Fix auto-connection from output node to input (VisualShaders)
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@ -2315,6 +2315,13 @@ void VisualShaderEditor::_add_node(int p_idx, int p_op_idx, String p_resource_pa
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undo_redo->add_do_method(graph_plugin.ptr(), "connect_nodes", type, _from_node, _from_slot, to_node, to_slot);
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undo_redo->add_undo_method(graph_plugin.ptr(), "disconnect_nodes", type, _from_node, _from_slot, to_node, to_slot);
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} else {
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// Need to setting up Input node properly before committing since `is_port_types_compatible` (calling below) is using `mode` and `shader_type`.
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VisualShaderNodeInput *input = Object::cast_to<VisualShaderNodeInput>(vsnode.ptr());
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if (input) {
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input->set_shader_mode(visual_shader->get_mode());
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input->set_shader_type(visual_shader->get_shader_type());
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}
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// Attempting to connect to the first correct port.
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for (int i = 0; i < vsnode->get_output_port_count(); i++) {
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if (visual_shader->is_port_types_compatible(vsnode->get_output_port_type(i), input_port_type)) {
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@ -2533,6 +2533,14 @@ Vector<StringName> VisualShaderNodeInput::get_editable_properties() const {
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return props;
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}
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void VisualShaderNodeInput::set_shader_type(VisualShader::Type p_shader_type) {
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shader_type = p_shader_type;
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}
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void VisualShaderNodeInput::set_shader_mode(Shader::Mode p_shader_mode) {
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shader_mode = p_shader_mode;
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}
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void VisualShaderNodeInput::_bind_methods() {
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ClassDB::bind_method(D_METHOD("set_input_name", "name"), &VisualShaderNodeInput::set_input_name);
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ClassDB::bind_method(D_METHOD("get_input_name"), &VisualShaderNodeInput::get_input_name);
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@ -350,6 +350,10 @@ class VisualShaderNodeInput : public VisualShaderNode {
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String input_name = "[None]";
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public:
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void set_shader_type(VisualShader::Type p_shader_type);
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void set_shader_mode(Shader::Mode p_shader_mode);
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protected:
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static void _bind_methods();
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void _validate_property(PropertyInfo &property) const override;
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