Merge pull request #22094 from elasota/fix-visual-shader
Fix VisualShader code overwrites and save failures
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commit
46d8a28314
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@ -426,7 +426,7 @@ void ShaderEditor::ensure_select_current() {
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void ShaderEditor::edit(const Ref<Shader> &p_shader) {
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if (p_shader.is_null())
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if (p_shader.is_null() || !p_shader->is_text_shader())
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return;
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shader = p_shader;
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@ -606,7 +606,7 @@ void ShaderEditorPlugin::edit(Object *p_object) {
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bool ShaderEditorPlugin::handles(Object *p_object) const {
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Shader *shader = Object::cast_to<Shader>(p_object);
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return shader != NULL;
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return shader != NULL && shader->is_text_shader();
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}
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void ShaderEditorPlugin::make_visible(bool p_visible) {
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@ -126,6 +126,11 @@ void Shader::get_default_texture_param_list(List<StringName> *r_textures) const
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r_textures->push_back(E->key());
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}
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}
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bool Shader::is_text_shader() const {
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return true;
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}
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bool Shader::has_param(const StringName &p_param) const {
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return params_cache.has(p_param);
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@ -235,8 +240,10 @@ Error ResourceFormatSaverShader::save(const String &p_path, const RES &p_resourc
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void ResourceFormatSaverShader::get_recognized_extensions(const RES &p_resource, List<String> *p_extensions) const {
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if (Object::cast_to<Shader>(*p_resource)) {
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p_extensions->push_back("shader");
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if (const Shader *shader = Object::cast_to<Shader>(*p_resource)) {
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if (shader->is_text_shader()) {
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p_extensions->push_back("shader");
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}
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}
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}
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bool ResourceFormatSaverShader::recognize(const RES &p_resource) const {
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@ -79,6 +79,8 @@ public:
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Ref<Texture> get_default_texture_param(const StringName &p_param) const;
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void get_default_texture_param_list(List<StringName> *r_textures) const;
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virtual bool is_text_shader() const;
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_FORCE_INLINE_ StringName remap_param(const StringName &p_param) const {
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if (params_cache_dirty)
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get_param_list(NULL);
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@ -414,6 +414,10 @@ Shader::Mode VisualShader::get_mode() const {
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return shader_mode;
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}
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bool VisualShader::is_text_shader() const {
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return false;
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}
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String VisualShader::generate_preview_shader(Type p_type, int p_node, int p_port, Vector<DefaultTextureParam> &default_tex_params) const {
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Ref<VisualShaderNode> node = get_node(p_type, p_node);
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@ -141,6 +141,8 @@ public:
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void set_mode(Mode p_mode);
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virtual Mode get_mode() const;
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virtual bool is_text_shader() const;
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void set_graph_offset(const Vector2 &p_offset);
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Vector2 get_graph_offset() const;
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