virtualx-engine/tools/editor/plugins/shader_editor_plugin.cpp
Juan Linietsky 7ea3e8267a -Fixed a few bugs in Viewport
-Made a few demos using Viewport to show it's true power!
-Fixed some start-up error messages.
2014-04-10 00:18:27 -03:00

598 lines
17 KiB
C++

/*************************************************************************/
/* shader_editor_plugin.cpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* http://www.godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
/* */
/* 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. */
/*************************************************************************/
#include "shader_editor_plugin.h"
#include "tools/editor/editor_settings.h"
#include "spatial_editor_plugin.h"
#include "io/resource_loader.h"
#include "io/resource_saver.h"
#include "os/keyboard.h"
#include "tools/editor/editor_node.h"
#include "tools/editor/property_editor.h"
#include "os/os.h"
/*** SETTINGS EDITOR ****/
/*** SCRIPT EDITOR ****/
Ref<Shader> ShaderTextEditor::get_edited_shader() const {
return shader;
}
void ShaderTextEditor::set_edited_shader(const Ref<Shader>& p_shader,ShaderLanguage::ShaderType p_type) {
shader=p_shader;
type=p_type;
_load_theme_settings();
if (p_type==ShaderLanguage::SHADER_MATERIAL_VERTEX)
get_text_edit()->set_text(shader->get_vertex_code());
else
get_text_edit()->set_text(shader->get_fragment_code());
_line_col_changed();
}
void ShaderTextEditor::_load_theme_settings() {
get_text_edit()->clear_colors();
/* keyword color */
get_text_edit()->set_custom_bg_color(EDITOR_DEF("text_editor/background_color",Color(0,0,0,0)));
get_text_edit()->add_color_override("font_color",EDITOR_DEF("text_editor/text_color",Color(0,0,0)));
get_text_edit()->add_color_override("font_selected_color",EDITOR_DEF("text_editor/text_selected_color",Color(1,1,1)));
get_text_edit()->add_color_override("selection_color",EDITOR_DEF("text_editor/selection_color",Color(0.2,0.2,1)));
Color keyword_color= EDITOR_DEF("text_editor/keyword_color",Color(0.5,0.0,0.2));
get_text_edit()->set_syntax_coloring(true);
List<String> keywords;
ShaderLanguage::get_keyword_list(type,&keywords);
for(List<String>::Element *E=keywords.front();E;E=E->next()) {
get_text_edit()->add_keyword_color(E->get(),keyword_color);
}
//colorize core types
// Color basetype_color= EDITOR_DEF("text_editor/base_type_color",Color(0.3,0.3,0.0));
//colorize comments
Color comment_color = EDITOR_DEF("text_editor/comment_color",Color::hex(0x797e7eff));
get_text_edit()->add_color_region("/*","*/",comment_color,false);
get_text_edit()->add_color_region("//","",comment_color,false);
//colorize strings
Color string_color = EDITOR_DEF("text_editor/string_color",Color::hex(0x6b6f00ff));
/*
List<String> strings;
shader->get_shader_mode()->get_string_delimiters(&strings);
for (List<String>::Element *E=strings.front();E;E=E->next()) {
String string = E->get();
String beg = string.get_slice(" ",0);
String end = string.get_slice_count(" ")>1?string.get_slice(" ",1):String();
get_text_edit()->add_color_region(beg,end,string_color,end=="");
}*/
//colorize symbols
Color symbol_color= EDITOR_DEF("text_editor/symbol_color",Color::hex(0x005291ff));
get_text_edit()->set_symbol_color(symbol_color);
}
void ShaderTextEditor::_validate_script() {
String errortxt;
int line,col;
String code;
if (type==ShaderLanguage::SHADER_MATERIAL_VERTEX)
code=get_text_edit()->get_text();
else
code=get_text_edit()->get_text();
//List<StringName> params;
//shader->get_param_list(&params);
Error err = ShaderLanguage::compile(code,type,NULL,NULL,&errortxt,&line,&col);
if (err!=OK) {
String error_text="error("+itos(line)+","+itos(col)+"): "+errortxt;
set_error(error_text);
} else {
set_error("");
}
emit_signal("script_changed");
}
void ShaderTextEditor::_bind_methods() {
//ADD_SIGNAL( MethodInfo("script_changed") );
}
ShaderTextEditor::ShaderTextEditor() {
}
/*** SCRIPT EDITOR ******/
void ShaderEditor::_menu_option(int p_option) {
int selected = tab_container->get_current_tab();
if (selected<0 || selected>=tab_container->get_child_count())
return;
ShaderTextEditor *current = tab_container->get_child(selected)->cast_to<ShaderTextEditor>();
if (!current)
return;
switch(p_option) {
case EDIT_UNDO: {
current->get_text_edit()->undo();
} break;
case EDIT_REDO: {
current->get_text_edit()->redo();
} break;
case EDIT_CUT: {
current->get_text_edit()->cut();
} break;
case EDIT_COPY: {
current->get_text_edit()->copy();
} break;
case EDIT_PASTE: {
current->get_text_edit()->paste();
} break;
case EDIT_SELECT_ALL: {
current->get_text_edit()->select_all();
} break;
case SEARCH_FIND: {
find_replace_dialog->set_text_edit(current->get_text_edit());
find_replace_dialog->popup_search();
} break;
case SEARCH_FIND_NEXT: {
find_replace_dialog->set_text_edit(current->get_text_edit());
find_replace_dialog->search_next();
} break;
case SEARCH_REPLACE: {
find_replace_dialog->set_text_edit(current->get_text_edit());
find_replace_dialog->popup_replace();
} break;
// case SEARCH_LOCATE_SYMBOL: {
// } break;
case SEARCH_GOTO_LINE: {
goto_line_dialog->popup_find_line(current->get_text_edit());
} break;
case SHADER_POST_PROCESS_MODE:{
fragment_editor->set_edited_shader(shader,ShaderLanguage::SHADER_POST_PROCESS);
fragment_editor->_validate_script();
apply_shaders();
settings_menu->get_popup()->set_item_checked( settings_menu->get_popup()->get_item_index(SHADER_MATERIAL_MODE), false);
settings_menu->get_popup()->set_item_checked( settings_menu->get_popup()->get_item_index(SHADER_POST_PROCESS_MODE), true);
} break;
case SHADER_MATERIAL_MODE: {
fragment_editor->set_edited_shader(shader,ShaderLanguage::SHADER_MATERIAL_FRAGMENT);
fragment_editor->_validate_script();
apply_shaders();
settings_menu->get_popup()->set_item_checked( settings_menu->get_popup()->get_item_index(SHADER_MATERIAL_MODE), true);
settings_menu->get_popup()->set_item_checked( settings_menu->get_popup()->get_item_index(SHADER_POST_PROCESS_MODE), false);
} break;
}
}
void ShaderEditor::_tab_changed(int p_which) {
ensure_select_current();
}
void ShaderEditor::_notification(int p_what) {
if (p_what==NOTIFICATION_ENTER_SCENE) {
close->set_normal_texture( get_icon("Close","EditorIcons"));
close->set_hover_texture( get_icon("CloseHover","EditorIcons"));
close->set_pressed_texture( get_icon("Close","EditorIcons"));
close->connect("pressed",this,"_close_callback");
}
if (p_what==NOTIFICATION_DRAW) {
RID ci = get_canvas_item();
Ref<StyleBox> style = get_stylebox("panel","Panel");
style->draw( ci, Rect2( Point2(), get_size() ) );
}
}
Dictionary ShaderEditor::get_state() const {
#if 0
apply_shaders();
Dictionary state;
Array paths;
int open=-1;
for(int i=0;i<tab_container->get_child_count();i++) {
ShaderTextEditor *ste = tab_container->get_child(i)->cast_to<ShaderTextEditor>();
if (!ste)
continue;
Ref<Shader> shader = ste->get_edited_shader();
if (shader->get_path()!="" && shader->get_path().find("local://")==-1 && shader->get_path().find("::")==-1) {
paths.push_back(shader->get_path());
} else {
const Node *owner = _find_node_with_shader(get_root_node(),shader.get_ref_ptr());
if (owner)
paths.push_back(owner->get_path());
}
if (i==tab_container->get_current_tab())
open=i;
}
if (paths.size())
state["sources"]=paths;
if (open!=-1)
state["current"]=open;
return state;
#endif
return Dictionary();
}
void ShaderEditor::set_state(const Dictionary& p_state) {
#if 0
print_line("setting state..");
if (!p_state.has("sources"))
return; //bleh
Array sources = p_state["sources"];
for(int i=0;i<sources.size();i++) {
Variant source=sources[i];
Ref<Shader> shader;
if (source.get_type()==Variant::NODE_PATH) {
print_line("cain find owner at path "+String(source));
Node *owner=get_root_node()->get_node(source);
if (!owner)
continue;
shader = owner->get_shader();
} else if (source.get_type()==Variant::STRING) {
print_line("loading at path "+String(source));
shader = ResourceLoader::load(source,"Shader");
}
print_line("found shader at "+String(source)+"? - "+itos(shader.is_null()));
if (shader.is_null()) //ah well..
continue;
get_scene()->get_root_node()->call("_resource_selected",shader);
}
if (p_state.has("current"))
tab_container->set_current_tab(p_state["current"]);
#endif
}
void ShaderEditor::clear() {
}
void ShaderEditor::_params_changed() {
fragment_editor->_validate_script();
vertex_editor->_validate_script();
}
void ShaderEditor::_bind_methods() {
ObjectTypeDB::bind_method("_tab_changed",&ShaderEditor::_tab_changed);
ObjectTypeDB::bind_method("_menu_option",&ShaderEditor::_menu_option);
ObjectTypeDB::bind_method("_params_changed",&ShaderEditor::_params_changed);
ObjectTypeDB::bind_method("_close_callback",&ShaderEditor::_close_callback);
ObjectTypeDB::bind_method("apply_shaders",&ShaderEditor::apply_shaders);
// ObjectTypeDB::bind_method("_close_current_tab",&ShaderEditor::_close_current_tab);
}
void ShaderEditor::ensure_select_current() {
/*
if (tab_container->get_child_count() && tab_container->get_current_tab()>=0) {
ShaderTextEditor *ste = tab_container->get_child(tab_container->get_current_tab())->cast_to<ShaderTextEditor>();
if (!ste)
return;
Ref<Shader> shader = ste->get_edited_shader();
get_scene()->get_root_node()->call("_resource_selected",shader);
}*/
}
void ShaderEditor::edit(const Ref<Shader>& p_shader) {
if (p_shader.is_null())
return;
shader=p_shader;
if (shader->get_mode()==Shader::MODE_MATERIAL) {
fragment_editor->set_edited_shader(p_shader,ShaderLanguage::SHADER_MATERIAL_FRAGMENT);
settings_menu->get_popup()->set_item_checked( settings_menu->get_popup()->get_item_index(SHADER_MATERIAL_MODE), true);
settings_menu->get_popup()->set_item_checked( settings_menu->get_popup()->get_item_index(SHADER_POST_PROCESS_MODE), false);
} else {
fragment_editor->set_edited_shader(p_shader,ShaderLanguage::SHADER_POST_PROCESS);
settings_menu->get_popup()->set_item_checked( settings_menu->get_popup()->get_item_index(SHADER_MATERIAL_MODE), false);
settings_menu->get_popup()->set_item_checked( settings_menu->get_popup()->get_item_index(SHADER_POST_PROCESS_MODE), true);
}
vertex_editor->set_edited_shader(shader,ShaderLanguage::SHADER_MATERIAL_VERTEX);
// see if already has it
}
void ShaderEditor::save_external_data() {
if (shader.is_null())
return;
apply_shaders();
if (shader->get_path()!="" && shader->get_path().find("local://")==-1 &&shader->get_path().find("::")==-1) {
//external shader, save it
ResourceSaver::save(shader->get_path(),shader);
}
}
void ShaderEditor::apply_shaders() {
if (shader.is_valid())
shader->set_code(vertex_editor->get_text_edit()->get_text(),fragment_editor->get_text_edit()->get_text(),0,0);
}
void ShaderEditor::_close_callback() {
hide();
}
ShaderEditor::ShaderEditor() {
tab_container = memnew( TabContainer );
add_child(tab_container);
tab_container->set_area_as_parent_rect();
tab_container->set_begin(Point2(0,0));
//tab_container->set_begin(Point2(0,0));
close = memnew( TextureButton );
close->set_anchor_and_margin(MARGIN_LEFT,ANCHOR_END,20);
close->set_anchor_and_margin(MARGIN_RIGHT,ANCHOR_END,4);
close->set_anchor_and_margin(MARGIN_TOP,ANCHOR_BEGIN,2);
add_child(close);
edit_menu = memnew( MenuButton );
add_child(edit_menu);
edit_menu->set_pos(Point2(5,-1));
edit_menu->set_text("Edit");
edit_menu->get_popup()->add_item("Undo",EDIT_UNDO,KEY_MASK_CMD|KEY_Z);
edit_menu->get_popup()->add_item("Redo",EDIT_REDO,KEY_MASK_CMD|KEY_MASK_SHIFT|KEY_Z);
edit_menu->get_popup()->add_separator();
edit_menu->get_popup()->add_item("Cut",EDIT_CUT,KEY_MASK_CMD|KEY_X);
edit_menu->get_popup()->add_item("Copy",EDIT_COPY,KEY_MASK_CMD|KEY_C);
edit_menu->get_popup()->add_item("Paste",EDIT_PASTE,KEY_MASK_CMD|KEY_V);
edit_menu->get_popup()->add_separator();
edit_menu->get_popup()->add_item("Select All",EDIT_SELECT_ALL,KEY_MASK_CMD|KEY_A);
edit_menu->get_popup()->connect("item_pressed", this,"_menu_option");
search_menu = memnew( MenuButton );
add_child(search_menu);
search_menu->set_pos(Point2(38,-1));
search_menu->set_text("Search");
search_menu->get_popup()->add_item("Find..",SEARCH_FIND,KEY_MASK_CMD|KEY_F);
search_menu->get_popup()->add_item("Find Next",SEARCH_FIND_NEXT,KEY_F3);
search_menu->get_popup()->add_item("Replace..",SEARCH_REPLACE,KEY_MASK_CMD|KEY_R);
search_menu->get_popup()->add_separator();
// search_menu->get_popup()->add_item("Locate Symbol..",SEARCH_LOCATE_SYMBOL,KEY_MASK_CMD|KEY_K);
search_menu->get_popup()->add_item("Goto Line..",SEARCH_GOTO_LINE,KEY_MASK_CMD|KEY_G);
search_menu->get_popup()->connect("item_pressed", this,"_menu_option");
settings_menu = memnew( MenuButton );
add_child(settings_menu);
settings_menu->set_pos(Point2(90,-1));
settings_menu->set_text("Shader");
settings_menu->get_popup()->add_check_item("Material Mode",SHADER_MATERIAL_MODE);
settings_menu->get_popup()->set_item_checked(settings_menu->get_popup()->get_item_index(SHADER_MATERIAL_MODE),true);
settings_menu->get_popup()->add_check_item("Post Process Mode",SHADER_POST_PROCESS_MODE);
settings_menu->get_popup()->connect("item_pressed", this,"_menu_option");
tab_container->connect("tab_changed", this,"_tab_changed");
find_replace_dialog = memnew(FindReplaceDialog);
add_child(find_replace_dialog);
erase_tab_confirm = memnew( ConfirmationDialog );
add_child(erase_tab_confirm);
erase_tab_confirm->connect("confirmed", this,"_close_current_tab");
goto_line_dialog = memnew(GotoLineDialog);
add_child(goto_line_dialog);
vertex_editor = memnew( ShaderTextEditor );
tab_container->add_child(vertex_editor);
vertex_editor->set_name("Vertex");
fragment_editor = memnew( ShaderTextEditor );
tab_container->add_child(fragment_editor);
fragment_editor->set_name("Fragment");
tab_container->set_current_tab(1);
vertex_editor->connect("script_changed", this,"apply_shaders");
fragment_editor->connect("script_changed", this,"apply_shaders");
}
void ShaderEditorPlugin::edit(Object *p_object) {
if (!p_object->cast_to<Shader>())
return;
shader_editor->edit(p_object->cast_to<Shader>());
}
bool ShaderEditorPlugin::handles(Object *p_object) const {
return p_object->is_type("Shader");
}
void ShaderEditorPlugin::make_visible(bool p_visible) {
if (p_visible) {
shader_editor->show();
//shader_editor->set_process(true);
} else {
shader_editor->apply_shaders();
//shader_editor->hide();
//shader_editor->set_process(false);
}
}
void ShaderEditorPlugin::selected_notify() {
shader_editor->ensure_select_current();
}
Dictionary ShaderEditorPlugin::get_state() const {
return shader_editor->get_state();
}
void ShaderEditorPlugin::set_state(const Dictionary& p_state) {
shader_editor->set_state(p_state);
}
void ShaderEditorPlugin::clear() {
shader_editor->clear();
}
void ShaderEditorPlugin::save_external_data() {
shader_editor->save_external_data();
}
void ShaderEditorPlugin::apply_changes() {
shader_editor->apply_shaders();
}
ShaderEditorPlugin::ShaderEditorPlugin(EditorNode *p_node) {
editor=p_node;
shader_editor = memnew( ShaderEditor );
SpatialEditor::get_singleton()->get_shader_split()->add_child(shader_editor);
// editor->get_viewport()->add_child(shader_editor);
// shader_editor->set_area_as_parent_rect();
shader_editor->hide();
}
ShaderEditorPlugin::~ShaderEditorPlugin() {
}