Drag & drop 3d/2d array/cubemap texture to visual shader

This commit is contained in:
Yuri Roubinsky 2020-09-29 15:27:36 +03:00
parent aed16c8f84
commit 2652debde0
2 changed files with 46 additions and 8 deletions

View file

@ -1546,9 +1546,24 @@ void VisualShaderEditor::_add_custom_node(const String &p_path) {
}
}
void VisualShaderEditor::_add_texture_node(const String &p_path) {
VisualShaderNodeTexture *texture = (VisualShaderNodeTexture *)_add_node(texture_node_option_idx, -1);
texture->set_texture(ResourceLoader::load(p_path));
void VisualShaderEditor::_add_cubemap_node(const String &p_path) {
VisualShaderNodeCubemap *cubemap = (VisualShaderNodeCubemap *)_add_node(cubemap_node_option_idx, -1);
cubemap->set_cube_map(ResourceLoader::load(p_path));
}
void VisualShaderEditor::_add_texture2d_node(const String &p_path) {
VisualShaderNodeTexture *texture2d = (VisualShaderNodeTexture *)_add_node(texture2d_node_option_idx, -1);
texture2d->set_texture(ResourceLoader::load(p_path));
}
void VisualShaderEditor::_add_texture2d_array_node(const String &p_path) {
VisualShaderNodeTexture2DArray *texture2d_array = (VisualShaderNodeTexture2DArray *)_add_node(texture2d_array_node_option_idx, -1);
texture2d_array->set_texture_array(ResourceLoader::load(p_path));
}
void VisualShaderEditor::_add_texture3d_node(const String &p_path) {
VisualShaderNodeTexture3D *texture3d = (VisualShaderNodeTexture3D *)_add_node(texture3d_node_option_idx, -1);
texture3d->set_texture(ResourceLoader::load(p_path));
}
VisualShaderNode *VisualShaderEditor::_add_node(int p_idx, int p_op_idx) {
@ -2598,7 +2613,22 @@ void VisualShaderEditor::drop_data_fw(const Point2 &p_point, const Variant &p_da
} else if (ClassDB::get_parent_class(type) == "Texture2D") {
saved_node_pos = p_point + Vector2(0, j * 210 * EDSCALE);
saved_node_pos_dirty = true;
_add_texture_node(arr[i]);
_add_texture2d_node(arr[i]);
j++;
} else if (type == "Texture2DArray") {
saved_node_pos = p_point + Vector2(0, j * 210 * EDSCALE);
saved_node_pos_dirty = true;
_add_texture2d_array_node(arr[i]);
j++;
} else if (ClassDB::get_parent_class(type) == "Texture3D") {
saved_node_pos = p_point + Vector2(0, j * 210 * EDSCALE);
saved_node_pos_dirty = true;
_add_texture3d_node(arr[i]);
j++;
} else if (type == "Cubemap") {
saved_node_pos = p_point + Vector2(0, j * 210 * EDSCALE);
saved_node_pos_dirty = true;
_add_cubemap_node(arr[i]);
j++;
}
}
@ -3207,11 +3237,13 @@ VisualShaderEditor::VisualShaderEditor() {
add_options.push_back(AddOption("IntUniform", "Scalar", "Variables", "VisualShaderNodeIntUniform", TTR("Scalar integer uniform."), -1, VisualShaderNode::PORT_TYPE_SCALAR_INT));
// TEXTURES
cubemap_node_option_idx = add_options.size();
add_options.push_back(AddOption("CubeMap", "Textures", "Functions", "VisualShaderNodeCubemap", TTR("Perform the cubic texture lookup."), -1, -1));
texture_node_option_idx = add_options.size();
texture2d_node_option_idx = add_options.size();
add_options.push_back(AddOption("Texture2D", "Textures", "Functions", "VisualShaderNodeTexture", TTR("Perform the 2D texture lookup."), -1, -1));
texture2d_array_node_option_idx = add_options.size();
add_options.push_back(AddOption("Texture2DArray", "Textures", "Functions", "VisualShaderNodeTexture2DArray", TTR("Perform the 2D-array texture lookup."), -1, -1, -1, -1, -1));
texture3d_node_option_idx = add_options.size();
add_options.push_back(AddOption("Texture3D", "Textures", "Functions", "VisualShaderNodeTexture3D", TTR("Perform the 3D texture lookup."), -1, -1));
add_options.push_back(AddOption("CubeMapUniform", "Textures", "Variables", "VisualShaderNodeCubemapUniform", TTR("Cubic texture uniform lookup."), -1, -1));

View file

@ -241,7 +241,10 @@ class VisualShaderEditor : public VBoxContainer {
};
Vector<AddOption> add_options;
int texture_node_option_idx;
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;
List<String> keyword_list;
@ -250,7 +253,10 @@ class VisualShaderEditor : public VBoxContainer {
void _draw_color_over_button(Object *obj, Color p_color);
void _add_custom_node(const String &p_path);
void _add_texture_node(const String &p_path);
void _add_cubemap_node(const String &p_path);
void _add_texture2d_node(const String &p_path);
void _add_texture2d_array_node(const String &p_path);
void _add_texture3d_node(const String &p_path);
VisualShaderNode *_add_node(int p_idx, int p_op_idx = -1);
void _update_options_menu();
void _set_mode(int p_which);