Fix some missing categories in visual shader nodes
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39f90600bc
commit
e5d2b6d50f
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@ -514,6 +514,8 @@ public:
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virtual Vector<StringName> get_editable_properties() const override;
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virtual bool is_use_prop_slots() const override;
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virtual Category get_category() const override { return CATEGORY_TEXTURES; }
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VisualShaderNodeCurveXYZTexture();
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};
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@ -657,6 +659,8 @@ public:
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virtual Vector<StringName> get_editable_properties() const override;
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virtual String get_warning(Shader::Mode p_mode, VisualShader::Type p_type) const override;
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virtual Category get_category() const override { return CATEGORY_TEXTURES; }
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VisualShaderNodeCubemap();
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};
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@ -832,6 +836,8 @@ public:
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virtual Vector<StringName> get_editable_properties() const override;
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virtual Category get_category() const override { return CATEGORY_SCALAR; }
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VisualShaderNodeIntOp();
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};
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@ -880,6 +886,8 @@ public:
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virtual Vector<StringName> get_editable_properties() const override;
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virtual Category get_category() const override { return CATEGORY_SCALAR; }
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VisualShaderNodeUIntOp();
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};
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@ -1502,6 +1510,8 @@ public:
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virtual String generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview = false) const override;
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virtual Category get_category() const override { return CATEGORY_VECTOR; }
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VisualShaderNodeDotProduct();
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};
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@ -1548,6 +1558,8 @@ public:
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virtual String generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview = false) const override;
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virtual Category get_category() const override { return CATEGORY_VECTOR; }
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VisualShaderNodeDeterminant();
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};
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@ -1591,6 +1603,14 @@ public:
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virtual String generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview = false) const override;
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virtual Category get_category() const override {
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if (op_type == OP_TYPE_FLOAT || op_type == OP_TYPE_INT || op_type == OP_TYPE_UINT) {
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return CATEGORY_SCALAR;
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} else {
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return CATEGORY_VECTOR;
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}
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}
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VisualShaderNodeClamp();
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};
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@ -1990,8 +2010,6 @@ public:
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virtual void set_op_type(OpType p_op_type) override;
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virtual String generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview = false) const override;
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virtual Category get_category() const override { return CATEGORY_VECTOR; }
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VisualShaderNodeVectorDecompose();
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};
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@ -2734,6 +2752,8 @@ public:
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virtual bool is_generate_input_var(int p_port) const override;
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virtual String generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview = false) const override;
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virtual Category get_category() const override { return CATEGORY_UTILITY; }
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VisualShaderNodeFresnel();
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};
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@ -75,8 +75,6 @@ public:
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virtual String generate_global_per_node(Shader::Mode p_mode, int p_id) const override;
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virtual String generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview = false) const override;
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virtual Category get_category() const override { return CATEGORY_PARTICLE; }
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VisualShaderNodeParticleSphereEmitter();
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};
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@ -94,8 +92,6 @@ public:
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virtual String generate_global_per_node(Shader::Mode p_mode, int p_id) const override;
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virtual String generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview = false) const override;
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virtual Category get_category() const override { return CATEGORY_PARTICLE; }
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VisualShaderNodeParticleBoxEmitter();
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};
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@ -112,8 +108,6 @@ public:
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virtual String generate_global_per_node(Shader::Mode p_mode, int p_id) const override;
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virtual String generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview = false) const override;
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virtual Category get_category() const override { return CATEGORY_PARTICLE; }
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VisualShaderNodeParticleRingEmitter();
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};
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@ -166,8 +160,6 @@ public:
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HashMap<StringName, String> get_editable_properties_names() const override;
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Vector<VisualShader::DefaultTextureParam> get_default_texture_parameters(VisualShader::Type p_type, int p_id) const override;
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virtual Category get_category() const override { return CATEGORY_PARTICLE; }
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VisualShaderNodeParticleMeshEmitter();
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};
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@ -49,6 +49,8 @@ public:
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virtual String generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview = false) const override;
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virtual Category get_category() const override { return CATEGORY_TEXTURES; }
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VisualShaderNodeSDFToScreenUV();
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};
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@ -69,6 +71,8 @@ public:
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virtual bool is_input_port_default(int p_port, Shader::Mode p_mode) const override;
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virtual String generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview = false) const override;
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virtual Category get_category() const override { return CATEGORY_TEXTURES; }
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VisualShaderNodeScreenUVToSDF();
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};
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@ -88,6 +92,8 @@ public:
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virtual String generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview = false) const override;
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virtual Category get_category() const override { return CATEGORY_TEXTURES; }
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VisualShaderNodeTextureSDF();
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};
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@ -107,6 +113,8 @@ public:
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virtual String generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview = false) const override;
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virtual Category get_category() const override { return CATEGORY_TEXTURES; }
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VisualShaderNodeTextureSDFNormal();
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};
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@ -126,6 +134,8 @@ public:
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virtual String generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview = false) const override;
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virtual Category get_category() const override { return CATEGORY_TEXTURES; }
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VisualShaderNodeSDFRaymarch();
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};
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