Commit graph

112 commits

Author SHA1 Message Date
Yuri Roubinsky
07e752585c Fixed invalid visual shader outputs (TRANSMISSION, ALPHA_SCISSOR) 2020-11-28 20:42:59 +03:00
Aaron Franke
02161aad5a
Remove empty lines around braces with the formatting script 2020-11-16 23:38:11 -05:00
reduz
127458ed17 Reorganized core/ directory, it was too fatty already
-Removed FuncRef, since Callable makes it obsolete
-Removed int_types.h as its obsolete in c++11+
-Changed color names code
2020-11-07 20:17:12 -03:00
Luke Costello
65eb02b236 Visual Shader Parenthesis fix
missing parenthesis were added to prevent conditional statement from interacting with operations
2020-10-27 03:20:29 -04:00
Yuri Roubinsky
f402e1e675 Added VisualShaderNodeCurve to easy gather data from a CurveTexture 2020-10-18 09:57:15 +03:00
Yuri Roubinsky
f4eef287f9 Adds Metallic to spatial light input of visual shaders 2020-10-10 16:55:36 +03:00
Yuri Roubinsky
dc713e149f Fix VisualShaderNode::set_output_port_connected 2020-10-02 09:06:13 +03:00
Yuri Roubinsky
81a44a4145 Fix expressions nodes in visual shaders 2020-09-22 23:07:55 +03:00
Yuri Roubinsky
07fb960a88 Fix some bugs in visual shader editor 2020-09-21 22:19:20 +03:00
Yuri Roubinsky
ca9b3e929b Fix triplanar texture code generation in visual shaders 2020-09-11 18:23:26 +03:00
Yuri Roubinsky
01191178bf
Merge pull request #41955 from Chaosus/vs_performance_fix3
Improve performance of Add/Remove/Connect/Change nodes in visual shader
2020-09-11 16:24:11 +03:00
Yuri Roubinsky
8dbf3d7c44 Improve performance of Add/Remove/Connect/Change nodes in visual shader 2020-09-11 15:45:18 +03:00
Rémi Verschelde
a2a78a8066
doc: Sync classref with current source
Bind missing enums.
2020-09-11 12:22:10 +02:00
Yuri Roubinsky
14a24fa19c Improve performance for Show/Hide port preview in visual shaders 2020-09-09 19:24:55 +03:00
Yuri Roubinsky
ea49d8b9d5 Improve performance of Undo:change node position in visual shader 2020-09-09 11:29:40 +03:00
Yuri Roubinsky
e50b2e58b2 Added active boolean to particles mode output in visual shaders 2020-09-07 19:21:22 +03:00
Yuri Roubinsky
dc6685d28f Remakes particles in visual shaders 2020-09-07 13:33:51 +03:00
Yuri Roubinsky
e2aca7e047 Fix some broken visual shader nodes 2020-09-07 12:39:20 +03:00
Yuri Roubinsky
f188c41ffd Cleanup constructor code in visual shader nodes 2020-09-05 16:13:38 +03:00
Rémi Verschelde
de284f931d
doc: Sync classref with current source 2020-09-04 10:43:11 +02:00
Yuri Roubinsky
58f0aa44d1
Merge pull request #41724 from Chaosus/vs_fix_particles
Restore Particles functionality in visual shader
2020-09-03 11:18:09 +03:00
Yuri Roubinsky
c291b1d23c Restore Particles functionality in visual shader 2020-09-03 10:22:00 +03:00
Yuri Roubinsky
4e2d699745 Fix specular render_mode for visual shaders 2020-08-28 12:50:46 +03:00
Yuri Roubinsky
4d52456613 Fix small reconnection bug in visual shader 2020-07-31 10:40:05 +03:00
Yuri Roubinsky
7ddaff47a3 Added UniformRef visual shader node 2020-07-28 14:44:53 +03:00
Yuri Roubinsky
167f033782 Optimize code generation for fresnel node in visual shaders 2020-07-27 11:35:53 +03:00
Yuri Roubinsky
5dfef9d8bc Removes redundant code generation in VisualShaderNodeTextureUniform 2020-07-26 04:28:07 +03:00
Yuri Roubinsky
cc6ca5f1eb Use path instead classname to prevent errors for exported visual shaders 2020-06-15 21:44:03 +03:00
Rémi Verschelde
0ee0fa42e6 Style: Enforce braces around if blocks and loops
Using clang-tidy's `readability-braces-around-statements`.
https://clang.llvm.org/extra/clang-tidy/checks/readability-braces-around-statements.html
2020-05-14 21:57:34 +02:00
Rémi Verschelde
07bc4e2f96 Style: Enforce separation line between function definitions
I couldn't find a tool that enforces it, so I went the manual route:
```
find -name "thirdparty" -prune \
  -o -name "*.cpp" -o -name "*.h" -o -name "*.m" -o -name "*.mm" \
  -o -name "*.glsl" > files
perl -0777 -pi -e 's/\n}\n([^#])/\n}\n\n\1/g' $(cat files)
misc/scripts/fix_style.sh -c
```

This adds a newline after all `}` on the first column, unless they
are followed by `#` (typically `#endif`). This leads to having lots
of places with two lines between function/class definitions, but
clang-format then fixes it as we enforce max one line of separation.

This doesn't fix potential occurrences of function definitions which
are indented (e.g. for a helper class defined in a .cpp), but it's
better than nothing. Also can't be made to run easily on CI/hooks so
we'll have to be careful with new code.

Part of #33027.
2020-05-14 16:54:55 +02:00
Rémi Verschelde
0be6d925dc Style: clang-format: Disable KeepEmptyLinesAtTheStartOfBlocks
Which means that reduz' beloved style which we all became used to
will now be changed automatically to remove the first empty line.

This makes us lean closer to 1TBS (the one true brace style) instead
of hybridating it with some Allman-inspired spacing.

There's still the case of braces around single-statement blocks that
needs to be addressed (but clang-format can't help with that, but
clang-tidy may if we agree about it).

Part of #33027.
2020-05-14 16:54:55 +02:00
Rémi Verschelde
69de7ce38c Style: clang-format: Disable AllowShortCaseLabelsOnASingleLine
Part of #33027.
2020-05-10 13:13:54 +02:00
Rémi Verschelde
42649565e9
Merge pull request #38475 from Chaosus/vs_quals
Added uniform qualifiers to visual shaders
2020-05-06 07:27:35 +02:00
Yuri Roubinsky
463e4ad0f5 Some fixes for canvas item visual shader inputs 2020-05-05 13:19:36 +03:00
Yuri Roubinsky
082542b525 Added uniform qualifiers to visual shaders 2020-05-05 11:25:48 +03:00
Yuri Roubinsky
8dfe6716ec Adds warning to the uniform name in visual shader if its equal to keyword 2020-04-06 12:29:50 +03:00
lupoDharkael
95a1400a2a Replace NULL with nullptr 2020-04-02 13:38:00 +02:00
Thakee Nathees
cb53b1d88e some typo in method binds fixed 2020-04-01 14:01:18 +05:30
Juan Linietsky
a6f3bc7c69 Renaming of servers for coherency.
VisualServer -> RenderingServer
PhysicsServer -> PhysicsServer3D
Physics2DServer -> PhysicsServer2D
NavigationServer -> NavigationServer3D
Navigation2DServer -> NavigationServer2D

Also renamed corresponding files.
2020-03-27 15:21:27 -03:00
Juan Linietsky
eaae4b6408 Renamed 2D and 3D nodes to make their types explicit
Fixes #30736.
2020-03-27 14:54:04 +01:00
Yuri Roubinsky
898b843718 Added sky shader mode to visual shaders 2020-03-25 19:04:42 +03:00
Rémi Verschelde
01afc442c7 Signals: Port connect calls to use callable_mp
Remove now unnecessary bindings of signal callbacks in the public API.
There might be some false positives that need rebinding if they were
meant to be public.

No regular expressions were harmed in the making of this commit.
(Nah, just kidding.)
2020-02-28 14:24:09 +01:00
Yuri Roubinsky
1e8108310a Changed float type to int for INDEX visual shader input 2020-02-26 16:39:42 +03:00
Yuri Roubinsky
4a3d277623 Add support for integer type in visual shaders 2020-02-26 10:12:06 +03:00
Juan Linietsky
33b5c57199 Variant: Added 64-bit packed arrays, renamed Variant::REAL to FLOAT.
- Renames PackedIntArray to PackedInt32Array.
- Renames PackedFloatArray to PackedFloat32Array.
- Adds PackedInt64Array and PackedFloat64Array.
- Renames Variant::REAL to Variant::FLOAT for consistency.

Packed arrays are for storing large amount of data and creating stuff like
meshes, buffers. textures, etc. Forcing them to be 64 is a huge waste of
memory. That said, many users requested the ability to have 64 bits packed
arrays for their games, so this is just an optional added type.

For Variant, the float datatype is always 64 bits, and exposed as `float`.

We still have `real_t` which is the datatype that can change from 32 to 64
bits depending on a compile flag (not entirely working right now, but that's
the idea). It affects math related datatypes and code only.

Neither Variant nor PackedArray make use of real_t, which is only intended
for math precision, so the term is removed from there to keep only float.
2020-02-25 12:55:53 +01:00
Yuri Roubinsky
7c1415b99b
Merge pull request #36421 from Chaosus/vs_sort_custom_nods
Refactor node processing in visual shader member dialog
2020-02-21 21:34:03 +03:00
Yuri Roubinsky
b78b37ed3f Refactor node processing in visual shader member dialog 2020-02-21 18:34:31 +03:00
Juan Linietsky
3c0059650d Added StringName as a variant type.
Also changed all relevant properties defined manually to StringName.
2020-02-21 14:25:29 +01:00
Juan Linietsky
69c95f4b4c Reworked signal connection system, added support for Callable and Signal objects and made them default. 2020-02-20 08:24:50 +01:00
Juan Linietsky
3205a92ad8 PoolVector is gone, replaced by Vector
Typed `PoolTypeArray` types are now renamed `PackedTypeArray` and are
sugar for `Vector<Type>`.
2020-02-18 10:10:36 +01:00