virtualx-engine/editor/plugins/visual_shader_editor_plugin.cpp
Hein-Pieter van Braam 2a02f44ad9 Don't try to update the visual shader graph if it doesn't exist yet
When setting shader mode on a visual shader that was just created in the
editor we try to _update_graph(). However, the graph does not yet exist
in the visualshadereditor. This gets populated in
VisualShaderEditor::edit() which hasn't been called yet.

This PR simply changes the logic to not try to update the non-existent
graph.

This fixes #20322
2018-08-12 22:33:35 +02:00

1220 lines
42 KiB
C++

#include "visual_shader_editor_plugin.h"
#include "core/io/resource_loader.h"
#include "core/project_settings.h"
#include "editor/editor_properties.h"
#include "os/input.h"
#include "os/keyboard.h"
#include "scene/animation/animation_player.h"
#include "scene/gui/menu_button.h"
#include "scene/gui/panel.h"
#include "scene/main/viewport.h"
Control *VisualShaderNodePlugin::create_editor(const Ref<VisualShaderNode> &p_node) {
if (get_script_instance()) {
return get_script_instance()->call("create_editor", p_node);
}
return NULL;
}
void VisualShaderNodePlugin::_bind_methods() {
BIND_VMETHOD(MethodInfo(Variant::OBJECT, "create_editor", PropertyInfo(Variant::OBJECT, "for_node", PROPERTY_HINT_RESOURCE_TYPE, "VisualShaderNode")));
}
///////////////////
void VisualShaderEditor::edit(VisualShader *p_visual_shader) {
if (p_visual_shader) {
visual_shader = Ref<VisualShader>(p_visual_shader);
} else {
visual_shader.unref();
}
if (visual_shader.is_null()) {
hide();
} else {
_update_graph();
}
}
void VisualShaderEditor::add_plugin(const Ref<VisualShaderNodePlugin> &p_plugin) {
if (plugins.find(p_plugin) != -1)
return;
plugins.push_back(p_plugin);
}
void VisualShaderEditor::remove_plugin(const Ref<VisualShaderNodePlugin> &p_plugin) {
plugins.erase(p_plugin);
}
void VisualShaderEditor::add_custom_type(const String &p_name, const String &p_category, const Ref<Script> &p_script) {
for (int i = 0; i < add_options.size(); i++) {
ERR_FAIL_COND(add_options[i].script == p_script);
}
AddOption ao;
ao.name = p_name;
ao.script = p_script;
ao.category = p_category;
add_options.push_back(ao);
_update_options_menu();
}
void VisualShaderEditor::remove_custom_type(const Ref<Script> &p_script) {
for (int i = 0; i < add_options.size(); i++) {
if (add_options[i].script == p_script) {
add_options.remove(i);
return;
}
}
_update_options_menu();
}
void VisualShaderEditor::_update_options_menu() {
String prev_category;
add_node->get_popup()->clear();
for (int i = 0; i < add_options.size(); i++) {
if (prev_category != add_options[i].category) {
add_node->get_popup()->add_separator(add_options[i].category);
}
add_node->get_popup()->add_item(add_options[i].name, i);
prev_category = add_options[i].category;
}
}
Size2 VisualShaderEditor::get_minimum_size() const {
return Size2(10, 200);
}
void VisualShaderEditor::_draw_color_over_button(Object *obj, Color p_color) {
Button *button = Object::cast_to<Button>(obj);
if (!button)
return;
Ref<StyleBox> normal = get_stylebox("normal", "Button");
button->draw_rect(Rect2(normal->get_offset(), button->get_size() - normal->get_minimum_size()), p_color);
}
static Ref<StyleBoxEmpty> make_empty_stylebox(float p_margin_left = -1, float p_margin_top = -1, float p_margin_right = -1, float p_margin_bottom = -1) {
Ref<StyleBoxEmpty> style(memnew(StyleBoxEmpty));
style->set_default_margin(MARGIN_LEFT, p_margin_left * EDSCALE);
style->set_default_margin(MARGIN_RIGHT, p_margin_right * EDSCALE);
style->set_default_margin(MARGIN_BOTTOM, p_margin_bottom * EDSCALE);
style->set_default_margin(MARGIN_TOP, p_margin_top * EDSCALE);
return style;
}
void VisualShaderEditor::_update_graph() {
if (updating)
return;
if (visual_shader.is_null())
return;
graph->set_scroll_ofs(visual_shader->get_graph_offset() * EDSCALE);
VisualShader::Type type = VisualShader::Type(edit_type->get_selected());
graph->clear_connections();
//erase all nodes
for (int i = 0; i < graph->get_child_count(); i++) {
if (Object::cast_to<GraphNode>(graph->get_child(i))) {
memdelete(graph->get_child(i));
i--;
}
}
static const Color type_color[3] = {
Color::html("#61daf4"),
Color::html("#d67dee"),
Color::html("#f6a86e")
};
List<VisualShader::Connection> connections;
visual_shader->get_node_connections(type, &connections);
Ref<StyleBoxEmpty> label_style = make_empty_stylebox(2, 1, 2, 1);
Vector<int> nodes = visual_shader->get_node_list(type);
for (int n_i = 0; n_i < nodes.size(); n_i++) {
Vector2 position = visual_shader->get_node_position(type, nodes[n_i]);
Ref<VisualShaderNode> vsnode = visual_shader->get_node(type, nodes[n_i]);
GraphNode *node = memnew(GraphNode);
graph->add_child(node);
/*if (!vsnode->is_connected("changed", this, "_node_changed")) {
vsnode->connect("changed", this, "_node_changed", varray(vsnode->get_instance_id()), CONNECT_DEFERRED);
}*/
node->set_offset(position);
node->set_title(vsnode->get_caption());
node->set_name(itos(nodes[n_i]));
if (nodes[n_i] >= 2) {
node->set_show_close_button(true);
node->connect("close_request", this, "_delete_request", varray(nodes[n_i]), CONNECT_DEFERRED);
}
node->connect("dragged", this, "_node_dragged", varray(nodes[n_i]));
Control *custom_editor = NULL;
int port_offset = 0;
Ref<VisualShaderNodeUniform> uniform = vsnode;
if (uniform.is_valid()) {
LineEdit *uniform_name = memnew(LineEdit);
uniform_name->set_text(uniform->get_uniform_name());
node->add_child(uniform_name);
uniform_name->connect("text_entered", this, "_line_edit_changed", varray(uniform_name, nodes[n_i]));
uniform_name->connect("focus_exited", this, "_line_edit_focus_out", varray(uniform_name, nodes[n_i]));
if (vsnode->get_input_port_count() == 0 && vsnode->get_output_port_count() == 1 && vsnode->get_output_port_name(0) == "") {
//shortcut
VisualShaderNode::PortType port_right = vsnode->get_output_port_type(0);
node->set_slot(0, false, VisualShaderNode::PORT_TYPE_SCALAR, Color(), true, port_right, type_color[port_right]);
continue;
}
port_offset++;
}
for (int i = 0; i < plugins.size(); i++) {
custom_editor = plugins.write[i]->create_editor(vsnode);
if (custom_editor) {
break;
}
}
if (custom_editor && vsnode->get_output_port_count() > 0 && vsnode->get_output_port_name(0) == "" && (vsnode->get_input_port_count() == 0 || vsnode->get_input_port_name(0) == "")) {
//will be embedded in first port
} else if (custom_editor) {
port_offset++;
node->add_child(custom_editor);
custom_editor = NULL;
}
for (int i = 0; i < MAX(vsnode->get_input_port_count(), vsnode->get_output_port_count()); i++) {
if (vsnode->is_port_separator(i)) {
node->add_child(memnew(HSeparator));
port_offset++;
}
bool valid_left = i < vsnode->get_input_port_count();
VisualShaderNode::PortType port_left = VisualShaderNode::PORT_TYPE_SCALAR;
bool port_left_used = false;
String name_left;
if (valid_left) {
name_left = vsnode->get_input_port_name(i);
port_left = vsnode->get_input_port_type(i);
for (List<VisualShader::Connection>::Element *E = connections.front(); E; E = E->next()) {
if (E->get().to_node == nodes[n_i] && E->get().to_port == i) {
port_left_used = true;
}
}
}
bool valid_right = i < vsnode->get_output_port_count();
VisualShaderNode::PortType port_right = VisualShaderNode::PORT_TYPE_SCALAR;
String name_right;
if (valid_right) {
name_right = vsnode->get_output_port_name(i);
port_right = vsnode->get_output_port_type(i);
}
HBoxContainer *hb = memnew(HBoxContainer);
Variant default_value;
if (valid_left && !port_left_used) {
default_value = vsnode->get_input_port_default_value(i);
}
if (default_value.get_type() != Variant::NIL) { // only a label
Button *button = memnew(Button);
hb->add_child(button);
button->connect("pressed", this, "_edit_port_default_input", varray(button, nodes[n_i], i));
switch (default_value.get_type()) {
case Variant::COLOR: {
button->set_custom_minimum_size(Size2(30, 0) * EDSCALE);
button->connect("draw", this, "_draw_color_over_button", varray(button, default_value));
} break;
case Variant::INT:
case Variant::REAL: {
button->set_text(String::num(default_value, 4));
} break;
case Variant::VECTOR3: {
Vector3 v = default_value;
button->set_text(String::num(v.x, 3) + "," + String::num(v.y, 3) + "," + String::num(v.z, 3));
} break;
default: {}
}
}
if (i == 0 && custom_editor) {
hb->add_child(custom_editor);
custom_editor->set_h_size_flags(SIZE_EXPAND_FILL);
} else {
if (valid_left) {
Label *label = memnew(Label);
label->set_text(name_left);
label->add_style_override("normal", label_style); //more compact
hb->add_child(label);
}
hb->add_spacer();
if (valid_right) {
Label *label = memnew(Label);
label->set_text(name_right);
label->set_align(Label::ALIGN_RIGHT);
label->add_style_override("normal", label_style); //more compact
hb->add_child(label);
}
}
if (valid_right && edit_type->get_selected() == VisualShader::TYPE_FRAGMENT) {
TextureButton *preview = memnew(TextureButton);
preview->set_toggle_mode(true);
preview->set_normal_texture(get_icon("GuiVisibilityHidden", "EditorIcons"));
preview->set_pressed_texture(get_icon("GuiVisibilityVisible", "EditorIcons"));
preview->set_v_size_flags(SIZE_SHRINK_CENTER);
if (vsnode->get_output_port_for_preview() == i) {
preview->set_pressed(true);
}
preview->connect("pressed", this, "_preview_select_port", varray(nodes[n_i], i), CONNECT_DEFERRED);
hb->add_child(preview);
}
node->add_child(hb);
node->set_slot(i + port_offset, valid_left, port_left, type_color[port_left], valid_right, port_right, type_color[port_right]);
}
if (vsnode->get_output_port_for_preview() >= 0) {
VisualShaderNodePortPreview *port_preview = memnew(VisualShaderNodePortPreview);
port_preview->setup(visual_shader, type, nodes[n_i], vsnode->get_output_port_for_preview());
port_preview->set_h_size_flags(SIZE_SHRINK_CENTER);
node->add_child(port_preview);
}
String error = vsnode->get_warning(visual_shader->get_mode(), type);
if (error != String()) {
Label *error_label = memnew(Label);
error_label->add_color_override("font_color", get_color("error_color", "Editor"));
error_label->set_text(error);
node->add_child(error_label);
}
}
for (List<VisualShader::Connection>::Element *E = connections.front(); E; E = E->next()) {
int from = E->get().from_node;
int from_idx = E->get().from_port;
int to = E->get().to_node;
int to_idx = E->get().to_port;
graph->connect_node(itos(from), from_idx, itos(to), to_idx);
}
}
void VisualShaderEditor::_preview_select_port(int p_node, int p_port) {
VisualShader::Type type = VisualShader::Type(edit_type->get_selected());
Ref<VisualShaderNode> node = visual_shader->get_node(type, p_node);
if (node.is_null()) {
return;
}
if (node->get_output_port_for_preview() == p_port) {
p_port = -1; //toggle it
}
undo_redo->create_action("Set Uniform Name");
undo_redo->add_do_method(node.ptr(), "set_output_port_for_preview", p_port);
undo_redo->add_undo_method(node.ptr(), "set_output_port_for_preview", node->get_output_port_for_preview());
undo_redo->add_do_method(this, "_update_graph");
undo_redo->add_undo_method(this, "_update_graph");
undo_redo->commit_action();
}
void VisualShaderEditor::_line_edit_changed(const String &p_text, Object *line_edit, int p_node_id) {
VisualShader::Type type = VisualShader::Type(edit_type->get_selected());
Ref<VisualShaderNodeUniform> node = visual_shader->get_node(type, p_node_id);
ERR_FAIL_COND(!node.is_valid());
String validated_name = visual_shader->validate_uniform_name(p_text, node);
updating = true;
undo_redo->create_action("Set Uniform Name");
undo_redo->add_do_method(node.ptr(), "set_uniform_name", validated_name);
undo_redo->add_undo_method(node.ptr(), "set_uniform_name", node->get_uniform_name());
undo_redo->add_do_method(this, "_update_graph");
undo_redo->add_undo_method(this, "_update_graph");
undo_redo->commit_action();
updating = false;
Object::cast_to<LineEdit>(line_edit)->set_text(validated_name);
}
void VisualShaderEditor::_line_edit_focus_out(Object *line_edit, int p_node_id) {
String text = Object::cast_to<LineEdit>(line_edit)->get_text();
_line_edit_changed(text, line_edit, p_node_id);
}
void VisualShaderEditor::_port_edited() {
VisualShader::Type type = VisualShader::Type(edit_type->get_selected());
Variant value = property_editor->get_variant();
Ref<VisualShaderNode> vsn = visual_shader->get_node(type, editing_node);
ERR_FAIL_COND(!vsn.is_valid());
undo_redo->create_action("Set Input Default Port");
undo_redo->add_do_method(vsn.ptr(), "set_input_port_default_value", editing_port, value);
undo_redo->add_undo_method(vsn.ptr(), "set_input_port_default_value", editing_port, vsn->get_input_port_default_value(editing_port));
undo_redo->add_do_method(this, "_update_graph");
undo_redo->add_undo_method(this, "_update_graph");
undo_redo->commit_action();
property_editor->hide();
}
void VisualShaderEditor::_edit_port_default_input(Object *p_button, int p_node, int p_port) {
VisualShader::Type type = VisualShader::Type(edit_type->get_selected());
Ref<VisualShaderNode> vsn = visual_shader->get_node(type, p_node);
Button *button = Object::cast_to<Button>(p_button);
ERR_FAIL_COND(!button);
Variant value = vsn->get_input_port_default_value(p_port);
property_editor->set_global_position(button->get_global_position() + Vector2(0, button->get_size().height));
property_editor->edit(NULL, "", value.get_type(), value, 0, "");
property_editor->popup();
editing_node = p_node;
editing_port = p_port;
}
void VisualShaderEditor::_add_node(int p_idx) {
ERR_FAIL_INDEX(p_idx, add_options.size());
Ref<VisualShaderNode> vsnode;
if (add_options[p_idx].type != String()) {
VisualShaderNode *vsn = Object::cast_to<VisualShaderNode>(ClassDB::instance(add_options[p_idx].type));
ERR_FAIL_COND(!vsn);
vsnode = Ref<VisualShaderNode>(vsn);
} else {
ERR_FAIL_COND(add_options[p_idx].script.is_null());
String base_type = add_options[p_idx].script->get_instance_base_type();
VisualShaderNode *vsn = Object::cast_to<VisualShaderNode>(ClassDB::instance(base_type));
ERR_FAIL_COND(!vsn);
vsnode = Ref<VisualShaderNode>(vsn);
vsnode->set_script(add_options[p_idx].script.get_ref_ptr());
}
Point2 position = (graph->get_scroll_ofs() + graph->get_size() * 0.5) / EDSCALE;
VisualShader::Type type = VisualShader::Type(edit_type->get_selected());
int id_to_use = visual_shader->get_valid_node_id(type);
undo_redo->create_action("Add Node to Visual Shader");
undo_redo->add_do_method(visual_shader.ptr(), "add_node", type, vsnode, position, id_to_use);
undo_redo->add_undo_method(visual_shader.ptr(), "remove_node", type, id_to_use);
undo_redo->add_do_method(this, "_update_graph");
undo_redo->add_undo_method(this, "_update_graph");
undo_redo->commit_action();
}
void VisualShaderEditor::_node_dragged(const Vector2 &p_from, const Vector2 &p_to, int p_node) {
VisualShader::Type type = VisualShader::Type(edit_type->get_selected());
updating = true;
undo_redo->create_action("Node Moved");
undo_redo->add_do_method(visual_shader.ptr(), "set_node_position", type, p_node, p_to);
undo_redo->add_undo_method(visual_shader.ptr(), "set_node_position", type, p_node, p_from);
undo_redo->add_do_method(this, "_update_graph");
undo_redo->add_undo_method(this, "_update_graph");
undo_redo->commit_action();
updating = false;
}
void VisualShaderEditor::_connection_request(const String &p_from, int p_from_index, const String &p_to, int p_to_index) {
VisualShader::Type type = VisualShader::Type(edit_type->get_selected());
int from = p_from.to_int();
int to = p_to.to_int();
if (!visual_shader->can_connect_nodes(type, from, p_from_index, to, p_to_index)) {
EditorNode::get_singleton()->show_warning(TTR("Unable to connect, port may be in use or connection may be invalid."));
return;
}
undo_redo->create_action("Nodes Connected");
undo_redo->add_do_method(visual_shader.ptr(), "connect_nodes", type, from, p_from_index, to, p_to_index);
undo_redo->add_undo_method(visual_shader.ptr(), "disconnect_nodes", type, from, p_from_index, to, p_to_index);
undo_redo->add_do_method(this, "_update_graph");
undo_redo->add_undo_method(this, "_update_graph");
undo_redo->commit_action();
}
void VisualShaderEditor::_disconnection_request(const String &p_from, int p_from_index, const String &p_to, int p_to_index) {
graph->disconnect_node(p_from, p_from_index, p_to, p_to_index);
VisualShader::Type type = VisualShader::Type(edit_type->get_selected());
int from = p_from.to_int();
int to = p_to.to_int();
//updating = true; seems graph edit can handle this, no need to protect
undo_redo->create_action("Nodes Disconnected");
undo_redo->add_do_method(visual_shader.ptr(), "disconnect_nodes", type, from, p_from_index, to, p_to_index);
undo_redo->add_undo_method(visual_shader.ptr(), "connect_nodes", type, from, p_from_index, to, p_to_index);
undo_redo->add_do_method(this, "_update_graph");
undo_redo->add_undo_method(this, "_update_graph");
undo_redo->commit_action();
//updating = false;
}
void VisualShaderEditor::_connection_to_empty(const String &p_from, int p_from_slot, const Vector2 &p_release_position) {
}
void VisualShaderEditor::_delete_request(int which) {
VisualShader::Type type = VisualShader::Type(edit_type->get_selected());
undo_redo->create_action("Delete Node");
undo_redo->add_do_method(visual_shader.ptr(), "remove_node", type, which);
undo_redo->add_undo_method(visual_shader.ptr(), "add_node", type, visual_shader->get_node(type, which), visual_shader->get_node_position(type, which), which);
List<VisualShader::Connection> conns;
visual_shader->get_node_connections(type, &conns);
for (List<VisualShader::Connection>::Element *E = conns.front(); E; E = E->next()) {
if (E->get().from_node == which || E->get().to_node == which) {
undo_redo->add_undo_method(visual_shader.ptr(), "connect_nodes", type, E->get().from_node, E->get().from_port, E->get().to_node, E->get().to_port);
}
}
undo_redo->add_do_method(this, "_update_graph");
undo_redo->add_undo_method(this, "_update_graph");
undo_redo->commit_action();
}
void VisualShaderEditor::_node_selected(Object *p_node) {
VisualShader::Type type = VisualShader::Type(edit_type->get_selected());
GraphNode *gn = Object::cast_to<GraphNode>(p_node);
ERR_FAIL_COND(!gn);
int id = String(gn->get_name()).to_int();
Ref<VisualShaderNode> vsnode = visual_shader->get_node(type, id);
ERR_FAIL_COND(!vsnode.is_valid());
//do not rely on this, makes editor more complex
//EditorNode::get_singleton()->push_item(vsnode.ptr(), "", true);
}
void VisualShaderEditor::_input(const Ref<InputEvent> p_event) {
if (graph->has_focus()) {
Ref<InputEventMouseButton> mb = p_event;
if (mb.is_valid() && mb->is_pressed() && mb->get_button_index() == BUTTON_RIGHT) {
add_node->get_popup()->set_position(get_viewport()->get_mouse_position());
add_node->get_popup()->show_modal();
}
}
}
void VisualShaderEditor::_notification(int p_what) {
if (p_what == NOTIFICATION_ENTER_TREE || p_what == NOTIFICATION_THEME_CHANGED) {
error_panel->add_style_override("panel", get_stylebox("bg", "Tree"));
error_label->add_color_override("font_color", get_color("error_color", "Editor"));
}
if (p_what == NOTIFICATION_PROCESS) {
}
}
void VisualShaderEditor::_scroll_changed(const Vector2 &p_scroll) {
if (updating)
return;
updating = true;
visual_shader->set_graph_offset(p_scroll / EDSCALE);
updating = false;
}
void VisualShaderEditor::_node_changed(int p_id) {
if (updating)
return;
if (is_visible_in_tree()) {
_update_graph();
}
}
void VisualShaderEditor::_duplicate_nodes() {
VisualShader::Type type = VisualShader::Type(edit_type->get_selected());
List<int> nodes;
for (int i = 0; i < graph->get_child_count(); i++) {
if (Object::cast_to<GraphNode>(graph->get_child(i))) {
int id = String(graph->get_child(i)->get_name()).to_int();
Ref<VisualShaderNode> node = visual_shader->get_node(type, id);
Ref<VisualShaderNodeOutput> output = node;
if (output.is_valid()) //cant duplicate output
continue;
if (node.is_valid()) {
nodes.push_back(id);
}
}
}
if (nodes.empty())
return;
undo_redo->create_action("Duplicate Nodes");
int base_id = visual_shader->get_valid_node_id(type);
int id_from = base_id;
Map<int, int> connection_remap;
for (List<int>::Element *E = nodes.front(); E; E = E->next()) {
connection_remap[E->get()] = id_from;
Ref<VisualShaderNode> node = visual_shader->get_node(type, E->get());
Ref<VisualShaderNode> dupli = node->duplicate();
undo_redo->add_do_method(visual_shader.ptr(), "add_node", type, dupli, visual_shader->get_node_position(type, E->get()) + Vector2(10, 10) * EDSCALE, id_from);
undo_redo->add_undo_method(visual_shader.ptr(), "remove_node", type, id_from);
id_from++;
}
List<VisualShader::Connection> conns;
visual_shader->get_node_connections(type, &conns);
for (List<VisualShader::Connection>::Element *E = conns.front(); E; E = E->next()) {
if (connection_remap.has(E->get().from_node) && connection_remap.has(E->get().to_node)) {
undo_redo->add_do_method(visual_shader.ptr(), "connect_nodes", type, connection_remap[E->get().from_node], E->get().from_port, connection_remap[E->get().to_node], E->get().to_port);
}
}
undo_redo->add_do_method(this, "_update_graph");
undo_redo->add_undo_method(this, "_update_graph");
undo_redo->commit_action();
//reselect
for (int i = 0; i < graph->get_child_count(); i++) {
if (Object::cast_to<GraphNode>(graph->get_child(i))) {
int id = String(graph->get_child(i)->get_name()).to_int();
if (nodes.find(id)) {
Object::cast_to<GraphNode>(graph->get_child(i))->set_selected(true);
} else {
Object::cast_to<GraphNode>(graph->get_child(i))->set_selected(false);
}
}
}
}
void VisualShaderEditor::_mode_selected(int p_id) {
_update_graph();
}
void VisualShaderEditor::_input_select_item(Ref<VisualShaderNodeInput> input, String name) {
String prev_name = input->get_input_name();
if (name == prev_name)
return;
bool type_changed = input->get_input_type_by_name(name) != input->get_input_type_by_name(prev_name);
UndoRedo *undo_redo = EditorNode::get_singleton()->get_undo_redo();
undo_redo->create_action("Visual Shader Input Type Changed");
undo_redo->add_do_method(input.ptr(), "set_input_name", name);
undo_redo->add_undo_method(input.ptr(), "set_input_name", prev_name);
if (type_changed) {
//restore connections if type changed
VisualShader::Type type = VisualShader::Type(edit_type->get_selected());
int id = visual_shader->find_node_id(type, input);
List<VisualShader::Connection> conns;
visual_shader->get_node_connections(type, &conns);
for (List<VisualShader::Connection>::Element *E = conns.front(); E; E = E->next()) {
if (E->get().from_node == id) {
undo_redo->add_undo_method(visual_shader.ptr(), "connect_nodes", type, E->get().from_node, E->get().from_port, E->get().to_node, E->get().to_port);
}
}
}
undo_redo->add_do_method(VisualShaderEditor::get_singleton(), "_update_graph");
undo_redo->add_undo_method(VisualShaderEditor::get_singleton(), "_update_graph");
undo_redo->commit_action();
}
void VisualShaderEditor::_bind_methods() {
ClassDB::bind_method("_update_graph", &VisualShaderEditor::_update_graph);
ClassDB::bind_method("_add_node", &VisualShaderEditor::_add_node);
ClassDB::bind_method("_node_dragged", &VisualShaderEditor::_node_dragged);
ClassDB::bind_method("_connection_request", &VisualShaderEditor::_connection_request);
ClassDB::bind_method("_disconnection_request", &VisualShaderEditor::_disconnection_request);
ClassDB::bind_method("_node_selected", &VisualShaderEditor::_node_selected);
ClassDB::bind_method("_scroll_changed", &VisualShaderEditor::_scroll_changed);
ClassDB::bind_method("_delete_request", &VisualShaderEditor::_delete_request);
ClassDB::bind_method("_node_changed", &VisualShaderEditor::_node_changed);
ClassDB::bind_method("_edit_port_default_input", &VisualShaderEditor::_edit_port_default_input);
ClassDB::bind_method("_port_edited", &VisualShaderEditor::_port_edited);
ClassDB::bind_method("_connection_to_empty", &VisualShaderEditor::_connection_to_empty);
ClassDB::bind_method("_line_edit_focus_out", &VisualShaderEditor::_line_edit_focus_out);
ClassDB::bind_method("_line_edit_changed", &VisualShaderEditor::_line_edit_changed);
ClassDB::bind_method("_duplicate_nodes", &VisualShaderEditor::_duplicate_nodes);
ClassDB::bind_method("_mode_selected", &VisualShaderEditor::_mode_selected);
ClassDB::bind_method("_input_select_item", &VisualShaderEditor::_input_select_item);
ClassDB::bind_method("_preview_select_port", &VisualShaderEditor::_preview_select_port);
ClassDB::bind_method("_input", &VisualShaderEditor::_input);
}
VisualShaderEditor *VisualShaderEditor::singleton = NULL;
VisualShaderEditor::VisualShaderEditor() {
singleton = this;
updating = false;
graph = memnew(GraphEdit);
add_child(graph);
graph->add_valid_right_disconnect_type(VisualShaderNode::PORT_TYPE_SCALAR);
graph->add_valid_right_disconnect_type(VisualShaderNode::PORT_TYPE_VECTOR);
graph->add_valid_right_disconnect_type(VisualShaderNode::PORT_TYPE_TRANSFORM);
//graph->add_valid_left_disconnect_type(0);
graph->set_v_size_flags(SIZE_EXPAND_FILL);
graph->connect("connection_request", this, "_connection_request", varray(), CONNECT_DEFERRED);
graph->connect("disconnection_request", this, "_disconnection_request", varray(), CONNECT_DEFERRED);
graph->connect("node_selected", this, "_node_selected");
graph->connect("scroll_offset_changed", this, "_scroll_changed");
graph->connect("duplicate_nodes_request", this, "_duplicate_nodes");
graph->add_valid_connection_type(VisualShaderNode::PORT_TYPE_SCALAR, VisualShaderNode::PORT_TYPE_SCALAR);
graph->add_valid_connection_type(VisualShaderNode::PORT_TYPE_SCALAR, VisualShaderNode::PORT_TYPE_VECTOR);
graph->add_valid_connection_type(VisualShaderNode::PORT_TYPE_VECTOR, VisualShaderNode::PORT_TYPE_SCALAR);
graph->add_valid_connection_type(VisualShaderNode::PORT_TYPE_VECTOR, VisualShaderNode::PORT_TYPE_VECTOR);
graph->add_valid_connection_type(VisualShaderNode::PORT_TYPE_TRANSFORM, VisualShaderNode::PORT_TYPE_TRANSFORM);
VSeparator *vs = memnew(VSeparator);
graph->get_zoom_hbox()->add_child(vs);
graph->get_zoom_hbox()->move_child(vs, 0);
edit_type = memnew(OptionButton);
edit_type->add_item(TTR("Vertex"));
edit_type->add_item(TTR("Fragment"));
edit_type->add_item(TTR("Light"));
edit_type->select(1);
edit_type->connect("item_selected", this, "_mode_selected");
graph->get_zoom_hbox()->add_child(edit_type);
graph->get_zoom_hbox()->move_child(edit_type, 0);
add_node = memnew(MenuButton);
graph->get_zoom_hbox()->add_child(add_node);
add_node->set_text(TTR("Add Node.."));
graph->get_zoom_hbox()->move_child(add_node, 0);
add_node->get_popup()->connect("id_pressed", this, "_add_node");
add_options.push_back(AddOption("Scalar", "Constants", "VisualShaderNodeScalarConstant"));
add_options.push_back(AddOption("Vector", "Constants", "VisualShaderNodeVec3Constant"));
add_options.push_back(AddOption("Color", "Constants", "VisualShaderNodeColorConstant"));
add_options.push_back(AddOption("Transform", "Constants", "VisualShaderNodeTransformConstant"));
add_options.push_back(AddOption("Texture", "Constants", "VisualShaderNodeTexture"));
add_options.push_back(AddOption("CubeMap", "Constants", "VisualShaderNodeCubeMap"));
add_options.push_back(AddOption("ScalarOp", "Operators", "VisualShaderNodeScalarOp"));
add_options.push_back(AddOption("VectorOp", "Operators", "VisualShaderNodeVectorOp"));
add_options.push_back(AddOption("ColorOp", "Operators", "VisualShaderNodeColorOp"));
add_options.push_back(AddOption("TransformMult", "Operators", "VisualShaderNodeTransformMult"));
add_options.push_back(AddOption("TransformVectorMult", "Operators", "VisualShaderNodeTransformVecMult"));
add_options.push_back(AddOption("ScalarFunc", "Functions", "VisualShaderNodeScalarFunc"));
add_options.push_back(AddOption("VectorFunc", "Functions", "VisualShaderNodeVectorFunc"));
add_options.push_back(AddOption("DotProduct", "Functions", "VisualShaderNodeDotProduct"));
add_options.push_back(AddOption("VectorLen", "Functions", "VisualShaderNodeVectorLen"));
add_options.push_back(AddOption("ScalarInterp", "Interpolation", "VisualShaderNodeScalarInterp"));
add_options.push_back(AddOption("VectorInterp", "Interpolation", "VisualShaderNodeVectorInterp"));
add_options.push_back(AddOption("VectorCompose", "Compose", "VisualShaderNodeVectorCompose"));
add_options.push_back(AddOption("TransformCompose", "Compose", "VisualShaderNodeTransformCompose"));
add_options.push_back(AddOption("VectorDecompose", "Decompose", "VisualShaderNodeVectorDecompose"));
add_options.push_back(AddOption("TransformDecompose", "Decompose", "VisualShaderNodeTransformDecompose"));
add_options.push_back(AddOption("Scalar", "Uniforms", "VisualShaderNodeScalarUniform"));
add_options.push_back(AddOption("Vector", "Uniforms", "VisualShaderNodeVec3Uniform"));
add_options.push_back(AddOption("Color", "Uniforms", "VisualShaderNodeColorUniform"));
add_options.push_back(AddOption("Transform", "Uniforms", "VisualShaderNodeTransformUniform"));
add_options.push_back(AddOption("Texture", "Uniforms", "VisualShaderNodeTextureUniform"));
add_options.push_back(AddOption("CubeMap", "Uniforms", "VisualShaderNodeCubeMapUniform"));
add_options.push_back(AddOption("Input", "Inputs", "VisualShaderNodeInput"));
_update_options_menu();
error_panel = memnew(PanelContainer);
add_child(error_panel);
error_label = memnew(Label);
error_panel->add_child(error_label);
error_label->set_text("eh");
error_panel->hide();
undo_redo = EditorNode::get_singleton()->get_undo_redo();
Ref<VisualShaderNodePluginDefault> default_plugin;
default_plugin.instance();
add_plugin(default_plugin);
property_editor = memnew(CustomPropertyEditor);
add_child(property_editor);
property_editor->connect("variant_changed", this, "_port_edited");
}
void VisualShaderEditorPlugin::edit(Object *p_object) {
visual_shader_editor->edit(Object::cast_to<VisualShader>(p_object));
}
bool VisualShaderEditorPlugin::handles(Object *p_object) const {
return p_object->is_class("VisualShader");
}
void VisualShaderEditorPlugin::make_visible(bool p_visible) {
if (p_visible) {
//editor->hide_animation_player_editors();
//editor->animation_panel_make_visible(true);
button->show();
editor->make_bottom_panel_item_visible(visual_shader_editor);
visual_shader_editor->set_process_input(true);
//visual_shader_editor->set_process(true);
} else {
if (visual_shader_editor->is_visible_in_tree())
editor->hide_bottom_panel();
button->hide();
visual_shader_editor->set_process_input(false);
//visual_shader_editor->set_process(false);
}
}
VisualShaderEditorPlugin::VisualShaderEditorPlugin(EditorNode *p_node) {
editor = p_node;
visual_shader_editor = memnew(VisualShaderEditor);
visual_shader_editor->set_custom_minimum_size(Size2(0, 300));
button = editor->add_bottom_panel_item(TTR("VisualShader"), visual_shader_editor);
button->hide();
}
VisualShaderEditorPlugin::~VisualShaderEditorPlugin() {
}
////////////////
class VisualShaderNodePluginInputEditor : public OptionButton {
GDCLASS(VisualShaderNodePluginInputEditor, OptionButton)
Ref<VisualShaderNodeInput> input;
protected:
static void _bind_methods() {
ClassDB::bind_method("_item_selected", &VisualShaderNodePluginInputEditor::_item_selected);
}
public:
void _notification(int p_what) {
if (p_what == NOTIFICATION_READY) {
connect("item_selected", this, "_item_selected");
}
}
void _item_selected(int p_item) {
VisualShaderEditor::get_singleton()->call_deferred("_input_select_item", input, get_item_text(p_item));
}
void setup(const Ref<VisualShaderNodeInput> &p_input) {
input = p_input;
Ref<Texture> type_icon[3] = {
EditorNode::get_singleton()->get_gui_base()->get_icon("float", "EditorIcons"),
EditorNode::get_singleton()->get_gui_base()->get_icon("Vector3", "EditorIcons"),
EditorNode::get_singleton()->get_gui_base()->get_icon("Transform", "EditorIcons"),
};
add_item("[None]");
int to_select = -1;
for (int i = 0; i < input->get_input_index_count(); i++) {
if (input->get_input_name() == input->get_input_index_name(i)) {
to_select = i + 1;
}
add_icon_item(type_icon[input->get_input_index_type(i)], input->get_input_index_name(i));
}
if (to_select >= 0) {
select(to_select);
}
}
};
class VisualShaderNodePluginDefaultEditor : public VBoxContainer {
GDCLASS(VisualShaderNodePluginDefaultEditor, VBoxContainer)
public:
void _property_changed(const String &prop, const Variant &p_value) {
UndoRedo *undo_redo = EditorNode::get_singleton()->get_undo_redo();
updating = true;
undo_redo->create_action("Edit Visual Property: " + prop, UndoRedo::MERGE_ENDS);
undo_redo->add_do_property(node.ptr(), prop, p_value);
undo_redo->add_undo_property(node.ptr(), prop, node->get(prop));
undo_redo->commit_action();
updating = false;
}
void _node_changed() {
if (updating)
return;
for (int i = 0; i < properties.size(); i++) {
properties[i]->update_property();
}
}
void _refresh_request() {
VisualShaderEditor::get_singleton()->call_deferred("_update_graph");
}
bool updating;
Ref<VisualShaderNode> node;
Vector<EditorProperty *> properties;
void setup(Vector<EditorProperty *> p_properties, const Vector<StringName> &p_names, Ref<VisualShaderNode> p_node) {
updating = false;
node = p_node;
properties = p_properties;
for (int i = 0; i < p_properties.size(); i++) {
add_child(p_properties[i]);
properties[i]->connect("property_changed", this, "_property_changed");
properties[i]->set_object_and_property(node.ptr(), p_names[i]);
properties[i]->update_property();
properties[i]->set_name_split_ratio(0);
}
node->connect("changed", this, "_node_changed");
node->connect("editor_refresh_request", this, "_refresh_request", varray(), CONNECT_DEFERRED);
}
static void _bind_methods() {
ClassDB::bind_method("_property_changed", &VisualShaderNodePluginDefaultEditor::_property_changed);
ClassDB::bind_method("_node_changed", &VisualShaderNodePluginDefaultEditor::_node_changed);
ClassDB::bind_method("_refresh_request", &VisualShaderNodePluginDefaultEditor::_refresh_request);
}
};
Control *VisualShaderNodePluginDefault::create_editor(const Ref<VisualShaderNode> &p_node) {
if (p_node->is_class("VisualShaderNodeInput")) {
//create input
VisualShaderNodePluginInputEditor *input_editor = memnew(VisualShaderNodePluginInputEditor);
input_editor->setup(p_node);
return input_editor;
}
Vector<StringName> properties = p_node->get_editable_properties();
if (properties.size() == 0) {
return NULL;
}
List<PropertyInfo> props;
p_node->get_property_list(&props);
Vector<PropertyInfo> pinfo;
for (List<PropertyInfo>::Element *E = props.front(); E; E = E->next()) {
for (int i = 0; i < properties.size(); i++) {
if (E->get().name == String(properties[i])) {
pinfo.push_back(E->get());
}
}
}
if (pinfo.size() == 0)
return NULL;
properties.clear();
Ref<VisualShaderNode> node = p_node;
Vector<EditorProperty *> editors;
for (int i = 0; i < pinfo.size(); i++) {
EditorProperty *prop = EditorInspector::instantiate_property_editor(node.ptr(), pinfo[i].type, pinfo[i].name, pinfo[i].hint, pinfo[i].hint_string, pinfo[i].usage);
if (!prop)
return NULL;
if (Object::cast_to<EditorPropertyResource>(prop)) {
Object::cast_to<EditorPropertyResource>(prop)->set_use_sub_inspector(false);
prop->set_custom_minimum_size(Size2(100 * EDSCALE, 0));
} else if (Object::cast_to<EditorPropertyTransform>(prop)) {
prop->set_custom_minimum_size(Size2(250 * EDSCALE, 0));
} else if (Object::cast_to<EditorPropertyFloat>(prop) || Object::cast_to<EditorPropertyVector3>(prop)) {
prop->set_custom_minimum_size(Size2(100 * EDSCALE, 0));
} else if (Object::cast_to<EditorPropertyEnum>(prop)) {
prop->set_custom_minimum_size(Size2(100 * EDSCALE, 0));
Object::cast_to<EditorPropertyEnum>(prop)->set_option_button_clip(false);
}
editors.push_back(prop);
properties.push_back(pinfo[i].name);
}
VisualShaderNodePluginDefaultEditor *editor = memnew(VisualShaderNodePluginDefaultEditor);
editor->setup(editors, properties, p_node);
return editor;
}
void EditorPropertyShaderMode::_option_selected(int p_which) {
//will not use this, instead will do all the logic setting manually
//emit_signal("property_changed", get_edited_property(), p_which);
Ref<VisualShader> visual_shader(Object::cast_to<VisualShader>(get_edited_object()));
if (visual_shader->get_mode() == p_which)
return;
UndoRedo *undo_redo = EditorNode::get_singleton()->get_undo_redo();
undo_redo->create_action("Visual Shader Mode Changed");
//do is easy
undo_redo->add_do_method(visual_shader.ptr(), "set_mode", p_which);
undo_redo->add_undo_method(visual_shader.ptr(), "set_mode", visual_shader->get_mode());
//now undo is hell
//1. restore connections to output
for (int i = 0; i < VisualShader::TYPE_MAX; i++) {
VisualShader::Type type = VisualShader::Type(i);
List<VisualShader::Connection> conns;
visual_shader->get_node_connections(type, &conns);
for (List<VisualShader::Connection>::Element *E = conns.front(); E; E = E->next()) {
if (E->get().to_node == VisualShader::NODE_ID_OUTPUT) {
undo_redo->add_undo_method(visual_shader.ptr(), "connect_nodes", type, E->get().from_node, E->get().from_port, E->get().to_node, E->get().to_port);
}
}
}
//2. restore input indices
for (int i = 0; i < VisualShader::TYPE_MAX; i++) {
VisualShader::Type type = VisualShader::Type(i);
Vector<int> nodes = visual_shader->get_node_list(type);
for (int i = 0; i < nodes.size(); i++) {
Ref<VisualShaderNodeInput> input = visual_shader->get_node(type, nodes[i]);
if (!input.is_valid()) {
continue;
}
undo_redo->add_undo_method(input.ptr(), "set_input_name", input->get_input_name());
}
}
//3. restore enums and flags
List<PropertyInfo> props;
visual_shader->get_property_list(&props);
for (List<PropertyInfo>::Element *E = props.front(); E; E = E->next()) {
if (E->get().name.begins_with("flags/") || E->get().name.begins_with("modes/")) {
undo_redo->add_undo_property(visual_shader.ptr(), E->get().name, visual_shader->get(E->get().name));
}
}
//update graph
undo_redo->add_do_method(VisualShaderEditor::get_singleton(), "_update_graph");
undo_redo->add_undo_method(VisualShaderEditor::get_singleton(), "_update_graph");
undo_redo->commit_action();
}
void EditorPropertyShaderMode::update_property() {
int which = get_edited_object()->get(get_edited_property());
options->select(which);
}
void EditorPropertyShaderMode::setup(const Vector<String> &p_options) {
for (int i = 0; i < p_options.size(); i++) {
options->add_item(p_options[i], i);
}
}
void EditorPropertyShaderMode::set_option_button_clip(bool p_enable) {
options->set_clip_text(p_enable);
}
void EditorPropertyShaderMode::_bind_methods() {
ClassDB::bind_method(D_METHOD("_option_selected"), &EditorPropertyShaderMode::_option_selected);
}
EditorPropertyShaderMode::EditorPropertyShaderMode() {
options = memnew(OptionButton);
options->set_clip_text(true);
add_child(options);
add_focusable(options);
options->connect("item_selected", this, "_option_selected");
}
bool EditorInspectorShaderModePlugin::can_handle(Object *p_object) {
return true; //can handle everything
}
void EditorInspectorShaderModePlugin::parse_begin(Object *p_object) {
//do none
}
bool EditorInspectorShaderModePlugin::parse_property(Object *p_object, Variant::Type p_type, const String &p_path, PropertyHint p_hint, const String &p_hint_text, int p_usage) {
if (p_path == "mode" && p_object->is_class("VisualShader") && p_type == Variant::INT) {
EditorPropertyShaderMode *editor = memnew(EditorPropertyShaderMode);
Vector<String> options = p_hint_text.split(",");
editor->setup(options);
add_property_editor(p_path, editor);
return true;
}
return false; //can be overriden, although it will most likely be last anyway
}
void EditorInspectorShaderModePlugin::parse_end() {
//do none
}
//////////////////////////////////
void VisualShaderNodePortPreview::_shader_changed() {
if (shader.is_null()) {
return;
}
Vector<VisualShader::DefaultTextureParam> default_textures;
String shader_code = shader->generate_preview_shader(type, node, port, default_textures);
Ref<Shader> preview_shader;
preview_shader.instance();
preview_shader->set_code(shader_code);
for (int i = 0; i < default_textures.size(); i++) {
preview_shader->set_default_texture_param(default_textures[i].name, default_textures[i].param);
}
Ref<ShaderMaterial> material;
material.instance();
material->set_shader(preview_shader);
//find if a material is also being edited and copy parameters to this one
for (int i = EditorNode::get_singleton()->get_editor_history()->get_path_size() - 1; i >= 0; i--) {
Object *object = ObjectDB::get_instance(EditorNode::get_singleton()->get_editor_history()->get_path_object(i));
if (!object)
continue;
ShaderMaterial *src_mat = Object::cast_to<ShaderMaterial>(object);
if (src_mat && src_mat->get_shader().is_valid()) {
List<PropertyInfo> params;
src_mat->get_shader()->get_param_list(&params);
for (List<PropertyInfo>::Element *E = params.front(); E; E = E->next()) {
material->set(E->get().name, src_mat->get(E->get().name));
}
}
}
set_material(material);
}
void VisualShaderNodePortPreview::setup(const Ref<VisualShader> &p_shader, VisualShader::Type p_type, int p_node, int p_port) {
shader = p_shader;
shader->connect("changed", this, "_shader_changed");
type = p_type;
port = p_port;
node = p_node;
update();
_shader_changed();
}
Size2 VisualShaderNodePortPreview::get_minimum_size() const {
return Size2(100, 100) * EDSCALE;
}
void VisualShaderNodePortPreview::_notification(int p_what) {
if (p_what == NOTIFICATION_DRAW) {
Vector<Vector2> points;
Vector<Vector2> uvs;
Vector<Color> colors;
points.push_back(Vector2());
uvs.push_back(Vector2(0, 0));
colors.push_back(Color(1, 1, 1, 1));
points.push_back(Vector2(get_size().width, 0));
uvs.push_back(Vector2(1, 0));
colors.push_back(Color(1, 1, 1, 1));
points.push_back(get_size());
uvs.push_back(Vector2(1, 1));
colors.push_back(Color(1, 1, 1, 1));
points.push_back(Vector2(0, get_size().height));
uvs.push_back(Vector2(0, 1));
colors.push_back(Color(1, 1, 1, 1));
draw_primitive(points, colors, uvs);
}
}
void VisualShaderNodePortPreview::_bind_methods() {
ClassDB::bind_method("_shader_changed", &VisualShaderNodePortPreview::_shader_changed);
}
VisualShaderNodePortPreview::VisualShaderNodePortPreview() {
}