bc00332286
It had been done wrongly in #30185, but I missed it.
2801 lines
142 KiB
C++
2801 lines
142 KiB
C++
/*************************************************************************/
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/* visual_shader_editor_plugin.cpp */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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#include "visual_shader_editor_plugin.h"
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#include "core/io/resource_loader.h"
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#include "core/math/math_defs.h"
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#include "core/os/input.h"
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#include "core/os/keyboard.h"
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#include "core/project_settings.h"
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#include "editor/editor_properties.h"
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#include "scene/animation/animation_player.h"
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#include "scene/gui/menu_button.h"
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#include "scene/gui/panel.h"
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#include "scene/main/viewport.h"
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#include "scene/resources/visual_shader_nodes.h"
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Control *VisualShaderNodePlugin::create_editor(const Ref<VisualShaderNode> &p_node) {
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if (get_script_instance()) {
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return get_script_instance()->call("create_editor", p_node);
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}
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return NULL;
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}
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void VisualShaderNodePlugin::_bind_methods() {
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BIND_VMETHOD(MethodInfo(Variant::OBJECT, "create_editor", PropertyInfo(Variant::OBJECT, "for_node", PROPERTY_HINT_RESOURCE_TYPE, "VisualShaderNode")));
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}
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///////////////////
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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()) {
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changed = true;
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} else {
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if (visual_shader.ptr() != p_visual_shader) {
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changed = true;
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}
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}
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visual_shader = Ref<VisualShader>(p_visual_shader);
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visual_shader->set_graph_offset(graph->get_scroll_ofs() / EDSCALE);
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} else {
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visual_shader.unref();
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}
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if (visual_shader.is_null()) {
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hide();
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} else {
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if (changed) { // to avoid tree collapse
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_update_options_menu();
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}
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_update_graph();
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}
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}
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void VisualShaderEditor::add_plugin(const Ref<VisualShaderNodePlugin> &p_plugin) {
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if (plugins.find(p_plugin) != -1)
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return;
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plugins.push_back(p_plugin);
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}
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void VisualShaderEditor::remove_plugin(const Ref<VisualShaderNodePlugin> &p_plugin) {
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plugins.erase(p_plugin);
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}
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void VisualShaderEditor::add_custom_type(const String &p_name, const String &p_category, const Ref<Script> &p_script) {
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for (int i = 0; i < add_options.size(); i++) {
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ERR_FAIL_COND(add_options[i].script == p_script);
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}
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AddOption ao;
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ao.name = p_name;
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ao.script = p_script;
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ao.category = p_category;
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add_options.push_back(ao);
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_update_options_menu();
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}
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void VisualShaderEditor::remove_custom_type(const Ref<Script> &p_script) {
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for (int i = 0; i < add_options.size(); i++) {
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if (add_options[i].script == p_script) {
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add_options.remove(i);
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return;
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}
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}
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_update_options_menu();
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}
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bool VisualShaderEditor::_is_available(int p_mode) {
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int current_mode = edit_type->get_selected();
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if (p_mode != -1) {
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switch (current_mode) {
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case VisualShader::TYPE_VERTEX:
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current_mode = 1;
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break;
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case VisualShader::TYPE_FRAGMENT:
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current_mode = 2;
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break;
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case VisualShader::TYPE_LIGHT:
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current_mode = 4;
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break;
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default:
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break;
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}
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int temp_mode = 0;
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if (p_mode & VisualShader::TYPE_FRAGMENT) {
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temp_mode |= 2;
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}
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if (p_mode & VisualShader::TYPE_LIGHT) {
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temp_mode |= 4;
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}
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if (temp_mode == 0) {
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temp_mode |= 1;
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}
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p_mode = temp_mode;
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}
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return (p_mode == -1 || (p_mode & current_mode) != 0);
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}
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void VisualShaderEditor::_update_options_menu() {
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node_desc->set_text("");
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members_dialog->get_ok()->set_disabled(true);
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String prev_category;
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String prev_sub_category;
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members->clear();
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TreeItem *root = members->create_item();
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TreeItem *category = NULL;
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TreeItem *sub_category = NULL;
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String filter = node_filter->get_text().strip_edges();
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bool use_filter = !filter.empty();
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Vector<String> categories;
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Vector<String> sub_categories;
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int item_count = 0;
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int item_count2 = 0;
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bool is_first_item = true;
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int current_func = -1;
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if (!visual_shader.is_null()) {
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current_func = visual_shader->get_mode();
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}
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for (int i = 0; i < add_options.size() + 1; i++) {
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if (i == add_options.size()) {
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if (sub_category != NULL && item_count2 == 0) {
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memdelete(sub_category);
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--item_count;
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}
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if (category != NULL && item_count == 0) {
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memdelete(category);
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}
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break;
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}
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if (!use_filter || add_options[i].name.findn(filter) != -1) {
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if (prev_category != add_options[i].category) {
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if (category != NULL && item_count == 0) {
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memdelete(category);
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}
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item_count = 0;
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prev_sub_category = "";
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category = members->create_item(root);
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category->set_text(0, add_options[i].category);
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category->set_selectable(0, false);
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if (!use_filter)
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category->set_collapsed(true);
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}
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if (add_options[i].sub_category != "") {
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if (prev_sub_category != add_options[i].sub_category) {
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if (category != NULL) {
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if (sub_category != NULL && item_count2 == 0) {
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memdelete(sub_category);
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--item_count;
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}
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++item_count;
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item_count2 = 0;
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sub_category = members->create_item(category);
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sub_category->set_text(0, add_options[i].sub_category);
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sub_category->set_selectable(0, false);
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if (!use_filter)
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sub_category->set_collapsed(true);
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}
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}
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if (sub_category != NULL) {
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if ((add_options[i].func == current_func || add_options[i].func == -1) && _is_available(add_options[i].mode)) {
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++item_count2;
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TreeItem *item = members->create_item(sub_category);
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item->set_text(0, add_options[i].name);
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if (is_first_item) {
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item->select(0);
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is_first_item = false;
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}
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switch (add_options[i].return_type) {
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case VisualShaderNode::PORT_TYPE_SCALAR:
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item->set_icon(0, EditorNode::get_singleton()->get_gui_base()->get_icon("float", "EditorIcons"));
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break;
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case VisualShaderNode::PORT_TYPE_VECTOR:
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item->set_icon(0, EditorNode::get_singleton()->get_gui_base()->get_icon("Vector3", "EditorIcons"));
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break;
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case VisualShaderNode::PORT_TYPE_BOOLEAN:
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item->set_icon(0, EditorNode::get_singleton()->get_gui_base()->get_icon("bool", "EditorIcons"));
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break;
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case VisualShaderNode::PORT_TYPE_TRANSFORM:
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item->set_icon(0, EditorNode::get_singleton()->get_gui_base()->get_icon("Transform", "EditorIcons"));
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break;
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case VisualShaderNode::PORT_TYPE_COLOR:
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item->set_icon(0, EditorNode::get_singleton()->get_gui_base()->get_icon("Color", "EditorIcons"));
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break;
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default:
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break;
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}
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item->set_meta("id", i);
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}
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}
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} else {
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if (category != NULL) {
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if ((add_options[i].func == current_func || add_options[i].func == -1) && _is_available(add_options[i].mode)) {
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++item_count;
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TreeItem *item = members->create_item(category);
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item->set_text(0, add_options[i].name);
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switch (add_options[i].return_type) {
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case VisualShaderNode::PORT_TYPE_SCALAR:
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item->set_icon(0, EditorNode::get_singleton()->get_gui_base()->get_icon("float", "EditorIcons"));
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break;
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case VisualShaderNode::PORT_TYPE_VECTOR:
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item->set_icon(0, EditorNode::get_singleton()->get_gui_base()->get_icon("Vector3", "EditorIcons"));
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break;
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case VisualShaderNode::PORT_TYPE_BOOLEAN:
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item->set_icon(0, EditorNode::get_singleton()->get_gui_base()->get_icon("bool", "EditorIcons"));
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break;
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case VisualShaderNode::PORT_TYPE_TRANSFORM:
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item->set_icon(0, EditorNode::get_singleton()->get_gui_base()->get_icon("Transform", "EditorIcons"));
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break;
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case VisualShaderNode::PORT_TYPE_COLOR:
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item->set_icon(0, EditorNode::get_singleton()->get_gui_base()->get_icon("Color", "EditorIcons"));
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break;
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default:
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break;
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}
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item->set_meta("id", i);
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}
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}
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}
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prev_sub_category = add_options[i].sub_category;
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prev_category = add_options[i].category;
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}
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}
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}
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Size2 VisualShaderEditor::get_minimum_size() const {
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return Size2(10, 200);
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}
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void VisualShaderEditor::_draw_color_over_button(Object *obj, Color p_color) {
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Button *button = Object::cast_to<Button>(obj);
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if (!button)
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return;
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Ref<StyleBox> normal = get_stylebox("normal", "Button");
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button->draw_rect(Rect2(normal->get_offset(), button->get_size() - normal->get_minimum_size()), p_color);
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}
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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) {
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Ref<StyleBoxEmpty> style(memnew(StyleBoxEmpty));
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style->set_default_margin(MARGIN_LEFT, p_margin_left * EDSCALE);
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style->set_default_margin(MARGIN_RIGHT, p_margin_right * EDSCALE);
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style->set_default_margin(MARGIN_BOTTOM, p_margin_bottom * EDSCALE);
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style->set_default_margin(MARGIN_TOP, p_margin_top * EDSCALE);
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return style;
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}
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void VisualShaderEditor::_update_created_node(GraphNode *node) {
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if (EditorSettings::get_singleton()->get("interface/theme/use_graph_node_headers")) {
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Ref<StyleBoxFlat> sb = node->get_stylebox("frame", "GraphNode");
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Color c = sb->get_border_color();
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Color mono_color = ((c.r + c.g + c.b) / 3) < 0.7 ? Color(1.0, 1.0, 1.0) : Color(0.0, 0.0, 0.0);
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mono_color.a = 0.85;
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c = mono_color;
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node->add_color_override("title_color", c);
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c.a = 0.7;
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node->add_color_override("close_color", c);
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}
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}
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void VisualShaderEditor::_update_graph() {
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if (updating)
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return;
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if (visual_shader.is_null())
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return;
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graph->set_scroll_ofs(visual_shader->get_graph_offset() * EDSCALE);
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VisualShader::Type type = VisualShader::Type(edit_type->get_selected());
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graph->clear_connections();
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//erase all nodes
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for (int i = 0; i < graph->get_child_count(); i++) {
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if (Object::cast_to<GraphNode>(graph->get_child(i))) {
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Node *node = graph->get_child(i);
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graph->remove_child(node);
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memdelete(node);
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i--;
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}
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}
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static const Color type_color[4] = {
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Color::html("#61daf4"), // scalar
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Color::html("#d67dee"), // vector
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Color::html("#8da6f0"), // boolean
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Color::html("#f6a86e") // transform
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};
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List<VisualShader::Connection> connections;
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visual_shader->get_node_connections(type, &connections);
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Ref<StyleBoxEmpty> label_style = make_empty_stylebox(2, 1, 2, 1);
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Vector<int> nodes = visual_shader->get_node_list(type);
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Control *offset;
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for (int n_i = 0; n_i < nodes.size(); n_i++) {
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Vector2 position = visual_shader->get_node_position(type, nodes[n_i]);
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Ref<VisualShaderNode> vsnode = visual_shader->get_node(type, nodes[n_i]);
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Ref<VisualShaderNodeGroupBase> group_node = Object::cast_to<VisualShaderNodeGroupBase>(vsnode.ptr());
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bool is_group = !group_node.is_null();
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Size2 size = Size2(0, 0);
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Ref<VisualShaderNodeExpression> expression_node = Object::cast_to<VisualShaderNodeExpression>(group_node.ptr());
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bool is_expression = !expression_node.is_null();
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String expression = "";
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GraphNode *node = memnew(GraphNode);
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if (is_group) {
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size = group_node->get_size();
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node->set_resizable(true);
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node->connect("resize_request", this, "_node_resized", varray((int)type, nodes[n_i]));
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}
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if (is_expression) {
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expression = expression_node->get_expression();
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}
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/*if (!vsnode->is_connected("changed", this, "_node_changed")) {
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vsnode->connect("changed", this, "_node_changed", varray(vsnode->get_instance_id()), CONNECT_DEFERRED);
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}*/
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node->set_offset(position);
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node->set_title(vsnode->get_caption());
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node->set_name(itos(nodes[n_i]));
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if (nodes[n_i] >= 2) {
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node->set_show_close_button(true);
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node->connect("close_request", this, "_delete_request", varray(nodes[n_i]), CONNECT_DEFERRED);
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}
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node->connect("dragged", this, "_node_dragged", varray(nodes[n_i]));
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Control *custom_editor = NULL;
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int port_offset = 0;
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if (is_group) {
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port_offset++;
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}
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Ref<VisualShaderNodeUniform> uniform = vsnode;
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if (uniform.is_valid()) {
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graph->add_child(node);
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_update_created_node(node);
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LineEdit *uniform_name = memnew(LineEdit);
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uniform_name->set_text(uniform->get_uniform_name());
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node->add_child(uniform_name);
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uniform_name->connect("text_entered", this, "_line_edit_changed", varray(uniform_name, nodes[n_i]));
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uniform_name->connect("focus_exited", this, "_line_edit_focus_out", varray(uniform_name, nodes[n_i]));
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if (vsnode->get_input_port_count() == 0 && vsnode->get_output_port_count() == 1 && vsnode->get_output_port_name(0) == "") {
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//shortcut
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VisualShaderNode::PortType port_right = vsnode->get_output_port_type(0);
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node->set_slot(0, false, VisualShaderNode::PORT_TYPE_SCALAR, Color(), true, port_right, type_color[port_right]);
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continue;
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}
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port_offset++;
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}
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for (int i = 0; i < plugins.size(); i++) {
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custom_editor = plugins.write[i]->create_editor(vsnode);
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if (custom_editor) {
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break;
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}
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}
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if (custom_editor && vsnode->get_output_port_count() > 0 && vsnode->get_output_port_name(0) == "" && (vsnode->get_input_port_count() == 0 || vsnode->get_input_port_name(0) == "")) {
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//will be embedded in first port
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} else if (custom_editor) {
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port_offset++;
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node->add_child(custom_editor);
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custom_editor = NULL;
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}
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if (is_group) {
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HBoxContainer *hb2 = memnew(HBoxContainer);
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Button *add_input_btn = memnew(Button);
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add_input_btn->set_text(TTR("Add input +"));
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add_input_btn->connect("pressed", this, "_add_input_port", varray(nodes[n_i], group_node->get_free_input_port_id(), VisualShaderNode::PORT_TYPE_VECTOR, "input" + itos(group_node->get_free_input_port_id())), CONNECT_DEFERRED);
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hb2->add_child(add_input_btn);
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hb2->add_spacer();
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Button *add_output_btn = memnew(Button);
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add_output_btn->set_text(TTR("Add output +"));
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add_output_btn->connect("pressed", this, "_add_output_port", varray(nodes[n_i], group_node->get_free_output_port_id(), VisualShaderNode::PORT_TYPE_VECTOR, "output" + itos(group_node->get_free_output_port_id())), CONNECT_DEFERRED);
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hb2->add_child(add_output_btn);
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node->add_child(hb2);
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}
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|
|
for (int i = 0; i < MAX(vsnode->get_input_port_count(), vsnode->get_output_port_count()); i++) {
|
|
|
|
if (vsnode->is_port_separator(i)) {
|
|
node->add_child(memnew(HSeparator));
|
|
port_offset++;
|
|
}
|
|
|
|
bool valid_left = i < vsnode->get_input_port_count();
|
|
VisualShaderNode::PortType port_left = VisualShaderNode::PORT_TYPE_SCALAR;
|
|
bool port_left_used = false;
|
|
String name_left;
|
|
if (valid_left) {
|
|
name_left = vsnode->get_input_port_name(i);
|
|
port_left = vsnode->get_input_port_type(i);
|
|
for (List<VisualShader::Connection>::Element *E = connections.front(); E; E = E->next()) {
|
|
if (E->get().to_node == nodes[n_i] && E->get().to_port == i) {
|
|
port_left_used = true;
|
|
}
|
|
}
|
|
}
|
|
|
|
bool valid_right = i < vsnode->get_output_port_count();
|
|
VisualShaderNode::PortType port_right = VisualShaderNode::PORT_TYPE_SCALAR;
|
|
String name_right;
|
|
if (valid_right) {
|
|
name_right = vsnode->get_output_port_name(i);
|
|
port_right = vsnode->get_output_port_type(i);
|
|
}
|
|
|
|
HBoxContainer *hb = memnew(HBoxContainer);
|
|
|
|
Variant default_value;
|
|
|
|
if (valid_left && !port_left_used) {
|
|
default_value = vsnode->get_input_port_default_value(i);
|
|
}
|
|
|
|
if (default_value.get_type() != Variant::NIL) { // only a label
|
|
Button *button = memnew(Button);
|
|
hb->add_child(button);
|
|
button->connect("pressed", this, "_edit_port_default_input", varray(button, nodes[n_i], i));
|
|
|
|
switch (default_value.get_type()) {
|
|
|
|
case Variant::COLOR: {
|
|
button->set_custom_minimum_size(Size2(30, 0) * EDSCALE);
|
|
button->connect("draw", this, "_draw_color_over_button", varray(button, default_value));
|
|
} break;
|
|
case Variant::INT:
|
|
case Variant::REAL: {
|
|
button->set_text(String::num(default_value, 4));
|
|
} break;
|
|
case Variant::VECTOR3: {
|
|
Vector3 v = default_value;
|
|
button->set_text(String::num(v.x, 3) + "," + String::num(v.y, 3) + "," + String::num(v.z, 3));
|
|
} break;
|
|
default: {
|
|
}
|
|
}
|
|
}
|
|
|
|
if (i == 0 && custom_editor) {
|
|
|
|
hb->add_child(custom_editor);
|
|
custom_editor->set_h_size_flags(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("Scalar"));
|
|
type_box->add_item(TTR("Vector"));
|
|
type_box->add_item(TTR("Boolean"));
|
|
type_box->add_item(TTR("Transform"));
|
|
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", this, "_change_input_port_type", varray(nodes[n_i], i), CONNECT_DEFERRED);
|
|
|
|
LineEdit *name_box = memnew(LineEdit);
|
|
hb->add_child(name_box);
|
|
name_box->set_custom_minimum_size(Size2(60 * EDSCALE, 0));
|
|
name_box->set_text(name_left);
|
|
name_box->set_expand_to_text_length(true);
|
|
name_box->connect("text_entered", this, "_change_input_port_name", varray(name_box, nodes[n_i], i));
|
|
name_box->connect("focus_exited", this, "_port_name_focus_out", varray(name_box, nodes[n_i], i, false));
|
|
|
|
Button *remove_btn = memnew(Button);
|
|
remove_btn->set_icon(EditorNode::get_singleton()->get_gui_base()->get_icon("Remove", "EditorIcons"));
|
|
remove_btn->set_tooltip(TTR("Remove") + " " + name_left);
|
|
remove_btn->connect("pressed", this, "_remove_input_port", varray(nodes[n_i], i), CONNECT_DEFERRED);
|
|
hb->add_child(remove_btn);
|
|
} else {
|
|
|
|
Label *label = memnew(Label);
|
|
label->set_text(name_left);
|
|
label->add_style_override("normal", label_style); //more compact
|
|
hb->add_child(label);
|
|
}
|
|
}
|
|
|
|
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_icon("Remove", "EditorIcons"));
|
|
remove_btn->set_tooltip(TTR("Remove") + " " + name_left);
|
|
remove_btn->connect("pressed", this, "_remove_output_port", varray(nodes[n_i], 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(60 * EDSCALE, 0));
|
|
name_box->set_text(name_right);
|
|
name_box->set_expand_to_text_length(true);
|
|
name_box->connect("text_entered", this, "_change_output_port_name", varray(name_box, nodes[n_i], i));
|
|
name_box->connect("focus_exited", this, "_port_name_focus_out", varray(name_box, nodes[n_i], i, true));
|
|
|
|
OptionButton *type_box = memnew(OptionButton);
|
|
hb->add_child(type_box);
|
|
type_box->add_item(TTR("Scalar"));
|
|
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", this, "_change_output_port_type", varray(nodes[n_i], i), CONNECT_DEFERRED);
|
|
} else {
|
|
Label *label = memnew(Label);
|
|
label->set_text(name_right);
|
|
label->add_style_override("normal", label_style); //more compact
|
|
hb->add_child(label);
|
|
}
|
|
}
|
|
}
|
|
|
|
if (valid_right && edit_type->get_selected() == VisualShader::TYPE_FRAGMENT && port_right != VisualShaderNode::PORT_TYPE_TRANSFORM) {
|
|
TextureButton *preview = memnew(TextureButton);
|
|
preview->set_toggle_mode(true);
|
|
preview->set_normal_texture(get_icon("GuiVisibilityHidden", "EditorIcons"));
|
|
preview->set_pressed_texture(get_icon("GuiVisibilityVisible", "EditorIcons"));
|
|
preview->set_v_size_flags(SIZE_SHRINK_CENTER);
|
|
|
|
if (vsnode->get_output_port_for_preview() == i) {
|
|
preview->set_pressed(true);
|
|
}
|
|
|
|
preview->connect("pressed", this, "_preview_select_port", varray(nodes[n_i], 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 && vsnode->get_output_port_type(vsnode->get_output_port_for_preview()) != VisualShaderNode::PORT_TYPE_TRANSFORM) {
|
|
offset = memnew(Control);
|
|
offset->set_custom_minimum_size(Size2(0, 5 * EDSCALE));
|
|
node->add_child(offset);
|
|
|
|
VisualShaderNodePortPreview *port_preview = memnew(VisualShaderNodePortPreview);
|
|
port_preview->setup(visual_shader, type, nodes[n_i], vsnode->get_output_port_for_preview());
|
|
port_preview->set_h_size_flags(SIZE_SHRINK_CENTER);
|
|
node->add_child(port_preview);
|
|
}
|
|
|
|
offset = memnew(Control);
|
|
offset->set_custom_minimum_size(Size2(0, 5 * EDSCALE));
|
|
node->add_child(offset);
|
|
|
|
String error = vsnode->get_warning(visual_shader->get_mode(), type);
|
|
if (error != String()) {
|
|
Label *error_label = memnew(Label);
|
|
error_label->add_color_override("font_color", get_color("error_color", "Editor"));
|
|
error_label->set_text(error);
|
|
node->add_child(error_label);
|
|
}
|
|
|
|
if (is_expression) {
|
|
|
|
TextEdit *expression_box = memnew(TextEdit);
|
|
expression_node->set_control(expression_box, 0);
|
|
node->add_child(expression_box);
|
|
|
|
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");
|
|
|
|
expression_box->set_syntax_coloring(true);
|
|
|
|
for (List<String>::Element *E = keyword_list.front(); E; E = E->next()) {
|
|
|
|
expression_box->add_keyword_color(E->get(), keyword_color);
|
|
}
|
|
|
|
expression_box->add_font_override("font", get_font("expression", "EditorFonts"));
|
|
expression_box->add_color_override("font_color", text_color);
|
|
expression_box->add_color_override("symbol_color", symbol_color);
|
|
expression_box->add_color_region("/*", "*/", comment_color, false);
|
|
expression_box->add_color_region("//", "", comment_color, false);
|
|
|
|
expression_box->set_text(expression);
|
|
expression_box->set_context_menu_enabled(false);
|
|
expression_box->set_show_line_numbers(true);
|
|
|
|
expression_box->connect("focus_exited", this, "_expression_focus_out", varray(expression_box, nodes[n_i]));
|
|
}
|
|
|
|
if (!uniform.is_valid()) {
|
|
graph->add_child(node);
|
|
_update_created_node(node);
|
|
if (is_group)
|
|
call_deferred("_set_node_size", (int)type, nodes[n_i], size);
|
|
}
|
|
}
|
|
|
|
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);
|
|
}
|
|
}
|
|
|
|
void VisualShaderEditor::_add_input_port(int p_node, int p_port, int p_port_type, const String &p_name) {
|
|
|
|
VisualShader::Type type = VisualShader::Type(edit_type->get_selected());
|
|
Ref<VisualShaderNodeExpression> node = visual_shader->get_node(type, p_node);
|
|
if (node.is_null()) {
|
|
return;
|
|
}
|
|
|
|
undo_redo->create_action(TTR("Add input port"));
|
|
undo_redo->add_do_method(node.ptr(), "add_input_port", p_port, p_port_type, p_name);
|
|
undo_redo->add_undo_method(node.ptr(), "remove_input_port", p_port);
|
|
undo_redo->add_do_method(this, "_update_graph");
|
|
undo_redo->add_undo_method(this, "_update_graph");
|
|
undo_redo->add_do_method(this, "_rebuild");
|
|
undo_redo->add_undo_method(this, "_rebuild");
|
|
undo_redo->commit_action();
|
|
}
|
|
|
|
void VisualShaderEditor::_add_output_port(int p_node, int p_port, int p_port_type, const String &p_name) {
|
|
|
|
VisualShader::Type type = VisualShader::Type(edit_type->get_selected());
|
|
Ref<VisualShaderNodeGroupBase> node = visual_shader->get_node(type, p_node);
|
|
if (node.is_null()) {
|
|
return;
|
|
}
|
|
|
|
undo_redo->create_action(TTR("Add output port"));
|
|
undo_redo->add_do_method(node.ptr(), "add_output_port", p_port, p_port_type, p_name);
|
|
undo_redo->add_undo_method(node.ptr(), "remove_output_port", p_port);
|
|
undo_redo->add_do_method(this, "_update_graph");
|
|
undo_redo->add_undo_method(this, "_update_graph");
|
|
undo_redo->add_do_method(this, "_rebuild");
|
|
undo_redo->add_undo_method(this, "_rebuild");
|
|
undo_redo->commit_action();
|
|
}
|
|
|
|
void VisualShaderEditor::_change_input_port_type(int p_type, int p_node, int p_port) {
|
|
|
|
VisualShader::Type type = VisualShader::Type(edit_type->get_selected());
|
|
Ref<VisualShaderNodeGroupBase> node = visual_shader->get_node(type, p_node);
|
|
if (node.is_null()) {
|
|
return;
|
|
}
|
|
|
|
undo_redo->create_action(TTR("Change input port type"));
|
|
undo_redo->add_do_method(node.ptr(), "set_input_port_type", p_port, p_type);
|
|
undo_redo->add_undo_method(node.ptr(), "set_input_port_type", p_port, node->get_input_port_type(p_port));
|
|
undo_redo->add_do_method(this, "_update_graph");
|
|
undo_redo->add_undo_method(this, "_update_graph");
|
|
undo_redo->add_do_method(this, "_rebuild");
|
|
undo_redo->add_undo_method(this, "_rebuild");
|
|
undo_redo->commit_action();
|
|
}
|
|
|
|
void VisualShaderEditor::_change_output_port_type(int p_type, int p_node, int p_port) {
|
|
|
|
VisualShader::Type type = VisualShader::Type(edit_type->get_selected());
|
|
Ref<VisualShaderNodeGroupBase> node = visual_shader->get_node(type, p_node);
|
|
if (node.is_null()) {
|
|
return;
|
|
}
|
|
|
|
undo_redo->create_action(TTR("Change output port type"));
|
|
undo_redo->add_do_method(node.ptr(), "set_output_port_type", p_port, p_type);
|
|
undo_redo->add_undo_method(node.ptr(), "set_output_port_type", p_port, node->get_output_port_type(p_port));
|
|
undo_redo->add_do_method(this, "_update_graph");
|
|
undo_redo->add_undo_method(this, "_update_graph");
|
|
undo_redo->add_do_method(this, "_rebuild");
|
|
undo_redo->add_undo_method(this, "_rebuild");
|
|
undo_redo->commit_action();
|
|
}
|
|
|
|
void VisualShaderEditor::_change_input_port_name(const String &p_text, Object *line_edit, int p_node_id, int p_port_id) {
|
|
|
|
VisualShader::Type type = VisualShader::Type(edit_type->get_selected());
|
|
|
|
Ref<VisualShaderNodeGroupBase> node = visual_shader->get_node(type, p_node_id);
|
|
ERR_FAIL_COND(!node.is_valid());
|
|
|
|
undo_redo->create_action(TTR("Change input port name"));
|
|
undo_redo->add_do_method(node.ptr(), "set_input_port_name", p_port_id, p_text);
|
|
undo_redo->add_undo_method(node.ptr(), "set_input_port_name", p_port_id, node->get_input_port_name(p_port_id));
|
|
undo_redo->add_do_method(this, "_rebuild");
|
|
undo_redo->add_undo_method(this, "_rebuild");
|
|
undo_redo->commit_action();
|
|
}
|
|
|
|
void VisualShaderEditor::_change_output_port_name(const String &p_text, Object *line_edit, int p_node_id, int p_port_id) {
|
|
|
|
VisualShader::Type type = VisualShader::Type(edit_type->get_selected());
|
|
|
|
Ref<VisualShaderNodeGroupBase> node = visual_shader->get_node(type, p_node_id);
|
|
ERR_FAIL_COND(!node.is_valid());
|
|
|
|
undo_redo->create_action(TTR("Change output port name"));
|
|
undo_redo->add_do_method(node.ptr(), "set_output_port_name", p_port_id, p_text);
|
|
undo_redo->add_undo_method(node.ptr(), "set_output_port_name", p_port_id, node->get_output_port_name(p_port_id));
|
|
undo_redo->add_do_method(this, "_rebuild");
|
|
undo_redo->add_undo_method(this, "_rebuild");
|
|
undo_redo->commit_action();
|
|
}
|
|
|
|
void VisualShaderEditor::_remove_input_port(int p_node, int p_port) {
|
|
|
|
VisualShader::Type type = VisualShader::Type(edit_type->get_selected());
|
|
Ref<VisualShaderNodeGroupBase> node = visual_shader->get_node(type, p_node);
|
|
if (node.is_null()) {
|
|
return;
|
|
}
|
|
|
|
undo_redo->create_action(TTR("Remove input port"));
|
|
|
|
List<VisualShader::Connection> conns;
|
|
visual_shader->get_node_connections(type, &conns);
|
|
for (List<VisualShader::Connection>::Element *E = conns.front(); E; E = E->next()) {
|
|
|
|
int from_node = E->get().from_node;
|
|
int from_port = E->get().from_port;
|
|
int to_node = E->get().to_node;
|
|
int to_port = E->get().to_port;
|
|
|
|
if (to_node == p_node) {
|
|
if (to_port == p_port) {
|
|
undo_redo->add_do_method(visual_shader.ptr(), "disconnect_nodes", type, from_node, from_port, to_node, to_port);
|
|
undo_redo->add_undo_method(visual_shader.ptr(), "connect_nodes_forced", type, from_node, from_port, to_node, to_port);
|
|
} else if (to_port > p_port) {
|
|
undo_redo->add_do_method(visual_shader.ptr(), "disconnect_nodes", type, from_node, from_port, to_node, to_port);
|
|
undo_redo->add_undo_method(visual_shader.ptr(), "connect_nodes_forced", type, from_node, from_port, to_node, to_port);
|
|
|
|
undo_redo->add_do_method(visual_shader.ptr(), "connect_nodes_forced", type, from_node, from_port, to_node, to_port - 1);
|
|
undo_redo->add_undo_method(visual_shader.ptr(), "disconnect_nodes", type, from_node, from_port, to_node, to_port - 1);
|
|
}
|
|
}
|
|
}
|
|
|
|
undo_redo->add_do_method(node.ptr(), "remove_input_port", p_port);
|
|
undo_redo->add_undo_method(node.ptr(), "add_input_port", p_port, (int)node->get_input_port_type(p_port), node->get_input_port_name(p_port));
|
|
|
|
undo_redo->add_do_method(this, "_update_graph");
|
|
undo_redo->add_undo_method(this, "_update_graph");
|
|
|
|
undo_redo->add_do_method(this, "_rebuild");
|
|
undo_redo->add_undo_method(this, "_rebuild");
|
|
|
|
undo_redo->commit_action();
|
|
}
|
|
|
|
void VisualShaderEditor::_remove_output_port(int p_node, int p_port) {
|
|
|
|
VisualShader::Type type = VisualShader::Type(edit_type->get_selected());
|
|
Ref<VisualShaderNodeGroupBase> node = visual_shader->get_node(type, p_node);
|
|
if (node.is_null()) {
|
|
return;
|
|
}
|
|
|
|
undo_redo->create_action(TTR("Remove output port"));
|
|
|
|
List<VisualShader::Connection> conns;
|
|
visual_shader->get_node_connections(type, &conns);
|
|
for (List<VisualShader::Connection>::Element *E = conns.front(); E; E = E->next()) {
|
|
|
|
int from_node = E->get().from_node;
|
|
int from_port = E->get().from_port;
|
|
int to_node = E->get().to_node;
|
|
int to_port = E->get().to_port;
|
|
|
|
if (from_node == p_node) {
|
|
if (from_port == p_port) {
|
|
undo_redo->add_do_method(visual_shader.ptr(), "disconnect_nodes", type, from_node, from_port, to_node, to_port);
|
|
undo_redo->add_undo_method(visual_shader.ptr(), "connect_nodes_forced", type, from_node, from_port, to_node, to_port);
|
|
} else if (from_port > p_port) {
|
|
undo_redo->add_do_method(visual_shader.ptr(), "disconnect_nodes", type, from_node, from_port, to_node, to_port);
|
|
undo_redo->add_undo_method(visual_shader.ptr(), "connect_nodes_forced", type, from_node, from_port, to_node, to_port);
|
|
|
|
undo_redo->add_do_method(visual_shader.ptr(), "connect_nodes_forced", type, from_node, from_port - 1, to_node, to_port);
|
|
undo_redo->add_undo_method(visual_shader.ptr(), "disconnect_nodes", type, from_node, from_port - 1, to_node, to_port);
|
|
}
|
|
}
|
|
}
|
|
|
|
undo_redo->add_do_method(node.ptr(), "remove_output_port", p_port);
|
|
undo_redo->add_undo_method(node.ptr(), "add_output_port", p_port, (int)node->get_output_port_type(p_port), node->get_output_port_name(p_port));
|
|
|
|
undo_redo->add_do_method(this, "_update_graph");
|
|
undo_redo->add_undo_method(this, "_update_graph");
|
|
|
|
undo_redo->add_do_method(this, "_rebuild");
|
|
undo_redo->add_undo_method(this, "_rebuild");
|
|
|
|
undo_redo->commit_action();
|
|
}
|
|
|
|
void VisualShaderEditor::_expression_focus_out(Object *text_edit, int p_node) {
|
|
|
|
VisualShader::Type type = VisualShader::Type(edit_type->get_selected());
|
|
Ref<VisualShaderNodeExpression> node = visual_shader->get_node(type, p_node);
|
|
if (node.is_null()) {
|
|
return;
|
|
}
|
|
|
|
TextEdit *expression_box = Object::cast_to<TextEdit>(text_edit);
|
|
|
|
if (node->get_expression() == expression_box->get_text())
|
|
return;
|
|
|
|
undo_redo->create_action(TTR("Set expression"));
|
|
undo_redo->add_do_method(node.ptr(), "set_expression", expression_box->get_text());
|
|
undo_redo->add_undo_method(node.ptr(), "set_expression", node->get_expression());
|
|
undo_redo->add_do_method(this, "_rebuild");
|
|
undo_redo->add_undo_method(this, "_rebuild");
|
|
undo_redo->commit_action();
|
|
}
|
|
|
|
void VisualShaderEditor::_rebuild() {
|
|
EditorNode::get_singleton()->get_log()->clear();
|
|
visual_shader->rebuild();
|
|
}
|
|
|
|
void VisualShaderEditor::_set_node_size(int p_type, int p_node, const Vector2 &p_size) {
|
|
|
|
VisualShader::Type type = VisualShader::Type(p_type);
|
|
Ref<VisualShaderNode> node = visual_shader->get_node(type, p_node);
|
|
if (node.is_null()) {
|
|
return;
|
|
}
|
|
|
|
Ref<VisualShaderNodeGroupBase> group_node = Object::cast_to<VisualShaderNodeGroupBase>(node.ptr());
|
|
|
|
if (group_node.is_null()) {
|
|
return;
|
|
}
|
|
|
|
Vector2 size = p_size;
|
|
|
|
group_node->set_size(size);
|
|
|
|
GraphNode *gn = NULL;
|
|
if (edit_type->get_selected() == p_type) { // check - otherwise the error will be emitted
|
|
Node *node2 = graph->get_node(itos(p_node));
|
|
gn = Object::cast_to<GraphNode>(node2);
|
|
if (!gn)
|
|
return;
|
|
|
|
gn->set_custom_minimum_size(size);
|
|
gn->set_size(Size2(1, 1));
|
|
}
|
|
|
|
Ref<VisualShaderNodeExpression> expression_node = Object::cast_to<VisualShaderNodeExpression>(node.ptr());
|
|
if (!expression_node.is_null()) {
|
|
Control *text_box = expression_node->get_control(0);
|
|
Size2 box_size = size;
|
|
if (gn != NULL) {
|
|
if (box_size.x < 150 * EDSCALE || box_size.y < 0) {
|
|
box_size.x = gn->get_size().x;
|
|
}
|
|
}
|
|
box_size.x -= text_box->get_margin(MARGIN_LEFT);
|
|
box_size.x -= 28 * EDSCALE;
|
|
box_size.y -= text_box->get_margin(MARGIN_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));
|
|
}
|
|
}
|
|
|
|
void VisualShaderEditor::_node_resized(const Vector2 &p_new_size, int p_type, int p_node) {
|
|
|
|
VisualShader::Type type = VisualShader::Type(p_type);
|
|
Ref<VisualShaderNodeGroupBase> node = visual_shader->get_node(type, p_node);
|
|
if (node.is_null()) {
|
|
return;
|
|
}
|
|
|
|
undo_redo->create_action(TTR("Resize VisualShader node"), UndoRedo::MERGE_ENDS);
|
|
undo_redo->add_do_method(this, "_set_node_size", p_type, p_node, p_new_size / EDSCALE);
|
|
undo_redo->add_undo_method(this, "_set_node_size", p_type, p_node, node->get_size());
|
|
undo_redo->commit_action();
|
|
}
|
|
|
|
void VisualShaderEditor::_preview_select_port(int p_node, int p_port) {
|
|
|
|
VisualShader::Type type = VisualShader::Type(edit_type->get_selected());
|
|
Ref<VisualShaderNode> node = visual_shader->get_node(type, p_node);
|
|
if (node.is_null()) {
|
|
return;
|
|
}
|
|
|
|
if (node->get_output_port_for_preview() == p_port) {
|
|
p_port = -1; //toggle it
|
|
}
|
|
undo_redo->create_action(TTR("Set Uniform Name"));
|
|
undo_redo->add_do_method(node.ptr(), "set_output_port_for_preview", p_port);
|
|
undo_redo->add_undo_method(node.ptr(), "set_output_port_for_preview", node->get_output_port_for_preview());
|
|
undo_redo->add_do_method(this, "_update_graph");
|
|
undo_redo->add_undo_method(this, "_update_graph");
|
|
undo_redo->commit_action();
|
|
}
|
|
|
|
void VisualShaderEditor::_line_edit_changed(const String &p_text, Object *line_edit, int p_node_id) {
|
|
|
|
VisualShader::Type type = VisualShader::Type(edit_type->get_selected());
|
|
|
|
Ref<VisualShaderNodeUniform> node = visual_shader->get_node(type, p_node_id);
|
|
ERR_FAIL_COND(!node.is_valid());
|
|
|
|
String validated_name = visual_shader->validate_uniform_name(p_text, node);
|
|
|
|
updating = true;
|
|
undo_redo->create_action(TTR("Set Uniform Name"));
|
|
undo_redo->add_do_method(node.ptr(), "set_uniform_name", validated_name);
|
|
undo_redo->add_undo_method(node.ptr(), "set_uniform_name", node->get_uniform_name());
|
|
undo_redo->add_do_method(this, "_update_graph");
|
|
undo_redo->add_undo_method(this, "_update_graph");
|
|
undo_redo->commit_action();
|
|
updating = false;
|
|
|
|
Object::cast_to<LineEdit>(line_edit)->set_text(validated_name);
|
|
}
|
|
|
|
void VisualShaderEditor::_line_edit_focus_out(Object *line_edit, int p_node_id) {
|
|
|
|
String text = Object::cast_to<LineEdit>(line_edit)->get_text();
|
|
_line_edit_changed(text, line_edit, p_node_id);
|
|
}
|
|
|
|
void VisualShaderEditor::_port_name_focus_out(Object *line_edit, int p_node_id, int p_port_id, bool p_output) {
|
|
|
|
VisualShader::Type type = VisualShader::Type(edit_type->get_selected());
|
|
|
|
Ref<VisualShaderNodeGroupBase> node = visual_shader->get_node(type, p_node_id);
|
|
ERR_FAIL_COND(!node.is_valid());
|
|
|
|
String text = Object::cast_to<LineEdit>(line_edit)->get_text();
|
|
|
|
if (!p_output) {
|
|
if (node->get_input_port_name(p_port_id) == text)
|
|
return;
|
|
} else {
|
|
if (node->get_output_port_name(p_port_id) == text)
|
|
return;
|
|
}
|
|
|
|
List<String> input_names;
|
|
List<String> output_names;
|
|
|
|
for (int i = 0; i < node->get_input_port_count(); i++) {
|
|
if (!p_output && i == p_port_id) continue;
|
|
input_names.push_back(node->get_input_port_name(i));
|
|
}
|
|
for (int i = 0; i < node->get_output_port_count(); i++) {
|
|
if (p_output && i == p_port_id) continue;
|
|
output_names.push_back(node->get_output_port_name(i));
|
|
}
|
|
|
|
String validated_name = visual_shader->validate_port_name(text, input_names, output_names);
|
|
if (validated_name == "") {
|
|
if (!p_output) {
|
|
Object::cast_to<LineEdit>(line_edit)->set_text(node->get_input_port_name(p_port_id));
|
|
} else {
|
|
Object::cast_to<LineEdit>(line_edit)->set_text(node->get_output_port_name(p_port_id));
|
|
}
|
|
return;
|
|
}
|
|
|
|
if (!p_output) {
|
|
_change_input_port_name(validated_name, line_edit, p_node_id, p_port_id);
|
|
} else {
|
|
_change_output_port_name(validated_name, line_edit, p_node_id, p_port_id);
|
|
}
|
|
}
|
|
|
|
void VisualShaderEditor::_port_edited() {
|
|
|
|
VisualShader::Type type = VisualShader::Type(edit_type->get_selected());
|
|
|
|
Variant value = property_editor->get_variant();
|
|
Ref<VisualShaderNode> vsn = visual_shader->get_node(type, editing_node);
|
|
ERR_FAIL_COND(!vsn.is_valid());
|
|
|
|
undo_redo->create_action(TTR("Set Input Default Port"));
|
|
undo_redo->add_do_method(vsn.ptr(), "set_input_port_default_value", editing_port, value);
|
|
undo_redo->add_undo_method(vsn.ptr(), "set_input_port_default_value", editing_port, vsn->get_input_port_default_value(editing_port));
|
|
undo_redo->add_do_method(this, "_update_graph");
|
|
undo_redo->add_undo_method(this, "_update_graph");
|
|
undo_redo->commit_action();
|
|
|
|
property_editor->hide();
|
|
}
|
|
|
|
void VisualShaderEditor::_edit_port_default_input(Object *p_button, int p_node, int p_port) {
|
|
|
|
VisualShader::Type type = VisualShader::Type(edit_type->get_selected());
|
|
|
|
Ref<VisualShaderNode> vsn = visual_shader->get_node(type, p_node);
|
|
|
|
Button *button = Object::cast_to<Button>(p_button);
|
|
ERR_FAIL_COND(!button);
|
|
Variant value = vsn->get_input_port_default_value(p_port);
|
|
property_editor->set_global_position(button->get_global_position() + Vector2(0, button->get_size().height));
|
|
property_editor->edit(NULL, "", value.get_type(), value, 0, "");
|
|
property_editor->popup();
|
|
editing_node = p_node;
|
|
editing_port = p_port;
|
|
}
|
|
|
|
void VisualShaderEditor::_add_node(int p_idx, int p_op_idx) {
|
|
|
|
ERR_FAIL_INDEX(p_idx, add_options.size());
|
|
|
|
Ref<VisualShaderNode> vsnode;
|
|
|
|
if (add_options[p_idx].type != String()) {
|
|
VisualShaderNode *vsn = Object::cast_to<VisualShaderNode>(ClassDB::instance(add_options[p_idx].type));
|
|
ERR_FAIL_COND(!vsn);
|
|
|
|
VisualShaderNodeScalarConstant *constant = Object::cast_to<VisualShaderNodeScalarConstant>(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);
|
|
}
|
|
|
|
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);
|
|
}
|
|
|
|
VisualShaderNodeScalarOp *scalarOp = Object::cast_to<VisualShaderNodeScalarOp>(vsn);
|
|
|
|
if (scalarOp) {
|
|
scalarOp->set_operator((VisualShaderNodeScalarOp::Operator)p_op_idx);
|
|
}
|
|
|
|
VisualShaderNodeScalarFunc *scalarFunc = Object::cast_to<VisualShaderNodeScalarFunc>(vsn);
|
|
|
|
if (scalarFunc) {
|
|
scalarFunc->set_function((VisualShaderNodeScalarFunc::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);
|
|
}
|
|
}
|
|
|
|
vsnode = Ref<VisualShaderNode>(vsn);
|
|
} else {
|
|
ERR_FAIL_COND(add_options[p_idx].script.is_null());
|
|
String base_type = add_options[p_idx].script->get_instance_base_type();
|
|
VisualShaderNode *vsn = Object::cast_to<VisualShaderNode>(ClassDB::instance(base_type));
|
|
ERR_FAIL_COND(!vsn);
|
|
vsnode = Ref<VisualShaderNode>(vsn);
|
|
vsnode->set_script(add_options[p_idx].script.get_ref_ptr());
|
|
}
|
|
|
|
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;
|
|
|
|
VisualShader::Type type = VisualShader::Type(edit_type->get_selected());
|
|
|
|
int id_to_use = visual_shader->get_valid_node_id(type);
|
|
|
|
undo_redo->create_action(TTR("Add Node to Visual Shader"));
|
|
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);
|
|
|
|
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);
|
|
}
|
|
}
|
|
} else if (from_node != -1 && from_slot != -1) {
|
|
if (vsnode->get_input_port_count() > 0) {
|
|
|
|
int _to_node = id_to_use;
|
|
int _to_slot = 0;
|
|
|
|
if (visual_shader->is_port_types_compatible(visual_shader->get_node(type, from_node)->get_output_port_type(from_slot), vsnode->get_input_port_type(_to_slot))) {
|
|
undo_redo->add_do_method(visual_shader.ptr(), "connect_nodes", type, from_node, from_slot, _to_node, _to_slot);
|
|
undo_redo->add_undo_method(visual_shader.ptr(), "disconnect_nodes", type, from_node, from_slot, _to_node, _to_slot);
|
|
}
|
|
}
|
|
}
|
|
|
|
undo_redo->add_do_method(this, "_update_graph");
|
|
undo_redo->add_undo_method(this, "_update_graph");
|
|
undo_redo->commit_action();
|
|
}
|
|
|
|
void VisualShaderEditor::_node_dragged(const Vector2 &p_from, const Vector2 &p_to, int p_node) {
|
|
|
|
VisualShader::Type type = VisualShader::Type(edit_type->get_selected());
|
|
|
|
updating = true;
|
|
undo_redo->create_action(TTR("Node Moved"));
|
|
undo_redo->add_do_method(visual_shader.ptr(), "set_node_position", type, p_node, p_to);
|
|
undo_redo->add_undo_method(visual_shader.ptr(), "set_node_position", type, p_node, p_from);
|
|
undo_redo->add_do_method(this, "_update_graph");
|
|
undo_redo->add_undo_method(this, "_update_graph");
|
|
undo_redo->commit_action();
|
|
updating = false;
|
|
}
|
|
|
|
void VisualShaderEditor::_connection_request(const String &p_from, int p_from_index, const String &p_to, int p_to_index) {
|
|
|
|
VisualShader::Type type = VisualShader::Type(edit_type->get_selected());
|
|
|
|
int from = p_from.to_int();
|
|
int to = p_to.to_int();
|
|
|
|
if (!visual_shader->can_connect_nodes(type, from, p_from_index, to, p_to_index)) {
|
|
return;
|
|
}
|
|
|
|
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(visual_shader.ptr(), "connect_nodes", type, from, p_from_index, to, p_to_index);
|
|
undo_redo->add_undo_method(visual_shader.ptr(), "disconnect_nodes", type, from, p_from_index, to, p_to_index);
|
|
undo_redo->add_do_method(this, "_update_graph");
|
|
undo_redo->add_undo_method(this, "_update_graph");
|
|
undo_redo->commit_action();
|
|
}
|
|
|
|
void VisualShaderEditor::_disconnection_request(const String &p_from, int p_from_index, const String &p_to, int p_to_index) {
|
|
|
|
graph->disconnect_node(p_from, p_from_index, p_to, p_to_index);
|
|
|
|
VisualShader::Type type = VisualShader::Type(edit_type->get_selected());
|
|
|
|
int from = p_from.to_int();
|
|
int to = p_to.to_int();
|
|
|
|
//updating = true; seems graph edit can handle this, no need to protect
|
|
undo_redo->create_action(TTR("Nodes Disconnected"));
|
|
undo_redo->add_do_method(visual_shader.ptr(), "disconnect_nodes", type, from, p_from_index, to, p_to_index);
|
|
undo_redo->add_undo_method(visual_shader.ptr(), "connect_nodes", type, from, p_from_index, to, p_to_index);
|
|
undo_redo->add_do_method(this, "_update_graph");
|
|
undo_redo->add_undo_method(this, "_update_graph");
|
|
undo_redo->commit_action();
|
|
//updating = false;
|
|
}
|
|
|
|
void VisualShaderEditor::_connection_to_empty(const String &p_from, int p_from_slot, const Vector2 &p_release_position) {
|
|
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);
|
|
}
|
|
|
|
void VisualShaderEditor::_delete_request(int which) {
|
|
|
|
VisualShader::Type type = VisualShader::Type(edit_type->get_selected());
|
|
Ref<VisualShaderNode> node = Ref<VisualShaderNode>(visual_shader->get_node(type, which));
|
|
|
|
undo_redo->create_action(TTR("Delete Node"));
|
|
undo_redo->add_do_method(visual_shader.ptr(), "remove_node", type, which);
|
|
undo_redo->add_undo_method(visual_shader.ptr(), "add_node", type, node, visual_shader->get_node_position(type, which), which);
|
|
|
|
// 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());
|
|
}
|
|
|
|
List<VisualShader::Connection> conns;
|
|
visual_shader->get_node_connections(type, &conns);
|
|
|
|
for (List<VisualShader::Connection>::Element *E = conns.front(); E; E = E->next()) {
|
|
if (E->get().from_node == which || E->get().to_node == which) {
|
|
undo_redo->add_undo_method(visual_shader.ptr(), "connect_nodes", type, E->get().from_node, E->get().from_port, E->get().to_node, E->get().to_port);
|
|
}
|
|
}
|
|
|
|
undo_redo->add_do_method(this, "_update_graph");
|
|
undo_redo->add_undo_method(this, "_update_graph");
|
|
undo_redo->commit_action();
|
|
}
|
|
|
|
void VisualShaderEditor::_node_selected(Object *p_node) {
|
|
|
|
VisualShader::Type type = VisualShader::Type(edit_type->get_selected());
|
|
|
|
GraphNode *gn = Object::cast_to<GraphNode>(p_node);
|
|
ERR_FAIL_COND(!gn);
|
|
|
|
int id = String(gn->get_name()).to_int();
|
|
|
|
Ref<VisualShaderNode> vsnode = visual_shader->get_node(type, id);
|
|
ERR_FAIL_COND(!vsnode.is_valid());
|
|
|
|
//do not rely on this, makes editor more complex
|
|
//EditorNode::get_singleton()->push_item(vsnode.ptr(), "", true);
|
|
}
|
|
|
|
void VisualShaderEditor::_graph_gui_input(const Ref<InputEvent> p_event) {
|
|
|
|
Ref<InputEventMouseButton> mb = p_event;
|
|
|
|
if (mb.is_valid() && mb->is_pressed() && mb->get_button_index() == BUTTON_RIGHT)
|
|
_show_members_dialog(true);
|
|
}
|
|
|
|
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 = OS::get_singleton()->get_window_size();
|
|
Rect2 dialog_rect = members_dialog->get_global_rect();
|
|
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_scancode() == KEY_UP ||
|
|
ie->get_scancode() == KEY_DOWN ||
|
|
ie->get_scancode() == KEY_ENTER ||
|
|
ie->get_scancode() == KEY_KP_ENTER)) {
|
|
|
|
members->call("_gui_input", ie);
|
|
node_filter->accept_event();
|
|
}
|
|
}
|
|
|
|
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);
|
|
}
|
|
|
|
if (p_what == NOTIFICATION_ENTER_TREE || p_what == NOTIFICATION_THEME_CHANGED) {
|
|
|
|
error_panel->add_style_override("panel", get_stylebox("bg", "Tree"));
|
|
error_label->add_color_override("font_color", get_color("error_color", "Editor"));
|
|
|
|
node_filter->set_right_icon(Control::get_icon("Search", "EditorIcons"));
|
|
|
|
tools->set_icon(EditorNode::get_singleton()->get_gui_base()->get_icon("Tools", "EditorIcons"));
|
|
|
|
if (p_what == NOTIFICATION_THEME_CHANGED && is_visible_in_tree())
|
|
_update_graph();
|
|
} else if (p_what == NOTIFICATION_PROCESS) {
|
|
}
|
|
}
|
|
|
|
void VisualShaderEditor::_scroll_changed(const Vector2 &p_scroll) {
|
|
if (updating)
|
|
return;
|
|
updating = true;
|
|
visual_shader->set_graph_offset(p_scroll / EDSCALE);
|
|
updating = false;
|
|
}
|
|
|
|
void VisualShaderEditor::_node_changed(int p_id) {
|
|
if (updating)
|
|
return;
|
|
|
|
if (is_visible_in_tree()) {
|
|
_update_graph();
|
|
}
|
|
}
|
|
|
|
void VisualShaderEditor::_duplicate_nodes() {
|
|
|
|
VisualShader::Type type = VisualShader::Type(edit_type->get_selected());
|
|
|
|
List<int> nodes;
|
|
Set<int> excluded;
|
|
|
|
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()) { // can't duplicate output
|
|
excluded.insert(id);
|
|
continue;
|
|
}
|
|
if (node.is_valid() && gn->is_selected()) {
|
|
nodes.push_back(id);
|
|
}
|
|
excluded.insert(id);
|
|
}
|
|
}
|
|
|
|
if (nodes.empty())
|
|
return;
|
|
|
|
undo_redo->create_action(TTR("Duplicate Nodes"));
|
|
|
|
int base_id = visual_shader->get_valid_node_id(type);
|
|
int id_from = base_id;
|
|
Map<int, int> connection_remap;
|
|
|
|
for (List<int>::Element *E = nodes.front(); E; E = E->next()) {
|
|
|
|
connection_remap[E->get()] = id_from;
|
|
Ref<VisualShaderNode> node = visual_shader->get_node(type, E->get());
|
|
|
|
Ref<VisualShaderNode> dupli = node->duplicate();
|
|
|
|
undo_redo->add_do_method(visual_shader.ptr(), "add_node", type, dupli, visual_shader->get_node_position(type, E->get()) + Vector2(10, 10) * EDSCALE, id_from);
|
|
undo_redo->add_undo_method(visual_shader.ptr(), "remove_node", type, id_from);
|
|
|
|
// duplicate size, inputs and outputs if node is group
|
|
Ref<VisualShaderNodeGroupBase> group = Object::cast_to<VisualShaderNodeGroupBase>(node.ptr());
|
|
if (!group.is_null()) {
|
|
undo_redo->add_do_method(dupli.ptr(), "set_size", group->get_size());
|
|
undo_redo->add_do_method(dupli.ptr(), "set_inputs", group->get_inputs());
|
|
undo_redo->add_do_method(dupli.ptr(), "set_outputs", group->get_outputs());
|
|
}
|
|
// duplicate expression text if node is expression
|
|
Ref<VisualShaderNodeExpression> expression = Object::cast_to<VisualShaderNodeExpression>(node.ptr());
|
|
if (!expression.is_null()) {
|
|
undo_redo->add_do_method(dupli.ptr(), "set_expression", expression->get_expression());
|
|
}
|
|
|
|
id_from++;
|
|
}
|
|
|
|
List<VisualShader::Connection> conns;
|
|
visual_shader->get_node_connections(type, &conns);
|
|
|
|
for (List<VisualShader::Connection>::Element *E = conns.front(); E; E = E->next()) {
|
|
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_forced", 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(this, "_update_graph");
|
|
undo_redo->add_undo_method(this, "_update_graph");
|
|
undo_redo->commit_action();
|
|
|
|
// 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 (!excluded.has(id)) {
|
|
gn->set_selected(true);
|
|
} else {
|
|
gn->set_selected(false);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
void VisualShaderEditor::_on_nodes_delete() {
|
|
|
|
VisualShader::Type type = VisualShader::Type(edit_type->get_selected());
|
|
List<int> to_erase;
|
|
|
|
for (int i = 0; i < graph->get_child_count(); i++) {
|
|
GraphNode *gn = Object::cast_to<GraphNode>(graph->get_child(i));
|
|
if (gn) {
|
|
if (gn->is_selected() && gn->is_close_button_visible()) {
|
|
to_erase.push_back(gn->get_name().operator String().to_int());
|
|
}
|
|
}
|
|
}
|
|
|
|
if (to_erase.empty())
|
|
return;
|
|
|
|
undo_redo->create_action(TTR("Delete Nodes"));
|
|
|
|
for (List<int>::Element *F = to_erase.front(); F; F = F->next()) {
|
|
|
|
Ref<VisualShaderNode> node = visual_shader->get_node(type, F->get());
|
|
|
|
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());
|
|
|
|
// 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());
|
|
}
|
|
}
|
|
|
|
List<VisualShader::Connection> conns;
|
|
visual_shader->get_node_connections(type, &conns);
|
|
|
|
List<VisualShader::Connection> used_conns;
|
|
for (List<int>::Element *F = to_erase.front(); F; F = F->next()) {
|
|
for (List<VisualShader::Connection>::Element *E = conns.front(); E; E = E->next()) {
|
|
if (E->get().from_node == F->get() || E->get().to_node == F->get()) {
|
|
|
|
bool cancel = false;
|
|
for (List<VisualShader::Connection>::Element *R = used_conns.front(); R; R = R->next()) {
|
|
if (R->get().from_node == E->get().from_node && R->get().from_port == E->get().from_port && R->get().to_node == E->get().to_node && R->get().to_port == E->get().to_port) {
|
|
cancel = true; // to avoid ERR_ALREADY_EXISTS warning
|
|
break;
|
|
}
|
|
}
|
|
if (!cancel) {
|
|
undo_redo->add_undo_method(visual_shader.ptr(), "connect_nodes", type, E->get().from_node, E->get().from_port, E->get().to_node, E->get().to_port);
|
|
used_conns.push_back(E->get());
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
undo_redo->add_do_method(this, "_update_graph");
|
|
undo_redo->add_undo_method(this, "_update_graph");
|
|
undo_redo->commit_action();
|
|
}
|
|
|
|
void VisualShaderEditor::_mode_selected(int p_id) {
|
|
_update_options_menu();
|
|
_update_graph();
|
|
}
|
|
|
|
void VisualShaderEditor::_input_select_item(Ref<VisualShaderNodeInput> input, String name) {
|
|
|
|
String prev_name = input->get_input_name();
|
|
|
|
if (name == prev_name)
|
|
return;
|
|
|
|
bool type_changed = input->get_input_type_by_name(name) != input->get_input_type_by_name(prev_name);
|
|
|
|
UndoRedo *undo_redo = EditorNode::get_singleton()->get_undo_redo();
|
|
undo_redo->create_action(TTR("Visual Shader Input Type Changed"));
|
|
|
|
undo_redo->add_do_method(input.ptr(), "set_input_name", name);
|
|
undo_redo->add_undo_method(input.ptr(), "set_input_name", prev_name);
|
|
|
|
if (type_changed) {
|
|
//restore connections if type changed
|
|
VisualShader::Type type = VisualShader::Type(edit_type->get_selected());
|
|
int id = visual_shader->find_node_id(type, input);
|
|
List<VisualShader::Connection> conns;
|
|
visual_shader->get_node_connections(type, &conns);
|
|
for (List<VisualShader::Connection>::Element *E = conns.front(); E; E = E->next()) {
|
|
if (E->get().from_node == id) {
|
|
undo_redo->add_undo_method(visual_shader.ptr(), "connect_nodes", type, E->get().from_node, E->get().from_port, E->get().to_node, E->get().to_port);
|
|
}
|
|
}
|
|
}
|
|
|
|
undo_redo->add_do_method(VisualShaderEditor::get_singleton(), "_update_graph");
|
|
undo_redo->add_undo_method(VisualShaderEditor::get_singleton(), "_update_graph");
|
|
|
|
undo_redo->commit_action();
|
|
}
|
|
|
|
void VisualShaderEditor::_member_filter_changed(const String &p_text) {
|
|
_update_options_menu();
|
|
}
|
|
|
|
void VisualShaderEditor::_member_selected() {
|
|
TreeItem *item = members->get_selected();
|
|
|
|
if (item != NULL && item->has_meta("id")) {
|
|
members_dialog->get_ok()->set_disabled(false);
|
|
node_desc->set_text(add_options[item->get_meta("id")].description);
|
|
} else {
|
|
members_dialog->get_ok()->set_disabled(true);
|
|
node_desc->set_text("");
|
|
}
|
|
}
|
|
|
|
void VisualShaderEditor::_member_unselected() {
|
|
}
|
|
|
|
void VisualShaderEditor::_member_create() {
|
|
TreeItem *item = members->get_selected();
|
|
if (item != NULL && 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;
|
|
}
|
|
}
|
|
|
|
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;
|
|
}
|
|
}
|
|
|
|
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);
|
|
}
|
|
}
|
|
}
|
|
|
|
void VisualShaderEditor::_bind_methods() {
|
|
ClassDB::bind_method("_rebuild", &VisualShaderEditor::_rebuild);
|
|
ClassDB::bind_method("_update_graph", &VisualShaderEditor::_update_graph);
|
|
ClassDB::bind_method("_update_options_menu", &VisualShaderEditor::_update_options_menu);
|
|
ClassDB::bind_method("_expression_focus_out", &VisualShaderEditor::_expression_focus_out);
|
|
ClassDB::bind_method("_add_node", &VisualShaderEditor::_add_node);
|
|
ClassDB::bind_method("_node_dragged", &VisualShaderEditor::_node_dragged);
|
|
ClassDB::bind_method("_connection_request", &VisualShaderEditor::_connection_request);
|
|
ClassDB::bind_method("_disconnection_request", &VisualShaderEditor::_disconnection_request);
|
|
ClassDB::bind_method("_node_selected", &VisualShaderEditor::_node_selected);
|
|
ClassDB::bind_method("_scroll_changed", &VisualShaderEditor::_scroll_changed);
|
|
ClassDB::bind_method("_delete_request", &VisualShaderEditor::_delete_request);
|
|
ClassDB::bind_method("_on_nodes_delete", &VisualShaderEditor::_on_nodes_delete);
|
|
ClassDB::bind_method("_node_changed", &VisualShaderEditor::_node_changed);
|
|
ClassDB::bind_method("_edit_port_default_input", &VisualShaderEditor::_edit_port_default_input);
|
|
ClassDB::bind_method("_port_edited", &VisualShaderEditor::_port_edited);
|
|
ClassDB::bind_method("_connection_to_empty", &VisualShaderEditor::_connection_to_empty);
|
|
ClassDB::bind_method("_connection_from_empty", &VisualShaderEditor::_connection_from_empty);
|
|
ClassDB::bind_method("_line_edit_focus_out", &VisualShaderEditor::_line_edit_focus_out);
|
|
ClassDB::bind_method("_line_edit_changed", &VisualShaderEditor::_line_edit_changed);
|
|
ClassDB::bind_method("_port_name_focus_out", &VisualShaderEditor::_port_name_focus_out);
|
|
ClassDB::bind_method("_duplicate_nodes", &VisualShaderEditor::_duplicate_nodes);
|
|
ClassDB::bind_method("_mode_selected", &VisualShaderEditor::_mode_selected);
|
|
ClassDB::bind_method("_input_select_item", &VisualShaderEditor::_input_select_item);
|
|
ClassDB::bind_method("_preview_select_port", &VisualShaderEditor::_preview_select_port);
|
|
ClassDB::bind_method("_graph_gui_input", &VisualShaderEditor::_graph_gui_input);
|
|
ClassDB::bind_method("_add_input_port", &VisualShaderEditor::_add_input_port);
|
|
ClassDB::bind_method("_change_input_port_type", &VisualShaderEditor::_change_input_port_type);
|
|
ClassDB::bind_method("_change_input_port_name", &VisualShaderEditor::_change_input_port_name);
|
|
ClassDB::bind_method("_remove_input_port", &VisualShaderEditor::_remove_input_port);
|
|
ClassDB::bind_method("_add_output_port", &VisualShaderEditor::_add_output_port);
|
|
ClassDB::bind_method("_change_output_port_type", &VisualShaderEditor::_change_output_port_type);
|
|
ClassDB::bind_method("_change_output_port_name", &VisualShaderEditor::_change_output_port_name);
|
|
ClassDB::bind_method("_remove_output_port", &VisualShaderEditor::_remove_output_port);
|
|
ClassDB::bind_method("_node_resized", &VisualShaderEditor::_node_resized);
|
|
ClassDB::bind_method("_set_node_size", &VisualShaderEditor::_set_node_size);
|
|
|
|
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);
|
|
ClassDB::bind_method("_tools_menu_option", &VisualShaderEditor::_tools_menu_option);
|
|
ClassDB::bind_method("_show_members_dialog", &VisualShaderEditor::_show_members_dialog);
|
|
ClassDB::bind_method("_sbox_input", &VisualShaderEditor::_sbox_input);
|
|
ClassDB::bind_method("_member_filter_changed", &VisualShaderEditor::_member_filter_changed);
|
|
ClassDB::bind_method("_member_selected", &VisualShaderEditor::_member_selected);
|
|
ClassDB::bind_method("_member_unselected", &VisualShaderEditor::_member_unselected);
|
|
ClassDB::bind_method("_member_create", &VisualShaderEditor::_member_create);
|
|
ClassDB::bind_method("_member_cancel", &VisualShaderEditor::_member_cancel);
|
|
}
|
|
|
|
VisualShaderEditor *VisualShaderEditor::singleton = NULL;
|
|
|
|
VisualShaderEditor::VisualShaderEditor() {
|
|
|
|
singleton = this;
|
|
updating = false;
|
|
saved_node_pos_dirty = false;
|
|
saved_node_pos = Point2(0, 0);
|
|
ShaderLanguage::get_keyword_list(&keyword_list);
|
|
|
|
to_node = -1;
|
|
to_slot = -1;
|
|
from_node = -1;
|
|
from_slot = -1;
|
|
|
|
graph = memnew(GraphEdit);
|
|
add_child(graph);
|
|
graph->set_drag_forwarding(this);
|
|
graph->add_valid_right_disconnect_type(VisualShaderNode::PORT_TYPE_SCALAR);
|
|
graph->add_valid_right_disconnect_type(VisualShaderNode::PORT_TYPE_BOOLEAN);
|
|
graph->add_valid_right_disconnect_type(VisualShaderNode::PORT_TYPE_VECTOR);
|
|
graph->add_valid_right_disconnect_type(VisualShaderNode::PORT_TYPE_TRANSFORM);
|
|
//graph->add_valid_left_disconnect_type(0);
|
|
graph->set_v_size_flags(SIZE_EXPAND_FILL);
|
|
graph->connect("connection_request", this, "_connection_request", varray(), CONNECT_DEFERRED);
|
|
graph->connect("disconnection_request", this, "_disconnection_request", varray(), CONNECT_DEFERRED);
|
|
graph->connect("node_selected", this, "_node_selected");
|
|
graph->connect("scroll_offset_changed", this, "_scroll_changed");
|
|
graph->connect("duplicate_nodes_request", this, "_duplicate_nodes");
|
|
graph->connect("delete_nodes_request", this, "_on_nodes_delete");
|
|
graph->connect("gui_input", this, "_graph_gui_input");
|
|
graph->connect("connection_to_empty", this, "_connection_to_empty");
|
|
graph->connect("connection_from_empty", this, "_connection_from_empty");
|
|
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_VECTOR);
|
|
graph->add_valid_connection_type(VisualShaderNode::PORT_TYPE_SCALAR, VisualShaderNode::PORT_TYPE_BOOLEAN);
|
|
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_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_VECTOR);
|
|
graph->add_valid_connection_type(VisualShaderNode::PORT_TYPE_BOOLEAN, VisualShaderNode::PORT_TYPE_BOOLEAN);
|
|
graph->add_valid_connection_type(VisualShaderNode::PORT_TYPE_TRANSFORM, VisualShaderNode::PORT_TYPE_TRANSFORM);
|
|
|
|
VSeparator *vs = memnew(VSeparator);
|
|
graph->get_zoom_hbox()->add_child(vs);
|
|
graph->get_zoom_hbox()->move_child(vs, 0);
|
|
|
|
edit_type = memnew(OptionButton);
|
|
edit_type->add_item(TTR("Vertex"));
|
|
edit_type->add_item(TTR("Fragment"));
|
|
edit_type->add_item(TTR("Light"));
|
|
edit_type->select(1);
|
|
edit_type->connect("item_selected", this, "_mode_selected");
|
|
graph->get_zoom_hbox()->add_child(edit_type);
|
|
graph->get_zoom_hbox()->move_child(edit_type, 0);
|
|
|
|
add_node = memnew(ToolButton);
|
|
graph->get_zoom_hbox()->add_child(add_node);
|
|
add_node->set_text(TTR("Add Node..."));
|
|
graph->get_zoom_hbox()->move_child(add_node, 0);
|
|
add_node->connect("pressed", this, "_show_members_dialog", varray(false));
|
|
|
|
///////////////////////////////////////
|
|
// 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", this, "_member_filter_changed");
|
|
node_filter->connect("gui_input", this, "_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", this, "_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", this, "_member_create");
|
|
members->connect("item_selected", this, "_member_selected");
|
|
members->connect("nothing_selected", this, "_member_unselected");
|
|
|
|
Label *desc_label = memnew(Label);
|
|
members_vb->add_child(desc_label);
|
|
desc_label->set_text(TTR("Description:"));
|
|
|
|
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->add_child(members_vb);
|
|
members_dialog->get_ok()->set_text(TTR("Create"));
|
|
members_dialog->get_ok()->connect("pressed", this, "_member_create");
|
|
members_dialog->get_ok()->set_disabled(true);
|
|
members_dialog->set_resizable(true);
|
|
members_dialog->set_as_minsize();
|
|
members_dialog->connect("hide", this, "_member_cancel");
|
|
add_child(members_dialog);
|
|
|
|
alert = memnew(AcceptDialog);
|
|
alert->set_as_minsize();
|
|
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));
|
|
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, VisualShaderNode::PORT_TYPE_COLOR));
|
|
add_options.push_back(AddOption("ColorUniform", "Color", "Variables", "VisualShaderNodeColorUniform", TTR("Color uniform."), -1, VisualShaderNode::PORT_TYPE_COLOR));
|
|
|
|
// 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("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("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
|
|
|
|
// SPATIAL-FOR-ALL
|
|
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("Projection", "Input", "All", "VisualShaderNodeInput", vformat(input_param_shader_modes, "camera"), "projection", VisualShaderNode::PORT_TYPE_TRANSFORM, -1, Shader::MODE_SPATIAL));
|
|
add_options.push_back(AddOption("Time", "Input", "All", "VisualShaderNodeInput", vformat(input_param_shader_modes, "time"), "time", VisualShaderNode::PORT_TYPE_SCALAR, -1, Shader::MODE_SPATIAL));
|
|
add_options.push_back(AddOption("ViewportSize", "Input", "All", "VisualShaderNodeInput", vformat(input_param_shader_modes, "viewport_size"), "viewport_size", VisualShaderNode::PORT_TYPE_VECTOR, -1, Shader::MODE_SPATIAL));
|
|
add_options.push_back(AddOption("World", "Input", "All", "VisualShaderNodeInput", vformat(input_param_shader_modes, "world"), "world", VisualShaderNode::PORT_TYPE_TRANSFORM, -1, Shader::MODE_SPATIAL));
|
|
|
|
// CANVASITEM-FOR-ALL
|
|
|
|
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.");
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const String input_param_for_light_shader_mode = TTR("'%s' input parameter for light shader mode.");
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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_vertex_and_fragment_shader_mode = TTR("'%s' input parameter for vertex and fragment shader mode.");
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add_options.push_back(AddOption("Alpha", "Input", "Fragment", "VisualShaderNodeInput", vformat(input_param_for_vertex_and_fragment_shader_modes, "alpha"), "alpha", VisualShaderNode::PORT_TYPE_SCALAR, VisualShader::TYPE_FRAGMENT, Shader::MODE_SPATIAL));
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add_options.push_back(AddOption("Binormal", "Input", "Fragment", "VisualShaderNodeInput", vformat(input_param_for_vertex_and_fragment_shader_modes, "binormal"), "binormal", VisualShaderNode::PORT_TYPE_VECTOR, VisualShader::TYPE_FRAGMENT, Shader::MODE_SPATIAL));
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add_options.push_back(AddOption("Color", "Input", "Fragment", "VisualShaderNodeInput", vformat(input_param_for_vertex_and_fragment_shader_modes, "color"), "color", VisualShaderNode::PORT_TYPE_VECTOR, VisualShader::TYPE_FRAGMENT, Shader::MODE_SPATIAL));
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add_options.push_back(AddOption("FragCoord", "Input", "Fragment", "VisualShaderNodeInput", vformat(input_param_for_fragment_and_light_shader_modes, "fragcoord"), "fragcoord", VisualShaderNode::PORT_TYPE_VECTOR, VisualShader::TYPE_FRAGMENT, Shader::MODE_SPATIAL));
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add_options.push_back(AddOption("PointCoord", "Input", "Fragment", "VisualShaderNodeInput", vformat(input_param_for_fragment_shader_mode, "point_coord"), "point_coord", VisualShaderNode::PORT_TYPE_VECTOR, VisualShader::TYPE_FRAGMENT, Shader::MODE_SPATIAL));
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add_options.push_back(AddOption("ScreenUV", "Input", "Fragment", "VisualShaderNodeInput", vformat(input_param_for_fragment_shader_mode, "screen_uv"), "screen_uv", VisualShaderNode::PORT_TYPE_VECTOR, VisualShader::TYPE_FRAGMENT, Shader::MODE_SPATIAL));
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add_options.push_back(AddOption("Side", "Input", "Fragment", "VisualShaderNodeInput", vformat(input_param_for_fragment_shader_mode, "side"), "side", VisualShaderNode::PORT_TYPE_SCALAR, VisualShader::TYPE_FRAGMENT, Shader::MODE_SPATIAL));
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add_options.push_back(AddOption("Tangent", "Input", "Fragment", "VisualShaderNodeInput", vformat(input_param_for_vertex_and_fragment_shader_modes, "tangent"), "tangent", VisualShaderNode::PORT_TYPE_VECTOR, VisualShader::TYPE_FRAGMENT, Shader::MODE_SPATIAL));
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add_options.push_back(AddOption("UV", "Input", "Fragment", "VisualShaderNodeInput", vformat(input_param_for_vertex_and_fragment_shader_modes, "uv"), "uv", VisualShaderNode::PORT_TYPE_VECTOR, VisualShader::TYPE_FRAGMENT, Shader::MODE_SPATIAL));
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add_options.push_back(AddOption("UV2", "Input", "Fragment", "VisualShaderNodeInput", vformat(input_param_for_vertex_and_fragment_shader_modes, "uv2"), "uv2", VisualShaderNode::PORT_TYPE_VECTOR, VisualShader::TYPE_FRAGMENT, Shader::MODE_SPATIAL));
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add_options.push_back(AddOption("Vertex", "Input", "Fragment", "VisualShaderNodeInput", vformat(input_param_for_vertex_and_fragment_shader_modes, "vertex"), "vertex", VisualShaderNode::PORT_TYPE_VECTOR, VisualShader::TYPE_FRAGMENT, Shader::MODE_SPATIAL));
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add_options.push_back(AddOption("View", "Input", "Fragment", "VisualShaderNodeInput", vformat(input_param_for_fragment_and_light_shader_modes, "view"), "view", VisualShaderNode::PORT_TYPE_VECTOR, VisualShader::TYPE_FRAGMENT, Shader::MODE_SPATIAL));
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add_options.push_back(AddOption("Albedo", "Input", "Light", "VisualShaderNodeInput", vformat(input_param_for_light_shader_mode, "albedo"), "albedo", VisualShaderNode::PORT_TYPE_VECTOR, VisualShader::TYPE_LIGHT, Shader::MODE_SPATIAL));
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add_options.push_back(AddOption("Attenuation", "Input", "Light", "VisualShaderNodeInput", vformat(input_param_for_light_shader_mode, "attenuation"), "attenuation", VisualShaderNode::PORT_TYPE_VECTOR, VisualShader::TYPE_LIGHT, Shader::MODE_SPATIAL));
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add_options.push_back(AddOption("Diffuse", "Input", "Light", "VisualShaderNodeInput", vformat(input_param_for_light_shader_mode, "diffuse"), "diffuse", VisualShaderNode::PORT_TYPE_VECTOR, VisualShader::TYPE_LIGHT, Shader::MODE_SPATIAL));
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add_options.push_back(AddOption("FragCoord", "Input", "Light", "VisualShaderNodeInput", vformat(input_param_for_fragment_and_light_shader_modes, "fragcoord"), "fragcoord", VisualShaderNode::PORT_TYPE_VECTOR, VisualShader::TYPE_LIGHT, Shader::MODE_SPATIAL));
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add_options.push_back(AddOption("Light", "Input", "Light", "VisualShaderNodeInput", vformat(input_param_for_light_shader_mode, "light"), "light", VisualShaderNode::PORT_TYPE_VECTOR, VisualShader::TYPE_LIGHT, Shader::MODE_SPATIAL));
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add_options.push_back(AddOption("LightColor", "Input", "Light", "VisualShaderNodeInput", vformat(input_param_for_light_shader_mode, "light_color"), "light_color", VisualShaderNode::PORT_TYPE_VECTOR, VisualShader::TYPE_LIGHT, Shader::MODE_SPATIAL));
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add_options.push_back(AddOption("Roughness", "Input", "Light", "VisualShaderNodeInput", vformat(input_param_for_light_shader_mode, "roughness"), "roughness", VisualShaderNode::PORT_TYPE_SCALAR, VisualShader::TYPE_LIGHT, Shader::MODE_SPATIAL));
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add_options.push_back(AddOption("Specular", "Input", "Light", "VisualShaderNodeInput", vformat(input_param_for_light_shader_mode, "specular"), "specular", VisualShaderNode::PORT_TYPE_VECTOR, VisualShader::TYPE_LIGHT, Shader::MODE_SPATIAL));
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add_options.push_back(AddOption("Transmission", "Input", "Light", "VisualShaderNodeInput", vformat(input_param_for_light_shader_mode, "transmission"), "transmission", VisualShaderNode::PORT_TYPE_VECTOR, VisualShader::TYPE_LIGHT, Shader::MODE_SPATIAL));
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add_options.push_back(AddOption("View", "Input", "Light", "VisualShaderNodeInput", vformat(input_param_for_fragment_and_light_shader_modes, "view"), "view", VisualShaderNode::PORT_TYPE_VECTOR, VisualShader::TYPE_LIGHT, Shader::MODE_SPATIAL));
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add_options.push_back(AddOption("Alpha", "Input", "Vertex", "VisualShaderNodeInput", vformat(input_param_for_vertex_and_fragment_shader_modes, "alpha"), "alpha", VisualShaderNode::PORT_TYPE_SCALAR, VisualShader::TYPE_VERTEX, Shader::MODE_SPATIAL));
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add_options.push_back(AddOption("Binormal", "Input", "Vertex", "VisualShaderNodeInput", vformat(input_param_for_vertex_and_fragment_shader_modes, "binormal"), "binormal", VisualShaderNode::PORT_TYPE_VECTOR, VisualShader::TYPE_VERTEX, Shader::MODE_SPATIAL));
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add_options.push_back(AddOption("Color", "Input", "Vertex", "VisualShaderNodeInput", vformat(input_param_for_vertex_and_fragment_shader_modes, "color"), "color", VisualShaderNode::PORT_TYPE_VECTOR, VisualShader::TYPE_VERTEX, Shader::MODE_SPATIAL));
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add_options.push_back(AddOption("ModelView", "Input", "Vertex", "VisualShaderNodeInput", vformat(input_param_for_vertex_shader_mode, "modelview"), "modelview", VisualShaderNode::PORT_TYPE_TRANSFORM, VisualShader::TYPE_VERTEX, Shader::MODE_SPATIAL));
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add_options.push_back(AddOption("PointSize", "Input", "Vertex", "VisualShaderNodeInput", vformat(input_param_for_vertex_shader_mode, "point_size"), "point_size", VisualShaderNode::PORT_TYPE_SCALAR, VisualShader::TYPE_VERTEX, Shader::MODE_SPATIAL));
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add_options.push_back(AddOption("Tangent", "Input", "Vertex", "VisualShaderNodeInput", vformat(input_param_for_vertex_and_fragment_shader_mode, "tangent"), "tangent", VisualShaderNode::PORT_TYPE_VECTOR, VisualShader::TYPE_VERTEX, Shader::MODE_SPATIAL));
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add_options.push_back(AddOption("UV", "Input", "Vertex", "VisualShaderNodeInput", vformat(input_param_for_vertex_and_fragment_shader_modes, "uv"), "uv", VisualShaderNode::PORT_TYPE_VECTOR, VisualShader::TYPE_VERTEX, Shader::MODE_SPATIAL));
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add_options.push_back(AddOption("UV2", "Input", "Vertex", "VisualShaderNodeInput", vformat(input_param_for_vertex_and_fragment_shader_modes, "uv2"), "uv2", VisualShaderNode::PORT_TYPE_VECTOR, VisualShader::TYPE_VERTEX, Shader::MODE_SPATIAL));
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add_options.push_back(AddOption("Vertex", "Input", "Vertex", "VisualShaderNodeInput", vformat(input_param_for_vertex_and_fragment_shader_modes, "vertex"), "vertex", VisualShaderNode::PORT_TYPE_VECTOR, VisualShader::TYPE_VERTEX, Shader::MODE_SPATIAL));
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// CANVASITEM INPUTS
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add_options.push_back(AddOption("FragCoord", "Input", "Fragment", "VisualShaderNodeInput", vformat(input_param_for_fragment_and_light_shader_modes, "fragcoord"), "fragcoord", VisualShaderNode::PORT_TYPE_VECTOR, VisualShader::TYPE_FRAGMENT, Shader::MODE_CANVAS_ITEM));
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add_options.push_back(AddOption("LightPass", "Input", "Fragment", "VisualShaderNodeInput", vformat(input_param_for_vertex_and_fragment_shader_modes, "light_pass"), "light_pass", VisualShaderNode::PORT_TYPE_SCALAR, VisualShader::TYPE_FRAGMENT, Shader::MODE_CANVAS_ITEM));
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add_options.push_back(AddOption("PointCoord", "Input", "Fragment", "VisualShaderNodeInput", vformat(input_param_for_fragment_and_light_shader_modes, "point_coord"), "point_coord", VisualShaderNode::PORT_TYPE_VECTOR, VisualShader::TYPE_FRAGMENT, Shader::MODE_CANVAS_ITEM));
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add_options.push_back(AddOption("ScreenPixelSize", "Input", "Fragment", "VisualShaderNodeInput", vformat(input_param_for_fragment_shader_mode, "screen_pixel_size"), "screen_pixel_size", VisualShaderNode::PORT_TYPE_VECTOR, VisualShader::TYPE_FRAGMENT, Shader::MODE_CANVAS_ITEM));
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add_options.push_back(AddOption("ScreenUV", "Input", "Fragment", "VisualShaderNodeInput", vformat(input_param_for_fragment_and_light_shader_modes, "screen_uv"), "screen_uv", VisualShaderNode::PORT_TYPE_VECTOR, VisualShader::TYPE_FRAGMENT, Shader::MODE_CANVAS_ITEM));
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add_options.push_back(AddOption("FragCoord", "Input", "Light", "VisualShaderNodeInput", vformat(input_param_for_fragment_and_light_shader_modes, "fragcoord"), "fragcoord", VisualShaderNode::PORT_TYPE_VECTOR, VisualShader::TYPE_LIGHT, Shader::MODE_CANVAS_ITEM));
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add_options.push_back(AddOption("LightAlpha", "Input", "Light", "VisualShaderNodeInput", vformat(input_param_for_light_shader_mode, "light_alpha"), "light_alpha", VisualShaderNode::PORT_TYPE_VECTOR, VisualShader::TYPE_LIGHT, Shader::MODE_CANVAS_ITEM));
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add_options.push_back(AddOption("LightColor", "Input", "Light", "VisualShaderNodeInput", vformat(input_param_for_light_shader_mode, "light_color"), "light_color", VisualShaderNode::PORT_TYPE_VECTOR, VisualShader::TYPE_LIGHT, Shader::MODE_CANVAS_ITEM));
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add_options.push_back(AddOption("LightHeight", "Input", "Light", "VisualShaderNodeInput", vformat(input_param_for_light_shader_mode, "light_height"), "light_height", VisualShaderNode::PORT_TYPE_SCALAR, VisualShader::TYPE_LIGHT, Shader::MODE_CANVAS_ITEM));
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add_options.push_back(AddOption("LightUV", "Input", "Light", "VisualShaderNodeInput", vformat(input_param_for_light_shader_mode, "light_uv"), "light_uv", VisualShaderNode::PORT_TYPE_VECTOR, VisualShader::TYPE_LIGHT, Shader::MODE_CANVAS_ITEM));
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add_options.push_back(AddOption("LightVector", "Input", "Light", "VisualShaderNodeInput", vformat(input_param_for_light_shader_mode, "light_vec"), "light_vec", VisualShaderNode::PORT_TYPE_VECTOR, VisualShader::TYPE_LIGHT, Shader::MODE_CANVAS_ITEM));
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add_options.push_back(AddOption("Normal", "Input", "Light", "VisualShaderNodeInput", vformat(input_param_for_light_shader_mode, "normal"), "normal", VisualShaderNode::PORT_TYPE_VECTOR, VisualShader::TYPE_LIGHT, Shader::MODE_CANVAS_ITEM));
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add_options.push_back(AddOption("PointCoord", "Input", "Light", "VisualShaderNodeInput", vformat(input_param_for_fragment_and_light_shader_modes, "point_coord"), "point_coord", VisualShaderNode::PORT_TYPE_VECTOR, VisualShader::TYPE_LIGHT, Shader::MODE_CANVAS_ITEM));
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add_options.push_back(AddOption("ScreenUV", "Input", "Light", "VisualShaderNodeInput", vformat(input_param_for_fragment_and_light_shader_modes, "screen_uv"), "screen_uv", VisualShaderNode::PORT_TYPE_VECTOR, VisualShader::TYPE_LIGHT, Shader::MODE_CANVAS_ITEM));
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add_options.push_back(AddOption("ShadowColor", "Input", "Light", "VisualShaderNodeInput", vformat(input_param_for_light_shader_mode, "shadow_color"), "shadow_color", VisualShaderNode::PORT_TYPE_VECTOR, VisualShader::TYPE_LIGHT, Shader::MODE_CANVAS_ITEM));
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add_options.push_back(AddOption("Extra", "Input", "Vertex", "VisualShaderNodeInput", vformat(input_param_for_vertex_shader_mode, "extra"), "extra", VisualShaderNode::PORT_TYPE_TRANSFORM, VisualShader::TYPE_VERTEX, Shader::MODE_CANVAS_ITEM));
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add_options.push_back(AddOption("LightPass", "Input", "Vertex", "VisualShaderNodeInput", vformat(input_param_for_vertex_and_fragment_shader_modes, "light_pass"), "light_pass", VisualShaderNode::PORT_TYPE_SCALAR, VisualShader::TYPE_VERTEX, Shader::MODE_CANVAS_ITEM));
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add_options.push_back(AddOption("PointSize", "Input", "Vertex", "VisualShaderNodeInput", vformat(input_param_for_vertex_shader_mode, "point_size"), "point_size", VisualShaderNode::PORT_TYPE_SCALAR, VisualShader::TYPE_VERTEX, Shader::MODE_CANVAS_ITEM));
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add_options.push_back(AddOption("Projection", "Input", "Vertex", "VisualShaderNodeInput", vformat(input_param_for_vertex_shader_mode, "projection"), "projection", VisualShaderNode::PORT_TYPE_TRANSFORM, VisualShader::TYPE_VERTEX, Shader::MODE_CANVAS_ITEM));
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add_options.push_back(AddOption("Vertex", "Input", "Vertex", "VisualShaderNodeInput", vformat(input_param_for_vertex_shader_mode, "vertex"), "vertex", VisualShaderNode::PORT_TYPE_VECTOR, VisualShader::TYPE_VERTEX, Shader::MODE_CANVAS_ITEM));
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add_options.push_back(AddOption("World", "Input", "Vertex", "VisualShaderNodeInput", vformat(input_param_for_vertex_shader_mode, "world"), "world", VisualShaderNode::PORT_TYPE_TRANSFORM, VisualShader::TYPE_VERTEX, Shader::MODE_CANVAS_ITEM));
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// PARTICLES INPUTS
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add_options.push_back(AddOption("Active", "Input", "Vertex", "VisualShaderNodeInput", vformat(input_param_for_vertex_shader_mode, "active"), "active", VisualShaderNode::PORT_TYPE_SCALAR, VisualShader::TYPE_VERTEX, Shader::MODE_PARTICLES));
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add_options.push_back(AddOption("Alpha", "Input", "Vertex", "VisualShaderNodeInput", vformat(input_param_for_vertex_shader_mode, "alpha"), "alpha", VisualShaderNode::PORT_TYPE_SCALAR, VisualShader::TYPE_VERTEX, Shader::MODE_PARTICLES));
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add_options.push_back(AddOption("Color", "Input", "Vertex", "VisualShaderNodeInput", vformat(input_param_for_vertex_shader_mode, "color"), "color", VisualShaderNode::PORT_TYPE_VECTOR, VisualShader::TYPE_VERTEX, Shader::MODE_PARTICLES));
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add_options.push_back(AddOption("Custom", "Input", "Vertex", "VisualShaderNodeInput", vformat(input_param_for_vertex_shader_mode, "custom"), "custom", VisualShaderNode::PORT_TYPE_VECTOR, VisualShader::TYPE_VERTEX, Shader::MODE_PARTICLES));
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add_options.push_back(AddOption("CustomAlpha", "Input", "Vertex", "VisualShaderNodeInput", vformat(input_param_for_vertex_shader_mode, "custom_alpha"), "custom_alpha", VisualShaderNode::PORT_TYPE_SCALAR, VisualShader::TYPE_VERTEX, Shader::MODE_PARTICLES));
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add_options.push_back(AddOption("Delta", "Input", "Vertex", "VisualShaderNodeInput", vformat(input_param_for_vertex_shader_mode, "delta"), "delta", VisualShaderNode::PORT_TYPE_SCALAR, VisualShader::TYPE_VERTEX, Shader::MODE_PARTICLES));
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add_options.push_back(AddOption("EmissionTransform", "Input", "Vertex", "VisualShaderNodeInput", vformat(input_param_for_vertex_shader_mode, "emission_transform"), "emission_transform", VisualShaderNode::PORT_TYPE_TRANSFORM, VisualShader::TYPE_VERTEX, Shader::MODE_PARTICLES));
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add_options.push_back(AddOption("Index", "Input", "Vertex", "VisualShaderNodeInput", vformat(input_param_for_vertex_shader_mode, "index"), "index", VisualShaderNode::PORT_TYPE_SCALAR, VisualShader::TYPE_VERTEX, Shader::MODE_PARTICLES));
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add_options.push_back(AddOption("LifeTime", "Input", "Vertex", "VisualShaderNodeInput", vformat(input_param_for_vertex_shader_mode, "lifetime"), "lifetime", VisualShaderNode::PORT_TYPE_SCALAR, VisualShader::TYPE_VERTEX, Shader::MODE_PARTICLES));
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add_options.push_back(AddOption("Restart", "Input", "Vertex", "VisualShaderNodeInput", vformat(input_param_for_vertex_shader_mode, "restart"), "restart", VisualShaderNode::PORT_TYPE_SCALAR, VisualShader::TYPE_VERTEX, Shader::MODE_PARTICLES));
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add_options.push_back(AddOption("Time", "Input", "Vertex", "VisualShaderNodeInput", vformat(input_param_for_vertex_shader_mode, "time"), "time", VisualShaderNode::PORT_TYPE_SCALAR, VisualShader::TYPE_VERTEX, Shader::MODE_PARTICLES));
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add_options.push_back(AddOption("Transform", "Input", "Vertex", "VisualShaderNodeInput", vformat(input_param_for_vertex_shader_mode, "transform"), "transform", VisualShaderNode::PORT_TYPE_TRANSFORM, VisualShader::TYPE_VERTEX, Shader::MODE_PARTICLES));
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add_options.push_back(AddOption("Velocity", "Input", "Vertex", "VisualShaderNodeInput", vformat(input_param_for_vertex_shader_mode, "velocity"), "velocity", VisualShaderNode::PORT_TYPE_VECTOR, VisualShader::TYPE_VERTEX, Shader::MODE_PARTICLES));
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// SCALAR
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add_options.push_back(AddOption("ScalarFunc", "Scalar", "Common", "VisualShaderNodeScalarFunc", TTR("Scalar function."), -1, VisualShaderNode::PORT_TYPE_SCALAR));
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add_options.push_back(AddOption("ScalarOp", "Scalar", "Common", "VisualShaderNodeScalarOp", TTR("Scalar operator."), -1, VisualShaderNode::PORT_TYPE_SCALAR));
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//CONSTANTS
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add_options.push_back(AddOption("E", "Scalar", "Constants", "VisualShaderNodeScalarConstant", TTR("E constant (2.718282). Represents the base of the natural logarithm."), -1, VisualShaderNode::PORT_TYPE_SCALAR, -1, -1, Math_E));
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add_options.push_back(AddOption("Epsilon", "Scalar", "Constants", "VisualShaderNodeScalarConstant", TTR("Epsilon constant (0.00001). Smallest possible scalar number."), -1, VisualShaderNode::PORT_TYPE_SCALAR, -1, -1, CMP_EPSILON));
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add_options.push_back(AddOption("Phi", "Scalar", "Constants", "VisualShaderNodeScalarConstant", TTR("Phi constant (1.618034). Golden ratio."), -1, VisualShaderNode::PORT_TYPE_SCALAR, -1, -1, 1.618034f));
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add_options.push_back(AddOption("Pi/4", "Scalar", "Constants", "VisualShaderNodeScalarConstant", TTR("Pi/4 constant (0.785398) or 45 degrees."), -1, VisualShaderNode::PORT_TYPE_SCALAR, -1, -1, Math_PI / 4));
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add_options.push_back(AddOption("Pi/2", "Scalar", "Constants", "VisualShaderNodeScalarConstant", TTR("Pi/2 constant (1.570796) or 90 degrees."), -1, VisualShaderNode::PORT_TYPE_SCALAR, -1, -1, Math_PI / 2));
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add_options.push_back(AddOption("Pi", "Scalar", "Constants", "VisualShaderNodeScalarConstant", TTR("Pi constant (3.141593) or 180 degrees."), -1, VisualShaderNode::PORT_TYPE_SCALAR, -1, -1, Math_PI));
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add_options.push_back(AddOption("Tau", "Scalar", "Constants", "VisualShaderNodeScalarConstant", TTR("Tau constant (6.283185) or 360 degrees."), -1, VisualShaderNode::PORT_TYPE_SCALAR, -1, -1, Math_TAU));
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add_options.push_back(AddOption("Sqrt2", "Scalar", "Constants", "VisualShaderNodeScalarConstant", TTR("Sqrt2 constant (1.414214). Square root of 2."), -1, VisualShaderNode::PORT_TYPE_SCALAR, -1, -1, Math_SQRT2));
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// FUNCTIONS
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add_options.push_back(AddOption("Abs", "Scalar", "Functions", "VisualShaderNodeScalarFunc", TTR("Returns the absolute value of the parameter."), VisualShaderNodeScalarFunc::FUNC_ABS, VisualShaderNode::PORT_TYPE_SCALAR));
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add_options.push_back(AddOption("ACos", "Scalar", "Functions", "VisualShaderNodeScalarFunc", TTR("Returns the arc-cosine of the parameter."), VisualShaderNodeScalarFunc::FUNC_ACOS, VisualShaderNode::PORT_TYPE_SCALAR));
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add_options.push_back(AddOption("ACosH", "Scalar", "Functions", "VisualShaderNodeScalarFunc", TTR("(GLES3 only) Returns the inverse hyperbolic cosine of the parameter."), VisualShaderNodeScalarFunc::FUNC_ACOSH, VisualShaderNode::PORT_TYPE_SCALAR));
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add_options.push_back(AddOption("ASin", "Scalar", "Functions", "VisualShaderNodeScalarFunc", TTR("Returns the arc-sine of the parameter."), VisualShaderNodeScalarFunc::FUNC_ASIN, VisualShaderNode::PORT_TYPE_SCALAR));
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add_options.push_back(AddOption("ASinH", "Scalar", "Functions", "VisualShaderNodeScalarFunc", TTR("(GLES3 only) Returns the inverse hyperbolic sine of the parameter."), VisualShaderNodeScalarFunc::FUNC_ASINH, VisualShaderNode::PORT_TYPE_SCALAR));
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add_options.push_back(AddOption("ATan", "Scalar", "Functions", "VisualShaderNodeScalarFunc", TTR("Returns the arc-tangent of the parameter."), VisualShaderNodeScalarFunc::FUNC_ATAN, VisualShaderNode::PORT_TYPE_SCALAR));
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add_options.push_back(AddOption("ATan2", "Scalar", "Functions", "VisualShaderNodeScalarOp", TTR("Returns the arc-tangent of the parameters."), VisualShaderNodeScalarOp::OP_ATAN2, VisualShaderNode::PORT_TYPE_SCALAR));
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add_options.push_back(AddOption("ATanH", "Scalar", "Functions", "VisualShaderNodeScalarFunc", TTR("(GLES3 only) Returns the inverse hyperbolic tangent of the parameter."), VisualShaderNodeScalarFunc::FUNC_ATANH, VisualShaderNode::PORT_TYPE_SCALAR));
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add_options.push_back(AddOption("Ceil", "Scalar", "Functions", "VisualShaderNodeScalarFunc", TTR("Finds the nearest integer that is greater than or equal to the parameter."), VisualShaderNodeScalarFunc::FUNC_CEIL, VisualShaderNode::PORT_TYPE_SCALAR));
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add_options.push_back(AddOption("Clamp", "Scalar", "Functions", "VisualShaderNodeScalarClamp", TTR("Constrains a value to lie between two further values."), -1, VisualShaderNode::PORT_TYPE_SCALAR));
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add_options.push_back(AddOption("Cos", "Scalar", "Functions", "VisualShaderNodeScalarFunc", TTR("Returns the cosine of the parameter."), VisualShaderNodeScalarFunc::FUNC_COS, VisualShaderNode::PORT_TYPE_SCALAR));
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add_options.push_back(AddOption("CosH", "Scalar", "Functions", "VisualShaderNodeScalarFunc", TTR("(GLES3 only) Returns the hyperbolic cosine of the parameter."), VisualShaderNodeScalarFunc::FUNC_COSH, VisualShaderNode::PORT_TYPE_SCALAR));
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add_options.push_back(AddOption("Degrees", "Scalar", "Functions", "VisualShaderNodeScalarFunc", TTR("Converts a quantity in radians to degrees."), VisualShaderNodeScalarFunc::FUNC_DEGREES, VisualShaderNode::PORT_TYPE_SCALAR));
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add_options.push_back(AddOption("Exp", "Scalar", "Functions", "VisualShaderNodeScalarFunc", TTR("Base-e Exponential."), VisualShaderNodeScalarFunc::FUNC_EXP, VisualShaderNode::PORT_TYPE_SCALAR));
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add_options.push_back(AddOption("Exp2", "Scalar", "Functions", "VisualShaderNodeScalarFunc", TTR("Base-2 Exponential."), VisualShaderNodeScalarFunc::FUNC_EXP2, VisualShaderNode::PORT_TYPE_SCALAR));
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add_options.push_back(AddOption("Floor", "Scalar", "Functions", "VisualShaderNodeScalarFunc", TTR("Finds the nearest integer less than or equal to the parameter."), VisualShaderNodeScalarFunc::FUNC_FLOOR, VisualShaderNode::PORT_TYPE_SCALAR));
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add_options.push_back(AddOption("Fract", "Scalar", "Functions", "VisualShaderNodeScalarFunc", TTR("Computes the fractional part of the argument."), VisualShaderNodeScalarFunc::FUNC_FRAC, VisualShaderNode::PORT_TYPE_SCALAR));
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add_options.push_back(AddOption("InverseSqrt", "Scalar", "Functions", "VisualShaderNodeScalarFunc", TTR("Returns the inverse of the square root of the parameter."), VisualShaderNodeScalarFunc::FUNC_INVERSE_SQRT, VisualShaderNode::PORT_TYPE_SCALAR));
|
|
add_options.push_back(AddOption("Log", "Scalar", "Functions", "VisualShaderNodeScalarFunc", TTR("Natural logarithm."), VisualShaderNodeScalarFunc::FUNC_LOG, VisualShaderNode::PORT_TYPE_SCALAR));
|
|
add_options.push_back(AddOption("Log2", "Scalar", "Functions", "VisualShaderNodeScalarFunc", TTR("Base-2 logarithm."), VisualShaderNodeScalarFunc::FUNC_LOG2, VisualShaderNode::PORT_TYPE_SCALAR));
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|
add_options.push_back(AddOption("Max", "Scalar", "Functions", "VisualShaderNodeScalarOp", TTR("Returns the greater of two values."), VisualShaderNodeScalarOp::OP_MAX, VisualShaderNode::PORT_TYPE_SCALAR));
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|
add_options.push_back(AddOption("Min", "Scalar", "Functions", "VisualShaderNodeScalarOp", TTR("Returns the lesser of two values."), VisualShaderNodeScalarOp::OP_MIN, VisualShaderNode::PORT_TYPE_SCALAR));
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|
add_options.push_back(AddOption("Mix", "Scalar", "Functions", "VisualShaderNodeScalarInterp", TTR("Linear interpolation between two scalars."), -1, VisualShaderNode::PORT_TYPE_SCALAR));
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|
add_options.push_back(AddOption("Negate", "Scalar", "Functions", "VisualShaderNodeScalarFunc", TTR("Returns the opposite value of the parameter."), VisualShaderNodeScalarFunc::FUNC_NEGATE, VisualShaderNode::PORT_TYPE_SCALAR));
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|
add_options.push_back(AddOption("OneMinus", "Scalar", "Functions", "VisualShaderNodeScalarFunc", TTR("1.0 - scalar"), VisualShaderNodeScalarFunc::FUNC_ONEMINUS, VisualShaderNode::PORT_TYPE_SCALAR));
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add_options.push_back(AddOption("Pow", "Scalar", "Functions", "VisualShaderNodeScalarOp", TTR("Returns the value of the first parameter raised to the power of the second."), VisualShaderNodeScalarOp::OP_POW, VisualShaderNode::PORT_TYPE_SCALAR));
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add_options.push_back(AddOption("Radians", "Scalar", "Functions", "VisualShaderNodeScalarFunc", TTR("Converts a quantity in degrees to radians."), VisualShaderNodeScalarFunc::FUNC_RADIANS, VisualShaderNode::PORT_TYPE_SCALAR));
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add_options.push_back(AddOption("Reciprocal", "Scalar", "Functions", "VisualShaderNodeScalarFunc", TTR("1.0 / scalar"), VisualShaderNodeScalarFunc::FUNC_RECIPROCAL, VisualShaderNode::PORT_TYPE_SCALAR));
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|
add_options.push_back(AddOption("Round", "Scalar", "Functions", "VisualShaderNodeScalarFunc", TTR("(GLES3 only) Finds the nearest integer to the parameter."), VisualShaderNodeScalarFunc::FUNC_ROUND, VisualShaderNode::PORT_TYPE_SCALAR));
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|
add_options.push_back(AddOption("RoundEven", "Scalar", "Functions", "VisualShaderNodeScalarFunc", TTR("(GLES3 only) Finds the nearest even integer to the parameter."), VisualShaderNodeScalarFunc::FUNC_ROUNDEVEN, VisualShaderNode::PORT_TYPE_SCALAR));
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add_options.push_back(AddOption("Saturate", "Scalar", "Functions", "VisualShaderNodeScalarFunc", TTR("Clamps the value between 0.0 and 1.0."), VisualShaderNodeScalarFunc::FUNC_SATURATE, VisualShaderNode::PORT_TYPE_SCALAR));
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add_options.push_back(AddOption("Sign", "Scalar", "Functions", "VisualShaderNodeScalarFunc", TTR("Extracts the sign of the parameter."), VisualShaderNodeScalarFunc::FUNC_SIGN, VisualShaderNode::PORT_TYPE_SCALAR));
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add_options.push_back(AddOption("Sin", "Scalar", "Functions", "VisualShaderNodeScalarFunc", TTR("Returns the sine of the parameter."), VisualShaderNodeScalarFunc::FUNC_SIN, VisualShaderNode::PORT_TYPE_SCALAR));
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add_options.push_back(AddOption("SinH", "Scalar", "Functions", "VisualShaderNodeScalarFunc", TTR("(GLES3 only) Returns the hyperbolic sine of the parameter."), VisualShaderNodeScalarFunc::FUNC_SINH, VisualShaderNode::PORT_TYPE_SCALAR));
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add_options.push_back(AddOption("Sqrt", "Scalar", "Functions", "VisualShaderNodeScalarFunc", TTR("Returns the square root of the parameter."), VisualShaderNodeScalarFunc::FUNC_SQRT, VisualShaderNode::PORT_TYPE_SCALAR));
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add_options.push_back(AddOption("SmoothStep", "Scalar", "Functions", "VisualShaderNodeScalarSmoothStep", TTR("SmoothStep function( scalar(edge0), scalar(edge1), scalar(x) ).\n\nReturns 0.0 if 'x' is smaller then 'edge0' and 1.0 if x is larger than 'edge1'. Otherwise the return value is interpolated between 0.0 and 1.0 using Hermite polynomials."), -1, VisualShaderNode::PORT_TYPE_SCALAR));
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add_options.push_back(AddOption("Step", "Scalar", "Functions", "VisualShaderNodeScalarOp", TTR("Step function( scalar(edge), scalar(x) ).\n\nReturns 0.0 if 'x' is smaller then 'edge' and otherwise 1.0."), VisualShaderNodeScalarOp::OP_STEP, VisualShaderNode::PORT_TYPE_SCALAR));
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add_options.push_back(AddOption("Tan", "Scalar", "Functions", "VisualShaderNodeScalarFunc", TTR("Returns the tangent of the parameter."), VisualShaderNodeScalarFunc::FUNC_TAN, VisualShaderNode::PORT_TYPE_SCALAR));
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add_options.push_back(AddOption("TanH", "Scalar", "Functions", "VisualShaderNodeScalarFunc", TTR("(GLES3 only) Returns the hyperbolic tangent of the parameter."), VisualShaderNodeScalarFunc::FUNC_TANH, VisualShaderNode::PORT_TYPE_SCALAR));
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add_options.push_back(AddOption("Trunc", "Scalar", "Functions", "VisualShaderNodeScalarFunc", TTR("(GLES3 only) Finds the truncated value of the parameter."), VisualShaderNodeScalarFunc::FUNC_TRUNC, VisualShaderNode::PORT_TYPE_SCALAR));
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add_options.push_back(AddOption("Add", "Scalar", "Operators", "VisualShaderNodeScalarOp", TTR("Adds scalar to scalar."), VisualShaderNodeScalarOp::OP_ADD, VisualShaderNode::PORT_TYPE_SCALAR));
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add_options.push_back(AddOption("Divide", "Scalar", "Operators", "VisualShaderNodeScalarOp", TTR("Divides scalar by scalar."), VisualShaderNodeScalarOp::OP_DIV, VisualShaderNode::PORT_TYPE_SCALAR));
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add_options.push_back(AddOption("Multiply", "Scalar", "Operators", "VisualShaderNodeScalarOp", TTR("Multiplies scalar by scalar."), VisualShaderNodeScalarOp::OP_MUL, VisualShaderNode::PORT_TYPE_SCALAR));
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add_options.push_back(AddOption("Remainder", "Scalar", "Operators", "VisualShaderNodeScalarOp", TTR("Returns the remainder of the two scalars."), VisualShaderNodeScalarOp::OP_MOD, VisualShaderNode::PORT_TYPE_SCALAR));
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add_options.push_back(AddOption("Subtract", "Scalar", "Operators", "VisualShaderNodeScalarOp", TTR("Subtracts scalar from scalar."), VisualShaderNodeScalarOp::OP_SUB, VisualShaderNode::PORT_TYPE_SCALAR));
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add_options.push_back(AddOption("ScalarConstant", "Scalar", "Variables", "VisualShaderNodeScalarConstant", TTR("Scalar constant."), -1, VisualShaderNode::PORT_TYPE_SCALAR));
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add_options.push_back(AddOption("ScalarUniform", "Scalar", "Variables", "VisualShaderNodeScalarUniform", TTR("Scalar uniform."), -1, VisualShaderNode::PORT_TYPE_SCALAR));
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// TEXTURES
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add_options.push_back(AddOption("CubeMap", "Textures", "Functions", "VisualShaderNodeCubeMap", TTR("Perform the cubic texture lookup."), -1, VisualShaderNode::PORT_TYPE_COLOR));
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add_options.push_back(AddOption("Texture", "Textures", "Functions", "VisualShaderNodeTexture", TTR("Perform the texture lookup."), -1, VisualShaderNode::PORT_TYPE_COLOR));
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add_options.push_back(AddOption("CubeMapUniform", "Textures", "Variables", "VisualShaderNodeCubeMapUniform", TTR("Cubic texture uniform."), -1, VisualShaderNode::PORT_TYPE_COLOR));
|
|
add_options.push_back(AddOption("TextureUniform", "Textures", "Variables", "VisualShaderNodeTextureUniform", TTR("2D texture uniform."), -1, VisualShaderNode::PORT_TYPE_COLOR));
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// TRANSFORM
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add_options.push_back(AddOption("TransformFunc", "Transform", "Common", "VisualShaderNodeTransformFunc", TTR("Transform function."), -1, VisualShaderNode::PORT_TYPE_TRANSFORM));
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add_options.push_back(AddOption("OuterProduct", "Transform", "Composition", "VisualShaderNodeOuterProduct", TTR("(GLES3 only) 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));
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add_options.push_back(AddOption("TransformCompose", "Transform", "Composition", "VisualShaderNodeTransformCompose", TTR("Composes transform from four vectors."), -1, VisualShaderNode::PORT_TYPE_TRANSFORM));
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add_options.push_back(AddOption("TransformDecompose", "Transform", "Composition", "VisualShaderNodeTransformDecompose", TTR("Decomposes transform to four vectors.")));
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add_options.push_back(AddOption("Determinant", "Transform", "Functions", "VisualShaderNodeDeterminant", TTR("(GLES3 only) Calculates the determinant of a transform."), -1, VisualShaderNode::PORT_TYPE_SCALAR));
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add_options.push_back(AddOption("Inverse", "Transform", "Functions", "VisualShaderNodeTransformFunc", TTR("(GLES3 only) Calculates the inverse of a transform."), VisualShaderNodeTransformFunc::FUNC_INVERSE, VisualShaderNode::PORT_TYPE_TRANSFORM));
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add_options.push_back(AddOption("Transpose", "Transform", "Functions", "VisualShaderNodeTransformFunc", TTR("(GLES3 only) Calculates the transpose of a transform."), VisualShaderNodeTransformFunc::FUNC_TRANSPOSE, VisualShaderNode::PORT_TYPE_TRANSFORM));
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add_options.push_back(AddOption("TransformMult", "Transform", "Operators", "VisualShaderNodeTransformMult", TTR("Multiplies transform by transform."), -1, VisualShaderNode::PORT_TYPE_TRANSFORM));
|
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add_options.push_back(AddOption("TransformVectorMult", "Transform", "Operators", "VisualShaderNodeTransformVecMult", TTR("Multiplies vector by transform."), -1, VisualShaderNode::PORT_TYPE_VECTOR));
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add_options.push_back(AddOption("TransformConstant", "Transform", "Variables", "VisualShaderNodeTransformConstant", TTR("Transform constant."), -1, VisualShaderNode::PORT_TYPE_TRANSFORM));
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add_options.push_back(AddOption("TransformUniform", "Transform", "Variables", "VisualShaderNodeTransformUniform", TTR("Transform uniform."), -1, VisualShaderNode::PORT_TYPE_TRANSFORM));
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// VECTOR
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add_options.push_back(AddOption("VectorFunc", "Vector", "Common", "VisualShaderNodeVectorFunc", TTR("Vector function."), -1, VisualShaderNode::PORT_TYPE_VECTOR));
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add_options.push_back(AddOption("VectorOp", "Vector", "Common", "VisualShaderNodeVectorOp", TTR("Vector operator."), -1, VisualShaderNode::PORT_TYPE_VECTOR));
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add_options.push_back(AddOption("VectorCompose", "Vector", "Composition", "VisualShaderNodeVectorCompose", TTR("Composes vector from three scalars."), -1, VisualShaderNode::PORT_TYPE_VECTOR));
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add_options.push_back(AddOption("VectorDecompose", "Vector", "Composition", "VisualShaderNodeVectorDecompose", TTR("Decomposes vector to three scalars.")));
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add_options.push_back(AddOption("Abs", "Vector", "Functions", "VisualShaderNodeVectorFunc", TTR("Returns the absolute value of the parameter."), VisualShaderNodeVectorFunc::FUNC_ABS, VisualShaderNode::PORT_TYPE_VECTOR));
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add_options.push_back(AddOption("ACos", "Vector", "Functions", "VisualShaderNodeVectorFunc", TTR("Returns the arc-cosine of the parameter."), VisualShaderNodeVectorFunc::FUNC_ACOS, VisualShaderNode::PORT_TYPE_VECTOR));
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add_options.push_back(AddOption("ACosH", "Vector", "Functions", "VisualShaderNodeVectorFunc", TTR("(GLES3 only) Returns the inverse hyperbolic cosine of the parameter."), VisualShaderNodeVectorFunc::FUNC_ACOSH, VisualShaderNode::PORT_TYPE_VECTOR));
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add_options.push_back(AddOption("ASin", "Vector", "Functions", "VisualShaderNodeVectorFunc", TTR("Returns the arc-sine of the parameter."), VisualShaderNodeVectorFunc::FUNC_ASIN, VisualShaderNode::PORT_TYPE_VECTOR));
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add_options.push_back(AddOption("ASinH", "Vector", "Functions", "VisualShaderNodeVectorFunc", TTR("(GLES3 only) Returns the inverse hyperbolic sine of the parameter."), VisualShaderNodeVectorFunc::FUNC_ASINH, VisualShaderNode::PORT_TYPE_VECTOR));
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add_options.push_back(AddOption("ATan", "Vector", "Functions", "VisualShaderNodeVectorFunc", TTR("Returns the arc-tangent of the parameter."), VisualShaderNodeVectorFunc::FUNC_ATAN, VisualShaderNode::PORT_TYPE_VECTOR));
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add_options.push_back(AddOption("ATan2", "Vector", "Functions", "VisualShaderNodeVectorOp", TTR("Returns the arc-tangent of the parameters."), VisualShaderNodeVectorOp::OP_ATAN2, VisualShaderNode::PORT_TYPE_VECTOR));
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add_options.push_back(AddOption("ATanH", "Vector", "Functions", "VisualShaderNodeVectorFunc", TTR("(GLES3 only) Returns the inverse hyperbolic tangent of the parameter."), VisualShaderNodeVectorFunc::FUNC_ATANH, VisualShaderNode::PORT_TYPE_VECTOR));
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add_options.push_back(AddOption("Ceil", "Vector", "Functions", "VisualShaderNodeVectorFunc", TTR("Finds the nearest integer that is greater than or equal to the parameter."), VisualShaderNodeVectorFunc::FUNC_CEIL, VisualShaderNode::PORT_TYPE_VECTOR));
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add_options.push_back(AddOption("Clamp", "Vector", "Functions", "VisualShaderNodeVectorClamp", TTR("Constrains a value to lie between two further values."), -1, VisualShaderNode::PORT_TYPE_VECTOR));
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add_options.push_back(AddOption("Cos", "Vector", "Functions", "VisualShaderNodeVectorFunc", TTR("Returns the cosine of the parameter."), VisualShaderNodeVectorFunc::FUNC_COS, VisualShaderNode::PORT_TYPE_VECTOR));
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add_options.push_back(AddOption("CosH", "Vector", "Functions", "VisualShaderNodeVectorFunc", TTR("(GLES3 only) Returns the hyperbolic cosine of the parameter."), VisualShaderNodeVectorFunc::FUNC_COSH, VisualShaderNode::PORT_TYPE_VECTOR));
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add_options.push_back(AddOption("Cross", "Vector", "Functions", "VisualShaderNodeVectorOp", TTR("Calculates the cross product of two vectors."), VisualShaderNodeVectorOp::OP_CROSS, VisualShaderNode::PORT_TYPE_VECTOR));
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add_options.push_back(AddOption("Degrees", "Vector", "Functions", "VisualShaderNodeVectorFunc", TTR("Converts a quantity in radians to degrees."), VisualShaderNodeVectorFunc::FUNC_DEGREES, VisualShaderNode::PORT_TYPE_VECTOR));
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add_options.push_back(AddOption("Distance", "Vector", "Functions", "VisualShaderNodeVectorDistance", TTR("Returns the distance between two points."), -1, VisualShaderNode::PORT_TYPE_SCALAR));
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add_options.push_back(AddOption("Dot", "Vector", "Functions", "VisualShaderNodeDotProduct", TTR("Calculates the dot product of two vectors."), -1, VisualShaderNode::PORT_TYPE_SCALAR));
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add_options.push_back(AddOption("Exp", "Vector", "Functions", "VisualShaderNodeVectorFunc", TTR("Base-e Exponential."), VisualShaderNodeVectorFunc::FUNC_EXP, VisualShaderNode::PORT_TYPE_VECTOR));
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add_options.push_back(AddOption("Exp2", "Vector", "Functions", "VisualShaderNodeVectorFunc", TTR("Base-2 Exponential."), VisualShaderNodeVectorFunc::FUNC_EXP2, VisualShaderNode::PORT_TYPE_VECTOR));
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add_options.push_back(AddOption("FaceForward", "Vector", "Functions", "VisualShaderNodeFaceForward", TTR("Returns a 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));
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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));
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add_options.push_back(AddOption("Fract", "Vector", "Functions", "VisualShaderNodeVectorFunc", TTR("Computes the fractional part of the argument."), VisualShaderNodeVectorFunc::FUNC_FRAC, VisualShaderNode::PORT_TYPE_VECTOR));
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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));
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add_options.push_back(AddOption("Length", "Vector", "Functions", "VisualShaderNodeVectorLen", TTR("Calculates the length of a vector."), -1, VisualShaderNode::PORT_TYPE_SCALAR));
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|
add_options.push_back(AddOption("Log", "Vector", "Functions", "VisualShaderNodeVectorFunc", TTR("Natural logarithm."), VisualShaderNodeVectorFunc::FUNC_LOG, VisualShaderNode::PORT_TYPE_VECTOR));
|
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add_options.push_back(AddOption("Log2", "Vector", "Functions", "VisualShaderNodeVectorFunc", TTR("Base-2 logarithm."), VisualShaderNodeVectorFunc::FUNC_LOG2, VisualShaderNode::PORT_TYPE_VECTOR));
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add_options.push_back(AddOption("Max", "Vector", "Functions", "VisualShaderNodeVectorOp", TTR("Returns the greater of two values."), VisualShaderNodeVectorOp::OP_MAX, VisualShaderNode::PORT_TYPE_VECTOR));
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add_options.push_back(AddOption("Min", "Vector", "Functions", "VisualShaderNodeVectorOp", TTR("Returns the lesser of two values."), VisualShaderNodeVectorOp::OP_MIN, VisualShaderNode::PORT_TYPE_VECTOR));
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|
add_options.push_back(AddOption("Mix", "Vector", "Functions", "VisualShaderNodeVectorInterp", TTR("Linear interpolation between two vectors."), -1, VisualShaderNode::PORT_TYPE_VECTOR));
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|
add_options.push_back(AddOption("Negate", "Vector", "Functions", "VisualShaderNodeVectorFunc", TTR("Returns the opposite value of the parameter."), VisualShaderNodeVectorFunc::FUNC_NEGATE, VisualShaderNode::PORT_TYPE_VECTOR));
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add_options.push_back(AddOption("Normalize", "Vector", "Functions", "VisualShaderNodeVectorFunc", TTR("Calculates the normalize product of vector."), VisualShaderNodeVectorFunc::FUNC_NORMALIZE, VisualShaderNode::PORT_TYPE_VECTOR));
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add_options.push_back(AddOption("OneMinus", "Vector", "Functions", "VisualShaderNodeVectorFunc", TTR("1.0 - vector"), VisualShaderNodeVectorFunc::FUNC_ONEMINUS, VisualShaderNode::PORT_TYPE_VECTOR));
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add_options.push_back(AddOption("Pow", "Vector", "Functions", "VisualShaderNodeVectorOp", TTR("Returns the value of the first parameter raised to the power of the second."), VisualShaderNodeVectorOp::OP_POW, VisualShaderNode::PORT_TYPE_VECTOR));
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add_options.push_back(AddOption("Radians", "Vector", "Functions", "VisualShaderNodeVectorFunc", TTR("Converts a quantity in degrees to radians."), VisualShaderNodeVectorFunc::FUNC_RADIANS, VisualShaderNode::PORT_TYPE_VECTOR));
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add_options.push_back(AddOption("Reciprocal", "Vector", "Functions", "VisualShaderNodeVectorFunc", TTR("1.0 / vector"), VisualShaderNodeVectorFunc::FUNC_RECIPROCAL, VisualShaderNode::PORT_TYPE_VECTOR));
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add_options.push_back(AddOption("Reflect", "Vector", "Functions", "VisualShaderNodeVectorOp", TTR("Returns a vector that points in the direction of reflection ( a : incident vector, b : normal vector )."), VisualShaderNodeVectorOp::OP_REFLECT, VisualShaderNode::PORT_TYPE_VECTOR));
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add_options.push_back(AddOption("Refract", "Vector", "Functions", "VisualShaderNodeVectorRefract", TTR("Returns a 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("(GLES3 only) Finds the nearest integer to the parameter."), VisualShaderNodeVectorFunc::FUNC_ROUND, VisualShaderNode::PORT_TYPE_VECTOR));
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add_options.push_back(AddOption("RoundEven", "Vector", "Functions", "VisualShaderNodeVectorFunc", TTR("(GLES3 only) Finds the nearest even integer to the parameter."), VisualShaderNodeVectorFunc::FUNC_ROUNDEVEN, VisualShaderNode::PORT_TYPE_VECTOR));
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add_options.push_back(AddOption("Saturate", "Vector", "Functions", "VisualShaderNodeVectorFunc", TTR("Clamps the value between 0.0 and 1.0."), VisualShaderNodeVectorFunc::FUNC_SATURATE, VisualShaderNode::PORT_TYPE_VECTOR));
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add_options.push_back(AddOption("Sign", "Vector", "Functions", "VisualShaderNodeVectorFunc", TTR("Extracts the sign of the parameter."), VisualShaderNodeVectorFunc::FUNC_SIGN, VisualShaderNode::PORT_TYPE_VECTOR));
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add_options.push_back(AddOption("Sin", "Vector", "Functions", "VisualShaderNodeVectorFunc", TTR("Returns the sine of the parameter."), VisualShaderNodeVectorFunc::FUNC_SIN, VisualShaderNode::PORT_TYPE_VECTOR));
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|
add_options.push_back(AddOption("SinH", "Vector", "Functions", "VisualShaderNodeVectorFunc", TTR("(GLES3 only) Returns the hyperbolic sine of the parameter."), VisualShaderNodeVectorFunc::FUNC_SINH, VisualShaderNode::PORT_TYPE_VECTOR));
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|
add_options.push_back(AddOption("Sqrt", "Vector", "Functions", "VisualShaderNodeVectorFunc", TTR("Returns the square root of the parameter."), VisualShaderNodeVectorFunc::FUNC_SQRT, VisualShaderNode::PORT_TYPE_VECTOR));
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add_options.push_back(AddOption("SmoothStep", "Vector", "Functions", "VisualShaderNodeVectorSmoothStep", TTR("SmoothStep function( vector(edge0), vector(edge1), vector(x) ).\n\nReturns 0.0 if 'x' is smaller then '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));
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|
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 then '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));
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|
add_options.push_back(AddOption("Step", "Vector", "Functions", "VisualShaderNodeVectorOp", TTR("Step function( vector(edge), vector(x) ).\n\nReturns 0.0 if 'x' is smaller then 'edge' and otherwise 1.0."), VisualShaderNodeVectorOp::OP_STEP, VisualShaderNode::PORT_TYPE_VECTOR));
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|
add_options.push_back(AddOption("StepS", "Vector", "Functions", "VisualShaderNodeVectorScalarStep", TTR("Step function( scalar(edge), vector(x) ).\n\nReturns 0.0 if 'x' is smaller then 'edge' and otherwise 1.0."), -1, VisualShaderNode::PORT_TYPE_VECTOR));
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add_options.push_back(AddOption("Tan", "Vector", "Functions", "VisualShaderNodeVectorFunc", TTR("Returns the tangent of the parameter."), VisualShaderNodeVectorFunc::FUNC_TAN, VisualShaderNode::PORT_TYPE_VECTOR));
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|
add_options.push_back(AddOption("TanH", "Vector", "Functions", "VisualShaderNodeVectorFunc", TTR("(GLES3 only) Returns the hyperbolic tangent of the parameter."), VisualShaderNodeVectorFunc::FUNC_TANH, VisualShaderNode::PORT_TYPE_VECTOR));
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|
add_options.push_back(AddOption("Trunc", "Vector", "Functions", "VisualShaderNodeVectorFunc", TTR("(GLES3 only) Finds the truncated value of the parameter."), VisualShaderNodeVectorFunc::FUNC_TRUNC, VisualShaderNode::PORT_TYPE_VECTOR));
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|
|
|
add_options.push_back(AddOption("Add", "Vector", "Operators", "VisualShaderNodeVectorOp", TTR("Adds vector to vector."), VisualShaderNodeVectorOp::OP_ADD, VisualShaderNode::PORT_TYPE_VECTOR));
|
|
add_options.push_back(AddOption("Divide", "Vector", "Operators", "VisualShaderNodeVectorOp", TTR("Divides vector by vector."), VisualShaderNodeVectorOp::OP_DIV, VisualShaderNode::PORT_TYPE_VECTOR));
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|
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));
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|
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));
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|
|
|
// SPECIAL
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|
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add_options.push_back(AddOption("Expression", "Special", "", "VisualShaderNodeExpression", TTR("Custom Godot Shader Language expression, with custom amount of input and output ports. This is a direct injection of code into the vertex/fragment/light function, do not use it to write the function declarations inside.")));
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add_options.push_back(AddOption("Fresnel", "Special", "", "VisualShaderNodeFresnel", TTR("Returns falloff based on the dot product of surface normal and view direction of camera (pass associated inputs to it)."), -1, VisualShaderNode::PORT_TYPE_SCALAR));
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add_options.push_back(AddOption("ScalarDerivativeFunc", "Special", "Common", "VisualShaderNodeScalarDerivativeFunc", TTR("(GLES3 only) (Fragment/Light mode only) Scalar derivative function."), -1, VisualShaderNode::PORT_TYPE_SCALAR, VisualShader::TYPE_FRAGMENT | VisualShader::TYPE_LIGHT));
|
|
add_options.push_back(AddOption("VectorDerivativeFunc", "Special", "Common", "VisualShaderNodeVectorDerivativeFunc", TTR("(GLES3 only) (Fragment/Light mode only) Vector derivative function."), -1, VisualShaderNode::PORT_TYPE_VECTOR, VisualShader::TYPE_FRAGMENT | VisualShader::TYPE_LIGHT));
|
|
|
|
add_options.push_back(AddOption("DdX", "Special", "Derivative", "VisualShaderNodeVectorDerivativeFunc", TTR("(GLES3 only) (Fragment/Light mode only) (Vector) Derivative in 'x' using local differencing."), VisualShaderNodeVectorDerivativeFunc::FUNC_X, VisualShaderNode::PORT_TYPE_VECTOR, VisualShader::TYPE_FRAGMENT | VisualShader::TYPE_LIGHT));
|
|
add_options.push_back(AddOption("DdXS", "Special", "Derivative", "VisualShaderNodeScalarDerivativeFunc", TTR("(GLES3 only) (Fragment/Light mode only) (Scalar) Derivative in 'x' using local differencing."), VisualShaderNodeScalarDerivativeFunc::FUNC_X, VisualShaderNode::PORT_TYPE_SCALAR, VisualShader::TYPE_FRAGMENT | VisualShader::TYPE_LIGHT));
|
|
add_options.push_back(AddOption("DdY", "Special", "Derivative", "VisualShaderNodeVectorDerivativeFunc", TTR("(GLES3 only) (Fragment/Light mode only) (Vector) Derivative in 'y' using local differencing."), VisualShaderNodeVectorDerivativeFunc::FUNC_Y, VisualShaderNode::PORT_TYPE_VECTOR, VisualShader::TYPE_FRAGMENT | VisualShader::TYPE_LIGHT));
|
|
add_options.push_back(AddOption("DdYS", "Special", "Derivative", "VisualShaderNodeScalarDerivativeFunc", TTR("(GLES3 only) (Fragment/Light mode only) (Scalar) Derivative in 'y' using local differencing."), VisualShaderNodeScalarDerivativeFunc::FUNC_Y, VisualShaderNode::PORT_TYPE_SCALAR, VisualShader::TYPE_FRAGMENT | VisualShader::TYPE_LIGHT));
|
|
add_options.push_back(AddOption("Sum", "Special", "Derivative", "VisualShaderNodeVectorDerivativeFunc", TTR("(GLES3 only) (Fragment/Light mode only) (Vector) Sum of absolute derivative in 'x' and 'y'."), VisualShaderNodeVectorDerivativeFunc::FUNC_SUM, VisualShaderNode::PORT_TYPE_VECTOR, VisualShader::TYPE_FRAGMENT | VisualShader::TYPE_LIGHT));
|
|
add_options.push_back(AddOption("SumS", "Special", "Derivative", "VisualShaderNodeScalarDerivativeFunc", TTR("(GLES3 only) (Fragment/Light mode only) (Scalar) Sum of absolute derivative in 'x' and 'y'."), VisualShaderNodeScalarDerivativeFunc::FUNC_SUM, VisualShaderNode::PORT_TYPE_SCALAR, VisualShader::TYPE_FRAGMENT | VisualShader::TYPE_LIGHT));
|
|
|
|
/////////////////////////////////////////////////////////////////////
|
|
|
|
_update_options_menu();
|
|
|
|
error_panel = memnew(PanelContainer);
|
|
add_child(error_panel);
|
|
error_label = memnew(Label);
|
|
error_panel->add_child(error_label);
|
|
error_label->set_text("eh");
|
|
error_panel->hide();
|
|
|
|
undo_redo = EditorNode::get_singleton()->get_undo_redo();
|
|
|
|
Ref<VisualShaderNodePluginDefault> default_plugin;
|
|
default_plugin.instance();
|
|
add_plugin(default_plugin);
|
|
|
|
property_editor = memnew(CustomPropertyEditor);
|
|
add_child(property_editor);
|
|
|
|
property_editor->connect("variant_changed", this, "_port_edited");
|
|
}
|
|
|
|
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->set_process_input(true);
|
|
//visual_shader_editor->set_process(true);
|
|
} else {
|
|
|
|
if (visual_shader_editor->is_visible_in_tree())
|
|
editor->hide_bottom_panel();
|
|
button->hide();
|
|
visual_shader_editor->set_process_input(false);
|
|
//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));
|
|
|
|
button = editor->add_bottom_panel_item(TTR("VisualShader"), visual_shader_editor);
|
|
button->hide();
|
|
}
|
|
|
|
VisualShaderEditorPlugin::~VisualShaderEditorPlugin() {
|
|
}
|
|
|
|
////////////////
|
|
|
|
class VisualShaderNodePluginInputEditor : public OptionButton {
|
|
GDCLASS(VisualShaderNodePluginInputEditor, OptionButton);
|
|
|
|
Ref<VisualShaderNodeInput> input;
|
|
|
|
protected:
|
|
static void _bind_methods() {
|
|
ClassDB::bind_method("_item_selected", &VisualShaderNodePluginInputEditor::_item_selected);
|
|
}
|
|
|
|
public:
|
|
void _notification(int p_what) {
|
|
if (p_what == NOTIFICATION_READY) {
|
|
connect("item_selected", this, "_item_selected");
|
|
}
|
|
}
|
|
|
|
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<Texture> type_icon[4] = {
|
|
EditorNode::get_singleton()->get_gui_base()->get_icon("float", "EditorIcons"),
|
|
EditorNode::get_singleton()->get_gui_base()->get_icon("Vector3", "EditorIcons"),
|
|
EditorNode::get_singleton()->get_gui_base()->get_icon("bool", "EditorIcons"),
|
|
EditorNode::get_singleton()->get_gui_base()->get_icon("Transform", "EditorIcons"),
|
|
};
|
|
|
|
add_item("[None]");
|
|
int to_select = -1;
|
|
for (int i = 0; i < input->get_input_index_count(); i++) {
|
|
if (input->get_input_name() == input->get_input_index_name(i)) {
|
|
to_select = i + 1;
|
|
}
|
|
add_icon_item(type_icon[input->get_input_index_type(i)], input->get_input_index_name(i));
|
|
}
|
|
|
|
if (to_select >= 0) {
|
|
select(to_select);
|
|
}
|
|
}
|
|
};
|
|
|
|
class VisualShaderNodePluginDefaultEditor : public VBoxContainer {
|
|
GDCLASS(VisualShaderNodePluginDefaultEditor, VBoxContainer);
|
|
|
|
public:
|
|
void _property_changed(const String &prop, const Variant &p_value, const String &p_field, bool p_changing = false) {
|
|
|
|
if (p_changing)
|
|
return;
|
|
|
|
UndoRedo *undo_redo = EditorNode::get_singleton()->get_undo_redo();
|
|
|
|
updating = true;
|
|
undo_redo->create_action(TTR("Edit Visual Property") + ": " + prop, UndoRedo::MERGE_ENDS);
|
|
undo_redo->add_do_property(node.ptr(), prop, p_value);
|
|
undo_redo->add_undo_property(node.ptr(), prop, node->get(prop));
|
|
undo_redo->commit_action();
|
|
updating = false;
|
|
}
|
|
|
|
void _node_changed() {
|
|
if (updating)
|
|
return;
|
|
for (int i = 0; i < properties.size(); i++) {
|
|
properties[i]->update_property();
|
|
}
|
|
}
|
|
|
|
void _refresh_request() {
|
|
VisualShaderEditor::get_singleton()->call_deferred("_update_graph");
|
|
}
|
|
|
|
bool updating;
|
|
Ref<VisualShaderNode> node;
|
|
Vector<EditorProperty *> properties;
|
|
|
|
void setup(Vector<EditorProperty *> p_properties, const Vector<StringName> &p_names, Ref<VisualShaderNode> p_node) {
|
|
updating = false;
|
|
node = p_node;
|
|
properties = p_properties;
|
|
|
|
for (int i = 0; i < p_properties.size(); i++) {
|
|
|
|
add_child(p_properties[i]);
|
|
|
|
properties[i]->connect("property_changed", this, "_property_changed");
|
|
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", this, "_node_changed");
|
|
node->connect("editor_refresh_request", this, "_refresh_request", varray(), CONNECT_DEFERRED);
|
|
}
|
|
|
|
static void _bind_methods() {
|
|
ClassDB::bind_method("_property_changed", &VisualShaderNodePluginDefaultEditor::_property_changed, DEFVAL(String()), DEFVAL(false));
|
|
ClassDB::bind_method("_node_changed", &VisualShaderNodePluginDefaultEditor::_node_changed);
|
|
ClassDB::bind_method("_refresh_request", &VisualShaderNodePluginDefaultEditor::_refresh_request);
|
|
}
|
|
};
|
|
|
|
Control *VisualShaderNodePluginDefault::create_editor(const Ref<VisualShaderNode> &p_node) {
|
|
|
|
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) {
|
|
return NULL;
|
|
}
|
|
|
|
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)
|
|
return NULL;
|
|
|
|
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)
|
|
return NULL;
|
|
|
|
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)) {
|
|
prop->set_custom_minimum_size(Size2(250 * EDSCALE, 0));
|
|
} else if (Object::cast_to<EditorPropertyFloat>(prop)) {
|
|
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(editors, properties, p_node);
|
|
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)
|
|
return;
|
|
|
|
UndoRedo *undo_redo = EditorNode::get_singleton()->get_undo_redo();
|
|
undo_redo->create_action(TTR("Visual Shader Mode Changed"));
|
|
//do is easy
|
|
undo_redo->add_do_method(visual_shader.ptr(), "set_mode", p_which);
|
|
undo_redo->add_undo_method(visual_shader.ptr(), "set_mode", visual_shader->get_mode());
|
|
//now undo is hell
|
|
|
|
//1. restore connections to output
|
|
for (int i = 0; i < VisualShader::TYPE_MAX; i++) {
|
|
|
|
VisualShader::Type type = VisualShader::Type(i);
|
|
List<VisualShader::Connection> conns;
|
|
visual_shader->get_node_connections(type, &conns);
|
|
for (List<VisualShader::Connection>::Element *E = conns.front(); E; E = E->next()) {
|
|
if (E->get().to_node == VisualShader::NODE_ID_OUTPUT) {
|
|
undo_redo->add_undo_method(visual_shader.ptr(), "connect_nodes", type, E->get().from_node, E->get().from_port, E->get().to_node, E->get().to_port);
|
|
}
|
|
}
|
|
}
|
|
//2. restore input indices
|
|
for (int i = 0; i < VisualShader::TYPE_MAX; i++) {
|
|
|
|
VisualShader::Type type = VisualShader::Type(i);
|
|
Vector<int> nodes = visual_shader->get_node_list(type);
|
|
for (int j = 0; j < nodes.size(); j++) {
|
|
Ref<VisualShaderNodeInput> input = visual_shader->get_node(type, nodes[j]);
|
|
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");
|
|
|
|
//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() {
|
|
|
|
ClassDB::bind_method(D_METHOD("_option_selected"), &EditorPropertyShaderMode::_option_selected);
|
|
}
|
|
|
|
EditorPropertyShaderMode::EditorPropertyShaderMode() {
|
|
options = memnew(OptionButton);
|
|
options->set_clip_text(true);
|
|
add_child(options);
|
|
add_focusable(options);
|
|
options->connect("item_selected", this, "_option_selected");
|
|
}
|
|
|
|
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) {
|
|
|
|
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
|
|
}
|
|
|
|
void EditorInspectorShaderModePlugin::parse_end() {
|
|
//do none
|
|
}
|
|
//////////////////////////////////
|
|
|
|
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)
|
|
continue;
|
|
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(¶ms);
|
|
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", this, "_shader_changed");
|
|
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() {
|
|
ClassDB::bind_method("_shader_changed", &VisualShaderNodePortPreview::_shader_changed);
|
|
}
|
|
|
|
VisualShaderNodePortPreview::VisualShaderNodePortPreview() {
|
|
}
|
|
|
|
//////////////////////////////////
|
|
|
|
String VisualShaderConversionPlugin::converts_to() const {
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return "Shader";
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}
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bool VisualShaderConversionPlugin::handles(const Ref<Resource> &p_resource) const {
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Ref<VisualShader> vshader = p_resource;
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return vshader.is_valid();
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}
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Ref<Resource> VisualShaderConversionPlugin::convert(const Ref<Resource> &p_resource) const {
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Ref<VisualShader> vshader = p_resource;
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ERR_FAIL_COND_V(!vshader.is_valid(), Ref<Resource>());
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Ref<Shader> shader;
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shader.instance();
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String code = vshader->get_code();
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shader->set_code(code);
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return shader;
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}
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