virtualx-engine/editor/plugins/visual_shader_editor_plugin.h
reduz 746dddc067 Replace most uses of Map by HashMap
* Map is unnecessary and inefficient in almost every case.
* Replaced by the new HashMap.
* Renamed Map to RBMap and Set to RBSet for cases that still make sense
  (order matters) but use is discouraged.

There were very few cases where replacing by HashMap was undesired because
keeping the key order was intended.
I tried to keep those (as RBMap) as much as possible, but might have missed
some. Review appreciated!
2022-05-16 10:37:48 +02:00

569 lines
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/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 VisualShaderNodePlugin : public RefCounted {
GDCLASS(VisualShaderNodePlugin, RefCounted);
protected:
static void _bind_methods();
GDVIRTUAL2RC(Object *, _create_editor, Ref<Resource>, Ref<VisualShaderNode>)
public:
virtual Control *create_editor(const Ref<Resource> &p_parent_resource, const Ref<VisualShaderNode> &p_node);
};
class VisualShaderGraphPlugin : public RefCounted {
GDCLASS(VisualShaderGraphPlugin, RefCounted);
private:
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 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);
static VisualShaderEditor *singleton;
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();
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;
RBSet<int> selected_constants;
RBSet<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();
Vector2 selection_center;
List<CopyItem> copy_items_buffer;
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(RBSet<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);
static VisualShaderEditor *get_singleton() { return singleton; }
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 VisualShaderEditorPlugin : public EditorPlugin {
GDCLASS(VisualShaderEditorPlugin, EditorPlugin);
VisualShaderEditor *visual_shader_editor = nullptr;
Button *button = nullptr;
public:
virtual String get_name() const override { return "VisualShader"; }
bool has_main_screen() const override { return false; }
virtual void edit(Object *p_object) override;
virtual bool handles(Object *p_object) const override;
virtual void make_visible(bool p_visible) override;
VisualShaderEditorPlugin();
~VisualShaderEditorPlugin();
};
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