godot/editor/plugins/visual_shader_editor_plugin.h

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20 KiB
C++

/*************************************************************************/
/* visual_shader_editor_plugin.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
#ifndef VISUAL_SHADER_EDITOR_PLUGIN_H
#define VISUAL_SHADER_EDITOR_PLUGIN_H
#include "editor/editor_plugin.h"
#include "editor/plugins/curve_editor_plugin.h"
#include "editor/plugins/editor_resource_conversion_plugin.h"
#include "editor/property_editor.h"
#include "scene/gui/button.h"
#include "scene/gui/code_edit.h"
#include "scene/gui/graph_edit.h"
#include "scene/gui/popup.h"
#include "scene/gui/rich_text_label.h"
#include "scene/gui/tree.h"
#include "scene/resources/visual_shader.h"
class VisualShaderEditor;
class VisualShaderNodePlugin : public RefCounted {
GDCLASS(VisualShaderNodePlugin, RefCounted);
protected:
VisualShaderEditor *vseditor = nullptr;
protected:
static void _bind_methods();
GDVIRTUAL2RC(Object *, _create_editor, Ref<Resource>, Ref<VisualShaderNode>)
public:
void set_editor(VisualShaderEditor *p_editor);
virtual Control *create_editor(const Ref<Resource> &p_parent_resource, const Ref<VisualShaderNode> &p_node);
};
class VisualShaderGraphPlugin : public RefCounted {
GDCLASS(VisualShaderGraphPlugin, RefCounted);
private:
VisualShaderEditor *editor = nullptr;
struct InputPort {
Button *default_input_button = nullptr;
};
struct Port {
TextureButton *preview_button = nullptr;
};
struct Link {
VisualShader::Type type = VisualShader::Type::TYPE_MAX;
VisualShaderNode *visual_node = nullptr;
GraphNode *graph_node = nullptr;
bool preview_visible = false;
int preview_pos = 0;
HashMap<int, InputPort> input_ports;
HashMap<int, Port> output_ports;
VBoxContainer *preview_box = nullptr;
LineEdit *uniform_name = nullptr;
CodeEdit *expression_edit = nullptr;
CurveEditor *curve_editors[3] = { nullptr, nullptr, nullptr };
};
Ref<VisualShader> visual_shader;
HashMap<int, Link> links;
List<VisualShader::Connection> connections;
bool dirty = false;
Color vector_expanded_color[4];
protected:
static void _bind_methods();
public:
void set_editor(VisualShaderEditor *p_editor);
void register_shader(VisualShader *p_visual_shader);
void set_connections(const List<VisualShader::Connection> &p_connections);
void register_link(VisualShader::Type p_type, int p_id, VisualShaderNode *p_visual_node, GraphNode *p_graph_node);
void register_output_port(int p_id, int p_port, TextureButton *p_button);
void register_uniform_name(int p_id, LineEdit *p_uniform_name);
void register_default_input_button(int p_node_id, int p_port_id, Button *p_button);
void register_expression_edit(int p_node_id, CodeEdit *p_expression_edit);
void register_curve_editor(int p_node_id, int p_index, CurveEditor *p_curve_editor);
void clear_links();
void set_shader_type(VisualShader::Type p_type);
bool is_preview_visible(int p_id) const;
bool is_dirty() const;
void make_dirty(bool p_enabled);
void update_node(VisualShader::Type p_type, int p_id);
void update_node_deferred(VisualShader::Type p_type, int p_node_id);
void add_node(VisualShader::Type p_type, int p_id);
void remove_node(VisualShader::Type p_type, int p_id);
void connect_nodes(VisualShader::Type p_type, int p_from_node, int p_from_port, int p_to_node, int p_to_port);
void disconnect_nodes(VisualShader::Type p_type, int p_from_node, int p_from_port, int p_to_node, int p_to_port);
void show_port_preview(VisualShader::Type p_type, int p_node_id, int p_port_id);
void set_node_position(VisualShader::Type p_type, int p_id, const Vector2 &p_position);
void refresh_node_ports(VisualShader::Type p_type, int p_node);
void set_input_port_default_value(VisualShader::Type p_type, int p_node_id, int p_port_id, Variant p_value);
void update_uniform_refs();
void set_uniform_name(VisualShader::Type p_type, int p_node_id, const String &p_name);
void update_curve(int p_node_id);
void update_curve_xyz(int p_node_id);
void set_expression(VisualShader::Type p_type, int p_node_id, const String &p_expression);
int get_constant_index(float p_constant) const;
void update_node_size(int p_node_id);
void update_theme();
VisualShader::Type get_shader_type() const;
VisualShaderGraphPlugin();
~VisualShaderGraphPlugin();
};
class VisualShaderEditor : public VBoxContainer {
GDCLASS(VisualShaderEditor, VBoxContainer);
friend class VisualShaderGraphPlugin;
CustomPropertyEditor *property_editor = nullptr;
int editing_node = -1;
int editing_port = -1;
Ref<VisualShader> visual_shader;
GraphEdit *graph = nullptr;
Button *add_node = nullptr;
Button *varying_button = nullptr;
PopupMenu *varying_options = nullptr;
Button *preview_shader = nullptr;
OptionButton *edit_type = nullptr;
OptionButton *edit_type_standard = nullptr;
OptionButton *edit_type_particles = nullptr;
OptionButton *edit_type_sky = nullptr;
OptionButton *edit_type_fog = nullptr;
CheckBox *custom_mode_box = nullptr;
bool custom_mode_enabled = false;
bool pending_update_preview = false;
bool shader_error = false;
Window *preview_window = nullptr;
VBoxContainer *preview_vbox = nullptr;
CodeEdit *preview_text = nullptr;
Ref<CodeHighlighter> syntax_highlighter = nullptr;
PanelContainer *error_panel = nullptr;
Label *error_label = nullptr;
UndoRedo *undo_redo = nullptr;
Point2 saved_node_pos;
bool saved_node_pos_dirty = false;
ConfirmationDialog *members_dialog = nullptr;
VisualShaderNode::PortType members_input_port_type = VisualShaderNode::PORT_TYPE_MAX;
VisualShaderNode::PortType members_output_port_type = VisualShaderNode::PORT_TYPE_MAX;
PopupMenu *popup_menu = nullptr;
PopupMenu *constants_submenu = nullptr;
MenuButton *tools = nullptr;
ConfirmationDialog *add_varying_dialog = nullptr;
OptionButton *varying_type = nullptr;
LineEdit *varying_name = nullptr;
OptionButton *varying_mode = nullptr;
Label *varying_error_label = nullptr;
ConfirmationDialog *remove_varying_dialog = nullptr;
Tree *varyings = nullptr;
PopupPanel *comment_title_change_popup = nullptr;
LineEdit *comment_title_change_edit = nullptr;
PopupPanel *comment_desc_change_popup = nullptr;
TextEdit *comment_desc_change_edit = nullptr;
bool preview_first = true;
bool preview_showed = false;
enum ShaderModeFlags {
MODE_FLAGS_SPATIAL_CANVASITEM = 1,
MODE_FLAGS_SKY = 2,
MODE_FLAGS_PARTICLES = 4,
MODE_FLAGS_FOG = 8,
};
int mode = MODE_FLAGS_SPATIAL_CANVASITEM;
enum TypeFlags {
TYPE_FLAGS_VERTEX = 1,
TYPE_FLAGS_FRAGMENT = 2,
TYPE_FLAGS_LIGHT = 4,
};
enum ParticlesTypeFlags {
TYPE_FLAGS_EMIT = 1,
TYPE_FLAGS_PROCESS = 2,
TYPE_FLAGS_COLLIDE = 4,
TYPE_FLAGS_EMIT_CUSTOM = 8,
TYPE_FLAGS_PROCESS_CUSTOM = 16,
};
enum SkyTypeFlags {
TYPE_FLAGS_SKY = 1,
};
enum FogTypeFlags {
TYPE_FLAGS_FOG = 1,
};
enum ToolsMenuOptions {
EXPAND_ALL,
COLLAPSE_ALL
};
enum NodeMenuOptions {
ADD,
SEPARATOR, // ignore
CUT,
COPY,
PASTE,
DELETE,
DUPLICATE,
CLEAR_COPY_BUFFER,
SEPARATOR2, // ignore
FLOAT_CONSTANTS,
CONVERT_CONSTANTS_TO_UNIFORMS,
CONVERT_UNIFORMS_TO_CONSTANTS,
SEPARATOR3, // ignore
SET_COMMENT_TITLE,
SET_COMMENT_DESCRIPTION,
};
enum class VaryingMenuOptions {
ADD,
REMOVE,
};
Tree *members = nullptr;
AcceptDialog *alert = nullptr;
LineEdit *node_filter = nullptr;
RichTextLabel *node_desc = nullptr;
Label *highend_label = nullptr;
void _tools_menu_option(int p_idx);
void _show_members_dialog(bool at_mouse_pos, VisualShaderNode::PortType p_input_port_type = VisualShaderNode::PORT_TYPE_MAX, VisualShaderNode::PortType p_output_port_type = VisualShaderNode::PORT_TYPE_MAX);
void _show_varying_menu();
void _varying_menu_id_pressed(int p_idx);
void _show_add_varying_dialog();
void _show_remove_varying_dialog();
void _update_nodes();
void _update_graph();
struct AddOption {
String name;
String category;
String type;
String description;
Vector<Variant> ops;
Ref<Script> script;
int mode = 0;
int return_type = 0;
int func = 0;
bool highend = false;
bool is_custom = false;
int temp_idx = 0;
AddOption(const String &p_name = String(), const String &p_category = String(), const String &p_sub_category = String(), const String &p_type = String(), const String &p_description = String(), const Vector<Variant> &p_ops = Vector<Variant>(), int p_return_type = -1, int p_mode = -1, int p_func = -1, bool p_highend = false) {
name = p_name;
type = p_type;
category = p_category + "/" + p_sub_category;
description = p_description;
ops = p_ops;
return_type = p_return_type;
mode = p_mode;
func = p_func;
highend = p_highend;
}
};
struct _OptionComparator {
_FORCE_INLINE_ bool operator()(const AddOption &a, const AddOption &b) const {
return a.category.count("/") > b.category.count("/") || (a.category + "/" + a.name).naturalnocasecmp_to(b.category + "/" + b.name) < 0;
}
};
Vector<AddOption> add_options;
int cubemap_node_option_idx;
int texture2d_node_option_idx;
int texture2d_array_node_option_idx;
int texture3d_node_option_idx;
int custom_node_option_idx;
int curve_node_option_idx;
int curve_xyz_node_option_idx;
List<String> keyword_list;
List<VisualShaderNodeUniformRef> uniform_refs;
void _draw_color_over_button(Object *obj, Color p_color);
void _setup_node(VisualShaderNode *p_node, const Vector<Variant> &p_ops);
void _add_node(int p_idx, const Vector<Variant> &p_ops, String p_resource_path = "", int p_node_idx = -1);
void _add_varying(const String &p_name, VisualShader::VaryingMode p_mode, VisualShader::VaryingType p_type);
void _remove_varying(const String &p_name);
void _update_options_menu();
void _set_mode(int p_which);
void _show_preview_text();
void _preview_close_requested();
void _preview_size_changed();
void _update_preview();
String _get_description(int p_idx);
struct DragOp {
VisualShader::Type type = VisualShader::Type::TYPE_MAX;
int node = 0;
Vector2 from;
Vector2 to;
};
List<DragOp> drag_buffer;
bool drag_dirty = false;
void _node_dragged(const Vector2 &p_from, const Vector2 &p_to, int p_node);
void _nodes_dragged();
bool updating = false;
void _connection_request(const String &p_from, int p_from_index, const String &p_to, int p_to_index);
void _disconnection_request(const String &p_from, int p_from_index, const String &p_to, int p_to_index);
void _scroll_changed(const Vector2 &p_scroll);
void _node_selected(Object *p_node);
void _delete_nodes(int p_type, const List<int> &p_nodes);
void _delete_node_request(int p_type, int p_node);
void _delete_nodes_request(const TypedArray<StringName> &p_nodes);
void _node_changed(int p_id);
void _edit_port_default_input(Object *p_button, int p_node, int p_port);
void _port_edited();
int to_node = -1;
int to_slot = -1;
int from_node = -1;
int from_slot = -1;
HashSet<int> selected_constants;
HashSet<int> selected_uniforms;
int selected_comment = -1;
int selected_float_constant = -1;
void _convert_constants_to_uniforms(bool p_vice_versa);
void _replace_node(VisualShader::Type p_type_id, int p_node_id, const StringName &p_from, const StringName &p_to);
void _update_constant(VisualShader::Type p_type_id, int p_node_id, Variant p_var, int p_preview_port);
void _update_uniform(VisualShader::Type p_type_id, int p_node_id, Variant p_var, int p_preview_port);
void _connection_to_empty(const String &p_from, int p_from_slot, const Vector2 &p_release_position);
void _connection_from_empty(const String &p_to, int p_to_slot, const Vector2 &p_release_position);
void _comment_title_popup_show(const Point2 &p_position, int p_node_id);
void _comment_title_popup_hide();
void _comment_title_popup_focus_out();
void _comment_title_text_changed(const String &p_new_text);
void _comment_title_text_submitted(const String &p_new_text);
void _comment_desc_popup_show(const Point2 &p_position, int p_node_id);
void _comment_desc_popup_hide();
void _comment_desc_confirm();
void _comment_desc_text_changed();
void _uniform_line_edit_changed(const String &p_text, int p_node_id);
void _uniform_line_edit_focus_out(Object *line_edit, int p_node_id);
void _port_name_focus_out(Object *line_edit, int p_node_id, int p_port_id, bool p_output);
struct CopyItem {
int id;
Ref<VisualShaderNode> node;
Vector2 position;
Vector2 size;
String group_inputs;
String group_outputs;
String expression;
bool disabled = false;
};
void _dup_copy_nodes(int p_type, List<CopyItem> &r_nodes, List<VisualShader::Connection> &r_connections);
void _dup_paste_nodes(int p_type, List<CopyItem> &r_items, const List<VisualShader::Connection> &p_connections, const Vector2 &p_offset, bool p_duplicate);
void _duplicate_nodes();
static Vector2 selection_center;
static List<CopyItem> copy_items_buffer;
static List<VisualShader::Connection> copy_connections_buffer;
void _clear_copy_buffer();
void _copy_nodes(bool p_cut);
void _paste_nodes(bool p_use_custom_position = false, const Vector2 &p_custom_position = Vector2());
Vector<Ref<VisualShaderNodePlugin>> plugins;
Ref<VisualShaderGraphPlugin> graph_plugin;
void _mode_selected(int p_id);
void _custom_mode_toggled(bool p_enabled);
void _input_select_item(Ref<VisualShaderNodeInput> input, String name);
void _uniform_select_item(Ref<VisualShaderNodeUniformRef> p_uniform, String p_name);
void _varying_select_item(Ref<VisualShaderNodeVarying> p_varying, String p_name);
void _float_constant_selected(int p_which);
VisualShader::Type get_current_shader_type() const;
void _add_input_port(int p_node, int p_port, int p_port_type, const String &p_name);
void _remove_input_port(int p_node, int p_port);
void _change_input_port_type(int p_type, int p_node, int p_port);
void _change_input_port_name(const String &p_text, Object *p_line_edit, int p_node, int p_port);
void _add_output_port(int p_node, int p_port, int p_port_type, const String &p_name);
void _remove_output_port(int p_node, int p_port);
void _change_output_port_type(int p_type, int p_node, int p_port);
void _change_output_port_name(const String &p_text, Object *p_line_edit, int p_node, int p_port);
void _expand_output_port(int p_node, int p_port, bool p_expand);
void _expression_focus_out(Object *code_edit, int p_node);
void _set_node_size(int p_type, int p_node, const Size2 &p_size);
void _node_resized(const Vector2 &p_new_size, int p_type, int p_node);
void _preview_select_port(int p_node, int p_port);
void _graph_gui_input(const Ref<InputEvent> &p_event);
void _member_filter_changed(const String &p_text);
void _sbox_input(const Ref<InputEvent> &p_ie);
void _member_selected();
void _member_unselected();
void _member_create();
void _member_cancel();
void _varying_create();
void _varying_name_changed(const String &p_text);
void _varying_deleted();
void _varying_selected();
void _varying_unselected();
void _update_varying_tree();
Vector2 menu_point;
void _node_menu_id_pressed(int p_idx);
Variant get_drag_data_fw(const Point2 &p_point, Control *p_from);
bool can_drop_data_fw(const Point2 &p_point, const Variant &p_data, Control *p_from) const;
void drop_data_fw(const Point2 &p_point, const Variant &p_data, Control *p_from);
bool _is_available(int p_mode);
void _update_created_node(GraphNode *node);
void _update_uniforms(bool p_update_refs);
void _update_uniform_refs(HashSet<String> &p_names);
void _update_varyings();
void _visibility_changed();
protected:
void _notification(int p_what);
static void _bind_methods();
public:
void update_nodes();
void add_plugin(const Ref<VisualShaderNodePlugin> &p_plugin);
void remove_plugin(const Ref<VisualShaderNodePlugin> &p_plugin);
VisualShaderGraphPlugin *get_graph_plugin() { return graph_plugin.ptr(); }
void clear_custom_types();
void add_custom_type(const String &p_name, const Ref<Script> &p_script, const String &p_description, int p_return_icon_type, const String &p_category, bool p_highend);
virtual Size2 get_minimum_size() const override;
void edit(VisualShader *p_visual_shader);
VisualShaderEditor();
};
class VisualShaderNodePluginDefault : public VisualShaderNodePlugin {
GDCLASS(VisualShaderNodePluginDefault, VisualShaderNodePlugin);
public:
virtual Control *create_editor(const Ref<Resource> &p_parent_resource, const Ref<VisualShaderNode> &p_node) override;
};
class EditorPropertyShaderMode : public EditorProperty {
GDCLASS(EditorPropertyShaderMode, EditorProperty);
OptionButton *options = nullptr;
void _option_selected(int p_which);
protected:
static void _bind_methods();
public:
void setup(const Vector<String> &p_options);
virtual void update_property() override;
void set_option_button_clip(bool p_enable);
EditorPropertyShaderMode();
};
class EditorInspectorShaderModePlugin : public EditorInspectorPlugin {
GDCLASS(EditorInspectorShaderModePlugin, EditorInspectorPlugin);
public:
virtual bool can_handle(Object *p_object) override;
virtual bool parse_property(Object *p_object, const Variant::Type p_type, const String &p_path, const PropertyHint p_hint, const String &p_hint_text, const uint32_t p_usage, const bool p_wide = false) override;
};
class VisualShaderNodePortPreview : public Control {
GDCLASS(VisualShaderNodePortPreview, Control);
Ref<VisualShader> shader;
VisualShader::Type type = VisualShader::Type::TYPE_MAX;
int node = 0;
int port = 0;
void _shader_changed(); //must regen
protected:
void _notification(int p_what);
static void _bind_methods();
public:
virtual Size2 get_minimum_size() const override;
void setup(const Ref<VisualShader> &p_shader, VisualShader::Type p_type, int p_node, int p_port);
};
class VisualShaderConversionPlugin : public EditorResourceConversionPlugin {
GDCLASS(VisualShaderConversionPlugin, EditorResourceConversionPlugin);
public:
virtual String converts_to() const override;
virtual bool handles(const Ref<Resource> &p_resource) const override;
virtual Ref<Resource> convert(const Ref<Resource> &p_resource) const override;
};
#endif // VISUAL_SHADER_EDITOR_PLUGIN_H