godot/editor/plugins/visual_shader_editor_plugin...

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/*************************************************************************/
/* visual_shader_editor_plugin.cpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
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/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
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#include "visual_shader_editor_plugin.h"
#include "core/config/project_settings.h"
#include "core/input/input.h"
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#include "core/io/resource_loader.h"
#include "core/math/math_defs.h"
#include "core/os/keyboard.h"
#include "core/version.h"
#include "editor/editor_log.h"
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#include "editor/editor_properties.h"
#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"
#include "scene/main/window.h"
#include "scene/resources/visual_shader_nodes.h"
#include "servers/display_server.h"
#include "servers/rendering/shader_types.h"
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struct FloatConstantDef {
String name;
float value = 0;
String desc;
};
static FloatConstantDef float_constant_defs[] = {
{ "E", Math_E, TTR("E constant (2.718282). Represents the base of the natural logarithm.") },
{ "Epsilon", CMP_EPSILON, TTR("Epsilon constant (0.00001). Smallest possible scalar number.") },
{ "Phi", 1.618034f, TTR("Phi constant (1.618034). Golden ratio.") },
{ "Pi/4", Math_PI / 4, TTR("Pi/4 constant (0.785398) or 45 degrees.") },
{ "Pi/2", Math_PI / 2, TTR("Pi/2 constant (1.570796) or 90 degrees.") },
{ "Pi", Math_PI, TTR("Pi constant (3.141593) or 180 degrees.") },
{ "Tau", Math_TAU, TTR("Tau constant (6.283185) or 360 degrees.") },
{ "Sqrt2", Math_SQRT2, TTR("Sqrt2 constant (1.414214). Square root of 2.") }
};
const int MAX_FLOAT_CONST_DEFS = sizeof(float_constant_defs) / sizeof(FloatConstantDef);
///////////////////
Control *VisualShaderNodePlugin::create_editor(const Ref<Resource> &p_parent_resource, const Ref<VisualShaderNode> &p_node) {
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if (get_script_instance()) {
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() {
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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}
///////////////////
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));
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style->set_default_margin(SIDE_LEFT, p_margin_left * EDSCALE);
style->set_default_margin(SIDE_RIGHT, p_margin_right * EDSCALE);
style->set_default_margin(SIDE_BOTTOM, p_margin_bottom * EDSCALE);
style->set_default_margin(SIDE_TOP, p_margin_top * EDSCALE);
return style;
}
///////////////////
VisualShaderGraphPlugin::VisualShaderGraphPlugin() {
}
void VisualShaderGraphPlugin::_bind_methods() {
ClassDB::bind_method("add_node", &VisualShaderGraphPlugin::add_node);
ClassDB::bind_method("remove_node", &VisualShaderGraphPlugin::remove_node);
ClassDB::bind_method("connect_nodes", &VisualShaderGraphPlugin::connect_nodes);
ClassDB::bind_method("disconnect_nodes", &VisualShaderGraphPlugin::disconnect_nodes);
ClassDB::bind_method("set_node_position", &VisualShaderGraphPlugin::set_node_position);
ClassDB::bind_method("set_node_size", &VisualShaderGraphPlugin::set_node_size);
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ClassDB::bind_method("update_node", &VisualShaderGraphPlugin::update_node);
ClassDB::bind_method("update_node_deferred", &VisualShaderGraphPlugin::update_node_deferred);
ClassDB::bind_method("set_input_port_default_value", &VisualShaderGraphPlugin::set_input_port_default_value);
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ClassDB::bind_method("set_uniform_name", &VisualShaderGraphPlugin::set_uniform_name);
ClassDB::bind_method("set_expression", &VisualShaderGraphPlugin::set_expression);
ClassDB::bind_method("update_curve", &VisualShaderGraphPlugin::update_curve);
ClassDB::bind_method("update_constant", &VisualShaderGraphPlugin::update_constant);
}
void VisualShaderGraphPlugin::register_shader(VisualShader *p_shader) {
visual_shader = Ref<VisualShader>(p_shader);
}
void VisualShaderGraphPlugin::set_connections(List<VisualShader::Connection> &p_connections) {
connections = p_connections;
}
void VisualShaderGraphPlugin::show_port_preview(VisualShader::Type p_type, int p_node_id, int p_port_id) {
if (visual_shader->get_shader_type() == p_type && links.has(p_node_id) && links[p_node_id].output_ports.has(p_port_id)) {
for (Map<int, Port>::Element *E = links[p_node_id].output_ports.front(); E; E = E->next()) {
if (E->value().preview_button != nullptr) {
E->value().preview_button->set_pressed(false);
}
}
if (links[p_node_id].preview_visible && !is_dirty() && links[p_node_id].preview_box != nullptr) {
links[p_node_id].graph_node->remove_child(links[p_node_id].preview_box);
memdelete(links[p_node_id].preview_box);
links[p_node_id].graph_node->set_size(Vector2(-1, -1));
links[p_node_id].preview_visible = false;
}
if (p_port_id != -1 && links[p_node_id].output_ports[p_port_id].preview_button != nullptr) {
if (is_dirty()) {
links[p_node_id].preview_pos = links[p_node_id].graph_node->get_child_count();
}
VBoxContainer *vbox = memnew(VBoxContainer);
links[p_node_id].graph_node->add_child(vbox);
if (links[p_node_id].preview_pos != -1) {
links[p_node_id].graph_node->move_child(vbox, links[p_node_id].preview_pos);
}
Control *offset = memnew(Control);
offset->set_custom_minimum_size(Size2(0, 5 * EDSCALE));
vbox->add_child(offset);
VisualShaderNodePortPreview *port_preview = memnew(VisualShaderNodePortPreview);
port_preview->setup(visual_shader, visual_shader->get_shader_type(), p_node_id, p_port_id);
port_preview->set_h_size_flags(Control::SIZE_SHRINK_CENTER);
vbox->add_child(port_preview);
links[p_node_id].preview_visible = true;
links[p_node_id].preview_box = vbox;
links[p_node_id].output_ports[p_port_id].preview_button->set_pressed(true);
}
}
}
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void VisualShaderGraphPlugin::update_node_deferred(VisualShader::Type p_type, int p_node_id) {
call_deferred("update_node", p_type, p_node_id);
}
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void VisualShaderGraphPlugin::update_node(VisualShader::Type p_type, int p_node_id) {
if (p_type != visual_shader->get_shader_type() || !links.has(p_node_id)) {
return;
}
remove_node(p_type, p_node_id);
add_node(p_type, p_node_id);
}
void VisualShaderGraphPlugin::set_input_port_default_value(VisualShader::Type p_type, int p_node_id, int p_port_id, Variant p_value) {
if (p_type != visual_shader->get_shader_type() || !links.has(p_node_id)) {
return;
}
Button *button = links[p_node_id].input_ports[p_port_id].default_input_button;
switch (p_value.get_type()) {
case Variant::COLOR: {
button->set_custom_minimum_size(Size2(30, 0) * EDSCALE);
if (!button->is_connected("draw", callable_mp(VisualShaderEditor::get_singleton(), &VisualShaderEditor::_draw_color_over_button))) {
button->connect("draw", callable_mp(VisualShaderEditor::get_singleton(), &VisualShaderEditor::_draw_color_over_button), varray(button, p_value));
}
} break;
case Variant::BOOL: {
button->set_text(((bool)p_value) ? "true" : "false");
} break;
case Variant::INT:
case Variant::FLOAT: {
button->set_text(String::num(p_value, 4));
} break;
case Variant::VECTOR3: {
Vector3 v = p_value;
button->set_text(String::num(v.x, 3) + "," + String::num(v.y, 3) + "," + String::num(v.z, 3));
} break;
default: {
}
}
}
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void VisualShaderGraphPlugin::set_uniform_name(VisualShader::Type p_type, int p_node_id, const String &p_name) {
if (visual_shader->get_shader_type() == p_type && links.has(p_node_id) && links[p_node_id].uniform_name != nullptr) {
links[p_node_id].uniform_name->set_text(p_name);
}
}
void VisualShaderGraphPlugin::update_curve(int p_node_id) {
if (links.has(p_node_id) && links[p_node_id].curve_editor) {
if (((VisualShaderNodeCurveTexture *)links[p_node_id].visual_node)->get_texture().is_valid()) {
links[p_node_id].curve_editor->set_curve(((VisualShaderNodeCurveTexture *)links[p_node_id].visual_node)->get_texture()->get_curve());
}
}
}
int VisualShaderGraphPlugin::get_constant_index(float p_constant) const {
for (int i = 0; i < MAX_FLOAT_CONST_DEFS; i++) {
if (Math::is_equal_approx(p_constant, float_constant_defs[i].value)) {
return i + 1;
}
}
return 0;
}
void VisualShaderGraphPlugin::update_constant(VisualShader::Type p_type, int p_node_id) {
if (p_type != visual_shader->get_shader_type() || !links.has(p_node_id) || !links[p_node_id].const_op) {
return;
}
VisualShaderNodeFloatConstant *float_const = Object::cast_to<VisualShaderNodeFloatConstant>(links[p_node_id].visual_node);
if (!float_const) {
return;
}
links[p_node_id].const_op->select(get_constant_index(float_const->get_constant()));
links[p_node_id].graph_node->set_size(Size2(-1, -1));
}
void VisualShaderGraphPlugin::set_expression(VisualShader::Type p_type, int p_node_id, const String &p_expression) {
if (p_type != visual_shader->get_shader_type() || !links.has(p_node_id) || !links[p_node_id].expression_edit) {
return;
}
links[p_node_id].expression_edit->set_text(p_expression);
}
void VisualShaderGraphPlugin::update_node_size(int p_node_id) {
if (!links.has(p_node_id)) {
return;
}
links[p_node_id].graph_node->set_size(Size2(-1, -1));
}
void VisualShaderGraphPlugin::register_default_input_button(int p_node_id, int p_port_id, Button *p_button) {
links[p_node_id].input_ports.insert(p_port_id, { p_button });
}
void VisualShaderGraphPlugin::register_constant_option_btn(int p_node_id, OptionButton *p_button) {
links[p_node_id].const_op = p_button;
}
void VisualShaderGraphPlugin::register_expression_edit(int p_node_id, CodeEdit *p_expression_edit) {
links[p_node_id].expression_edit = p_expression_edit;
}
void VisualShaderGraphPlugin::register_curve_editor(int p_node_id, CurveEditor *p_curve_editor) {
links[p_node_id].curve_editor = p_curve_editor;
}
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void VisualShaderGraphPlugin::update_uniform_refs() {
for (Map<int, Link>::Element *E = links.front(); E; E = E->next()) {
VisualShaderNodeUniformRef *ref = Object::cast_to<VisualShaderNodeUniformRef>(E->get().visual_node);
if (ref) {
remove_node(E->get().type, E->key());
add_node(E->get().type, E->key());
}
}
}
VisualShader::Type VisualShaderGraphPlugin::get_shader_type() const {
return visual_shader->get_shader_type();
}
void VisualShaderGraphPlugin::set_node_position(VisualShader::Type p_type, int p_id, const Vector2 &p_position) {
if (visual_shader->get_shader_type() == p_type && links.has(p_id)) {
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links[p_id].graph_node->set_position_offset(p_position);
}
}
void VisualShaderGraphPlugin::set_node_size(VisualShader::Type p_type, int p_id, const Vector2 &p_size) {
if (visual_shader->get_shader_type() == p_type && links.has(p_id)) {
links[p_id].graph_node->set_size(p_size);
}
}
bool VisualShaderGraphPlugin::is_preview_visible(int p_id) const {
return links[p_id].preview_visible;
}
void VisualShaderGraphPlugin::clear_links() {
links.clear();
}
bool VisualShaderGraphPlugin::is_dirty() const {
return dirty;
}
void VisualShaderGraphPlugin::make_dirty(bool p_enabled) {
dirty = p_enabled;
}
void VisualShaderGraphPlugin::register_link(VisualShader::Type p_type, int p_id, VisualShaderNode *p_visual_node, GraphNode *p_graph_node) {
links.insert(p_id, { p_type, p_visual_node, p_graph_node, p_visual_node->get_output_port_for_preview() != -1, -1, Map<int, InputPort>(), Map<int, Port>(), nullptr, nullptr, nullptr, nullptr, nullptr });
}
void VisualShaderGraphPlugin::register_output_port(int p_node_id, int p_port, TextureButton *p_button) {
links[p_node_id].output_ports.insert(p_port, { p_button });
}
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void VisualShaderGraphPlugin::register_uniform_name(int p_node_id, LineEdit *p_uniform_name) {
links[p_node_id].uniform_name = p_uniform_name;
}
void VisualShaderGraphPlugin::add_node(VisualShader::Type p_type, int p_id) {
if (p_type != visual_shader->get_shader_type()) {
return;
}
Control *offset;
static Ref<StyleBoxEmpty> label_style = make_empty_stylebox(2, 1, 2, 1);
static const Color type_color[6] = {
Color(0.38, 0.85, 0.96), // scalar (float)
Color(0.49, 0.78, 0.94), // scalar (int)
Color(0.84, 0.49, 0.93), // vector
Color(0.55, 0.65, 0.94), // boolean
Color(0.96, 0.66, 0.43), // transform
Color(1.0, 1.0, 0.0), // sampler
};
Ref<VisualShaderNode> vsnode = visual_shader->get_node(p_type, p_id);
Ref<VisualShaderNodeResizableBase> resizable_node = Object::cast_to<VisualShaderNodeResizableBase>(vsnode.ptr());
bool is_resizable = !resizable_node.is_null();
Size2 size = Size2(0, 0);
Ref<VisualShaderNodeGroupBase> group_node = Object::cast_to<VisualShaderNodeGroupBase>(vsnode.ptr());
bool is_group = !group_node.is_null();
Ref<VisualShaderNodeExpression> expression_node = Object::cast_to<VisualShaderNodeExpression>(group_node.ptr());
bool is_expression = !expression_node.is_null();
String expression = "";
GraphNode *node = memnew(GraphNode);
register_link(p_type, p_id, vsnode.ptr(), node);
if (is_resizable) {
size = resizable_node->get_size();
node->set_resizable(true);
node->connect("resize_request", callable_mp(VisualShaderEditor::get_singleton(), &VisualShaderEditor::_node_resized), varray((int)p_type, p_id));
}
if (is_expression) {
expression = expression_node->get_expression();
}
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node->set_position_offset(visual_shader->get_node_position(p_type, p_id));
node->set_title(vsnode->get_caption());
node->set_name(itos(p_id));
if (p_id >= 2) {
node->set_show_close_button(true);
node->connect("close_request", callable_mp(VisualShaderEditor::get_singleton(), &VisualShaderEditor::_delete_node_request), varray(p_type, p_id), CONNECT_DEFERRED);
}
node->connect("dragged", callable_mp(VisualShaderEditor::get_singleton(), &VisualShaderEditor::_node_dragged), varray(p_id));
Control *custom_editor = nullptr;
int port_offset = 0;
if (is_group) {
port_offset += 2;
}
Ref<VisualShaderNodeUniform> uniform = vsnode;
if (uniform.is_valid()) {
VisualShaderEditor::get_singleton()->graph->add_child(node);
VisualShaderEditor::get_singleton()->_update_created_node(node);
LineEdit *uniform_name = memnew(LineEdit);
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register_uniform_name(p_id, uniform_name);
uniform_name->set_text(uniform->get_uniform_name());
node->add_child(uniform_name);
uniform_name->connect("text_entered", callable_mp(VisualShaderEditor::get_singleton(), &VisualShaderEditor::_uniform_line_edit_changed), varray(p_id));
uniform_name->connect("focus_exited", callable_mp(VisualShaderEditor::get_singleton(), &VisualShaderEditor::_uniform_line_edit_focus_out), varray(uniform_name, p_id));
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 (!vsnode->is_use_prop_slots()) {
return;
}
}
port_offset++;
}
for (int i = 0; i < VisualShaderEditor::get_singleton()->plugins.size(); i++) {
vsnode->set_meta("id", p_id);
vsnode->set_meta("shader_type", (int)p_type);
custom_editor = VisualShaderEditor::get_singleton()->plugins.write[i]->create_editor(visual_shader, vsnode);
vsnode->remove_meta("id");
vsnode->remove_meta("shader_type");
if (custom_editor) {
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if (vsnode->is_show_prop_names()) {
custom_editor->call_deferred("_show_prop_names", true);
}
break;
}
}
Ref<VisualShaderNodeCurveTexture> curve = vsnode;
if (curve.is_valid()) {
if (curve->get_texture().is_valid() && !curve->get_texture()->is_connected("changed", callable_mp(VisualShaderEditor::get_singleton()->get_graph_plugin(), &VisualShaderGraphPlugin::update_curve))) {
curve->get_texture()->connect("changed", callable_mp(VisualShaderEditor::get_singleton()->get_graph_plugin(), &VisualShaderGraphPlugin::update_curve), varray(p_id));
}
HBoxContainer *hbox = memnew(HBoxContainer);
custom_editor->set_h_size_flags(Control::SIZE_EXPAND_FILL);
hbox->add_child(custom_editor);
custom_editor = hbox;
}
Ref<VisualShaderNodeFloatConstant> float_const = vsnode;
if (float_const.is_valid()) {
HBoxContainer *hbox = memnew(HBoxContainer);
hbox->add_child(custom_editor);
OptionButton *btn = memnew(OptionButton);
hbox->add_child(btn);
register_constant_option_btn(p_id, btn);
btn->add_item("");
for (int i = 0; i < MAX_FLOAT_CONST_DEFS; i++) {
btn->add_item(float_constant_defs[i].name);
}
btn->select(get_constant_index(float_const->get_constant()));
btn->connect("item_selected", callable_mp(VisualShaderEditor::get_singleton(), &VisualShaderEditor::_float_constant_selected), varray(p_id));
custom_editor = hbox;
}
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if (custom_editor && !vsnode->is_use_prop_slots() && vsnode->get_output_port_count() > 0 && vsnode->get_output_port_name(0) == "" && (vsnode->get_input_port_count() == 0 || vsnode->get_input_port_name(0) == "")) {
//will be embedded in first port
} else if (custom_editor) {
port_offset++;
node->add_child(custom_editor);
if (curve.is_valid()) {
VisualShaderEditor::get_singleton()->graph->add_child(node);
VisualShaderEditor::get_singleton()->_update_created_node(node);
CurveEditor *curve_editor = memnew(CurveEditor);
node->add_child(curve_editor);
register_curve_editor(p_id, curve_editor);
curve_editor->set_custom_minimum_size(Size2(300, 0));
curve_editor->set_h_size_flags(Control::SIZE_EXPAND_FILL);
if (curve->get_texture().is_valid()) {
curve_editor->set_curve(curve->get_texture()->get_curve());
}
TextureButton *preview = memnew(TextureButton);
preview->set_toggle_mode(true);
preview->set_normal_texture(VisualShaderEditor::get_singleton()->get_theme_icon("GuiVisibilityHidden", "EditorIcons"));
preview->set_pressed_texture(VisualShaderEditor::get_singleton()->get_theme_icon("GuiVisibilityVisible", "EditorIcons"));
preview->set_v_size_flags(Control::SIZE_SHRINK_CENTER);
register_output_port(p_id, 0, preview);
preview->connect("pressed", callable_mp(VisualShaderEditor::get_singleton(), &VisualShaderEditor::_preview_select_port), varray(p_id, 0), CONNECT_DEFERRED);
custom_editor->add_child(preview);
VisualShaderNode::PortType port_left = vsnode->get_input_port_type(0);
VisualShaderNode::PortType port_right = vsnode->get_output_port_type(0);
node->set_slot(0, true, port_left, type_color[port_left], true, port_right, type_color[port_right]);
VisualShaderEditor::get_singleton()->call_deferred("_set_node_size", (int)p_type, p_id, size);
}
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if (vsnode->is_use_prop_slots()) {
return;
}
custom_editor = nullptr;
}
if (is_group) {
offset = memnew(Control);
offset->set_custom_minimum_size(Size2(0, 6 * EDSCALE));
node->add_child(offset);
if (group_node->is_editable()) {
HBoxContainer *hb2 = memnew(HBoxContainer);
String input_port_name = "input" + itos(group_node->get_free_input_port_id());
String output_port_name = "output" + itos(group_node->get_free_output_port_id());
for (int i = 0; i < MAX(vsnode->get_input_port_count(), vsnode->get_output_port_count()); i++) {
if (i < vsnode->get_input_port_count()) {
if (input_port_name == vsnode->get_input_port_name(i)) {
input_port_name = "_" + input_port_name;
}
}
if (i < vsnode->get_output_port_count()) {
if (output_port_name == vsnode->get_output_port_name(i)) {
output_port_name = "_" + output_port_name;
}
}
}
Button *add_input_btn = memnew(Button);
add_input_btn->set_text(TTR("Add Input"));
add_input_btn->connect("pressed", callable_mp(VisualShaderEditor::get_singleton(), &VisualShaderEditor::_add_input_port), varray(p_id, group_node->get_free_input_port_id(), VisualShaderNode::PORT_TYPE_VECTOR, input_port_name), CONNECT_DEFERRED);
hb2->add_child(add_input_btn);
hb2->add_spacer();
Button *add_output_btn = memnew(Button);
add_output_btn->set_text(TTR("Add Output"));
add_output_btn->connect("pressed", callable_mp(VisualShaderEditor::get_singleton(), &VisualShaderEditor::_add_output_port), varray(p_id, group_node->get_free_output_port_id(), VisualShaderNode::PORT_TYPE_VECTOR, output_port_name), CONNECT_DEFERRED);
hb2->add_child(add_output_btn);
node->add_child(hb2);
}
}
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 == p_id && 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);
hb->add_theme_constant_override("separation", 7 * EDSCALE);
Variant default_value;
if (valid_left && !port_left_used) {
default_value = vsnode->get_input_port_default_value(i);
}
Button *button = memnew(Button);
hb->add_child(button);
register_default_input_button(p_id, i, button);
button->connect("pressed", callable_mp(VisualShaderEditor::get_singleton(), &VisualShaderEditor::_edit_port_default_input), varray(button, p_id, i));
if (default_value.get_type() != Variant::NIL) { // only a label
set_input_port_default_value(p_type, p_id, i, default_value);
} else {
button->hide();
}
if (i == 0 && custom_editor) {
hb->add_child(custom_editor);
custom_editor->set_h_size_flags(Control::SIZE_EXPAND_FILL);
} else {
if (valid_left) {
if (is_group) {
OptionButton *type_box = memnew(OptionButton);
hb->add_child(type_box);
type_box->add_item(TTR("Float"));
type_box->add_item(TTR("Int"));
type_box->add_item(TTR("Vector"));
type_box->add_item(TTR("Boolean"));
type_box->add_item(TTR("Transform"));
type_box->add_item(TTR("Sampler"));
type_box->select(group_node->get_input_port_type(i));
type_box->set_custom_minimum_size(Size2(100 * EDSCALE, 0));
type_box->connect("item_selected", callable_mp(VisualShaderEditor::get_singleton(), &VisualShaderEditor::_change_input_port_type), varray(p_id, i), CONNECT_DEFERRED);
LineEdit *name_box = memnew(LineEdit);
hb->add_child(name_box);
name_box->set_custom_minimum_size(Size2(65 * EDSCALE, 0));
name_box->set_h_size_flags(Control::SIZE_EXPAND_FILL);
name_box->set_text(name_left);
name_box->connect("text_entered", callable_mp(VisualShaderEditor::get_singleton(), &VisualShaderEditor::_change_input_port_name), varray(name_box, p_id, i), CONNECT_DEFERRED);
name_box->connect("focus_exited", callable_mp(VisualShaderEditor::get_singleton(), &VisualShaderEditor::_port_name_focus_out), varray(name_box, p_id, i, false), CONNECT_DEFERRED);
Button *remove_btn = memnew(Button);
remove_btn->set_icon(EditorNode::get_singleton()->get_gui_base()->get_theme_icon("Remove", "EditorIcons"));
remove_btn->set_tooltip(TTR("Remove") + " " + name_left);
remove_btn->connect("pressed", callable_mp(VisualShaderEditor::get_singleton(), &VisualShaderEditor::_remove_input_port), varray(p_id, i), CONNECT_DEFERRED);
hb->add_child(remove_btn);
} else {
Label *label = memnew(Label);
label->set_text(name_left);
label->add_theme_style_override("normal", label_style); //more compact
hb->add_child(label);
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) + "]");
hint_label->add_theme_color_override("font_color", VisualShaderEditor::get_singleton()->get_theme_color("font_color_readonly", "TextEdit"));
hint_label->add_theme_style_override("normal", label_style);
hb->add_child(hint_label);
}
}
}
if (!is_group) {
hb->add_spacer();
}
if (valid_right) {
if (is_group) {
Button *remove_btn = memnew(Button);
remove_btn->set_icon(EditorNode::get_singleton()->get_gui_base()->get_theme_icon("Remove", "EditorIcons"));
remove_btn->set_tooltip(TTR("Remove") + " " + name_left);
remove_btn->connect("pressed", callable_mp(VisualShaderEditor::get_singleton(), &VisualShaderEditor::_remove_output_port), varray(p_id, i), CONNECT_DEFERRED);
hb->add_child(remove_btn);
LineEdit *name_box = memnew(LineEdit);
hb->add_child(name_box);
name_box->set_custom_minimum_size(Size2(65 * EDSCALE, 0));
name_box->set_h_size_flags(Control::SIZE_EXPAND_FILL);
name_box->set_text(name_right);
name_box->connect("text_entered", callable_mp(VisualShaderEditor::get_singleton(), &VisualShaderEditor::_change_output_port_name), varray(name_box, p_id, i), CONNECT_DEFERRED);
name_box->connect("focus_exited", callable_mp(VisualShaderEditor::get_singleton(), &VisualShaderEditor::_port_name_focus_out), varray(name_box, p_id, i, true), CONNECT_DEFERRED);
OptionButton *type_box = memnew(OptionButton);
hb->add_child(type_box);
type_box->add_item(TTR("Float"));
type_box->add_item(TTR("Int"));
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));
type_box->connect("item_selected", callable_mp(VisualShaderEditor::get_singleton(), &VisualShaderEditor::_change_output_port_type), varray(p_id, i), CONNECT_DEFERRED);
} else {
Label *label = memnew(Label);
label->set_text(name_right);
label->add_theme_style_override("normal", label_style); //more compact
hb->add_child(label);
}
}
}
if (valid_right && visual_shader->get_shader_type() == VisualShader::TYPE_FRAGMENT && port_right != VisualShaderNode::PORT_TYPE_TRANSFORM && port_right != VisualShaderNode::PORT_TYPE_SAMPLER) {
TextureButton *preview = memnew(TextureButton);
preview->set_toggle_mode(true);
preview->set_normal_texture(VisualShaderEditor::get_singleton()->get_theme_icon("GuiVisibilityHidden", "EditorIcons"));
preview->set_pressed_texture(VisualShaderEditor::get_singleton()->get_theme_icon("GuiVisibilityVisible", "EditorIcons"));
preview->set_v_size_flags(Control::SIZE_SHRINK_CENTER);
register_output_port(p_id, i, preview);
preview->connect("pressed", callable_mp(VisualShaderEditor::get_singleton(), &VisualShaderEditor::_preview_select_port), varray(p_id, i), CONNECT_DEFERRED);
hb->add_child(preview);
}
if (is_group) {
offset = memnew(Control);
offset->set_custom_minimum_size(Size2(0, 5 * EDSCALE));
node->add_child(offset);
port_offset++;
}
node->add_child(hb);
node->set_slot(i + port_offset, valid_left, port_left, type_color[port_left], valid_right, port_right, type_color[port_right]);
}
if (vsnode->get_output_port_for_preview() >= 0) {
show_port_preview(p_type, p_id, vsnode->get_output_port_for_preview());
}
offset = memnew(Control);
offset->set_custom_minimum_size(Size2(0, 4 * EDSCALE));
node->add_child(offset);
String error = vsnode->get_warning(visual_shader->get_mode(), p_type);
if (error != String()) {
Label *error_label = memnew(Label);
error_label->add_theme_color_override("font_color", VisualShaderEditor::get_singleton()->get_theme_color("error_color", "Editor"));
error_label->set_text(error);
node->add_child(error_label);
}
if (is_expression) {
CodeEdit *expression_box = memnew(CodeEdit);
Ref<CodeHighlighter> expression_syntax_highlighter;
expression_syntax_highlighter.instance();
expression_node->set_control(expression_box, 0);
node->add_child(expression_box);
register_expression_edit(p_id, expression_box);
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");
Color function_color = EDITOR_GET("text_editor/highlighting/function_color");
Color number_color = EDITOR_GET("text_editor/highlighting/number_color");
Color members_color = EDITOR_GET("text_editor/highlighting/member_variable_color");
expression_box->set_syntax_highlighter(expression_syntax_highlighter);
expression_box->add_theme_color_override("background_color", background_color);
for (List<String>::Element *E = VisualShaderEditor::get_singleton()->keyword_list.front(); E; E = E->next()) {
expression_syntax_highlighter->add_keyword_color(E->get(), keyword_color);
}
expression_box->add_theme_font_override("font", VisualShaderEditor::get_singleton()->get_theme_font("expression", "EditorFonts"));
expression_box->add_theme_font_size_override("font_size", VisualShaderEditor::get_singleton()->get_theme_font_size("expression_size", "EditorFonts"));
expression_box->add_theme_color_override("font_color", text_color);
expression_syntax_highlighter->set_number_color(number_color);
expression_syntax_highlighter->set_symbol_color(symbol_color);
expression_syntax_highlighter->set_function_color(function_color);
expression_syntax_highlighter->set_member_variable_color(members_color);
expression_syntax_highlighter->add_color_region("/*", "*/", comment_color, false);
expression_syntax_highlighter->add_color_region("//", "", comment_color, true);
expression_box->set_text(expression);
expression_box->set_context_menu_enabled(false);
expression_box->set_draw_line_numbers(true);
expression_box->connect("focus_exited", callable_mp(VisualShaderEditor::get_singleton(), &VisualShaderEditor::_expression_focus_out), varray(expression_box, p_id));
}
if (!uniform.is_valid()) {
VisualShaderEditor::get_singleton()->graph->add_child(node);
VisualShaderEditor::get_singleton()->_update_created_node(node);
if (is_resizable) {
VisualShaderEditor::get_singleton()->call_deferred("_set_node_size", (int)p_type, p_id, size);
}
}
}
void VisualShaderGraphPlugin::remove_node(VisualShader::Type p_type, int p_id) {
if (visual_shader->get_shader_type() == p_type && links.has(p_id)) {
links[p_id].graph_node->get_parent()->remove_child(links[p_id].graph_node);
memdelete(links[p_id].graph_node);
links.erase(p_id);
}
}
void VisualShaderGraphPlugin::connect_nodes(VisualShader::Type p_type, int p_from_node, int p_from_port, int p_to_node, int p_to_port) {
if (visual_shader->get_shader_type() == p_type) {
VisualShaderEditor::get_singleton()->graph->connect_node(itos(p_from_node), p_from_port, itos(p_to_node), p_to_port);
if (links[p_to_node].input_ports.has(p_to_port) && links[p_to_node].input_ports[p_to_port].default_input_button != nullptr) {
links[p_to_node].input_ports[p_to_port].default_input_button->hide();
}
}
}
void VisualShaderGraphPlugin::disconnect_nodes(VisualShader::Type p_type, int p_from_node, int p_from_port, int p_to_node, int p_to_port) {
if (visual_shader->get_shader_type() == p_type) {
VisualShaderEditor::get_singleton()->graph->disconnect_node(itos(p_from_node), p_from_port, itos(p_to_node), p_to_port);
if (links[p_to_node].input_ports.has(p_to_port) && links[p_to_node].input_ports[p_to_port].default_input_button != nullptr && links[p_to_node].visual_node->get_input_port_default_value(p_to_port).get_type() != Variant::NIL) {
links[p_to_node].input_ports[p_to_port].default_input_button->show();
set_input_port_default_value(p_type, p_to_node, p_to_port, links[p_to_node].visual_node->get_input_port_default_value(p_to_port));
}
}
}
VisualShaderGraphPlugin::~VisualShaderGraphPlugin() {
}
/////////////////
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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);
graph_plugin->register_shader(visual_shader.ptr());
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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}
#ifndef DISABLE_DEPRECATED
String version = VERSION_BRANCH;
if (visual_shader->get_version() != version) {
visual_shader->update_version(version);
}
#endif
visual_shader->set_graph_offset(graph->get_scroll_ofs() / EDSCALE);
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_set_mode(visual_shader->get_mode());
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} else {
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if (visual_shader.is_valid()) {
if (visual_shader->is_connected("changed", callable_mp(this, &VisualShaderEditor::_update_preview))) {
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
_clear_buffer();
_update_options_menu();
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_update_preview();
_update_graph();
}
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}
}
void VisualShaderEditor::add_plugin(const Ref<VisualShaderNodePlugin> &p_plugin) {
if (plugins.find(p_plugin) != -1) {
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return;
}
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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);
i--;
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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) {
if (add_options[i].script == p_script) {
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return;
}
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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;
ao.highend = p_highend;
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ao.is_custom = true;
bool begin = false;
String root = p_category.split("/")[0];
for (int i = 0; i < add_options.size(); i++) {
if (add_options[i].is_custom) {
if (add_options[i].category == root) {
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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}
bool VisualShaderEditor::_is_available(int p_mode) {
int current_mode = edit_type->get_selected();
if (p_mode != -1) {
switch (current_mode) {
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case 0: // Vertex or Emit
current_mode = 1;
break;
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case 1: // Fragment or Process
current_mode = 2;
break;
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case 2: // Light or End
current_mode = 4;
break;
default:
break;
}
}
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return (p_mode == -1 || (p_mode & current_mode) != 0);
}
void VisualShaderEditor::update_custom_nodes() {
if (members_dialog->is_visible()) {
return;
}
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clear_custom_types();
List<StringName> class_list;
ScriptServer::get_global_class_list(&class_list);
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();
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");
}
String subcategory = "";
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if (ref->has_method("_get_subcategory")) {
subcategory = (String)ref->call("_get_subcategory");
}
bool highend = false;
if (ref->has_method("_is_highend")) {
highend = (bool)ref->call("_is_highend");
}
Dictionary dict;
dict["name"] = name;
dict["script"] = script;
dict["description"] = description;
dict["return_icon_type"] = return_icon_type;
category = category.rstrip("/");
category = category.lstrip("/");
category = "Addons/" + category;
if (subcategory != "") {
category += "/" + subcategory;
}
dict["category"] = category;
dict["highend"] = highend;
String key;
key = category + "/" + name;
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added[key] = dict;
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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];
add_custom_type(value["name"], value["script"], value["description"], value["return_icon_type"], value["category"], value["highend"]);
}
_update_options_menu();
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}
String VisualShaderEditor::_get_description(int p_idx) {
return add_options[p_idx].description;
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}
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void VisualShaderEditor::_update_options_menu() {
node_desc->set_text("");
members_dialog->get_ok_button()->set_disabled(true);
members->clear();
TreeItem *root = members->create_item();
String filter = node_filter->get_text().strip_edges();
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bool use_filter = !filter.is_empty();
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");
static bool low_driver = ProjectSettings::get_singleton()->get("rendering/quality/driver/driver_name") == "GLES2";
Map<String, TreeItem *> folders;
int current_func = -1;
if (!visual_shader.is_null()) {
current_func = visual_shader->get_mode();
}
Vector<AddOption> custom_options;
Vector<AddOption> embedded_options;
for (int i = 0; i < add_options.size(); i++) {
if (!use_filter || add_options[i].name.findn(filter) != -1) {
if ((add_options[i].func != current_func && add_options[i].func != -1) || !_is_available(add_options[i].mode)) {
continue;
}
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]);
} else {
embedded_options.push_back(add_options[i]);
}
}
}
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;
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];
}
}
} else {
category = folders[path];
}
TreeItem *item = members->create_item(category);
if (options[i].highend && low_driver) {
item->set_custom_color(0, unsupported_color);
} else if (options[i].highend) {
item->set_custom_color(0, supported_color);
}
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"));
break;
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"));
break;
case VisualShaderNode::PORT_TYPE_VECTOR:
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item->set_icon(0, EditorNode::get_singleton()->get_gui_base()->get_theme_icon("Vector3", "EditorIcons"));
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"));
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"));
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"));
break;
default:
break;
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}
item->set_meta("id", options[i].temp_idx);
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}
}
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void VisualShaderEditor::_set_mode(int p_which) {
if (p_which == VisualShader::MODE_PARTICLES) {
edit_type_standart->set_visible(false);
edit_type_particles->set_visible(true);
edit_type = edit_type_particles;
particles_mode = true;
} else {
edit_type_particles->set_visible(false);
edit_type_standart->set_visible(true);
edit_type = edit_type_standart;
particles_mode = false;
}
visual_shader->set_shader_type(get_current_shader_type());
}
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Size2 VisualShaderEditor::get_minimum_size() const {
return Size2(10, 200);
}
void VisualShaderEditor::_draw_color_over_button(Object *obj, Color p_color) {
Button *button = Object::cast_to<Button>(obj);
if (!button) {
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return;
}
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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);
}
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");
Color c = sb->get_border_color();
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);
}
mono_color.a = 0.85;
c = mono_color;
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node->add_theme_color_override("title_color", c);
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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void VisualShaderEditor::_update_uniforms(bool p_update_refs) {
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VisualShaderNodeUniformRef::clear_uniforms();
for (int t = 0; t < VisualShader::TYPE_MAX; t++) {
Vector<int> tnodes = visual_shader->get_node_list((VisualShader::Type)t);
for (int i = 0; i < tnodes.size(); i++) {
Ref<VisualShaderNode> vsnode = visual_shader->get_node((VisualShader::Type)t, tnodes[i]);
Ref<VisualShaderNodeUniform> uniform = vsnode;
if (uniform.is_valid()) {
Ref<VisualShaderNodeFloatUniform> float_uniform = vsnode;
Ref<VisualShaderNodeIntUniform> int_uniform = vsnode;
Ref<VisualShaderNodeVec3Uniform> vec3_uniform = vsnode;
Ref<VisualShaderNodeColorUniform> color_uniform = vsnode;
Ref<VisualShaderNodeBooleanUniform> bool_uniform = vsnode;
Ref<VisualShaderNodeTransformUniform> transform_uniform = vsnode;
VisualShaderNodeUniformRef::UniformType uniform_type;
if (float_uniform.is_valid()) {
uniform_type = VisualShaderNodeUniformRef::UniformType::UNIFORM_TYPE_FLOAT;
} else if (int_uniform.is_valid()) {
uniform_type = VisualShaderNodeUniformRef::UniformType::UNIFORM_TYPE_INT;
} else if (bool_uniform.is_valid()) {
uniform_type = VisualShaderNodeUniformRef::UniformType::UNIFORM_TYPE_BOOLEAN;
} else if (vec3_uniform.is_valid()) {
uniform_type = VisualShaderNodeUniformRef::UniformType::UNIFORM_TYPE_VECTOR;
} else if (transform_uniform.is_valid()) {
uniform_type = VisualShaderNodeUniformRef::UniformType::UNIFORM_TYPE_TRANSFORM;
} else if (color_uniform.is_valid()) {
uniform_type = VisualShaderNodeUniformRef::UniformType::UNIFORM_TYPE_COLOR;
} else {
uniform_type = VisualShaderNodeUniformRef::UniformType::UNIFORM_TYPE_SAMPLER;
}
VisualShaderNodeUniformRef::add_uniform(uniform->get_uniform_name(), uniform_type);
}
}
}
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if (p_update_refs) {
graph_plugin->update_uniform_refs();
}
}
void VisualShaderEditor::_update_uniform_refs(Set<String> &p_deleted_names) {
for (int i = 0; i < VisualShader::TYPE_MAX; i++) {
VisualShader::Type type = VisualShader::Type(i);
Vector<int> nodes = visual_shader->get_node_list(type);
for (int j = 0; j < nodes.size(); j++) {
if (j > 0) {
Ref<VisualShaderNodeUniformRef> ref = visual_shader->get_node(type, nodes[j]);
if (ref.is_valid()) {
if (p_deleted_names.has(ref->get_uniform_name())) {
undo_redo->add_do_method(ref.ptr(), "set_uniform_name", "[None]");
undo_redo->add_undo_method(ref.ptr(), "set_uniform_name", ref->get_uniform_name());
undo_redo->add_do_method(graph_plugin.ptr(), "update_node", VisualShader::Type(i), nodes[j]);
undo_redo->add_undo_method(graph_plugin.ptr(), "update_node", VisualShader::Type(i), nodes[j]);
}
}
}
}
}
}
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void VisualShaderEditor::_update_graph() {
if (updating) {
return;
}
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if (visual_shader.is_null()) {
return;
}
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graph->set_scroll_ofs(visual_shader->get_graph_offset() * EDSCALE);
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VisualShader::Type type = get_current_shader_type();
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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))) {
Node *node = graph->get_child(i);
graph->remove_child(node);
memdelete(node);
i--;
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}
}
List<VisualShader::Connection> connections;
visual_shader->get_node_connections(type, &connections);
graph_plugin->set_connections(connections);
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Vector<int> nodes = visual_shader->get_node_list(type);
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_update_uniforms(false);
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graph_plugin->clear_links();
graph_plugin->make_dirty(true);
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for (int n_i = 0; n_i < nodes.size(); n_i++) {
graph_plugin->add_node(type, nodes[n_i]);
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}
graph_plugin->make_dirty(false);
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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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VisualShader::Type VisualShaderEditor::get_current_shader_type() const {
VisualShader::Type type;
if (particles_mode) {
type = VisualShader::Type(edit_type->get_selected() + 3);
} else {
type = VisualShader::Type(edit_type->get_selected());
}
return type;
}
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void VisualShaderEditor::_add_input_port(int p_node, int p_port, int p_port_type, const String &p_name) {
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VisualShader::Type type = get_current_shader_type();
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Ref<VisualShaderNodeExpression> node = visual_shader->get_node(type, p_node);
if (node.is_null()) {
return;
}
undo_redo->create_action(TTR("Add Input Port"));
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undo_redo->add_do_method(node.ptr(), "add_input_port", p_port, p_port_type, p_name);
undo_redo->add_undo_method(node.ptr(), "remove_input_port", p_port);
undo_redo->add_do_method(graph_plugin.ptr(), "update_node", type, p_node);
undo_redo->add_undo_method(graph_plugin.ptr(), "update_node", type, p_node);
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undo_redo->commit_action();
}
void VisualShaderEditor::_add_output_port(int p_node, int p_port, int p_port_type, const String &p_name) {
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VisualShader::Type type = get_current_shader_type();
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Ref<VisualShaderNodeGroupBase> node = visual_shader->get_node(type, p_node);
if (node.is_null()) {
return;
}
undo_redo->create_action(TTR("Add Output Port"));
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undo_redo->add_do_method(node.ptr(), "add_output_port", p_port, p_port_type, p_name);
undo_redo->add_undo_method(node.ptr(), "remove_output_port", p_port);
undo_redo->add_do_method(graph_plugin.ptr(), "update_node", type, p_node);
undo_redo->add_undo_method(graph_plugin.ptr(), "update_node", type, p_node);
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undo_redo->commit_action();
}
void VisualShaderEditor::_change_input_port_type(int p_type, int p_node, int p_port) {
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VisualShader::Type type = get_current_shader_type();
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Ref<VisualShaderNodeGroupBase> node = visual_shader->get_node(type, p_node);
if (node.is_null()) {
return;
}
undo_redo->create_action(TTR("Change Input Port Type"));
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undo_redo->add_do_method(node.ptr(), "set_input_port_type", p_port, p_type);
undo_redo->add_undo_method(node.ptr(), "set_input_port_type", p_port, node->get_input_port_type(p_port));
undo_redo->add_do_method(graph_plugin.ptr(), "update_node", type, p_node);
undo_redo->add_undo_method(graph_plugin.ptr(), "update_node", type, p_node);
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undo_redo->commit_action();
}
void VisualShaderEditor::_change_output_port_type(int p_type, int p_node, int p_port) {
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VisualShader::Type type = get_current_shader_type();
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Ref<VisualShaderNodeGroupBase> node = visual_shader->get_node(type, p_node);
if (node.is_null()) {
return;
}
undo_redo->create_action(TTR("Change Output Port Type"));
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undo_redo->add_do_method(node.ptr(), "set_output_port_type", p_port, p_type);
undo_redo->add_undo_method(node.ptr(), "set_output_port_type", p_port, node->get_output_port_type(p_port));
undo_redo->add_do_method(graph_plugin.ptr(), "update_node", type, p_node);
undo_redo->add_undo_method(graph_plugin.ptr(), "update_node", type, p_node);
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undo_redo->commit_action();
}
void VisualShaderEditor::_change_input_port_name(const String &p_text, Object *p_line_edit, int p_node_id, int p_port_id) {
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VisualShader::Type type = get_current_shader_type();
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Ref<VisualShaderNodeGroupBase> node = visual_shader->get_node(type, p_node_id);
ERR_FAIL_COND(!node.is_valid());
String prev_name = node->get_input_port_name(p_port_id);
if (prev_name == p_text) {
return;
}
LineEdit *line_edit = Object::cast_to<LineEdit>(p_line_edit);
ERR_FAIL_COND(!line_edit);
String validated_name = visual_shader->validate_port_name(p_text, node.ptr(), p_port_id, false);
if (validated_name == String() || prev_name == validated_name) {
line_edit->set_text(node->get_input_port_name(p_port_id));
return;
}
undo_redo->create_action(TTR("Change Input Port Name"));
undo_redo->add_do_method(node.ptr(), "set_input_port_name", p_port_id, validated_name);
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undo_redo->add_undo_method(node.ptr(), "set_input_port_name", p_port_id, node->get_input_port_name(p_port_id));
undo_redo->add_do_method(graph_plugin.ptr(), "update_node", type, p_node_id);
undo_redo->add_undo_method(graph_plugin.ptr(), "update_node", type, p_node_id);
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undo_redo->commit_action();
}
void VisualShaderEditor::_change_output_port_name(const String &p_text, Object *p_line_edit, int p_node_id, int p_port_id) {
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VisualShader::Type type = get_current_shader_type();
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Ref<VisualShaderNodeGroupBase> node = visual_shader->get_node(type, p_node_id);
ERR_FAIL_COND(!node.is_valid());
String prev_name = node->get_output_port_name(p_port_id);
if (prev_name == p_text) {
return;
}
LineEdit *line_edit = Object::cast_to<LineEdit>(p_line_edit);
ERR_FAIL_COND(!line_edit);
String validated_name = visual_shader->validate_port_name(p_text, node.ptr(), p_port_id, true);
if (validated_name == String() || prev_name == validated_name) {
line_edit->set_text(node->get_output_port_name(p_port_id));
return;
}
undo_redo->create_action(TTR("Change Output Port Name"));
undo_redo->add_do_method(node.ptr(), "set_output_port_name", p_port_id, validated_name);
undo_redo->add_undo_method(node.ptr(), "set_output_port_name", p_port_id, prev_name);
undo_redo->add_do_method(graph_plugin.ptr(), "update_node", type, p_node_id);
undo_redo->add_undo_method(graph_plugin.ptr(), "update_node", type, p_node_id);
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undo_redo->commit_action();
}
void VisualShaderEditor::_remove_input_port(int p_node, int p_port) {
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VisualShader::Type type = get_current_shader_type();
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Ref<VisualShaderNodeGroupBase> node = visual_shader->get_node(type, p_node);
if (node.is_null()) {
return;
}
undo_redo->create_action(TTR("Remove Input Port"));
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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()) {
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);
undo_redo->add_do_method(graph_plugin.ptr(), "disconnect_nodes", type, from_node, from_port, to_node, to_port);
undo_redo->add_undo_method(graph_plugin.ptr(), "connect_nodes", type, from_node, from_port, to_node, to_port);
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} 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(graph_plugin.ptr(), "disconnect_nodes", type, from_node, from_port, to_node, to_port);
undo_redo->add_undo_method(graph_plugin.ptr(), "connect_nodes", type, from_node, from_port, to_node, to_port);
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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(graph_plugin.ptr(), "connect_nodes", type, from_node, from_port, to_node, to_port - 1);
undo_redo->add_undo_method(graph_plugin.ptr(), "disconnect_nodes", type, from_node, from_port, to_node, to_port - 1);
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}
}
}
undo_redo->add_do_method(node.ptr(), "remove_input_port", p_port);
undo_redo->add_undo_method(node.ptr(), "add_input_port", p_port, (int)node->get_input_port_type(p_port), node->get_input_port_name(p_port));
undo_redo->add_do_method(graph_plugin.ptr(), "update_node", type, p_node);
undo_redo->add_undo_method(graph_plugin.ptr(), "update_node", type, p_node);
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undo_redo->commit_action();
}
void VisualShaderEditor::_remove_output_port(int p_node, int p_port) {
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VisualShader::Type type = get_current_shader_type();
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Ref<VisualShaderNodeGroupBase> node = visual_shader->get_node(type, p_node);
if (node.is_null()) {
return;
}
undo_redo->create_action(TTR("Remove Output Port"));
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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()) {
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);
undo_redo->add_do_method(graph_plugin.ptr(), "disconnect_nodes", type, from_node, from_port, to_node, to_port);
undo_redo->add_undo_method(graph_plugin.ptr(), "connect_nodes", type, from_node, from_port, to_node, to_port);
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} 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(graph_plugin.ptr(), "disconnect_nodes", type, from_node, from_port, to_node, to_port);
undo_redo->add_undo_method(graph_plugin.ptr(), "connect_nodes", type, from_node, from_port, to_node, to_port);
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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(graph_plugin.ptr(), "connect_nodes", type, from_node, from_port - 1, to_node, to_port);
undo_redo->add_undo_method(graph_plugin.ptr(), "disconnect_nodes", type, from_node, from_port - 1, to_node, to_port);
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}
}
}
int preview_port = node->get_output_port_for_preview();
if (preview_port != -1) {
if (preview_port == p_port) {
undo_redo->add_do_method(node.ptr(), "set_output_port_for_preview", -1);
undo_redo->add_undo_method(node.ptr(), "set_output_port_for_preview", preview_port);
} else if (preview_port > p_port) {
undo_redo->add_do_method(node.ptr(), "set_output_port_for_preview", preview_port - 1);
undo_redo->add_undo_method(node.ptr(), "set_output_port_for_preview", preview_port);
}
}
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undo_redo->add_do_method(node.ptr(), "remove_output_port", p_port);
undo_redo->add_undo_method(node.ptr(), "add_output_port", p_port, (int)node->get_output_port_type(p_port), node->get_output_port_name(p_port));
undo_redo->add_do_method(graph_plugin.ptr(), "update_node", type, p_node);
undo_redo->add_undo_method(graph_plugin.ptr(), "update_node", type, p_node);
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undo_redo->commit_action();
}
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void VisualShaderEditor::_expression_focus_out(Object *code_edit, int p_node) {
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VisualShader::Type type = get_current_shader_type();
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Ref<VisualShaderNodeExpression> node = visual_shader->get_node(type, p_node);
if (node.is_null()) {
return;
}
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CodeEdit *expression_box = Object::cast_to<CodeEdit>(code_edit);
if (node->get_expression() == expression_box->get_text()) {
return;
}
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undo_redo->create_action(TTR("Set VisualShader Expression"));
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undo_redo->add_do_method(node.ptr(), "set_expression", expression_box->get_text());
undo_redo->add_undo_method(node.ptr(), "set_expression", node->get_expression());
undo_redo->add_do_method(graph_plugin.ptr(), "set_expression", type, p_node, expression_box->get_text());
undo_redo->add_undo_method(graph_plugin.ptr(), "set_expression", type, p_node, node->get_expression());
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undo_redo->commit_action();
}
void VisualShaderEditor::_set_node_size(int p_type, int p_node, const Vector2 &p_size) {
VisualShader::Type type = VisualShader::Type(p_type);
Ref<VisualShaderNodeResizableBase> node = visual_shader->get_node(type, p_node);
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if (node.is_null()) {
return;
}
Size2 size = p_size;
if (!node->is_allow_v_resize()) {
size.y = 0;
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}
node->set_size(size);
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if (get_current_shader_type() == type) {
Ref<VisualShaderNodeExpression> expression_node = Object::cast_to<VisualShaderNodeExpression>(node.ptr());
Control *text_box = nullptr;
if (!expression_node.is_null()) {
text_box = expression_node->get_control(0);
if (text_box) {
text_box->set_custom_minimum_size(Size2(0, 0));
}
}
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GraphNode *gn = nullptr;
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Node *node2 = graph->get_node(itos(p_node));
gn = Object::cast_to<GraphNode>(node2);
if (!gn) {
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return;
}
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gn->set_custom_minimum_size(size);
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gn->set_size(Size2(1, 1));
if (!expression_node.is_null() && text_box) {
Size2 box_size = size;
if (gn != nullptr) {
if (box_size.x < 150 * EDSCALE || box_size.y < 0) {
box_size.x = gn->get_size().x;
}
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}
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box_size.x -= text_box->get_offset(SIDE_LEFT);
box_size.x -= 28 * EDSCALE;
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box_size.y -= text_box->get_offset(SIDE_TOP);
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));
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}
}
}
void VisualShaderEditor::_node_resized(const Vector2 &p_new_size, int p_type, int p_node) {
Ref<VisualShaderNodeResizableBase> node = visual_shader->get_node(VisualShader::Type(p_type), p_node);
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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) {
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VisualShader::Type type = get_current_shader_type();
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Ref<VisualShaderNode> node = visual_shader->get_node(type, p_node);
if (node.is_null()) {
return;
}
int prev_port = node->get_output_port_for_preview();
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if (node->get_output_port_for_preview() == p_port) {
p_port = -1; //toggle it
}
undo_redo->create_action(p_port == -1 ? TTR("Hide Port Preview") : TTR("Show Port Preview"));
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undo_redo->add_do_method(node.ptr(), "set_output_port_for_preview", p_port);
undo_redo->add_undo_method(node.ptr(), "set_output_port_for_preview", prev_port);
undo_redo->add_do_method(graph_plugin.ptr(), "update_node", (int)type, p_node);
undo_redo->add_undo_method(graph_plugin.ptr(), "update_node", (int)type, p_node);
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undo_redo->commit_action();
}
void VisualShaderEditor::_uniform_line_edit_changed(const String &p_text, int p_node_id) {
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VisualShader::Type type = get_current_shader_type();
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Ref<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);
if (validated_name == node->get_uniform_name()) {
return;
}
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());
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undo_redo->add_do_method(graph_plugin.ptr(), "set_uniform_name", type, p_node_id, validated_name);
undo_redo->add_undo_method(graph_plugin.ptr(), "set_uniform_name", type, p_node_id, node->get_uniform_name());
undo_redo->add_do_method(this, "_update_uniforms", true);
undo_redo->add_undo_method(this, "_update_uniforms", true);
Set<String> changed_names;
changed_names.insert(node->get_uniform_name());
_update_uniform_refs(changed_names);
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undo_redo->commit_action();
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}
void VisualShaderEditor::_uniform_line_edit_focus_out(Object *line_edit, int p_node_id) {
_uniform_line_edit_changed(Object::cast_to<LineEdit>(line_edit)->get_text(), p_node_id);
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}
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void VisualShaderEditor::_port_name_focus_out(Object *line_edit, int p_node_id, int p_port_id, bool p_output) {
if (!p_output) {
_change_input_port_name(Object::cast_to<LineEdit>(line_edit)->get_text(), line_edit, p_node_id, p_port_id);
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} else {
_change_output_port_name(Object::cast_to<LineEdit>(line_edit)->get_text(), line_edit, p_node_id, p_port_id);
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}
}
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void VisualShaderEditor::_port_edited() {
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VisualShader::Type type = get_current_shader_type();
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Variant value = property_editor->get_variant();
Ref<VisualShaderNode> vsn = visual_shader->get_node(type, editing_node);
ERR_FAIL_COND(!vsn.is_valid());
undo_redo->create_action(TTR("Set Input Default Port"));
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undo_redo->add_do_method(vsn.ptr(), "set_input_port_default_value", editing_port, value);
undo_redo->add_undo_method(vsn.ptr(), "set_input_port_default_value", editing_port, vsn->get_input_port_default_value(editing_port));
undo_redo->add_do_method(graph_plugin.ptr(), "set_input_port_default_value", type, editing_node, editing_port, value);
undo_redo->add_undo_method(graph_plugin.ptr(), "set_input_port_default_value", type, editing_node, editing_port, vsn->get_input_port_default_value(editing_port));
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undo_redo->commit_action();
property_editor->hide();
}
void VisualShaderEditor::_edit_port_default_input(Object *p_button, int p_node, int p_port) {
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VisualShader::Type type = get_current_shader_type();
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Ref<VisualShaderNode> 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;
}
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);
}
}
void VisualShaderEditor::_add_cubemap_node(const String &p_path) {
VisualShaderNodeCubemap *cubemap = (VisualShaderNodeCubemap *)_add_node(cubemap_node_option_idx, -1);
cubemap->set_cube_map(ResourceLoader::load(p_path));
}
void VisualShaderEditor::_add_texture2d_node(const String &p_path) {
VisualShaderNodeTexture *texture2d = (VisualShaderNodeTexture *)_add_node(texture2d_node_option_idx, -1);
texture2d->set_texture(ResourceLoader::load(p_path));
}
void VisualShaderEditor::_add_texture2d_array_node(const String &p_path) {
VisualShaderNodeTexture2DArray *texture2d_array = (VisualShaderNodeTexture2DArray *)_add_node(texture2d_array_node_option_idx, -1);
texture2d_array->set_texture_array(ResourceLoader::load(p_path));
}
void VisualShaderEditor::_add_texture3d_node(const String &p_path) {
VisualShaderNodeTexture3D *texture3d = (VisualShaderNodeTexture3D *)_add_node(texture3d_node_option_idx, -1);
texture3d->set_texture(ResourceLoader::load(p_path));
}
void VisualShaderEditor::_add_curve_node(const String &p_path) {
VisualShaderNodeCurveTexture *curve = (VisualShaderNodeCurveTexture *)_add_node(curve_node_option_idx, -1);
curve->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);
VisualShaderNodeFloatConstant *constant = Object::cast_to<VisualShaderNodeFloatConstant>(vsn);
if (constant) {
if ((int)add_options[p_idx].value != -1) {
constant->set_constant(add_options[p_idx].value);
}
}
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);
}
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);
}
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);
}
VisualShaderNodeFloatOp *floatOp = Object::cast_to<VisualShaderNodeFloatOp>(vsn);
if (floatOp) {
floatOp->set_operator((VisualShaderNodeFloatOp::Operator)p_op_idx);
}
VisualShaderNodeIntOp *intOp = Object::cast_to<VisualShaderNodeIntOp>(vsn);
if (intOp) {
intOp->set_operator((VisualShaderNodeIntOp::Operator)p_op_idx);
}
VisualShaderNodeFloatFunc *floatFunc = Object::cast_to<VisualShaderNodeFloatFunc>(vsn);
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);
}
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);
}
VisualShaderNodeMultiplyAdd *fmaFunc = Object::cast_to<VisualShaderNodeMultiplyAdd>(vsn);
if (fmaFunc) {
fmaFunc->set_op_type((VisualShaderNodeMultiplyAdd::OpType)p_op_idx);
}
}
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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);
vsnode->set_script(add_options[p_idx].script);
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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 = get_current_shader_type();
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int id_to_use = visual_shader->get_valid_node_id(type);
undo_redo->create_action(TTR("Add Node to Visual Shader"));
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undo_redo->add_do_method(visual_shader.ptr(), "add_node", type, vsnode, position, id_to_use);
undo_redo->add_undo_method(visual_shader.ptr(), "remove_node", type, id_to_use);
undo_redo->add_do_method(graph_plugin.ptr(), "add_node", type, id_to_use);
undo_redo->add_undo_method(graph_plugin.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));
}
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);
undo_redo->add_do_method(graph_plugin.ptr(), "connect_nodes", type, _from_node, _from_slot, to_node, to_slot);
undo_redo->add_undo_method(graph_plugin.ptr(), "disconnect_nodes", type, _from_node, _from_slot, to_node, to_slot);
}
}
} 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_undo_method(visual_shader.ptr(), "disconnect_nodes", type, from_node, from_slot, _to_node, _to_slot);
undo_redo->add_do_method(visual_shader.ptr(), "connect_nodes", type, from_node, from_slot, _to_node, _to_slot);
undo_redo->add_undo_method(graph_plugin.ptr(), "disconnect_nodes", type, from_node, from_slot, _to_node, _to_slot);
undo_redo->add_do_method(graph_plugin.ptr(), "connect_nodes", type, from_node, from_slot, _to_node, _to_slot);
}
}
}
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VisualShaderNodeUniform *uniform = Object::cast_to<VisualShaderNodeUniform>(vsnode.ptr());
if (uniform) {
undo_redo->add_do_method(this, "_update_uniforms", true);
undo_redo->add_undo_method(this, "_update_uniforms", true);
}
VisualShaderNodeCurveTexture *curve = Object::cast_to<VisualShaderNodeCurveTexture>(vsnode.ptr());
if (curve) {
graph_plugin->call_deferred("update_curve", id_to_use);
}
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undo_redo->commit_action();
return vsnode.ptr();
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}
void VisualShaderEditor::_node_dragged(const Vector2 &p_from, const Vector2 &p_to, int p_node) {
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VisualShader::Type type = get_current_shader_type();
drag_buffer.push_back({ type, p_node, p_from, p_to });
if (!drag_dirty) {
call_deferred("_nodes_dragged");
}
drag_dirty = true;
}
void VisualShaderEditor::_nodes_dragged() {
drag_dirty = false;
undo_redo->create_action(TTR("Node(s) Moved"));
for (List<DragOp>::Element *E = drag_buffer.front(); E; E = E->next()) {
undo_redo->add_do_method(visual_shader.ptr(), "set_node_position", E->get().type, E->get().node, E->get().to);
undo_redo->add_undo_method(visual_shader.ptr(), "set_node_position", E->get().type, E->get().node, E->get().from);
undo_redo->add_do_method(graph_plugin.ptr(), "set_node_position", E->get().type, E->get().node, E->get().to);
undo_redo->add_undo_method(graph_plugin.ptr(), "set_node_position", E->get().type, E->get().node, E->get().from);
}
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drag_buffer.clear();
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undo_redo->commit_action();
}
void VisualShaderEditor::_connection_request(const String &p_from, int p_from_index, const String &p_to, int p_to_index) {
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VisualShader::Type type = get_current_shader_type();
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int from = p_from.to_int();
int to = p_to.to_int();
if (!visual_shader->can_connect_nodes(type, from, p_from_index, to, p_to_index)) {
return;
}
undo_redo->create_action(TTR("Nodes Connected"));
List<VisualShader::Connection> conns;
visual_shader->get_node_connections(type, &conns);
for (List<VisualShader::Connection>::Element *E = conns.front(); E; E = E->next()) {
if (E->get().to_node == to && E->get().to_port == p_to_index) {
undo_redo->add_do_method(visual_shader.ptr(), "disconnect_nodes", type, E->get().from_node, E->get().from_port, E->get().to_node, E->get().to_port);
undo_redo->add_undo_method(visual_shader.ptr(), "connect_nodes", type, E->get().from_node, E->get().from_port, E->get().to_node, E->get().to_port);
undo_redo->add_do_method(graph_plugin.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(graph_plugin.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(graph_plugin.ptr(), "connect_nodes", type, from, p_from_index, to, p_to_index);
undo_redo->add_undo_method(graph_plugin.ptr(), "disconnect_nodes", type, from, p_from_index, to, p_to_index);
undo_redo->add_do_method(graph_plugin.ptr(), "update_node", (int)type, to);
undo_redo->add_undo_method(graph_plugin.ptr(), "update_node", (int)type, to);
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undo_redo->commit_action();
}
void VisualShaderEditor::_disconnection_request(const String &p_from, int p_from_index, const String &p_to, int p_to_index) {
graph->disconnect_node(p_from, p_from_index, p_to, p_to_index);
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VisualShader::Type type = get_current_shader_type();
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int from = p_from.to_int();
int to = p_to.to_int();
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(graph_plugin.ptr(), "disconnect_nodes", type, from, p_from_index, to, p_to_index);
undo_redo->add_undo_method(graph_plugin.ptr(), "connect_nodes", type, from, p_from_index, to, p_to_index);
undo_redo->add_do_method(graph_plugin.ptr(), "update_node", (int)type, to);
undo_redo->add_undo_method(graph_plugin.ptr(), "update_node", (int)type, to);
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undo_redo->commit_action();
}
void VisualShaderEditor::_connection_to_empty(const String &p_from, int p_from_slot, const Vector2 &p_release_position) {
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_nodes(int p_type, const List<int> &p_nodes) {
VisualShader::Type type = VisualShader::Type(p_type);
List<VisualShader::Connection> conns;
visual_shader->get_node_connections(type, &conns);
for (const List<int>::Element *F = p_nodes.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()) {
undo_redo->add_do_method(graph_plugin.ptr(), "disconnect_nodes", type, E->get().from_node, E->get().from_port, E->get().to_node, E->get().to_port);
}
}
}
Set<String> uniform_names;
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for (const List<int>::Element *F = p_nodes.front(); F; F = F->next()) {
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());
undo_redo->add_undo_method(visual_shader.ptr(), "add_node", type, node, visual_shader->get_node_position(type, F->get()), F->get());
undo_redo->add_undo_method(graph_plugin.ptr(), "add_node", type, F->get());
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undo_redo->add_do_method(this, "_clear_buffer");
undo_redo->add_undo_method(this, "_clear_buffer");
// 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());
}
VisualShaderNodeUniform *uniform = Object::cast_to<VisualShaderNodeUniform>(node.ptr());
if (uniform) {
uniform_names.insert(uniform->get_uniform_name());
}
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}
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List<VisualShader::Connection> used_conns;
for (const List<int>::Element *F = p_nodes.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);
undo_redo->add_undo_method(graph_plugin.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());
}
}
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}
}
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// delete nodes from the graph
for (const List<int>::Element *F = p_nodes.front(); F; F = F->next()) {
undo_redo->add_do_method(graph_plugin.ptr(), "remove_node", type, F->get());
}
// update uniform refs if any uniform has been deleted
if (uniform_names.size() > 0) {
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undo_redo->add_do_method(this, "_update_uniforms", true);
undo_redo->add_undo_method(this, "_update_uniforms", true);
_update_uniform_refs(uniform_names);
}
}
void VisualShaderEditor::_replace_node(VisualShader::Type p_type_id, int p_node_id, const StringName &p_from, const StringName &p_to) {
undo_redo->add_do_method(visual_shader.ptr(), "replace_node", p_type_id, p_node_id, p_to);
undo_redo->add_undo_method(visual_shader.ptr(), "replace_node", p_type_id, p_node_id, p_from);
}
void VisualShaderEditor::_update_constant(VisualShader::Type p_type_id, int p_node_id, Variant p_var, int p_preview_port) {
Ref<VisualShaderNode> node = visual_shader->get_node(p_type_id, p_node_id);
ERR_FAIL_COND(!node.is_valid());
ERR_FAIL_COND(!node->has_method("set_constant"));
node->call("set_constant", p_var);
if (p_preview_port != -1) {
node->set_output_port_for_preview(p_preview_port);
}
}
void VisualShaderEditor::_update_uniform(VisualShader::Type p_type_id, int p_node_id, Variant p_var, int p_preview_port) {
Ref<VisualShaderNodeUniform> uniform = visual_shader->get_node(p_type_id, p_node_id);
ERR_FAIL_COND(!uniform.is_valid());
String valid_name = visual_shader->validate_uniform_name(uniform->get_uniform_name(), uniform);
uniform->set_uniform_name(valid_name);
graph_plugin->set_uniform_name(p_type_id, p_node_id, valid_name);
if (uniform->has_method("set_default_value_enabled")) {
uniform->call("set_default_value_enabled", true);
uniform->call("set_default_value", p_var);
}
if (p_preview_port != -1) {
uniform->set_output_port_for_preview(p_preview_port);
}
}
void VisualShaderEditor::_convert_constants_to_uniforms(bool p_vice_versa) {
VisualShader::Type type_id = get_current_shader_type();
if (!p_vice_versa) {
undo_redo->create_action(TTR("Convert Constant Node(s) To Uniform(s)"));
} else {
undo_redo->create_action(TTR("Convert Uniform Node(s) To Constant(s)"));
}
const Set<int> &current_set = p_vice_versa ? selected_uniforms : selected_constants;
Set<String> deleted_names;
for (Set<int>::Element *E = current_set.front(); E; E = E->next()) {
int node_id = E->get();
Ref<VisualShaderNode> node = visual_shader->get_node(type_id, node_id);
bool catched = false;
Variant var;
// float
if (!p_vice_versa) {
Ref<VisualShaderNodeFloatConstant> float_const = Object::cast_to<VisualShaderNodeFloatConstant>(node.ptr());
if (float_const.is_valid()) {
_replace_node(type_id, node_id, "VisualShaderNodeFloatConstant", "VisualShaderNodeFloatUniform");
var = float_const->get_constant();
catched = true;
}
} else {
Ref<VisualShaderNodeFloatUniform> float_uniform = Object::cast_to<VisualShaderNodeFloatUniform>(node.ptr());
if (float_uniform.is_valid()) {
_replace_node(type_id, node_id, "VisualShaderNodeFloatUniform", "VisualShaderNodeFloatConstant");
var = float_uniform->get_default_value();
catched = true;
}
}
// int
if (!catched) {
if (!p_vice_versa) {
Ref<VisualShaderNodeIntConstant> int_const = Object::cast_to<VisualShaderNodeIntConstant>(node.ptr());
if (int_const.is_valid()) {
_replace_node(type_id, node_id, "VisualShaderNodeIntConstant", "VisualShaderNodeIntUniform");
var = int_const->get_constant();
catched = true;
}
} else {
Ref<VisualShaderNodeIntUniform> int_uniform = Object::cast_to<VisualShaderNodeIntUniform>(node.ptr());
if (int_uniform.is_valid()) {
_replace_node(type_id, node_id, "VisualShaderNodeIntUniform", "VisualShaderNodeIntConstant");
var = int_uniform->get_default_value();
catched = true;
}
}
}
// boolean
if (!catched) {
if (!p_vice_versa) {
Ref<VisualShaderNodeBooleanConstant> boolean_const = Object::cast_to<VisualShaderNodeBooleanConstant>(node.ptr());
if (boolean_const.is_valid()) {
_replace_node(type_id, node_id, "VisualShaderNodeBooleanConstant", "VisualShaderNodeBooleanUniform");
var = boolean_const->get_constant();
catched = true;
}
} else {
Ref<VisualShaderNodeBooleanUniform> boolean_uniform = Object::cast_to<VisualShaderNodeBooleanUniform>(node.ptr());
if (boolean_uniform.is_valid()) {
_replace_node(type_id, node_id, "VisualShaderNodeBooleanUniform", "VisualShaderNodeBooleanConstant");
var = boolean_uniform->get_default_value();
catched = true;
}
}
}
// vec3
if (!catched) {
if (!p_vice_versa) {
Ref<VisualShaderNodeVec3Constant> vec3_const = Object::cast_to<VisualShaderNodeVec3Constant>(node.ptr());
if (vec3_const.is_valid()) {
_replace_node(type_id, node_id, "VisualShaderNodeVec3Constant", "VisualShaderNodeVec3Uniform");
var = vec3_const->get_constant();
catched = true;
}
} else {
Ref<VisualShaderNodeVec3Uniform> vec3_uniform = Object::cast_to<VisualShaderNodeVec3Uniform>(node.ptr());
if (vec3_uniform.is_valid()) {
_replace_node(type_id, node_id, "VisualShaderNodeVec3Uniform", "VisualShaderNodeVec3Constant");
var = vec3_uniform->get_default_value();
catched = true;
}
}
}
// color
if (!catched) {
if (!p_vice_versa) {
Ref<VisualShaderNodeColorConstant> color_const = Object::cast_to<VisualShaderNodeColorConstant>(node.ptr());
if (color_const.is_valid()) {
_replace_node(type_id, node_id, "VisualShaderNodeColorConstant", "VisualShaderNodeColorUniform");
var = color_const->get_constant();
catched = true;
}
} else {
Ref<VisualShaderNodeColorUniform> color_uniform = Object::cast_to<VisualShaderNodeColorUniform>(node.ptr());
if (color_uniform.is_valid()) {
_replace_node(type_id, node_id, "VisualShaderNodeColorUniform", "VisualShaderNodeColorConstant");
var = color_uniform->get_default_value();
catched = true;
}
}
}
// transform
if (!catched) {
if (!p_vice_versa) {
Ref<VisualShaderNodeTransformConstant> transform_const = Object::cast_to<VisualShaderNodeTransformConstant>(node.ptr());
if (transform_const.is_valid()) {
_replace_node(type_id, node_id, "VisualShaderNodeTransformConstant", "VisualShaderNodeTransformUniform");
var = transform_const->get_constant();
catched = true;
}
} else {
Ref<VisualShaderNodeTransformUniform> transform_uniform = Object::cast_to<VisualShaderNodeTransformUniform>(node.ptr());
if (transform_uniform.is_valid()) {
_replace_node(type_id, node_id, "VisualShaderNodeTransformUniform", "VisualShaderNodeTransformConstant");
var = transform_uniform->get_default_value();
catched = true;
}
}
}
ERR_CONTINUE(!catched);
int preview_port = node->get_output_port_for_preview();
if (!p_vice_versa) {
undo_redo->add_do_method(this, "_update_uniform", type_id, node_id, var, preview_port);
undo_redo->add_undo_method(this, "_update_constant", type_id, node_id, var, preview_port);
} else {
undo_redo->add_do_method(this, "_update_constant", type_id, node_id, var, preview_port);
undo_redo->add_undo_method(this, "_update_uniform", type_id, node_id, var, preview_port);
Ref<VisualShaderNodeUniform> uniform = Object::cast_to<VisualShaderNodeUniform>(node.ptr());
ERR_CONTINUE(!uniform.is_valid());
deleted_names.insert(uniform->get_uniform_name());
}
undo_redo->add_do_method(graph_plugin.ptr(), "update_node", type_id, node_id);
undo_redo->add_undo_method(graph_plugin.ptr(), "update_node", type_id, node_id);
}
undo_redo->add_do_method(this, "_update_uniforms", true);
undo_redo->add_undo_method(this, "_update_uniforms", true);
if (deleted_names.size() > 0) {
_update_uniform_refs(deleted_names);
}
undo_redo->commit_action();
}
void VisualShaderEditor::_delete_node_request(int p_type, int p_node) {
List<int> to_erase;
to_erase.push_back(p_node);
undo_redo->create_action(TTR("Delete VisualShader Node"));
_delete_nodes(p_type, to_erase);
undo_redo->commit_action();
}
void VisualShaderEditor::_delete_nodes_request() {
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.is_empty()) {
return;
}
undo_redo->create_action(TTR("Delete VisualShader Node(s)"));
_delete_nodes(get_current_shader_type(), to_erase);
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undo_redo->commit_action();
}
void VisualShaderEditor::_node_selected(Object *p_node) {
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VisualShader::Type type = get_current_shader_type();
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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) {
Ref<InputEventMouseButton> mb = p_event;
VisualShader::Type type = get_current_shader_type();
if (mb.is_valid() && mb->is_pressed() && mb->get_button_index() == BUTTON_RIGHT) {
selected_constants.clear();
selected_uniforms.clear();
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()) {
int id = gn->get_name().operator String().to_int();
to_change.push_back(id);
Ref<VisualShaderNode> node = visual_shader->get_node(type, id);
VisualShaderNodeConstant *cnode = Object::cast_to<VisualShaderNodeConstant>(node.ptr());
if (cnode != nullptr) {
selected_constants.insert(id);
}
VisualShaderNodeUniform *unode = Object::cast_to<VisualShaderNodeUniform>(node.ptr());
if (unode != nullptr) {
selected_uniforms.insert(id);
}
}
}
}
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if (to_change.is_empty() && copy_nodes_buffer.is_empty()) {
_show_members_dialog(true);
} else {
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popup_menu->set_item_disabled(NodeMenuOptions::COPY, to_change.is_empty());
popup_menu->set_item_disabled(NodeMenuOptions::PASTE, copy_nodes_buffer.is_empty());
popup_menu->set_item_disabled(NodeMenuOptions::DELETE, to_change.is_empty());
popup_menu->set_item_disabled(NodeMenuOptions::DUPLICATE, to_change.is_empty());
int temp = popup_menu->get_item_index(NodeMenuOptions::SEPARATOR2);
if (temp != -1) {
popup_menu->remove_item(temp);
}
temp = popup_menu->get_item_index(NodeMenuOptions::CONVERT_CONSTANTS_TO_UNIFORMS);
if (temp != -1) {
popup_menu->remove_item(temp);
}
temp = popup_menu->get_item_index(NodeMenuOptions::CONVERT_UNIFORMS_TO_CONSTANTS);
if (temp != -1) {
popup_menu->remove_item(temp);
}
if (selected_constants.size() > 0 || selected_uniforms.size() > 0) {
popup_menu->add_separator("", NodeMenuOptions::SEPARATOR2);
if (selected_constants.size() > 0) {
popup_menu->add_item(TTR("Convert Constant(s) to Uniform(s)"), NodeMenuOptions::CONVERT_CONSTANTS_TO_UNIFORMS);
}
if (selected_uniforms.size() > 0) {
popup_menu->add_item(TTR("Convert Uniforms(s) to Constant(s)"), NodeMenuOptions::CONVERT_UNIFORMS_TO_CONSTANTS);
}
}
menu_point = graph->get_local_mouse_position();
Point2 gpos = Input::get_singleton()->get_mouse_position();
popup_menu->set_position(gpos);
popup_menu->popup();
}
}
}
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();
Point2 gpos = Input::get_singleton()->get_mouse_position();
members_dialog->popup();
members_dialog->set_position(gpos);
} else {
members_dialog->popup();
saved_node_pos_dirty = false;
members_dialog->set_position(graph->get_global_position() + Point2(5 * EDSCALE, 65 * EDSCALE));
}
// keep dialog within window bounds
Size2 window_size = DisplayServer::get_singleton()->window_get_size();
Rect2 dialog_rect = Rect2(members_dialog->get_position(), members_dialog->get_size());
if (dialog_rect.position.y + dialog_rect.size.y > window_size.y) {
int difference = dialog_rect.position.y + dialog_rect.size.y - window_size.y;
members_dialog->set_position(members_dialog->get_position() - Point2(0, difference));
}
if (dialog_rect.position.x + dialog_rect.size.x > window_size.x) {
int difference = dialog_rect.position.x + dialog_rect.size.x - window_size.x;
members_dialog->set_position(members_dialog->get_position() - Point2(difference, 0));
}
node_filter->call_deferred("grab_focus"); // still not visible
node_filter->select_all();
}
void VisualShaderEditor::_sbox_input(const Ref<InputEvent> &p_ie) {
Ref<InputEventKey> ie = p_ie;
if (ie.is_valid() && (ie->get_keycode() == KEY_UP ||
ie->get_keycode() == KEY_DOWN ||
ie->get_keycode() == KEY_ENTER ||
ie->get_keycode() == KEY_KP_ENTER)) {
members->call("_gui_input", ie);
node_filter->accept_event();
}
}
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void VisualShaderEditor::_notification(int p_what) {
if (p_what == NOTIFICATION_ENTER_TREE) {
node_filter->set_clear_button_enabled(true);
// collapse tree by default
TreeItem *category = members->get_root()->get_children();
while (category) {
category->set_collapsed(true);
TreeItem *sub_category = category->get_children();
while (sub_category) {
sub_category->set_collapsed(true);
sub_category = sub_category->get_next();
}
category = category->get_next();
}
}
if (p_what == NOTIFICATION_DRAG_BEGIN) {
Dictionary dd = get_viewport()->gui_get_drag_data();
if (members->is_visible_in_tree() && dd.has("id")) {
members->set_drop_mode_flags(Tree::DROP_MODE_ON_ITEM);
}
} else if (p_what == NOTIFICATION_DRAG_END) {
members->set_drop_mode_flags(0);
}
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if (p_what == NOTIFICATION_ENTER_TREE || p_what == NOTIFICATION_THEME_CHANGED) {
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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");
Color function_color = EDITOR_GET("text_editor/highlighting/function_color");
Color number_color = EDITOR_GET("text_editor/highlighting/number_color");
Color members_color = EDITOR_GET("text_editor/highlighting/member_variable_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()) {
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_font_size_override("font_size", get_theme_font_size("expression_size", "EditorFonts"));
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preview_text->add_theme_color_override("font_color", text_color);
syntax_highlighter->set_number_color(number_color);
syntax_highlighter->set_symbol_color(symbol_color);
syntax_highlighter->set_function_color(function_color);
syntax_highlighter->set_member_variable_color(members_color);
syntax_highlighter->clear_color_regions();
syntax_highlighter->add_color_region("/*", "*/", comment_color, false);
syntax_highlighter->add_color_region("//", "", comment_color, true);
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error_text->add_theme_font_override("font", get_theme_font("status_source", "EditorFonts"));
error_text->add_theme_font_size_override("font_size", get_theme_font_size("status_source_size", "EditorFonts"));
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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"));
if (p_what == NOTIFICATION_THEME_CHANGED && is_visible_in_tree()) {
_update_graph();
}
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}
}
void VisualShaderEditor::_scroll_changed(const Vector2 &p_scroll) {
if (updating) {
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return;
}
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updating = true;
visual_shader->set_graph_offset(p_scroll / EDSCALE);
updating = false;
}
void VisualShaderEditor::_node_changed(int p_id) {
if (updating) {
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return;
}
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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;
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;
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;
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();
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);
undo_redo->add_do_method(graph_plugin.ptr(), "add_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(graph_plugin.ptr(), "set_node_size", type, id_from, group->get_size());
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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;
visual_shader->get_node_connections(pasted_type, &conns);
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for (List<VisualShader::Connection>::Element *E = conns.front(); E; E = E->next()) {
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)) {
undo_redo->add_do_method(visual_shader.ptr(), "connect_nodes", type, connection_remap[E->get().from_node], E->get().from_port, connection_remap[E->get().to_node], E->get().to_port);
undo_redo->add_do_method(graph_plugin.ptr(), "connect_nodes", type, connection_remap[E->get().from_node], E->get().from_port, connection_remap[E->get().to_node], E->get().to_port);
undo_redo->add_undo_method(graph_plugin.ptr(), "disconnect_nodes", 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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}
}
id_from = base_id;
for (List<int>::Element *E = r_nodes.front(); E; E = E->next()) {
undo_redo->add_undo_method(visual_shader.ptr(), "remove_node", type, id_from);
undo_redo->add_undo_method(graph_plugin.ptr(), "remove_node", type, id_from);
id_from++;
}
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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 = get_current_shader_type();
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List<int> nodes;
Set<int> excluded;
_dup_copy_nodes(type, nodes, excluded);
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if (nodes.is_empty()) {
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return;
}
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undo_redo->create_action(TTR("Duplicate VisualShader Node(s)"));
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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 = get_current_shader_type();
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_clear_buffer();
_dup_copy_nodes(copy_type, copy_nodes_buffer, copy_nodes_excluded_buffer);
}
void VisualShaderEditor::_paste_nodes(bool p_use_custom_position, const Vector2 &p_custom_position) {
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if (copy_nodes_buffer.is_empty()) {
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return;
}
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int type = get_current_shader_type();
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float scale = graph->get_zoom();
Vector2 mpos;
if (p_use_custom_position) {
mpos = p_custom_position;
} else {
mpos = graph->get_local_mouse_position();
}
undo_redo->create_action(TTR("Paste VisualShader Node(s)"));
_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::_mode_selected(int p_id) {
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visual_shader->set_shader_type(particles_mode ? VisualShader::Type(p_id + 3) : VisualShader::Type(p_id));
_update_options_menu();
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_update_graph();
}
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void VisualShaderEditor::_input_select_item(Ref<VisualShaderNodeInput> p_input, String p_name) {
String prev_name = p_input->get_input_name();
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if (p_name == prev_name) {
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return;
}
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bool type_changed = p_input->get_input_type_by_name(p_name) != p_input->get_input_type_by_name(prev_name);
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UndoRedo *undo_redo = EditorNode::get_singleton()->get_undo_redo();
undo_redo->create_action(TTR("Visual Shader Input Type Changed"));
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undo_redo->add_do_method(p_input.ptr(), "set_input_name", p_name);
undo_redo->add_undo_method(p_input.ptr(), "set_input_name", prev_name);
// update output port
for (int type_id = 0; type_id < VisualShader::TYPE_MAX; type_id++) {
VisualShader::Type type = VisualShader::Type(type_id);
int id = visual_shader->find_node_id(type, p_input);
if (id != VisualShader::NODE_ID_INVALID) {
if (type_changed) {
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) {
if (visual_shader->is_port_types_compatible(p_input->get_input_type_by_name(p_name), visual_shader->get_node(type, E->get().to_node)->get_input_port_type(E->get().to_port))) {
undo_redo->add_do_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_undo_method(visual_shader.ptr(), "connect_nodes", type, E->get().from_node, E->get().from_port, E->get().to_node, E->get().to_port);
continue;
}
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);
undo_redo->add_do_method(graph_plugin.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(graph_plugin.ptr(), "connect_nodes", type, E->get().from_node, E->get().from_port, E->get().to_node, E->get().to_port);
}
}
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}
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undo_redo->add_do_method(graph_plugin.ptr(), "update_node", type_id, id);
undo_redo->add_undo_method(graph_plugin.ptr(), "update_node", type_id, id);
break;
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}
}
undo_redo->commit_action();
}
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void VisualShaderEditor::_uniform_select_item(Ref<VisualShaderNodeUniformRef> p_uniform_ref, String p_name) {
String prev_name = p_uniform_ref->get_uniform_name();
if (p_name == prev_name) {
return;
}
bool type_changed = p_uniform_ref->get_uniform_type_by_name(p_name) != p_uniform_ref->get_uniform_type_by_name(prev_name);
UndoRedo *undo_redo = EditorNode::get_singleton()->get_undo_redo();
undo_redo->create_action(TTR("UniformRef Name Changed"));
undo_redo->add_do_method(p_uniform_ref.ptr(), "set_uniform_name", p_name);
undo_redo->add_undo_method(p_uniform_ref.ptr(), "set_uniform_name", prev_name);
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// update output port
for (int type_id = 0; type_id < VisualShader::TYPE_MAX; type_id++) {
VisualShader::Type type = VisualShader::Type(type_id);
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int id = visual_shader->find_node_id(type, p_uniform_ref);
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if (id != VisualShader::NODE_ID_INVALID) {
if (type_changed) {
List<VisualShader::Connection> conns;
visual_shader->get_node_connections(type, &conns);
for (List<VisualShader::Connection>::Element *E = conns.front(); E; E = E->next()) {
if (E->get().from_node == id) {
if (visual_shader->is_port_types_compatible(p_uniform_ref->get_uniform_type_by_name(p_name), visual_shader->get_node(type, E->get().to_node)->get_input_port_type(E->get().to_port))) {
continue;
}
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);
undo_redo->add_do_method(graph_plugin.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(graph_plugin.ptr(), "connect_nodes", type, E->get().from_node, E->get().from_port, E->get().to_node, E->get().to_port);
}
}
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}
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undo_redo->add_do_method(graph_plugin.ptr(), "update_node", type_id, id);
undo_redo->add_undo_method(graph_plugin.ptr(), "update_node", type_id, id);
break;
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}
}
undo_redo->commit_action();
}
void VisualShaderEditor::_float_constant_selected(int p_index, int p_node) {
if (p_index == 0) {
graph_plugin->update_node_size(p_node);
return;
}
--p_index;
ERR_FAIL_INDEX(p_index, MAX_FLOAT_CONST_DEFS);
VisualShader::Type type = get_current_shader_type();
Ref<VisualShaderNodeFloatConstant> node = visual_shader->get_node(type, p_node);
if (!node.is_valid()) {
return;
}
undo_redo->create_action(TTR("Set constant"));
undo_redo->add_do_method(node.ptr(), "set_constant", float_constant_defs[p_index].value);
undo_redo->add_undo_method(node.ptr(), "set_constant", node->get_constant());
undo_redo->add_do_method(graph_plugin.ptr(), "update_constant", type, p_node);
undo_redo->add_undo_method(graph_plugin.ptr(), "update_constant", type, p_node);
undo_redo->commit_action();
}
void VisualShaderEditor::_member_filter_changed(const String &p_text) {
_update_options_menu();
}
void VisualShaderEditor::_member_selected() {
TreeItem *item = members->get_selected();
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if (item != nullptr && item->has_meta("id")) {
members_dialog->get_ok_button()->set_disabled(false);
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")));
} else {
highend_label->set_visible(false);
members_dialog->get_ok_button()->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")) {
int idx = members->get_selected()->get_meta("id");
_add_node(idx, add_options[idx].sub_func);
members_dialog->hide();
}
}
void VisualShaderEditor::_member_cancel() {
to_node = -1;
to_slot = -1;
from_node = -1;
from_slot = -1;
}
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;
}
}
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;
case NodeMenuOptions::PASTE:
_paste_nodes(true, menu_point);
break;
case NodeMenuOptions::DELETE:
_delete_nodes_request();
break;
case NodeMenuOptions::DUPLICATE:
_duplicate_nodes();
break;
case NodeMenuOptions::CONVERT_CONSTANTS_TO_UNIFORMS:
_convert_constants_to_uniforms(false);
break;
case NodeMenuOptions::CONVERT_UNIFORMS_TO_CONSTANTS:
_convert_constants_to_uniforms(true);
break;
default:
break;
}
}
Variant VisualShaderEditor::get_drag_data_fw(const Point2 &p_point, Control *p_from) {
if (p_from == members) {
TreeItem *it = members->get_item_at_position(p_point);
if (!it) {
return Variant();
}
if (!it->has_meta("id")) {
return Variant();
}
int id = it->get_meta("id");
AddOption op = add_options[id];
Dictionary d;
d["id"] = id;
if (op.sub_func == -1) {
d["sub_func"] = op.sub_func_str;
} else {
d["sub_func"] = op.sub_func;
}
Label *label = memnew(Label);
label->set_text(it->get_text(0));
set_drag_preview(label);
return d;
}
return Variant();
}
bool VisualShaderEditor::can_drop_data_fw(const Point2 &p_point, const Variant &p_data, Control *p_from) const {
if (p_from == graph) {
Dictionary d = p_data;
if (d.has("id")) {
return true;
}
if (d.has("files")) {
return true;
}
}
return false;
}
void VisualShaderEditor::drop_data_fw(const Point2 &p_point, const Variant &p_data, Control *p_from) {
if (p_from == graph) {
Dictionary d = p_data;
if (d.has("id")) {
int idx = d["id"];
saved_node_pos = p_point;
saved_node_pos_dirty = true;
_add_node(idx, add_options[idx].sub_func);
} else if (d.has("files")) {
if (d["files"].get_type() == Variant::PACKED_STRING_ARRAY) {
int j = 0;
PackedStringArray arr = d["files"];
for (int i = 0; i < arr.size(); i++) {
String type = ResourceLoader::get_resource_type(arr[i]);
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++;
}
} else if (type == "CurveTexture") {
saved_node_pos = p_point + Vector2(0, j * 210 * EDSCALE);
saved_node_pos_dirty = true;
_add_curve_node(arr[i]);
j++;
} else if (ClassDB::get_parent_class(type) == "Texture2D") {
saved_node_pos = p_point + Vector2(0, j * 210 * EDSCALE);
saved_node_pos_dirty = true;
_add_texture2d_node(arr[i]);
j++;
} else if (type == "Texture2DArray") {
saved_node_pos = p_point + Vector2(0, j * 210 * EDSCALE);
saved_node_pos_dirty = true;
_add_texture2d_array_node(arr[i]);
j++;
} else if (ClassDB::get_parent_class(type) == "Texture3D") {
saved_node_pos = p_point + Vector2(0, j * 210 * EDSCALE);
saved_node_pos_dirty = true;
_add_texture3d_node(arr[i]);
j++;
} else if (type == "Cubemap") {
saved_node_pos = p_point + Vector2(0, j * 210 * EDSCALE);
saved_node_pos_dirty = true;
_add_cubemap_node(arr[i]);
j++;
}
}
}
}
}
}
void VisualShaderEditor::_show_preview_text() {
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preview_showed = !preview_showed;
if (preview_showed) {
if (preview_first) {
preview_window->set_size(Size2(400 * EDSCALE, 600 * EDSCALE));
preview_window->popup_centered();
preview_first = false;
} else {
preview_window->popup();
}
_preview_size_changed();
if (pending_update_preview) {
_update_preview();
pending_update_preview = false;
}
} else {
preview_window->hide();
}
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}
void VisualShaderEditor::_preview_close_requested() {
preview_showed = false;
preview_window->hide();
preview_shader->set_pressed(false);
}
void VisualShaderEditor::_preview_size_changed() {
preview_vbox->set_custom_minimum_size(preview_window->get_size());
}
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() {
if (!preview_showed) {
pending_update_preview = true;
return;
}
String code = visual_shader->get_code();
preview_text->set_text(code);
ShaderLanguage sl;
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);
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);
error_text->set_visible(true);
String text = "error(" + itos(sl.get_error_line()) + "): " + sl.get_error_text();
error_text->set_text(text);
shader_error = true;
} else {
error_text->set_visible(false);
shader_error = false;
}
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}
void VisualShaderEditor::_visibility_changed() {
if (!is_visible()) {
if (preview_window->is_visible()) {
preview_shader->set_pressed(false);
preview_window->hide();
preview_showed = false;
}
}
}
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void VisualShaderEditor::_bind_methods() {
ClassDB::bind_method("_update_graph", &VisualShaderEditor::_update_graph);
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("_uniform_select_item", &VisualShaderEditor::_uniform_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);
ClassDB::bind_method("_update_uniforms", &VisualShaderEditor::_update_uniforms);
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ClassDB::bind_method("_set_mode", &VisualShaderEditor::_set_mode);
ClassDB::bind_method("_nodes_dragged", &VisualShaderEditor::_nodes_dragged);
ClassDB::bind_method("_float_constant_selected", &VisualShaderEditor::_float_constant_selected);
ClassDB::bind_method("_update_constant", &VisualShaderEditor::_update_constant);
ClassDB::bind_method("_update_uniform", &VisualShaderEditor::_update_uniform);
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;
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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pending_update_preview = false;
shader_error = false;
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to_node = -1;
to_slot = -1;
from_node = -1;
from_slot = -1;
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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);
add_child(graph);
graph->set_drag_forwarding(this);
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graph->add_valid_right_disconnect_type(VisualShaderNode::PORT_TYPE_SCALAR);
graph->add_valid_right_disconnect_type(VisualShaderNode::PORT_TYPE_SCALAR_INT);
graph->add_valid_right_disconnect_type(VisualShaderNode::PORT_TYPE_BOOLEAN);
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graph->add_valid_right_disconnect_type(VisualShaderNode::PORT_TYPE_VECTOR);
graph->add_valid_right_disconnect_type(VisualShaderNode::PORT_TYPE_TRANSFORM);
graph->add_valid_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);
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), varray(false, Point2()));
graph->connect("delete_nodes_request", callable_mp(this, &VisualShaderEditor::_delete_nodes_request));
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));
graph->connect("visibility_changed", callable_mp(this, &VisualShaderEditor::_visibility_changed));
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graph->add_valid_connection_type(VisualShaderNode::PORT_TYPE_SCALAR, VisualShaderNode::PORT_TYPE_SCALAR);
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);
graph->add_valid_connection_type(VisualShaderNode::PORT_TYPE_SCALAR, VisualShaderNode::PORT_TYPE_BOOLEAN);
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);
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);
graph->add_valid_connection_type(VisualShaderNode::PORT_TYPE_VECTOR, VisualShaderNode::PORT_TYPE_BOOLEAN);
graph->add_valid_connection_type(VisualShaderNode::PORT_TYPE_BOOLEAN, VisualShaderNode::PORT_TYPE_SCALAR);
graph->add_valid_connection_type(VisualShaderNode::PORT_TYPE_BOOLEAN, VisualShaderNode::PORT_TYPE_SCALAR_INT);
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);
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);
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edit_type_standart = memnew(OptionButton);
edit_type_standart->add_item(TTR("Vertex"));
edit_type_standart->add_item(TTR("Fragment"));
edit_type_standart->add_item(TTR("Light"));
edit_type_standart->select(1);
edit_type_standart->connect("item_selected", callable_mp(this, &VisualShaderEditor::_mode_selected));
edit_type_particles = memnew(OptionButton);
edit_type_particles->add_item(TTR("Emit"));
edit_type_particles->add_item(TTR("Process"));
edit_type_particles->add_item(TTR("End"));
edit_type_particles->select(0);
edit_type_particles->connect("item_selected", callable_mp(this, &VisualShaderEditor::_mode_selected));
edit_type = edit_type_standart;
graph->get_zoom_hbox()->add_child(edit_type_particles);
graph->get_zoom_hbox()->move_child(edit_type_particles, 0);
graph->get_zoom_hbox()->add_child(edit_type_standart);
graph->get_zoom_hbox()->move_child(edit_type_standart, 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);
add_node->connect("pressed", callable_mp(this, &VisualShaderEditor::_show_members_dialog), varray(false));
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 generated shader code."));
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graph->get_zoom_hbox()->add_child(preview_shader);
preview_shader->connect("pressed", callable_mp(this, &VisualShaderEditor::_show_preview_text));
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///////////////////////////////////////
// PREVIEW WINDOW
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///////////////////////////////////////
preview_window = memnew(Window);
preview_window->set_title(TTR("Generated shader code"));
preview_window->set_visible(preview_showed);
preview_window->connect("close_requested", callable_mp(this, &VisualShaderEditor::_preview_close_requested));
preview_window->connect("size_changed", callable_mp(this, &VisualShaderEditor::_preview_size_changed));
add_child(preview_window);
preview_vbox = memnew(VBoxContainer);
preview_window->add_child(preview_vbox);
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preview_text = memnew(CodeEdit);
syntax_highlighter.instance();
preview_vbox->add_child(preview_text);
preview_text->set_v_size_flags(Control::SIZE_EXPAND_FILL);
preview_text->set_syntax_highlighter(syntax_highlighter);
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preview_text->set_draw_line_numbers(true);
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preview_text->set_readonly(true);
error_text = memnew(Label);
preview_vbox->add_child(error_text);
error_text->set_autowrap(true);
error_text->set_visible(false);
///////////////////////////////////////
// POPUP MENU
///////////////////////////////////////
popup_menu = memnew(PopupMenu);
add_child(popup_menu);
popup_menu->add_item(TTR("Add Node"), NodeMenuOptions::ADD);
popup_menu->add_separator();
popup_menu->add_item(TTR("Copy"), NodeMenuOptions::COPY);
popup_menu->add_item(TTR("Paste"), NodeMenuOptions::PASTE);
popup_menu->add_item(TTR("Delete"), NodeMenuOptions::DELETE);
popup_menu->add_item(TTR("Duplicate"), NodeMenuOptions::DUPLICATE);
popup_menu->connect("id_pressed", callable_mp(this, &VisualShaderEditor::_node_menu_id_pressed));
///////////////////////////////////////
// SHADER NODES TREE
///////////////////////////////////////
VBoxContainer *members_vb = memnew(VBoxContainer);
members_vb->set_v_size_flags(SIZE_EXPAND_FILL);
HBoxContainer *filter_hb = memnew(HBoxContainer);
members_vb->add_child(filter_hb);
node_filter = memnew(LineEdit);
filter_hb->add_child(node_filter);
node_filter->connect("text_changed", callable_mp(this, &VisualShaderEditor::_member_filter_changed));
node_filter->connect("gui_input", callable_mp(this, &VisualShaderEditor::_sbox_input));
node_filter->set_h_size_flags(SIZE_EXPAND_FILL);
node_filter->set_placeholder(TTR("Search"));
tools = memnew(MenuButton);
filter_hb->add_child(tools);
tools->set_tooltip(TTR("Options"));
tools->get_popup()->connect("id_pressed", callable_mp(this, &VisualShaderEditor::_tools_menu_option));
tools->get_popup()->add_item(TTR("Expand All"), EXPAND_ALL);
tools->get_popup()->add_item(TTR("Collapse All"), COLLAPSE_ALL);
members = memnew(Tree);
members_vb->add_child(members);
members->set_drag_forwarding(this);
members->set_h_size_flags(SIZE_EXPAND_FILL);
members->set_v_size_flags(SIZE_EXPAND_FILL);
members->set_hide_root(true);
members->set_allow_reselect(true);
members->set_hide_folding(false);
members->set_custom_minimum_size(Size2(180 * EDSCALE, 200 * EDSCALE));
members->connect("item_activated", 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));
HBoxContainer *desc_hbox = memnew(HBoxContainer);
members_vb->add_child(desc_hbox);
Label *desc_label = memnew(Label);
desc_hbox->add_child(desc_label);
desc_label->set_text(TTR("Description:"));
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"));
node_desc = memnew(RichTextLabel);
members_vb->add_child(node_desc);
node_desc->set_h_size_flags(SIZE_EXPAND_FILL);
node_desc->set_v_size_flags(SIZE_FILL);
node_desc->set_custom_minimum_size(Size2(0, 70 * EDSCALE));
members_dialog = memnew(ConfirmationDialog);
members_dialog->set_title(TTR("Create Shader Node"));
members_dialog->set_exclusive(false);
members_dialog->add_child(members_vb);
members_dialog->get_ok_button()->set_text(TTR("Create"));
members_dialog->get_ok_button()->connect("pressed", callable_mp(this, &VisualShaderEditor::_member_create));
members_dialog->get_ok_button()->set_disabled(true);
members_dialog->connect("cancelled", callable_mp(this, &VisualShaderEditor::_member_cancel));
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));
add_options.push_back(AddOption("Lighten", "Color", "Operators", "VisualShaderNodeColorOp", TTR("Lighten operator."), VisualShaderNodeColorOp::OP_LIGHTEN, VisualShaderNode::PORT_TYPE_VECTOR));
add_options.push_back(AddOption("Overlay", "Color", "Operators", "VisualShaderNodeColorOp", TTR("Overlay operator."), VisualShaderNodeColorOp::OP_OVERLAY, VisualShaderNode::PORT_TYPE_VECTOR));
add_options.push_back(AddOption("Screen", "Color", "Operators", "VisualShaderNodeColorOp", TTR("Screen operator."), VisualShaderNodeColorOp::OP_SCREEN, VisualShaderNode::PORT_TYPE_VECTOR));
add_options.push_back(AddOption("SoftLight", "Color", "Operators", "VisualShaderNodeColorOp", TTR("SoftLight operator."), VisualShaderNodeColorOp::OP_SOFT_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR));
add_options.push_back(AddOption("ColorConstant", "Color", "Variables", "VisualShaderNodeColorConstant", TTR("Color constant."), -1, -1));
add_options.push_back(AddOption("ColorUniform", "Color", "Variables", "VisualShaderNodeColorUniform", TTR("Color uniform."), -1, -1));
// CONDITIONAL
const String &compare_func_desc = TTR("Returns the boolean result of the %s comparison between two parameters.");
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));
add_options.push_back(AddOption("If", "Conditional", "Functions", "VisualShaderNodeIf", TTR("Returns an associated vector if the provided scalars are equal, greater or less."), -1, VisualShaderNode::PORT_TYPE_VECTOR));
add_options.push_back(AddOption("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));
add_options.push_back(AddOption("LessThan", "Conditional", "Functions", "VisualShaderNodeCompare", vformat(compare_func_desc, TTR("Less Than (<)")), VisualShaderNodeCompare::FUNC_LESS_THAN, VisualShaderNode::PORT_TYPE_BOOLEAN));
add_options.push_back(AddOption("LessThanEqual", "Conditional", "Functions", "VisualShaderNodeCompare", vformat(compare_func_desc, TTR("Less Than or Equal (<=)")), VisualShaderNodeCompare::FUNC_LESS_THAN_EQUAL, VisualShaderNode::PORT_TYPE_BOOLEAN));
add_options.push_back(AddOption("NotEqual", "Conditional", "Functions", "VisualShaderNodeCompare", vformat(compare_func_desc, TTR("Not Equal (!=)")), VisualShaderNodeCompare::FUNC_NOT_EQUAL, VisualShaderNode::PORT_TYPE_BOOLEAN));
add_options.push_back(AddOption("Switch", "Conditional", "Functions", "VisualShaderNodeSwitch", TTR("Returns an associated vector if the provided boolean value is true or false."), -1, VisualShaderNode::PORT_TYPE_VECTOR));
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));
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));
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));
add_options.push_back(AddOption("BooleanConstant", "Conditional", "Variables", "VisualShaderNodeBooleanConstant", TTR("Boolean constant."), -1, VisualShaderNode::PORT_TYPE_BOOLEAN));
add_options.push_back(AddOption("BooleanUniform", "Conditional", "Variables", "VisualShaderNodeBooleanUniform", TTR("Boolean uniform."), -1, VisualShaderNode::PORT_TYPE_BOOLEAN));
// INPUT
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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));
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));
add_options.push_back(AddOption("Projection", "Input", "All", "VisualShaderNodeInput", vformat(input_param_shader_modes, "projection"), "projection", VisualShaderNode::PORT_TYPE_TRANSFORM, -1, Shader::MODE_SPATIAL));
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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));
/////////////////
add_options.push_back(AddOption("Input", "Input", "Common", "VisualShaderNodeInput", TTR("Input parameter.")));
// SPATIAL INPUTS
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.");
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const String input_param_for_emit_shader_mode = TTR("'%s' input parameter for emit shader mode.");
const String input_param_for_process_shader_mode = TTR("'%s' input parameter for process shader mode.");
const String input_param_for_end_shader_mode = TTR("'%s' input parameter for end shader mode.");
const String input_param_for_emit_and_process_shader_mode = TTR("'%s' input parameter for emit and process 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, TYPE_FLAGS_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, TYPE_FLAGS_FRAGMENT, Shader::MODE_SPATIAL));
add_options.push_back(AddOption("Color", "Input", "Fragment", "VisualShaderNodeInput", vformat(input_param_for_vertex_and_fragment_shader_modes, "color"), "color", VisualShaderNode::PORT_TYPE_VECTOR, TYPE_FLAGS_FRAGMENT, Shader::MODE_SPATIAL));
add_options.push_back(AddOption("DepthTexture", "Input", "Fragment", "VisualShaderNodeInput", vformat(input_param_for_fragment_shader_mode, "depth_texture"), "depth_texture", VisualShaderNode::PORT_TYPE_SAMPLER, TYPE_FLAGS_FRAGMENT, Shader::MODE_SPATIAL));
add_options.push_back(AddOption("FragCoord", "Input", "Fragment", "VisualShaderNodeInput", vformat(input_param_for_fragment_and_light_shader_modes, "fragcoord"), "fragcoord", VisualShaderNode::PORT_TYPE_VECTOR, TYPE_FLAGS_FRAGMENT, Shader::MODE_SPATIAL));
add_options.push_back(AddOption("FrontFacing", "Input", "Fragment", "VisualShaderNodeInput", vformat(input_param_for_fragment_shader_mode, "front_facing"), "front_facing", VisualShaderNode::PORT_TYPE_BOOLEAN, TYPE_FLAGS_FRAGMENT, Shader::MODE_SPATIAL));
add_options.push_back(AddOption("PointCoord", "Input", "Fragment", "VisualShaderNodeInput", vformat(input_param_for_fragment_shader_mode, "point_coord"), "point_coord", VisualShaderNode::PORT_TYPE_VECTOR, TYPE_FLAGS_FRAGMENT, Shader::MODE_SPATIAL));
add_options.push_back(AddOption("ScreenTexture", "Input", "Fragment", "VisualShaderNodeInput", vformat(input_param_for_fragment_shader_mode, "screen_texture"), "screen_texture", VisualShaderNode::PORT_TYPE_SAMPLER, TYPE_FLAGS_FRAGMENT, Shader::MODE_SPATIAL));
add_options.push_back(AddOption("ScreenUV", "Input", "Fragment", "VisualShaderNodeInput", vformat(input_param_for_fragment_shader_mode, "screen_uv"), "screen_uv", VisualShaderNode::PORT_TYPE_VECTOR, TYPE_FLAGS_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, TYPE_FLAGS_FRAGMENT, Shader::MODE_SPATIAL));
add_options.push_back(AddOption("Tangent", "Input", "Fragment", "VisualShaderNodeInput", vformat(input_param_for_vertex_and_fragment_shader_modes, "tangent"), "tangent", VisualShaderNode::PORT_TYPE_VECTOR, TYPE_FLAGS_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, TYPE_FLAGS_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, TYPE_FLAGS_FRAGMENT, Shader::MODE_SPATIAL));
add_options.push_back(AddOption("Vertex", "Input", "Fragment", "VisualShaderNodeInput", vformat(input_param_for_vertex_and_fragment_shader_modes, "vertex"), "vertex", VisualShaderNode::PORT_TYPE_VECTOR, TYPE_FLAGS_FRAGMENT, Shader::MODE_SPATIAL));
add_options.push_back(AddOption("View", "Input", "Fragment", "VisualShaderNodeInput", vformat(input_param_for_fragment_and_light_shader_modes, "view"), "view", VisualShaderNode::PORT_TYPE_VECTOR, TYPE_FLAGS_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, TYPE_FLAGS_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_SCALAR, TYPE_FLAGS_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, TYPE_FLAGS_LIGHT, Shader::MODE_SPATIAL));
add_options.push_back(AddOption("FragCoord", "Input", "Light", "VisualShaderNodeInput", vformat(input_param_for_fragment_and_light_shader_modes, "fragcoord"), "fragcoord", VisualShaderNode::PORT_TYPE_VECTOR, TYPE_FLAGS_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, TYPE_FLAGS_LIGHT, Shader::MODE_SPATIAL));
add_options.push_back(AddOption("LightColor", "Input", "Light", "VisualShaderNodeInput", vformat(input_param_for_light_shader_mode, "light_color"), "light_color", VisualShaderNode::PORT_TYPE_VECTOR, TYPE_FLAGS_LIGHT, Shader::MODE_SPATIAL));
add_options.push_back(AddOption("Metallic", "Input", "Light", "VisualShaderNodeInput", vformat(input_param_for_light_shader_mode, "metallic"), "metallic", VisualShaderNode::PORT_TYPE_SCALAR, TYPE_FLAGS_LIGHT, Shader::MODE_SPATIAL));
add_options.push_back(AddOption("Roughness", "Input", "Light", "VisualShaderNodeInput", vformat(input_param_for_light_shader_mode, "roughness"), "roughness", VisualShaderNode::PORT_TYPE_SCALAR, TYPE_FLAGS_LIGHT, Shader::MODE_SPATIAL));
add_options.push_back(AddOption("Specular", "Input", "Light", "VisualShaderNodeInput", vformat(input_param_for_light_shader_mode, "specular"), "specular", VisualShaderNode::PORT_TYPE_VECTOR, TYPE_FLAGS_LIGHT, Shader::MODE_SPATIAL));
add_options.push_back(AddOption("Backlight", "Input", "Light", "VisualShaderNodeInput", vformat(input_param_for_light_shader_mode, "backlight"), "backlight", VisualShaderNode::PORT_TYPE_VECTOR, TYPE_FLAGS_LIGHT, Shader::MODE_SPATIAL));
add_options.push_back(AddOption("View", "Input", "Light", "VisualShaderNodeInput", vformat(input_param_for_fragment_and_light_shader_modes, "view"), "view", VisualShaderNode::PORT_TYPE_VECTOR, TYPE_FLAGS_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, TYPE_FLAGS_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, TYPE_FLAGS_VERTEX, Shader::MODE_SPATIAL));
add_options.push_back(AddOption("Color", "Input", "Vertex", "VisualShaderNodeInput", vformat(input_param_for_vertex_and_fragment_shader_modes, "color"), "color", VisualShaderNode::PORT_TYPE_VECTOR, TYPE_FLAGS_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, TYPE_FLAGS_VERTEX, Shader::MODE_SPATIAL));
add_options.push_back(AddOption("PointSize", "Input", "Vertex", "VisualShaderNodeInput", vformat(input_param_for_vertex_shader_mode, "point_size"), "point_size", VisualShaderNode::PORT_TYPE_SCALAR, TYPE_FLAGS_VERTEX, Shader::MODE_SPATIAL));
add_options.push_back(AddOption("Tangent", "Input", "Vertex", "VisualShaderNodeInput", vformat(input_param_for_vertex_and_fragment_shader_mode, "tangent"), "tangent", VisualShaderNode::PORT_TYPE_VECTOR, TYPE_FLAGS_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, TYPE_FLAGS_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, TYPE_FLAGS_VERTEX, Shader::MODE_SPATIAL));
add_options.push_back(AddOption("Vertex", "Input", "Vertex", "VisualShaderNodeInput", vformat(input_param_for_vertex_and_fragment_shader_modes, "vertex"), "vertex", VisualShaderNode::PORT_TYPE_VECTOR, TYPE_FLAGS_VERTEX, Shader::MODE_SPATIAL));
// CANVASITEM INPUTS
add_options.push_back(AddOption("AtLightPass", "Input", "Fragment", "VisualShaderNodeInput", vformat(input_param_for_vertex_and_fragment_shader_modes, "at_light_pass"), "at_light_pass", VisualShaderNode::PORT_TYPE_BOOLEAN, TYPE_FLAGS_FRAGMENT, Shader::MODE_CANVAS_ITEM));
add_options.push_back(AddOption("FragCoord", "Input", "Fragment", "VisualShaderNodeInput", vformat(input_param_for_fragment_and_light_shader_modes, "fragcoord"), "fragcoord", VisualShaderNode::PORT_TYPE_VECTOR, TYPE_FLAGS_FRAGMENT, Shader::MODE_CANVAS_ITEM));
add_options.push_back(AddOption("NormalTexture", "Input", "Fragment", "VisualShaderNodeInput", vformat(input_param_for_fragment_shader_mode, "normal_texture"), "normal_texture", VisualShaderNode::PORT_TYPE_SAMPLER, TYPE_FLAGS_FRAGMENT, Shader::MODE_CANVAS_ITEM));
add_options.push_back(AddOption("PointCoord", "Input", "Fragment", "VisualShaderNodeInput", vformat(input_param_for_fragment_and_light_shader_modes, "point_coord"), "point_coord", VisualShaderNode::PORT_TYPE_VECTOR, TYPE_FLAGS_FRAGMENT, Shader::MODE_CANVAS_ITEM));
add_options.push_back(AddOption("ScreenPixelSize", "Input", "Fragment", "VisualShaderNodeInput", vformat(input_param_for_fragment_shader_mode, "screen_pixel_size"), "screen_pixel_size", VisualShaderNode::PORT_TYPE_VECTOR, TYPE_FLAGS_FRAGMENT, Shader::MODE_CANVAS_ITEM));
add_options.push_back(AddOption("ScreenTexture", "Input", "Fragment", "VisualShaderNodeInput", vformat(input_param_for_fragment_shader_mode, "screen_texture"), "screen_texture", VisualShaderNode::PORT_TYPE_SAMPLER, TYPE_FLAGS_FRAGMENT, Shader::MODE_CANVAS_ITEM));
add_options.push_back(AddOption("ScreenUV", "Input", "Fragment", "VisualShaderNodeInput", vformat(input_param_for_fragment_and_light_shader_modes, "screen_uv"), "screen_uv", VisualShaderNode::PORT_TYPE_VECTOR, TYPE_FLAGS_FRAGMENT, Shader::MODE_CANVAS_ITEM));
add_options.push_back(AddOption("SpecularShininess", "Input", "Fragment", "VisualShaderNodeInput", vformat(input_param_for_fragment_and_light_shader_modes, "specular_shininess"), "specular_shininess", VisualShaderNode::PORT_TYPE_VECTOR, TYPE_FLAGS_FRAGMENT, Shader::MODE_CANVAS_ITEM));
add_options.push_back(AddOption("SpecularShininessAlpha", "Input", "Fragment", "VisualShaderNodeInput", vformat(input_param_for_fragment_and_light_shader_modes, "specular_shininess_alpha"), "specular_shininess_alpha", VisualShaderNode::PORT_TYPE_SCALAR, TYPE_FLAGS_FRAGMENT, Shader::MODE_CANVAS_ITEM));
add_options.push_back(AddOption("SpecularShininessTexture", "Input", "Fragment", "VisualShaderNodeInput", vformat(input_param_for_fragment_shader_mode, "specular_shininess_texture"), "specular_shininess_texture", VisualShaderNode::PORT_TYPE_SAMPLER, TYPE_FLAGS_FRAGMENT, Shader::MODE_CANVAS_ITEM));
add_options.push_back(AddOption("Texture", "Input", "Fragment", "VisualShaderNodeInput", vformat(input_param_for_fragment_and_light_shader_modes, "texture"), "texture", VisualShaderNode::PORT_TYPE_SAMPLER, TYPE_FLAGS_FRAGMENT, Shader::MODE_CANVAS_ITEM));
add_options.push_back(AddOption("FragCoord", "Input", "Light", "VisualShaderNodeInput", vformat(input_param_for_fragment_and_light_shader_modes, "fragcoord"), "fragcoord", VisualShaderNode::PORT_TYPE_VECTOR, TYPE_FLAGS_LIGHT, Shader::MODE_CANVAS_ITEM));
add_options.push_back(AddOption("Light", "Input", "Light", "VisualShaderNodeInput", vformat(input_param_for_light_shader_mode, "light"), "light", VisualShaderNode::PORT_TYPE_VECTOR, TYPE_FLAGS_LIGHT, Shader::MODE_CANVAS_ITEM));
add_options.push_back(AddOption("LightAlpha", "Input", "Light", "VisualShaderNodeInput", vformat(input_param_for_light_shader_mode, "light_alpha"), "light_alpha", VisualShaderNode::PORT_TYPE_SCALAR, TYPE_FLAGS_LIGHT, Shader::MODE_CANVAS_ITEM));
add_options.push_back(AddOption("LightColor", "Input", "Light", "VisualShaderNodeInput", vformat(input_param_for_light_shader_mode, "light_color"), "light_color", VisualShaderNode::PORT_TYPE_VECTOR, TYPE_FLAGS_LIGHT, Shader::MODE_CANVAS_ITEM));
add_options.push_back(AddOption("LightColorAlpha", "Input", "Light", "VisualShaderNodeInput", vformat(input_param_for_light_shader_mode, "light_color_alpha"), "light_color_alpha", VisualShaderNode::PORT_TYPE_SCALAR, TYPE_FLAGS_LIGHT, Shader::MODE_CANVAS_ITEM));
add_options.push_back(AddOption("LightPosition", "Input", "Light", "VisualShaderNodeInput", vformat(input_param_for_light_shader_mode, "light_position"), "light_position", VisualShaderNode::PORT_TYPE_VECTOR, TYPE_FLAGS_LIGHT, Shader::MODE_CANVAS_ITEM));
add_options.push_back(AddOption("LightVertex", "Input", "Light", "VisualShaderNodeInput", vformat(input_param_for_light_shader_mode, "light_vertex"), "light_vertex", VisualShaderNode::PORT_TYPE_VECTOR, TYPE_FLAGS_LIGHT, Shader::MODE_CANVAS_ITEM));
add_options.push_back(AddOption("Normal", "Input", "Light", "VisualShaderNodeInput", vformat(input_param_for_light_shader_mode, "normal"), "normal", VisualShaderNode::PORT_TYPE_VECTOR, TYPE_FLAGS_LIGHT, Shader::MODE_CANVAS_ITEM));
add_options.push_back(AddOption("PointCoord", "Input", "Light", "VisualShaderNodeInput", vformat(input_param_for_fragment_and_light_shader_modes, "point_coord"), "point_coord", VisualShaderNode::PORT_TYPE_VECTOR, TYPE_FLAGS_LIGHT, Shader::MODE_CANVAS_ITEM));
add_options.push_back(AddOption("ScreenUV", "Input", "Light", "VisualShaderNodeInput", vformat(input_param_for_fragment_and_light_shader_modes, "screen_uv"), "screen_uv", VisualShaderNode::PORT_TYPE_VECTOR, TYPE_FLAGS_LIGHT, Shader::MODE_CANVAS_ITEM));
add_options.push_back(AddOption("ShadowAlpha", "Input", "Light", "VisualShaderNodeInput", vformat(input_param_for_light_shader_mode, "shadow_alpha"), "shadow_alpha", VisualShaderNode::PORT_TYPE_SCALAR, TYPE_FLAGS_LIGHT, Shader::MODE_CANVAS_ITEM));
add_options.push_back(AddOption("ShadowColor", "Input", "Light", "VisualShaderNodeInput", vformat(input_param_for_light_shader_mode, "shadow_color"), "shadow_color", VisualShaderNode::PORT_TYPE_VECTOR, TYPE_FLAGS_LIGHT, Shader::MODE_CANVAS_ITEM));
add_options.push_back(AddOption("SpecularShininess", "Input", "Light", "VisualShaderNodeInput", vformat(input_param_for_fragment_and_light_shader_modes, "specular_shininess"), "specular_shininess", VisualShaderNode::PORT_TYPE_VECTOR, TYPE_FLAGS_LIGHT, Shader::MODE_CANVAS_ITEM));
add_options.push_back(AddOption("SpecularShininessAlpha", "Input", "Light", "VisualShaderNodeInput", vformat(input_param_for_fragment_and_light_shader_modes, "specular_shininess_alpha"), "specular_shininess_alpha", VisualShaderNode::PORT_TYPE_SCALAR, TYPE_FLAGS_LIGHT, Shader::MODE_CANVAS_ITEM));
add_options.push_back(AddOption("Texture", "Input", "Light", "VisualShaderNodeInput", vformat(input_param_for_fragment_and_light_shader_modes, "texture"), "texture", VisualShaderNode::PORT_TYPE_SAMPLER, TYPE_FLAGS_LIGHT, Shader::MODE_CANVAS_ITEM));
add_options.push_back(AddOption("AtLightPass", "Input", "Vertex", "VisualShaderNodeInput", vformat(input_param_for_vertex_and_fragment_shader_modes, "at_light_pass"), "at_light_pass", VisualShaderNode::PORT_TYPE_BOOLEAN, TYPE_FLAGS_VERTEX, Shader::MODE_CANVAS_ITEM));
add_options.push_back(AddOption("Canvas", "Input", "Vertex", "VisualShaderNodeInput", vformat(input_param_for_vertex_shader_mode, "canvas"), "canvas", VisualShaderNode::PORT_TYPE_TRANSFORM, TYPE_FLAGS_VERTEX, Shader::MODE_CANVAS_ITEM));
add_options.push_back(AddOption("PointSize", "Input", "Vertex", "VisualShaderNodeInput", vformat(input_param_for_vertex_shader_mode, "point_size"), "point_size", VisualShaderNode::PORT_TYPE_SCALAR, TYPE_FLAGS_VERTEX, Shader::MODE_CANVAS_ITEM));
add_options.push_back(AddOption("Screen", "Input", "Vertex", "VisualShaderNodeInput", vformat(input_param_for_vertex_shader_mode, "screen"), "screen", VisualShaderNode::PORT_TYPE_TRANSFORM, TYPE_FLAGS_VERTEX, Shader::MODE_CANVAS_ITEM));
add_options.push_back(AddOption("Vertex", "Input", "Vertex", "VisualShaderNodeInput", vformat(input_param_for_vertex_shader_mode, "vertex"), "vertex", VisualShaderNode::PORT_TYPE_VECTOR, TYPE_FLAGS_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, TYPE_FLAGS_VERTEX, Shader::MODE_CANVAS_ITEM));
// PARTICLES INPUTS
2020-09-07 07:28:13 +00:00
add_options.push_back(AddOption("Active", "Input", "Emit", "VisualShaderNodeInput", vformat(input_param_shader_modes, "active"), "active", VisualShaderNode::PORT_TYPE_SCALAR, TYPE_FLAGS_EMIT, Shader::MODE_PARTICLES));
add_options.push_back(AddOption("Alpha", "Input", "Emit", "VisualShaderNodeInput", vformat(input_param_shader_modes, "alpha"), "alpha", VisualShaderNode::PORT_TYPE_SCALAR, TYPE_FLAGS_EMIT, Shader::MODE_PARTICLES));
add_options.push_back(AddOption("Color", "Input", "Emit", "VisualShaderNodeInput", vformat(input_param_shader_modes, "color"), "color", VisualShaderNode::PORT_TYPE_VECTOR, TYPE_FLAGS_EMIT, Shader::MODE_PARTICLES));
add_options.push_back(AddOption("Custom", "Input", "Emit", "VisualShaderNodeInput", vformat(input_param_shader_modes, "custom"), "custom", VisualShaderNode::PORT_TYPE_VECTOR, TYPE_FLAGS_EMIT, Shader::MODE_PARTICLES));
add_options.push_back(AddOption("CustomAlpha", "Input", "Emit", "VisualShaderNodeInput", vformat(input_param_shader_modes, "custom_alpha"), "custom_alpha", VisualShaderNode::PORT_TYPE_SCALAR, TYPE_FLAGS_EMIT, Shader::MODE_PARTICLES));
add_options.push_back(AddOption("Delta", "Input", "Emit", "VisualShaderNodeInput", vformat(input_param_shader_modes, "delta"), "delta", VisualShaderNode::PORT_TYPE_SCALAR, TYPE_FLAGS_EMIT, Shader::MODE_PARTICLES));
add_options.push_back(AddOption("EmissionTransform", "Input", "Emit", "VisualShaderNodeInput", vformat(input_param_shader_modes, "emission_transform"), "emission_transform", VisualShaderNode::PORT_TYPE_TRANSFORM, TYPE_FLAGS_EMIT, Shader::MODE_PARTICLES));
add_options.push_back(AddOption("Index", "Input", "Emit", "VisualShaderNodeInput", vformat(input_param_shader_modes, "index"), "index", VisualShaderNode::PORT_TYPE_SCALAR_INT, TYPE_FLAGS_EMIT, Shader::MODE_PARTICLES));
add_options.push_back(AddOption("LifeTime", "Input", "Emit", "VisualShaderNodeInput", vformat(input_param_shader_modes, "lifetime"), "lifetime", VisualShaderNode::PORT_TYPE_SCALAR, TYPE_FLAGS_EMIT, Shader::MODE_PARTICLES));
add_options.push_back(AddOption("Restart", "Input", "Emit", "VisualShaderNodeInput", vformat(input_param_shader_modes, "restart"), "restart", VisualShaderNode::PORT_TYPE_SCALAR, TYPE_FLAGS_EMIT, Shader::MODE_PARTICLES));
add_options.push_back(AddOption("Time", "Input", "Emit", "VisualShaderNodeInput", vformat(input_param_shader_modes, "time"), "time", VisualShaderNode::PORT_TYPE_SCALAR, TYPE_FLAGS_EMIT, Shader::MODE_PARTICLES));
add_options.push_back(AddOption("Transform", "Input", "Emit", "VisualShaderNodeInput", vformat(input_param_shader_modes, "transform"), "transform", VisualShaderNode::PORT_TYPE_TRANSFORM, TYPE_FLAGS_EMIT, Shader::MODE_PARTICLES));
add_options.push_back(AddOption("Velocity", "Input", "Emit", "VisualShaderNodeInput", vformat(input_param_shader_modes, "velocity"), "velocity", VisualShaderNode::PORT_TYPE_VECTOR, TYPE_FLAGS_EMIT, Shader::MODE_PARTICLES));
add_options.push_back(AddOption("Active", "Input", "Process", "VisualShaderNodeInput", vformat(input_param_shader_modes, "active"), "active", VisualShaderNode::PORT_TYPE_SCALAR, TYPE_FLAGS_PROCESS, Shader::MODE_PARTICLES));
add_options.push_back(AddOption("Alpha", "Input", "Process", "VisualShaderNodeInput", vformat(input_param_shader_modes, "alpha"), "alpha", VisualShaderNode::PORT_TYPE_SCALAR, TYPE_FLAGS_PROCESS, Shader::MODE_PARTICLES));
add_options.push_back(AddOption("Color", "Input", "Process", "VisualShaderNodeInput", vformat(input_param_shader_modes, "color"), "color", VisualShaderNode::PORT_TYPE_VECTOR, TYPE_FLAGS_PROCESS, Shader::MODE_PARTICLES));
add_options.push_back(AddOption("Custom", "Input", "Process", "VisualShaderNodeInput", vformat(input_param_shader_modes, "custom"), "custom", VisualShaderNode::PORT_TYPE_VECTOR, TYPE_FLAGS_PROCESS, Shader::MODE_PARTICLES));
add_options.push_back(AddOption("CustomAlpha", "Input", "Process", "VisualShaderNodeInput", vformat(input_param_shader_modes, "custom_alpha"), "custom_alpha", VisualShaderNode::PORT_TYPE_SCALAR, TYPE_FLAGS_PROCESS, Shader::MODE_PARTICLES));
add_options.push_back(AddOption("Delta", "Input", "Process", "VisualShaderNodeInput", vformat(input_param_shader_modes, "delta"), "delta", VisualShaderNode::PORT_TYPE_SCALAR, TYPE_FLAGS_PROCESS, Shader::MODE_PARTICLES));
add_options.push_back(AddOption("EmissionTransform", "Input", "Process", "VisualShaderNodeInput", vformat(input_param_shader_modes, "emission_transform"), "emission_transform", VisualShaderNode::PORT_TYPE_TRANSFORM, TYPE_FLAGS_PROCESS, Shader::MODE_PARTICLES));
add_options.push_back(AddOption("Index", "Input", "Process", "VisualShaderNodeInput", vformat(input_param_shader_modes, "index"), "index", VisualShaderNode::PORT_TYPE_SCALAR_INT, TYPE_FLAGS_PROCESS, Shader::MODE_PARTICLES));
add_options.push_back(AddOption("LifeTime", "Input", "Process", "VisualShaderNodeInput", vformat(input_param_shader_modes, "lifetime"), "lifetime", VisualShaderNode::PORT_TYPE_SCALAR, TYPE_FLAGS_PROCESS, Shader::MODE_PARTICLES));
add_options.push_back(AddOption("Restart", "Input", "Process", "VisualShaderNodeInput", vformat(input_param_shader_modes, "restart"), "restart", VisualShaderNode::PORT_TYPE_SCALAR, TYPE_FLAGS_PROCESS, Shader::MODE_PARTICLES));
add_options.push_back(AddOption("Time", "Input", "Process", "VisualShaderNodeInput", vformat(input_param_shader_modes, "time"), "time", VisualShaderNode::PORT_TYPE_SCALAR, TYPE_FLAGS_PROCESS, Shader::MODE_PARTICLES));
add_options.push_back(AddOption("Transform", "Input", "Process", "VisualShaderNodeInput", vformat(input_param_shader_modes, "transform"), "transform", VisualShaderNode::PORT_TYPE_TRANSFORM, TYPE_FLAGS_PROCESS, Shader::MODE_PARTICLES));
add_options.push_back(AddOption("Velocity", "Input", "Process", "VisualShaderNodeInput", vformat(input_param_shader_modes, "velocity"), "velocity", VisualShaderNode::PORT_TYPE_VECTOR, TYPE_FLAGS_PROCESS, Shader::MODE_PARTICLES));
add_options.push_back(AddOption("Active", "Input", "End", "VisualShaderNodeInput", vformat(input_param_shader_modes, "active"), "active", VisualShaderNode::PORT_TYPE_SCALAR, TYPE_FLAGS_END, Shader::MODE_PARTICLES));
add_options.push_back(AddOption("Alpha", "Input", "End", "VisualShaderNodeInput", vformat(input_param_shader_modes, "alpha"), "alpha", VisualShaderNode::PORT_TYPE_SCALAR, TYPE_FLAGS_END, Shader::MODE_PARTICLES));
add_options.push_back(AddOption("Color", "Input", "End", "VisualShaderNodeInput", vformat(input_param_shader_modes, "color"), "color", VisualShaderNode::PORT_TYPE_VECTOR, TYPE_FLAGS_END, Shader::MODE_PARTICLES));
add_options.push_back(AddOption("Custom", "Input", "End", "VisualShaderNodeInput", vformat(input_param_shader_modes, "custom"), "custom", VisualShaderNode::PORT_TYPE_VECTOR, TYPE_FLAGS_END, Shader::MODE_PARTICLES));
add_options.push_back(AddOption("CustomAlpha", "Input", "End", "VisualShaderNodeInput", vformat(input_param_shader_modes, "custom_alpha"), "custom_alpha", VisualShaderNode::PORT_TYPE_SCALAR, TYPE_FLAGS_END, Shader::MODE_PARTICLES));
add_options.push_back(AddOption("Delta", "Input", "End", "VisualShaderNodeInput", vformat(input_param_shader_modes, "delta"), "delta", VisualShaderNode::PORT_TYPE_SCALAR, TYPE_FLAGS_END, Shader::MODE_PARTICLES));
add_options.push_back(AddOption("EmissionTransform", "Input", "End", "VisualShaderNodeInput", vformat(input_param_shader_modes, "emission_transform"), "emission_transform", VisualShaderNode::PORT_TYPE_TRANSFORM, TYPE_FLAGS_END, Shader::MODE_PARTICLES));
add_options.push_back(AddOption("Index", "Input", "End", "VisualShaderNodeInput", vformat(input_param_shader_modes, "index"), "index", VisualShaderNode::PORT_TYPE_SCALAR_INT, TYPE_FLAGS_END, Shader::MODE_PARTICLES));
add_options.push_back(AddOption("LifeTime", "Input", "End", "VisualShaderNodeInput", vformat(input_param_shader_modes, "lifetime"), "lifetime", VisualShaderNode::PORT_TYPE_SCALAR, TYPE_FLAGS_END, Shader::MODE_PARTICLES));
add_options.push_back(AddOption("Restart", "Input", "End", "VisualShaderNodeInput", vformat(input_param_shader_modes, "restart"), "restart", VisualShaderNode::PORT_TYPE_SCALAR, TYPE_FLAGS_END, Shader::MODE_PARTICLES));
add_options.push_back(AddOption("Time", "Input", "End", "VisualShaderNodeInput", vformat(input_param_shader_modes, "time"), "time", VisualShaderNode::PORT_TYPE_SCALAR, TYPE_FLAGS_END, Shader::MODE_PARTICLES));
add_options.push_back(AddOption("Transform", "Input", "End", "VisualShaderNodeInput", vformat(input_param_shader_modes, "transform"), "transform", VisualShaderNode::PORT_TYPE_TRANSFORM, TYPE_FLAGS_END, Shader::MODE_PARTICLES));
add_options.push_back(AddOption("Velocity", "Input", "End", "VisualShaderNodeInput", vformat(input_param_shader_modes, "velocity"), "velocity", VisualShaderNode::PORT_TYPE_VECTOR, TYPE_FLAGS_END, Shader::MODE_PARTICLES));
// 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, TYPE_FLAGS_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, TYPE_FLAGS_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, TYPE_FLAGS_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, TYPE_FLAGS_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, TYPE_FLAGS_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, TYPE_FLAGS_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, TYPE_FLAGS_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, TYPE_FLAGS_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, TYPE_FLAGS_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, TYPE_FLAGS_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, TYPE_FLAGS_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, TYPE_FLAGS_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, TYPE_FLAGS_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, TYPE_FLAGS_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, TYPE_FLAGS_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, TYPE_FLAGS_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, TYPE_FLAGS_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, TYPE_FLAGS_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, TYPE_FLAGS_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, TYPE_FLAGS_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, TYPE_FLAGS_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, TYPE_FLAGS_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, TYPE_FLAGS_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, TYPE_FLAGS_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, TYPE_FLAGS_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, TYPE_FLAGS_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, TYPE_FLAGS_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, TYPE_FLAGS_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, TYPE_FLAGS_FRAGMENT, Shader::MODE_SKY));
// SCALAR
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));
//CONSTANTS
for (int i = 0; i < MAX_FLOAT_CONST_DEFS; i++) {
add_options.push_back(AddOption(float_constant_defs[i].name, "Scalar", "Constants", "VisualShaderNodeFloatConstant", float_constant_defs[i].desc, -1, VisualShaderNode::PORT_TYPE_SCALAR, -1, -1, float_constant_defs[i].value));
}
// FUNCTIONS
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));
add_options.push_back(AddOption("Clamp", "Scalar", "Functions", "VisualShaderNodeScalarClamp", TTR("Constrains a value to lie between two further values."), -1, VisualShaderNode::PORT_TYPE_SCALAR));
add_options.push_back(AddOption("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));
add_options.push_back(AddOption("Mix", "Scalar", "Functions", "VisualShaderNodeScalarInterp", TTR("Linear interpolation between two scalars."), -1, VisualShaderNode::PORT_TYPE_SCALAR));
add_options.push_back(AddOption("MultiplyAdd", "Scalar", "Functions", "VisualShaderNodeMultiplyAdd", TTR("Performs a fused multiply-add operation (a * b + c) on scalars."), VisualShaderNodeMultiplyAdd::OP_TYPE_SCALAR, VisualShaderNode::PORT_TYPE_SCALAR));
add_options.push_back(AddOption("Negate", "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));
add_options.push_back(AddOption("SmoothStep", "Scalar", "Functions", "VisualShaderNodeScalarSmoothStep", TTR("SmoothStep function( scalar(edge0), scalar(edge1), scalar(x) ).\n\nReturns 0.0 if 'x' is smaller 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));
add_options.push_back(AddOption("Step", "Scalar", "Functions", "VisualShaderNodeFloatOp", TTR("Step function( scalar(edge), scalar(x) ).\n\nReturns 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));
// TEXTURES
cubemap_node_option_idx = add_options.size();
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add_options.push_back(AddOption("CubeMap", "Textures", "Functions", "VisualShaderNodeCubemap", TTR("Perform the cubic texture lookup."), -1, -1));
curve_node_option_idx = add_options.size();
add_options.push_back(AddOption("CurveTexture", "Textures", "Functions", "VisualShaderNodeCurveTexture", TTR("Perform the curve texture lookup."), -1, -1));
texture2d_node_option_idx = add_options.size();
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add_options.push_back(AddOption("Texture2D", "Textures", "Functions", "VisualShaderNodeTexture", TTR("Perform the 2D texture lookup."), -1, -1));
texture2d_array_node_option_idx = add_options.size();
add_options.push_back(AddOption("Texture2DArray", "Textures", "Functions", "VisualShaderNodeTexture2DArray", TTR("Perform the 2D-array texture lookup."), -1, -1, -1, -1, -1));
texture3d_node_option_idx = add_options.size();
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add_options.push_back(AddOption("Texture3D", "Textures", "Functions", "VisualShaderNodeTexture3D", TTR("Perform the 3D texture lookup."), -1, -1));
add_options.push_back(AddOption("CubeMapUniform", "Textures", "Variables", "VisualShaderNodeCubemapUniform", TTR("Cubic texture uniform lookup."), -1, -1));
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, TYPE_FLAGS_FRAGMENT | TYPE_FLAGS_LIGHT, Shader::MODE_SPATIAL));
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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add_options.push_back(AddOption("Texture3DUniform", "Textures", "Variables", "VisualShaderNodeTexture3DUniform", TTR("3D texture uniform lookup."), -1, -1, -1, -1, -1));
// TRANSFORM
add_options.push_back(AddOption("TransformFunc", "Transform", "Common", "VisualShaderNodeTransformFunc", TTR("Transform function."), -1, VisualShaderNode::PORT_TYPE_TRANSFORM));
add_options.push_back(AddOption("OuterProduct", "Transform", "Composition", "VisualShaderNodeOuterProduct", TTR("Calculate the outer product of a pair of vectors.\n\nOuterProduct treats the first parameter 'c' as a column vector (matrix with one column) and the second parameter 'r' as a row vector (matrix with one row) and does a linear algebraic matrix multiply 'c * r', yielding a matrix whose number of rows is the number of components in 'c' and whose number of columns is the number of components in 'r'."), -1, VisualShaderNode::PORT_TYPE_TRANSFORM));
add_options.push_back(AddOption("TransformCompose", "Transform", "Composition", "VisualShaderNodeTransformCompose", TTR("Composes transform from four vectors."), -1, VisualShaderNode::PORT_TYPE_TRANSFORM));
add_options.push_back(AddOption("TransformDecompose", "Transform", "Composition", "VisualShaderNodeTransformDecompose", TTR("Decomposes transform to four vectors.")));
add_options.push_back(AddOption("Determinant", "Transform", "Functions", "VisualShaderNodeDeterminant", TTR("Calculates the determinant of a transform."), -1, VisualShaderNode::PORT_TYPE_SCALAR));
add_options.push_back(AddOption("Inverse", "Transform", "Functions", "VisualShaderNodeTransformFunc", TTR("Calculates the inverse of a transform."), VisualShaderNodeTransformFunc::FUNC_INVERSE, VisualShaderNode::PORT_TYPE_TRANSFORM));
add_options.push_back(AddOption("Transpose", "Transform", "Functions", "VisualShaderNodeTransformFunc", TTR("Calculates the transpose of a transform."), VisualShaderNodeTransformFunc::FUNC_TRANSPOSE, VisualShaderNode::PORT_TYPE_TRANSFORM));
add_options.push_back(AddOption("TransformMult", "Transform", "Operators", "VisualShaderNodeTransformMult", TTR("Multiplies transform by transform."), -1, VisualShaderNode::PORT_TYPE_TRANSFORM));
add_options.push_back(AddOption("TransformVectorMult", "Transform", "Operators", "VisualShaderNodeTransformVecMult", TTR("Multiplies vector by transform."), -1, VisualShaderNode::PORT_TYPE_VECTOR));
add_options.push_back(AddOption("TransformConstant", "Transform", "Variables", "VisualShaderNodeTransformConstant", TTR("Transform constant."), -1, VisualShaderNode::PORT_TYPE_TRANSFORM));
add_options.push_back(AddOption("TransformUniform", "Transform", "Variables", "VisualShaderNodeTransformUniform", TTR("Transform uniform."), -1, VisualShaderNode::PORT_TYPE_TRANSFORM));
// VECTOR
add_options.push_back(AddOption("VectorFunc", "Vector", "Common", "VisualShaderNodeVectorFunc", TTR("Vector function."), -1, VisualShaderNode::PORT_TYPE_VECTOR));
add_options.push_back(AddOption("VectorOp", "Vector", "Common", "VisualShaderNodeVectorOp", TTR("Vector operator."), -1, VisualShaderNode::PORT_TYPE_VECTOR));
add_options.push_back(AddOption("VectorCompose", "Vector", "Composition", "VisualShaderNodeVectorCompose", TTR("Composes vector from three scalars."), -1, VisualShaderNode::PORT_TYPE_VECTOR));
add_options.push_back(AddOption("VectorDecompose", "Vector", "Composition", "VisualShaderNodeVectorDecompose", TTR("Decomposes vector to three scalars.")));
add_options.push_back(AddOption("Abs", "Vector", "Functions", "VisualShaderNodeVectorFunc", TTR("Returns the absolute value of the parameter."), VisualShaderNodeVectorFunc::FUNC_ABS, VisualShaderNode::PORT_TYPE_VECTOR));
add_options.push_back(AddOption("ACos", "Vector", "Functions", "VisualShaderNodeVectorFunc", TTR("Returns the arc-cosine of the parameter."), VisualShaderNodeVectorFunc::FUNC_ACOS, VisualShaderNode::PORT_TYPE_VECTOR));
add_options.push_back(AddOption("ACosH", "Vector", "Functions", "VisualShaderNodeVectorFunc", TTR("Returns the inverse hyperbolic cosine of the parameter."), VisualShaderNodeVectorFunc::FUNC_ACOSH, VisualShaderNode::PORT_TYPE_VECTOR));
add_options.push_back(AddOption("ASin", "Vector", "Functions", "VisualShaderNodeVectorFunc", TTR("Returns the arc-sine of the parameter."), VisualShaderNodeVectorFunc::FUNC_ASIN, VisualShaderNode::PORT_TYPE_VECTOR));
add_options.push_back(AddOption("ASinH", "Vector", "Functions", "VisualShaderNodeVectorFunc", TTR("Returns the inverse hyperbolic sine of the parameter."), VisualShaderNodeVectorFunc::FUNC_ASINH, VisualShaderNode::PORT_TYPE_VECTOR));
add_options.push_back(AddOption("ATan", "Vector", "Functions", "VisualShaderNodeVectorFunc", TTR("Returns the arc-tangent of the parameter."), VisualShaderNodeVectorFunc::FUNC_ATAN, VisualShaderNode::PORT_TYPE_VECTOR));
add_options.push_back(AddOption("ATan2", "Vector", "Functions", "VisualShaderNodeVectorOp", TTR("Returns the arc-tangent of the parameters."), VisualShaderNodeVectorOp::OP_ATAN2, VisualShaderNode::PORT_TYPE_VECTOR));
add_options.push_back(AddOption("ATanH", "Vector", "Functions", "VisualShaderNodeVectorFunc", TTR("Returns the inverse hyperbolic tangent of the parameter."), VisualShaderNodeVectorFunc::FUNC_ATANH, VisualShaderNode::PORT_TYPE_VECTOR));
add_options.push_back(AddOption("Ceil", "Vector", "Functions", "VisualShaderNodeVectorFunc", TTR("Finds the nearest integer that is greater than or equal to the parameter."), VisualShaderNodeVectorFunc::FUNC_CEIL, VisualShaderNode::PORT_TYPE_VECTOR));
add_options.push_back(AddOption("Clamp", "Vector", "Functions", "VisualShaderNodeVectorClamp", TTR("Constrains a value to lie between two further values."), -1, VisualShaderNode::PORT_TYPE_VECTOR));
add_options.push_back(AddOption("Cos", "Vector", "Functions", "VisualShaderNodeVectorFunc", TTR("Returns the cosine of the parameter."), VisualShaderNodeVectorFunc::FUNC_COS, VisualShaderNode::PORT_TYPE_VECTOR));
add_options.push_back(AddOption("CosH", "Vector", "Functions", "VisualShaderNodeVectorFunc", TTR("Returns the hyperbolic cosine of the parameter."), VisualShaderNodeVectorFunc::FUNC_COSH, VisualShaderNode::PORT_TYPE_VECTOR));
add_options.push_back(AddOption("Cross", "Vector", "Functions", "VisualShaderNodeVectorOp", TTR("Calculates the cross product of two vectors."), VisualShaderNodeVectorOp::OP_CROSS, VisualShaderNode::PORT_TYPE_VECTOR));
add_options.push_back(AddOption("Degrees", "Vector", "Functions", "VisualShaderNodeVectorFunc", TTR("Converts a quantity in radians to degrees."), VisualShaderNodeVectorFunc::FUNC_DEGREES, VisualShaderNode::PORT_TYPE_VECTOR));
add_options.push_back(AddOption("Distance", "Vector", "Functions", "VisualShaderNodeVectorDistance", TTR("Returns the distance between two points."), -1, VisualShaderNode::PORT_TYPE_SCALAR));
add_options.push_back(AddOption("Dot", "Vector", "Functions", "VisualShaderNodeDotProduct", TTR("Calculates the dot product of two vectors."), -1, VisualShaderNode::PORT_TYPE_SCALAR));
add_options.push_back(AddOption("Exp", "Vector", "Functions", "VisualShaderNodeVectorFunc", TTR("Base-e Exponential."), VisualShaderNodeVectorFunc::FUNC_EXP, VisualShaderNode::PORT_TYPE_VECTOR));
add_options.push_back(AddOption("Exp2", "Vector", "Functions", "VisualShaderNodeVectorFunc", TTR("Base-2 Exponential."), VisualShaderNodeVectorFunc::FUNC_EXP2, VisualShaderNode::PORT_TYPE_VECTOR));
add_options.push_back(AddOption("FaceForward", "Vector", "Functions", "VisualShaderNodeFaceForward", TTR("Returns 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));
add_options.push_back(AddOption("Floor", "Vector", "Functions", "VisualShaderNodeVectorFunc", TTR("Finds the nearest integer less than or equal to the parameter."), VisualShaderNodeVectorFunc::FUNC_FLOOR, VisualShaderNode::PORT_TYPE_VECTOR));
add_options.push_back(AddOption("Fract", "Vector", "Functions", "VisualShaderNodeVectorFunc", TTR("Computes the fractional part of the argument."), VisualShaderNodeVectorFunc::FUNC_FRAC, VisualShaderNode::PORT_TYPE_VECTOR));
add_options.push_back(AddOption("InverseSqrt", "Vector", "Functions", "VisualShaderNodeVectorFunc", TTR("Returns the inverse of the square root of the parameter."), VisualShaderNodeVectorFunc::FUNC_INVERSE_SQRT, VisualShaderNode::PORT_TYPE_VECTOR));
add_options.push_back(AddOption("Length", "Vector", "Functions", "VisualShaderNodeVectorLen", TTR("Calculates the length of a vector."), -1, VisualShaderNode::PORT_TYPE_SCALAR));
add_options.push_back(AddOption("Log", "Vector", "Functions", "VisualShaderNodeVectorFunc", TTR("Natural logarithm."), VisualShaderNodeVectorFunc::FUNC_LOG, VisualShaderNode::PORT_TYPE_VECTOR));
add_options.push_back(AddOption("Log2", "Vector", "Functions", "VisualShaderNodeVectorFunc", TTR("Base-2 logarithm."), VisualShaderNodeVectorFunc::FUNC_LOG2, VisualShaderNode::PORT_TYPE_VECTOR));
add_options.push_back(AddOption("Max", "Vector", "Functions", "VisualShaderNodeVectorOp", TTR("Returns the greater of two values."), VisualShaderNodeVectorOp::OP_MAX, VisualShaderNode::PORT_TYPE_VECTOR));
add_options.push_back(AddOption("Min", "Vector", "Functions", "VisualShaderNodeVectorOp", TTR("Returns the lesser of two values."), VisualShaderNodeVectorOp::OP_MIN, VisualShaderNode::PORT_TYPE_VECTOR));
add_options.push_back(AddOption("Mix", "Vector", "Functions", "VisualShaderNodeVectorInterp", TTR("Linear interpolation between two vectors."), -1, VisualShaderNode::PORT_TYPE_VECTOR));
add_options.push_back(AddOption("MixS", "Vector", "Functions", "VisualShaderNodeVectorScalarMix", TTR("Linear interpolation between two vectors using scalar."), -1, VisualShaderNode::PORT_TYPE_VECTOR));
add_options.push_back(AddOption("MultiplyAdd", "Vector", "Functions", "VisualShaderNodeMultiplyAdd", TTR("Performs a fused multiply-add operation (a * b + c) on vectors."), VisualShaderNodeMultiplyAdd::OP_TYPE_VECTOR, VisualShaderNode::PORT_TYPE_VECTOR));
add_options.push_back(AddOption("Negate", "Vector", "Functions", "VisualShaderNodeVectorFunc", TTR("Returns the opposite value of the parameter."), VisualShaderNodeVectorFunc::FUNC_NEGATE, VisualShaderNode::PORT_TYPE_VECTOR));
add_options.push_back(AddOption("Normalize", "Vector", "Functions", "VisualShaderNodeVectorFunc", TTR("Calculates the normalize product of vector."), VisualShaderNodeVectorFunc::FUNC_NORMALIZE, VisualShaderNode::PORT_TYPE_VECTOR));
add_options.push_back(AddOption("OneMinus", "Vector", "Functions", "VisualShaderNodeVectorFunc", TTR("1.0 - vector"), VisualShaderNodeVectorFunc::FUNC_ONEMINUS, VisualShaderNode::PORT_TYPE_VECTOR));
add_options.push_back(AddOption("Pow", "Vector", "Functions", "VisualShaderNodeVectorOp", TTR("Returns the value of the first parameter raised to the power of the second."), VisualShaderNodeVectorOp::OP_POW, VisualShaderNode::PORT_TYPE_VECTOR));
add_options.push_back(AddOption("Radians", "Vector", "Functions", "VisualShaderNodeVectorFunc", TTR("Converts a quantity in degrees to radians."), VisualShaderNodeVectorFunc::FUNC_RADIANS, VisualShaderNode::PORT_TYPE_VECTOR));
add_options.push_back(AddOption("Reciprocal", "Vector", "Functions", "VisualShaderNodeVectorFunc", TTR("1.0 / vector"), VisualShaderNodeVectorFunc::FUNC_RECIPROCAL, VisualShaderNode::PORT_TYPE_VECTOR));
add_options.push_back(AddOption("Reflect", "Vector", "Functions", "VisualShaderNodeVectorOp", TTR("Returns 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));
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));
add_options.push_back(AddOption("Saturate", "Vector", "Functions", "VisualShaderNodeVectorFunc", TTR("Clamps the value between 0.0 and 1.0."), VisualShaderNodeVectorFunc::FUNC_SATURATE, VisualShaderNode::PORT_TYPE_VECTOR));
add_options.push_back(AddOption("Sign", "Vector", "Functions", "VisualShaderNodeVectorFunc", TTR("Extracts the sign of the parameter."), VisualShaderNodeVectorFunc::FUNC_SIGN, VisualShaderNode::PORT_TYPE_VECTOR));
add_options.push_back(AddOption("Sin", "Vector", "Functions", "VisualShaderNodeVectorFunc", TTR("Returns the sine of the parameter."), VisualShaderNodeVectorFunc::FUNC_SIN, VisualShaderNode::PORT_TYPE_VECTOR));
add_options.push_back(AddOption("SinH", "Vector", "Functions", "VisualShaderNodeVectorFunc", TTR("Returns the hyperbolic sine of the parameter."), VisualShaderNodeVectorFunc::FUNC_SINH, VisualShaderNode::PORT_TYPE_VECTOR));
add_options.push_back(AddOption("Sqrt", "Vector", "Functions", "VisualShaderNodeVectorFunc", TTR("Returns the square root of the parameter."), VisualShaderNodeVectorFunc::FUNC_SQRT, VisualShaderNode::PORT_TYPE_VECTOR));
add_options.push_back(AddOption("SmoothStep", "Vector", "Functions", "VisualShaderNodeVectorSmoothStep", TTR("SmoothStep function( vector(edge0), vector(edge1), vector(x) ).\n\nReturns 0.0 if 'x' is smaller 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\nReturns 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\nReturns 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\nReturns 0.0 if 'x' is smaller than 'edge' and otherwise 1.0."), -1, VisualShaderNode::PORT_TYPE_VECTOR));
add_options.push_back(AddOption("Tan", "Vector", "Functions", "VisualShaderNodeVectorFunc", TTR("Returns the tangent of the parameter."), VisualShaderNodeVectorFunc::FUNC_TAN, VisualShaderNode::PORT_TYPE_VECTOR));
add_options.push_back(AddOption("TanH", "Vector", "Functions", "VisualShaderNodeVectorFunc", TTR("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));
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.")));
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.")));
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add_options.push_back(AddOption("UniformRef", "Special", "", "VisualShaderNodeUniformRef", TTR("A reference to an existing uniform.")));
add_options.push_back(AddOption("ScalarDerivativeFunc", "Special", "Common", "VisualShaderNodeScalarDerivativeFunc", TTR("(Fragment/Light mode only) Scalar derivative function."), -1, VisualShaderNode::PORT_TYPE_SCALAR, TYPE_FLAGS_FRAGMENT | TYPE_FLAGS_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, TYPE_FLAGS_FRAGMENT | TYPE_FLAGS_LIGHT, -1, -1, true));
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, TYPE_FLAGS_FRAGMENT | TYPE_FLAGS_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, TYPE_FLAGS_FRAGMENT | TYPE_FLAGS_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, TYPE_FLAGS_FRAGMENT | TYPE_FLAGS_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, TYPE_FLAGS_FRAGMENT | TYPE_FLAGS_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, TYPE_FLAGS_FRAGMENT | TYPE_FLAGS_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, TYPE_FLAGS_FRAGMENT | TYPE_FLAGS_LIGHT, -1, -1, true));
custom_node_option_idx = add_options.size();
/////////////////////////////////////////////////////////////////////
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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);
graph_plugin.instance();
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property_editor = memnew(CustomPropertyEditor);
add_child(property_editor);
property_editor->connect("variant_changed", callable_mp(this, &VisualShaderEditor::_port_edited));
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}
/////////////////
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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);
visual_shader_editor->update_custom_nodes();
visual_shader_editor->set_process_input(true);
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//visual_shader_editor->set_process(true);
} else {
if (visual_shader_editor->is_visible_in_tree()) {
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editor->hide_bottom_panel();
}
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button->hide();
visual_shader_editor->set_process_input(false);
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//visual_shader_editor->set_process(false);
}
}
VisualShaderEditorPlugin::VisualShaderEditorPlugin(EditorNode *p_node) {
editor = p_node;
visual_shader_editor = memnew(VisualShaderEditor);
visual_shader_editor->set_custom_minimum_size(Size2(0, 300) * EDSCALE);
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button = editor->add_bottom_panel_item(TTR("VisualShader"), visual_shader_editor);
button->hide();
}
VisualShaderEditorPlugin::~VisualShaderEditorPlugin() {
}
////////////////
class VisualShaderNodePluginInputEditor : public OptionButton {
GDCLASS(VisualShaderNodePluginInputEditor, OptionButton);
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Ref<VisualShaderNodeInput> input;
public:
void _notification(int p_what) {
if (p_what == NOTIFICATION_READY) {
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;
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);
}
}
};
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////////////////
class VisualShaderNodePluginUniformRefEditor : public OptionButton {
GDCLASS(VisualShaderNodePluginUniformRefEditor, OptionButton);
Ref<VisualShaderNodeUniformRef> uniform_ref;
public:
void _notification(int p_what) {
if (p_what == NOTIFICATION_READY) {
connect("item_selected", callable_mp(this, &VisualShaderNodePluginUniformRefEditor::_item_selected));
}
}
void _item_selected(int p_item) {
VisualShaderEditor::get_singleton()->call_deferred("_uniform_select_item", uniform_ref, get_item_text(p_item));
}
void setup(const Ref<VisualShaderNodeUniformRef> &p_uniform_ref) {
uniform_ref = p_uniform_ref;
Ref<Texture2D> type_icon[7] = {
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("bool", "EditorIcons"),
EditorNode::get_singleton()->get_gui_base()->get_theme_icon("Vector3", "EditorIcons"),
EditorNode::get_singleton()->get_gui_base()->get_theme_icon("Transform", "EditorIcons"),
EditorNode::get_singleton()->get_gui_base()->get_theme_icon("Color", "EditorIcons"),
EditorNode::get_singleton()->get_gui_base()->get_theme_icon("ImageTexture", "EditorIcons"),
};
add_item("[None]");
int to_select = -1;
for (int i = 0; i < p_uniform_ref->get_uniforms_count(); i++) {
if (p_uniform_ref->get_uniform_name() == p_uniform_ref->get_uniform_name_by_index(i)) {
to_select = i + 1;
}
add_icon_item(type_icon[p_uniform_ref->get_uniform_type_by_index(i)], p_uniform_ref->get_uniform_name_by_index(i));
}
if (to_select >= 0) {
select(to_select);
}
}
};
////////////////
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class VisualShaderNodePluginDefaultEditor : public VBoxContainer {
GDCLASS(VisualShaderNodePluginDefaultEditor, VBoxContainer);
Ref<Resource> parent_resource;
int node_id;
VisualShader::Type shader_type;
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public:
void _property_changed(const String &p_property, const Variant &p_value, const String &p_field = "", bool p_changing = false) {
if (p_changing) {
return;
}
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UndoRedo *undo_redo = EditorNode::get_singleton()->get_undo_redo();
updating = true;
undo_redo->create_action(TTR("Edit Visual Property") + ": " + 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));
if (p_value.get_type() == Variant::OBJECT) {
RES prev_res = node->get(p_property);
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());
}
}
if (p_property != "constant") {
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undo_redo->add_do_method(VisualShaderEditor::get_singleton()->get_graph_plugin(), "update_node_deferred", shader_type, node_id);
undo_redo->add_undo_method(VisualShaderEditor::get_singleton()->get_graph_plugin(), "update_node_deferred", shader_type, node_id);
} else {
undo_redo->add_do_method(VisualShaderEditor::get_singleton()->get_graph_plugin(), "update_constant", shader_type, node_id);
undo_redo->add_undo_method(VisualShaderEditor::get_singleton()->get_graph_plugin(), "update_constant", shader_type, node_id);
}
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undo_redo->commit_action();
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updating = false;
}
void _node_changed() {
if (updating) {
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return;
}
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for (int i = 0; i < properties.size(); i++) {
properties[i]->update_property();
}
}
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;
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;
node_id = (int)p_node->get_meta("id");
shader_type = VisualShader::Type((int)p_node->get_meta("shader_type"));
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for (int i = 0; i < p_properties.size(); i++) {
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) {
p_properties[i]->connect("resource_selected", callable_mp(this, &VisualShaderNodePluginDefaultEditor::_resource_selected));
}
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);
}
node->connect("changed", callable_mp(this, &VisualShaderNodePluginDefaultEditor::_node_changed));
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}
static void _bind_methods() {
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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}
};
Control *VisualShaderNodePluginDefault::create_editor(const Ref<Resource> &p_parent_resource, const Ref<VisualShaderNode> &p_node) {
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if (p_node->is_class("VisualShaderNodeUniformRef")) {
//create input
VisualShaderNodePluginUniformRefEditor *uniform_editor = memnew(VisualShaderNodePluginUniformRefEditor);
uniform_editor->setup(p_node);
return uniform_editor;
}
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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());
}
}
}
if (pinfo.size() == 0) {
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return nullptr;
}
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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);
if (!prop) {
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return nullptr;
}
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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));
} else if (Object::cast_to<EditorPropertyTransform>(prop) || Object::cast_to<EditorPropertyVector3>(prop)) {
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prop->set_custom_minimum_size(Size2(250 * EDSCALE, 0));
} else if (Object::cast_to<EditorPropertyFloat>(prop)) {
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prop->set_custom_minimum_size(Size2(100 * EDSCALE, 0));
} else if (Object::cast_to<EditorPropertyEnum>(prop)) {
prop->set_custom_minimum_size(Size2(100 * EDSCALE, 0));
Object::cast_to<EditorPropertyEnum>(prop)->set_option_button_clip(false);
}
editors.push_back(prop);
properties.push_back(pinfo[i].name);
}
VisualShaderNodePluginDefaultEditor *editor = memnew(VisualShaderNodePluginDefaultEditor);
editor->setup(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()));
if (visual_shader->get_mode() == p_which) {
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return;
}
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UndoRedo *undo_redo = EditorNode::get_singleton()->get_undo_redo();
undo_redo->create_action(TTR("Visual Shader Mode Changed"));
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//do is easy
undo_redo->add_do_method(visual_shader.ptr(), "set_mode", p_which);
undo_redo->add_undo_method(visual_shader.ptr(), "set_mode", visual_shader->get_mode());
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undo_redo->add_do_method(VisualShaderEditor::get_singleton(), "_set_mode", p_which);
undo_redo->add_undo_method(VisualShaderEditor::get_singleton(), "_set_mode", visual_shader->get_mode());
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//now undo is hell
//1. restore connections to output
for (int i = 0; i < VisualShader::TYPE_MAX; i++) {
VisualShader::Type type = VisualShader::Type(i);
List<VisualShader::Connection> conns;
visual_shader->get_node_connections(type, &conns);
for (List<VisualShader::Connection>::Element *E = conns.front(); E; E = E->next()) {
if (E->get().to_node == VisualShader::NODE_ID_OUTPUT) {
undo_redo->add_undo_method(visual_shader.ptr(), "connect_nodes", type, E->get().from_node, E->get().from_port, E->get().to_node, E->get().to_port);
}
}
}
//2. restore input indices
for (int i = 0; i < VisualShader::TYPE_MAX; i++) {
VisualShader::Type type = VisualShader::Type(i);
Vector<int> nodes = visual_shader->get_node_list(type);
for (int j = 0; j < nodes.size(); j++) {
Ref<VisualShaderNodeInput> input = visual_shader->get_node(type, nodes[j]);
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if (!input.is_valid()) {
continue;
}
undo_redo->add_undo_method(input.ptr(), "set_input_name", input->get_input_name());
}
}
//3. restore enums and flags
List<PropertyInfo> props;
visual_shader->get_property_list(&props);
for (List<PropertyInfo>::Element *E = props.front(); E; E = E->next()) {
if (E->get().name.begins_with("flags/") || E->get().name.begins_with("modes/")) {
undo_redo->add_undo_property(visual_shader.ptr(), E->get().name, visual_shader->get(E->get().name));
}
}
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);
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
}
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;
}
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));
if (!object) {
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continue;
}
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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;
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() {
}
//////////////////////////////////
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;
}