virtualx-engine/editor/plugins/visual_shader_editor_plugin.h
2020-09-12 12:44:01 +03:00

453 lines
15 KiB
C++

/*************************************************************************/
/* visual_shader_editor_plugin.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
#ifndef VISUAL_SHADER_EDITOR_PLUGIN_H
#define VISUAL_SHADER_EDITOR_PLUGIN_H
#include "editor/editor_node.h"
#include "editor/editor_plugin.h"
#include "editor/property_editor.h"
#include "scene/gui/button.h"
#include "scene/gui/graph_edit.h"
#include "scene/gui/popup.h"
#include "scene/gui/tree.h"
#include "scene/resources/visual_shader.h"
class VisualShaderNodePlugin : public Reference {
GDCLASS(VisualShaderNodePlugin, Reference);
protected:
static void _bind_methods();
public:
virtual Control *create_editor(const Ref<Resource> &p_parent_resource, const Ref<VisualShaderNode> &p_node);
};
class VisualShaderGraphPlugin : public Reference {
GDCLASS(VisualShaderGraphPlugin, Reference);
private:
struct InputPort {
Button *default_input_button;
};
struct Port {
TextureButton *preview_button;
};
struct Link {
VisualShader::Type type;
VisualShaderNode *visual_node;
GraphNode *graph_node;
bool preview_visible;
int preview_pos;
Map<int, InputPort> input_ports;
Map<int, Port> output_ports;
VBoxContainer *preview_box;
Control *custom_editor;
int editor_pos;
};
Ref<VisualShader> visual_shader;
Map<int, Link> links;
List<VisualShader::Connection> connections;
bool dirty = false;
protected:
static void _bind_methods();
public:
void register_shader(VisualShader *p_visual_shader);
void set_connections(List<VisualShader::Connection> &p_connections);
void register_link(VisualShader::Type p_type, int p_id, VisualShaderNode *p_visual_node, GraphNode *p_graph_node);
void register_output_port(int p_id, int p_port, TextureButton *p_button);
void register_custom_editor(int p_node_id, Control *p_custom_editor);
void register_editor_pos(int p_node_id, int p_pos);
void clear_links();
void set_shader_type(VisualShader::Type p_type);
bool is_preview_visible(int p_id) const;
bool is_dirty() const;
void make_dirty(bool p_enabled);
void add_node(VisualShader::Type p_type, int p_id);
void remove_node(VisualShader::Type p_type, int p_id);
void connect_nodes(VisualShader::Type p_type, int p_from_node, int p_from_port, int p_to_node, int p_to_port);
void disconnect_nodes(VisualShader::Type p_type, int p_from_node, int p_from_port, int p_to_node, int p_to_port);
void show_port_preview(VisualShader::Type p_type, int p_node_id, int p_port_id);
void set_node_position(VisualShader::Type p_type, int p_id, const Vector2 &p_position);
void set_node_size(VisualShader::Type p_type, int p_id, const Vector2 &p_size);
void refresh_node_ports(VisualShader::Type p_type, int p_node);
void update_property_editor(VisualShader::Type p_type, int p_node_id);
void update_property_editor_deferred(VisualShader::Type p_type, int p_node_id);
void set_input_port_default_value(VisualShader::Type p_type, int p_node_id, int p_port_id, Variant p_value);
void register_default_input_button(int p_node_id, int p_port_id, Button *p_button);
VisualShader::Type get_shader_type() const;
VisualShaderGraphPlugin();
~VisualShaderGraphPlugin();
};
class VisualShaderEditor : public VBoxContainer {
GDCLASS(VisualShaderEditor, VBoxContainer);
friend class VisualShaderGraphPlugin;
CustomPropertyEditor *property_editor;
int editing_node;
int editing_port;
Ref<VisualShader> visual_shader;
HSplitContainer *main_box;
GraphEdit *graph;
Button *add_node;
Button *preview_shader;
OptionButton *edit_type = nullptr;
OptionButton *edit_type_standart;
OptionButton *edit_type_particles;
PanelContainer *error_panel;
Label *error_label;
bool pending_update_preview;
bool shader_error;
VBoxContainer *preview_vbox;
CodeEdit *preview_text;
Ref<CodeHighlighter> syntax_highlighter;
Label *error_text;
UndoRedo *undo_redo;
Point2 saved_node_pos;
bool saved_node_pos_dirty;
ConfirmationDialog *members_dialog;
PopupMenu *popup_menu;
MenuButton *tools;
bool preview_showed;
bool particles_mode;
enum TypeFlags {
TYPE_FLAGS_VERTEX = 1,
TYPE_FLAGS_FRAGMENT = 2,
TYPE_FLAGS_LIGHT = 4,
};
enum ParticlesTypeFlags {
TYPE_FLAGS_EMIT = 1,
TYPE_FLAGS_PROCESS = 2,
TYPE_FLAGS_END = 4
};
enum ToolsMenuOptions {
EXPAND_ALL,
COLLAPSE_ALL
};
enum NodeMenuOptions {
ADD,
SEPARATOR, // ignore
COPY,
PASTE,
DELETE,
DUPLICATE,
};
Tree *members;
AcceptDialog *alert;
LineEdit *node_filter;
RichTextLabel *node_desc;
Label *highend_label;
void _tools_menu_option(int p_idx);
void _show_members_dialog(bool at_mouse_pos);
void _update_graph();
struct AddOption {
String name;
String category;
String type;
String description;
int sub_func;
String sub_func_str;
Ref<Script> script;
int mode;
int return_type;
int func;
float value;
bool highend;
bool is_custom;
int temp_idx;
AddOption(const String &p_name = String(), const String &p_category = String(), const String &p_sub_category = String(), const String &p_type = String(), const String &p_description = String(), int p_sub_func = -1, int p_return_type = -1, int p_mode = -1, int p_func = -1, float p_value = -1, bool p_highend = false) {
name = p_name;
type = p_type;
category = p_category + "/" + p_sub_category;
description = p_description;
sub_func = p_sub_func;
return_type = p_return_type;
mode = p_mode;
func = p_func;
value = p_value;
highend = p_highend;
is_custom = false;
}
AddOption(const String &p_name, const String &p_category, const String &p_sub_category, const String &p_type, const String &p_description, const String &p_sub_func, int p_return_type = -1, int p_mode = -1, int p_func = -1, float p_value = -1, bool p_highend = false) {
name = p_name;
type = p_type;
category = p_category + "/" + p_sub_category;
description = p_description;
sub_func = 0;
sub_func_str = p_sub_func;
return_type = p_return_type;
mode = p_mode;
func = p_func;
value = p_value;
highend = p_highend;
is_custom = false;
}
};
struct _OptionComparator {
_FORCE_INLINE_ bool operator()(const AddOption &a, const AddOption &b) const {
return a.category.count("/") > b.category.count("/") || (a.category + "/" + a.name).naturalnocasecmp_to(b.category + "/" + b.name) < 0;
}
};
Vector<AddOption> add_options;
int texture_node_option_idx;
int custom_node_option_idx;
List<String> keyword_list;
void _draw_color_over_button(Object *obj, Color p_color);
void _add_custom_node(const String &p_path);
void _add_texture_node(const String &p_path);
VisualShaderNode *_add_node(int p_idx, int p_op_idx = -1);
void _update_options_menu();
void _set_mode(int p_which);
void _show_preview_text();
void _update_preview();
String _get_description(int p_idx);
static VisualShaderEditor *singleton;
void _node_dragged(const Vector2 &p_from, const Vector2 &p_to, int p_node);
bool updating;
void _connection_request(const String &p_from, int p_from_index, const String &p_to, int p_to_index);
void _disconnection_request(const String &p_from, int p_from_index, const String &p_to, int p_to_index);
void _scroll_changed(const Vector2 &p_scroll);
void _node_selected(Object *p_node);
void _delete_request(int);
void _delete_nodes();
void _removed_from_graph();
void _node_changed(int p_id);
void _edit_port_default_input(Object *p_button, int p_node, int p_port);
void _port_edited();
int to_node;
int to_slot;
int from_node;
int from_slot;
void _connection_to_empty(const String &p_from, int p_from_slot, const Vector2 &p_release_position);
void _connection_from_empty(const String &p_to, int p_to_slot, const Vector2 &p_release_position);
void _line_edit_changed(const String &p_text, Object *line_edit, int p_node_id);
void _line_edit_focus_out(Object *line_edit, int p_node_id);
void _port_name_focus_out(Object *line_edit, int p_node_id, int p_port_id, bool p_output);
void _dup_copy_nodes(int p_type, List<int> &r_nodes, Set<int> &r_excluded);
void _dup_update_excluded(int p_type, Set<int> &r_excluded);
void _dup_paste_nodes(int p_type, int p_pasted_type, List<int> &r_nodes, Set<int> &r_excluded, const Vector2 &p_offset, bool p_select);
void _duplicate_nodes();
Vector2 selection_center;
int copy_type; // shader type
List<int> copy_nodes_buffer;
Set<int> copy_nodes_excluded_buffer;
void _clear_buffer();
void _copy_nodes();
void _paste_nodes(bool p_use_custom_position = false, const Vector2 &p_custom_position = Vector2());
Vector<Ref<VisualShaderNodePlugin>> plugins;
Ref<VisualShaderGraphPlugin> graph_plugin;
void _mode_selected(int p_id);
void _rebuild();
void _input_select_item(Ref<VisualShaderNodeInput> input, String name);
void _uniform_select_item(Ref<VisualShaderNodeUniformRef> p_uniform, String p_name);
VisualShader::Type get_current_shader_type() const;
void _add_input_port(int p_node, int p_port, int p_port_type, const String &p_name);
void _remove_input_port(int p_node, int p_port);
void _change_input_port_type(int p_type, int p_node, int p_port);
void _change_input_port_name(const String &p_text, Object *line_edit, int p_node, int p_port);
void _add_output_port(int p_node, int p_port, int p_port_type, const String &p_name);
void _remove_output_port(int p_node, int p_port);
void _change_output_port_type(int p_type, int p_node, int p_port);
void _change_output_port_name(const String &p_text, Object *line_edit, int p_node, int p_port);
void _expression_focus_out(Object *code_edit, int p_node);
void _set_node_size(int p_type, int p_node, const Size2 &p_size);
void _node_resized(const Vector2 &p_new_size, int p_type, int p_node);
void _preview_select_port(int p_node, int p_port);
void _graph_gui_input(const Ref<InputEvent> &p_event);
void _member_filter_changed(const String &p_text);
void _sbox_input(const Ref<InputEvent> &p_ie);
void _member_selected();
void _member_unselected();
void _member_create();
void _member_cancel();
Vector2 menu_point;
void _node_menu_id_pressed(int p_idx);
Variant get_drag_data_fw(const Point2 &p_point, Control *p_from);
bool can_drop_data_fw(const Point2 &p_point, const Variant &p_data, Control *p_from) const;
void drop_data_fw(const Point2 &p_point, const Variant &p_data, Control *p_from);
bool _is_available(int p_mode);
void _update_created_node(GraphNode *node);
void _update_uniforms();
protected:
void _notification(int p_what);
static void _bind_methods();
public:
void update_custom_nodes();
void add_plugin(const Ref<VisualShaderNodePlugin> &p_plugin);
void remove_plugin(const Ref<VisualShaderNodePlugin> &p_plugin);
static VisualShaderEditor *get_singleton() { return singleton; }
VisualShaderGraphPlugin *get_graph_plugin() { return graph_plugin.ptr(); }
void clear_custom_types();
void add_custom_type(const String &p_name, const Ref<Script> &p_script, const String &p_description, int p_return_icon_type, const String &p_category, bool p_highend);
virtual Size2 get_minimum_size() const override;
void edit(VisualShader *p_visual_shader);
VisualShaderEditor();
};
class VisualShaderEditorPlugin : public EditorPlugin {
GDCLASS(VisualShaderEditorPlugin, EditorPlugin);
VisualShaderEditor *visual_shader_editor;
EditorNode *editor;
Button *button;
public:
virtual String get_name() const override { return "VisualShader"; }
bool has_main_screen() const override { return false; }
virtual void edit(Object *p_object) override;
virtual bool handles(Object *p_object) const override;
virtual void make_visible(bool p_visible) override;
VisualShaderEditorPlugin(EditorNode *p_node);
~VisualShaderEditorPlugin();
};
class VisualShaderNodePluginDefault : public VisualShaderNodePlugin {
GDCLASS(VisualShaderNodePluginDefault, VisualShaderNodePlugin);
public:
virtual Control *create_editor(const Ref<Resource> &p_parent_resource, const Ref<VisualShaderNode> &p_node) override;
};
class EditorPropertyShaderMode : public EditorProperty {
GDCLASS(EditorPropertyShaderMode, EditorProperty);
OptionButton *options;
void _option_selected(int p_which);
protected:
static void _bind_methods();
public:
void setup(const Vector<String> &p_options);
virtual void update_property() override;
void set_option_button_clip(bool p_enable);
EditorPropertyShaderMode();
};
class EditorInspectorShaderModePlugin : public EditorInspectorPlugin {
GDCLASS(EditorInspectorShaderModePlugin, EditorInspectorPlugin);
public:
virtual bool can_handle(Object *p_object) override;
virtual void parse_begin(Object *p_object) override;
virtual bool parse_property(Object *p_object, Variant::Type p_type, const String &p_path, PropertyHint p_hint, const String &p_hint_text, int p_usage, bool p_wide = false) override;
virtual void parse_end() override;
};
class VisualShaderNodePortPreview : public Control {
GDCLASS(VisualShaderNodePortPreview, Control);
Ref<VisualShader> shader;
VisualShader::Type type;
int node;
int port;
void _shader_changed(); //must regen
protected:
void _notification(int p_what);
static void _bind_methods();
public:
virtual Size2 get_minimum_size() const override;
void setup(const Ref<VisualShader> &p_shader, VisualShader::Type p_type, int p_node, int p_port);
VisualShaderNodePortPreview();
};
class VisualShaderConversionPlugin : public EditorResourceConversionPlugin {
GDCLASS(VisualShaderConversionPlugin, EditorResourceConversionPlugin);
public:
virtual String converts_to() const override;
virtual bool handles(const Ref<Resource> &p_resource) const override;
virtual Ref<Resource> convert(const Ref<Resource> &p_resource) const override;
};
#endif // VISUAL_SHADER_EDITOR_PLUGIN_H