Merge pull request #89190 from AThousandShips/vis_cat

Fix some missing categories in visual shader nodes
This commit is contained in:
Rémi Verschelde 2024-03-08 13:09:34 +01:00
commit d195346b59
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GPG key ID: C3336907360768E1
3 changed files with 32 additions and 10 deletions

View file

@ -514,6 +514,8 @@ public:
virtual Vector<StringName> get_editable_properties() const override;
virtual bool is_use_prop_slots() const override;
virtual Category get_category() const override { return CATEGORY_TEXTURES; }
VisualShaderNodeCurveXYZTexture();
};
@ -657,6 +659,8 @@ public:
virtual Vector<StringName> get_editable_properties() const override;
virtual String get_warning(Shader::Mode p_mode, VisualShader::Type p_type) const override;
virtual Category get_category() const override { return CATEGORY_TEXTURES; }
VisualShaderNodeCubemap();
};
@ -832,6 +836,8 @@ public:
virtual Vector<StringName> get_editable_properties() const override;
virtual Category get_category() const override { return CATEGORY_SCALAR; }
VisualShaderNodeIntOp();
};
@ -880,6 +886,8 @@ public:
virtual Vector<StringName> get_editable_properties() const override;
virtual Category get_category() const override { return CATEGORY_SCALAR; }
VisualShaderNodeUIntOp();
};
@ -1502,6 +1510,8 @@ public:
virtual String generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview = false) const override;
virtual Category get_category() const override { return CATEGORY_VECTOR; }
VisualShaderNodeDotProduct();
};
@ -1548,6 +1558,8 @@ public:
virtual String generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview = false) const override;
virtual Category get_category() const override { return CATEGORY_VECTOR; }
VisualShaderNodeDeterminant();
};
@ -1591,6 +1603,14 @@ public:
virtual String generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview = false) const override;
virtual Category get_category() const override {
if (op_type == OP_TYPE_FLOAT || op_type == OP_TYPE_INT || op_type == OP_TYPE_UINT) {
return CATEGORY_SCALAR;
} else {
return CATEGORY_VECTOR;
}
}
VisualShaderNodeClamp();
};
@ -1990,8 +2010,6 @@ public:
virtual void set_op_type(OpType p_op_type) override;
virtual String generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview = false) const override;
virtual Category get_category() const override { return CATEGORY_VECTOR; }
VisualShaderNodeVectorDecompose();
};
@ -2734,6 +2752,8 @@ public:
virtual bool is_generate_input_var(int p_port) const override;
virtual String generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview = false) const override;
virtual Category get_category() const override { return CATEGORY_UTILITY; }
VisualShaderNodeFresnel();
};

View file

@ -75,8 +75,6 @@ public:
virtual String generate_global_per_node(Shader::Mode p_mode, int p_id) const override;
virtual String generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview = false) const override;
virtual Category get_category() const override { return CATEGORY_PARTICLE; }
VisualShaderNodeParticleSphereEmitter();
};
@ -94,8 +92,6 @@ public:
virtual String generate_global_per_node(Shader::Mode p_mode, int p_id) const override;
virtual String generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview = false) const override;
virtual Category get_category() const override { return CATEGORY_PARTICLE; }
VisualShaderNodeParticleBoxEmitter();
};
@ -112,8 +108,6 @@ public:
virtual String generate_global_per_node(Shader::Mode p_mode, int p_id) const override;
virtual String generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview = false) const override;
virtual Category get_category() const override { return CATEGORY_PARTICLE; }
VisualShaderNodeParticleRingEmitter();
};
@ -166,8 +160,6 @@ public:
HashMap<StringName, String> get_editable_properties_names() const override;
Vector<VisualShader::DefaultTextureParam> get_default_texture_parameters(VisualShader::Type p_type, int p_id) const override;
virtual Category get_category() const override { return CATEGORY_PARTICLE; }
VisualShaderNodeParticleMeshEmitter();
};

View file

@ -49,6 +49,8 @@ public:
virtual String generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview = false) const override;
virtual Category get_category() const override { return CATEGORY_TEXTURES; }
VisualShaderNodeSDFToScreenUV();
};
@ -69,6 +71,8 @@ public:
virtual bool is_input_port_default(int p_port, Shader::Mode p_mode) const override;
virtual String generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview = false) const override;
virtual Category get_category() const override { return CATEGORY_TEXTURES; }
VisualShaderNodeScreenUVToSDF();
};
@ -88,6 +92,8 @@ public:
virtual String generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview = false) const override;
virtual Category get_category() const override { return CATEGORY_TEXTURES; }
VisualShaderNodeTextureSDF();
};
@ -107,6 +113,8 @@ public:
virtual String generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview = false) const override;
virtual Category get_category() const override { return CATEGORY_TEXTURES; }
VisualShaderNodeTextureSDFNormal();
};
@ -126,6 +134,8 @@ public:
virtual String generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview = false) const override;
virtual Category get_category() const override { return CATEGORY_TEXTURES; }
VisualShaderNodeSDFRaymarch();
};