get_singleton ( ) - > get_undo_redo ( ) ;
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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 ( ) ) ;
//now undo is hell
//1. restore connections to output
for ( int i = 0 ; i < VisualShader : : TYPE_MAX ; i + + ) {
VisualShader : : Type type = VisualShader : : Type ( i ) ;
List < VisualShader : : Connection > conns ;
visual_shader - > get_node_connections ( type , & conns ) ;
for ( List < VisualShader : : Connection > : : Element * E = conns . front ( ) ; E ; E = E - > next ( ) ) {
if ( E - > get ( ) . to_node = = VisualShader : : NODE_ID_OUTPUT ) {
undo_redo - > add_undo_method ( visual_shader . ptr ( ) , " connect_nodes " , type , E - > get ( ) . from_node , E - > get ( ) . from_port , E - > get ( ) . to_node , E - > get ( ) . to_port ) ;
}
}
}
//2. restore input indices
for ( int i = 0 ; i < VisualShader : : TYPE_MAX ; i + + ) {
VisualShader : : Type type = VisualShader : : Type ( i ) ;
Vector < int > nodes = visual_shader - > get_node_list ( type ) ;
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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 ) ;
for ( List < PropertyInfo > : : Element * E = props . front ( ) ; E ; E = E - > next ( ) ) {
if ( E - > get ( ) . name . begins_with ( " flags/ " ) | | E - > get ( ) . name . begins_with ( " modes/ " ) ) {
undo_redo - > add_undo_property ( visual_shader . ptr ( ) , E - > get ( ) . name , visual_shader - > get ( E - > get ( ) . name ) ) ;
}
}
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undo_redo - > add_do_method ( VisualShaderEditor : : get_singleton ( ) , " _update_options_menu " ) ;
undo_redo - > add_undo_method ( VisualShaderEditor : : get_singleton ( ) , " _update_options_menu " ) ;
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//update graph
undo_redo - > add_do_method ( VisualShaderEditor : : get_singleton ( ) , " _update_graph " ) ;
undo_redo - > add_undo_method ( VisualShaderEditor : : get_singleton ( ) , " _update_graph " ) ;
undo_redo - > commit_action ( ) ;
}
void EditorPropertyShaderMode : : update_property ( ) {
int which = get_edited_object ( ) - > get ( get_edited_property ( ) ) ;
options - > select ( which ) ;
}
void EditorPropertyShaderMode : : setup ( const Vector < String > & p_options ) {
for ( int i = 0 ; i < p_options . size ( ) ; i + + ) {
options - > add_item ( p_options [ i ] , i ) ;
}
}
void EditorPropertyShaderMode : : set_option_button_clip ( bool p_enable ) {
options - > set_clip_text ( p_enable ) ;
}
void EditorPropertyShaderMode : : _bind_methods ( ) {
}
EditorPropertyShaderMode : : EditorPropertyShaderMode ( ) {
options = memnew ( OptionButton ) ;
options - > set_clip_text ( true ) ;
add_child ( options ) ;
add_focusable ( options ) ;
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options - > connect ( " item_selected " , callable_mp ( this , & EditorPropertyShaderMode : : _option_selected ) ) ;
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}
bool EditorInspectorShaderModePlugin : : can_handle ( Object * p_object ) {
return true ; //can handle everything
}
void EditorInspectorShaderModePlugin : : parse_begin ( Object * p_object ) {
//do none
}
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bool EditorInspectorShaderModePlugin : : parse_property ( Object * p_object , Variant : : Type p_type , const String & p_path , PropertyHint p_hint , const String & p_hint_text , int p_usage , bool p_wide ) {
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if ( p_path = = " mode " & & p_object - > is_class ( " VisualShader " ) & & p_type = = Variant : : INT ) {
EditorPropertyShaderMode * editor = memnew ( EditorPropertyShaderMode ) ;
Vector < String > options = p_hint_text . split ( " , " ) ;
editor - > setup ( options ) ;
add_property_editor ( p_path , editor ) ;
return true ;
}
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return false ; //can be overridden, although it will most likely be last anyway
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}
void EditorInspectorShaderModePlugin : : parse_end ( ) {
//do none
}
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//////////////////////////////////
void VisualShaderNodePortPreview : : _shader_changed ( ) {
if ( shader . is_null ( ) ) {
return ;
}
Vector < VisualShader : : DefaultTextureParam > default_textures ;
String shader_code = shader - > generate_preview_shader ( type , node , port , default_textures ) ;
Ref < Shader > preview_shader ;
preview_shader . instance ( ) ;
preview_shader - > set_code ( shader_code ) ;
for ( int i = 0 ; i < default_textures . size ( ) ; i + + ) {
preview_shader - > set_default_texture_param ( default_textures [ i ] . name , default_textures [ i ] . param ) ;
}
Ref < ShaderMaterial > material ;
material . instance ( ) ;
material - > set_shader ( preview_shader ) ;
//find if a material is also being edited and copy parameters to this one
for ( int i = EditorNode : : get_singleton ( ) - > get_editor_history ( ) - > get_path_size ( ) - 1 ; i > = 0 ; i - - ) {
Object * object = ObjectDB : : get_instance ( EditorNode : : get_singleton ( ) - > get_editor_history ( ) - > get_path_object ( i ) ) ;
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if ( ! object ) {
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continue ;
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}
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ShaderMaterial * src_mat = Object : : cast_to < ShaderMaterial > ( object ) ;
if ( src_mat & & src_mat - > get_shader ( ) . is_valid ( ) ) {
List < PropertyInfo > params ;
src_mat - > get_shader ( ) - > get_param_list ( & params ) ;
for ( List < PropertyInfo > : : Element * E = params . front ( ) ; E ; E = E - > next ( ) ) {
material - > set ( E - > get ( ) . name , src_mat - > get ( E - > get ( ) . name ) ) ;
}
}
}
set_material ( material ) ;
}
void VisualShaderNodePortPreview : : setup ( const Ref < VisualShader > & p_shader , VisualShader : : Type p_type , int p_node , int p_port ) {
shader = p_shader ;
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shader - > connect ( " changed " , callable_mp ( this , & VisualShaderNodePortPreview : : _shader_changed ) ) ;
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type = p_type ;
port = p_port ;
node = p_node ;
update ( ) ;
_shader_changed ( ) ;
}
Size2 VisualShaderNodePortPreview : : get_minimum_size ( ) const {
return Size2 ( 100 , 100 ) * EDSCALE ;
}
void VisualShaderNodePortPreview : : _notification ( int p_what ) {
if ( p_what = = NOTIFICATION_DRAW ) {
Vector < Vector2 > points ;
Vector < Vector2 > uvs ;
Vector < Color > colors ;
points . push_back ( Vector2 ( ) ) ;
uvs . push_back ( Vector2 ( 0 , 0 ) ) ;
colors . push_back ( Color ( 1 , 1 , 1 , 1 ) ) ;
points . push_back ( Vector2 ( get_size ( ) . width , 0 ) ) ;
uvs . push_back ( Vector2 ( 1 , 0 ) ) ;
colors . push_back ( Color ( 1 , 1 , 1 , 1 ) ) ;
points . push_back ( get_size ( ) ) ;
uvs . push_back ( Vector2 ( 1 , 1 ) ) ;
colors . push_back ( Color ( 1 , 1 , 1 , 1 ) ) ;
points . push_back ( Vector2 ( 0 , get_size ( ) . height ) ) ;
uvs . push_back ( Vector2 ( 0 , 1 ) ) ;
colors . push_back ( Color ( 1 , 1 , 1 , 1 ) ) ;
draw_primitive ( points , colors , uvs ) ;
}
}
void VisualShaderNodePortPreview : : _bind_methods ( ) {
}
VisualShaderNodePortPreview : : VisualShaderNodePortPreview ( ) {
}
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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 ;
shader . instance ( ) ;
String code = vshader - > get_code ( ) ;
shader - > set_code ( code ) ;
return shader ;
}