7ea3e8267a
-Made a few demos using Viewport to show it's true power! -Fixed some start-up error messages.
598 lines
17 KiB
C++
598 lines
17 KiB
C++
/*************************************************************************/
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/* shader_editor_plugin.cpp */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* http://www.godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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#include "shader_editor_plugin.h"
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#include "tools/editor/editor_settings.h"
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#include "spatial_editor_plugin.h"
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#include "io/resource_loader.h"
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#include "io/resource_saver.h"
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#include "os/keyboard.h"
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#include "tools/editor/editor_node.h"
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#include "tools/editor/property_editor.h"
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#include "os/os.h"
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/*** SETTINGS EDITOR ****/
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/*** SCRIPT EDITOR ****/
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Ref<Shader> ShaderTextEditor::get_edited_shader() const {
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return shader;
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}
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void ShaderTextEditor::set_edited_shader(const Ref<Shader>& p_shader,ShaderLanguage::ShaderType p_type) {
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shader=p_shader;
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type=p_type;
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_load_theme_settings();
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if (p_type==ShaderLanguage::SHADER_MATERIAL_VERTEX)
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get_text_edit()->set_text(shader->get_vertex_code());
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else
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get_text_edit()->set_text(shader->get_fragment_code());
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_line_col_changed();
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}
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void ShaderTextEditor::_load_theme_settings() {
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get_text_edit()->clear_colors();
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/* keyword color */
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get_text_edit()->set_custom_bg_color(EDITOR_DEF("text_editor/background_color",Color(0,0,0,0)));
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get_text_edit()->add_color_override("font_color",EDITOR_DEF("text_editor/text_color",Color(0,0,0)));
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get_text_edit()->add_color_override("font_selected_color",EDITOR_DEF("text_editor/text_selected_color",Color(1,1,1)));
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get_text_edit()->add_color_override("selection_color",EDITOR_DEF("text_editor/selection_color",Color(0.2,0.2,1)));
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Color keyword_color= EDITOR_DEF("text_editor/keyword_color",Color(0.5,0.0,0.2));
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get_text_edit()->set_syntax_coloring(true);
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List<String> keywords;
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ShaderLanguage::get_keyword_list(type,&keywords);
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for(List<String>::Element *E=keywords.front();E;E=E->next()) {
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get_text_edit()->add_keyword_color(E->get(),keyword_color);
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}
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//colorize core types
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// Color basetype_color= EDITOR_DEF("text_editor/base_type_color",Color(0.3,0.3,0.0));
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//colorize comments
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Color comment_color = EDITOR_DEF("text_editor/comment_color",Color::hex(0x797e7eff));
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get_text_edit()->add_color_region("/*","*/",comment_color,false);
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get_text_edit()->add_color_region("//","",comment_color,false);
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//colorize strings
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Color string_color = EDITOR_DEF("text_editor/string_color",Color::hex(0x6b6f00ff));
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/*
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List<String> strings;
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shader->get_shader_mode()->get_string_delimiters(&strings);
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for (List<String>::Element *E=strings.front();E;E=E->next()) {
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String string = E->get();
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String beg = string.get_slice(" ",0);
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String end = string.get_slice_count(" ")>1?string.get_slice(" ",1):String();
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get_text_edit()->add_color_region(beg,end,string_color,end=="");
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}*/
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//colorize symbols
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Color symbol_color= EDITOR_DEF("text_editor/symbol_color",Color::hex(0x005291ff));
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get_text_edit()->set_symbol_color(symbol_color);
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}
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void ShaderTextEditor::_validate_script() {
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String errortxt;
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int line,col;
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String code;
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if (type==ShaderLanguage::SHADER_MATERIAL_VERTEX)
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code=get_text_edit()->get_text();
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else
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code=get_text_edit()->get_text();
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//List<StringName> params;
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//shader->get_param_list(¶ms);
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Error err = ShaderLanguage::compile(code,type,NULL,NULL,&errortxt,&line,&col);
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if (err!=OK) {
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String error_text="error("+itos(line)+","+itos(col)+"): "+errortxt;
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set_error(error_text);
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} else {
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set_error("");
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}
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emit_signal("script_changed");
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}
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void ShaderTextEditor::_bind_methods() {
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//ADD_SIGNAL( MethodInfo("script_changed") );
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}
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ShaderTextEditor::ShaderTextEditor() {
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}
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/*** SCRIPT EDITOR ******/
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void ShaderEditor::_menu_option(int p_option) {
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int selected = tab_container->get_current_tab();
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if (selected<0 || selected>=tab_container->get_child_count())
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return;
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ShaderTextEditor *current = tab_container->get_child(selected)->cast_to<ShaderTextEditor>();
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if (!current)
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return;
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switch(p_option) {
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case EDIT_UNDO: {
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current->get_text_edit()->undo();
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} break;
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case EDIT_REDO: {
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current->get_text_edit()->redo();
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} break;
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case EDIT_CUT: {
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current->get_text_edit()->cut();
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} break;
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case EDIT_COPY: {
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current->get_text_edit()->copy();
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} break;
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case EDIT_PASTE: {
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current->get_text_edit()->paste();
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} break;
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case EDIT_SELECT_ALL: {
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current->get_text_edit()->select_all();
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} break;
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case SEARCH_FIND: {
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find_replace_dialog->set_text_edit(current->get_text_edit());
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find_replace_dialog->popup_search();
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} break;
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case SEARCH_FIND_NEXT: {
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find_replace_dialog->set_text_edit(current->get_text_edit());
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find_replace_dialog->search_next();
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} break;
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case SEARCH_REPLACE: {
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find_replace_dialog->set_text_edit(current->get_text_edit());
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find_replace_dialog->popup_replace();
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} break;
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// case SEARCH_LOCATE_SYMBOL: {
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// } break;
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case SEARCH_GOTO_LINE: {
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goto_line_dialog->popup_find_line(current->get_text_edit());
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} break;
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case SHADER_POST_PROCESS_MODE:{
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fragment_editor->set_edited_shader(shader,ShaderLanguage::SHADER_POST_PROCESS);
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fragment_editor->_validate_script();
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apply_shaders();
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settings_menu->get_popup()->set_item_checked( settings_menu->get_popup()->get_item_index(SHADER_MATERIAL_MODE), false);
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settings_menu->get_popup()->set_item_checked( settings_menu->get_popup()->get_item_index(SHADER_POST_PROCESS_MODE), true);
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} break;
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case SHADER_MATERIAL_MODE: {
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fragment_editor->set_edited_shader(shader,ShaderLanguage::SHADER_MATERIAL_FRAGMENT);
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fragment_editor->_validate_script();
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apply_shaders();
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settings_menu->get_popup()->set_item_checked( settings_menu->get_popup()->get_item_index(SHADER_MATERIAL_MODE), true);
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settings_menu->get_popup()->set_item_checked( settings_menu->get_popup()->get_item_index(SHADER_POST_PROCESS_MODE), false);
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} break;
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}
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}
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void ShaderEditor::_tab_changed(int p_which) {
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ensure_select_current();
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}
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void ShaderEditor::_notification(int p_what) {
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if (p_what==NOTIFICATION_ENTER_SCENE) {
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close->set_normal_texture( get_icon("Close","EditorIcons"));
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close->set_hover_texture( get_icon("CloseHover","EditorIcons"));
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close->set_pressed_texture( get_icon("Close","EditorIcons"));
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close->connect("pressed",this,"_close_callback");
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}
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if (p_what==NOTIFICATION_DRAW) {
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RID ci = get_canvas_item();
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Ref<StyleBox> style = get_stylebox("panel","Panel");
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style->draw( ci, Rect2( Point2(), get_size() ) );
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}
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}
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Dictionary ShaderEditor::get_state() const {
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#if 0
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apply_shaders();
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Dictionary state;
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Array paths;
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int open=-1;
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for(int i=0;i<tab_container->get_child_count();i++) {
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ShaderTextEditor *ste = tab_container->get_child(i)->cast_to<ShaderTextEditor>();
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if (!ste)
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continue;
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Ref<Shader> shader = ste->get_edited_shader();
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if (shader->get_path()!="" && shader->get_path().find("local://")==-1 && shader->get_path().find("::")==-1) {
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paths.push_back(shader->get_path());
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} else {
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const Node *owner = _find_node_with_shader(get_root_node(),shader.get_ref_ptr());
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if (owner)
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paths.push_back(owner->get_path());
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}
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if (i==tab_container->get_current_tab())
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open=i;
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}
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if (paths.size())
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state["sources"]=paths;
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if (open!=-1)
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state["current"]=open;
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return state;
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#endif
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return Dictionary();
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}
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void ShaderEditor::set_state(const Dictionary& p_state) {
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#if 0
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print_line("setting state..");
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if (!p_state.has("sources"))
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return; //bleh
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Array sources = p_state["sources"];
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for(int i=0;i<sources.size();i++) {
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Variant source=sources[i];
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Ref<Shader> shader;
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if (source.get_type()==Variant::NODE_PATH) {
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print_line("cain find owner at path "+String(source));
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Node *owner=get_root_node()->get_node(source);
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if (!owner)
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continue;
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shader = owner->get_shader();
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} else if (source.get_type()==Variant::STRING) {
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print_line("loading at path "+String(source));
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shader = ResourceLoader::load(source,"Shader");
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}
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print_line("found shader at "+String(source)+"? - "+itos(shader.is_null()));
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if (shader.is_null()) //ah well..
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continue;
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get_scene()->get_root_node()->call("_resource_selected",shader);
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}
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if (p_state.has("current"))
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tab_container->set_current_tab(p_state["current"]);
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#endif
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}
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void ShaderEditor::clear() {
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}
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void ShaderEditor::_params_changed() {
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fragment_editor->_validate_script();
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vertex_editor->_validate_script();
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}
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void ShaderEditor::_bind_methods() {
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ObjectTypeDB::bind_method("_tab_changed",&ShaderEditor::_tab_changed);
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ObjectTypeDB::bind_method("_menu_option",&ShaderEditor::_menu_option);
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ObjectTypeDB::bind_method("_params_changed",&ShaderEditor::_params_changed);
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ObjectTypeDB::bind_method("_close_callback",&ShaderEditor::_close_callback);
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ObjectTypeDB::bind_method("apply_shaders",&ShaderEditor::apply_shaders);
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// ObjectTypeDB::bind_method("_close_current_tab",&ShaderEditor::_close_current_tab);
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}
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void ShaderEditor::ensure_select_current() {
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/*
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if (tab_container->get_child_count() && tab_container->get_current_tab()>=0) {
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ShaderTextEditor *ste = tab_container->get_child(tab_container->get_current_tab())->cast_to<ShaderTextEditor>();
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if (!ste)
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return;
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Ref<Shader> shader = ste->get_edited_shader();
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get_scene()->get_root_node()->call("_resource_selected",shader);
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}*/
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}
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void ShaderEditor::edit(const Ref<Shader>& p_shader) {
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if (p_shader.is_null())
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return;
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shader=p_shader;
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if (shader->get_mode()==Shader::MODE_MATERIAL) {
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fragment_editor->set_edited_shader(p_shader,ShaderLanguage::SHADER_MATERIAL_FRAGMENT);
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settings_menu->get_popup()->set_item_checked( settings_menu->get_popup()->get_item_index(SHADER_MATERIAL_MODE), true);
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settings_menu->get_popup()->set_item_checked( settings_menu->get_popup()->get_item_index(SHADER_POST_PROCESS_MODE), false);
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} else {
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fragment_editor->set_edited_shader(p_shader,ShaderLanguage::SHADER_POST_PROCESS);
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settings_menu->get_popup()->set_item_checked( settings_menu->get_popup()->get_item_index(SHADER_MATERIAL_MODE), false);
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settings_menu->get_popup()->set_item_checked( settings_menu->get_popup()->get_item_index(SHADER_POST_PROCESS_MODE), true);
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}
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vertex_editor->set_edited_shader(shader,ShaderLanguage::SHADER_MATERIAL_VERTEX);
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// see if already has it
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}
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void ShaderEditor::save_external_data() {
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if (shader.is_null())
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return;
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apply_shaders();
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if (shader->get_path()!="" && shader->get_path().find("local://")==-1 &&shader->get_path().find("::")==-1) {
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//external shader, save it
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ResourceSaver::save(shader->get_path(),shader);
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}
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}
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void ShaderEditor::apply_shaders() {
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if (shader.is_valid())
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shader->set_code(vertex_editor->get_text_edit()->get_text(),fragment_editor->get_text_edit()->get_text(),0,0);
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}
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void ShaderEditor::_close_callback() {
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hide();
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}
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ShaderEditor::ShaderEditor() {
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tab_container = memnew( TabContainer );
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add_child(tab_container);
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tab_container->set_area_as_parent_rect();
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tab_container->set_begin(Point2(0,0));
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//tab_container->set_begin(Point2(0,0));
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close = memnew( TextureButton );
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close->set_anchor_and_margin(MARGIN_LEFT,ANCHOR_END,20);
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close->set_anchor_and_margin(MARGIN_RIGHT,ANCHOR_END,4);
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close->set_anchor_and_margin(MARGIN_TOP,ANCHOR_BEGIN,2);
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add_child(close);
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edit_menu = memnew( MenuButton );
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add_child(edit_menu);
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edit_menu->set_pos(Point2(5,-1));
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edit_menu->set_text("Edit");
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edit_menu->get_popup()->add_item("Undo",EDIT_UNDO,KEY_MASK_CMD|KEY_Z);
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edit_menu->get_popup()->add_item("Redo",EDIT_REDO,KEY_MASK_CMD|KEY_MASK_SHIFT|KEY_Z);
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edit_menu->get_popup()->add_separator();
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edit_menu->get_popup()->add_item("Cut",EDIT_CUT,KEY_MASK_CMD|KEY_X);
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edit_menu->get_popup()->add_item("Copy",EDIT_COPY,KEY_MASK_CMD|KEY_C);
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edit_menu->get_popup()->add_item("Paste",EDIT_PASTE,KEY_MASK_CMD|KEY_V);
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edit_menu->get_popup()->add_separator();
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edit_menu->get_popup()->add_item("Select All",EDIT_SELECT_ALL,KEY_MASK_CMD|KEY_A);
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edit_menu->get_popup()->connect("item_pressed", this,"_menu_option");
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search_menu = memnew( MenuButton );
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add_child(search_menu);
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search_menu->set_pos(Point2(38,-1));
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search_menu->set_text("Search");
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search_menu->get_popup()->add_item("Find..",SEARCH_FIND,KEY_MASK_CMD|KEY_F);
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search_menu->get_popup()->add_item("Find Next",SEARCH_FIND_NEXT,KEY_F3);
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search_menu->get_popup()->add_item("Replace..",SEARCH_REPLACE,KEY_MASK_CMD|KEY_R);
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search_menu->get_popup()->add_separator();
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// search_menu->get_popup()->add_item("Locate Symbol..",SEARCH_LOCATE_SYMBOL,KEY_MASK_CMD|KEY_K);
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search_menu->get_popup()->add_item("Goto Line..",SEARCH_GOTO_LINE,KEY_MASK_CMD|KEY_G);
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search_menu->get_popup()->connect("item_pressed", this,"_menu_option");
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settings_menu = memnew( MenuButton );
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add_child(settings_menu);
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settings_menu->set_pos(Point2(90,-1));
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settings_menu->set_text("Shader");
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settings_menu->get_popup()->add_check_item("Material Mode",SHADER_MATERIAL_MODE);
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settings_menu->get_popup()->set_item_checked(settings_menu->get_popup()->get_item_index(SHADER_MATERIAL_MODE),true);
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settings_menu->get_popup()->add_check_item("Post Process Mode",SHADER_POST_PROCESS_MODE);
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settings_menu->get_popup()->connect("item_pressed", this,"_menu_option");
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tab_container->connect("tab_changed", this,"_tab_changed");
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find_replace_dialog = memnew(FindReplaceDialog);
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add_child(find_replace_dialog);
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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() {
|
|
}
|
|
|