0f9925c0f9
Remove empty `bind_methods()`
7808 lines
411 KiB
C++
7808 lines
411 KiB
C++
/**************************************************************************/
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/* visual_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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/* https://godotengine.org */
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/**************************************************************************/
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/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
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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 "visual_shader_editor_plugin.h"
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#include "core/config/project_settings.h"
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#include "core/io/resource_loader.h"
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#include "core/math/math_defs.h"
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#include "core/os/keyboard.h"
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#include "editor/editor_node.h"
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#include "editor/editor_properties.h"
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#include "editor/editor_properties_vector.h"
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#include "editor/editor_settings.h"
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#include "editor/editor_string_names.h"
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#include "editor/editor_undo_redo_manager.h"
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#include "editor/filesystem_dock.h"
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#include "editor/inspector_dock.h"
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#include "editor/plugins/curve_editor_plugin.h"
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#include "editor/plugins/shader_editor_plugin.h"
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#include "editor/themes/editor_scale.h"
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#include "scene/animation/tween.h"
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#include "scene/gui/button.h"
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#include "scene/gui/check_box.h"
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#include "scene/gui/code_edit.h"
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#include "scene/gui/color_picker.h"
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#include "scene/gui/graph_edit.h"
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#include "scene/gui/menu_button.h"
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#include "scene/gui/option_button.h"
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#include "scene/gui/popup.h"
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#include "scene/gui/rich_text_label.h"
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#include "scene/gui/separator.h"
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#include "scene/gui/tree.h"
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#include "scene/gui/view_panner.h"
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#include "scene/main/window.h"
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#include "scene/resources/curve_texture.h"
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#include "scene/resources/style_box_flat.h"
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#include "scene/resources/visual_shader_nodes.h"
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#include "scene/resources/visual_shader_particle_nodes.h"
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#include "servers/display_server.h"
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#include "servers/rendering/shader_preprocessor.h"
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#include "servers/rendering/shader_types.h"
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struct FloatConstantDef {
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String name;
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float value = 0;
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String desc;
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};
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static FloatConstantDef float_constant_defs[] = {
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{ "E", Math_E, TTR("E constant (2.718282). Represents the base of the natural logarithm.") },
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{ "Epsilon", CMP_EPSILON, TTR("Epsilon constant (0.00001). Smallest possible scalar number.") },
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{ "Phi", 1.618034f, TTR("Phi constant (1.618034). Golden ratio.") },
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{ "Pi/4", Math_PI / 4, TTR("Pi/4 constant (0.785398) or 45 degrees.") },
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{ "Pi/2", Math_PI / 2, TTR("Pi/2 constant (1.570796) or 90 degrees.") },
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{ "Pi", Math_PI, TTR("Pi constant (3.141593) or 180 degrees.") },
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{ "Tau", Math_TAU, TTR("Tau constant (6.283185) or 360 degrees.") },
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{ "Sqrt2", Math_SQRT2, TTR("Sqrt2 constant (1.414214). Square root of 2.") }
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};
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const int MAX_FLOAT_CONST_DEFS = sizeof(float_constant_defs) / sizeof(FloatConstantDef);
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///////////////////
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void VisualShaderNodePlugin::set_editor(VisualShaderEditor *p_editor) {
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vseditor = p_editor;
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}
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Control *VisualShaderNodePlugin::create_editor(const Ref<Resource> &p_parent_resource, const Ref<VisualShaderNode> &p_node) {
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Object *ret = nullptr;
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GDVIRTUAL_CALL(_create_editor, p_parent_resource, p_node, ret);
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return Object::cast_to<Control>(ret);
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}
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void VisualShaderNodePlugin::_bind_methods() {
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GDVIRTUAL_BIND(_create_editor, "parent_resource", "visual_shader_node");
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}
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///////////////////
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void VSGraphNode::_draw_port(int p_slot_index, Point2i p_pos, bool p_left, const Color &p_color, const Color &p_rim_color) {
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Ref<Texture2D> port_icon = p_left ? get_slot_custom_icon_left(p_slot_index) : get_slot_custom_icon_right(p_slot_index);
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Point2 icon_offset;
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if (!port_icon.is_valid()) {
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port_icon = get_theme_icon(SNAME("port"), SNAME("GraphNode"));
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}
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icon_offset = -port_icon->get_size() * 0.5;
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// Draw "shadow"/outline in the connection rim color.
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draw_texture_rect(port_icon, Rect2(p_pos + icon_offset - Size2(2, 2), port_icon->get_size() + Size2(4, 4)), false, p_rim_color);
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draw_texture(port_icon, p_pos + icon_offset, p_color);
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}
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void VSGraphNode::draw_port(int p_slot_index, Point2i p_pos, bool p_left, const Color &p_color) {
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Color rim_color = get_theme_color(SNAME("connection_rim_color"), SNAME("GraphEdit"));
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_draw_port(p_slot_index, p_pos, p_left, p_color, rim_color);
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}
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///////////////////
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void VSRerouteNode::_notification(int p_what) {
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switch (p_what) {
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case NOTIFICATION_READY: {
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connect(SceneStringName(mouse_entered), callable_mp(this, &VSRerouteNode::_on_mouse_entered));
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connect(SceneStringName(mouse_exited), callable_mp(this, &VSRerouteNode::_on_mouse_exited));
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} break;
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case NOTIFICATION_DRAW: {
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Vector2 offset = Vector2(0, -16 * EDSCALE);
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Color drag_bg_color = get_theme_color(SNAME("drag_background"), SNAME("VSRerouteNode"));
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draw_circle(get_size() * 0.5 + offset, 16 * EDSCALE, Color(drag_bg_color, selected ? 1 : icon_opacity), true, -1, true);
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Ref<Texture2D> icon = get_editor_theme_icon(SNAME("ToolMove"));
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Point2 icon_offset = -icon->get_size() * 0.5 + get_size() * 0.5 + offset;
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draw_texture(icon, icon_offset, Color(1, 1, 1, selected ? 1 : icon_opacity));
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} break;
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}
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}
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void VSRerouteNode::draw_port(int p_slot_index, Point2i p_pos, bool p_left, const Color &p_color) {
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Color rim_color = selected ? get_theme_color("selected_rim_color", "VSRerouteNode") : get_theme_color("connection_rim_color", "GraphEdit");
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_draw_port(p_slot_index, p_pos, p_left, p_color, rim_color);
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}
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VSRerouteNode::VSRerouteNode() {
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Label *title_lbl = Object::cast_to<Label>(get_titlebar_hbox()->get_child(0));
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title_lbl->hide();
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const Size2 size = Size2(32, 32) * EDSCALE;
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Control *slot_area = memnew(Control);
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slot_area->set_custom_minimum_size(size);
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slot_area->set_mouse_filter(Control::MOUSE_FILTER_IGNORE);
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add_child(slot_area);
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// Lay the input and output ports on top of each other to create the illusion of a single port.
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add_theme_constant_override("port_h_offset", size.width / 2);
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}
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void VSRerouteNode::set_icon_opacity(float p_opacity) {
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icon_opacity = p_opacity;
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queue_redraw();
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}
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void VSRerouteNode::_on_mouse_entered() {
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Ref<Tween> tween = create_tween();
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tween->tween_method(callable_mp(this, &VSRerouteNode::set_icon_opacity), 0.0, 1.0, FADE_ANIMATION_LENGTH_SEC);
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}
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void VSRerouteNode::_on_mouse_exited() {
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Ref<Tween> tween = create_tween();
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tween->tween_method(callable_mp(this, &VSRerouteNode::set_icon_opacity), 1.0, 0.0, FADE_ANIMATION_LENGTH_SEC);
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}
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///////////////////
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VisualShaderGraphPlugin::VisualShaderGraphPlugin() {
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vs_msdf_fonts_theme.instantiate();
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}
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void VisualShaderGraphPlugin::_bind_methods() {
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ClassDB::bind_method("add_node", &VisualShaderGraphPlugin::add_node);
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ClassDB::bind_method("remove_node", &VisualShaderGraphPlugin::remove_node);
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ClassDB::bind_method("connect_nodes", &VisualShaderGraphPlugin::connect_nodes);
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ClassDB::bind_method("disconnect_nodes", &VisualShaderGraphPlugin::disconnect_nodes);
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ClassDB::bind_method("set_node_position", &VisualShaderGraphPlugin::set_node_position);
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ClassDB::bind_method("update_node", &VisualShaderGraphPlugin::update_node);
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ClassDB::bind_method("update_node_deferred", &VisualShaderGraphPlugin::update_node_deferred);
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ClassDB::bind_method("set_input_port_default_value", &VisualShaderGraphPlugin::set_input_port_default_value);
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ClassDB::bind_method("set_parameter_name", &VisualShaderGraphPlugin::set_parameter_name);
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ClassDB::bind_method("set_expression", &VisualShaderGraphPlugin::set_expression);
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ClassDB::bind_method("update_curve", &VisualShaderGraphPlugin::update_curve);
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ClassDB::bind_method("update_curve_xyz", &VisualShaderGraphPlugin::update_curve_xyz);
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ClassDB::bind_method(D_METHOD("attach_node_to_frame", "type", "id", "frame"), &VisualShaderGraphPlugin::attach_node_to_frame);
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ClassDB::bind_method(D_METHOD("detach_node_from_frame", "type", "id"), &VisualShaderGraphPlugin::detach_node_from_frame);
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ClassDB::bind_method(D_METHOD("set_frame_color_enabled", "type", "id", "enabled"), &VisualShaderGraphPlugin::set_frame_color_enabled);
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ClassDB::bind_method(D_METHOD("set_frame_color", "type", "id", "color"), &VisualShaderGraphPlugin::set_frame_color);
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ClassDB::bind_method(D_METHOD("set_frame_autoshrink_enabled", "type", "id", "enabled"), &VisualShaderGraphPlugin::set_frame_autoshrink_enabled);
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}
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void VisualShaderGraphPlugin::set_editor(VisualShaderEditor *p_editor) {
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editor = p_editor;
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}
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void VisualShaderGraphPlugin::register_shader(VisualShader *p_shader) {
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visual_shader = Ref<VisualShader>(p_shader);
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}
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void VisualShaderGraphPlugin::set_connections(const List<VisualShader::Connection> &p_connections) {
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connections = p_connections;
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}
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void VisualShaderGraphPlugin::show_port_preview(VisualShader::Type p_type, int p_node_id, int p_port_id, bool p_is_valid) {
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if (visual_shader->get_shader_type() == p_type && links.has(p_node_id) && links[p_node_id].output_ports.has(p_port_id)) {
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Link &link = links[p_node_id];
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for (const KeyValue<int, Port> &E : link.output_ports) {
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if (E.value.preview_button != nullptr) {
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E.value.preview_button->set_pressed(false);
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}
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}
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bool is_dirty = link.preview_pos < 0;
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if (!is_dirty && link.preview_visible && link.preview_box != nullptr) {
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link.graph_element->remove_child(link.preview_box);
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memdelete(link.preview_box);
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link.preview_box = nullptr;
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link.graph_element->reset_size();
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link.preview_visible = false;
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}
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if (p_port_id != -1 && link.output_ports[p_port_id].preview_button != nullptr) {
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if (is_dirty) {
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link.preview_pos = link.graph_element->get_child_count();
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}
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VBoxContainer *vbox = memnew(VBoxContainer);
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link.graph_element->add_child(vbox);
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link.graph_element->move_child(vbox, link.preview_pos);
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GraphNode *graph_node = Object::cast_to<GraphNode>(link.graph_element);
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if (graph_node) {
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graph_node->set_slot_draw_stylebox(vbox->get_index(false), false);
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}
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Control *offset = memnew(Control);
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offset->set_custom_minimum_size(Size2(0, 5 * EDSCALE));
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vbox->add_child(offset);
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VisualShaderNodePortPreview *port_preview = memnew(VisualShaderNodePortPreview);
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port_preview->setup(visual_shader, visual_shader->get_shader_type(), p_node_id, p_port_id, p_is_valid);
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port_preview->set_h_size_flags(Control::SIZE_SHRINK_CENTER);
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vbox->add_child(port_preview);
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link.preview_visible = true;
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link.preview_box = vbox;
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link.output_ports[p_port_id].preview_button->set_pressed(true);
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}
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}
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}
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void VisualShaderGraphPlugin::update_node_deferred(VisualShader::Type p_type, int p_node_id) {
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callable_mp(this, &VisualShaderGraphPlugin::update_node).call_deferred(p_type, p_node_id);
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}
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void VisualShaderGraphPlugin::update_node(VisualShader::Type p_type, int p_node_id) {
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if (p_type != visual_shader->get_shader_type() || !links.has(p_node_id)) {
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return;
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}
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remove_node(p_type, p_node_id, true);
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add_node(p_type, p_node_id, true, true);
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// TODO: Restore focus here?
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}
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void VisualShaderGraphPlugin::set_input_port_default_value(VisualShader::Type p_type, int p_node_id, int p_port_id, const Variant &p_value) {
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if (p_type != visual_shader->get_shader_type() || !links.has(p_node_id)) {
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return;
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}
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Button *button = links[p_node_id].input_ports[p_port_id].default_input_button;
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switch (p_value.get_type()) {
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case Variant::COLOR: {
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button->set_custom_minimum_size(Size2(30, 0) * EDSCALE);
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Callable ce = callable_mp(editor, &VisualShaderEditor::_draw_color_over_button);
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if (!button->is_connected(SceneStringName(draw), ce)) {
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button->connect(SceneStringName(draw), ce.bind(button, p_value));
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}
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} break;
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case Variant::BOOL: {
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button->set_text(((bool)p_value) ? "true" : "false");
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} break;
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case Variant::INT:
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case Variant::FLOAT: {
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button->set_text(String::num(p_value, 4));
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} break;
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case Variant::VECTOR2: {
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Vector2 v = p_value;
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button->set_text(String::num(v.x, 3) + "," + String::num(v.y, 3));
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} break;
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case Variant::VECTOR3: {
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Vector3 v = p_value;
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button->set_text(String::num(v.x, 3) + "," + String::num(v.y, 3) + "," + String::num(v.z, 3));
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} break;
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case Variant::QUATERNION: {
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Quaternion v = p_value;
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button->set_text(String::num(v.x, 3) + "," + String::num(v.y, 3) + "," + String::num(v.z, 3) + "," + String::num(v.w, 3));
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} break;
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default: {
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}
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}
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}
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void VisualShaderGraphPlugin::set_parameter_name(VisualShader::Type p_type, int p_node_id, const String &p_name) {
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if (visual_shader->get_shader_type() == p_type && links.has(p_node_id) && links[p_node_id].parameter_name != nullptr) {
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links[p_node_id].parameter_name->set_text(p_name);
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}
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}
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void VisualShaderGraphPlugin::update_curve(int p_node_id) {
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if (links.has(p_node_id) && links[p_node_id].curve_editors[0]) {
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Ref<VisualShaderNodeCurveTexture> tex = Object::cast_to<VisualShaderNodeCurveTexture>(links[p_node_id].visual_node);
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ERR_FAIL_COND(!tex.is_valid());
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if (tex->get_texture().is_valid()) {
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links[p_node_id].curve_editors[0]->set_curve(tex->get_texture()->get_curve());
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}
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tex->emit_changed();
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}
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}
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void VisualShaderGraphPlugin::update_curve_xyz(int p_node_id) {
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if (links.has(p_node_id) && links[p_node_id].curve_editors[0] && links[p_node_id].curve_editors[1] && links[p_node_id].curve_editors[2]) {
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Ref<VisualShaderNodeCurveXYZTexture> tex = Object::cast_to<VisualShaderNodeCurveXYZTexture>(links[p_node_id].visual_node);
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ERR_FAIL_COND(!tex.is_valid());
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if (tex->get_texture().is_valid()) {
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links[p_node_id].curve_editors[0]->set_curve(tex->get_texture()->get_curve_x());
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links[p_node_id].curve_editors[1]->set_curve(tex->get_texture()->get_curve_y());
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links[p_node_id].curve_editors[2]->set_curve(tex->get_texture()->get_curve_z());
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}
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tex->emit_changed();
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}
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}
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int VisualShaderGraphPlugin::get_constant_index(float p_constant) const {
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for (int i = 0; i < MAX_FLOAT_CONST_DEFS; i++) {
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if (Math::is_equal_approx(p_constant, float_constant_defs[i].value)) {
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return i + 1;
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}
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}
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return 0;
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}
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void VisualShaderGraphPlugin::set_expression(VisualShader::Type p_type, int p_node_id, const String &p_expression) {
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if (p_type != visual_shader->get_shader_type() || !links.has(p_node_id) || !links[p_node_id].expression_edit) {
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return;
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}
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links[p_node_id].expression_edit->set_text(p_expression);
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}
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void VisualShaderGraphPlugin::attach_node_to_frame(VisualShader::Type p_type, int p_node_id, int p_frame_id) {
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if (p_type != visual_shader->get_shader_type() || !links.has(p_node_id) || !links.has(p_frame_id)) {
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return;
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}
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GraphEdit *graph = editor->graph;
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if (!graph) {
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return;
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}
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// Get the hint label and hide it before attaching the node to prevent resizing issues with the frame.
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GraphFrame *frame = Object::cast_to<GraphFrame>(links[p_frame_id].graph_element);
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ERR_FAIL_COND_MSG(!frame, "VisualShader node to attach to is not a frame node.");
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Label *frame_hint_label = Object::cast_to<Label>(frame->get_child(0, false));
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if (frame_hint_label) {
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frame_hint_label->hide();
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}
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graph->attach_graph_element_to_frame(itos(p_node_id), itos(p_frame_id));
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}
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void VisualShaderGraphPlugin::detach_node_from_frame(VisualShader::Type p_type, int p_node_id) {
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GraphEdit *graph = editor->graph;
|
|
if (!graph) {
|
|
return;
|
|
}
|
|
|
|
const StringName node_name = itos(p_node_id);
|
|
GraphFrame *frame = graph->get_element_frame(node_name);
|
|
if (!frame) {
|
|
return;
|
|
}
|
|
|
|
graph->detach_graph_element_from_frame(node_name);
|
|
|
|
bool no_more_frames_attached = graph->get_attached_nodes_of_frame(frame->get_name()).is_empty();
|
|
|
|
if (no_more_frames_attached) {
|
|
// Get the hint label and show it.
|
|
Label *frame_hint_label = Object::cast_to<Label>(frame->get_child(0, false));
|
|
ERR_FAIL_COND_MSG(!frame_hint_label, "Frame node does not have a hint label.");
|
|
|
|
frame_hint_label->show();
|
|
}
|
|
}
|
|
|
|
void VisualShaderGraphPlugin::set_frame_color_enabled(VisualShader::Type p_type, int p_node_id, bool p_enable) {
|
|
GraphEdit *graph = editor->graph;
|
|
ERR_FAIL_COND(!graph);
|
|
|
|
const NodePath node_name = itos(p_node_id);
|
|
GraphFrame *frame = Object::cast_to<GraphFrame>(graph->get_node_or_null(node_name));
|
|
if (!frame) {
|
|
return;
|
|
}
|
|
|
|
frame->set_tint_color_enabled(p_enable);
|
|
}
|
|
|
|
void VisualShaderGraphPlugin::set_frame_color(VisualShader::Type p_type, int p_node_id, const Color &p_color) {
|
|
GraphEdit *graph = editor->graph;
|
|
ERR_FAIL_COND(!graph);
|
|
|
|
const NodePath node_name = itos(p_node_id);
|
|
GraphFrame *frame = Object::cast_to<GraphFrame>(graph->get_node_or_null(node_name));
|
|
if (!frame) {
|
|
return;
|
|
}
|
|
|
|
frame->set_tint_color(p_color);
|
|
}
|
|
|
|
void VisualShaderGraphPlugin::set_frame_autoshrink_enabled(VisualShader::Type p_type, int p_node_id, bool p_enable) {
|
|
GraphEdit *graph = editor->graph;
|
|
ERR_FAIL_COND(!graph);
|
|
|
|
const NodePath node_name = itos(p_node_id);
|
|
GraphFrame *frame = Object::cast_to<GraphFrame>(graph->get_node_or_null(node_name));
|
|
if (!frame) {
|
|
return;
|
|
}
|
|
|
|
frame->set_autoshrink_enabled(p_enable);
|
|
}
|
|
|
|
void VisualShaderGraphPlugin::update_reroute_nodes() {
|
|
for (const KeyValue<int, Link> &E : links) {
|
|
Ref<VisualShaderNodeReroute> reroute_node = Object::cast_to<VisualShaderNodeReroute>(E.value.visual_node);
|
|
if (reroute_node.is_valid()) {
|
|
update_node(visual_shader->get_shader_type(), E.key);
|
|
}
|
|
}
|
|
}
|
|
|
|
Ref<Script> VisualShaderGraphPlugin::get_node_script(int p_node_id) const {
|
|
if (!links.has(p_node_id)) {
|
|
return Ref<Script>();
|
|
}
|
|
|
|
Ref<VisualShaderNodeCustom> custom = Ref<VisualShaderNodeCustom>(links[p_node_id].visual_node);
|
|
if (custom.is_valid()) {
|
|
return custom->get_script();
|
|
}
|
|
|
|
return Ref<Script>();
|
|
}
|
|
|
|
void VisualShaderGraphPlugin::register_default_input_button(int p_node_id, int p_port_id, Button *p_button) {
|
|
links[p_node_id].input_ports.insert(p_port_id, { p_button });
|
|
}
|
|
|
|
void VisualShaderGraphPlugin::register_expression_edit(int p_node_id, CodeEdit *p_expression_edit) {
|
|
links[p_node_id].expression_edit = p_expression_edit;
|
|
}
|
|
|
|
void VisualShaderGraphPlugin::register_curve_editor(int p_node_id, int p_index, CurveEditor *p_curve_editor) {
|
|
links[p_node_id].curve_editors[p_index] = p_curve_editor;
|
|
}
|
|
|
|
void VisualShaderGraphPlugin::update_parameter_refs() {
|
|
for (KeyValue<int, Link> &E : links) {
|
|
VisualShaderNodeParameterRef *ref = Object::cast_to<VisualShaderNodeParameterRef>(E.value.visual_node);
|
|
if (ref) {
|
|
remove_node(E.value.type, E.key, true);
|
|
add_node(E.value.type, E.key, true, true);
|
|
}
|
|
}
|
|
}
|
|
|
|
VisualShader::Type VisualShaderGraphPlugin::get_shader_type() const {
|
|
return visual_shader->get_shader_type();
|
|
}
|
|
|
|
// Only updates the linked frames of the given node, not the node itself (in case it's a frame node).
|
|
void VisualShaderGraphPlugin::update_frames(VisualShader::Type p_type, int p_node) {
|
|
GraphEdit *graph = editor->graph;
|
|
if (!graph) {
|
|
return;
|
|
}
|
|
|
|
Ref<VisualShaderNode> vsnode = visual_shader->get_node(p_type, p_node);
|
|
if (!vsnode.is_valid()) {
|
|
WARN_PRINT("Update linked frames: Node not found.");
|
|
return;
|
|
}
|
|
|
|
int frame_vsnode_id = vsnode->get_frame();
|
|
if (frame_vsnode_id == -1) {
|
|
return;
|
|
}
|
|
|
|
Ref<VisualShaderNodeFrame> frame_node = visual_shader->get_node(p_type, frame_vsnode_id);
|
|
if (!frame_node.is_valid() || !links.has(frame_vsnode_id)) {
|
|
return;
|
|
}
|
|
|
|
GraphFrame *frame = Object::cast_to<GraphFrame>(links[frame_vsnode_id].graph_element);
|
|
if (!frame) {
|
|
return;
|
|
}
|
|
|
|
// Update the frame node recursively.
|
|
editor->graph->_update_graph_frame(frame);
|
|
}
|
|
|
|
void VisualShaderGraphPlugin::set_node_position(VisualShader::Type p_type, int p_id, const Vector2 &p_position) {
|
|
if (visual_shader->get_shader_type() == p_type && links.has(p_id)) {
|
|
links[p_id].graph_element->set_position_offset(p_position);
|
|
}
|
|
}
|
|
|
|
bool VisualShaderGraphPlugin::is_preview_visible(int p_id) const {
|
|
return links[p_id].preview_visible;
|
|
}
|
|
|
|
void VisualShaderGraphPlugin::clear_links() {
|
|
links.clear();
|
|
}
|
|
|
|
void VisualShaderGraphPlugin::register_link(VisualShader::Type p_type, int p_id, VisualShaderNode *p_visual_node, GraphElement *p_graph_element) {
|
|
links.insert(p_id, { p_type, p_visual_node, p_graph_element, p_visual_node->get_output_port_for_preview() != -1, -1, HashMap<int, InputPort>(), HashMap<int, Port>(), nullptr, nullptr, nullptr, { nullptr, nullptr, nullptr } });
|
|
}
|
|
|
|
void VisualShaderGraphPlugin::register_output_port(int p_node_id, int p_port, TextureButton *p_button) {
|
|
links[p_node_id].output_ports.insert(p_port, { p_button });
|
|
}
|
|
|
|
void VisualShaderGraphPlugin::register_parameter_name(int p_node_id, LineEdit *p_parameter_name) {
|
|
links[p_node_id].parameter_name = p_parameter_name;
|
|
}
|
|
|
|
void VisualShaderGraphPlugin::update_theme() {
|
|
vector_expanded_color[0] = editor->get_theme_color(SNAME("axis_x_color"), EditorStringName(Editor)); // red
|
|
vector_expanded_color[1] = editor->get_theme_color(SNAME("axis_y_color"), EditorStringName(Editor)); // green
|
|
vector_expanded_color[2] = editor->get_theme_color(SNAME("axis_z_color"), EditorStringName(Editor)); // blue
|
|
vector_expanded_color[3] = editor->get_theme_color(SNAME("axis_w_color"), EditorStringName(Editor)); // alpha
|
|
|
|
Ref<Font> label_font = EditorNode::get_singleton()->get_editor_theme()->get_font("main_msdf", EditorStringName(EditorFonts));
|
|
Ref<Font> label_bold_font = EditorNode::get_singleton()->get_editor_theme()->get_font("main_bold_msdf", EditorStringName(EditorFonts));
|
|
vs_msdf_fonts_theme->set_font(SceneStringName(font), "Label", label_font);
|
|
vs_msdf_fonts_theme->set_font(SceneStringName(font), "GraphNodeTitleLabel", label_bold_font);
|
|
vs_msdf_fonts_theme->set_font(SceneStringName(font), "LineEdit", label_font);
|
|
vs_msdf_fonts_theme->set_font(SceneStringName(font), "Button", label_font);
|
|
}
|
|
|
|
bool VisualShaderGraphPlugin::is_node_has_parameter_instances_relatively(VisualShader::Type p_type, int p_node) const {
|
|
bool result = false;
|
|
|
|
Ref<VisualShaderNodeParameter> parameter_node = Object::cast_to<VisualShaderNodeParameter>(visual_shader->get_node_unchecked(p_type, p_node).ptr());
|
|
if (parameter_node.is_valid()) {
|
|
if (parameter_node->get_qualifier() == VisualShaderNodeParameter::QUAL_INSTANCE) {
|
|
return true;
|
|
}
|
|
}
|
|
|
|
const LocalVector<int> &prev_connected_nodes = visual_shader->get_prev_connected_nodes(p_type, p_node);
|
|
|
|
for (const int &E : prev_connected_nodes) {
|
|
result = is_node_has_parameter_instances_relatively(p_type, E);
|
|
if (result) {
|
|
break;
|
|
}
|
|
}
|
|
|
|
return result;
|
|
}
|
|
|
|
void VisualShaderGraphPlugin::add_node(VisualShader::Type p_type, int p_id, bool p_just_update, bool p_update_frames) {
|
|
if (!visual_shader.is_valid() || p_type != visual_shader->get_shader_type()) {
|
|
return;
|
|
}
|
|
GraphEdit *graph = editor->graph;
|
|
if (!graph) {
|
|
return;
|
|
}
|
|
VisualShaderGraphPlugin *graph_plugin = editor->get_graph_plugin();
|
|
if (!graph_plugin) {
|
|
return;
|
|
}
|
|
Shader::Mode mode = visual_shader->get_mode();
|
|
|
|
Control *offset;
|
|
|
|
const Color type_color[] = {
|
|
EDITOR_GET("editors/visual_editors/connection_colors/scalar_color"),
|
|
EDITOR_GET("editors/visual_editors/connection_colors/scalar_color"),
|
|
EDITOR_GET("editors/visual_editors/connection_colors/scalar_color"),
|
|
EDITOR_GET("editors/visual_editors/connection_colors/vector2_color"),
|
|
EDITOR_GET("editors/visual_editors/connection_colors/vector3_color"),
|
|
EDITOR_GET("editors/visual_editors/connection_colors/vector4_color"),
|
|
EDITOR_GET("editors/visual_editors/connection_colors/boolean_color"),
|
|
EDITOR_GET("editors/visual_editors/connection_colors/transform_color"),
|
|
EDITOR_GET("editors/visual_editors/connection_colors/sampler_color"),
|
|
};
|
|
|
|
// Keep in sync with VisualShaderNode::Category.
|
|
const Color category_color[VisualShaderNode::Category::CATEGORY_MAX] = {
|
|
Color(0.0, 0.0, 0.0), // None (default, not used)
|
|
EDITOR_GET("editors/visual_editors/category_colors/output_color"),
|
|
EDITOR_GET("editors/visual_editors/category_colors/color_color"),
|
|
EDITOR_GET("editors/visual_editors/category_colors/conditional_color"),
|
|
EDITOR_GET("editors/visual_editors/category_colors/input_color"),
|
|
EDITOR_GET("editors/visual_editors/category_colors/scalar_color"),
|
|
EDITOR_GET("editors/visual_editors/category_colors/textures_color"),
|
|
EDITOR_GET("editors/visual_editors/category_colors/transform_color"),
|
|
EDITOR_GET("editors/visual_editors/category_colors/utility_color"),
|
|
EDITOR_GET("editors/visual_editors/category_colors/vector_color"),
|
|
EDITOR_GET("editors/visual_editors/category_colors/special_color"),
|
|
EDITOR_GET("editors/visual_editors/category_colors/particle_color"),
|
|
};
|
|
|
|
static const String vector_expanded_name[4] = { "red", "green", "blue", "alpha" };
|
|
|
|
Ref<VisualShaderNode> vsnode = visual_shader->get_node(p_type, p_id);
|
|
ERR_FAIL_COND(vsnode.is_null());
|
|
|
|
Ref<VisualShaderNodeResizableBase> resizable_node = vsnode;
|
|
bool is_resizable = resizable_node.is_valid();
|
|
Size2 size = Size2(0, 0);
|
|
|
|
Ref<VisualShaderNodeGroupBase> group_node = vsnode;
|
|
bool is_group = group_node.is_valid();
|
|
|
|
Ref<VisualShaderNodeFrame> frame_node = vsnode;
|
|
bool is_frame = frame_node.is_valid();
|
|
|
|
Ref<VisualShaderNodeExpression> expression_node = group_node;
|
|
bool is_expression = expression_node.is_valid();
|
|
String expression = "";
|
|
|
|
Ref<VisualShaderNodeReroute> reroute_node = vsnode;
|
|
bool is_reroute = reroute_node.is_valid();
|
|
|
|
Ref<VisualShaderNodeCustom> custom_node = vsnode;
|
|
if (custom_node.is_valid()) {
|
|
custom_node->_set_initialized(true);
|
|
}
|
|
|
|
GraphElement *node;
|
|
if (is_frame) {
|
|
GraphFrame *frame = memnew(GraphFrame);
|
|
frame->set_title(vsnode->get_caption());
|
|
node = frame;
|
|
} else if (is_reroute) {
|
|
VSRerouteNode *reroute_gnode = memnew(VSRerouteNode);
|
|
reroute_gnode->set_ignore_invalid_connection_type(true);
|
|
node = reroute_gnode;
|
|
} else {
|
|
VSGraphNode *gnode = memnew(VSGraphNode);
|
|
gnode->set_title(vsnode->get_caption());
|
|
node = gnode;
|
|
}
|
|
node->set_name(itos(p_id));
|
|
|
|
// All nodes are closable except the output node.
|
|
if (p_id >= 2) {
|
|
vsnode->set_deletable(true);
|
|
node->connect("delete_request", callable_mp(editor, &VisualShaderEditor::_delete_node_request).bind(p_type, p_id), CONNECT_DEFERRED);
|
|
}
|
|
graph->add_child(node);
|
|
node->set_theme(vs_msdf_fonts_theme);
|
|
|
|
// Set the node's titlebar color based on its category.
|
|
if (vsnode->get_category() != VisualShaderNode::CATEGORY_NONE && !is_frame && !is_reroute) {
|
|
Ref<StyleBoxFlat> sb_colored = editor->get_theme_stylebox("titlebar", "GraphNode")->duplicate();
|
|
sb_colored->set_bg_color(category_color[vsnode->get_category()]);
|
|
node->add_theme_style_override("titlebar", sb_colored);
|
|
|
|
Ref<StyleBoxFlat> sb_colored_selected = editor->get_theme_stylebox("titlebar_selected", "GraphNode")->duplicate();
|
|
sb_colored_selected->set_bg_color(category_color[vsnode->get_category()].lightened(0.2));
|
|
node->add_theme_style_override("titlebar_selected", sb_colored_selected);
|
|
}
|
|
|
|
if (p_just_update) {
|
|
Link &link = links[p_id];
|
|
|
|
link.visual_node = vsnode.ptr();
|
|
link.graph_element = node;
|
|
link.preview_box = nullptr;
|
|
link.preview_pos = -1;
|
|
link.output_ports.clear();
|
|
link.input_ports.clear();
|
|
} else {
|
|
register_link(p_type, p_id, vsnode.ptr(), node);
|
|
}
|
|
|
|
if (is_resizable) {
|
|
size = resizable_node->get_size();
|
|
|
|
node->set_resizable(true);
|
|
node->connect("resize_end", callable_mp(editor, &VisualShaderEditor::_node_resized).bind((int)p_type, p_id));
|
|
node->set_size(size);
|
|
// node->call_deferred(SNAME("set_size"), size);
|
|
// editor->call_deferred(SNAME("_set_node_size"), (int)p_type, p_id, size);
|
|
}
|
|
|
|
if (is_expression) {
|
|
expression = expression_node->get_expression();
|
|
}
|
|
|
|
node->set_position_offset(visual_shader->get_node_position(p_type, p_id));
|
|
|
|
node->connect("dragged", callable_mp(editor, &VisualShaderEditor::_node_dragged).bind(p_id));
|
|
|
|
Control *custom_editor = nullptr;
|
|
int port_offset = 1;
|
|
|
|
if (p_update_frames) {
|
|
if (vsnode->get_frame() > -1) {
|
|
graph->attach_graph_element_to_frame(itos(p_id), itos(vsnode->get_frame()));
|
|
} else {
|
|
graph->detach_graph_element_from_frame(itos(p_id));
|
|
}
|
|
}
|
|
|
|
if (is_frame) {
|
|
GraphFrame *graph_frame = Object::cast_to<GraphFrame>(node);
|
|
ERR_FAIL_NULL(graph_frame);
|
|
|
|
graph_frame->set_tint_color_enabled(frame_node->is_tint_color_enabled());
|
|
graph_frame->set_tint_color(frame_node->get_tint_color());
|
|
|
|
// Add hint label.
|
|
Label *frame_hint_label = memnew(Label);
|
|
node->add_child(frame_hint_label);
|
|
frame_hint_label->set_horizontal_alignment(HorizontalAlignment::HORIZONTAL_ALIGNMENT_CENTER);
|
|
frame_hint_label->set_vertical_alignment(VerticalAlignment::VERTICAL_ALIGNMENT_CENTER);
|
|
frame_hint_label->set_h_size_flags(Control::SIZE_EXPAND_FILL);
|
|
frame_hint_label->set_v_size_flags(Control::SIZE_EXPAND_FILL);
|
|
frame_hint_label->set_text(TTR("Drag and drop nodes here to attach them."));
|
|
frame_hint_label->set_modulate(Color(1.0, 1.0, 1.0, 0.3));
|
|
graph_frame->set_autoshrink_enabled(frame_node->is_autoshrink_enabled());
|
|
|
|
if (frame_node->get_attached_nodes().is_empty()) {
|
|
frame_hint_label->show();
|
|
} else {
|
|
frame_hint_label->hide();
|
|
}
|
|
|
|
// Attach all nodes.
|
|
if (p_update_frames && frame_node->get_attached_nodes().size() > 0) {
|
|
for (const int &id : frame_node->get_attached_nodes()) {
|
|
graph->attach_graph_element_to_frame(itos(id), node->get_name());
|
|
}
|
|
}
|
|
|
|
// We should be done here.
|
|
return;
|
|
}
|
|
|
|
if (!is_reroute) {
|
|
Control *content_offset = memnew(Control);
|
|
content_offset->set_custom_minimum_size(Size2(0, 5 * EDSCALE));
|
|
node->add_child(content_offset);
|
|
}
|
|
|
|
if (is_group) {
|
|
port_offset += 1;
|
|
}
|
|
|
|
// Set the minimum width of a node based on the preview size to avoid a resize when toggling the preview.
|
|
Ref<StyleBoxFlat> graph_node_stylebox = graph->get_theme_stylebox(SceneStringName(panel), "GraphNode");
|
|
int port_preview_size = EDITOR_GET("editors/visual_editors/visual_shader/port_preview_size");
|
|
if (!is_frame && !is_reroute) {
|
|
node->set_custom_minimum_size(Size2((Math::ceil(graph_node_stylebox->get_minimum_size().width) + port_preview_size) * EDSCALE, 0));
|
|
}
|
|
|
|
Ref<VisualShaderNodeParticleEmit> emit = vsnode;
|
|
if (emit.is_valid()) {
|
|
node->set_custom_minimum_size(Size2(200 * EDSCALE, 0));
|
|
}
|
|
|
|
Ref<VisualShaderNodeParameterRef> parameter_ref = vsnode;
|
|
if (parameter_ref.is_valid()) {
|
|
parameter_ref->set_shader_rid(visual_shader->get_rid());
|
|
parameter_ref->update_parameter_type();
|
|
}
|
|
|
|
Ref<VisualShaderNodeVarying> varying = vsnode;
|
|
if (varying.is_valid()) {
|
|
varying->set_shader_rid(visual_shader->get_rid());
|
|
}
|
|
|
|
Ref<VisualShaderNodeParameter> parameter = vsnode;
|
|
HBoxContainer *hb = nullptr;
|
|
|
|
if (parameter.is_valid()) {
|
|
LineEdit *parameter_name = memnew(LineEdit);
|
|
register_parameter_name(p_id, parameter_name);
|
|
parameter_name->set_h_size_flags(Control::SIZE_EXPAND_FILL);
|
|
parameter_name->set_text(parameter->get_parameter_name());
|
|
parameter_name->connect("text_submitted", callable_mp(editor, &VisualShaderEditor::_parameter_line_edit_changed).bind(p_id));
|
|
parameter_name->connect(SceneStringName(focus_exited), callable_mp(editor, &VisualShaderEditor::_parameter_line_edit_focus_out).bind(parameter_name, p_id));
|
|
|
|
if (vsnode->get_output_port_count() == 1 && vsnode->get_output_port_name(0) == "") {
|
|
hb = memnew(HBoxContainer);
|
|
hb->add_child(parameter_name);
|
|
node->add_child(hb);
|
|
} else {
|
|
node->add_child(parameter_name);
|
|
}
|
|
port_offset++;
|
|
}
|
|
|
|
for (int i = 0; i < editor->plugins.size(); i++) {
|
|
vsnode->set_meta("id", p_id);
|
|
vsnode->set_meta("shader_type", (int)p_type);
|
|
custom_editor = editor->plugins.write[i]->create_editor(visual_shader, vsnode);
|
|
vsnode->remove_meta("id");
|
|
vsnode->remove_meta("shader_type");
|
|
if (custom_editor) {
|
|
if (vsnode->is_show_prop_names()) {
|
|
custom_editor->call_deferred(SNAME("_show_prop_names"), true);
|
|
}
|
|
break;
|
|
}
|
|
}
|
|
|
|
if (custom_node.is_valid()) {
|
|
bool first = true;
|
|
VBoxContainer *vbox = nullptr;
|
|
|
|
int i = 0;
|
|
for (List<VisualShaderNodeCustom::DropDownListProperty>::ConstIterator itr = custom_node->dp_props.begin(); itr != custom_node->dp_props.end(); ++itr, ++i) {
|
|
const VisualShaderNodeCustom::DropDownListProperty &dp = *itr;
|
|
|
|
if (first) {
|
|
first = false;
|
|
vbox = memnew(VBoxContainer);
|
|
node->add_child(vbox);
|
|
port_offset++;
|
|
}
|
|
|
|
HBoxContainer *hbox = memnew(HBoxContainer);
|
|
vbox->add_child(hbox);
|
|
hbox->set_h_size_flags(Control::SIZE_EXPAND_FILL);
|
|
|
|
String prop_name = dp.name.strip_edges();
|
|
if (!prop_name.is_empty()) {
|
|
Label *label = memnew(Label);
|
|
label->set_auto_translate_mode(Node::AUTO_TRANSLATE_MODE_DISABLED); // TODO: Implement proper translation switch.
|
|
label->set_text(prop_name + ":");
|
|
hbox->add_child(label);
|
|
}
|
|
|
|
OptionButton *op = memnew(OptionButton);
|
|
hbox->add_child(op);
|
|
op->set_h_size_flags(Control::SIZE_EXPAND_FILL);
|
|
op->connect(SceneStringName(item_selected), callable_mp(editor, &VisualShaderEditor::_set_custom_node_option).bind(p_id, i), CONNECT_DEFERRED);
|
|
|
|
for (const String &s : dp.options) {
|
|
op->add_item(s);
|
|
}
|
|
if (custom_node->dp_selected_cache.has(i)) {
|
|
op->select(custom_node->dp_selected_cache[i]);
|
|
} else {
|
|
op->select(0);
|
|
}
|
|
}
|
|
}
|
|
|
|
Ref<VisualShaderNodeCurveTexture> curve = vsnode;
|
|
Ref<VisualShaderNodeCurveXYZTexture> curve_xyz = vsnode;
|
|
|
|
bool is_curve = curve.is_valid() || curve_xyz.is_valid();
|
|
if (is_curve) {
|
|
hb = memnew(HBoxContainer);
|
|
node->add_child(hb);
|
|
}
|
|
|
|
if (curve.is_valid()) {
|
|
custom_editor->set_h_size_flags(Control::SIZE_EXPAND_FILL);
|
|
|
|
if (curve->get_texture().is_valid()) {
|
|
curve->get_texture()->connect_changed(callable_mp(graph_plugin, &VisualShaderGraphPlugin::update_curve).bind(p_id));
|
|
}
|
|
|
|
CurveEditor *curve_editor = memnew(CurveEditor);
|
|
node->add_child(curve_editor);
|
|
register_curve_editor(p_id, 0, curve_editor);
|
|
curve_editor->set_custom_minimum_size(Size2(300, 0));
|
|
curve_editor->set_h_size_flags(Control::SIZE_EXPAND_FILL);
|
|
if (curve->get_texture().is_valid()) {
|
|
curve_editor->set_curve(curve->get_texture()->get_curve());
|
|
}
|
|
}
|
|
|
|
if (curve_xyz.is_valid()) {
|
|
custom_editor->set_h_size_flags(Control::SIZE_EXPAND_FILL);
|
|
|
|
if (curve_xyz->get_texture().is_valid()) {
|
|
curve_xyz->get_texture()->connect_changed(callable_mp(graph_plugin, &VisualShaderGraphPlugin::update_curve_xyz).bind(p_id));
|
|
}
|
|
|
|
CurveEditor *curve_editor_x = memnew(CurveEditor);
|
|
node->add_child(curve_editor_x);
|
|
register_curve_editor(p_id, 0, curve_editor_x);
|
|
curve_editor_x->set_custom_minimum_size(Size2(300, 0));
|
|
curve_editor_x->set_h_size_flags(Control::SIZE_EXPAND_FILL);
|
|
if (curve_xyz->get_texture().is_valid()) {
|
|
curve_editor_x->set_curve(curve_xyz->get_texture()->get_curve_x());
|
|
}
|
|
|
|
CurveEditor *curve_editor_y = memnew(CurveEditor);
|
|
node->add_child(curve_editor_y);
|
|
register_curve_editor(p_id, 1, curve_editor_y);
|
|
curve_editor_y->set_custom_minimum_size(Size2(300, 0));
|
|
curve_editor_y->set_h_size_flags(Control::SIZE_EXPAND_FILL);
|
|
if (curve_xyz->get_texture().is_valid()) {
|
|
curve_editor_y->set_curve(curve_xyz->get_texture()->get_curve_y());
|
|
}
|
|
|
|
CurveEditor *curve_editor_z = memnew(CurveEditor);
|
|
node->add_child(curve_editor_z);
|
|
register_curve_editor(p_id, 2, curve_editor_z);
|
|
curve_editor_z->set_custom_minimum_size(Size2(300, 0));
|
|
curve_editor_z->set_h_size_flags(Control::SIZE_EXPAND_FILL);
|
|
if (curve_xyz->get_texture().is_valid()) {
|
|
curve_editor_z->set_curve(curve_xyz->get_texture()->get_curve_z());
|
|
}
|
|
}
|
|
|
|
if (custom_editor) {
|
|
if (is_curve || (hb == nullptr && !vsnode->is_use_prop_slots() && (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 {
|
|
port_offset++;
|
|
node->add_child(custom_editor);
|
|
custom_editor = nullptr;
|
|
}
|
|
}
|
|
|
|
if (is_group) {
|
|
if (group_node->is_editable()) {
|
|
HBoxContainer *hb2 = memnew(HBoxContainer);
|
|
|
|
String input_port_name = "input" + itos(group_node->get_free_input_port_id());
|
|
String output_port_name = "output" + itos(group_node->get_free_output_port_id());
|
|
|
|
for (int i = 0; i < MAX(vsnode->get_input_port_count(), vsnode->get_output_port_count()); i++) {
|
|
if (i < vsnode->get_input_port_count()) {
|
|
if (input_port_name == vsnode->get_input_port_name(i)) {
|
|
input_port_name = "_" + input_port_name;
|
|
}
|
|
}
|
|
if (i < vsnode->get_output_port_count()) {
|
|
if (output_port_name == vsnode->get_output_port_name(i)) {
|
|
output_port_name = "_" + output_port_name;
|
|
}
|
|
}
|
|
}
|
|
|
|
Button *add_input_btn = memnew(Button);
|
|
add_input_btn->set_text(TTR("Add Input"));
|
|
add_input_btn->connect(SceneStringName(pressed), callable_mp(editor, &VisualShaderEditor::_add_input_port).bind(p_id, group_node->get_free_input_port_id(), VisualShaderNode::PORT_TYPE_VECTOR_3D, input_port_name), CONNECT_DEFERRED);
|
|
hb2->add_child(add_input_btn);
|
|
|
|
hb2->add_spacer();
|
|
|
|
Button *add_output_btn = memnew(Button);
|
|
add_output_btn->set_text(TTR("Add Output"));
|
|
add_output_btn->connect(SceneStringName(pressed), callable_mp(editor, &VisualShaderEditor::_add_output_port).bind(p_id, group_node->get_free_output_port_id(), VisualShaderNode::PORT_TYPE_VECTOR_3D, output_port_name), CONNECT_DEFERRED);
|
|
hb2->add_child(add_output_btn);
|
|
|
|
node->add_child(hb2);
|
|
}
|
|
}
|
|
|
|
int output_port_count = 0;
|
|
for (int i = 0; i < vsnode->get_output_port_count(); i++) {
|
|
if (vsnode->_is_output_port_expanded(i)) {
|
|
switch (vsnode->get_output_port_type(i)) {
|
|
case VisualShaderNode::PORT_TYPE_VECTOR_2D: {
|
|
output_port_count += 2;
|
|
} break;
|
|
case VisualShaderNode::PORT_TYPE_VECTOR_3D: {
|
|
output_port_count += 3;
|
|
} break;
|
|
case VisualShaderNode::PORT_TYPE_VECTOR_4D: {
|
|
output_port_count += 4;
|
|
} break;
|
|
default:
|
|
break;
|
|
}
|
|
}
|
|
output_port_count++;
|
|
}
|
|
int max_ports = MAX(vsnode->get_input_port_count(), output_port_count);
|
|
VisualShaderNode::PortType expanded_type = VisualShaderNode::PORT_TYPE_SCALAR;
|
|
int expanded_port_counter = 0;
|
|
|
|
for (int i = 0, j = 0; i < max_ports; i++, j++) {
|
|
switch (expanded_type) {
|
|
case VisualShaderNode::PORT_TYPE_VECTOR_2D: {
|
|
if (expanded_port_counter >= 2) {
|
|
expanded_type = VisualShaderNode::PORT_TYPE_SCALAR;
|
|
expanded_port_counter = 0;
|
|
i -= 2;
|
|
}
|
|
} break;
|
|
case VisualShaderNode::PORT_TYPE_VECTOR_3D: {
|
|
if (expanded_port_counter >= 3) {
|
|
expanded_type = VisualShaderNode::PORT_TYPE_SCALAR;
|
|
expanded_port_counter = 0;
|
|
i -= 3;
|
|
}
|
|
} break;
|
|
case VisualShaderNode::PORT_TYPE_VECTOR_4D: {
|
|
if (expanded_port_counter >= 4) {
|
|
expanded_type = VisualShaderNode::PORT_TYPE_SCALAR;
|
|
expanded_port_counter = 0;
|
|
i -= 4;
|
|
}
|
|
} break;
|
|
default:
|
|
break;
|
|
}
|
|
|
|
if (vsnode->is_port_separator(i)) {
|
|
node->add_child(memnew(HSeparator));
|
|
port_offset++;
|
|
}
|
|
|
|
bool valid_left = j < 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(j);
|
|
port_left = vsnode->get_input_port_type(j);
|
|
for (const VisualShader::Connection &E : connections) {
|
|
if (E.to_node == p_id && E.to_port == j) {
|
|
port_left_used = true;
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
bool valid_right = true;
|
|
VisualShaderNode::PortType port_right = VisualShaderNode::PORT_TYPE_SCALAR;
|
|
String name_right;
|
|
|
|
if (expanded_type == VisualShaderNode::PORT_TYPE_SCALAR) {
|
|
valid_right = i < vsnode->get_output_port_count();
|
|
if (valid_right) {
|
|
name_right = vsnode->get_output_port_name(i);
|
|
port_right = vsnode->get_output_port_type(i);
|
|
}
|
|
} else {
|
|
name_right = vector_expanded_name[expanded_port_counter++];
|
|
}
|
|
|
|
bool is_first_hbox = false;
|
|
if (i == 0 && hb != nullptr) {
|
|
is_first_hbox = true;
|
|
} else {
|
|
hb = memnew(HBoxContainer);
|
|
}
|
|
hb->add_theme_constant_override("separation", 7 * EDSCALE);
|
|
|
|
// Default value button/property editor.
|
|
Variant default_value;
|
|
|
|
if (valid_left && !port_left_used) {
|
|
default_value = vsnode->get_input_port_default_value(j);
|
|
}
|
|
|
|
Button *default_input_btn = memnew(Button);
|
|
hb->add_child(default_input_btn);
|
|
register_default_input_button(p_id, j, default_input_btn);
|
|
default_input_btn->connect(SceneStringName(pressed), callable_mp(editor, &VisualShaderEditor::_edit_port_default_input).bind(default_input_btn, p_id, j));
|
|
if (default_value.get_type() != Variant::NIL) { // only a label
|
|
set_input_port_default_value(p_type, p_id, j, default_value);
|
|
} else {
|
|
default_input_btn->hide();
|
|
}
|
|
|
|
if (j == 0 && custom_editor) {
|
|
hb->add_child(custom_editor);
|
|
custom_editor->set_h_size_flags(Control::SIZE_EXPAND_FILL);
|
|
} else {
|
|
if (valid_left) {
|
|
if (is_group) {
|
|
OptionButton *type_box = memnew(OptionButton);
|
|
hb->add_child(type_box);
|
|
type_box->add_item(TTR("Float"));
|
|
type_box->add_item(TTR("Int"));
|
|
type_box->add_item(TTR("UInt"));
|
|
type_box->add_item(TTR("Vector2"));
|
|
type_box->add_item(TTR("Vector3"));
|
|
type_box->add_item(TTR("Vector4"));
|
|
type_box->add_item(TTR("Boolean"));
|
|
type_box->add_item(TTR("Transform"));
|
|
type_box->add_item(TTR("Sampler"));
|
|
type_box->select(group_node->get_input_port_type(j));
|
|
type_box->set_custom_minimum_size(Size2(100 * EDSCALE, 0));
|
|
type_box->connect(SceneStringName(item_selected), callable_mp(editor, &VisualShaderEditor::_change_input_port_type).bind(p_id, j), CONNECT_DEFERRED);
|
|
|
|
LineEdit *name_box = memnew(LineEdit);
|
|
hb->add_child(name_box);
|
|
name_box->set_custom_minimum_size(Size2(65 * EDSCALE, 0));
|
|
name_box->set_h_size_flags(Control::SIZE_EXPAND_FILL);
|
|
name_box->set_text(name_left);
|
|
name_box->connect("text_submitted", callable_mp(editor, &VisualShaderEditor::_change_input_port_name).bind(name_box, p_id, j), CONNECT_DEFERRED);
|
|
name_box->connect(SceneStringName(focus_exited), callable_mp(editor, &VisualShaderEditor::_port_name_focus_out).bind(name_box, p_id, j, false), CONNECT_DEFERRED);
|
|
|
|
Button *remove_btn = memnew(Button);
|
|
remove_btn->set_icon(EditorNode::get_singleton()->get_editor_theme()->get_icon(SNAME("Remove"), EditorStringName(EditorIcons)));
|
|
remove_btn->set_tooltip_text(TTR("Remove") + " " + name_left);
|
|
remove_btn->connect(SceneStringName(pressed), callable_mp(editor, &VisualShaderEditor::_remove_input_port).bind(p_id, j), CONNECT_DEFERRED);
|
|
hb->add_child(remove_btn);
|
|
} else {
|
|
Label *label = memnew(Label);
|
|
label->set_auto_translate_mode(Node::AUTO_TRANSLATE_MODE_DISABLED); // TODO: Implement proper translation switch.
|
|
label->set_text(name_left);
|
|
label->add_theme_style_override(CoreStringName(normal), editor->get_theme_stylebox(SNAME("label_style"), SNAME("VShaderEditor")));
|
|
hb->add_child(label);
|
|
|
|
if (vsnode->is_input_port_default(j, mode) && !port_left_used) {
|
|
Label *hint_label = memnew(Label);
|
|
hint_label->set_text(TTR("[default]"));
|
|
hint_label->add_theme_color_override(SceneStringName(font_color), editor->get_theme_color(SNAME("font_readonly_color"), SNAME("TextEdit")));
|
|
hint_label->add_theme_style_override(CoreStringName(normal), editor->get_theme_stylebox(SNAME("label_style"), SNAME("VShaderEditor")));
|
|
hb->add_child(hint_label);
|
|
}
|
|
}
|
|
}
|
|
|
|
if (!is_group && !is_first_hbox) {
|
|
hb->add_spacer();
|
|
}
|
|
|
|
if (valid_right) {
|
|
if (is_group) {
|
|
Button *remove_btn = memnew(Button);
|
|
remove_btn->set_icon(EditorNode::get_singleton()->get_editor_theme()->get_icon(SNAME("Remove"), EditorStringName(EditorIcons)));
|
|
remove_btn->set_tooltip_text(TTR("Remove") + " " + name_left);
|
|
remove_btn->connect(SceneStringName(pressed), callable_mp(editor, &VisualShaderEditor::_remove_output_port).bind(p_id, i), CONNECT_DEFERRED);
|
|
hb->add_child(remove_btn);
|
|
|
|
LineEdit *name_box = memnew(LineEdit);
|
|
hb->add_child(name_box);
|
|
name_box->set_custom_minimum_size(Size2(65 * EDSCALE, 0));
|
|
name_box->set_h_size_flags(Control::SIZE_EXPAND_FILL);
|
|
name_box->set_text(name_right);
|
|
name_box->connect("text_submitted", callable_mp(editor, &VisualShaderEditor::_change_output_port_name).bind(name_box, p_id, i), CONNECT_DEFERRED);
|
|
name_box->connect(SceneStringName(focus_exited), callable_mp(editor, &VisualShaderEditor::_port_name_focus_out).bind(name_box, p_id, i, true), CONNECT_DEFERRED);
|
|
|
|
OptionButton *type_box = memnew(OptionButton);
|
|
hb->add_child(type_box);
|
|
type_box->add_item(TTR("Float"));
|
|
type_box->add_item(TTR("Int"));
|
|
type_box->add_item(TTR("UInt"));
|
|
type_box->add_item(TTR("Vector2"));
|
|
type_box->add_item(TTR("Vector3"));
|
|
type_box->add_item(TTR("Vector4"));
|
|
type_box->add_item(TTR("Boolean"));
|
|
type_box->add_item(TTR("Transform"));
|
|
type_box->select(group_node->get_output_port_type(i));
|
|
type_box->set_custom_minimum_size(Size2(100 * EDSCALE, 0));
|
|
type_box->connect(SceneStringName(item_selected), callable_mp(editor, &VisualShaderEditor::_change_output_port_type).bind(p_id, i), CONNECT_DEFERRED);
|
|
} else {
|
|
Label *label = memnew(Label);
|
|
label->set_auto_translate_mode(Node::AUTO_TRANSLATE_MODE_DISABLED); // TODO: Implement proper translation switch.
|
|
label->set_text(name_right);
|
|
label->add_theme_style_override(CoreStringName(normal), editor->get_theme_stylebox(SNAME("label_style"), SNAME("VShaderEditor"))); //more compact
|
|
hb->add_child(label);
|
|
}
|
|
}
|
|
}
|
|
|
|
if (valid_right) {
|
|
if (expanded_port_counter == 0 && vsnode->is_output_port_expandable(i)) {
|
|
TextureButton *expand = memnew(TextureButton);
|
|
expand->set_toggle_mode(true);
|
|
expand->set_texture_normal(editor->get_editor_theme_icon(SNAME("GuiTreeArrowRight")));
|
|
expand->set_texture_pressed(editor->get_editor_theme_icon(SNAME("GuiTreeArrowDown")));
|
|
expand->set_v_size_flags(Control::SIZE_SHRINK_CENTER);
|
|
expand->set_pressed(vsnode->_is_output_port_expanded(i));
|
|
expand->connect(SceneStringName(pressed), callable_mp(editor, &VisualShaderEditor::_expand_output_port).bind(p_id, i, !vsnode->_is_output_port_expanded(i)), CONNECT_DEFERRED);
|
|
hb->add_child(expand);
|
|
}
|
|
if (vsnode->has_output_port_preview(i) && port_right != VisualShaderNode::PORT_TYPE_TRANSFORM && port_right != VisualShaderNode::PORT_TYPE_SAMPLER) {
|
|
TextureButton *preview = memnew(TextureButton);
|
|
preview->set_toggle_mode(true);
|
|
preview->set_texture_normal(editor->get_editor_theme_icon(SNAME("GuiVisibilityHidden")));
|
|
preview->set_texture_pressed(editor->get_editor_theme_icon(SNAME("GuiVisibilityVisible")));
|
|
preview->set_v_size_flags(Control::SIZE_SHRINK_CENTER);
|
|
|
|
register_output_port(p_id, j, preview);
|
|
|
|
preview->connect(SceneStringName(pressed), callable_mp(editor, &VisualShaderEditor::_preview_select_port).bind(p_id, j), CONNECT_DEFERRED);
|
|
hb->add_child(preview);
|
|
}
|
|
}
|
|
|
|
if (is_group) {
|
|
offset = memnew(Control);
|
|
offset->set_custom_minimum_size(Size2(0, 5 * EDSCALE));
|
|
node->add_child(offset);
|
|
port_offset++;
|
|
}
|
|
|
|
if (!is_first_hbox && !is_reroute) {
|
|
node->add_child(hb);
|
|
if (curve_xyz.is_valid()) {
|
|
node->move_child(hb, 1 + expanded_port_counter);
|
|
}
|
|
}
|
|
|
|
if (expanded_type != VisualShaderNode::PORT_TYPE_SCALAR) {
|
|
continue;
|
|
}
|
|
|
|
int idx = is_first_hbox ? 1 : i + port_offset;
|
|
if (is_reroute) {
|
|
idx = 0;
|
|
}
|
|
if (!is_frame) {
|
|
GraphNode *graph_node = Object::cast_to<GraphNode>(node);
|
|
|
|
graph_node->set_slot(idx, valid_left, port_left, type_color[port_left], valid_right, port_right, type_color[port_right]);
|
|
|
|
if (vsnode->_is_output_port_expanded(i)) {
|
|
switch (vsnode->get_output_port_type(i)) {
|
|
case VisualShaderNode::PORT_TYPE_VECTOR_2D: {
|
|
port_offset++;
|
|
valid_left = (i + 1) < vsnode->get_input_port_count();
|
|
port_left = VisualShaderNode::PORT_TYPE_SCALAR;
|
|
if (valid_left) {
|
|
port_left = vsnode->get_input_port_type(i + 1);
|
|
}
|
|
graph_node->set_slot(i + port_offset, valid_left, port_left, type_color[port_left], true, VisualShaderNode::PORT_TYPE_SCALAR, vector_expanded_color[0]);
|
|
port_offset++;
|
|
|
|
valid_left = (i + 2) < vsnode->get_input_port_count();
|
|
port_left = VisualShaderNode::PORT_TYPE_SCALAR;
|
|
if (valid_left) {
|
|
port_left = vsnode->get_input_port_type(i + 2);
|
|
}
|
|
graph_node->set_slot(i + port_offset, valid_left, port_left, type_color[port_left], true, VisualShaderNode::PORT_TYPE_SCALAR, vector_expanded_color[1]);
|
|
|
|
expanded_type = VisualShaderNode::PORT_TYPE_VECTOR_2D;
|
|
} break;
|
|
case VisualShaderNode::PORT_TYPE_VECTOR_3D: {
|
|
port_offset++;
|
|
valid_left = (i + 1) < vsnode->get_input_port_count();
|
|
port_left = VisualShaderNode::PORT_TYPE_SCALAR;
|
|
if (valid_left) {
|
|
port_left = vsnode->get_input_port_type(i + 1);
|
|
}
|
|
graph_node->set_slot(i + port_offset, valid_left, port_left, type_color[port_left], true, VisualShaderNode::PORT_TYPE_SCALAR, vector_expanded_color[0]);
|
|
port_offset++;
|
|
|
|
valid_left = (i + 2) < vsnode->get_input_port_count();
|
|
port_left = VisualShaderNode::PORT_TYPE_SCALAR;
|
|
if (valid_left) {
|
|
port_left = vsnode->get_input_port_type(i + 2);
|
|
}
|
|
graph_node->set_slot(i + port_offset, valid_left, port_left, type_color[port_left], true, VisualShaderNode::PORT_TYPE_SCALAR, vector_expanded_color[1]);
|
|
port_offset++;
|
|
|
|
valid_left = (i + 3) < vsnode->get_input_port_count();
|
|
port_left = VisualShaderNode::PORT_TYPE_SCALAR;
|
|
if (valid_left) {
|
|
port_left = vsnode->get_input_port_type(i + 3);
|
|
}
|
|
graph_node->set_slot(i + port_offset, valid_left, port_left, type_color[port_left], true, VisualShaderNode::PORT_TYPE_SCALAR, vector_expanded_color[2]);
|
|
|
|
expanded_type = VisualShaderNode::PORT_TYPE_VECTOR_3D;
|
|
} break;
|
|
case VisualShaderNode::PORT_TYPE_VECTOR_4D: {
|
|
port_offset++;
|
|
valid_left = (i + 1) < vsnode->get_input_port_count();
|
|
port_left = VisualShaderNode::PORT_TYPE_SCALAR;
|
|
if (valid_left) {
|
|
port_left = vsnode->get_input_port_type(i + 1);
|
|
}
|
|
graph_node->set_slot(i + port_offset, valid_left, port_left, type_color[port_left], true, VisualShaderNode::PORT_TYPE_SCALAR, vector_expanded_color[0]);
|
|
port_offset++;
|
|
|
|
valid_left = (i + 2) < vsnode->get_input_port_count();
|
|
port_left = VisualShaderNode::PORT_TYPE_SCALAR;
|
|
if (valid_left) {
|
|
port_left = vsnode->get_input_port_type(i + 2);
|
|
}
|
|
graph_node->set_slot(i + port_offset, valid_left, port_left, type_color[port_left], true, VisualShaderNode::PORT_TYPE_SCALAR, vector_expanded_color[1]);
|
|
port_offset++;
|
|
|
|
valid_left = (i + 3) < vsnode->get_input_port_count();
|
|
port_left = VisualShaderNode::PORT_TYPE_SCALAR;
|
|
if (valid_left) {
|
|
port_left = vsnode->get_input_port_type(i + 3);
|
|
}
|
|
graph_node->set_slot(i + port_offset, valid_left, port_left, type_color[port_left], true, VisualShaderNode::PORT_TYPE_SCALAR, vector_expanded_color[2]);
|
|
port_offset++;
|
|
|
|
valid_left = (i + 4) < vsnode->get_input_port_count();
|
|
port_left = VisualShaderNode::PORT_TYPE_SCALAR;
|
|
if (valid_left) {
|
|
port_left = vsnode->get_input_port_type(i + 4);
|
|
}
|
|
graph_node->set_slot(i + port_offset, valid_left, port_left, type_color[port_left], true, VisualShaderNode::PORT_TYPE_SCALAR, vector_expanded_color[3]);
|
|
|
|
expanded_type = VisualShaderNode::PORT_TYPE_VECTOR_4D;
|
|
} break;
|
|
default:
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
bool has_relative_parameter_instances = false;
|
|
if (vsnode->get_output_port_for_preview() >= 0) {
|
|
has_relative_parameter_instances = is_node_has_parameter_instances_relatively(p_type, p_id);
|
|
show_port_preview(p_type, p_id, vsnode->get_output_port_for_preview(), !has_relative_parameter_instances);
|
|
} else if (!is_reroute) {
|
|
offset = memnew(Control);
|
|
offset->set_custom_minimum_size(Size2(0, 4 * EDSCALE));
|
|
node->add_child(offset);
|
|
}
|
|
|
|
String error = vsnode->get_warning(mode, p_type);
|
|
if (has_relative_parameter_instances) {
|
|
error += "\n" + TTR("The 2D preview cannot correctly show the result retrieved from instance parameter.");
|
|
}
|
|
if (!error.is_empty()) {
|
|
Label *error_label = memnew(Label);
|
|
error_label->add_theme_color_override(SceneStringName(font_color), editor->get_theme_color(SNAME("error_color"), EditorStringName(Editor)));
|
|
error_label->set_text(error);
|
|
error_label->set_autowrap_mode(TextServer::AUTOWRAP_WORD);
|
|
node->add_child(error_label);
|
|
}
|
|
|
|
if (is_expression) {
|
|
CodeEdit *expression_box = memnew(CodeEdit);
|
|
Ref<CodeHighlighter> expression_syntax_highlighter;
|
|
expression_syntax_highlighter.instantiate();
|
|
expression_node->set_ctrl_pressed(expression_box, 0);
|
|
expression_box->set_v_size_flags(Control::SIZE_EXPAND_FILL);
|
|
node->add_child(expression_box);
|
|
register_expression_edit(p_id, expression_box);
|
|
|
|
Color background_color = EDITOR_GET("text_editor/theme/highlighting/background_color");
|
|
Color text_color = EDITOR_GET("text_editor/theme/highlighting/text_color");
|
|
Color keyword_color = EDITOR_GET("text_editor/theme/highlighting/keyword_color");
|
|
Color control_flow_keyword_color = EDITOR_GET("text_editor/theme/highlighting/control_flow_keyword_color");
|
|
Color comment_color = EDITOR_GET("text_editor/theme/highlighting/comment_color");
|
|
Color symbol_color = EDITOR_GET("text_editor/theme/highlighting/symbol_color");
|
|
Color function_color = EDITOR_GET("text_editor/theme/highlighting/function_color");
|
|
Color number_color = EDITOR_GET("text_editor/theme/highlighting/number_color");
|
|
Color members_color = EDITOR_GET("text_editor/theme/highlighting/member_variable_color");
|
|
|
|
expression_box->set_syntax_highlighter(expression_syntax_highlighter);
|
|
expression_box->add_theme_color_override("background_color", background_color);
|
|
|
|
for (const String &E : editor->keyword_list) {
|
|
if (ShaderLanguage::is_control_flow_keyword(E)) {
|
|
expression_syntax_highlighter->add_keyword_color(E, control_flow_keyword_color);
|
|
} else {
|
|
expression_syntax_highlighter->add_keyword_color(E, keyword_color);
|
|
}
|
|
}
|
|
|
|
expression_box->begin_bulk_theme_override();
|
|
expression_box->add_theme_font_override(SceneStringName(font), editor->get_theme_font(SNAME("expression"), EditorStringName(EditorFonts)));
|
|
expression_box->add_theme_font_size_override(SceneStringName(font_size), editor->get_theme_font_size(SNAME("expression_size"), EditorStringName(EditorFonts)));
|
|
expression_box->add_theme_color_override(SceneStringName(font_color), text_color);
|
|
expression_box->end_bulk_theme_override();
|
|
|
|
expression_syntax_highlighter->set_number_color(number_color);
|
|
expression_syntax_highlighter->set_symbol_color(symbol_color);
|
|
expression_syntax_highlighter->set_function_color(function_color);
|
|
expression_syntax_highlighter->set_member_variable_color(members_color);
|
|
expression_syntax_highlighter->add_color_region("/*", "*/", comment_color, false);
|
|
expression_syntax_highlighter->add_color_region("//", "", comment_color, true);
|
|
|
|
expression_box->clear_comment_delimiters();
|
|
expression_box->add_comment_delimiter("/*", "*/", false);
|
|
expression_box->add_comment_delimiter("//", "", true);
|
|
|
|
if (!expression_box->has_auto_brace_completion_open_key("/*")) {
|
|
expression_box->add_auto_brace_completion_pair("/*", "*/");
|
|
}
|
|
|
|
expression_box->set_text(expression);
|
|
expression_box->set_context_menu_enabled(false);
|
|
expression_box->set_draw_line_numbers(true);
|
|
|
|
expression_box->connect(SceneStringName(focus_exited), callable_mp(editor, &VisualShaderEditor::_expression_focus_out).bind(expression_box, p_id));
|
|
}
|
|
}
|
|
|
|
void VisualShaderGraphPlugin::remove_node(VisualShader::Type p_type, int p_id, bool p_just_update) {
|
|
if (visual_shader->get_shader_type() == p_type && links.has(p_id)) {
|
|
GraphEdit *graph_edit = editor->graph;
|
|
if (!graph_edit) {
|
|
return;
|
|
}
|
|
|
|
graph_edit->remove_child(links[p_id].graph_element);
|
|
memdelete(links[p_id].graph_element);
|
|
if (!p_just_update) {
|
|
links.erase(p_id);
|
|
}
|
|
}
|
|
}
|
|
|
|
void VisualShaderGraphPlugin::connect_nodes(VisualShader::Type p_type, int p_from_node, int p_from_port, int p_to_node, int p_to_port) {
|
|
GraphEdit *graph = editor->graph;
|
|
if (!graph) {
|
|
return;
|
|
}
|
|
|
|
if (visual_shader.is_valid() && visual_shader->get_shader_type() == p_type) {
|
|
// Update reroute nodes since their port type might have changed.
|
|
Ref<VisualShaderNodeReroute> reroute_to = visual_shader->get_node(p_type, p_to_node);
|
|
Ref<VisualShaderNodeReroute> reroute_from = visual_shader->get_node(p_type, p_from_node);
|
|
if (reroute_to.is_valid() || reroute_from.is_valid()) {
|
|
update_reroute_nodes();
|
|
}
|
|
|
|
graph->connect_node(itos(p_from_node), p_from_port, itos(p_to_node), p_to_port);
|
|
|
|
connections.push_back({ p_from_node, p_from_port, p_to_node, p_to_port });
|
|
if (links[p_to_node].input_ports.has(p_to_port) && links[p_to_node].input_ports[p_to_port].default_input_button != nullptr) {
|
|
links[p_to_node].input_ports[p_to_port].default_input_button->hide();
|
|
}
|
|
}
|
|
}
|
|
|
|
void VisualShaderGraphPlugin::disconnect_nodes(VisualShader::Type p_type, int p_from_node, int p_from_port, int p_to_node, int p_to_port) {
|
|
GraphEdit *graph = editor->graph;
|
|
if (!graph) {
|
|
return;
|
|
}
|
|
|
|
if (visual_shader.is_valid() && visual_shader->get_shader_type() == p_type) {
|
|
graph->disconnect_node(itos(p_from_node), p_from_port, itos(p_to_node), p_to_port);
|
|
|
|
for (const List<VisualShader::Connection>::Element *E = connections.front(); E; E = E->next()) {
|
|
if (E->get().from_node == p_from_node && E->get().from_port == p_from_port && E->get().to_node == p_to_node && E->get().to_port == p_to_port) {
|
|
connections.erase(E);
|
|
break;
|
|
}
|
|
}
|
|
if (links[p_to_node].input_ports.has(p_to_port) && links[p_to_node].input_ports[p_to_port].default_input_button != nullptr && links[p_to_node].visual_node->get_input_port_default_value(p_to_port).get_type() != Variant::NIL) {
|
|
links[p_to_node].input_ports[p_to_port].default_input_button->show();
|
|
set_input_port_default_value(p_type, p_to_node, p_to_port, links[p_to_node].visual_node->get_input_port_default_value(p_to_port));
|
|
}
|
|
}
|
|
}
|
|
|
|
VisualShaderGraphPlugin::~VisualShaderGraphPlugin() {
|
|
}
|
|
|
|
/////////////////
|
|
|
|
void VisualShaderEditedProperty::_bind_methods() {
|
|
ClassDB::bind_method(D_METHOD("set_edited_property", "value"), &VisualShaderEditedProperty::set_edited_property);
|
|
ClassDB::bind_method(D_METHOD("get_edited_property"), &VisualShaderEditedProperty::get_edited_property);
|
|
|
|
ADD_PROPERTY(PropertyInfo(Variant::NIL, "edited_property", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NIL_IS_VARIANT), "set_edited_property", "get_edited_property");
|
|
}
|
|
|
|
void VisualShaderEditedProperty::set_edited_property(const Variant &p_variant) {
|
|
edited_property = p_variant;
|
|
}
|
|
|
|
Variant VisualShaderEditedProperty::get_edited_property() const {
|
|
return edited_property;
|
|
}
|
|
|
|
/////////////////
|
|
|
|
Vector2 VisualShaderEditor::selection_center;
|
|
List<VisualShaderEditor::CopyItem> VisualShaderEditor::copy_items_buffer;
|
|
List<VisualShader::Connection> VisualShaderEditor::copy_connections_buffer;
|
|
|
|
void VisualShaderEditor::edit(VisualShader *p_visual_shader) {
|
|
bool changed = false;
|
|
if (p_visual_shader) {
|
|
if (visual_shader.is_null()) {
|
|
changed = true;
|
|
} else {
|
|
if (visual_shader.ptr() != p_visual_shader) {
|
|
changed = true;
|
|
}
|
|
}
|
|
visual_shader = Ref<VisualShader>(p_visual_shader);
|
|
graph_plugin->register_shader(visual_shader.ptr());
|
|
|
|
visual_shader->connect_changed(callable_mp(this, &VisualShaderEditor::_update_preview));
|
|
visual_shader->set_graph_offset(graph->get_scroll_offset() / EDSCALE);
|
|
_set_mode(visual_shader->get_mode());
|
|
|
|
_update_nodes();
|
|
} else {
|
|
if (visual_shader.is_valid()) {
|
|
visual_shader->disconnect_changed(callable_mp(this, &VisualShaderEditor::_update_preview));
|
|
}
|
|
visual_shader.unref();
|
|
}
|
|
|
|
if (visual_shader.is_null()) {
|
|
hide();
|
|
} else {
|
|
if (changed) { // to avoid tree collapse
|
|
_update_varying_tree();
|
|
_update_options_menu();
|
|
_update_preview();
|
|
_update_graph();
|
|
}
|
|
}
|
|
}
|
|
|
|
void VisualShaderEditor::validate_script() {
|
|
if (visual_shader.is_valid()) {
|
|
_update_nodes();
|
|
}
|
|
}
|
|
|
|
void VisualShaderEditor::add_plugin(const Ref<VisualShaderNodePlugin> &p_plugin) {
|
|
if (plugins.has(p_plugin)) {
|
|
return;
|
|
}
|
|
plugins.push_back(p_plugin);
|
|
}
|
|
|
|
void VisualShaderEditor::remove_plugin(const Ref<VisualShaderNodePlugin> &p_plugin) {
|
|
plugins.erase(p_plugin);
|
|
}
|
|
|
|
void VisualShaderEditor::clear_custom_types() {
|
|
for (int i = 0; i < add_options.size(); i++) {
|
|
if (add_options[i].is_custom) {
|
|
add_options.remove_at(i);
|
|
i--;
|
|
}
|
|
}
|
|
}
|
|
|
|
void VisualShaderEditor::add_custom_type(const String &p_name, const String &p_type, const Ref<Script> &p_script, const String &p_description, int p_return_icon_type, const String &p_category, bool p_highend) {
|
|
ERR_FAIL_COND(!p_name.is_valid_identifier());
|
|
ERR_FAIL_COND(p_type.is_empty() && !p_script.is_valid());
|
|
|
|
for (int i = 0; i < add_options.size(); i++) {
|
|
const AddOption &op = add_options[i];
|
|
|
|
if (op.is_custom) {
|
|
if (!p_type.is_empty()) {
|
|
if (op.type == p_type) {
|
|
return;
|
|
}
|
|
} else if (op.script == p_script) {
|
|
return;
|
|
}
|
|
}
|
|
}
|
|
|
|
AddOption ao;
|
|
ao.name = p_name;
|
|
ao.type = p_type;
|
|
ao.script = p_script;
|
|
ao.return_type = p_return_icon_type;
|
|
ao.description = p_description;
|
|
ao.category = p_category;
|
|
ao.highend = p_highend;
|
|
ao.is_custom = true;
|
|
ao.is_native = !p_type.is_empty();
|
|
|
|
bool begin = false;
|
|
String root = p_category.split("/")[0];
|
|
|
|
for (int i = 0; i < add_options.size(); i++) {
|
|
if (add_options[i].is_custom) {
|
|
if (add_options[i].category == root) {
|
|
if (!begin) {
|
|
begin = true;
|
|
}
|
|
} else {
|
|
if (begin) {
|
|
add_options.insert(i, ao);
|
|
return;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
add_options.push_back(ao);
|
|
}
|
|
|
|
Dictionary VisualShaderEditor::get_custom_node_data(Ref<VisualShaderNodeCustom> &p_custom_node) {
|
|
Dictionary dict;
|
|
dict["script"] = p_custom_node->get_script();
|
|
dict["name"] = p_custom_node->_get_name();
|
|
dict["description"] = p_custom_node->_get_description();
|
|
dict["return_icon_type"] = p_custom_node->_get_return_icon_type();
|
|
dict["highend"] = p_custom_node->_is_highend();
|
|
|
|
String category = p_custom_node->_get_category();
|
|
category = category.rstrip("/");
|
|
category = category.lstrip("/");
|
|
category = "Addons/" + category;
|
|
if (p_custom_node->has_method("_get_subcategory")) {
|
|
String subcategory = (String)p_custom_node->call("_get_subcategory");
|
|
if (!subcategory.is_empty()) {
|
|
category += "/" + subcategory;
|
|
}
|
|
}
|
|
dict["category"] = category;
|
|
|
|
return dict;
|
|
}
|
|
|
|
void VisualShaderEditor::_get_current_mode_limits(int &r_begin_type, int &r_end_type) const {
|
|
switch (visual_shader->get_mode()) {
|
|
case Shader::MODE_CANVAS_ITEM:
|
|
case Shader::MODE_SPATIAL: {
|
|
r_begin_type = 0;
|
|
r_end_type = 3;
|
|
} break;
|
|
case Shader::MODE_PARTICLES: {
|
|
r_begin_type = 3;
|
|
r_end_type = 5 + r_begin_type;
|
|
} break;
|
|
case Shader::MODE_SKY: {
|
|
r_begin_type = 8;
|
|
r_end_type = 1 + r_begin_type;
|
|
} break;
|
|
case Shader::MODE_FOG: {
|
|
r_begin_type = 9;
|
|
r_end_type = 1 + r_begin_type;
|
|
} break;
|
|
default: {
|
|
} break;
|
|
}
|
|
}
|
|
|
|
void VisualShaderEditor::_script_created(const Ref<Script> &p_script) {
|
|
if (p_script.is_null() || p_script->get_instance_base_type() != "VisualShaderNodeCustom") {
|
|
return;
|
|
}
|
|
Ref<VisualShaderNodeCustom> ref;
|
|
ref.instantiate();
|
|
ref->set_script(p_script);
|
|
|
|
Dictionary dict = get_custom_node_data(ref);
|
|
add_custom_type(dict["name"], String(), dict["script"], dict["description"], dict["return_icon_type"], dict["category"], dict["highend"]);
|
|
|
|
_update_options_menu();
|
|
}
|
|
|
|
void VisualShaderEditor::_update_custom_script(const Ref<Script> &p_script) {
|
|
if (p_script.is_null() || p_script->get_instance_base_type() != "VisualShaderNodeCustom") {
|
|
return;
|
|
}
|
|
|
|
Ref<VisualShaderNodeCustom> ref;
|
|
ref.instantiate();
|
|
ref->set_script(p_script);
|
|
if (!ref->is_available(visual_shader->get_mode(), visual_shader->get_shader_type())) {
|
|
for (int i = 0; i < add_options.size(); i++) {
|
|
if (add_options[i].is_custom && add_options[i].script == p_script) {
|
|
add_options.remove_at(i);
|
|
_update_options_menu();
|
|
// TODO: Make indication for the existed custom nodes with that script on graph to be disabled.
|
|
break;
|
|
}
|
|
}
|
|
return;
|
|
}
|
|
Dictionary dict = get_custom_node_data(ref);
|
|
|
|
bool found_type = false;
|
|
bool need_rebuild = false;
|
|
|
|
for (int i = custom_node_option_idx; i < add_options.size(); i++) {
|
|
if (add_options[i].script == p_script) {
|
|
found_type = true;
|
|
|
|
add_options.write[i].name = dict["name"];
|
|
add_options.write[i].return_type = dict["return_icon_type"];
|
|
add_options.write[i].description = dict["description"];
|
|
add_options.write[i].category = dict["category"];
|
|
add_options.write[i].highend = dict["highend"];
|
|
|
|
int begin_type = 0;
|
|
int end_type = 0;
|
|
_get_current_mode_limits(begin_type, end_type);
|
|
|
|
for (int t = begin_type; t < end_type; t++) {
|
|
VisualShader::Type type = (VisualShader::Type)t;
|
|
Vector<int> nodes = visual_shader->get_node_list(type);
|
|
|
|
List<VisualShader::Connection> node_connections;
|
|
visual_shader->get_node_connections(type, &node_connections);
|
|
|
|
List<VisualShader::Connection> custom_node_input_connections;
|
|
List<VisualShader::Connection> custom_node_output_connections;
|
|
|
|
for (const VisualShader::Connection &E : node_connections) {
|
|
int from = E.from_node;
|
|
int from_port = E.from_port;
|
|
int to = E.to_node;
|
|
int to_port = E.to_port;
|
|
|
|
if (graph_plugin->get_node_script(from) == p_script) {
|
|
custom_node_output_connections.push_back({ from, from_port, to, to_port });
|
|
} else if (graph_plugin->get_node_script(to) == p_script) {
|
|
custom_node_input_connections.push_back({ from, from_port, to, to_port });
|
|
}
|
|
}
|
|
|
|
for (int node_id : nodes) {
|
|
Ref<VisualShaderNode> vsnode = visual_shader->get_node(type, node_id);
|
|
if (vsnode.is_null()) {
|
|
continue;
|
|
}
|
|
Ref<VisualShaderNodeCustom> custom_node = vsnode;
|
|
if (custom_node.is_null() || custom_node->get_script() != p_script) {
|
|
continue;
|
|
}
|
|
need_rebuild = true;
|
|
|
|
// Removes invalid connections.
|
|
{
|
|
int prev_input_port_count = custom_node->get_input_port_count();
|
|
int prev_output_port_count = custom_node->get_output_port_count();
|
|
|
|
custom_node->update_ports();
|
|
|
|
int input_port_count = custom_node->get_input_port_count();
|
|
int output_port_count = custom_node->get_output_port_count();
|
|
|
|
if (output_port_count != prev_output_port_count) {
|
|
for (const VisualShader::Connection &E : custom_node_output_connections) {
|
|
int from = E.from_node;
|
|
int from_idx = E.from_port;
|
|
int to = E.to_node;
|
|
int to_idx = E.to_port;
|
|
|
|
if (from_idx >= output_port_count) {
|
|
visual_shader->disconnect_nodes(type, from, from_idx, to, to_idx);
|
|
graph_plugin->disconnect_nodes(type, from, from_idx, to, to_idx);
|
|
}
|
|
}
|
|
}
|
|
if (input_port_count != prev_input_port_count) {
|
|
for (const VisualShader::Connection &E : custom_node_input_connections) {
|
|
int from = E.from_node;
|
|
int from_idx = E.from_port;
|
|
int to = E.to_node;
|
|
int to_idx = E.to_port;
|
|
|
|
if (to_idx >= input_port_count) {
|
|
visual_shader->disconnect_nodes(type, from, from_idx, to, to_idx);
|
|
graph_plugin->disconnect_nodes(type, from, from_idx, to, to_idx);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
graph_plugin->update_node(type, node_id);
|
|
}
|
|
}
|
|
break;
|
|
}
|
|
}
|
|
|
|
if (!found_type) {
|
|
add_custom_type(dict["name"], String(), dict["script"], dict["description"], dict["return_icon_type"], dict["category"], dict["highend"]);
|
|
}
|
|
|
|
// To prevent updating options multiple times when multiple scripts are saved.
|
|
if (!_block_update_options_menu) {
|
|
_block_update_options_menu = true;
|
|
|
|
callable_mp(this, &VisualShaderEditor::_update_options_menu_deferred);
|
|
}
|
|
|
|
// To prevent rebuilding the shader multiple times when multiple scripts are saved.
|
|
if (need_rebuild && !_block_rebuild_shader) {
|
|
_block_rebuild_shader = true;
|
|
|
|
callable_mp(this, &VisualShaderEditor::_rebuild_shader_deferred);
|
|
}
|
|
}
|
|
|
|
void VisualShaderEditor::_resource_saved(const Ref<Resource> &p_resource) {
|
|
_update_custom_script(Ref<Script>(p_resource.ptr()));
|
|
}
|
|
|
|
void VisualShaderEditor::_resources_removed() {
|
|
bool has_any_instance = false;
|
|
|
|
for (const Ref<Script> &scr : custom_scripts_to_delete) {
|
|
for (int i = custom_node_option_idx; i < add_options.size(); i++) {
|
|
if (add_options[i].script == scr) {
|
|
add_options.remove_at(i);
|
|
|
|
// Removes all node instances using that script from the graph.
|
|
{
|
|
int begin_type = 0;
|
|
int end_type = 0;
|
|
_get_current_mode_limits(begin_type, end_type);
|
|
|
|
for (int t = begin_type; t < end_type; t++) {
|
|
VisualShader::Type type = (VisualShader::Type)t;
|
|
|
|
List<VisualShader::Connection> node_connections;
|
|
visual_shader->get_node_connections(type, &node_connections);
|
|
|
|
for (const VisualShader::Connection &E : node_connections) {
|
|
int from = E.from_node;
|
|
int from_port = E.from_port;
|
|
int to = E.to_node;
|
|
int to_port = E.to_port;
|
|
|
|
if (graph_plugin->get_node_script(from) == scr || graph_plugin->get_node_script(to) == scr) {
|
|
visual_shader->disconnect_nodes(type, from, from_port, to, to_port);
|
|
graph_plugin->disconnect_nodes(type, from, from_port, to, to_port);
|
|
}
|
|
}
|
|
|
|
Vector<int> nodes = visual_shader->get_node_list(type);
|
|
for (int node_id : nodes) {
|
|
Ref<VisualShaderNode> vsnode = visual_shader->get_node(type, node_id);
|
|
if (vsnode.is_null()) {
|
|
continue;
|
|
}
|
|
Ref<VisualShaderNodeCustom> custom_node = vsnode;
|
|
if (custom_node.is_null() || custom_node->get_script() != scr) {
|
|
continue;
|
|
}
|
|
visual_shader->remove_node(type, node_id);
|
|
graph_plugin->remove_node(type, node_id, false);
|
|
|
|
has_any_instance = true;
|
|
}
|
|
}
|
|
}
|
|
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
if (has_any_instance) {
|
|
EditorUndoRedoManager::get_singleton()->clear_history(); // Need to clear undo history, otherwise it may lead to hard-detected errors and crashes (since the script was removed).
|
|
ResourceSaver::save(visual_shader, visual_shader->get_path());
|
|
}
|
|
_update_options_menu();
|
|
|
|
custom_scripts_to_delete.clear();
|
|
pending_custom_scripts_to_delete = false;
|
|
}
|
|
|
|
void VisualShaderEditor::_resource_removed(const Ref<Resource> &p_resource) {
|
|
Ref<Script> scr = Ref<Script>(p_resource.ptr());
|
|
if (scr.is_null() || scr->get_instance_base_type() != "VisualShaderNodeCustom") {
|
|
return;
|
|
}
|
|
|
|
custom_scripts_to_delete.push_back(scr);
|
|
|
|
if (!pending_custom_scripts_to_delete) {
|
|
pending_custom_scripts_to_delete = true;
|
|
callable_mp(this, &VisualShaderEditor::_resources_removed).call_deferred();
|
|
}
|
|
}
|
|
|
|
void VisualShaderEditor::_update_options_menu_deferred() {
|
|
_update_options_menu();
|
|
|
|
_block_update_options_menu = false;
|
|
}
|
|
|
|
void VisualShaderEditor::_rebuild_shader_deferred() {
|
|
if (visual_shader.is_valid()) {
|
|
visual_shader->rebuild();
|
|
}
|
|
|
|
_block_rebuild_shader = false;
|
|
}
|
|
|
|
bool VisualShaderEditor::_is_available(int p_mode) {
|
|
int current_mode = edit_type->get_selected();
|
|
|
|
if (p_mode != -1) {
|
|
switch (current_mode) {
|
|
case 0: // Vertex / Emit
|
|
current_mode = 1;
|
|
break;
|
|
case 1: // Fragment / Process
|
|
current_mode = 2;
|
|
break;
|
|
case 2: // Light / Collide
|
|
current_mode = 4;
|
|
break;
|
|
default:
|
|
break;
|
|
}
|
|
}
|
|
|
|
return (p_mode == -1 || (p_mode & current_mode) != 0);
|
|
}
|
|
|
|
void VisualShaderEditor::_update_nodes() {
|
|
clear_custom_types();
|
|
Dictionary added;
|
|
|
|
// Add GDScript classes.
|
|
{
|
|
List<StringName> class_list;
|
|
ScriptServer::get_global_class_list(&class_list);
|
|
|
|
for (const StringName &E : class_list) {
|
|
if (ScriptServer::get_global_class_native_base(E) == "VisualShaderNodeCustom") {
|
|
String script_path = ScriptServer::get_global_class_path(E);
|
|
Ref<Resource> res = ResourceLoader::load(script_path);
|
|
ERR_CONTINUE(res.is_null());
|
|
ERR_CONTINUE(!res->is_class("Script"));
|
|
Ref<Script> scr = Ref<Script>(res);
|
|
|
|
Ref<VisualShaderNodeCustom> ref;
|
|
ref.instantiate();
|
|
ref->set_script(scr);
|
|
if (!ref->is_available(visual_shader->get_mode(), visual_shader->get_shader_type())) {
|
|
continue;
|
|
}
|
|
Dictionary dict = get_custom_node_data(ref);
|
|
dict["type"] = String();
|
|
|
|
String key;
|
|
key = String(dict["category"]) + "/" + String(dict["name"]);
|
|
|
|
added[key] = dict;
|
|
}
|
|
}
|
|
}
|
|
|
|
// Add GDExtension classes.
|
|
{
|
|
List<StringName> class_list;
|
|
ClassDB::get_class_list(&class_list);
|
|
|
|
for (const StringName &E : class_list) {
|
|
if (ClassDB::get_parent_class(E) == "VisualShaderNodeCustom") {
|
|
Object *instance = ClassDB::instantiate(E);
|
|
Ref<VisualShaderNodeCustom> ref = Object::cast_to<VisualShaderNodeCustom>(instance);
|
|
ERR_CONTINUE(ref.is_null());
|
|
if (!ref->is_available(visual_shader->get_mode(), visual_shader->get_shader_type())) {
|
|
continue;
|
|
}
|
|
Dictionary dict = get_custom_node_data(ref);
|
|
dict["type"] = E;
|
|
dict["script"] = Ref<Script>();
|
|
|
|
String key;
|
|
key = String(dict["category"]) + "/" + String(dict["name"]);
|
|
|
|
added[key] = dict;
|
|
}
|
|
}
|
|
}
|
|
|
|
// Disables not-supported copied items.
|
|
{
|
|
for (CopyItem &item : copy_items_buffer) {
|
|
Ref<VisualShaderNodeCustom> custom = Object::cast_to<VisualShaderNodeCustom>(item.node.ptr());
|
|
|
|
if (custom.is_valid()) {
|
|
if (!custom->is_available(visual_shader->get_mode(), visual_shader->get_shader_type())) {
|
|
item.disabled = true;
|
|
} else {
|
|
item.disabled = false;
|
|
}
|
|
} else {
|
|
for (int i = 0; i < add_options.size(); i++) {
|
|
if (add_options[i].type == item.node->get_class_name()) {
|
|
if ((add_options[i].func != visual_shader->get_mode() && add_options[i].func != -1) || !_is_available(add_options[i].mode)) {
|
|
item.disabled = true;
|
|
} else {
|
|
item.disabled = false;
|
|
}
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
Array keys = added.keys();
|
|
keys.sort();
|
|
|
|
for (int i = 0; i < keys.size(); i++) {
|
|
const Variant &key = keys.get(i);
|
|
|
|
const Dictionary &value = (Dictionary)added[key];
|
|
|
|
add_custom_type(value["name"], value["type"], value["script"], value["description"], value["return_icon_type"], value["category"], value["highend"]);
|
|
}
|
|
|
|
_update_options_menu();
|
|
}
|
|
|
|
String VisualShaderEditor::_get_description(int p_idx) {
|
|
return add_options[p_idx].description;
|
|
}
|
|
|
|
void VisualShaderEditor::_update_options_menu() {
|
|
node_desc->set_text("");
|
|
members_dialog->get_ok_button()->set_disabled(true);
|
|
|
|
members->clear();
|
|
TreeItem *root = members->create_item();
|
|
|
|
String filter = node_filter->get_text().strip_edges();
|
|
bool use_filter = !filter.is_empty();
|
|
|
|
bool is_first_item = true;
|
|
|
|
Color unsupported_color = get_theme_color(SNAME("error_color"), EditorStringName(Editor));
|
|
Color supported_color = get_theme_color(SNAME("warning_color"), EditorStringName(Editor));
|
|
|
|
static bool low_driver = GLOBAL_GET("rendering/renderer/rendering_method") == "gl_compatibility";
|
|
|
|
HashMap<String, TreeItem *> folders;
|
|
|
|
int current_func = -1;
|
|
|
|
if (!visual_shader.is_null()) {
|
|
current_func = visual_shader->get_mode();
|
|
}
|
|
|
|
Vector<AddOption> custom_options;
|
|
Vector<AddOption> embedded_options;
|
|
|
|
static Vector<String> type_filter_exceptions;
|
|
if (type_filter_exceptions.is_empty()) {
|
|
type_filter_exceptions.append("VisualShaderNodeExpression");
|
|
type_filter_exceptions.append("VisualShaderNodeReroute");
|
|
}
|
|
|
|
for (int i = 0; i < add_options.size(); i++) {
|
|
if (!use_filter || add_options[i].name.containsn(filter)) {
|
|
// port type filtering
|
|
if (members_output_port_type != VisualShaderNode::PORT_TYPE_MAX || members_input_port_type != VisualShaderNode::PORT_TYPE_MAX) {
|
|
Ref<VisualShaderNode> vsn;
|
|
int check_result = 0;
|
|
|
|
if (!add_options[i].is_custom) {
|
|
vsn = Ref<VisualShaderNode>(Object::cast_to<VisualShaderNode>(ClassDB::instantiate(add_options[i].type)));
|
|
if (!vsn.is_valid()) {
|
|
continue;
|
|
}
|
|
|
|
if (type_filter_exceptions.has(add_options[i].type)) {
|
|
check_result = 1;
|
|
}
|
|
|
|
Ref<VisualShaderNodeInput> input = Object::cast_to<VisualShaderNodeInput>(vsn.ptr());
|
|
if (input.is_valid()) {
|
|
input->set_shader_mode(visual_shader->get_mode());
|
|
input->set_shader_type(visual_shader->get_shader_type());
|
|
if (!add_options[i].ops.is_empty() && add_options[i].ops[0].get_type() == Variant::STRING) {
|
|
input->set_input_name((String)add_options[i].ops[0]);
|
|
}
|
|
}
|
|
|
|
Ref<VisualShaderNodeExpression> expression = Object::cast_to<VisualShaderNodeExpression>(vsn.ptr());
|
|
if (expression.is_valid()) {
|
|
if (members_input_port_type == VisualShaderNode::PORT_TYPE_SAMPLER) {
|
|
check_result = -1; // expressions creates a port with required type automatically (except for sampler output)
|
|
}
|
|
}
|
|
|
|
Ref<VisualShaderNodeParameterRef> parameter_ref = Object::cast_to<VisualShaderNodeParameterRef>(vsn.ptr());
|
|
if (parameter_ref.is_valid() && parameter_ref->is_shader_valid()) {
|
|
check_result = -1;
|
|
|
|
if (members_input_port_type != VisualShaderNode::PORT_TYPE_MAX) {
|
|
for (int j = 0; j < parameter_ref->get_parameters_count(); j++) {
|
|
if (visual_shader->is_port_types_compatible(parameter_ref->get_port_type_by_index(j), members_input_port_type)) {
|
|
check_result = 1;
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
} else {
|
|
check_result = 1;
|
|
}
|
|
|
|
if (members_output_port_type != VisualShaderNode::PORT_TYPE_MAX) {
|
|
if (check_result == 0) {
|
|
for (int j = 0; j < vsn->get_input_port_count(); j++) {
|
|
if (visual_shader->is_port_types_compatible(vsn->get_input_port_type(j), members_output_port_type)) {
|
|
check_result = 1;
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
if (check_result != 1) {
|
|
continue;
|
|
}
|
|
}
|
|
if (members_input_port_type != VisualShaderNode::PORT_TYPE_MAX) {
|
|
if (check_result == 0) {
|
|
for (int j = 0; j < vsn->get_output_port_count(); j++) {
|
|
if (visual_shader->is_port_types_compatible(vsn->get_output_port_type(j), members_input_port_type)) {
|
|
check_result = 1;
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
if (check_result != 1) {
|
|
continue;
|
|
}
|
|
}
|
|
}
|
|
if ((add_options[i].func != current_func && add_options[i].func != -1) || !_is_available(add_options[i].mode)) {
|
|
continue;
|
|
}
|
|
const_cast<AddOption &>(add_options[i]).temp_idx = i; // save valid id
|
|
if (add_options[i].is_custom) {
|
|
custom_options.push_back(add_options[i]);
|
|
} else {
|
|
embedded_options.push_back(add_options[i]);
|
|
}
|
|
}
|
|
}
|
|
Vector<AddOption> options;
|
|
SortArray<AddOption, _OptionComparator> sorter;
|
|
sorter.sort(custom_options.ptrw(), custom_options.size());
|
|
|
|
options.append_array(custom_options);
|
|
options.append_array(embedded_options);
|
|
|
|
for (int i = 0; i < options.size(); i++) {
|
|
String path = options[i].category;
|
|
Vector<String> subfolders = path.split("/");
|
|
TreeItem *category = nullptr;
|
|
|
|
if (!folders.has(path)) {
|
|
category = root;
|
|
String path_temp = "";
|
|
for (int j = 0; j < subfolders.size(); j++) {
|
|
path_temp += subfolders[j];
|
|
if (!folders.has(path_temp)) {
|
|
category = members->create_item(category);
|
|
category->set_selectable(0, false);
|
|
category->set_collapsed(!use_filter);
|
|
category->set_text(0, subfolders[j]);
|
|
folders.insert(path_temp, category);
|
|
} else {
|
|
category = folders[path_temp];
|
|
}
|
|
}
|
|
} else {
|
|
category = folders[path];
|
|
}
|
|
|
|
TreeItem *item = members->create_item(category);
|
|
if (options[i].highend && low_driver) {
|
|
item->set_custom_color(0, unsupported_color);
|
|
} else if (options[i].highend) {
|
|
item->set_custom_color(0, supported_color);
|
|
}
|
|
item->set_text(0, options[i].name);
|
|
if (is_first_item && use_filter) {
|
|
item->select(0);
|
|
node_desc->set_text(options[i].description);
|
|
is_first_item = false;
|
|
}
|
|
switch (options[i].return_type) {
|
|
case VisualShaderNode::PORT_TYPE_SCALAR:
|
|
item->set_icon(0, get_editor_theme_icon(SNAME("float")));
|
|
break;
|
|
case VisualShaderNode::PORT_TYPE_SCALAR_INT:
|
|
item->set_icon(0, get_editor_theme_icon(SNAME("int")));
|
|
break;
|
|
case VisualShaderNode::PORT_TYPE_SCALAR_UINT:
|
|
item->set_icon(0, get_editor_theme_icon(SNAME("uint")));
|
|
break;
|
|
case VisualShaderNode::PORT_TYPE_VECTOR_2D:
|
|
item->set_icon(0, get_editor_theme_icon(SNAME("Vector2")));
|
|
break;
|
|
case VisualShaderNode::PORT_TYPE_VECTOR_3D:
|
|
item->set_icon(0, get_editor_theme_icon(SNAME("Vector3")));
|
|
break;
|
|
case VisualShaderNode::PORT_TYPE_VECTOR_4D:
|
|
item->set_icon(0, get_editor_theme_icon(SNAME("Vector4")));
|
|
break;
|
|
case VisualShaderNode::PORT_TYPE_BOOLEAN:
|
|
item->set_icon(0, get_editor_theme_icon(SNAME("bool")));
|
|
break;
|
|
case VisualShaderNode::PORT_TYPE_TRANSFORM:
|
|
item->set_icon(0, get_editor_theme_icon(SNAME("Transform3D")));
|
|
break;
|
|
case VisualShaderNode::PORT_TYPE_SAMPLER:
|
|
item->set_icon(0, get_editor_theme_icon(SNAME("ImageTexture")));
|
|
break;
|
|
default:
|
|
break;
|
|
}
|
|
item->set_meta("id", options[i].temp_idx);
|
|
}
|
|
}
|
|
|
|
void VisualShaderEditor::_set_mode(int p_which) {
|
|
if (p_which == VisualShader::MODE_SKY) {
|
|
edit_type_standard->set_visible(false);
|
|
edit_type_particles->set_visible(false);
|
|
edit_type_sky->set_visible(true);
|
|
edit_type_fog->set_visible(false);
|
|
edit_type = edit_type_sky;
|
|
custom_mode_box->set_visible(false);
|
|
varying_button->hide();
|
|
mode = MODE_FLAGS_SKY;
|
|
} else if (p_which == VisualShader::MODE_FOG) {
|
|
edit_type_standard->set_visible(false);
|
|
edit_type_particles->set_visible(false);
|
|
edit_type_sky->set_visible(false);
|
|
edit_type_fog->set_visible(true);
|
|
edit_type = edit_type_fog;
|
|
custom_mode_box->set_visible(false);
|
|
varying_button->hide();
|
|
mode = MODE_FLAGS_FOG;
|
|
} else if (p_which == VisualShader::MODE_PARTICLES) {
|
|
edit_type_standard->set_visible(false);
|
|
edit_type_particles->set_visible(true);
|
|
edit_type_sky->set_visible(false);
|
|
edit_type_fog->set_visible(false);
|
|
edit_type = edit_type_particles;
|
|
if ((edit_type->get_selected() + 3) > VisualShader::TYPE_PROCESS) {
|
|
custom_mode_box->set_visible(false);
|
|
} else {
|
|
custom_mode_box->set_visible(true);
|
|
}
|
|
varying_button->hide();
|
|
mode = MODE_FLAGS_PARTICLES;
|
|
} else {
|
|
edit_type_particles->set_visible(false);
|
|
edit_type_standard->set_visible(true);
|
|
edit_type_sky->set_visible(false);
|
|
edit_type_fog->set_visible(false);
|
|
edit_type = edit_type_standard;
|
|
custom_mode_box->set_visible(false);
|
|
varying_button->show();
|
|
mode = MODE_FLAGS_SPATIAL_CANVASITEM;
|
|
}
|
|
visual_shader->set_shader_type(get_current_shader_type());
|
|
}
|
|
|
|
Size2 VisualShaderEditor::get_minimum_size() const {
|
|
return Size2(10, 200);
|
|
}
|
|
|
|
void VisualShaderEditor::_draw_color_over_button(Object *p_obj, Color p_color) {
|
|
Button *button = Object::cast_to<Button>(p_obj);
|
|
if (!button) {
|
|
return;
|
|
}
|
|
|
|
Ref<StyleBox> normal = get_theme_stylebox(CoreStringName(normal), SNAME("Button"));
|
|
button->draw_rect(Rect2(normal->get_offset(), button->get_size() - normal->get_minimum_size()), p_color);
|
|
}
|
|
|
|
void VisualShaderEditor::_update_parameters(bool p_update_refs) {
|
|
VisualShaderNodeParameterRef::clear_parameters(visual_shader->get_rid());
|
|
|
|
for (int t = 0; t < VisualShader::TYPE_MAX; t++) {
|
|
Vector<int> tnodes = visual_shader->get_node_list((VisualShader::Type)t);
|
|
for (int i = 0; i < tnodes.size(); i++) {
|
|
Ref<VisualShaderNode> vsnode = visual_shader->get_node((VisualShader::Type)t, tnodes[i]);
|
|
Ref<VisualShaderNodeParameter> parameter = vsnode;
|
|
|
|
if (parameter.is_valid()) {
|
|
Ref<VisualShaderNodeFloatParameter> float_parameter = vsnode;
|
|
Ref<VisualShaderNodeIntParameter> int_parameter = vsnode;
|
|
Ref<VisualShaderNodeUIntParameter> uint_parameter = vsnode;
|
|
Ref<VisualShaderNodeVec2Parameter> vec2_parameter = vsnode;
|
|
Ref<VisualShaderNodeVec3Parameter> vec3_parameter = vsnode;
|
|
Ref<VisualShaderNodeVec4Parameter> vec4_parameter = vsnode;
|
|
Ref<VisualShaderNodeColorParameter> color_parameter = vsnode;
|
|
Ref<VisualShaderNodeBooleanParameter> boolean_parameter = vsnode;
|
|
Ref<VisualShaderNodeTransformParameter> transform_parameter = vsnode;
|
|
|
|
VisualShaderNodeParameterRef::ParameterType parameter_type;
|
|
if (float_parameter.is_valid()) {
|
|
parameter_type = VisualShaderNodeParameterRef::PARAMETER_TYPE_FLOAT;
|
|
} else if (int_parameter.is_valid()) {
|
|
parameter_type = VisualShaderNodeParameterRef::PARAMETER_TYPE_INT;
|
|
} else if (uint_parameter.is_valid()) {
|
|
parameter_type = VisualShaderNodeParameterRef::PARAMETER_TYPE_UINT;
|
|
} else if (boolean_parameter.is_valid()) {
|
|
parameter_type = VisualShaderNodeParameterRef::PARAMETER_TYPE_BOOLEAN;
|
|
} else if (vec2_parameter.is_valid()) {
|
|
parameter_type = VisualShaderNodeParameterRef::PARAMETER_TYPE_VECTOR2;
|
|
} else if (vec3_parameter.is_valid()) {
|
|
parameter_type = VisualShaderNodeParameterRef::PARAMETER_TYPE_VECTOR3;
|
|
} else if (vec4_parameter.is_valid()) {
|
|
parameter_type = VisualShaderNodeParameterRef::PARAMETER_TYPE_VECTOR4;
|
|
} else if (transform_parameter.is_valid()) {
|
|
parameter_type = VisualShaderNodeParameterRef::PARAMETER_TYPE_TRANSFORM;
|
|
} else if (color_parameter.is_valid()) {
|
|
parameter_type = VisualShaderNodeParameterRef::PARAMETER_TYPE_COLOR;
|
|
} else {
|
|
parameter_type = VisualShaderNodeParameterRef::UNIFORM_TYPE_SAMPLER;
|
|
}
|
|
VisualShaderNodeParameterRef::add_parameter(visual_shader->get_rid(), parameter->get_parameter_name(), parameter_type);
|
|
}
|
|
}
|
|
}
|
|
if (p_update_refs) {
|
|
graph_plugin->update_parameter_refs();
|
|
}
|
|
}
|
|
|
|
void VisualShaderEditor::_update_parameter_refs(HashSet<String> &p_deleted_names) {
|
|
EditorUndoRedoManager *undo_redo = EditorUndoRedoManager::get_singleton();
|
|
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 j = 0; j < nodes.size(); j++) {
|
|
if (j > 0) {
|
|
Ref<VisualShaderNodeParameterRef> ref = visual_shader->get_node(type, nodes[j]);
|
|
if (ref.is_valid()) {
|
|
if (p_deleted_names.has(ref->get_parameter_name())) {
|
|
undo_redo->add_do_method(ref.ptr(), "set_parameter_name", "[None]");
|
|
undo_redo->add_undo_method(ref.ptr(), "set_parameter_name", ref->get_parameter_name());
|
|
undo_redo->add_do_method(graph_plugin.ptr(), "update_node", VisualShader::Type(i), nodes[j]);
|
|
undo_redo->add_undo_method(graph_plugin.ptr(), "update_node", VisualShader::Type(i), nodes[j]);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
void VisualShaderEditor::_update_graph() {
|
|
if (updating) {
|
|
return;
|
|
}
|
|
|
|
if (visual_shader.is_null()) {
|
|
return;
|
|
}
|
|
|
|
graph->set_scroll_offset(visual_shader->get_graph_offset() * EDSCALE);
|
|
|
|
VisualShader::Type type = get_current_shader_type();
|
|
|
|
graph->clear_connections();
|
|
// Remove all nodes.
|
|
for (int i = 0; i < graph->get_child_count(); i++) {
|
|
if (Object::cast_to<GraphElement>(graph->get_child(i))) {
|
|
Node *node = graph->get_child(i);
|
|
graph->remove_child(node);
|
|
memdelete(node);
|
|
i--;
|
|
}
|
|
}
|
|
|
|
List<VisualShader::Connection> node_connections;
|
|
visual_shader->get_node_connections(type, &node_connections);
|
|
graph_plugin->set_connections(node_connections);
|
|
|
|
Vector<int> nodes = visual_shader->get_node_list(type);
|
|
|
|
_update_parameters(false);
|
|
_update_varyings();
|
|
|
|
graph_plugin->clear_links();
|
|
graph_plugin->update_theme();
|
|
|
|
for (int n_i = 0; n_i < nodes.size(); n_i++) {
|
|
// Update frame related stuff later since we need to have all nodes in the graph.
|
|
graph_plugin->add_node(type, nodes[n_i], false, false);
|
|
}
|
|
|
|
for (const VisualShader::Connection &E : node_connections) {
|
|
int from = E.from_node;
|
|
int from_idx = E.from_port;
|
|
int to = E.to_node;
|
|
int to_idx = E.to_port;
|
|
|
|
graph->connect_node(itos(from), from_idx, itos(to), to_idx);
|
|
}
|
|
|
|
// Attach nodes to frames.
|
|
for (int node_id : nodes) {
|
|
Ref<VisualShaderNode> vsnode = visual_shader->get_node(type, node_id);
|
|
ERR_CONTINUE_MSG(vsnode.is_null(), "Node is null.");
|
|
|
|
if (vsnode->get_frame() != -1) {
|
|
int frame_name = vsnode->get_frame();
|
|
graph->attach_graph_element_to_frame(itos(node_id), itos(frame_name));
|
|
}
|
|
}
|
|
|
|
float graph_minimap_opacity = EDITOR_GET("editors/visual_editors/minimap_opacity");
|
|
graph->set_minimap_opacity(graph_minimap_opacity);
|
|
float graph_lines_curvature = EDITOR_GET("editors/visual_editors/lines_curvature");
|
|
graph->set_connection_lines_curvature(graph_lines_curvature);
|
|
}
|
|
|
|
VisualShader::Type VisualShaderEditor::get_current_shader_type() const {
|
|
VisualShader::Type type;
|
|
if (mode & MODE_FLAGS_PARTICLES) {
|
|
type = VisualShader::Type(edit_type->get_selected() + 3 + (custom_mode_enabled ? 3 : 0));
|
|
} else if (mode & MODE_FLAGS_SKY) {
|
|
type = VisualShader::Type(edit_type->get_selected() + 8);
|
|
} else if (mode & MODE_FLAGS_FOG) {
|
|
type = VisualShader::Type(edit_type->get_selected() + 9);
|
|
} else {
|
|
type = VisualShader::Type(edit_type->get_selected());
|
|
}
|
|
return type;
|
|
}
|
|
|
|
void VisualShaderEditor::_add_input_port(int p_node, int p_port, int p_port_type, const String &p_name) {
|
|
VisualShader::Type type = get_current_shader_type();
|
|
Ref<VisualShaderNodeExpression> node = visual_shader->get_node(type, p_node);
|
|
if (node.is_null()) {
|
|
return;
|
|
}
|
|
|
|
EditorUndoRedoManager *undo_redo = EditorUndoRedoManager::get_singleton();
|
|
undo_redo->create_action(TTR("Add Input Port"));
|
|
undo_redo->add_do_method(node.ptr(), "add_input_port", p_port, p_port_type, p_name);
|
|
undo_redo->add_undo_method(node.ptr(), "remove_input_port", p_port);
|
|
undo_redo->add_do_method(graph_plugin.ptr(), "update_node", type, p_node);
|
|
undo_redo->add_undo_method(graph_plugin.ptr(), "update_node", type, p_node);
|
|
undo_redo->commit_action();
|
|
}
|
|
|
|
void VisualShaderEditor::_add_output_port(int p_node, int p_port, int p_port_type, const String &p_name) {
|
|
VisualShader::Type type = get_current_shader_type();
|
|
Ref<VisualShaderNodeGroupBase> node = visual_shader->get_node(type, p_node);
|
|
if (node.is_null()) {
|
|
return;
|
|
}
|
|
|
|
EditorUndoRedoManager *undo_redo = EditorUndoRedoManager::get_singleton();
|
|
undo_redo->create_action(TTR("Add Output Port"));
|
|
undo_redo->add_do_method(node.ptr(), "add_output_port", p_port, p_port_type, p_name);
|
|
undo_redo->add_undo_method(node.ptr(), "remove_output_port", p_port);
|
|
undo_redo->add_do_method(graph_plugin.ptr(), "update_node", type, p_node);
|
|
undo_redo->add_undo_method(graph_plugin.ptr(), "update_node", type, p_node);
|
|
undo_redo->commit_action();
|
|
}
|
|
|
|
void VisualShaderEditor::_change_input_port_type(int p_type, int p_node, int p_port) {
|
|
VisualShader::Type type = get_current_shader_type();
|
|
Ref<VisualShaderNodeGroupBase> node = visual_shader->get_node(type, p_node);
|
|
if (node.is_null()) {
|
|
return;
|
|
}
|
|
|
|
EditorUndoRedoManager *undo_redo = EditorUndoRedoManager::get_singleton();
|
|
undo_redo->create_action(TTR("Change Input Port Type"));
|
|
undo_redo->add_do_method(node.ptr(), "set_input_port_type", p_port, p_type);
|
|
undo_redo->add_undo_method(node.ptr(), "set_input_port_type", p_port, node->get_input_port_type(p_port));
|
|
undo_redo->add_do_method(graph_plugin.ptr(), "update_node", type, p_node);
|
|
undo_redo->add_undo_method(graph_plugin.ptr(), "update_node", type, p_node);
|
|
undo_redo->commit_action();
|
|
}
|
|
|
|
void VisualShaderEditor::_change_output_port_type(int p_type, int p_node, int p_port) {
|
|
VisualShader::Type type = get_current_shader_type();
|
|
Ref<VisualShaderNodeGroupBase> node = visual_shader->get_node(type, p_node);
|
|
if (node.is_null()) {
|
|
return;
|
|
}
|
|
|
|
EditorUndoRedoManager *undo_redo = EditorUndoRedoManager::get_singleton();
|
|
undo_redo->create_action(TTR("Change Output Port Type"));
|
|
undo_redo->add_do_method(node.ptr(), "set_output_port_type", p_port, p_type);
|
|
undo_redo->add_undo_method(node.ptr(), "set_output_port_type", p_port, node->get_output_port_type(p_port));
|
|
undo_redo->add_do_method(graph_plugin.ptr(), "update_node", type, p_node);
|
|
undo_redo->add_undo_method(graph_plugin.ptr(), "update_node", type, p_node);
|
|
undo_redo->commit_action();
|
|
}
|
|
|
|
void VisualShaderEditor::_change_input_port_name(const String &p_text, Object *p_line_edit, int p_node_id, int p_port_id) {
|
|
VisualShader::Type type = get_current_shader_type();
|
|
|
|
Ref<VisualShaderNodeGroupBase> node = visual_shader->get_node(type, p_node_id);
|
|
ERR_FAIL_COND(!node.is_valid());
|
|
|
|
String prev_name = node->get_input_port_name(p_port_id);
|
|
if (prev_name == p_text) {
|
|
return;
|
|
}
|
|
|
|
LineEdit *line_edit = Object::cast_to<LineEdit>(p_line_edit);
|
|
ERR_FAIL_NULL(line_edit);
|
|
|
|
String validated_name = visual_shader->validate_port_name(p_text, node.ptr(), p_port_id, false);
|
|
if (validated_name.is_empty() || prev_name == validated_name) {
|
|
line_edit->set_text(node->get_input_port_name(p_port_id));
|
|
return;
|
|
}
|
|
|
|
EditorUndoRedoManager *undo_redo = EditorUndoRedoManager::get_singleton();
|
|
undo_redo->create_action(TTR("Change Input Port Name"));
|
|
undo_redo->add_do_method(node.ptr(), "set_input_port_name", p_port_id, validated_name);
|
|
undo_redo->add_undo_method(node.ptr(), "set_input_port_name", p_port_id, node->get_input_port_name(p_port_id));
|
|
undo_redo->commit_action();
|
|
}
|
|
|
|
void VisualShaderEditor::_change_output_port_name(const String &p_text, Object *p_line_edit, int p_node_id, int p_port_id) {
|
|
VisualShader::Type type = get_current_shader_type();
|
|
|
|
Ref<VisualShaderNodeGroupBase> node = visual_shader->get_node(type, p_node_id);
|
|
ERR_FAIL_COND(!node.is_valid());
|
|
|
|
String prev_name = node->get_output_port_name(p_port_id);
|
|
if (prev_name == p_text) {
|
|
return;
|
|
}
|
|
|
|
LineEdit *line_edit = Object::cast_to<LineEdit>(p_line_edit);
|
|
ERR_FAIL_NULL(line_edit);
|
|
|
|
String validated_name = visual_shader->validate_port_name(p_text, node.ptr(), p_port_id, true);
|
|
if (validated_name.is_empty() || prev_name == validated_name) {
|
|
line_edit->set_text(node->get_output_port_name(p_port_id));
|
|
return;
|
|
}
|
|
|
|
EditorUndoRedoManager *undo_redo = EditorUndoRedoManager::get_singleton();
|
|
undo_redo->create_action(TTR("Change Output Port Name"));
|
|
undo_redo->add_do_method(node.ptr(), "set_output_port_name", p_port_id, validated_name);
|
|
undo_redo->add_undo_method(node.ptr(), "set_output_port_name", p_port_id, prev_name);
|
|
undo_redo->commit_action();
|
|
}
|
|
|
|
void VisualShaderEditor::_expand_output_port(int p_node, int p_port, bool p_expand) {
|
|
VisualShader::Type type = get_current_shader_type();
|
|
|
|
Ref<VisualShaderNode> node = visual_shader->get_node(type, p_node);
|
|
ERR_FAIL_COND(!node.is_valid());
|
|
|
|
EditorUndoRedoManager *undo_redo = EditorUndoRedoManager::get_singleton();
|
|
if (p_expand) {
|
|
undo_redo->create_action(TTR("Expand Output Port"));
|
|
} else {
|
|
undo_redo->create_action(TTR("Shrink Output Port"));
|
|
}
|
|
|
|
undo_redo->add_do_method(node.ptr(), "_set_output_port_expanded", p_port, p_expand);
|
|
undo_redo->add_undo_method(node.ptr(), "_set_output_port_expanded", p_port, !p_expand);
|
|
|
|
int type_size = 0;
|
|
switch (node->get_output_port_type(p_port)) {
|
|
case VisualShaderNode::PORT_TYPE_VECTOR_2D: {
|
|
type_size = 2;
|
|
} break;
|
|
case VisualShaderNode::PORT_TYPE_VECTOR_3D: {
|
|
type_size = 3;
|
|
} break;
|
|
case VisualShaderNode::PORT_TYPE_VECTOR_4D: {
|
|
type_size = 4;
|
|
} break;
|
|
default:
|
|
break;
|
|
}
|
|
|
|
List<VisualShader::Connection> conns;
|
|
visual_shader->get_node_connections(type, &conns);
|
|
|
|
for (const VisualShader::Connection &E : conns) {
|
|
int cn_from_node = E.from_node;
|
|
int cn_from_port = E.from_port;
|
|
int cn_to_node = E.to_node;
|
|
int cn_to_port = E.to_port;
|
|
|
|
if (cn_from_node == p_node) {
|
|
if (p_expand) {
|
|
if (cn_from_port > p_port) { // reconnect ports after expanded ports
|
|
undo_redo->add_do_method(visual_shader.ptr(), "disconnect_nodes", type, cn_from_node, cn_from_port, cn_to_node, cn_to_port);
|
|
undo_redo->add_undo_method(visual_shader.ptr(), "connect_nodes_forced", type, cn_from_node, cn_from_port, cn_to_node, cn_to_port);
|
|
|
|
undo_redo->add_do_method(graph_plugin.ptr(), "disconnect_nodes", type, cn_from_node, cn_from_port, cn_to_node, cn_to_port);
|
|
undo_redo->add_undo_method(graph_plugin.ptr(), "connect_nodes", type, cn_from_node, cn_from_port, cn_to_node, cn_to_port);
|
|
|
|
undo_redo->add_do_method(visual_shader.ptr(), "connect_nodes_forced", type, cn_from_node, cn_from_port + type_size, cn_to_node, cn_to_port);
|
|
undo_redo->add_undo_method(visual_shader.ptr(), "disconnect_nodes", type, cn_from_node, cn_from_port + type_size, cn_to_node, cn_to_port);
|
|
|
|
undo_redo->add_do_method(graph_plugin.ptr(), "connect_nodes", type, cn_from_node, cn_from_port + type_size, cn_to_node, cn_to_port);
|
|
undo_redo->add_undo_method(graph_plugin.ptr(), "disconnect_nodes", type, cn_from_node, cn_from_port + type_size, cn_to_node, cn_to_port);
|
|
}
|
|
} else {
|
|
if (cn_from_port > p_port + type_size) { // reconnect ports after expanded ports
|
|
undo_redo->add_do_method(visual_shader.ptr(), "disconnect_nodes", type, cn_from_node, cn_from_port, cn_to_node, cn_to_port);
|
|
undo_redo->add_undo_method(visual_shader.ptr(), "connect_nodes_forced", type, cn_from_node, cn_from_port, cn_to_node, cn_to_port);
|
|
|
|
undo_redo->add_do_method(graph_plugin.ptr(), "disconnect_nodes", type, cn_from_node, cn_from_port, cn_to_node, cn_to_port);
|
|
undo_redo->add_undo_method(graph_plugin.ptr(), "connect_nodes", type, cn_from_node, cn_from_port, cn_to_node, cn_to_port);
|
|
|
|
undo_redo->add_do_method(visual_shader.ptr(), "connect_nodes", type, cn_from_node, cn_from_port - type_size, cn_to_node, cn_to_port);
|
|
undo_redo->add_undo_method(visual_shader.ptr(), "disconnect_nodes", type, cn_from_node, cn_from_port - type_size, cn_to_node, cn_to_port);
|
|
|
|
undo_redo->add_do_method(graph_plugin.ptr(), "connect_nodes", type, cn_from_node, cn_from_port - type_size, cn_to_node, cn_to_port);
|
|
undo_redo->add_undo_method(graph_plugin.ptr(), "disconnect_nodes", type, cn_from_node, cn_from_port - type_size, cn_to_node, cn_to_port);
|
|
} else if (cn_from_port > p_port) { // disconnect component ports
|
|
undo_redo->add_do_method(visual_shader.ptr(), "disconnect_nodes", type, cn_from_node, cn_from_port, cn_to_node, cn_to_port);
|
|
undo_redo->add_undo_method(visual_shader.ptr(), "connect_nodes_forced", type, cn_from_node, cn_from_port, cn_to_node, cn_to_port);
|
|
|
|
undo_redo->add_do_method(graph_plugin.ptr(), "disconnect_nodes", type, cn_from_node, cn_from_port, cn_to_node, cn_to_port);
|
|
undo_redo->add_undo_method(graph_plugin.ptr(), "connect_nodes", type, cn_from_node, cn_from_port, cn_to_node, cn_to_port);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
int preview_port = node->get_output_port_for_preview();
|
|
if (p_expand) {
|
|
if (preview_port > p_port) {
|
|
undo_redo->add_do_method(node.ptr(), "set_output_port_for_preview", preview_port + type_size);
|
|
undo_redo->add_undo_method(node.ptr(), "set_output_port_for_preview", preview_port);
|
|
}
|
|
} else {
|
|
if (preview_port > p_port + type_size) {
|
|
undo_redo->add_do_method(node.ptr(), "set_output_port_for_preview", preview_port - type_size);
|
|
undo_redo->add_undo_method(node.ptr(), "set_output_port_for_preview", preview_port);
|
|
}
|
|
}
|
|
|
|
undo_redo->add_do_method(graph_plugin.ptr(), "update_node", type, p_node);
|
|
undo_redo->add_undo_method(graph_plugin.ptr(), "update_node", type, p_node);
|
|
undo_redo->commit_action();
|
|
}
|
|
|
|
void VisualShaderEditor::_remove_input_port(int p_node, int p_port) {
|
|
VisualShader::Type type = get_current_shader_type();
|
|
Ref<VisualShaderNodeGroupBase> node = visual_shader->get_node(type, p_node);
|
|
if (node.is_null()) {
|
|
return;
|
|
}
|
|
|
|
EditorUndoRedoManager *undo_redo = EditorUndoRedoManager::get_singleton();
|
|
undo_redo->create_action(TTR("Remove Input Port"));
|
|
|
|
List<VisualShader::Connection> conns;
|
|
visual_shader->get_node_connections(type, &conns);
|
|
for (const VisualShader::Connection &E : conns) {
|
|
int cn_from_node = E.from_node;
|
|
int cn_from_port = E.from_port;
|
|
int cn_to_node = E.to_node;
|
|
int cn_to_port = E.to_port;
|
|
|
|
if (cn_to_node == p_node) {
|
|
if (cn_to_port == p_port) {
|
|
undo_redo->add_do_method(visual_shader.ptr(), "disconnect_nodes", type, cn_from_node, cn_from_port, cn_to_node, cn_to_port);
|
|
undo_redo->add_undo_method(visual_shader.ptr(), "connect_nodes_forced", type, cn_from_node, cn_from_port, cn_to_node, cn_to_port);
|
|
|
|
undo_redo->add_do_method(graph_plugin.ptr(), "disconnect_nodes", type, cn_from_node, cn_from_port, cn_to_node, cn_to_port);
|
|
undo_redo->add_undo_method(graph_plugin.ptr(), "connect_nodes", type, cn_from_node, cn_from_port, cn_to_node, cn_to_port);
|
|
} else if (cn_to_port > p_port) {
|
|
undo_redo->add_do_method(visual_shader.ptr(), "disconnect_nodes", type, cn_from_node, cn_from_port, cn_to_node, cn_to_port);
|
|
undo_redo->add_undo_method(visual_shader.ptr(), "connect_nodes_forced", type, cn_from_node, cn_from_port, cn_to_node, cn_to_port);
|
|
|
|
undo_redo->add_do_method(graph_plugin.ptr(), "disconnect_nodes", type, cn_from_node, cn_from_port, cn_to_node, cn_to_port);
|
|
undo_redo->add_undo_method(graph_plugin.ptr(), "connect_nodes", type, cn_from_node, cn_from_port, cn_to_node, cn_to_port);
|
|
|
|
undo_redo->add_do_method(visual_shader.ptr(), "connect_nodes_forced", type, cn_from_node, cn_from_port, cn_to_node, cn_to_port - 1);
|
|
undo_redo->add_undo_method(visual_shader.ptr(), "disconnect_nodes", type, cn_from_node, cn_from_port, cn_to_node, cn_to_port - 1);
|
|
|
|
undo_redo->add_do_method(graph_plugin.ptr(), "connect_nodes", type, cn_from_node, cn_from_port, cn_to_node, cn_to_port - 1);
|
|
undo_redo->add_undo_method(graph_plugin.ptr(), "disconnect_nodes", type, cn_from_node, cn_from_port, cn_to_node, cn_to_port - 1);
|
|
}
|
|
}
|
|
}
|
|
|
|
undo_redo->add_do_method(node.ptr(), "remove_input_port", p_port);
|
|
undo_redo->add_undo_method(node.ptr(), "add_input_port", p_port, (int)node->get_input_port_type(p_port), node->get_input_port_name(p_port));
|
|
|
|
undo_redo->add_do_method(graph_plugin.ptr(), "update_node", type, p_node);
|
|
undo_redo->add_undo_method(graph_plugin.ptr(), "update_node", type, p_node);
|
|
|
|
undo_redo->commit_action();
|
|
}
|
|
|
|
void VisualShaderEditor::_remove_output_port(int p_node, int p_port) {
|
|
VisualShader::Type type = get_current_shader_type();
|
|
Ref<VisualShaderNodeGroupBase> node = visual_shader->get_node(type, p_node);
|
|
if (node.is_null()) {
|
|
return;
|
|
}
|
|
|
|
EditorUndoRedoManager *undo_redo = EditorUndoRedoManager::get_singleton();
|
|
undo_redo->create_action(TTR("Remove Output Port"));
|
|
|
|
List<VisualShader::Connection> conns;
|
|
visual_shader->get_node_connections(type, &conns);
|
|
for (const VisualShader::Connection &E : conns) {
|
|
int cn_from_node = E.from_node;
|
|
int cn_from_port = E.from_port;
|
|
int cn_to_node = E.to_node;
|
|
int cn_to_port = E.to_port;
|
|
|
|
if (cn_from_node == p_node) {
|
|
if (cn_from_port == p_port) {
|
|
undo_redo->add_do_method(visual_shader.ptr(), "disconnect_nodes", type, cn_from_node, cn_from_port, cn_to_node, cn_to_port);
|
|
undo_redo->add_undo_method(visual_shader.ptr(), "connect_nodes_forced", type, cn_from_node, cn_from_port, cn_to_node, cn_to_port);
|
|
|
|
undo_redo->add_do_method(graph_plugin.ptr(), "disconnect_nodes", type, cn_from_node, cn_from_port, cn_to_node, cn_to_port);
|
|
undo_redo->add_undo_method(graph_plugin.ptr(), "connect_nodes", type, cn_from_node, cn_from_port, cn_to_node, cn_to_port);
|
|
} else if (cn_from_port > p_port) {
|
|
undo_redo->add_do_method(visual_shader.ptr(), "disconnect_nodes", type, cn_from_node, cn_from_port, cn_to_node, cn_to_port);
|
|
undo_redo->add_undo_method(visual_shader.ptr(), "connect_nodes_forced", type, cn_from_node, cn_from_port, cn_to_node, cn_to_port);
|
|
|
|
undo_redo->add_do_method(graph_plugin.ptr(), "disconnect_nodes", type, cn_from_node, cn_from_port, cn_to_node, cn_to_port);
|
|
undo_redo->add_undo_method(graph_plugin.ptr(), "connect_nodes", type, cn_from_node, cn_from_port, cn_to_node, cn_to_port);
|
|
|
|
undo_redo->add_do_method(visual_shader.ptr(), "connect_nodes_forced", type, cn_from_node, cn_from_port - 1, cn_to_node, cn_to_port);
|
|
undo_redo->add_undo_method(visual_shader.ptr(), "disconnect_nodes", type, cn_from_node, cn_from_port - 1, cn_to_node, cn_to_port);
|
|
|
|
undo_redo->add_do_method(graph_plugin.ptr(), "connect_nodes", type, cn_from_node, cn_from_port - 1, cn_to_node, cn_to_port);
|
|
undo_redo->add_undo_method(graph_plugin.ptr(), "disconnect_nodes", type, cn_from_node, cn_from_port - 1, cn_to_node, cn_to_port);
|
|
}
|
|
}
|
|
}
|
|
|
|
int preview_port = node->get_output_port_for_preview();
|
|
if (preview_port != -1) {
|
|
if (preview_port == p_port) {
|
|
undo_redo->add_do_method(node.ptr(), "set_output_port_for_preview", -1);
|
|
undo_redo->add_undo_method(node.ptr(), "set_output_port_for_preview", preview_port);
|
|
} else if (preview_port > p_port) {
|
|
undo_redo->add_do_method(node.ptr(), "set_output_port_for_preview", preview_port - 1);
|
|
undo_redo->add_undo_method(node.ptr(), "set_output_port_for_preview", preview_port);
|
|
}
|
|
}
|
|
|
|
undo_redo->add_do_method(node.ptr(), "remove_output_port", p_port);
|
|
undo_redo->add_undo_method(node.ptr(), "add_output_port", p_port, (int)node->get_output_port_type(p_port), node->get_output_port_name(p_port));
|
|
|
|
undo_redo->add_do_method(graph_plugin.ptr(), "update_node", type, p_node);
|
|
undo_redo->add_undo_method(graph_plugin.ptr(), "update_node", type, p_node);
|
|
|
|
undo_redo->commit_action();
|
|
}
|
|
|
|
void VisualShaderEditor::_expression_focus_out(Object *p_code_edit, int p_node) {
|
|
VisualShader::Type type = get_current_shader_type();
|
|
Ref<VisualShaderNodeExpression> node = visual_shader->get_node(type, p_node);
|
|
if (node.is_null()) {
|
|
return;
|
|
}
|
|
|
|
CodeEdit *expression_box = Object::cast_to<CodeEdit>(p_code_edit);
|
|
|
|
if (node->get_expression() == expression_box->get_text()) {
|
|
return;
|
|
}
|
|
|
|
EditorUndoRedoManager *undo_redo = EditorUndoRedoManager::get_singleton();
|
|
undo_redo->create_action(TTR("Set VisualShader Expression"));
|
|
undo_redo->add_do_method(node.ptr(), "set_expression", expression_box->get_text());
|
|
undo_redo->add_undo_method(node.ptr(), "set_expression", node->get_expression());
|
|
undo_redo->add_do_method(graph_plugin.ptr(), "set_expression", type, p_node, expression_box->get_text());
|
|
undo_redo->add_undo_method(graph_plugin.ptr(), "set_expression", type, p_node, node->get_expression());
|
|
undo_redo->commit_action();
|
|
}
|
|
|
|
void VisualShaderEditor::_set_node_size(int p_type, int p_node, const Vector2 &p_size) {
|
|
VisualShader::Type type = VisualShader::Type(p_type);
|
|
Ref<VisualShaderNodeResizableBase> node = visual_shader->get_node(type, p_node);
|
|
if (node.is_null()) {
|
|
return;
|
|
}
|
|
|
|
Size2 size = p_size;
|
|
if (!node->is_allow_v_resize()) {
|
|
size.y = 0;
|
|
}
|
|
|
|
node->set_size(size);
|
|
|
|
if (get_current_shader_type() == type) {
|
|
Ref<VisualShaderNodeExpression> expression_node = Object::cast_to<VisualShaderNodeExpression>(node.ptr());
|
|
Control *text_box = nullptr;
|
|
if (!expression_node.is_null()) {
|
|
text_box = expression_node->is_ctrl_pressed(0);
|
|
if (text_box) {
|
|
text_box->set_custom_minimum_size(Size2(0, 0));
|
|
}
|
|
}
|
|
|
|
GraphElement *graph_element = nullptr;
|
|
Node *node2 = graph->get_node(itos(p_node));
|
|
graph_element = Object::cast_to<GraphElement>(node2);
|
|
if (!graph_element) {
|
|
return;
|
|
}
|
|
|
|
graph_element->set_size(size);
|
|
}
|
|
|
|
// Update all parent frames.
|
|
graph_plugin->update_frames(type, p_node);
|
|
}
|
|
|
|
// Called once after the node was resized.
|
|
void VisualShaderEditor::_node_resized(const Vector2 &p_new_size, int p_type, int p_node) {
|
|
Ref<VisualShaderNodeResizableBase> node = visual_shader->get_node(VisualShader::Type(p_type), p_node);
|
|
if (node.is_null()) {
|
|
return;
|
|
}
|
|
|
|
GraphElement *graph_element = Object::cast_to<GraphElement>(graph->get_node(itos(p_node)));
|
|
if (!graph_element) {
|
|
return;
|
|
}
|
|
|
|
Size2 size = graph_element->get_size();
|
|
|
|
EditorUndoRedoManager *undo_redo = EditorUndoRedoManager::get_singleton();
|
|
undo_redo->create_action(TTR("Resize VisualShader Node"));
|
|
undo_redo->add_do_method(this, "_set_node_size", p_type, p_node, size);
|
|
undo_redo->add_undo_method(this, "_set_node_size", p_type, p_node, node->get_size());
|
|
undo_redo->commit_action();
|
|
}
|
|
|
|
void VisualShaderEditor::_preview_select_port(int p_node, int p_port) {
|
|
VisualShader::Type type = get_current_shader_type();
|
|
Ref<VisualShaderNode> node = visual_shader->get_node(type, p_node);
|
|
if (node.is_null()) {
|
|
return;
|
|
}
|
|
int prev_port = node->get_output_port_for_preview();
|
|
if (node->get_output_port_for_preview() == p_port) {
|
|
p_port = -1; //toggle it
|
|
}
|
|
EditorUndoRedoManager *undo_redo = EditorUndoRedoManager::get_singleton();
|
|
undo_redo->create_action(p_port == -1 ? TTR("Hide Port Preview") : TTR("Show Port Preview"));
|
|
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", prev_port);
|
|
undo_redo->add_do_method(graph_plugin.ptr(), "update_node", (int)type, p_node);
|
|
undo_redo->add_undo_method(graph_plugin.ptr(), "update_node", (int)type, p_node);
|
|
undo_redo->commit_action();
|
|
}
|
|
|
|
void VisualShaderEditor::_frame_title_popup_show(const Point2 &p_position, int p_node_id) {
|
|
VisualShader::Type type = get_current_shader_type();
|
|
Ref<VisualShaderNodeFrame> node = visual_shader->get_node(type, p_node_id);
|
|
if (node.is_null()) {
|
|
return;
|
|
}
|
|
frame_title_change_edit->set_text(node->get_title());
|
|
frame_title_change_popup->set_meta("id", p_node_id);
|
|
frame_title_change_popup->popup();
|
|
frame_title_change_popup->set_position(p_position);
|
|
|
|
// Select current text.
|
|
frame_title_change_edit->grab_focus();
|
|
}
|
|
|
|
void VisualShaderEditor::_frame_title_text_changed(const String &p_new_text) {
|
|
frame_title_change_edit->reset_size();
|
|
frame_title_change_popup->reset_size();
|
|
}
|
|
|
|
void VisualShaderEditor::_frame_title_text_submitted(const String &p_new_text) {
|
|
frame_title_change_popup->hide();
|
|
}
|
|
|
|
void VisualShaderEditor::_frame_title_popup_focus_out() {
|
|
frame_title_change_popup->hide();
|
|
}
|
|
|
|
void VisualShaderEditor::_frame_title_popup_hide() {
|
|
int node_id = (int)frame_title_change_popup->get_meta("id", -1);
|
|
ERR_FAIL_COND(node_id == -1);
|
|
|
|
VisualShader::Type type = get_current_shader_type();
|
|
Ref<VisualShaderNodeFrame> node = visual_shader->get_node(type, node_id);
|
|
|
|
ERR_FAIL_COND(node.is_null());
|
|
|
|
if (node->get_title() == frame_title_change_edit->get_text()) {
|
|
return; // nothing changed - ignored
|
|
}
|
|
EditorUndoRedoManager *undo_redo = EditorUndoRedoManager::get_singleton();
|
|
undo_redo->create_action(TTR("Set Frame Title"));
|
|
undo_redo->add_do_method(node.ptr(), "set_title", frame_title_change_edit->get_text());
|
|
undo_redo->add_undo_method(node.ptr(), "set_title", node->get_title());
|
|
undo_redo->add_do_method(graph_plugin.ptr(), "update_node", (int)type, node_id);
|
|
undo_redo->add_undo_method(graph_plugin.ptr(), "update_node", (int)type, node_id);
|
|
undo_redo->commit_action();
|
|
}
|
|
|
|
void VisualShaderEditor::_frame_color_enabled_changed(int p_node_id) {
|
|
int item_index = popup_menu->get_item_index(NodeMenuOptions::ENABLE_FRAME_COLOR);
|
|
|
|
// The new state.
|
|
bool tint_color_enabled = !popup_menu->is_item_checked(item_index);
|
|
|
|
popup_menu->set_item_checked(item_index, tint_color_enabled);
|
|
int frame_color_item_idx = popup_menu->get_item_index(NodeMenuOptions::SET_FRAME_COLOR);
|
|
if (tint_color_enabled && frame_color_item_idx == -1) {
|
|
popup_menu->add_item(TTR("Set Tint Color"), NodeMenuOptions::SET_FRAME_COLOR);
|
|
} else if (!tint_color_enabled && frame_color_item_idx != -1) {
|
|
popup_menu->remove_item(frame_color_item_idx);
|
|
}
|
|
|
|
VisualShader::Type type = get_current_shader_type();
|
|
Ref<VisualShaderNodeFrame> node = visual_shader->get_node(type, p_node_id);
|
|
|
|
ERR_FAIL_COND(node.is_null());
|
|
|
|
EditorUndoRedoManager *undo_redo = EditorUndoRedoManager::get_singleton();
|
|
undo_redo->create_action(TTR("Toggle Frame Color"));
|
|
undo_redo->add_do_method(node.ptr(), "set_tint_color_enabled", tint_color_enabled);
|
|
undo_redo->add_undo_method(node.ptr(), "set_tint_color_enabled", node->is_tint_color_enabled());
|
|
undo_redo->add_do_method(graph_plugin.ptr(), "set_frame_color_enabled", (int)type, p_node_id, tint_color_enabled);
|
|
undo_redo->add_undo_method(graph_plugin.ptr(), "set_frame_color_enabled", (int)type, p_node_id, node->is_tint_color_enabled());
|
|
undo_redo->commit_action();
|
|
}
|
|
|
|
void VisualShaderEditor::_frame_color_popup_show(const Point2 &p_position, int p_node_id) {
|
|
VisualShader::Type type = get_current_shader_type();
|
|
Ref<VisualShaderNodeFrame> node = visual_shader->get_node(type, p_node_id);
|
|
if (node.is_null()) {
|
|
return;
|
|
}
|
|
frame_tint_color_picker->set_pick_color(node->get_tint_color());
|
|
frame_tint_color_pick_popup->set_meta("id", p_node_id);
|
|
frame_tint_color_pick_popup->set_position(p_position);
|
|
frame_tint_color_pick_popup->popup();
|
|
}
|
|
|
|
void VisualShaderEditor::_frame_color_confirm() {
|
|
frame_tint_color_pick_popup->hide();
|
|
}
|
|
|
|
void VisualShaderEditor::_frame_color_changed(const Color &p_color) {
|
|
ERR_FAIL_COND(!frame_tint_color_pick_popup->has_meta("id"));
|
|
int node_id = (int)frame_tint_color_pick_popup->get_meta("id");
|
|
|
|
VisualShader::Type type = get_current_shader_type();
|
|
Ref<VisualShaderNodeFrame> node = visual_shader->get_node(type, node_id);
|
|
ERR_FAIL_COND(node.is_null());
|
|
node->set_tint_color(p_color);
|
|
graph_plugin->set_frame_color(type, node_id, p_color);
|
|
}
|
|
|
|
void VisualShaderEditor::_frame_color_popup_hide() {
|
|
ERR_FAIL_COND(!frame_tint_color_pick_popup->has_meta("id"));
|
|
int node_id = (int)frame_tint_color_pick_popup->get_meta("id");
|
|
|
|
VisualShader::Type type = get_current_shader_type();
|
|
Ref<VisualShaderNodeFrame> node = visual_shader->get_node(type, node_id);
|
|
ERR_FAIL_COND(node.is_null());
|
|
|
|
if (node->get_tint_color() == frame_tint_color_picker->get_pick_color()) {
|
|
return;
|
|
}
|
|
|
|
EditorUndoRedoManager *undo_redo = EditorUndoRedoManager::get_singleton();
|
|
undo_redo->create_action(TTR("Set Frame Color"));
|
|
undo_redo->add_do_method(node.ptr(), "set_tint_color", frame_tint_color_picker->get_pick_color());
|
|
undo_redo->add_undo_method(node.ptr(), "set_tint_color", node->get_tint_color());
|
|
undo_redo->add_do_method(graph_plugin.ptr(), "set_frame_color", (int)type, node_id, frame_tint_color_picker->get_pick_color());
|
|
undo_redo->add_undo_method(graph_plugin.ptr(), "set_frame_color", (int)type, node_id, node->get_tint_color());
|
|
undo_redo->commit_action();
|
|
}
|
|
|
|
void VisualShaderEditor::_frame_autoshrink_enabled_changed(int p_node_id) {
|
|
int item_index = popup_menu->get_item_index(NodeMenuOptions::ENABLE_FRAME_AUTOSHRINK);
|
|
|
|
bool autoshrink_enabled = popup_menu->is_item_checked(item_index);
|
|
|
|
popup_menu->set_item_checked(item_index, !autoshrink_enabled);
|
|
|
|
VisualShader::Type type = get_current_shader_type();
|
|
Ref<VisualShaderNodeFrame> node = visual_shader->get_node(type, p_node_id);
|
|
|
|
ERR_FAIL_COND(node.is_null());
|
|
|
|
EditorUndoRedoManager *undo_redo = EditorUndoRedoManager::get_singleton();
|
|
undo_redo->create_action(TTR("Toggle Auto Shrink"));
|
|
undo_redo->add_do_method(node.ptr(), "set_autoshrink_enabled", !autoshrink_enabled);
|
|
undo_redo->add_undo_method(node.ptr(), "set_autoshrink_enabled", autoshrink_enabled);
|
|
undo_redo->add_do_method(graph_plugin.ptr(), "set_frame_autoshrink_enabled", (int)type, p_node_id, !autoshrink_enabled);
|
|
undo_redo->add_undo_method(graph_plugin.ptr(), "set_frame_autoshrink_enabled", (int)type, p_node_id, autoshrink_enabled);
|
|
undo_redo->commit_action();
|
|
|
|
popup_menu->hide();
|
|
}
|
|
|
|
void VisualShaderEditor::_parameter_line_edit_changed(const String &p_text, int p_node_id) {
|
|
VisualShader::Type type = get_current_shader_type();
|
|
|
|
Ref<VisualShaderNodeParameter> node = visual_shader->get_node(type, p_node_id);
|
|
ERR_FAIL_COND(!node.is_valid());
|
|
|
|
String validated_name = visual_shader->validate_parameter_name(p_text, node);
|
|
|
|
if (validated_name == node->get_parameter_name()) {
|
|
return;
|
|
}
|
|
|
|
EditorUndoRedoManager *undo_redo = EditorUndoRedoManager::get_singleton();
|
|
undo_redo->create_action(TTR("Set Parameter Name"));
|
|
undo_redo->add_do_method(node.ptr(), "set_parameter_name", validated_name);
|
|
undo_redo->add_undo_method(node.ptr(), "set_parameter_name", node->get_parameter_name());
|
|
undo_redo->add_do_method(graph_plugin.ptr(), "set_parameter_name", type, p_node_id, validated_name);
|
|
undo_redo->add_undo_method(graph_plugin.ptr(), "set_parameter_name", type, p_node_id, node->get_parameter_name());
|
|
undo_redo->add_do_method(graph_plugin.ptr(), "update_node_deferred", type, p_node_id);
|
|
undo_redo->add_undo_method(graph_plugin.ptr(), "update_node_deferred", type, p_node_id);
|
|
|
|
undo_redo->add_do_method(this, "_update_parameters", true);
|
|
undo_redo->add_undo_method(this, "_update_parameters", true);
|
|
|
|
HashSet<String> changed_names;
|
|
changed_names.insert(node->get_parameter_name());
|
|
_update_parameter_refs(changed_names);
|
|
|
|
undo_redo->commit_action();
|
|
}
|
|
|
|
void VisualShaderEditor::_parameter_line_edit_focus_out(Object *line_edit, int p_node_id) {
|
|
_parameter_line_edit_changed(Object::cast_to<LineEdit>(line_edit)->get_text(), p_node_id);
|
|
}
|
|
|
|
void VisualShaderEditor::_port_name_focus_out(Object *line_edit, int p_node_id, int p_port_id, bool p_output) {
|
|
if (!p_output) {
|
|
_change_input_port_name(Object::cast_to<LineEdit>(line_edit)->get_text(), line_edit, p_node_id, p_port_id);
|
|
} else {
|
|
_change_output_port_name(Object::cast_to<LineEdit>(line_edit)->get_text(), line_edit, p_node_id, p_port_id);
|
|
}
|
|
}
|
|
|
|
void VisualShaderEditor::_port_edited(const StringName &p_property, const Variant &p_value, const String &p_field, bool p_changing) {
|
|
VisualShader::Type type = get_current_shader_type();
|
|
Ref<VisualShaderNode> vsn = visual_shader->get_node(type, editing_node);
|
|
ERR_FAIL_COND(!vsn.is_valid());
|
|
|
|
EditorUndoRedoManager *undo_redo = EditorUndoRedoManager::get_singleton();
|
|
undo_redo->create_action(TTR("Set Input Default Port"));
|
|
|
|
Ref<VisualShaderNodeCustom> custom = Object::cast_to<VisualShaderNodeCustom>(vsn.ptr());
|
|
if (custom.is_valid()) {
|
|
undo_redo->add_do_method(custom.ptr(), "_set_input_port_default_value", editing_port, p_value);
|
|
undo_redo->add_undo_method(custom.ptr(), "_set_input_port_default_value", editing_port, vsn->get_input_port_default_value(editing_port));
|
|
} else {
|
|
undo_redo->add_do_method(vsn.ptr(), "set_input_port_default_value", editing_port, p_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(graph_plugin.ptr(), "set_input_port_default_value", type, editing_node, editing_port, p_value);
|
|
undo_redo->add_undo_method(graph_plugin.ptr(), "set_input_port_default_value", type, editing_node, editing_port, vsn->get_input_port_default_value(editing_port));
|
|
undo_redo->commit_action();
|
|
}
|
|
|
|
void VisualShaderEditor::_edit_port_default_input(Object *p_button, int p_node, int p_port) {
|
|
VisualShader::Type type = get_current_shader_type();
|
|
Ref<VisualShaderNode> vs_node = visual_shader->get_node(type, p_node);
|
|
Variant value = vs_node->get_input_port_default_value(p_port);
|
|
|
|
edited_property_holder->set_edited_property(value);
|
|
editing_node = p_node;
|
|
editing_port = p_port;
|
|
|
|
if (property_editor) {
|
|
property_editor->disconnect("property_changed", callable_mp(this, &VisualShaderEditor::_port_edited));
|
|
property_editor_popup->remove_child(property_editor);
|
|
}
|
|
|
|
// TODO: Define these properties with actual PropertyInfo and feed it to the property editor widget.
|
|
property_editor = EditorInspector::instantiate_property_editor(edited_property_holder.ptr(), value.get_type(), "edited_property", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NONE, true);
|
|
ERR_FAIL_NULL_MSG(property_editor, "Failed to create property editor for type: " + Variant::get_type_name(value.get_type()));
|
|
|
|
// Determine the best size for the popup based on the property type.
|
|
// This is done here, since the property editors are also used in the inspector where they have different layout requirements, so we can't just change their default minimum size.
|
|
Size2 popup_pref_size;
|
|
switch (value.get_type()) {
|
|
case Variant::VECTOR3:
|
|
case Variant::BASIS:
|
|
popup_pref_size.width = 320;
|
|
break;
|
|
case Variant::VECTOR4:
|
|
case Variant::QUATERNION:
|
|
case Variant::PLANE:
|
|
case Variant::TRANSFORM2D:
|
|
case Variant::TRANSFORM3D:
|
|
case Variant::PROJECTION:
|
|
popup_pref_size.width = 480;
|
|
break;
|
|
default:
|
|
popup_pref_size.width = 180;
|
|
break;
|
|
}
|
|
property_editor_popup->set_min_size(popup_pref_size);
|
|
|
|
property_editor->set_object_and_property(edited_property_holder.ptr(), "edited_property");
|
|
property_editor->update_property();
|
|
property_editor->set_name_split_ratio(0);
|
|
property_editor_popup->add_child(property_editor);
|
|
|
|
property_editor->connect("property_changed", callable_mp(this, &VisualShaderEditor::_port_edited));
|
|
|
|
Button *button = Object::cast_to<Button>(p_button);
|
|
if (button) {
|
|
property_editor_popup->set_position(button->get_screen_position() + Vector2(0, button->get_size().height) * graph->get_zoom());
|
|
}
|
|
property_editor_popup->reset_size();
|
|
if (button) {
|
|
property_editor_popup->popup();
|
|
} else {
|
|
property_editor_popup->popup_centered_ratio();
|
|
}
|
|
property_editor->select(0); // Focus the first focusable control.
|
|
}
|
|
|
|
void VisualShaderEditor::_set_custom_node_option(int p_index, int p_node, int p_op) {
|
|
VisualShader::Type type = get_current_shader_type();
|
|
Ref<VisualShaderNodeCustom> node = visual_shader->get_node(type, p_node);
|
|
if (node.is_null()) {
|
|
return;
|
|
}
|
|
|
|
EditorUndoRedoManager *undo_redo = EditorUndoRedoManager::get_singleton();
|
|
undo_redo->create_action(TTR("Set Custom Node Option"));
|
|
undo_redo->add_do_method(node.ptr(), "_set_option_index", p_op, p_index);
|
|
undo_redo->add_undo_method(node.ptr(), "_set_option_index", p_op, node->get_option_index(p_op));
|
|
undo_redo->add_do_method(graph_plugin.ptr(), "update_node", type, p_node);
|
|
undo_redo->add_undo_method(graph_plugin.ptr(), "update_node", type, p_node);
|
|
undo_redo->commit_action();
|
|
}
|
|
|
|
void VisualShaderEditor::_setup_node(VisualShaderNode *p_node, const Vector<Variant> &p_ops) {
|
|
// INPUT
|
|
{
|
|
VisualShaderNodeInput *input = Object::cast_to<VisualShaderNodeInput>(p_node);
|
|
|
|
if (input) {
|
|
ERR_FAIL_COND(p_ops[0].get_type() != Variant::STRING);
|
|
input->set_input_name((String)p_ops[0]);
|
|
return;
|
|
}
|
|
}
|
|
|
|
// FLOAT_CONST
|
|
{
|
|
VisualShaderNodeFloatConstant *float_const = Object::cast_to<VisualShaderNodeFloatConstant>(p_node);
|
|
|
|
if (float_const) {
|
|
ERR_FAIL_COND(p_ops[0].get_type() != Variant::FLOAT);
|
|
float_const->set_constant((float)p_ops[0]);
|
|
return;
|
|
}
|
|
}
|
|
|
|
// FLOAT_OP
|
|
{
|
|
VisualShaderNodeFloatOp *floatOp = Object::cast_to<VisualShaderNodeFloatOp>(p_node);
|
|
|
|
if (floatOp) {
|
|
ERR_FAIL_COND(p_ops[0].get_type() != Variant::INT);
|
|
floatOp->set_operator((VisualShaderNodeFloatOp::Operator)(int)p_ops[0]);
|
|
return;
|
|
}
|
|
}
|
|
|
|
// FLOAT_FUNC
|
|
{
|
|
VisualShaderNodeFloatFunc *floatFunc = Object::cast_to<VisualShaderNodeFloatFunc>(p_node);
|
|
|
|
if (floatFunc) {
|
|
ERR_FAIL_COND(p_ops[0].get_type() != Variant::INT);
|
|
floatFunc->set_function((VisualShaderNodeFloatFunc::Function)(int)p_ops[0]);
|
|
return;
|
|
}
|
|
}
|
|
|
|
// VECTOR_OP
|
|
{
|
|
VisualShaderNodeVectorOp *vecOp = Object::cast_to<VisualShaderNodeVectorOp>(p_node);
|
|
|
|
if (vecOp) {
|
|
ERR_FAIL_COND(p_ops[0].get_type() != Variant::INT);
|
|
ERR_FAIL_COND(p_ops[1].get_type() != Variant::INT);
|
|
vecOp->set_operator((VisualShaderNodeVectorOp::Operator)(int)p_ops[0]);
|
|
vecOp->set_op_type((VisualShaderNodeVectorOp::OpType)(int)p_ops[1]);
|
|
return;
|
|
}
|
|
}
|
|
|
|
// VECTOR_FUNC
|
|
{
|
|
VisualShaderNodeVectorFunc *vecFunc = Object::cast_to<VisualShaderNodeVectorFunc>(p_node);
|
|
|
|
if (vecFunc) {
|
|
ERR_FAIL_COND(p_ops[0].get_type() != Variant::INT);
|
|
ERR_FAIL_COND(p_ops[1].get_type() != Variant::INT);
|
|
vecFunc->set_function((VisualShaderNodeVectorFunc::Function)(int)p_ops[0]);
|
|
vecFunc->set_op_type((VisualShaderNodeVectorFunc::OpType)(int)p_ops[1]);
|
|
return;
|
|
}
|
|
}
|
|
|
|
// COLOR_OP
|
|
{
|
|
VisualShaderNodeColorOp *colorOp = Object::cast_to<VisualShaderNodeColorOp>(p_node);
|
|
|
|
if (colorOp) {
|
|
ERR_FAIL_COND(p_ops[0].get_type() != Variant::INT);
|
|
colorOp->set_operator((VisualShaderNodeColorOp::Operator)(int)p_ops[0]);
|
|
return;
|
|
}
|
|
}
|
|
|
|
// COLOR_FUNC
|
|
{
|
|
VisualShaderNodeColorFunc *colorFunc = Object::cast_to<VisualShaderNodeColorFunc>(p_node);
|
|
|
|
if (colorFunc) {
|
|
ERR_FAIL_COND(p_ops[0].get_type() != Variant::INT);
|
|
colorFunc->set_function((VisualShaderNodeColorFunc::Function)(int)p_ops[0]);
|
|
return;
|
|
}
|
|
}
|
|
|
|
// INT_OP
|
|
{
|
|
VisualShaderNodeIntOp *intOp = Object::cast_to<VisualShaderNodeIntOp>(p_node);
|
|
|
|
if (intOp) {
|
|
ERR_FAIL_COND(p_ops[0].get_type() != Variant::INT);
|
|
intOp->set_operator((VisualShaderNodeIntOp::Operator)(int)p_ops[0]);
|
|
return;
|
|
}
|
|
}
|
|
|
|
// INT_FUNC
|
|
{
|
|
VisualShaderNodeIntFunc *intFunc = Object::cast_to<VisualShaderNodeIntFunc>(p_node);
|
|
|
|
if (intFunc) {
|
|
ERR_FAIL_COND(p_ops[0].get_type() != Variant::INT);
|
|
intFunc->set_function((VisualShaderNodeIntFunc::Function)(int)p_ops[0]);
|
|
return;
|
|
}
|
|
}
|
|
|
|
// UINT_OP
|
|
{
|
|
VisualShaderNodeUIntOp *uintOp = Object::cast_to<VisualShaderNodeUIntOp>(p_node);
|
|
|
|
if (uintOp) {
|
|
ERR_FAIL_COND(p_ops[0].get_type() != Variant::INT);
|
|
uintOp->set_operator((VisualShaderNodeUIntOp::Operator)(int)p_ops[0]);
|
|
return;
|
|
}
|
|
}
|
|
|
|
// UINT_FUNC
|
|
{
|
|
VisualShaderNodeUIntFunc *uintFunc = Object::cast_to<VisualShaderNodeUIntFunc>(p_node);
|
|
|
|
if (uintFunc) {
|
|
ERR_FAIL_COND(p_ops[0].get_type() != Variant::INT);
|
|
uintFunc->set_function((VisualShaderNodeUIntFunc::Function)(int)p_ops[0]);
|
|
return;
|
|
}
|
|
}
|
|
|
|
// TRANSFORM_OP
|
|
{
|
|
VisualShaderNodeTransformOp *matOp = Object::cast_to<VisualShaderNodeTransformOp>(p_node);
|
|
|
|
if (matOp) {
|
|
ERR_FAIL_COND(p_ops[0].get_type() != Variant::INT);
|
|
matOp->set_operator((VisualShaderNodeTransformOp::Operator)(int)p_ops[0]);
|
|
return;
|
|
}
|
|
}
|
|
|
|
// TRANSFORM_FUNC
|
|
{
|
|
VisualShaderNodeTransformFunc *matFunc = Object::cast_to<VisualShaderNodeTransformFunc>(p_node);
|
|
|
|
if (matFunc) {
|
|
ERR_FAIL_COND(p_ops[0].get_type() != Variant::INT);
|
|
matFunc->set_function((VisualShaderNodeTransformFunc::Function)(int)p_ops[0]);
|
|
return;
|
|
}
|
|
}
|
|
|
|
// VECTOR_COMPOSE
|
|
{
|
|
VisualShaderNodeVectorCompose *vecCompose = Object::cast_to<VisualShaderNodeVectorCompose>(p_node);
|
|
|
|
if (vecCompose) {
|
|
ERR_FAIL_COND(p_ops[0].get_type() != Variant::INT);
|
|
vecCompose->set_op_type((VisualShaderNodeVectorCompose::OpType)(int)p_ops[0]);
|
|
return;
|
|
}
|
|
}
|
|
|
|
// VECTOR_DECOMPOSE
|
|
{
|
|
VisualShaderNodeVectorDecompose *vecDecompose = Object::cast_to<VisualShaderNodeVectorDecompose>(p_node);
|
|
|
|
if (vecDecompose) {
|
|
ERR_FAIL_COND(p_ops[0].get_type() != Variant::INT);
|
|
vecDecompose->set_op_type((VisualShaderNodeVectorDecompose::OpType)(int)p_ops[0]);
|
|
return;
|
|
}
|
|
}
|
|
|
|
// UV_FUNC
|
|
{
|
|
VisualShaderNodeUVFunc *uvFunc = Object::cast_to<VisualShaderNodeUVFunc>(p_node);
|
|
|
|
if (uvFunc) {
|
|
ERR_FAIL_COND(p_ops[0].get_type() != Variant::INT);
|
|
uvFunc->set_function((VisualShaderNodeUVFunc::Function)(int)p_ops[0]);
|
|
return;
|
|
}
|
|
}
|
|
|
|
// IS
|
|
{
|
|
VisualShaderNodeIs *is = Object::cast_to<VisualShaderNodeIs>(p_node);
|
|
|
|
if (is) {
|
|
ERR_FAIL_COND(p_ops[0].get_type() != Variant::INT);
|
|
is->set_function((VisualShaderNodeIs::Function)(int)p_ops[0]);
|
|
return;
|
|
}
|
|
}
|
|
|
|
// COMPARE
|
|
{
|
|
VisualShaderNodeCompare *cmp = Object::cast_to<VisualShaderNodeCompare>(p_node);
|
|
|
|
if (cmp) {
|
|
ERR_FAIL_COND(p_ops[0].get_type() != Variant::INT);
|
|
cmp->set_function((VisualShaderNodeCompare::Function)(int)p_ops[0]);
|
|
return;
|
|
}
|
|
}
|
|
|
|
// DISTANCE
|
|
{
|
|
VisualShaderNodeVectorDistance *dist = Object::cast_to<VisualShaderNodeVectorDistance>(p_node);
|
|
|
|
if (dist) {
|
|
ERR_FAIL_COND(p_ops[0].get_type() != Variant::INT);
|
|
dist->set_op_type((VisualShaderNodeVectorDistance::OpType)(int)p_ops[0]);
|
|
return;
|
|
}
|
|
}
|
|
|
|
// DERIVATIVE
|
|
{
|
|
VisualShaderNodeDerivativeFunc *derFunc = Object::cast_to<VisualShaderNodeDerivativeFunc>(p_node);
|
|
|
|
if (derFunc) {
|
|
ERR_FAIL_COND(p_ops[0].get_type() != Variant::INT);
|
|
ERR_FAIL_COND(p_ops[1].get_type() != Variant::INT);
|
|
derFunc->set_function((VisualShaderNodeDerivativeFunc::Function)(int)p_ops[0]);
|
|
derFunc->set_op_type((VisualShaderNodeDerivativeFunc::OpType)(int)p_ops[1]);
|
|
return;
|
|
}
|
|
}
|
|
|
|
// MIX
|
|
{
|
|
VisualShaderNodeMix *mix = Object::cast_to<VisualShaderNodeMix>(p_node);
|
|
|
|
if (mix) {
|
|
ERR_FAIL_COND(p_ops[0].get_type() != Variant::INT);
|
|
mix->set_op_type((VisualShaderNodeMix::OpType)(int)p_ops[0]);
|
|
return;
|
|
}
|
|
}
|
|
|
|
// CLAMP
|
|
{
|
|
VisualShaderNodeClamp *clampFunc = Object::cast_to<VisualShaderNodeClamp>(p_node);
|
|
|
|
if (clampFunc) {
|
|
ERR_FAIL_COND(p_ops[0].get_type() != Variant::INT);
|
|
clampFunc->set_op_type((VisualShaderNodeClamp::OpType)(int)p_ops[0]);
|
|
return;
|
|
}
|
|
}
|
|
|
|
// SWITCH
|
|
{
|
|
VisualShaderNodeSwitch *switchFunc = Object::cast_to<VisualShaderNodeSwitch>(p_node);
|
|
|
|
if (switchFunc) {
|
|
ERR_FAIL_COND(p_ops[0].get_type() != Variant::INT);
|
|
switchFunc->set_op_type((VisualShaderNodeSwitch::OpType)(int)p_ops[0]);
|
|
return;
|
|
}
|
|
}
|
|
|
|
// FACEFORWARD
|
|
{
|
|
VisualShaderNodeFaceForward *faceForward = Object::cast_to<VisualShaderNodeFaceForward>(p_node);
|
|
if (faceForward) {
|
|
ERR_FAIL_COND(p_ops[0].get_type() != Variant::INT);
|
|
faceForward->set_op_type((VisualShaderNodeFaceForward::OpType)(int)p_ops[0]);
|
|
return;
|
|
}
|
|
}
|
|
|
|
// LENGTH
|
|
{
|
|
VisualShaderNodeVectorLen *length = Object::cast_to<VisualShaderNodeVectorLen>(p_node);
|
|
if (length) {
|
|
ERR_FAIL_COND(p_ops[0].get_type() != Variant::INT);
|
|
length->set_op_type((VisualShaderNodeVectorLen::OpType)(int)p_ops[0]);
|
|
return;
|
|
}
|
|
}
|
|
|
|
// SMOOTHSTEP
|
|
{
|
|
VisualShaderNodeSmoothStep *smoothStepFunc = Object::cast_to<VisualShaderNodeSmoothStep>(p_node);
|
|
|
|
if (smoothStepFunc) {
|
|
ERR_FAIL_COND(p_ops[0].get_type() != Variant::INT);
|
|
smoothStepFunc->set_op_type((VisualShaderNodeSmoothStep::OpType)(int)p_ops[0]);
|
|
return;
|
|
}
|
|
}
|
|
|
|
// STEP
|
|
{
|
|
VisualShaderNodeStep *stepFunc = Object::cast_to<VisualShaderNodeStep>(p_node);
|
|
|
|
if (stepFunc) {
|
|
ERR_FAIL_COND(p_ops[0].get_type() != Variant::INT);
|
|
stepFunc->set_op_type((VisualShaderNodeStep::OpType)(int)p_ops[0]);
|
|
return;
|
|
}
|
|
}
|
|
|
|
// MULTIPLY_ADD
|
|
{
|
|
VisualShaderNodeMultiplyAdd *fmaFunc = Object::cast_to<VisualShaderNodeMultiplyAdd>(p_node);
|
|
|
|
if (fmaFunc) {
|
|
ERR_FAIL_COND(p_ops[0].get_type() != Variant::INT);
|
|
fmaFunc->set_op_type((VisualShaderNodeMultiplyAdd::OpType)(int)p_ops[0]);
|
|
}
|
|
}
|
|
}
|
|
|
|
void VisualShaderEditor::_add_node(int p_idx, const Vector<Variant> &p_ops, const String &p_resource_path, int p_node_idx) {
|
|
ERR_FAIL_INDEX(p_idx, add_options.size());
|
|
|
|
VisualShader::Type type = get_current_shader_type();
|
|
|
|
Ref<VisualShaderNode> vsnode;
|
|
|
|
bool is_custom = add_options[p_idx].is_custom;
|
|
|
|
if (!is_custom && !add_options[p_idx].type.is_empty()) {
|
|
VisualShaderNode *vsn = Object::cast_to<VisualShaderNode>(ClassDB::instantiate(add_options[p_idx].type));
|
|
ERR_FAIL_NULL(vsn);
|
|
if (!p_ops.is_empty()) {
|
|
_setup_node(vsn, p_ops);
|
|
}
|
|
VisualShaderNodeParameterRef *parameter_ref = Object::cast_to<VisualShaderNodeParameterRef>(vsn);
|
|
if (parameter_ref && to_node != -1 && to_slot != -1) {
|
|
VisualShaderNode::PortType input_port_type = visual_shader->get_node(type, to_node)->get_input_port_type(to_slot);
|
|
bool success = false;
|
|
|
|
for (int i = 0; i < parameter_ref->get_parameters_count(); i++) {
|
|
if (parameter_ref->get_port_type_by_index(i) == input_port_type) {
|
|
parameter_ref->set_parameter_name(parameter_ref->get_parameter_name_by_index(i));
|
|
success = true;
|
|
break;
|
|
}
|
|
}
|
|
if (!success) {
|
|
for (int i = 0; i < parameter_ref->get_parameters_count(); i++) {
|
|
if (visual_shader->is_port_types_compatible(parameter_ref->get_port_type_by_index(i), input_port_type)) {
|
|
parameter_ref->set_parameter_name(parameter_ref->get_parameter_name_by_index(i));
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
vsnode = Ref<VisualShaderNode>(vsn);
|
|
} else {
|
|
StringName base_type;
|
|
bool is_native = add_options[p_idx].is_native;
|
|
|
|
if (is_native) {
|
|
base_type = add_options[p_idx].type;
|
|
} else {
|
|
ERR_FAIL_COND(add_options[p_idx].script.is_null());
|
|
base_type = add_options[p_idx].script->get_instance_base_type();
|
|
}
|
|
VisualShaderNode *vsn = Object::cast_to<VisualShaderNode>(ClassDB::instantiate(base_type));
|
|
ERR_FAIL_NULL(vsn);
|
|
vsnode = Ref<VisualShaderNode>(vsn);
|
|
if (!is_native) {
|
|
vsnode->set_script(add_options[p_idx].script);
|
|
}
|
|
VisualShaderNodeCustom *custom_node = Object::cast_to<VisualShaderNodeCustom>(vsn);
|
|
ERR_FAIL_NULL(custom_node);
|
|
custom_node->update_property_default_values();
|
|
custom_node->update_input_port_default_values();
|
|
custom_node->update_properties();
|
|
}
|
|
|
|
bool is_texture2d = (Object::cast_to<VisualShaderNodeTexture>(vsnode.ptr()) != nullptr);
|
|
bool is_texture3d = (Object::cast_to<VisualShaderNodeTexture3D>(vsnode.ptr()) != nullptr);
|
|
bool is_texture2d_array = (Object::cast_to<VisualShaderNodeTexture2DArray>(vsnode.ptr()) != nullptr);
|
|
bool is_cubemap = (Object::cast_to<VisualShaderNodeCubemap>(vsnode.ptr()) != nullptr);
|
|
bool is_curve = (Object::cast_to<VisualShaderNodeCurveTexture>(vsnode.ptr()) != nullptr);
|
|
bool is_curve_xyz = (Object::cast_to<VisualShaderNodeCurveXYZTexture>(vsnode.ptr()) != nullptr);
|
|
bool is_parameter = (Object::cast_to<VisualShaderNodeParameter>(vsnode.ptr()) != nullptr);
|
|
|
|
Point2 position = graph->get_scroll_offset();
|
|
|
|
if (saved_node_pos_dirty) {
|
|
position += saved_node_pos;
|
|
} else {
|
|
position += graph->get_size() * 0.5;
|
|
position /= EDSCALE;
|
|
}
|
|
position /= graph->get_zoom();
|
|
saved_node_pos_dirty = false;
|
|
|
|
int id_to_use = visual_shader->get_valid_node_id(type);
|
|
|
|
EditorUndoRedoManager *undo_redo = EditorUndoRedoManager::get_singleton();
|
|
if (p_resource_path.is_empty()) {
|
|
undo_redo->create_action(TTR("Add Node to Visual Shader"));
|
|
} else {
|
|
id_to_use += p_node_idx;
|
|
}
|
|
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(graph_plugin.ptr(), "add_node", type, id_to_use, false, true);
|
|
undo_redo->add_undo_method(graph_plugin.ptr(), "remove_node", type, id_to_use, false);
|
|
|
|
VisualShaderNodeExpression *expr = Object::cast_to<VisualShaderNodeExpression>(vsnode.ptr());
|
|
if (expr) {
|
|
expr->set_size(Size2(250 * EDSCALE, 150 * EDSCALE));
|
|
}
|
|
|
|
Ref<VisualShaderNodeFrame> frame = vsnode;
|
|
if (frame.is_valid()) {
|
|
frame->set_size(Size2(320 * EDSCALE, 180 * EDSCALE));
|
|
}
|
|
|
|
Ref<VisualShaderNodeReroute> reroute = vsnode;
|
|
|
|
bool created_expression_port = false;
|
|
|
|
// A node is inserted in an already present connection.
|
|
if (from_node != -1 && from_slot != -1 && to_node != -1 && to_slot != -1) {
|
|
undo_redo->add_do_method(visual_shader.ptr(), "disconnect_nodes", type, from_node, from_slot, to_node, to_slot);
|
|
undo_redo->add_undo_method(visual_shader.ptr(), "connect_nodes", type, from_node, from_slot, to_node, to_slot);
|
|
undo_redo->add_do_method(graph_plugin.ptr(), "disconnect_nodes", type, from_node, from_slot, to_node, to_slot);
|
|
undo_redo->add_undo_method(graph_plugin.ptr(), "connect_nodes", type, from_node, from_slot, to_node, to_slot);
|
|
}
|
|
|
|
// Create a connection from the output port of an existing node to the new one.
|
|
if (from_node != -1 && from_slot != -1) {
|
|
VisualShaderNode::PortType output_port_type = visual_shader->get_node(type, from_node)->get_output_port_type(from_slot);
|
|
|
|
if (expr && expr->is_editable()) {
|
|
expr->add_input_port(0, output_port_type, "input0");
|
|
created_expression_port = true;
|
|
}
|
|
|
|
if (vsnode->get_input_port_count() > 0 || created_expression_port) {
|
|
int _to_node = id_to_use;
|
|
|
|
if (created_expression_port) {
|
|
int _to_slot = 0;
|
|
undo_redo->add_undo_method(visual_shader.ptr(), "disconnect_nodes", type, from_node, from_slot, _to_node, _to_slot);
|
|
undo_redo->add_do_method(visual_shader.ptr(), "connect_nodes", type, from_node, from_slot, _to_node, _to_slot);
|
|
undo_redo->add_undo_method(graph_plugin.ptr(), "disconnect_nodes", type, from_node, from_slot, _to_node, _to_slot);
|
|
undo_redo->add_do_method(graph_plugin.ptr(), "connect_nodes", type, from_node, from_slot, _to_node, _to_slot);
|
|
} else {
|
|
int _to_slot = -1;
|
|
|
|
// Attempting to connect to the default input port or to the first correct port (if it's not found).
|
|
for (int i = 0; i < vsnode->get_input_port_count(); i++) {
|
|
if (visual_shader->is_port_types_compatible(output_port_type, vsnode->get_input_port_type(i)) || reroute.is_valid()) {
|
|
if (i == vsnode->get_default_input_port(output_port_type)) {
|
|
_to_slot = i;
|
|
break;
|
|
} else if (_to_slot == -1) {
|
|
_to_slot = i;
|
|
}
|
|
}
|
|
}
|
|
|
|
if (_to_slot >= 0) {
|
|
undo_redo->add_undo_method(visual_shader.ptr(), "disconnect_nodes", type, from_node, from_slot, _to_node, _to_slot);
|
|
undo_redo->add_do_method(visual_shader.ptr(), "connect_nodes", type, from_node, from_slot, _to_node, _to_slot);
|
|
undo_redo->add_undo_method(graph_plugin.ptr(), "disconnect_nodes", type, from_node, from_slot, _to_node, _to_slot);
|
|
undo_redo->add_do_method(graph_plugin.ptr(), "connect_nodes", type, from_node, from_slot, _to_node, _to_slot);
|
|
}
|
|
}
|
|
|
|
if (output_port_type == VisualShaderNode::PORT_TYPE_SAMPLER) {
|
|
if (is_texture2d) {
|
|
undo_redo->force_fixed_history(); // vsnode is freshly created and has no path, so history can't be correctly determined.
|
|
undo_redo->add_do_method(vsnode.ptr(), "set_source", VisualShaderNodeTexture::SOURCE_PORT);
|
|
}
|
|
if (is_texture3d || is_texture2d_array) {
|
|
undo_redo->force_fixed_history();
|
|
undo_redo->add_do_method(vsnode.ptr(), "set_source", VisualShaderNodeSample3D::SOURCE_PORT);
|
|
}
|
|
if (is_cubemap) {
|
|
undo_redo->force_fixed_history();
|
|
undo_redo->add_do_method(vsnode.ptr(), "set_source", VisualShaderNodeCubemap::SOURCE_PORT);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
// Create a connection from the new node to an input port of an existing one.
|
|
if (to_node != -1 && to_slot != -1) {
|
|
VisualShaderNode::PortType input_port_type = visual_shader->get_node(type, to_node)->get_input_port_type(to_slot);
|
|
|
|
if (expr && expr->is_editable() && input_port_type != VisualShaderNode::PORT_TYPE_SAMPLER) {
|
|
expr->add_output_port(0, input_port_type, "output0");
|
|
String initial_expression_code;
|
|
|
|
switch (input_port_type) {
|
|
case VisualShaderNode::PORT_TYPE_SCALAR:
|
|
initial_expression_code = "output0 = 1.0;";
|
|
break;
|
|
case VisualShaderNode::PORT_TYPE_SCALAR_INT:
|
|
initial_expression_code = "output0 = 1;";
|
|
break;
|
|
case VisualShaderNode::PORT_TYPE_SCALAR_UINT:
|
|
initial_expression_code = "output0 = 1u;";
|
|
break;
|
|
case VisualShaderNode::PORT_TYPE_VECTOR_2D:
|
|
initial_expression_code = "output0 = vec2(1.0, 1.0);";
|
|
break;
|
|
case VisualShaderNode::PORT_TYPE_VECTOR_3D:
|
|
initial_expression_code = "output0 = vec3(1.0, 1.0, 1.0);";
|
|
break;
|
|
case VisualShaderNode::PORT_TYPE_VECTOR_4D:
|
|
initial_expression_code = "output0 = vec4(1.0, 1.0, 1.0, 1.0);";
|
|
break;
|
|
case VisualShaderNode::PORT_TYPE_BOOLEAN:
|
|
initial_expression_code = "output0 = true;";
|
|
break;
|
|
case VisualShaderNode::PORT_TYPE_TRANSFORM:
|
|
initial_expression_code = "output0 = mat4(1.0);";
|
|
break;
|
|
default:
|
|
break;
|
|
}
|
|
|
|
expr->set_expression(initial_expression_code);
|
|
expr->set_size(Size2(500 * EDSCALE, 200 * EDSCALE));
|
|
created_expression_port = true;
|
|
}
|
|
if (vsnode->get_output_port_count() > 0 || created_expression_port) {
|
|
int _from_node = id_to_use;
|
|
|
|
if (created_expression_port) {
|
|
int _from_slot = 0;
|
|
undo_redo->add_do_method(visual_shader.ptr(), "connect_nodes", type, _from_node, _from_slot, to_node, to_slot);
|
|
undo_redo->add_undo_method(visual_shader.ptr(), "disconnect_nodes", type, _from_node, _from_slot, to_node, to_slot);
|
|
undo_redo->add_do_method(graph_plugin.ptr(), "connect_nodes", type, _from_node, _from_slot, to_node, to_slot);
|
|
undo_redo->add_undo_method(graph_plugin.ptr(), "disconnect_nodes", type, _from_node, _from_slot, to_node, to_slot);
|
|
} else {
|
|
// Need to setting up Input node properly before committing since `is_port_types_compatible` (calling below) is using `mode` and `shader_type`.
|
|
VisualShaderNodeInput *input = Object::cast_to<VisualShaderNodeInput>(vsnode.ptr());
|
|
if (input) {
|
|
input->set_shader_mode(visual_shader->get_mode());
|
|
input->set_shader_type(visual_shader->get_shader_type());
|
|
}
|
|
|
|
// Attempting to connect to the first correct port.
|
|
for (int i = 0; i < vsnode->get_output_port_count(); i++) {
|
|
if (visual_shader->is_port_types_compatible(vsnode->get_output_port_type(i), input_port_type) || reroute.is_valid()) {
|
|
undo_redo->add_do_method(visual_shader.ptr(), "connect_nodes", type, _from_node, i, to_node, to_slot);
|
|
undo_redo->add_undo_method(visual_shader.ptr(), "disconnect_nodes", type, _from_node, i, to_node, to_slot);
|
|
undo_redo->add_do_method(graph_plugin.ptr(), "connect_nodes", type, _from_node, i, to_node, to_slot);
|
|
undo_redo->add_undo_method(graph_plugin.ptr(), "disconnect_nodes", type, _from_node, i, to_node, to_slot);
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
_member_cancel();
|
|
|
|
if (is_parameter) {
|
|
undo_redo->add_do_method(this, "_update_parameters", true);
|
|
undo_redo->add_undo_method(this, "_update_parameters", true);
|
|
}
|
|
|
|
if (is_curve) {
|
|
callable_mp(graph_plugin.ptr(), &VisualShaderGraphPlugin::update_curve).call_deferred(id_to_use);
|
|
}
|
|
|
|
if (is_curve_xyz) {
|
|
callable_mp(graph_plugin.ptr(), &VisualShaderGraphPlugin::update_curve_xyz).call_deferred(id_to_use);
|
|
}
|
|
|
|
if (p_resource_path.is_empty()) {
|
|
undo_redo->commit_action();
|
|
} else {
|
|
//post-initialization
|
|
|
|
if (is_texture2d || is_texture3d || is_curve || is_curve_xyz) {
|
|
undo_redo->force_fixed_history();
|
|
undo_redo->add_do_method(vsnode.ptr(), "set_texture", ResourceLoader::load(p_resource_path));
|
|
return;
|
|
}
|
|
|
|
if (is_cubemap) {
|
|
undo_redo->force_fixed_history();
|
|
undo_redo->add_do_method(vsnode.ptr(), "set_cube_map", ResourceLoader::load(p_resource_path));
|
|
return;
|
|
}
|
|
|
|
if (is_texture2d_array) {
|
|
undo_redo->force_fixed_history();
|
|
undo_redo->add_do_method(vsnode.ptr(), "set_texture_array", ResourceLoader::load(p_resource_path));
|
|
}
|
|
}
|
|
}
|
|
|
|
void VisualShaderEditor::_add_varying(const String &p_name, VisualShader::VaryingMode p_mode, VisualShader::VaryingType p_type) {
|
|
EditorUndoRedoManager *undo_redo = EditorUndoRedoManager::get_singleton();
|
|
undo_redo->create_action(vformat(TTR("Add Varying to Visual Shader: %s"), p_name));
|
|
|
|
undo_redo->add_do_method(visual_shader.ptr(), "add_varying", p_name, p_mode, p_type);
|
|
undo_redo->add_undo_method(visual_shader.ptr(), "remove_varying", p_name);
|
|
|
|
undo_redo->add_do_method(this, "_update_varyings");
|
|
undo_redo->add_undo_method(this, "_update_varyings");
|
|
|
|
for (int i = 0; i <= VisualShader::TYPE_LIGHT; i++) {
|
|
if (p_mode == VisualShader::VARYING_MODE_FRAG_TO_LIGHT && i == 0) {
|
|
continue;
|
|
}
|
|
|
|
VisualShader::Type type = VisualShader::Type(i);
|
|
Vector<int> nodes = visual_shader->get_node_list(type);
|
|
|
|
for (int j = 0; j < nodes.size(); j++) {
|
|
int node_id = nodes[j];
|
|
Ref<VisualShaderNode> vsnode = visual_shader->get_node(type, node_id);
|
|
Ref<VisualShaderNodeVarying> var = vsnode;
|
|
|
|
if (var.is_valid()) {
|
|
undo_redo->add_do_method(graph_plugin.ptr(), "update_node", type, node_id);
|
|
undo_redo->add_undo_method(graph_plugin.ptr(), "update_node", type, node_id);
|
|
}
|
|
}
|
|
}
|
|
|
|
undo_redo->add_do_method(this, "_update_varying_tree");
|
|
undo_redo->add_undo_method(this, "_update_varying_tree");
|
|
undo_redo->commit_action();
|
|
}
|
|
|
|
void VisualShaderEditor::_remove_varying(const String &p_name) {
|
|
EditorUndoRedoManager *undo_redo = EditorUndoRedoManager::get_singleton();
|
|
undo_redo->create_action(vformat(TTR("Remove Varying from Visual Shader: %s"), p_name));
|
|
|
|
VisualShader::VaryingMode var_mode = visual_shader->get_varying_mode(p_name);
|
|
|
|
undo_redo->add_do_method(visual_shader.ptr(), "remove_varying", p_name);
|
|
undo_redo->add_undo_method(visual_shader.ptr(), "add_varying", p_name, var_mode, visual_shader->get_varying_type(p_name));
|
|
|
|
undo_redo->add_do_method(this, "_update_varyings");
|
|
undo_redo->add_undo_method(this, "_update_varyings");
|
|
|
|
for (int i = 0; i <= VisualShader::TYPE_LIGHT; i++) {
|
|
if (var_mode == VisualShader::VARYING_MODE_FRAG_TO_LIGHT && i == 0) {
|
|
continue;
|
|
}
|
|
|
|
VisualShader::Type type = VisualShader::Type(i);
|
|
Vector<int> nodes = visual_shader->get_node_list(type);
|
|
|
|
for (int j = 0; j < nodes.size(); j++) {
|
|
int node_id = nodes[j];
|
|
Ref<VisualShaderNode> vsnode = visual_shader->get_node(type, node_id);
|
|
Ref<VisualShaderNodeVarying> var = vsnode;
|
|
|
|
if (var.is_valid()) {
|
|
String var_name = var->get_varying_name();
|
|
|
|
if (var_name == p_name) {
|
|
undo_redo->add_do_method(var.ptr(), "set_varying_name", "[None]");
|
|
undo_redo->add_undo_method(var.ptr(), "set_varying_name", var_name);
|
|
undo_redo->add_do_method(var.ptr(), "set_varying_type", VisualShader::VARYING_TYPE_FLOAT);
|
|
undo_redo->add_undo_method(var.ptr(), "set_varying_type", var->get_varying_type());
|
|
}
|
|
undo_redo->add_do_method(graph_plugin.ptr(), "update_node", type, node_id);
|
|
undo_redo->add_undo_method(graph_plugin.ptr(), "update_node", type, node_id);
|
|
}
|
|
}
|
|
|
|
List<VisualShader::Connection> node_connections;
|
|
visual_shader->get_node_connections(type, &node_connections);
|
|
|
|
for (VisualShader::Connection &E : node_connections) {
|
|
Ref<VisualShaderNodeVaryingGetter> var_getter = Object::cast_to<VisualShaderNodeVaryingGetter>(visual_shader->get_node(type, E.from_node).ptr());
|
|
if (var_getter.is_valid() && E.from_port > 0) {
|
|
undo_redo->add_do_method(visual_shader.ptr(), "disconnect_nodes", type, E.from_node, E.from_port, E.to_node, E.to_port);
|
|
undo_redo->add_undo_method(visual_shader.ptr(), "connect_nodes", type, E.from_node, E.from_port, E.to_node, E.to_port);
|
|
undo_redo->add_do_method(graph_plugin.ptr(), "disconnect_nodes", type, E.from_node, E.from_port, E.to_node, E.to_port);
|
|
undo_redo->add_undo_method(graph_plugin.ptr(), "connect_nodes", type, E.from_node, E.from_port, E.to_node, E.to_port);
|
|
}
|
|
Ref<VisualShaderNodeVaryingSetter> var_setter = Object::cast_to<VisualShaderNodeVaryingSetter>(visual_shader->get_node(type, E.to_node).ptr());
|
|
if (var_setter.is_valid() && E.to_port > 0) {
|
|
undo_redo->add_do_method(visual_shader.ptr(), "disconnect_nodes", type, E.from_node, E.from_port, E.to_node, E.to_port);
|
|
undo_redo->add_undo_method(visual_shader.ptr(), "connect_nodes", type, E.from_node, E.from_port, E.to_node, E.to_port);
|
|
undo_redo->add_do_method(graph_plugin.ptr(), "disconnect_nodes", type, E.from_node, E.from_port, E.to_node, E.to_port);
|
|
undo_redo->add_undo_method(graph_plugin.ptr(), "connect_nodes", type, E.from_node, E.from_port, E.to_node, E.to_port);
|
|
}
|
|
}
|
|
}
|
|
|
|
undo_redo->add_do_method(this, "_update_varying_tree");
|
|
undo_redo->add_undo_method(this, "_update_varying_tree");
|
|
undo_redo->commit_action();
|
|
}
|
|
|
|
void VisualShaderEditor::_update_varyings() {
|
|
VisualShaderNodeVarying::clear_varyings(visual_shader->get_rid());
|
|
|
|
for (int i = 0; i < visual_shader->get_varyings_count(); i++) {
|
|
const VisualShader::Varying *var = visual_shader->get_varying_by_index(i);
|
|
|
|
if (var != nullptr) {
|
|
VisualShaderNodeVarying::add_varying(visual_shader->get_rid(), var->name, var->mode, var->type);
|
|
}
|
|
}
|
|
}
|
|
|
|
void VisualShaderEditor::_node_dragged(const Vector2 &p_from, const Vector2 &p_to, int p_node) {
|
|
VisualShader::Type type = get_current_shader_type();
|
|
drag_buffer.push_back({ type, p_node, p_from, p_to });
|
|
if (!drag_dirty) {
|
|
callable_mp(this, &VisualShaderEditor::_nodes_dragged).call_deferred();
|
|
}
|
|
drag_dirty = true;
|
|
}
|
|
|
|
void VisualShaderEditor::_nodes_dragged() {
|
|
drag_dirty = false;
|
|
|
|
EditorUndoRedoManager *undo_redo = EditorUndoRedoManager::get_singleton();
|
|
if (frame_node_id_to_link_to == -1) {
|
|
undo_redo->create_action(TTR("Move VisualShader Node(s)"));
|
|
} else {
|
|
undo_redo->create_action(TTR("Move and Attach VisualShader Node(s) to parent frame"));
|
|
}
|
|
|
|
for (const DragOp &E : drag_buffer) {
|
|
undo_redo->add_do_method(visual_shader.ptr(), "set_node_position", E.type, E.node, E.to);
|
|
undo_redo->add_undo_method(visual_shader.ptr(), "set_node_position", E.type, E.node, E.from);
|
|
undo_redo->add_do_method(graph_plugin.ptr(), "set_node_position", E.type, E.node, E.to);
|
|
undo_redo->add_undo_method(graph_plugin.ptr(), "set_node_position", E.type, E.node, E.from);
|
|
}
|
|
|
|
for (const int node_id : nodes_link_to_frame_buffer) {
|
|
VisualShader::Type type = visual_shader->get_shader_type();
|
|
Ref<VisualShaderNode> vs_node = visual_shader->get_node(type, node_id);
|
|
|
|
undo_redo->add_do_method(visual_shader.ptr(), "attach_node_to_frame", type, node_id, frame_node_id_to_link_to);
|
|
undo_redo->add_do_method(graph_plugin.ptr(), "attach_node_to_frame", type, node_id, frame_node_id_to_link_to);
|
|
undo_redo->add_undo_method(graph_plugin.ptr(), "detach_node_from_frame", type, node_id);
|
|
undo_redo->add_undo_method(visual_shader.ptr(), "detach_node_from_frame", type, node_id);
|
|
}
|
|
|
|
undo_redo->commit_action();
|
|
|
|
_handle_node_drop_on_connection();
|
|
|
|
drag_buffer.clear();
|
|
nodes_link_to_frame_buffer.clear();
|
|
frame_node_id_to_link_to = -1;
|
|
}
|
|
|
|
void VisualShaderEditor::_connection_request(const String &p_from, int p_from_index, const String &p_to, int p_to_index) {
|
|
VisualShader::Type type = get_current_shader_type();
|
|
|
|
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)) {
|
|
return;
|
|
}
|
|
|
|
EditorUndoRedoManager *undo_redo = EditorUndoRedoManager::get_singleton();
|
|
undo_redo->create_action(TTR("Nodes Connected"));
|
|
|
|
List<VisualShader::Connection> conns;
|
|
visual_shader->get_node_connections(type, &conns);
|
|
|
|
for (const VisualShader::Connection &E : conns) {
|
|
if (E.to_node == to && E.to_port == p_to_index) {
|
|
undo_redo->add_do_method(visual_shader.ptr(), "disconnect_nodes", type, E.from_node, E.from_port, E.to_node, E.to_port);
|
|
undo_redo->add_undo_method(visual_shader.ptr(), "connect_nodes", type, E.from_node, E.from_port, E.to_node, E.to_port);
|
|
undo_redo->add_do_method(graph_plugin.ptr(), "disconnect_nodes", type, E.from_node, E.from_port, E.to_node, E.to_port);
|
|
undo_redo->add_undo_method(graph_plugin.ptr(), "connect_nodes", type, E.from_node, E.from_port, E.to_node, E.to_port);
|
|
}
|
|
}
|
|
|
|
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(graph_plugin.ptr(), "connect_nodes", type, from, p_from_index, to, p_to_index);
|
|
undo_redo->add_undo_method(graph_plugin.ptr(), "disconnect_nodes", type, from, p_from_index, to, p_to_index);
|
|
|
|
undo_redo->add_do_method(graph_plugin.ptr(), "update_node", (int)type, from);
|
|
undo_redo->add_undo_method(graph_plugin.ptr(), "update_node", (int)type, from);
|
|
undo_redo->add_do_method(graph_plugin.ptr(), "update_node", (int)type, to);
|
|
undo_redo->add_undo_method(graph_plugin.ptr(), "update_node", (int)type, to);
|
|
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 = get_current_shader_type();
|
|
|
|
int from = p_from.to_int();
|
|
int to = p_to.to_int();
|
|
|
|
EditorUndoRedoManager *undo_redo = EditorUndoRedoManager::get_singleton();
|
|
undo_redo->create_action(TTR("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(graph_plugin.ptr(), "disconnect_nodes", type, from, p_from_index, to, p_to_index);
|
|
undo_redo->add_undo_method(graph_plugin.ptr(), "connect_nodes", type, from, p_from_index, to, p_to_index);
|
|
undo_redo->add_do_method(graph_plugin.ptr(), "update_node", (int)type, to);
|
|
undo_redo->add_undo_method(graph_plugin.ptr(), "update_node", (int)type, to);
|
|
undo_redo->commit_action();
|
|
}
|
|
|
|
void VisualShaderEditor::_connection_to_empty(const String &p_from, int p_from_slot, const Vector2 &p_release_position) {
|
|
from_node = p_from.to_int();
|
|
from_slot = p_from_slot;
|
|
VisualShaderNode::PortType input_port_type = VisualShaderNode::PORT_TYPE_MAX;
|
|
VisualShaderNode::PortType output_port_type = VisualShaderNode::PORT_TYPE_MAX;
|
|
Ref<VisualShaderNode> node = visual_shader->get_node(get_current_shader_type(), from_node);
|
|
if (node.is_valid()) {
|
|
output_port_type = node->get_output_port_type(from_slot);
|
|
}
|
|
_show_members_dialog(true, input_port_type, output_port_type);
|
|
}
|
|
|
|
void VisualShaderEditor::_connection_from_empty(const String &p_to, int p_to_slot, const Vector2 &p_release_position) {
|
|
to_node = p_to.to_int();
|
|
to_slot = p_to_slot;
|
|
VisualShaderNode::PortType input_port_type = VisualShaderNode::PORT_TYPE_MAX;
|
|
VisualShaderNode::PortType output_port_type = VisualShaderNode::PORT_TYPE_MAX;
|
|
Ref<VisualShaderNode> node = visual_shader->get_node(get_current_shader_type(), to_node);
|
|
if (node.is_valid()) {
|
|
input_port_type = node->get_input_port_type(to_slot);
|
|
}
|
|
_show_members_dialog(true, input_port_type, output_port_type);
|
|
}
|
|
|
|
bool VisualShaderEditor::_check_node_drop_on_connection(const Vector2 &p_position, Ref<GraphEdit::Connection> *r_closest_connection, int *r_from_port, int *r_to_port) {
|
|
VisualShader::Type shader_type = get_current_shader_type();
|
|
|
|
// Get selected graph node.
|
|
Ref<VisualShaderNode> selected_vsnode;
|
|
int selected_node_id = -1;
|
|
int selected_node_count = 0;
|
|
Rect2 selected_node_rect;
|
|
|
|
for (int i = 0; i < graph->get_child_count(); i++) {
|
|
GraphNode *graph_node = Object::cast_to<GraphNode>(graph->get_child(i));
|
|
if (graph_node && graph_node->is_selected()) {
|
|
selected_node_id = String(graph_node->get_name()).to_int();
|
|
Ref<VisualShaderNode> vsnode = visual_shader->get_node(shader_type, selected_node_id);
|
|
if (!vsnode->is_deletable()) {
|
|
continue;
|
|
}
|
|
|
|
selected_node_count += 1;
|
|
|
|
Ref<VisualShaderNode> node = visual_shader->get_node(shader_type, selected_node_id);
|
|
selected_vsnode = node;
|
|
selected_node_rect = graph_node->get_rect();
|
|
}
|
|
}
|
|
|
|
// Only a single node - which has both input and output ports but is not connected yet - can be inserted.
|
|
if (selected_node_count != 1 || !selected_vsnode.is_valid()) {
|
|
return false;
|
|
}
|
|
|
|
// Check whether the dragged node was dropped over a connection.
|
|
List<Ref<GraphEdit::Connection>> intersecting_connections = graph->get_connections_intersecting_with_rect(selected_node_rect);
|
|
|
|
if (intersecting_connections.is_empty()) {
|
|
return false;
|
|
}
|
|
|
|
Ref<GraphEdit::Connection> intersecting_connection = intersecting_connections.front()->get();
|
|
|
|
if (selected_vsnode->is_any_port_connected() || selected_vsnode->get_input_port_count() == 0 || selected_vsnode->get_output_port_count() == 0) {
|
|
return false;
|
|
}
|
|
|
|
VisualShaderNode::PortType original_port_type_from = visual_shader->get_node(shader_type, String(intersecting_connection->from_node).to_int())->get_output_port_type(intersecting_connection->from_port);
|
|
VisualShaderNode::PortType original_port_type_to = visual_shader->get_node(shader_type, String(intersecting_connection->to_node).to_int())->get_input_port_type(intersecting_connection->to_port);
|
|
|
|
Ref<VisualShaderNodeReroute> reroute_node = selected_vsnode;
|
|
|
|
// Searching for the default port or the first compatible input port of the node to insert.
|
|
int _to_port = -1;
|
|
for (int i = 0; i < selected_vsnode->get_input_port_count(); i++) {
|
|
if (visual_shader->is_port_types_compatible(original_port_type_from, selected_vsnode->get_input_port_type(i)) || reroute_node.is_valid()) {
|
|
if (i == selected_vsnode->get_default_input_port(original_port_type_from)) {
|
|
_to_port = i;
|
|
break;
|
|
} else if (_to_port == -1) {
|
|
_to_port = i;
|
|
}
|
|
}
|
|
}
|
|
|
|
// Searching for the first compatible output port of the node to insert.
|
|
int _from_port = -1;
|
|
for (int i = 0; i < selected_vsnode->get_output_port_count(); i++) {
|
|
if (visual_shader->is_port_types_compatible(selected_vsnode->get_output_port_type(i), original_port_type_to) || reroute_node.is_valid()) {
|
|
_from_port = i;
|
|
break;
|
|
}
|
|
}
|
|
|
|
if (_to_port == -1 || _from_port == -1) {
|
|
return false;
|
|
}
|
|
|
|
if (r_closest_connection != nullptr) {
|
|
*r_closest_connection = intersecting_connection;
|
|
}
|
|
if (r_from_port != nullptr) {
|
|
*r_from_port = _from_port;
|
|
}
|
|
if (r_to_port != nullptr) {
|
|
*r_to_port = _to_port;
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
void VisualShaderEditor::_handle_node_drop_on_connection() {
|
|
EditorUndoRedoManager *undo_redo = EditorUndoRedoManager::get_singleton();
|
|
undo_redo->create_action(TTR("Insert node"));
|
|
|
|
// Check whether the dragged node was dropped over a connection.
|
|
Ref<GraphEdit::Connection> closest_connection;
|
|
int _from_port = -1;
|
|
int _to_port = -1;
|
|
|
|
if (!_check_node_drop_on_connection(graph->get_local_mouse_position(), &closest_connection, &_from_port, &_to_port)) {
|
|
return;
|
|
}
|
|
|
|
int selected_node_id = drag_buffer.front()->get().node;
|
|
VisualShader::Type shader_type = get_current_shader_type();
|
|
Ref<VisualShaderNode> selected_vsnode = visual_shader->get_node(shader_type, selected_node_id);
|
|
|
|
// Delete the old connection.
|
|
undo_redo->add_do_method(visual_shader.ptr(), "disconnect_nodes", shader_type, String(closest_connection->from_node).to_int(), closest_connection->from_port, String(closest_connection->to_node).to_int(), closest_connection->to_port);
|
|
undo_redo->add_undo_method(visual_shader.ptr(), "connect_nodes", shader_type, String(closest_connection->from_node).to_int(), closest_connection->from_port, String(closest_connection->to_node).to_int(), closest_connection->to_port);
|
|
undo_redo->add_do_method(graph_plugin.ptr(), "disconnect_nodes", shader_type, String(closest_connection->from_node).to_int(), closest_connection->from_port, String(closest_connection->to_node).to_int(), closest_connection->to_port);
|
|
undo_redo->add_undo_method(graph_plugin.ptr(), "connect_nodes", shader_type, String(closest_connection->from_node).to_int(), closest_connection->from_port, String(closest_connection->to_node).to_int(), closest_connection->to_port);
|
|
|
|
// Add the connection to the dropped node.
|
|
undo_redo->add_do_method(visual_shader.ptr(), "connect_nodes", shader_type, String(closest_connection->from_node).to_int(), closest_connection->from_port, selected_node_id, _to_port);
|
|
undo_redo->add_undo_method(visual_shader.ptr(), "disconnect_nodes", shader_type, String(closest_connection->from_node).to_int(), closest_connection->from_port, selected_node_id, _to_port);
|
|
undo_redo->add_do_method(graph_plugin.ptr(), "connect_nodes", shader_type, String(closest_connection->from_node).to_int(), closest_connection->from_port, selected_node_id, _to_port);
|
|
undo_redo->add_undo_method(graph_plugin.ptr(), "disconnect_nodes", shader_type, String(closest_connection->from_node).to_int(), closest_connection->from_port, selected_node_id, _to_port);
|
|
|
|
// Add the connection from the dropped node.
|
|
undo_redo->add_do_method(visual_shader.ptr(), "connect_nodes", shader_type, selected_node_id, _from_port, String(closest_connection->to_node).to_int(), closest_connection->to_port);
|
|
undo_redo->add_undo_method(visual_shader.ptr(), "disconnect_nodes", shader_type, selected_node_id, _from_port, String(closest_connection->to_node).to_int(), closest_connection->to_port);
|
|
undo_redo->add_do_method(graph_plugin.ptr(), "connect_nodes", shader_type, selected_node_id, _from_port, String(closest_connection->to_node).to_int(), closest_connection->to_port);
|
|
undo_redo->add_undo_method(graph_plugin.ptr(), "disconnect_nodes", shader_type, selected_node_id, _from_port, String(closest_connection->to_node).to_int(), closest_connection->to_port);
|
|
|
|
undo_redo->commit_action();
|
|
|
|
call_deferred(SNAME("_update_graph"));
|
|
}
|
|
|
|
void VisualShaderEditor::_delete_nodes(int p_type, const List<int> &p_nodes) {
|
|
VisualShader::Type type = VisualShader::Type(p_type);
|
|
List<VisualShader::Connection> conns;
|
|
visual_shader->get_node_connections(type, &conns);
|
|
|
|
EditorUndoRedoManager *undo_redo = EditorUndoRedoManager::get_singleton();
|
|
for (const int &F : p_nodes) {
|
|
for (const VisualShader::Connection &E : conns) {
|
|
if (E.from_node == F || E.to_node == F) {
|
|
undo_redo->add_do_method(graph_plugin.ptr(), "disconnect_nodes", type, E.from_node, E.from_port, E.to_node, E.to_port);
|
|
}
|
|
}
|
|
}
|
|
|
|
// The VS nodes need to be added before attaching them to frames.
|
|
for (const int &F : p_nodes) {
|
|
Ref<VisualShaderNode> node = visual_shader->get_node(type, F);
|
|
undo_redo->add_undo_method(visual_shader.ptr(), "add_node", type, node, visual_shader->get_node_position(type, F), F);
|
|
undo_redo->add_undo_method(graph_plugin.ptr(), "add_node", type, F, false, false);
|
|
}
|
|
|
|
// Update frame references.
|
|
for (const int &node_id : p_nodes) {
|
|
Ref<VisualShaderNodeFrame> frame = visual_shader->get_node(type, node_id);
|
|
if (frame.is_valid()) {
|
|
for (const int &attached_node_id : frame->get_attached_nodes()) {
|
|
undo_redo->add_do_method(visual_shader.ptr(), "detach_node_from_frame", type, attached_node_id);
|
|
undo_redo->add_do_method(graph_plugin.ptr(), "detach_node_from_frame", type, attached_node_id);
|
|
undo_redo->add_undo_method(visual_shader.ptr(), "attach_node_to_frame", type, attached_node_id, node_id);
|
|
undo_redo->add_undo_method(graph_plugin.ptr(), "attach_node_to_frame", type, attached_node_id, node_id);
|
|
}
|
|
}
|
|
|
|
Ref<VisualShaderNode> node = visual_shader->get_node(type, node_id);
|
|
if (node->get_frame() == -1) {
|
|
continue;
|
|
}
|
|
|
|
undo_redo->add_do_method(visual_shader.ptr(), "detach_node_from_frame", type, node_id);
|
|
undo_redo->add_do_method(graph_plugin.ptr(), "detach_node_from_frame", type, node_id);
|
|
undo_redo->add_undo_method(visual_shader.ptr(), "attach_node_to_frame", type, node_id, node->get_frame());
|
|
undo_redo->add_undo_method(graph_plugin.ptr(), "attach_node_to_frame", type, node_id, node->get_frame());
|
|
}
|
|
|
|
// Restore size of the frame nodes.
|
|
for (const int &F : p_nodes) {
|
|
Ref<VisualShaderNodeFrame> frame = visual_shader->get_node(type, F);
|
|
if (frame.is_valid()) {
|
|
undo_redo->add_undo_method(this, "_set_node_size", type, F, frame->get_size());
|
|
}
|
|
}
|
|
|
|
HashSet<String> parameter_names;
|
|
|
|
for (const int &F : p_nodes) {
|
|
Ref<VisualShaderNode> node = visual_shader->get_node(type, F);
|
|
|
|
undo_redo->add_do_method(visual_shader.ptr(), "remove_node", type, F);
|
|
|
|
VisualShaderNodeParameter *parameter = Object::cast_to<VisualShaderNodeParameter>(node.ptr());
|
|
if (parameter) {
|
|
parameter_names.insert(parameter->get_parameter_name());
|
|
}
|
|
}
|
|
|
|
List<VisualShader::Connection> used_conns;
|
|
for (const int &F : p_nodes) {
|
|
for (const VisualShader::Connection &E : conns) {
|
|
if (E.from_node == F || E.to_node == F) {
|
|
bool cancel = false;
|
|
for (List<VisualShader::Connection>::Element *R = used_conns.front(); R; R = R->next()) {
|
|
if (R->get().from_node == E.from_node && R->get().from_port == E.from_port && R->get().to_node == E.to_node && R->get().to_port == E.to_port) {
|
|
cancel = true; // to avoid ERR_ALREADY_EXISTS warning
|
|
break;
|
|
}
|
|
}
|
|
if (!cancel) {
|
|
undo_redo->add_undo_method(visual_shader.ptr(), "connect_nodes", type, E.from_node, E.from_port, E.to_node, E.to_port);
|
|
undo_redo->add_undo_method(graph_plugin.ptr(), "connect_nodes", type, E.from_node, E.from_port, E.to_node, E.to_port);
|
|
used_conns.push_back(E);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
// Delete nodes from the graph.
|
|
for (const int &F : p_nodes) {
|
|
undo_redo->add_do_method(graph_plugin.ptr(), "remove_node", type, F, false);
|
|
}
|
|
|
|
// Update parameter refs if any parameter has been deleted.
|
|
if (parameter_names.size() > 0) {
|
|
undo_redo->add_do_method(this, "_update_parameters", true);
|
|
undo_redo->add_undo_method(this, "_update_parameters", true);
|
|
|
|
_update_parameter_refs(parameter_names);
|
|
}
|
|
}
|
|
|
|
void VisualShaderEditor::_replace_node(VisualShader::Type p_type_id, int p_node_id, const StringName &p_from, const StringName &p_to) {
|
|
EditorUndoRedoManager *undo_redo = EditorUndoRedoManager::get_singleton();
|
|
undo_redo->add_do_method(visual_shader.ptr(), "replace_node", p_type_id, p_node_id, p_to);
|
|
undo_redo->add_undo_method(visual_shader.ptr(), "replace_node", p_type_id, p_node_id, p_from);
|
|
}
|
|
|
|
void VisualShaderEditor::_update_constant(VisualShader::Type p_type_id, int p_node_id, const Variant &p_var, int p_preview_port) {
|
|
Ref<VisualShaderNode> node = visual_shader->get_node(p_type_id, p_node_id);
|
|
ERR_FAIL_COND(!node.is_valid());
|
|
ERR_FAIL_COND(!node->has_method("set_constant"));
|
|
node->call("set_constant", p_var);
|
|
if (p_preview_port != -1) {
|
|
node->set_output_port_for_preview(p_preview_port);
|
|
}
|
|
}
|
|
|
|
void VisualShaderEditor::_update_parameter(VisualShader::Type p_type_id, int p_node_id, const Variant &p_var, int p_preview_port) {
|
|
Ref<VisualShaderNodeParameter> parameter = visual_shader->get_node(p_type_id, p_node_id);
|
|
ERR_FAIL_COND(!parameter.is_valid());
|
|
|
|
String valid_name = visual_shader->validate_parameter_name(parameter->get_parameter_name(), parameter);
|
|
parameter->set_parameter_name(valid_name);
|
|
graph_plugin->set_parameter_name(p_type_id, p_node_id, valid_name);
|
|
|
|
if (parameter->has_method("set_default_value_enabled")) {
|
|
parameter->call("set_default_value_enabled", true);
|
|
parameter->call("set_default_value", p_var);
|
|
}
|
|
if (p_preview_port != -1) {
|
|
parameter->set_output_port_for_preview(p_preview_port);
|
|
}
|
|
}
|
|
|
|
void VisualShaderEditor::_convert_constants_to_parameters(bool p_vice_versa) {
|
|
VisualShader::Type type_id = get_current_shader_type();
|
|
|
|
EditorUndoRedoManager *undo_redo = EditorUndoRedoManager::get_singleton();
|
|
if (!p_vice_versa) {
|
|
undo_redo->create_action(TTR("Convert Constant Node(s) To Parameter(s)"));
|
|
} else {
|
|
undo_redo->create_action(TTR("Convert Parameter Node(s) To Constant(s)"));
|
|
}
|
|
|
|
const HashSet<int> ¤t_set = p_vice_versa ? selected_parameters : selected_constants;
|
|
HashSet<String> deleted_names;
|
|
|
|
for (const int &E : current_set) {
|
|
int node_id = E;
|
|
Ref<VisualShaderNode> node = visual_shader->get_node(type_id, node_id);
|
|
bool caught = false;
|
|
Variant var;
|
|
|
|
// float
|
|
if (!p_vice_versa) {
|
|
Ref<VisualShaderNodeFloatConstant> float_const = Object::cast_to<VisualShaderNodeFloatConstant>(node.ptr());
|
|
if (float_const.is_valid()) {
|
|
_replace_node(type_id, node_id, "VisualShaderNodeFloatConstant", "VisualShaderNodeFloatParameter");
|
|
var = float_const->get_constant();
|
|
caught = true;
|
|
}
|
|
} else {
|
|
Ref<VisualShaderNodeFloatParameter> float_parameter = Object::cast_to<VisualShaderNodeFloatParameter>(node.ptr());
|
|
if (float_parameter.is_valid()) {
|
|
_replace_node(type_id, node_id, "VisualShaderNodeFloatParameter", "VisualShaderNodeFloatConstant");
|
|
var = float_parameter->get_default_value();
|
|
caught = true;
|
|
}
|
|
}
|
|
|
|
// int
|
|
if (!caught) {
|
|
if (!p_vice_versa) {
|
|
Ref<VisualShaderNodeIntConstant> int_const = Object::cast_to<VisualShaderNodeIntConstant>(node.ptr());
|
|
if (int_const.is_valid()) {
|
|
_replace_node(type_id, node_id, "VisualShaderNodeIntConstant", "VisualShaderNodeIntParameter");
|
|
var = int_const->get_constant();
|
|
caught = true;
|
|
}
|
|
} else {
|
|
Ref<VisualShaderNodeIntParameter> int_parameter = Object::cast_to<VisualShaderNodeIntParameter>(node.ptr());
|
|
if (int_parameter.is_valid()) {
|
|
_replace_node(type_id, node_id, "VisualShaderNodeIntParameter", "VisualShaderNodeIntConstant");
|
|
var = int_parameter->get_default_value();
|
|
caught = true;
|
|
}
|
|
}
|
|
}
|
|
|
|
// boolean
|
|
if (!caught) {
|
|
if (!p_vice_versa) {
|
|
Ref<VisualShaderNodeBooleanConstant> boolean_const = Object::cast_to<VisualShaderNodeBooleanConstant>(node.ptr());
|
|
if (boolean_const.is_valid()) {
|
|
_replace_node(type_id, node_id, "VisualShaderNodeBooleanConstant", "VisualShaderNodeBooleanParameter");
|
|
var = boolean_const->get_constant();
|
|
caught = true;
|
|
}
|
|
} else {
|
|
Ref<VisualShaderNodeBooleanParameter> boolean_parameter = Object::cast_to<VisualShaderNodeBooleanParameter>(node.ptr());
|
|
if (boolean_parameter.is_valid()) {
|
|
_replace_node(type_id, node_id, "VisualShaderNodeBooleanParameter", "VisualShaderNodeBooleanConstant");
|
|
var = boolean_parameter->get_default_value();
|
|
caught = true;
|
|
}
|
|
}
|
|
}
|
|
|
|
// vec2
|
|
if (!caught) {
|
|
if (!p_vice_versa) {
|
|
Ref<VisualShaderNodeVec2Constant> vec2_const = Object::cast_to<VisualShaderNodeVec2Constant>(node.ptr());
|
|
if (vec2_const.is_valid()) {
|
|
_replace_node(type_id, node_id, "VisualShaderNodeVec2Constant", "VisualShaderNodeVec2Parameter");
|
|
var = vec2_const->get_constant();
|
|
caught = true;
|
|
}
|
|
} else {
|
|
Ref<VisualShaderNodeVec2Parameter> vec2_parameter = Object::cast_to<VisualShaderNodeVec2Parameter>(node.ptr());
|
|
if (vec2_parameter.is_valid()) {
|
|
_replace_node(type_id, node_id, "VisualShaderNodeVec2Parameter", "VisualShaderNodeVec2Constant");
|
|
var = vec2_parameter->get_default_value();
|
|
caught = true;
|
|
}
|
|
}
|
|
}
|
|
|
|
// vec3
|
|
if (!caught) {
|
|
if (!p_vice_versa) {
|
|
Ref<VisualShaderNodeVec3Constant> vec3_const = Object::cast_to<VisualShaderNodeVec3Constant>(node.ptr());
|
|
if (vec3_const.is_valid()) {
|
|
_replace_node(type_id, node_id, "VisualShaderNodeVec3Constant", "VisualShaderNodeVec3Parameter");
|
|
var = vec3_const->get_constant();
|
|
caught = true;
|
|
}
|
|
} else {
|
|
Ref<VisualShaderNodeVec3Parameter> vec3_parameter = Object::cast_to<VisualShaderNodeVec3Parameter>(node.ptr());
|
|
if (vec3_parameter.is_valid()) {
|
|
_replace_node(type_id, node_id, "VisualShaderNodeVec3Parameter", "VisualShaderNodeVec3Constant");
|
|
var = vec3_parameter->get_default_value();
|
|
caught = true;
|
|
}
|
|
}
|
|
}
|
|
|
|
// vec4
|
|
if (!caught) {
|
|
if (!p_vice_versa) {
|
|
Ref<VisualShaderNodeVec4Constant> vec4_const = Object::cast_to<VisualShaderNodeVec4Constant>(node.ptr());
|
|
if (vec4_const.is_valid()) {
|
|
_replace_node(type_id, node_id, "VisualShaderNodeVec4Constant", "VisualShaderNodeVec4Parameter");
|
|
var = vec4_const->get_constant();
|
|
caught = true;
|
|
}
|
|
} else {
|
|
Ref<VisualShaderNodeVec4Parameter> vec4_parameter = Object::cast_to<VisualShaderNodeVec4Parameter>(node.ptr());
|
|
if (vec4_parameter.is_valid()) {
|
|
_replace_node(type_id, node_id, "VisualShaderNodeVec4Parameter", "VisualShaderNodeVec4Constant");
|
|
var = vec4_parameter->get_default_value();
|
|
caught = true;
|
|
}
|
|
}
|
|
}
|
|
|
|
// color
|
|
if (!caught) {
|
|
if (!p_vice_versa) {
|
|
Ref<VisualShaderNodeColorConstant> color_const = Object::cast_to<VisualShaderNodeColorConstant>(node.ptr());
|
|
if (color_const.is_valid()) {
|
|
_replace_node(type_id, node_id, "VisualShaderNodeColorConstant", "VisualShaderNodeColorParameter");
|
|
var = color_const->get_constant();
|
|
caught = true;
|
|
}
|
|
} else {
|
|
Ref<VisualShaderNodeColorParameter> color_parameter = Object::cast_to<VisualShaderNodeColorParameter>(node.ptr());
|
|
if (color_parameter.is_valid()) {
|
|
_replace_node(type_id, node_id, "VisualShaderNodeColorParameter", "VisualShaderNodeColorConstant");
|
|
var = color_parameter->get_default_value();
|
|
caught = true;
|
|
}
|
|
}
|
|
}
|
|
|
|
// transform
|
|
if (!caught) {
|
|
if (!p_vice_versa) {
|
|
Ref<VisualShaderNodeTransformConstant> transform_const = Object::cast_to<VisualShaderNodeTransformConstant>(node.ptr());
|
|
if (transform_const.is_valid()) {
|
|
_replace_node(type_id, node_id, "VisualShaderNodeTransformConstant", "VisualShaderNodeTransformParameter");
|
|
var = transform_const->get_constant();
|
|
caught = true;
|
|
}
|
|
} else {
|
|
Ref<VisualShaderNodeTransformParameter> transform_parameter = Object::cast_to<VisualShaderNodeTransformParameter>(node.ptr());
|
|
if (transform_parameter.is_valid()) {
|
|
_replace_node(type_id, node_id, "VisualShaderNodeTransformParameter", "VisualShaderNodeTransformConstant");
|
|
var = transform_parameter->get_default_value();
|
|
caught = true;
|
|
}
|
|
}
|
|
}
|
|
ERR_CONTINUE(!caught);
|
|
int preview_port = node->get_output_port_for_preview();
|
|
|
|
if (!p_vice_versa) {
|
|
undo_redo->add_do_method(this, "_update_parameter", type_id, node_id, var, preview_port);
|
|
undo_redo->add_undo_method(this, "_update_constant", type_id, node_id, var, preview_port);
|
|
} else {
|
|
undo_redo->add_do_method(this, "_update_constant", type_id, node_id, var, preview_port);
|
|
undo_redo->add_undo_method(this, "_update_parameter", type_id, node_id, var, preview_port);
|
|
|
|
Ref<VisualShaderNodeParameter> parameter = Object::cast_to<VisualShaderNodeParameter>(node.ptr());
|
|
ERR_CONTINUE(!parameter.is_valid());
|
|
|
|
deleted_names.insert(parameter->get_parameter_name());
|
|
}
|
|
|
|
undo_redo->add_do_method(graph_plugin.ptr(), "update_node", type_id, node_id);
|
|
undo_redo->add_undo_method(graph_plugin.ptr(), "update_node", type_id, node_id);
|
|
}
|
|
|
|
undo_redo->add_do_method(this, "_update_parameters", true);
|
|
undo_redo->add_undo_method(this, "_update_parameters", true);
|
|
|
|
if (deleted_names.size() > 0) {
|
|
_update_parameter_refs(deleted_names);
|
|
}
|
|
|
|
undo_redo->commit_action();
|
|
}
|
|
|
|
void VisualShaderEditor::_detach_nodes_from_frame(int p_type, const List<int> &p_nodes) {
|
|
EditorUndoRedoManager *undo_redo = EditorUndoRedoManager::get_singleton();
|
|
for (int node_id : p_nodes) {
|
|
Ref<VisualShaderNode> node = visual_shader->get_node((VisualShader::Type)p_type, node_id);
|
|
if (!node.is_valid()) {
|
|
continue;
|
|
}
|
|
int frame_id = node->get_frame();
|
|
if (frame_id != -1) {
|
|
undo_redo->add_do_method(graph_plugin.ptr(), "detach_node_from_frame", p_type, node_id);
|
|
undo_redo->add_do_method(visual_shader.ptr(), "detach_node_from_frame", p_type, node_id);
|
|
undo_redo->add_undo_method(visual_shader.ptr(), "attach_node_to_frame", p_type, node_id, frame_id);
|
|
undo_redo->add_undo_method(graph_plugin.ptr(), "attach_node_to_frame", p_type, node_id, frame_id);
|
|
}
|
|
}
|
|
}
|
|
|
|
void VisualShaderEditor::_detach_nodes_from_frame_request() {
|
|
// Called from context menu.
|
|
List<int> to_detach_node_ids;
|
|
for (int i = 0; i < graph->get_child_count(); i++) {
|
|
GraphElement *gn = Object::cast_to<GraphElement>(graph->get_child(i));
|
|
if (gn) {
|
|
int id = String(gn->get_name()).to_int();
|
|
if (gn->is_selected()) {
|
|
to_detach_node_ids.push_back(id);
|
|
}
|
|
}
|
|
}
|
|
if (to_detach_node_ids.is_empty()) {
|
|
return;
|
|
}
|
|
|
|
EditorUndoRedoManager *undo_redo = EditorUndoRedoManager::get_singleton();
|
|
undo_redo->create_action(TTR("Detach VisualShader Node(s) from Frame"));
|
|
_detach_nodes_from_frame(get_current_shader_type(), to_detach_node_ids);
|
|
undo_redo->commit_action();
|
|
}
|
|
|
|
void VisualShaderEditor::_delete_node_request(int p_type, int p_node) {
|
|
Ref<VisualShaderNode> node = visual_shader->get_node((VisualShader::Type)p_type, p_node);
|
|
if (!node->is_deletable()) {
|
|
return;
|
|
}
|
|
|
|
List<int> to_erase;
|
|
to_erase.push_back(p_node);
|
|
|
|
EditorUndoRedoManager *undo_redo = EditorUndoRedoManager::get_singleton();
|
|
undo_redo->create_action(TTR("Delete VisualShader Node"));
|
|
_delete_nodes(p_type, to_erase);
|
|
undo_redo->commit_action();
|
|
}
|
|
|
|
void VisualShaderEditor::_delete_nodes_request(const TypedArray<StringName> &p_nodes) {
|
|
List<int> to_erase;
|
|
|
|
if (p_nodes.is_empty()) {
|
|
// Called from context menu.
|
|
for (int i = 0; i < graph->get_child_count(); i++) {
|
|
GraphElement *graph_element = Object::cast_to<GraphElement>(graph->get_child(i));
|
|
if (!graph_element) {
|
|
continue;
|
|
}
|
|
|
|
VisualShader::Type type = get_current_shader_type();
|
|
int id = String(graph_element->get_name()).to_int();
|
|
Ref<VisualShaderNode> vsnode = visual_shader->get_node(type, id);
|
|
if (vsnode->is_deletable() && graph_element->is_selected()) {
|
|
to_erase.push_back(graph_element->get_name().operator String().to_int());
|
|
}
|
|
}
|
|
} else {
|
|
VisualShader::Type type = get_current_shader_type();
|
|
for (int i = 0; i < p_nodes.size(); i++) {
|
|
int id = p_nodes[i].operator String().to_int();
|
|
Ref<VisualShaderNode> vsnode = visual_shader->get_node(type, id);
|
|
if (vsnode->is_deletable()) {
|
|
to_erase.push_back(id);
|
|
}
|
|
}
|
|
}
|
|
|
|
if (to_erase.is_empty()) {
|
|
return;
|
|
}
|
|
|
|
EditorUndoRedoManager *undo_redo = EditorUndoRedoManager::get_singleton();
|
|
undo_redo->create_action(TTR("Delete VisualShader Node(s)"));
|
|
_delete_nodes(get_current_shader_type(), to_erase);
|
|
undo_redo->commit_action();
|
|
}
|
|
|
|
void VisualShaderEditor::_node_selected(Object *p_node) {
|
|
VisualShader::Type type = get_current_shader_type();
|
|
|
|
GraphElement *graph_element = Object::cast_to<GraphElement>(p_node);
|
|
ERR_FAIL_NULL(graph_element);
|
|
|
|
int id = String(graph_element->get_name()).to_int();
|
|
|
|
Ref<VisualShaderNode> vsnode = visual_shader->get_node(type, id);
|
|
ERR_FAIL_COND(!vsnode.is_valid());
|
|
}
|
|
|
|
void VisualShaderEditor::_graph_gui_input(const Ref<InputEvent> &p_event) {
|
|
Ref<InputEventMouseMotion> mm = p_event;
|
|
Ref<InputEventMouseButton> mb = p_event;
|
|
VisualShader::Type type = get_current_shader_type();
|
|
|
|
// Highlight valid connection on which a node can be dropped.
|
|
if (mm.is_valid() && mm->get_button_mask().has_flag(MouseButtonMask::LEFT)) {
|
|
Ref<GraphEdit::Connection> closest_connection;
|
|
graph->reset_all_connection_activity();
|
|
if (_check_node_drop_on_connection(graph->get_local_mouse_position(), &closest_connection)) {
|
|
graph->set_connection_activity(closest_connection->from_node, closest_connection->from_port, closest_connection->to_node, closest_connection->to_port, 1.0);
|
|
}
|
|
}
|
|
|
|
Ref<VisualShaderNode> selected_vsnode;
|
|
// Right click actions.
|
|
if (mb.is_valid() && mb->is_pressed() && mb->get_button_index() == MouseButton::RIGHT) {
|
|
selected_constants.clear();
|
|
selected_parameters.clear();
|
|
selected_frame = -1;
|
|
selected_float_constant = -1;
|
|
|
|
List<int> selected_deletable_graph_elements;
|
|
List<GraphElement *> selected_graph_elements;
|
|
for (int i = 0; i < graph->get_child_count(); i++) {
|
|
GraphElement *graph_element = Object::cast_to<GraphElement>(graph->get_child(i));
|
|
if (!graph_element) {
|
|
continue;
|
|
}
|
|
int id = String(graph_element->get_name()).to_int();
|
|
Ref<VisualShaderNode> vsnode = visual_shader->get_node(type, id);
|
|
|
|
if (!graph_element->is_selected()) {
|
|
continue;
|
|
}
|
|
|
|
selected_graph_elements.push_back(graph_element);
|
|
|
|
if (!vsnode->is_deletable()) {
|
|
continue;
|
|
}
|
|
|
|
selected_deletable_graph_elements.push_back(id);
|
|
|
|
Ref<VisualShaderNode> node = visual_shader->get_node(type, id);
|
|
selected_vsnode = node;
|
|
|
|
VisualShaderNodeFrame *frame_node = Object::cast_to<VisualShaderNodeFrame>(node.ptr());
|
|
if (frame_node != nullptr) {
|
|
selected_frame = id;
|
|
}
|
|
VisualShaderNodeConstant *constant_node = Object::cast_to<VisualShaderNodeConstant>(node.ptr());
|
|
if (constant_node != nullptr) {
|
|
selected_constants.insert(id);
|
|
}
|
|
VisualShaderNodeFloatConstant *float_constant_node = Object::cast_to<VisualShaderNodeFloatConstant>(node.ptr());
|
|
if (float_constant_node != nullptr) {
|
|
selected_float_constant = id;
|
|
}
|
|
VisualShaderNodeParameter *parameter_node = Object::cast_to<VisualShaderNodeParameter>(node.ptr());
|
|
if (parameter_node != nullptr && parameter_node->is_convertible_to_constant()) {
|
|
selected_parameters.insert(id);
|
|
}
|
|
}
|
|
|
|
if (selected_deletable_graph_elements.size() > 1) {
|
|
selected_frame = -1;
|
|
selected_float_constant = -1;
|
|
}
|
|
|
|
bool copy_buffer_empty = true;
|
|
for (const CopyItem &item : copy_items_buffer) {
|
|
if (!item.disabled) {
|
|
copy_buffer_empty = false;
|
|
break;
|
|
}
|
|
}
|
|
|
|
menu_point = graph->get_local_mouse_position();
|
|
Point2 gpos = get_screen_position() + get_local_mouse_position();
|
|
|
|
Ref<GraphEdit::Connection> closest_connection = graph->get_closest_connection_at_point(menu_point);
|
|
if (closest_connection.is_valid()) {
|
|
clicked_connection = closest_connection;
|
|
saved_node_pos = graph->get_local_mouse_position();
|
|
saved_node_pos_dirty = true;
|
|
connection_popup_menu->set_position(gpos);
|
|
connection_popup_menu->reset_size();
|
|
connection_popup_menu->popup();
|
|
} else if (selected_graph_elements.is_empty() && copy_buffer_empty) {
|
|
_show_members_dialog(true);
|
|
} else {
|
|
popup_menu->set_item_disabled(NodeMenuOptions::CUT, selected_deletable_graph_elements.is_empty());
|
|
popup_menu->set_item_disabled(NodeMenuOptions::COPY, selected_deletable_graph_elements.is_empty());
|
|
popup_menu->set_item_disabled(NodeMenuOptions::PASTE, copy_buffer_empty);
|
|
popup_menu->set_item_disabled(NodeMenuOptions::DELETE, selected_deletable_graph_elements.is_empty());
|
|
popup_menu->set_item_disabled(NodeMenuOptions::DUPLICATE, selected_deletable_graph_elements.is_empty());
|
|
popup_menu->set_item_disabled(NodeMenuOptions::CLEAR_COPY_BUFFER, copy_buffer_empty);
|
|
|
|
int temp = popup_menu->get_item_index(NodeMenuOptions::SEPARATOR2);
|
|
if (temp != -1) {
|
|
popup_menu->remove_item(temp);
|
|
}
|
|
temp = popup_menu->get_item_index(NodeMenuOptions::FLOAT_CONSTANTS);
|
|
if (temp != -1) {
|
|
popup_menu->remove_item(temp);
|
|
}
|
|
temp = popup_menu->get_item_index(NodeMenuOptions::CONVERT_CONSTANTS_TO_PARAMETERS);
|
|
if (temp != -1) {
|
|
popup_menu->remove_item(temp);
|
|
}
|
|
temp = popup_menu->get_item_index(NodeMenuOptions::CONVERT_PARAMETERS_TO_CONSTANTS);
|
|
if (temp != -1) {
|
|
popup_menu->remove_item(temp);
|
|
}
|
|
temp = popup_menu->get_item_index(NodeMenuOptions::SEPARATOR3);
|
|
if (temp != -1) {
|
|
popup_menu->remove_item(temp);
|
|
}
|
|
temp = popup_menu->get_item_index(NodeMenuOptions::UNLINK_FROM_PARENT_FRAME);
|
|
if (temp != -1) {
|
|
popup_menu->remove_item(temp);
|
|
}
|
|
temp = popup_menu->get_item_index(NodeMenuOptions::SET_FRAME_TITLE);
|
|
if (temp != -1) {
|
|
popup_menu->remove_item(temp);
|
|
}
|
|
temp = popup_menu->get_item_index(NodeMenuOptions::ENABLE_FRAME_COLOR);
|
|
if (temp != -1) {
|
|
popup_menu->remove_item(temp);
|
|
}
|
|
temp = popup_menu->get_item_index(NodeMenuOptions::SET_FRAME_COLOR);
|
|
if (temp != -1) {
|
|
popup_menu->remove_item(temp);
|
|
}
|
|
temp = popup_menu->get_item_index(NodeMenuOptions::ENABLE_FRAME_AUTOSHRINK);
|
|
if (temp != -1) {
|
|
popup_menu->remove_item(temp);
|
|
}
|
|
|
|
if (selected_constants.size() > 0 || selected_parameters.size() > 0) {
|
|
popup_menu->add_separator("", NodeMenuOptions::SEPARATOR2);
|
|
|
|
if (selected_float_constant != -1) {
|
|
if (!constants_submenu) {
|
|
constants_submenu = memnew(PopupMenu);
|
|
|
|
for (int i = 0; i < MAX_FLOAT_CONST_DEFS; i++) {
|
|
constants_submenu->add_item(float_constant_defs[i].name, i);
|
|
}
|
|
constants_submenu->connect("index_pressed", callable_mp(this, &VisualShaderEditor::_float_constant_selected));
|
|
}
|
|
popup_menu->add_submenu_node_item(TTR("Float Constants"), constants_submenu, int(NodeMenuOptions::FLOAT_CONSTANTS));
|
|
}
|
|
|
|
if (selected_constants.size() > 0) {
|
|
popup_menu->add_item(TTR("Convert Constant(s) to Parameter(s)"), NodeMenuOptions::CONVERT_CONSTANTS_TO_PARAMETERS);
|
|
}
|
|
|
|
if (selected_parameters.size() > 0) {
|
|
popup_menu->add_item(TTR("Convert Parameter(s) to Constant(s)"), NodeMenuOptions::CONVERT_PARAMETERS_TO_CONSTANTS);
|
|
}
|
|
}
|
|
|
|
// Check if any selected node is attached to a frame.
|
|
bool is_attached_to_frame = false;
|
|
for (GraphElement *graph_element : selected_graph_elements) {
|
|
if (graph->get_element_frame(graph_element->get_name())) {
|
|
is_attached_to_frame = true;
|
|
break;
|
|
}
|
|
}
|
|
|
|
if (is_attached_to_frame) {
|
|
popup_menu->add_item(TTR("Detach from Parent Frame"), NodeMenuOptions::UNLINK_FROM_PARENT_FRAME);
|
|
}
|
|
|
|
if (selected_frame != -1) {
|
|
popup_menu->add_separator("", NodeMenuOptions::SEPARATOR3);
|
|
popup_menu->add_item(TTR("Set Frame Title"), NodeMenuOptions::SET_FRAME_TITLE);
|
|
popup_menu->add_check_item(TTR("Enable Auto Shrink"), NodeMenuOptions::ENABLE_FRAME_AUTOSHRINK);
|
|
popup_menu->add_check_item(TTR("Enable Tint Color"), NodeMenuOptions::ENABLE_FRAME_COLOR);
|
|
|
|
VisualShaderNodeFrame *frame_ref = Object::cast_to<VisualShaderNodeFrame>(selected_vsnode.ptr());
|
|
if (frame_ref) {
|
|
int item_index = popup_menu->get_item_index(NodeMenuOptions::ENABLE_FRAME_COLOR);
|
|
popup_menu->set_item_checked(item_index, frame_ref->is_tint_color_enabled());
|
|
if (frame_ref->is_tint_color_enabled()) {
|
|
popup_menu->add_item(TTR("Set Tint Color"), NodeMenuOptions::SET_FRAME_COLOR);
|
|
}
|
|
|
|
item_index = popup_menu->get_item_index(NodeMenuOptions::ENABLE_FRAME_AUTOSHRINK);
|
|
popup_menu->set_item_checked(item_index, frame_ref->is_autoshrink_enabled());
|
|
}
|
|
}
|
|
|
|
popup_menu->set_position(gpos);
|
|
popup_menu->reset_size();
|
|
popup_menu->popup();
|
|
}
|
|
}
|
|
}
|
|
|
|
void VisualShaderEditor::_show_members_dialog(bool at_mouse_pos, VisualShaderNode::PortType p_input_port_type, VisualShaderNode::PortType p_output_port_type) {
|
|
if (members_input_port_type != p_input_port_type || members_output_port_type != p_output_port_type) {
|
|
members_input_port_type = p_input_port_type;
|
|
members_output_port_type = p_output_port_type;
|
|
_update_options_menu();
|
|
}
|
|
|
|
if (at_mouse_pos) {
|
|
saved_node_pos_dirty = true;
|
|
saved_node_pos = graph->get_local_mouse_position();
|
|
|
|
Point2 gpos = get_screen_position() + get_local_mouse_position();
|
|
members_dialog->set_position(gpos);
|
|
} else {
|
|
saved_node_pos_dirty = false;
|
|
members_dialog->set_position(graph->get_screen_position() + Point2(5 * EDSCALE, 65 * EDSCALE));
|
|
}
|
|
|
|
if (members_dialog->is_visible()) {
|
|
members_dialog->grab_focus();
|
|
return;
|
|
}
|
|
|
|
members_dialog->popup();
|
|
|
|
// Keep dialog within window bounds.
|
|
Rect2 window_rect = Rect2(get_window()->get_position(), get_window()->get_size());
|
|
Rect2 dialog_rect = Rect2(members_dialog->get_position(), members_dialog->get_size());
|
|
Vector2 difference = (dialog_rect.get_end() - window_rect.get_end()).maxf(0);
|
|
members_dialog->set_position(members_dialog->get_position() - difference);
|
|
|
|
callable_mp((Control *)node_filter, &Control::grab_focus).call_deferred(); // Still not visible.
|
|
node_filter->select_all();
|
|
}
|
|
|
|
void VisualShaderEditor::_varying_menu_id_pressed(int p_idx) {
|
|
switch (VaryingMenuOptions(p_idx)) {
|
|
case VaryingMenuOptions::ADD: {
|
|
_show_add_varying_dialog();
|
|
} break;
|
|
case VaryingMenuOptions::REMOVE: {
|
|
_show_remove_varying_dialog();
|
|
} break;
|
|
default:
|
|
break;
|
|
}
|
|
}
|
|
|
|
void VisualShaderEditor::_show_add_varying_dialog() {
|
|
_varying_name_changed(varying_name->get_text());
|
|
|
|
add_varying_dialog->set_position(graph->get_screen_position() + varying_button->get_position() + Point2(5 * EDSCALE, 65 * EDSCALE));
|
|
add_varying_dialog->popup();
|
|
|
|
// Keep dialog within window bounds.
|
|
Rect2 window_rect = Rect2(DisplayServer::get_singleton()->window_get_position(), DisplayServer::get_singleton()->window_get_size());
|
|
Rect2 dialog_rect = Rect2(add_varying_dialog->get_position(), add_varying_dialog->get_size());
|
|
Vector2 difference = (dialog_rect.get_end() - window_rect.get_end()).maxf(0);
|
|
add_varying_dialog->set_position(add_varying_dialog->get_position() - difference);
|
|
}
|
|
|
|
void VisualShaderEditor::_show_remove_varying_dialog() {
|
|
remove_varying_dialog->set_position(graph->get_screen_position() + varying_button->get_position() + Point2(5 * EDSCALE, 65 * EDSCALE));
|
|
remove_varying_dialog->popup();
|
|
|
|
// Keep dialog within window bounds.
|
|
Rect2 window_rect = Rect2(DisplayServer::get_singleton()->window_get_position(), DisplayServer::get_singleton()->window_get_size());
|
|
Rect2 dialog_rect = Rect2(remove_varying_dialog->get_position(), remove_varying_dialog->get_size());
|
|
Vector2 difference = (dialog_rect.get_end() - window_rect.get_end()).maxf(0);
|
|
remove_varying_dialog->set_position(remove_varying_dialog->get_position() - difference);
|
|
}
|
|
|
|
void VisualShaderEditor::_sbox_input(const Ref<InputEvent> &p_ie) {
|
|
Ref<InputEventKey> ie = p_ie;
|
|
if (ie.is_valid() && (ie->get_keycode() == Key::UP || ie->get_keycode() == Key::DOWN || ie->get_keycode() == Key::ENTER || ie->get_keycode() == Key::KP_ENTER)) {
|
|
members->gui_input(ie);
|
|
node_filter->accept_event();
|
|
}
|
|
}
|
|
|
|
void VisualShaderEditor::_notification(int p_what) {
|
|
switch (p_what) {
|
|
case NOTIFICATION_POSTINITIALIZE: {
|
|
_update_options_menu();
|
|
} break;
|
|
|
|
case EditorSettings::NOTIFICATION_EDITOR_SETTINGS_CHANGED: {
|
|
if (EditorSettings::get_singleton()->check_changed_settings_in_group("editors/panning")) {
|
|
graph->get_panner()->setup((ViewPanner::ControlScheme)EDITOR_GET("editors/panning/sub_editors_panning_scheme").operator int(), ED_GET_SHORTCUT("canvas_item_editor/pan_view"), bool(EDITOR_GET("editors/panning/simple_panning")));
|
|
graph->set_warped_panning(bool(EDITOR_GET("editors/panning/warped_mouse_panning")));
|
|
}
|
|
if (EditorSettings::get_singleton()->check_changed_settings_in_group("editors/visual_editors")) {
|
|
graph->set_minimap_opacity(EDITOR_GET("editors/visual_editors/minimap_opacity"));
|
|
graph->set_grid_pattern((GraphEdit::GridPattern) int(EDITOR_GET("editors/visual_editors/grid_pattern")));
|
|
graph->set_connection_lines_curvature(EDITOR_GET("editors/visual_editors/lines_curvature"));
|
|
|
|
_update_graph();
|
|
}
|
|
} break;
|
|
|
|
case NOTIFICATION_ENTER_TREE: {
|
|
node_filter->set_clear_button_enabled(true);
|
|
|
|
// collapse tree by default
|
|
|
|
TreeItem *category = members->get_root()->get_first_child();
|
|
while (category) {
|
|
category->set_collapsed(true);
|
|
TreeItem *sub_category = category->get_first_child();
|
|
while (sub_category) {
|
|
sub_category->set_collapsed(true);
|
|
sub_category = sub_category->get_next();
|
|
}
|
|
category = category->get_next();
|
|
}
|
|
|
|
graph->get_panner()->setup((ViewPanner::ControlScheme)EDITOR_GET("editors/panning/sub_editors_panning_scheme").operator int(), ED_GET_SHORTCUT("canvas_item_editor/pan_view"), bool(EDITOR_GET("editors/panning/simple_panning")));
|
|
graph->set_warped_panning(bool(EDITOR_GET("editors/panning/warped_mouse_panning")));
|
|
} break;
|
|
|
|
case NOTIFICATION_THEME_CHANGED: {
|
|
highend_label->set_modulate(get_theme_color(SNAME("highend_color"), EditorStringName(Editor)));
|
|
|
|
node_filter->set_right_icon(Control::get_editor_theme_icon(SNAME("Search")));
|
|
|
|
preview_shader->set_icon(Control::get_editor_theme_icon(SNAME("Shader")));
|
|
|
|
{
|
|
Color background_color = EDITOR_GET("text_editor/theme/highlighting/background_color");
|
|
Color text_color = EDITOR_GET("text_editor/theme/highlighting/text_color");
|
|
Color keyword_color = EDITOR_GET("text_editor/theme/highlighting/keyword_color");
|
|
Color control_flow_keyword_color = EDITOR_GET("text_editor/theme/highlighting/control_flow_keyword_color");
|
|
Color comment_color = EDITOR_GET("text_editor/theme/highlighting/comment_color");
|
|
Color symbol_color = EDITOR_GET("text_editor/theme/highlighting/symbol_color");
|
|
Color function_color = EDITOR_GET("text_editor/theme/highlighting/function_color");
|
|
Color number_color = EDITOR_GET("text_editor/theme/highlighting/number_color");
|
|
Color members_color = EDITOR_GET("text_editor/theme/highlighting/member_variable_color");
|
|
Color error_color = get_theme_color(SNAME("error_color"), EditorStringName(Editor));
|
|
|
|
preview_text->add_theme_color_override("background_color", background_color);
|
|
varying_error_label->add_theme_color_override(SceneStringName(font_color), error_color);
|
|
|
|
for (const String &E : keyword_list) {
|
|
if (ShaderLanguage::is_control_flow_keyword(E)) {
|
|
syntax_highlighter->add_keyword_color(E, control_flow_keyword_color);
|
|
} else {
|
|
syntax_highlighter->add_keyword_color(E, keyword_color);
|
|
}
|
|
}
|
|
|
|
preview_text->begin_bulk_theme_override();
|
|
preview_text->add_theme_font_override(SceneStringName(font), get_theme_font(SNAME("expression"), EditorStringName(EditorFonts)));
|
|
preview_text->add_theme_font_size_override(SceneStringName(font_size), get_theme_font_size(SNAME("expression_size"), EditorStringName(EditorFonts)));
|
|
preview_text->add_theme_color_override(SceneStringName(font_color), text_color);
|
|
preview_text->end_bulk_theme_override();
|
|
|
|
syntax_highlighter->set_number_color(number_color);
|
|
syntax_highlighter->set_symbol_color(symbol_color);
|
|
syntax_highlighter->set_function_color(function_color);
|
|
syntax_highlighter->set_member_variable_color(members_color);
|
|
syntax_highlighter->clear_color_regions();
|
|
syntax_highlighter->add_color_region("/*", "*/", comment_color, false);
|
|
syntax_highlighter->add_color_region("//", "", comment_color, true);
|
|
|
|
preview_text->clear_comment_delimiters();
|
|
preview_text->add_comment_delimiter("/*", "*/", false);
|
|
preview_text->add_comment_delimiter("//", "", true);
|
|
|
|
error_panel->add_theme_style_override(SceneStringName(panel), get_theme_stylebox(SceneStringName(panel), SNAME("Panel")));
|
|
error_label->begin_bulk_theme_override();
|
|
error_label->add_theme_font_override(SceneStringName(font), get_theme_font(SNAME("status_source"), EditorStringName(EditorFonts)));
|
|
error_label->add_theme_font_size_override(SceneStringName(font_size), get_theme_font_size(SNAME("status_source_size"), EditorStringName(EditorFonts)));
|
|
error_label->add_theme_color_override(SceneStringName(font_color), error_color);
|
|
error_label->end_bulk_theme_override();
|
|
}
|
|
|
|
tools->set_icon(get_editor_theme_icon(SNAME("Tools")));
|
|
|
|
if (p_what == NOTIFICATION_THEME_CHANGED && is_visible_in_tree()) {
|
|
_update_graph();
|
|
}
|
|
} break;
|
|
|
|
case NOTIFICATION_DRAG_BEGIN: {
|
|
Dictionary dd = get_viewport()->gui_get_drag_data();
|
|
if (members->is_visible_in_tree() && dd.has("id")) {
|
|
members->set_drop_mode_flags(Tree::DROP_MODE_ON_ITEM);
|
|
}
|
|
} break;
|
|
|
|
case NOTIFICATION_DRAG_END: {
|
|
members->set_drop_mode_flags(0);
|
|
} break;
|
|
}
|
|
}
|
|
|
|
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::_nodes_linked_to_frame_request(const TypedArray<StringName> &p_nodes, const StringName &p_frame) {
|
|
Vector<int> node_ids;
|
|
for (int i = 0; i < p_nodes.size(); i++) {
|
|
node_ids.push_back(p_nodes[i].operator String().to_int());
|
|
}
|
|
frame_node_id_to_link_to = p_frame.operator String().to_int();
|
|
nodes_link_to_frame_buffer = node_ids;
|
|
}
|
|
|
|
void VisualShaderEditor::_frame_rect_changed(const GraphFrame *p_frame, const Rect2 &p_new_rect) {
|
|
if (p_frame == nullptr) {
|
|
return;
|
|
}
|
|
|
|
int node_id = String(p_frame->get_name()).to_int();
|
|
Ref<VisualShaderNodeResizableBase> vsnode = visual_shader->get_node(visual_shader->get_shader_type(), node_id);
|
|
if (vsnode.is_null()) {
|
|
return;
|
|
}
|
|
vsnode->set_size(p_new_rect.size / graph->get_zoom());
|
|
}
|
|
|
|
void VisualShaderEditor::_dup_copy_nodes(int p_type, List<CopyItem> &r_items, List<VisualShader::Connection> &r_connections) {
|
|
VisualShader::Type type = (VisualShader::Type)p_type;
|
|
|
|
selection_center.x = 0.0f;
|
|
selection_center.y = 0.0f;
|
|
|
|
HashSet<int> nodes;
|
|
|
|
for (int i = 0; i < graph->get_child_count(); i++) {
|
|
GraphElement *graph_element = Object::cast_to<GraphElement>(graph->get_child(i));
|
|
if (graph_element) {
|
|
int id = String(graph_element->get_name()).to_int();
|
|
|
|
Ref<VisualShaderNode> node = visual_shader->get_node(type, id);
|
|
Ref<VisualShaderNodeOutput> output = node;
|
|
if (output.is_valid()) { // can't duplicate output
|
|
continue;
|
|
}
|
|
|
|
if (node.is_valid() && graph_element->is_selected()) {
|
|
Vector2 pos = visual_shader->get_node_position(type, id);
|
|
selection_center += pos;
|
|
|
|
CopyItem item;
|
|
item.id = id;
|
|
item.node = visual_shader->get_node(type, id)->duplicate();
|
|
item.position = visual_shader->get_node_position(type, id);
|
|
|
|
Ref<VisualShaderNodeResizableBase> resizable_base = node;
|
|
if (resizable_base.is_valid()) {
|
|
item.size = resizable_base->get_size();
|
|
}
|
|
|
|
Ref<VisualShaderNodeGroupBase> group = node;
|
|
if (group.is_valid()) {
|
|
item.group_inputs = group->get_inputs();
|
|
item.group_outputs = group->get_outputs();
|
|
}
|
|
|
|
Ref<VisualShaderNodeExpression> expression = node;
|
|
if (expression.is_valid()) {
|
|
item.expression = expression->get_expression();
|
|
}
|
|
|
|
r_items.push_back(item);
|
|
|
|
nodes.insert(id);
|
|
}
|
|
}
|
|
}
|
|
|
|
List<VisualShader::Connection> node_connections;
|
|
visual_shader->get_node_connections(type, &node_connections);
|
|
|
|
for (const VisualShader::Connection &E : node_connections) {
|
|
if (nodes.has(E.from_node) && nodes.has(E.to_node)) {
|
|
r_connections.push_back(E);
|
|
}
|
|
}
|
|
|
|
selection_center /= (float)r_items.size();
|
|
}
|
|
|
|
void VisualShaderEditor::_dup_paste_nodes(int p_type, List<CopyItem> &r_items, const List<VisualShader::Connection> &p_connections, const Vector2 &p_offset, bool p_duplicate) {
|
|
EditorUndoRedoManager *undo_redo = EditorUndoRedoManager::get_singleton();
|
|
if (p_duplicate) {
|
|
undo_redo->create_action(TTR("Duplicate VisualShader Node(s)"));
|
|
} else {
|
|
bool copy_buffer_empty = true;
|
|
for (const CopyItem &item : copy_items_buffer) {
|
|
if (!item.disabled) {
|
|
copy_buffer_empty = false;
|
|
break;
|
|
}
|
|
}
|
|
if (copy_buffer_empty) {
|
|
return;
|
|
}
|
|
|
|
undo_redo->create_action(TTR("Paste VisualShader Node(s)"));
|
|
}
|
|
|
|
VisualShader::Type type = (VisualShader::Type)p_type;
|
|
|
|
int base_id = visual_shader->get_valid_node_id(type);
|
|
int id_from = base_id;
|
|
HashMap<int, int> connection_remap; // Used for connections and frame attachments.
|
|
HashSet<int> unsupported_set;
|
|
HashSet<int> added_set;
|
|
|
|
for (CopyItem &item : r_items) {
|
|
if (item.disabled) {
|
|
unsupported_set.insert(item.id);
|
|
continue;
|
|
}
|
|
connection_remap[item.id] = id_from;
|
|
Ref<VisualShaderNode> node = item.node->duplicate();
|
|
node->set_frame(-1); // Do not reattach nodes to frame (for now).
|
|
|
|
Ref<VisualShaderNodeResizableBase> resizable_base = Object::cast_to<VisualShaderNodeResizableBase>(node.ptr());
|
|
if (resizable_base.is_valid()) {
|
|
undo_redo->add_do_method(node.ptr(), "set_size", item.size);
|
|
}
|
|
|
|
Ref<VisualShaderNodeFrame> frame = Object::cast_to<VisualShaderNodeFrame>(node.ptr());
|
|
if (frame.is_valid()) {
|
|
// Do not reattach nodes to frame (for now).
|
|
undo_redo->add_do_method(node.ptr(), "set_attached_nodes", PackedInt32Array());
|
|
}
|
|
|
|
Ref<VisualShaderNodeGroupBase> group = Object::cast_to<VisualShaderNodeGroupBase>(node.ptr());
|
|
if (group.is_valid()) {
|
|
undo_redo->add_do_method(node.ptr(), "set_inputs", item.group_inputs);
|
|
undo_redo->add_do_method(node.ptr(), "set_outputs", item.group_outputs);
|
|
}
|
|
|
|
Ref<VisualShaderNodeExpression> expression = Object::cast_to<VisualShaderNodeExpression>(node.ptr());
|
|
if (expression.is_valid()) {
|
|
undo_redo->add_do_method(node.ptr(), "set_expression", item.expression);
|
|
}
|
|
|
|
undo_redo->add_do_method(visual_shader.ptr(), "add_node", type, node, item.position + p_offset, id_from);
|
|
undo_redo->add_do_method(graph_plugin.ptr(), "add_node", type, id_from, false, false);
|
|
|
|
added_set.insert(id_from);
|
|
id_from++;
|
|
}
|
|
|
|
// Attach nodes to frame.
|
|
for (const CopyItem &item : r_items) {
|
|
Ref<VisualShaderNode> node = item.node;
|
|
if (node->get_frame() == -1) {
|
|
continue;
|
|
}
|
|
|
|
int new_node_id = connection_remap[item.id];
|
|
int new_frame_id = node->get_frame();
|
|
undo_redo->add_do_method(visual_shader.ptr(), "attach_node_to_frame", type, new_node_id, new_frame_id);
|
|
undo_redo->add_do_method(graph_plugin.ptr(), "attach_node_to_frame", type, new_node_id, new_frame_id);
|
|
}
|
|
|
|
// Connect nodes.
|
|
for (const VisualShader::Connection &E : p_connections) {
|
|
if (unsupported_set.has(E.from_node) || unsupported_set.has(E.to_node)) {
|
|
continue;
|
|
}
|
|
|
|
undo_redo->add_do_method(visual_shader.ptr(), "connect_nodes", type, connection_remap[E.from_node], E.from_port, connection_remap[E.to_node], E.to_port);
|
|
undo_redo->add_do_method(graph_plugin.ptr(), "connect_nodes", type, connection_remap[E.from_node], E.from_port, connection_remap[E.to_node], E.to_port);
|
|
undo_redo->add_undo_method(graph_plugin.ptr(), "disconnect_nodes", type, connection_remap[E.from_node], E.from_port, connection_remap[E.to_node], E.to_port);
|
|
}
|
|
|
|
id_from = base_id;
|
|
for (const CopyItem &item : r_items) {
|
|
if (item.disabled) {
|
|
continue;
|
|
}
|
|
undo_redo->add_undo_method(visual_shader.ptr(), "remove_node", type, id_from);
|
|
undo_redo->add_undo_method(graph_plugin.ptr(), "remove_node", type, id_from, false);
|
|
id_from++;
|
|
}
|
|
|
|
undo_redo->commit_action();
|
|
|
|
// Reselect nodes by excluding the other ones.
|
|
for (int i = 0; i < graph->get_child_count(); i++) {
|
|
GraphElement *graph_element = Object::cast_to<GraphElement>(graph->get_child(i));
|
|
if (graph_element) {
|
|
int id = String(graph_element->get_name()).to_int();
|
|
if (added_set.has(id)) {
|
|
graph_element->set_selected(true);
|
|
} else {
|
|
graph_element->set_selected(false);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
void VisualShaderEditor::_clear_copy_buffer() {
|
|
copy_items_buffer.clear();
|
|
copy_connections_buffer.clear();
|
|
}
|
|
|
|
void VisualShaderEditor::_duplicate_nodes() {
|
|
int type = get_current_shader_type();
|
|
|
|
List<CopyItem> items;
|
|
List<VisualShader::Connection> node_connections;
|
|
|
|
_dup_copy_nodes(type, items, node_connections);
|
|
|
|
if (items.is_empty()) {
|
|
return;
|
|
}
|
|
|
|
_dup_paste_nodes(type, items, node_connections, Vector2(10, 10) * EDSCALE, true);
|
|
}
|
|
|
|
void VisualShaderEditor::_copy_nodes(bool p_cut) {
|
|
_clear_copy_buffer();
|
|
|
|
_dup_copy_nodes(get_current_shader_type(), copy_items_buffer, copy_connections_buffer);
|
|
|
|
if (p_cut) {
|
|
EditorUndoRedoManager *undo_redo = EditorUndoRedoManager::get_singleton();
|
|
undo_redo->create_action(TTR("Cut VisualShader Node(s)"));
|
|
|
|
List<int> ids;
|
|
for (const CopyItem &E : copy_items_buffer) {
|
|
ids.push_back(E.id);
|
|
}
|
|
|
|
_delete_nodes(get_current_shader_type(), ids);
|
|
|
|
undo_redo->commit_action();
|
|
}
|
|
}
|
|
|
|
void VisualShaderEditor::_paste_nodes(bool p_use_custom_position, const Vector2 &p_custom_position) {
|
|
if (copy_items_buffer.is_empty()) {
|
|
return;
|
|
}
|
|
|
|
int type = get_current_shader_type();
|
|
|
|
float scale = graph->get_zoom();
|
|
|
|
Vector2 mpos;
|
|
if (p_use_custom_position) {
|
|
mpos = p_custom_position;
|
|
} else {
|
|
mpos = graph->get_local_mouse_position();
|
|
}
|
|
|
|
_dup_paste_nodes(type, copy_items_buffer, copy_connections_buffer, graph->get_scroll_offset() / scale + mpos / scale - selection_center, false);
|
|
}
|
|
|
|
void VisualShaderEditor::_mode_selected(int p_id) {
|
|
int offset = 0;
|
|
if (mode & MODE_FLAGS_PARTICLES) {
|
|
offset = 3;
|
|
if (p_id + offset > VisualShader::TYPE_PROCESS) {
|
|
custom_mode_box->set_visible(false);
|
|
custom_mode_enabled = false;
|
|
} else {
|
|
custom_mode_box->set_visible(true);
|
|
if (custom_mode_box->is_pressed()) {
|
|
custom_mode_enabled = true;
|
|
offset += 3;
|
|
}
|
|
}
|
|
} else if (mode & MODE_FLAGS_SKY) {
|
|
offset = 8;
|
|
} else if (mode & MODE_FLAGS_FOG) {
|
|
offset = 9;
|
|
}
|
|
|
|
visual_shader->set_shader_type(VisualShader::Type(p_id + offset));
|
|
_update_nodes();
|
|
_update_graph();
|
|
|
|
graph->grab_focus();
|
|
}
|
|
|
|
void VisualShaderEditor::_custom_mode_toggled(bool p_enabled) {
|
|
if (!(mode & MODE_FLAGS_PARTICLES)) {
|
|
return;
|
|
}
|
|
custom_mode_enabled = p_enabled;
|
|
int id = edit_type->get_selected() + 3;
|
|
if (p_enabled) {
|
|
visual_shader->set_shader_type(VisualShader::Type(id + 3));
|
|
} else {
|
|
visual_shader->set_shader_type(VisualShader::Type(id));
|
|
}
|
|
_update_options_menu();
|
|
_update_graph();
|
|
}
|
|
|
|
void VisualShaderEditor::_input_select_item(Ref<VisualShaderNodeInput> p_input, const String &p_name) {
|
|
String prev_name = p_input->get_input_name();
|
|
|
|
if (p_name == prev_name) {
|
|
return;
|
|
}
|
|
|
|
VisualShaderNode::PortType next_input_type = p_input->get_input_type_by_name(p_name);
|
|
VisualShaderNode::PortType prev_input_type = p_input->get_input_type_by_name(prev_name);
|
|
|
|
bool type_changed = next_input_type != prev_input_type;
|
|
|
|
EditorUndoRedoManager *undo_redo_man = EditorUndoRedoManager::get_singleton();
|
|
undo_redo_man->create_action(TTR("Visual Shader Input Type Changed"));
|
|
|
|
undo_redo_man->add_do_method(p_input.ptr(), "set_input_name", p_name);
|
|
undo_redo_man->add_undo_method(p_input.ptr(), "set_input_name", prev_name);
|
|
|
|
if (type_changed) {
|
|
for (int type_id = 0; type_id < VisualShader::TYPE_MAX; type_id++) {
|
|
VisualShader::Type type = VisualShader::Type(type_id);
|
|
|
|
int id = visual_shader->find_node_id(type, p_input);
|
|
if (id != VisualShader::NODE_ID_INVALID) {
|
|
bool is_expanded = p_input->is_output_port_expandable(0) && p_input->_is_output_port_expanded(0);
|
|
|
|
int type_size = 0;
|
|
if (is_expanded) {
|
|
switch (next_input_type) {
|
|
case VisualShaderNode::PORT_TYPE_VECTOR_2D: {
|
|
type_size = 2;
|
|
} break;
|
|
case VisualShaderNode::PORT_TYPE_VECTOR_3D: {
|
|
type_size = 3;
|
|
} break;
|
|
case VisualShaderNode::PORT_TYPE_VECTOR_4D: {
|
|
type_size = 4;
|
|
} break;
|
|
default:
|
|
break;
|
|
}
|
|
}
|
|
|
|
List<VisualShader::Connection> conns;
|
|
visual_shader->get_node_connections(type, &conns);
|
|
for (const VisualShader::Connection &E : conns) {
|
|
int cn_from_node = E.from_node;
|
|
int cn_from_port = E.from_port;
|
|
int cn_to_node = E.to_node;
|
|
int cn_to_port = E.to_port;
|
|
|
|
if (cn_from_node == id) {
|
|
bool is_incompatible_types = !visual_shader->is_port_types_compatible(p_input->get_input_type_by_name(p_name), visual_shader->get_node(type, cn_to_node)->get_input_port_type(cn_to_port));
|
|
|
|
if (is_incompatible_types || cn_from_port > type_size) {
|
|
undo_redo_man->add_do_method(visual_shader.ptr(), "disconnect_nodes", type, cn_from_node, cn_from_port, cn_to_node, cn_to_port);
|
|
undo_redo_man->add_undo_method(visual_shader.ptr(), "connect_nodes", type, cn_from_node, cn_from_port, cn_to_node, cn_to_port);
|
|
undo_redo_man->add_do_method(graph_plugin.ptr(), "disconnect_nodes", type, cn_from_node, cn_from_port, cn_to_node, cn_to_port);
|
|
undo_redo_man->add_undo_method(graph_plugin.ptr(), "connect_nodes", type, cn_from_node, cn_from_port, cn_to_node, cn_to_port);
|
|
}
|
|
}
|
|
}
|
|
|
|
undo_redo_man->add_do_method(graph_plugin.ptr(), "update_node", type_id, id);
|
|
undo_redo_man->add_undo_method(graph_plugin.ptr(), "update_node", type_id, id);
|
|
}
|
|
}
|
|
}
|
|
|
|
undo_redo_man->commit_action();
|
|
}
|
|
|
|
void VisualShaderEditor::_parameter_ref_select_item(Ref<VisualShaderNodeParameterRef> p_parameter_ref, const String &p_name) {
|
|
String prev_name = p_parameter_ref->get_parameter_name();
|
|
|
|
if (p_name == prev_name) {
|
|
return;
|
|
}
|
|
|
|
bool type_changed = p_parameter_ref->get_parameter_type_by_name(p_name) != p_parameter_ref->get_parameter_type_by_name(prev_name);
|
|
|
|
EditorUndoRedoManager *undo_redo_man = EditorUndoRedoManager::get_singleton();
|
|
undo_redo_man->create_action(TTR("ParameterRef Name Changed"));
|
|
|
|
undo_redo_man->add_do_method(p_parameter_ref.ptr(), "set_parameter_name", p_name);
|
|
undo_redo_man->add_undo_method(p_parameter_ref.ptr(), "set_parameter_name", prev_name);
|
|
|
|
// update output port
|
|
for (int type_id = 0; type_id < VisualShader::TYPE_MAX; type_id++) {
|
|
VisualShader::Type type = VisualShader::Type(type_id);
|
|
int id = visual_shader->find_node_id(type, p_parameter_ref);
|
|
if (id != VisualShader::NODE_ID_INVALID) {
|
|
if (type_changed) {
|
|
List<VisualShader::Connection> conns;
|
|
visual_shader->get_node_connections(type, &conns);
|
|
for (const VisualShader::Connection &E : conns) {
|
|
if (E.from_node == id) {
|
|
if (visual_shader->is_port_types_compatible(p_parameter_ref->get_parameter_type_by_name(p_name), visual_shader->get_node(type, E.to_node)->get_input_port_type(E.to_port))) {
|
|
continue;
|
|
}
|
|
undo_redo_man->add_do_method(visual_shader.ptr(), "disconnect_nodes", type, E.from_node, E.from_port, E.to_node, E.to_port);
|
|
undo_redo_man->add_undo_method(visual_shader.ptr(), "connect_nodes", type, E.from_node, E.from_port, E.to_node, E.to_port);
|
|
undo_redo_man->add_do_method(graph_plugin.ptr(), "disconnect_nodes", type, E.from_node, E.from_port, E.to_node, E.to_port);
|
|
undo_redo_man->add_undo_method(graph_plugin.ptr(), "connect_nodes", type, E.from_node, E.from_port, E.to_node, E.to_port);
|
|
}
|
|
}
|
|
}
|
|
undo_redo_man->add_do_method(graph_plugin.ptr(), "update_node", type_id, id);
|
|
undo_redo_man->add_undo_method(graph_plugin.ptr(), "update_node", type_id, id);
|
|
break;
|
|
}
|
|
}
|
|
|
|
undo_redo_man->commit_action();
|
|
}
|
|
|
|
void VisualShaderEditor::_varying_select_item(Ref<VisualShaderNodeVarying> p_varying, const String &p_name) {
|
|
String prev_name = p_varying->get_varying_name();
|
|
|
|
if (p_name == prev_name) {
|
|
return;
|
|
}
|
|
|
|
bool is_getter = Ref<VisualShaderNodeVaryingGetter>(p_varying.ptr()).is_valid();
|
|
|
|
EditorUndoRedoManager *undo_redo_man = EditorUndoRedoManager::get_singleton();
|
|
undo_redo_man->create_action(TTR("Varying Name Changed"));
|
|
|
|
undo_redo_man->add_do_method(p_varying.ptr(), "set_varying_name", p_name);
|
|
undo_redo_man->add_undo_method(p_varying.ptr(), "set_varying_name", prev_name);
|
|
|
|
VisualShader::VaryingType vtype = p_varying->get_varying_type_by_name(p_name);
|
|
VisualShader::VaryingType prev_vtype = p_varying->get_varying_type_by_name(prev_name);
|
|
|
|
bool type_changed = vtype != prev_vtype;
|
|
|
|
if (type_changed) {
|
|
undo_redo_man->add_do_method(p_varying.ptr(), "set_varying_type", vtype);
|
|
undo_redo_man->add_undo_method(p_varying.ptr(), "set_varying_type", prev_vtype);
|
|
}
|
|
|
|
// update ports
|
|
for (int type_id = 0; type_id < VisualShader::TYPE_MAX; type_id++) {
|
|
VisualShader::Type type = VisualShader::Type(type_id);
|
|
int id = visual_shader->find_node_id(type, p_varying);
|
|
|
|
if (id != VisualShader::NODE_ID_INVALID) {
|
|
if (type_changed) {
|
|
List<VisualShader::Connection> conns;
|
|
visual_shader->get_node_connections(type, &conns);
|
|
|
|
for (const VisualShader::Connection &E : conns) {
|
|
if (is_getter) {
|
|
if (E.from_node == id) {
|
|
if (visual_shader->is_port_types_compatible(p_varying->get_varying_type_by_name(p_name), visual_shader->get_node(type, E.to_node)->get_input_port_type(E.to_port))) {
|
|
continue;
|
|
}
|
|
undo_redo_man->add_do_method(visual_shader.ptr(), "disconnect_nodes", type, E.from_node, E.from_port, E.to_node, E.to_port);
|
|
undo_redo_man->add_undo_method(visual_shader.ptr(), "connect_nodes", type, E.from_node, E.from_port, E.to_node, E.to_port);
|
|
undo_redo_man->add_do_method(graph_plugin.ptr(), "disconnect_nodes", type, E.from_node, E.from_port, E.to_node, E.to_port);
|
|
undo_redo_man->add_undo_method(graph_plugin.ptr(), "connect_nodes", type, E.from_node, E.from_port, E.to_node, E.to_port);
|
|
}
|
|
} else {
|
|
if (E.to_node == id) {
|
|
if (visual_shader->is_port_types_compatible(p_varying->get_varying_type_by_name(p_name), visual_shader->get_node(type, E.from_node)->get_output_port_type(E.from_port))) {
|
|
continue;
|
|
}
|
|
undo_redo_man->add_do_method(visual_shader.ptr(), "disconnect_nodes", type, E.from_node, E.from_port, E.to_node, E.to_port);
|
|
undo_redo_man->add_undo_method(visual_shader.ptr(), "connect_nodes", type, E.from_node, E.from_port, E.to_node, E.to_port);
|
|
undo_redo_man->add_do_method(graph_plugin.ptr(), "disconnect_nodes", type, E.from_node, E.from_port, E.to_node, E.to_port);
|
|
undo_redo_man->add_undo_method(graph_plugin.ptr(), "connect_nodes", type, E.from_node, E.from_port, E.to_node, E.to_port);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
undo_redo_man->add_do_method(graph_plugin.ptr(), "update_node", type_id, id);
|
|
undo_redo_man->add_undo_method(graph_plugin.ptr(), "update_node", type_id, id);
|
|
break;
|
|
}
|
|
}
|
|
|
|
undo_redo_man->commit_action();
|
|
}
|
|
|
|
void VisualShaderEditor::_float_constant_selected(int p_which) {
|
|
ERR_FAIL_INDEX(p_which, MAX_FLOAT_CONST_DEFS);
|
|
|
|
VisualShader::Type type = get_current_shader_type();
|
|
Ref<VisualShaderNodeFloatConstant> node = visual_shader->get_node(type, selected_float_constant);
|
|
ERR_FAIL_COND(!node.is_valid());
|
|
|
|
if (Math::is_equal_approx(node->get_constant(), float_constant_defs[p_which].value)) {
|
|
return; // same
|
|
}
|
|
|
|
EditorUndoRedoManager *undo_redo = EditorUndoRedoManager::get_singleton();
|
|
undo_redo->create_action(vformat(TTR("Set Constant: %s"), float_constant_defs[p_which].name));
|
|
undo_redo->add_do_method(node.ptr(), "set_constant", float_constant_defs[p_which].value);
|
|
undo_redo->add_undo_method(node.ptr(), "set_constant", node->get_constant());
|
|
undo_redo->commit_action();
|
|
}
|
|
|
|
void VisualShaderEditor::_member_filter_changed(const String &p_text) {
|
|
_update_options_menu();
|
|
}
|
|
|
|
void VisualShaderEditor::_member_selected() {
|
|
TreeItem *item = members->get_selected();
|
|
|
|
if (item != nullptr && item->has_meta("id")) {
|
|
members_dialog->get_ok_button()->set_disabled(false);
|
|
highend_label->set_visible(add_options[item->get_meta("id")].highend);
|
|
node_desc->set_text(_get_description(item->get_meta("id")));
|
|
} else {
|
|
highend_label->set_visible(false);
|
|
members_dialog->get_ok_button()->set_disabled(true);
|
|
node_desc->set_text("");
|
|
}
|
|
}
|
|
|
|
void VisualShaderEditor::_member_unselected() {
|
|
}
|
|
|
|
void VisualShaderEditor::_member_create() {
|
|
TreeItem *item = members->get_selected();
|
|
if (item != nullptr && item->has_meta("id")) {
|
|
int idx = members->get_selected()->get_meta("id");
|
|
if (connection_node_insert_requested) {
|
|
from_node = String(clicked_connection->from_node).to_int();
|
|
from_slot = clicked_connection->from_port;
|
|
to_node = String(clicked_connection->to_node).to_int();
|
|
to_slot = clicked_connection->to_port;
|
|
|
|
connection_node_insert_requested = false;
|
|
|
|
saved_node_pos_dirty = true;
|
|
|
|
// Find both graph nodes and get their positions.
|
|
GraphNode *from_graph_element = Object::cast_to<GraphNode>(graph->get_node(itos(from_node)));
|
|
GraphNode *to_graph_element = Object::cast_to<GraphNode>(graph->get_node(itos(to_node)));
|
|
|
|
ERR_FAIL_NULL(from_graph_element);
|
|
ERR_FAIL_NULL(to_graph_element);
|
|
|
|
// Since the size of the node to add is not known yet, it's not possible to center it exactly.
|
|
float zoom = graph->get_zoom();
|
|
saved_node_pos = 0.5 * (from_graph_element->get_position() + zoom * from_graph_element->get_output_port_position(from_slot) + to_graph_element->get_position() + zoom * to_graph_element->get_input_port_position(to_slot));
|
|
}
|
|
_add_node(idx, add_options[idx].ops);
|
|
members_dialog->hide();
|
|
}
|
|
}
|
|
|
|
void VisualShaderEditor::_member_cancel() {
|
|
to_node = -1;
|
|
to_slot = -1;
|
|
from_node = -1;
|
|
from_slot = -1;
|
|
connection_node_insert_requested = false;
|
|
}
|
|
|
|
void VisualShaderEditor::_update_varying_tree() {
|
|
varyings->clear();
|
|
TreeItem *root = varyings->create_item();
|
|
|
|
int count = visual_shader->get_varyings_count();
|
|
|
|
for (int i = 0; i < count; i++) {
|
|
const VisualShader::Varying *varying = visual_shader->get_varying_by_index(i);
|
|
|
|
if (varying) {
|
|
TreeItem *item = varyings->create_item(root);
|
|
item->set_text(0, varying->name);
|
|
|
|
if (i == 0) {
|
|
item->select(0);
|
|
}
|
|
|
|
switch (varying->type) {
|
|
case VisualShader::VARYING_TYPE_FLOAT:
|
|
item->set_icon(0, EditorNode::get_singleton()->get_editor_theme()->get_icon(SNAME("float"), EditorStringName(EditorIcons)));
|
|
break;
|
|
case VisualShader::VARYING_TYPE_INT:
|
|
item->set_icon(0, EditorNode::get_singleton()->get_editor_theme()->get_icon(SNAME("int"), EditorStringName(EditorIcons)));
|
|
break;
|
|
case VisualShader::VARYING_TYPE_UINT:
|
|
item->set_icon(0, EditorNode::get_singleton()->get_editor_theme()->get_icon(SNAME("uint"), EditorStringName(EditorIcons)));
|
|
break;
|
|
case VisualShader::VARYING_TYPE_VECTOR_2D:
|
|
item->set_icon(0, EditorNode::get_singleton()->get_editor_theme()->get_icon(SNAME("Vector2"), EditorStringName(EditorIcons)));
|
|
break;
|
|
case VisualShader::VARYING_TYPE_VECTOR_3D:
|
|
item->set_icon(0, EditorNode::get_singleton()->get_editor_theme()->get_icon(SNAME("Vector3"), EditorStringName(EditorIcons)));
|
|
break;
|
|
case VisualShader::VARYING_TYPE_VECTOR_4D:
|
|
item->set_icon(0, EditorNode::get_singleton()->get_editor_theme()->get_icon(SNAME("Vector4"), EditorStringName(EditorIcons)));
|
|
break;
|
|
case VisualShader::VARYING_TYPE_BOOLEAN:
|
|
item->set_icon(0, EditorNode::get_singleton()->get_editor_theme()->get_icon(SNAME("bool"), EditorStringName(EditorIcons)));
|
|
break;
|
|
case VisualShader::VARYING_TYPE_TRANSFORM:
|
|
item->set_icon(0, EditorNode::get_singleton()->get_editor_theme()->get_icon(SNAME("Transform3D"), EditorStringName(EditorIcons)));
|
|
break;
|
|
default:
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
varying_button->get_popup()->set_item_disabled(int(VaryingMenuOptions::REMOVE), count == 0);
|
|
}
|
|
|
|
void VisualShaderEditor::_varying_create() {
|
|
_add_varying(varying_name->get_text(), (VisualShader::VaryingMode)varying_mode->get_selected(), (VisualShader::VaryingType)varying_type->get_selected());
|
|
add_varying_dialog->hide();
|
|
}
|
|
|
|
void VisualShaderEditor::_varying_name_changed(const String &p_name) {
|
|
if (!p_name.is_valid_identifier()) {
|
|
varying_error_label->show();
|
|
varying_error_label->set_text(TTR("Invalid name for varying."));
|
|
add_varying_dialog->get_ok_button()->set_disabled(true);
|
|
return;
|
|
}
|
|
if (visual_shader->has_varying(p_name)) {
|
|
varying_error_label->show();
|
|
varying_error_label->set_text(TTR("Varying with that name is already exist."));
|
|
add_varying_dialog->get_ok_button()->set_disabled(true);
|
|
return;
|
|
}
|
|
if (varying_error_label->is_visible()) {
|
|
varying_error_label->hide();
|
|
add_varying_dialog->set_size(Size2(add_varying_dialog->get_size().x, 0));
|
|
}
|
|
add_varying_dialog->get_ok_button()->set_disabled(false);
|
|
}
|
|
|
|
void VisualShaderEditor::_varying_deleted() {
|
|
TreeItem *item = varyings->get_selected();
|
|
|
|
if (item != nullptr) {
|
|
_remove_varying(item->get_text(0));
|
|
remove_varying_dialog->hide();
|
|
}
|
|
}
|
|
|
|
void VisualShaderEditor::_varying_selected() {
|
|
add_varying_dialog->get_ok_button()->set_disabled(false);
|
|
}
|
|
|
|
void VisualShaderEditor::_varying_unselected() {
|
|
add_varying_dialog->get_ok_button()->set_disabled(true);
|
|
}
|
|
|
|
void VisualShaderEditor::_tools_menu_option(int p_idx) {
|
|
TreeItem *category = members->get_root()->get_first_child();
|
|
|
|
switch (p_idx) {
|
|
case EXPAND_ALL:
|
|
|
|
while (category) {
|
|
category->set_collapsed(false);
|
|
TreeItem *sub_category = category->get_first_child();
|
|
while (sub_category) {
|
|
sub_category->set_collapsed(false);
|
|
sub_category = sub_category->get_next();
|
|
}
|
|
category = category->get_next();
|
|
}
|
|
|
|
break;
|
|
|
|
case COLLAPSE_ALL:
|
|
|
|
while (category) {
|
|
category->set_collapsed(true);
|
|
TreeItem *sub_category = category->get_first_child();
|
|
while (sub_category) {
|
|
sub_category->set_collapsed(true);
|
|
sub_category = sub_category->get_next();
|
|
}
|
|
category = category->get_next();
|
|
}
|
|
|
|
break;
|
|
default:
|
|
break;
|
|
}
|
|
}
|
|
|
|
void VisualShaderEditor::_node_menu_id_pressed(int p_idx) {
|
|
switch (p_idx) {
|
|
case NodeMenuOptions::ADD:
|
|
_show_members_dialog(true);
|
|
break;
|
|
case NodeMenuOptions::CUT:
|
|
_copy_nodes(true);
|
|
break;
|
|
case NodeMenuOptions::COPY:
|
|
_copy_nodes(false);
|
|
break;
|
|
case NodeMenuOptions::PASTE:
|
|
_paste_nodes(true, menu_point);
|
|
break;
|
|
case NodeMenuOptions::DELETE:
|
|
_delete_nodes_request(TypedArray<StringName>());
|
|
break;
|
|
case NodeMenuOptions::DUPLICATE:
|
|
_duplicate_nodes();
|
|
break;
|
|
case NodeMenuOptions::CLEAR_COPY_BUFFER:
|
|
_clear_copy_buffer();
|
|
break;
|
|
case NodeMenuOptions::CONVERT_CONSTANTS_TO_PARAMETERS:
|
|
_convert_constants_to_parameters(false);
|
|
break;
|
|
case NodeMenuOptions::CONVERT_PARAMETERS_TO_CONSTANTS:
|
|
_convert_constants_to_parameters(true);
|
|
break;
|
|
case NodeMenuOptions::UNLINK_FROM_PARENT_FRAME:
|
|
_detach_nodes_from_frame_request();
|
|
break;
|
|
case NodeMenuOptions::SET_FRAME_TITLE:
|
|
_frame_title_popup_show(get_screen_position() + get_local_mouse_position(), selected_frame);
|
|
break;
|
|
case NodeMenuOptions::ENABLE_FRAME_COLOR:
|
|
_frame_color_enabled_changed(selected_frame);
|
|
break;
|
|
case NodeMenuOptions::SET_FRAME_COLOR:
|
|
_frame_color_popup_show(get_screen_position() + get_local_mouse_position(), selected_frame);
|
|
break;
|
|
case NodeMenuOptions::ENABLE_FRAME_AUTOSHRINK:
|
|
_frame_autoshrink_enabled_changed(selected_frame);
|
|
break;
|
|
default:
|
|
break;
|
|
}
|
|
}
|
|
|
|
void VisualShaderEditor::_connection_menu_id_pressed(int p_idx) {
|
|
switch (p_idx) {
|
|
case ConnectionMenuOptions::DISCONNECT: {
|
|
EditorUndoRedoManager *undo_redo = EditorUndoRedoManager::get_singleton();
|
|
undo_redo->create_action(TTR("Disconnect"));
|
|
undo_redo->add_do_method(visual_shader.ptr(), "disconnect_nodes", get_current_shader_type(), String(clicked_connection->from_node).to_int(), clicked_connection->from_port, String(clicked_connection->to_node).to_int(), clicked_connection->to_port);
|
|
undo_redo->add_undo_method(visual_shader.ptr(), "connect_nodes", get_current_shader_type(), String(clicked_connection->from_node).to_int(), clicked_connection->from_port, String(clicked_connection->to_node).to_int(), clicked_connection->to_port);
|
|
undo_redo->add_do_method(graph_plugin.ptr(), "disconnect_nodes", get_current_shader_type(), String(clicked_connection->from_node).to_int(), clicked_connection->from_port, String(clicked_connection->to_node).to_int(), clicked_connection->to_port);
|
|
undo_redo->add_undo_method(graph_plugin.ptr(), "connect_nodes", get_current_shader_type(), String(clicked_connection->from_node).to_int(), clicked_connection->from_port, String(clicked_connection->to_node).to_int(), clicked_connection->to_port);
|
|
undo_redo->commit_action();
|
|
} break;
|
|
case ConnectionMenuOptions::INSERT_NEW_NODE: {
|
|
VisualShaderNode::PortType input_port_type = VisualShaderNode::PORT_TYPE_MAX;
|
|
VisualShaderNode::PortType output_port_type = VisualShaderNode::PORT_TYPE_MAX;
|
|
Ref<VisualShaderNode> node1 = visual_shader->get_node(get_current_shader_type(), String(clicked_connection->from_node).to_int());
|
|
if (node1.is_valid()) {
|
|
output_port_type = node1->get_output_port_type(from_slot);
|
|
}
|
|
Ref<VisualShaderNode> node2 = visual_shader->get_node(get_current_shader_type(), String(clicked_connection->to_node).to_int());
|
|
if (node2.is_valid()) {
|
|
input_port_type = node2->get_input_port_type(to_slot);
|
|
}
|
|
|
|
connection_node_insert_requested = true;
|
|
_show_members_dialog(true, input_port_type, output_port_type);
|
|
} break;
|
|
case ConnectionMenuOptions::INSERT_NEW_REROUTE: {
|
|
from_node = String(clicked_connection->from_node).to_int();
|
|
from_slot = clicked_connection->from_port;
|
|
to_node = String(clicked_connection->to_node).to_int();
|
|
to_slot = clicked_connection->to_port;
|
|
|
|
// Manual offset to place the port exactly at the mouse position.
|
|
saved_node_pos -= Vector2(11 * EDSCALE * graph->get_zoom(), 50 * EDSCALE * graph->get_zoom());
|
|
|
|
// Find reroute addoptions.
|
|
int idx = -1;
|
|
for (int i = 0; i < add_options.size(); i++) {
|
|
if (add_options[i].name == "Reroute") {
|
|
idx = i;
|
|
break;
|
|
}
|
|
}
|
|
_add_node(idx, add_options[idx].ops);
|
|
} break;
|
|
default:
|
|
break;
|
|
}
|
|
}
|
|
|
|
Variant VisualShaderEditor::get_drag_data_fw(const Point2 &p_point, Control *p_from) {
|
|
if (p_from == members) {
|
|
TreeItem *it = members->get_item_at_position(p_point);
|
|
if (!it) {
|
|
return Variant();
|
|
}
|
|
if (!it->has_meta("id")) {
|
|
return Variant();
|
|
}
|
|
|
|
int id = it->get_meta("id");
|
|
AddOption op = add_options[id];
|
|
|
|
Dictionary d;
|
|
d["id"] = id;
|
|
|
|
Label *label = memnew(Label);
|
|
label->set_text(it->get_text(0));
|
|
set_drag_preview(label);
|
|
return d;
|
|
}
|
|
return Variant();
|
|
}
|
|
|
|
bool VisualShaderEditor::can_drop_data_fw(const Point2 &p_point, const Variant &p_data, Control *p_from) const {
|
|
if (p_from == graph) {
|
|
Dictionary d = p_data;
|
|
|
|
if (d.has("id")) {
|
|
return true;
|
|
}
|
|
if (d.has("files")) {
|
|
return true;
|
|
}
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
void VisualShaderEditor::drop_data_fw(const Point2 &p_point, const Variant &p_data, Control *p_from) {
|
|
if (p_from == graph) {
|
|
Dictionary d = p_data;
|
|
|
|
if (d.has("id")) {
|
|
int idx = d["id"];
|
|
saved_node_pos = p_point;
|
|
saved_node_pos_dirty = true;
|
|
_add_node(idx, add_options[idx].ops);
|
|
} else if (d.has("files")) {
|
|
EditorUndoRedoManager *undo_redo = EditorUndoRedoManager::get_singleton();
|
|
undo_redo->create_action(TTR("Add Node(s) to Visual Shader"));
|
|
|
|
if (d["files"].get_type() == Variant::PACKED_STRING_ARRAY) {
|
|
PackedStringArray arr = d["files"];
|
|
for (int i = 0; i < arr.size(); i++) {
|
|
String type = ResourceLoader::get_resource_type(arr[i]);
|
|
if (type == "GDScript") {
|
|
Ref<Script> scr = ResourceLoader::load(arr[i]);
|
|
if (scr->get_instance_base_type() == "VisualShaderNodeCustom") {
|
|
saved_node_pos = p_point + Vector2(0, i * 250 * EDSCALE);
|
|
saved_node_pos_dirty = true;
|
|
|
|
int idx = -1;
|
|
|
|
for (int j = custom_node_option_idx; j < add_options.size(); j++) {
|
|
if (add_options[j].script.is_valid()) {
|
|
if (add_options[j].script->get_path() == arr[i]) {
|
|
idx = j;
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
if (idx != -1) {
|
|
_add_node(idx, {}, arr[i], i);
|
|
}
|
|
}
|
|
} else if (type == "CurveTexture") {
|
|
saved_node_pos = p_point + Vector2(0, i * 250 * EDSCALE);
|
|
saved_node_pos_dirty = true;
|
|
_add_node(curve_node_option_idx, {}, arr[i], i);
|
|
} else if (type == "CurveXYZTexture") {
|
|
saved_node_pos = p_point + Vector2(0, i * 250 * EDSCALE);
|
|
saved_node_pos_dirty = true;
|
|
_add_node(curve_xyz_node_option_idx, {}, arr[i], i);
|
|
} else if (ClassDB::get_parent_class(type) == "Texture2D") {
|
|
saved_node_pos = p_point + Vector2(0, i * 250 * EDSCALE);
|
|
saved_node_pos_dirty = true;
|
|
_add_node(texture2d_node_option_idx, {}, arr[i], i);
|
|
} else if (type == "Texture2DArray") {
|
|
saved_node_pos = p_point + Vector2(0, i * 250 * EDSCALE);
|
|
saved_node_pos_dirty = true;
|
|
_add_node(texture2d_array_node_option_idx, {}, arr[i], i);
|
|
} else if (ClassDB::get_parent_class(type) == "Texture3D") {
|
|
saved_node_pos = p_point + Vector2(0, i * 250 * EDSCALE);
|
|
saved_node_pos_dirty = true;
|
|
_add_node(texture3d_node_option_idx, {}, arr[i], i);
|
|
} else if (type == "Cubemap") {
|
|
saved_node_pos = p_point + Vector2(0, i * 250 * EDSCALE);
|
|
saved_node_pos_dirty = true;
|
|
_add_node(cubemap_node_option_idx, {}, arr[i], i);
|
|
}
|
|
}
|
|
}
|
|
undo_redo->commit_action();
|
|
}
|
|
}
|
|
}
|
|
|
|
void VisualShaderEditor::_show_preview_text() {
|
|
preview_showed = !preview_showed;
|
|
if (preview_showed) {
|
|
if (preview_first) {
|
|
preview_window->set_size(Size2(400 * EDSCALE, 600 * EDSCALE));
|
|
preview_window->popup_centered();
|
|
preview_first = false;
|
|
} else {
|
|
preview_window->popup();
|
|
}
|
|
_preview_size_changed();
|
|
|
|
if (pending_update_preview) {
|
|
_update_preview();
|
|
pending_update_preview = false;
|
|
}
|
|
} else {
|
|
preview_window->hide();
|
|
}
|
|
}
|
|
|
|
void VisualShaderEditor::_preview_close_requested() {
|
|
preview_showed = false;
|
|
preview_window->hide();
|
|
preview_shader->set_pressed(false);
|
|
}
|
|
|
|
void VisualShaderEditor::_preview_size_changed() {
|
|
preview_vbox->set_custom_minimum_size(preview_window->get_size());
|
|
}
|
|
|
|
static ShaderLanguage::DataType _visual_shader_editor_get_global_shader_uniform_type(const StringName &p_variable) {
|
|
RS::GlobalShaderParameterType gvt = RS::get_singleton()->global_shader_parameter_get_type(p_variable);
|
|
return (ShaderLanguage::DataType)RS::global_shader_uniform_type_get_shader_datatype(gvt);
|
|
}
|
|
|
|
void VisualShaderEditor::_update_preview() {
|
|
if (!preview_showed) {
|
|
pending_update_preview = true;
|
|
return;
|
|
}
|
|
|
|
String code = visual_shader->get_code();
|
|
|
|
preview_text->set_text(code);
|
|
|
|
ShaderLanguage::ShaderCompileInfo info;
|
|
info.functions = ShaderTypes::get_singleton()->get_functions(RenderingServer::ShaderMode(visual_shader->get_mode()));
|
|
info.render_modes = ShaderTypes::get_singleton()->get_modes(RenderingServer::ShaderMode(visual_shader->get_mode()));
|
|
info.shader_types = ShaderTypes::get_singleton()->get_types();
|
|
info.global_shader_uniform_type_func = _visual_shader_editor_get_global_shader_uniform_type;
|
|
|
|
for (int i = 0; i < preview_text->get_line_count(); i++) {
|
|
preview_text->set_line_background_color(i, Color(0, 0, 0, 0));
|
|
}
|
|
|
|
String preprocessed_code;
|
|
{
|
|
String path = visual_shader->get_path();
|
|
String error_pp;
|
|
List<ShaderPreprocessor::FilePosition> err_positions;
|
|
ShaderPreprocessor preprocessor;
|
|
Error err = preprocessor.preprocess(code, path, preprocessed_code, &error_pp, &err_positions);
|
|
if (err != OK) {
|
|
ERR_FAIL_COND(err_positions.is_empty());
|
|
|
|
String file = err_positions.front()->get().file;
|
|
int err_line = err_positions.front()->get().line;
|
|
Color error_line_color = EDITOR_GET("text_editor/theme/highlighting/mark_color");
|
|
preview_text->set_line_background_color(err_line - 1, error_line_color);
|
|
error_panel->show();
|
|
|
|
error_label->set_text("error(" + file + ":" + itos(err_line) + "): " + error_pp);
|
|
shader_error = true;
|
|
return;
|
|
}
|
|
}
|
|
|
|
ShaderLanguage sl;
|
|
Error err = sl.compile(preprocessed_code, info);
|
|
if (err != OK) {
|
|
int err_line;
|
|
String err_text;
|
|
Vector<ShaderLanguage::FilePosition> include_positions = sl.get_include_positions();
|
|
if (include_positions.size() > 1) {
|
|
// Error is in an include.
|
|
err_line = include_positions[0].line;
|
|
err_text = "error(" + itos(err_line) + ") in include " + include_positions[include_positions.size() - 1].file + ":" + itos(include_positions[include_positions.size() - 1].line) + ": " + sl.get_error_text();
|
|
} else {
|
|
err_line = sl.get_error_line();
|
|
err_text = "error(" + itos(err_line) + "): " + sl.get_error_text();
|
|
}
|
|
|
|
Color error_line_color = EDITOR_GET("text_editor/theme/highlighting/mark_color");
|
|
preview_text->set_line_background_color(err_line - 1, error_line_color);
|
|
error_panel->show();
|
|
|
|
error_label->set_text(err_text);
|
|
shader_error = true;
|
|
} else {
|
|
error_panel->hide();
|
|
shader_error = false;
|
|
}
|
|
}
|
|
|
|
void VisualShaderEditor::_update_next_previews(int p_node_id) {
|
|
VisualShader::Type type = get_current_shader_type();
|
|
|
|
LocalVector<int> nodes;
|
|
_get_next_nodes_recursively(type, p_node_id, nodes);
|
|
|
|
for (int node_id : nodes) {
|
|
if (graph_plugin->is_preview_visible(node_id)) {
|
|
graph_plugin->update_node_deferred(type, node_id);
|
|
}
|
|
}
|
|
}
|
|
|
|
void VisualShaderEditor::_get_next_nodes_recursively(VisualShader::Type p_type, int p_node_id, LocalVector<int> &r_nodes) const {
|
|
const LocalVector<int> &next_connections = visual_shader->get_next_connected_nodes(p_type, p_node_id);
|
|
|
|
for (int node_id : next_connections) {
|
|
r_nodes.push_back(node_id);
|
|
_get_next_nodes_recursively(p_type, node_id, r_nodes);
|
|
}
|
|
}
|
|
|
|
void VisualShaderEditor::_visibility_changed() {
|
|
if (!is_visible()) {
|
|
if (preview_window->is_visible()) {
|
|
preview_shader->set_pressed(false);
|
|
preview_window->hide();
|
|
preview_showed = false;
|
|
}
|
|
}
|
|
}
|
|
|
|
void VisualShaderEditor::_bind_methods() {
|
|
ClassDB::bind_method("_update_nodes", &VisualShaderEditor::_update_nodes);
|
|
ClassDB::bind_method("_update_graph", &VisualShaderEditor::_update_graph);
|
|
ClassDB::bind_method("_input_select_item", &VisualShaderEditor::_input_select_item);
|
|
ClassDB::bind_method("_parameter_ref_select_item", &VisualShaderEditor::_parameter_ref_select_item);
|
|
ClassDB::bind_method("_varying_select_item", &VisualShaderEditor::_varying_select_item);
|
|
ClassDB::bind_method("_set_node_size", &VisualShaderEditor::_set_node_size);
|
|
ClassDB::bind_method("_update_parameters", &VisualShaderEditor::_update_parameters);
|
|
ClassDB::bind_method("_update_varyings", &VisualShaderEditor::_update_varyings);
|
|
ClassDB::bind_method("_update_varying_tree", &VisualShaderEditor::_update_varying_tree);
|
|
ClassDB::bind_method("_set_mode", &VisualShaderEditor::_set_mode);
|
|
ClassDB::bind_method("_update_constant", &VisualShaderEditor::_update_constant);
|
|
ClassDB::bind_method("_update_parameter", &VisualShaderEditor::_update_parameter);
|
|
ClassDB::bind_method("_update_next_previews", &VisualShaderEditor::_update_next_previews);
|
|
}
|
|
|
|
VisualShaderEditor::VisualShaderEditor() {
|
|
ShaderLanguage::get_keyword_list(&keyword_list);
|
|
EditorNode::get_singleton()->connect("resource_saved", callable_mp(this, &VisualShaderEditor::_resource_saved));
|
|
FileSystemDock::get_singleton()->get_script_create_dialog()->connect("script_created", callable_mp(this, &VisualShaderEditor::_script_created));
|
|
FileSystemDock::get_singleton()->connect("resource_removed", callable_mp(this, &VisualShaderEditor::_resource_removed));
|
|
|
|
graph = memnew(GraphEdit);
|
|
graph->get_menu_hbox()->set_h_size_flags(SIZE_EXPAND_FILL);
|
|
graph->set_v_size_flags(SIZE_EXPAND_FILL);
|
|
graph->set_h_size_flags(SIZE_EXPAND_FILL);
|
|
graph->set_grid_pattern(GraphEdit::GridPattern::GRID_PATTERN_DOTS);
|
|
int grid_pattern = EDITOR_GET("editors/visual_editors/grid_pattern");
|
|
graph->set_grid_pattern((GraphEdit::GridPattern)grid_pattern);
|
|
graph->set_show_zoom_label(true);
|
|
add_child(graph);
|
|
SET_DRAG_FORWARDING_GCD(graph, VisualShaderEditor);
|
|
float graph_minimap_opacity = EDITOR_GET("editors/visual_editors/minimap_opacity");
|
|
graph->set_minimap_opacity(graph_minimap_opacity);
|
|
float graph_lines_curvature = EDITOR_GET("editors/visual_editors/lines_curvature");
|
|
graph->set_connection_lines_curvature(graph_lines_curvature);
|
|
graph->add_valid_right_disconnect_type(VisualShaderNode::PORT_TYPE_SCALAR);
|
|
graph->add_valid_right_disconnect_type(VisualShaderNode::PORT_TYPE_SCALAR_INT);
|
|
graph->add_valid_right_disconnect_type(VisualShaderNode::PORT_TYPE_SCALAR_UINT);
|
|
graph->add_valid_right_disconnect_type(VisualShaderNode::PORT_TYPE_BOOLEAN);
|
|
graph->add_valid_right_disconnect_type(VisualShaderNode::PORT_TYPE_VECTOR_2D);
|
|
graph->add_valid_right_disconnect_type(VisualShaderNode::PORT_TYPE_VECTOR_3D);
|
|
graph->add_valid_right_disconnect_type(VisualShaderNode::PORT_TYPE_VECTOR_4D);
|
|
graph->add_valid_right_disconnect_type(VisualShaderNode::PORT_TYPE_TRANSFORM);
|
|
graph->add_valid_right_disconnect_type(VisualShaderNode::PORT_TYPE_SAMPLER);
|
|
//graph->add_valid_left_disconnect_type(0);
|
|
graph->set_v_size_flags(SIZE_EXPAND_FILL);
|
|
graph->connect("connection_request", callable_mp(this, &VisualShaderEditor::_connection_request), CONNECT_DEFERRED);
|
|
graph->connect("disconnection_request", callable_mp(this, &VisualShaderEditor::_disconnection_request), CONNECT_DEFERRED);
|
|
graph->connect("node_selected", callable_mp(this, &VisualShaderEditor::_node_selected));
|
|
graph->connect("scroll_offset_changed", callable_mp(this, &VisualShaderEditor::_scroll_changed));
|
|
graph->connect("duplicate_nodes_request", callable_mp(this, &VisualShaderEditor::_duplicate_nodes));
|
|
graph->connect("copy_nodes_request", callable_mp(this, &VisualShaderEditor::_copy_nodes).bind(false));
|
|
graph->connect("paste_nodes_request", callable_mp(this, &VisualShaderEditor::_paste_nodes).bind(false, Point2()));
|
|
graph->connect("delete_nodes_request", callable_mp(this, &VisualShaderEditor::_delete_nodes_request));
|
|
graph->connect(SceneStringName(gui_input), callable_mp(this, &VisualShaderEditor::_graph_gui_input));
|
|
graph->connect("connection_to_empty", callable_mp(this, &VisualShaderEditor::_connection_to_empty));
|
|
graph->connect("connection_from_empty", callable_mp(this, &VisualShaderEditor::_connection_from_empty));
|
|
graph->connect(SceneStringName(visibility_changed), callable_mp(this, &VisualShaderEditor::_visibility_changed));
|
|
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_SCALAR_INT);
|
|
graph->add_valid_connection_type(VisualShaderNode::PORT_TYPE_SCALAR, VisualShaderNode::PORT_TYPE_SCALAR_UINT);
|
|
graph->add_valid_connection_type(VisualShaderNode::PORT_TYPE_SCALAR, VisualShaderNode::PORT_TYPE_VECTOR_2D);
|
|
graph->add_valid_connection_type(VisualShaderNode::PORT_TYPE_SCALAR, VisualShaderNode::PORT_TYPE_VECTOR_3D);
|
|
graph->add_valid_connection_type(VisualShaderNode::PORT_TYPE_SCALAR, VisualShaderNode::PORT_TYPE_VECTOR_4D);
|
|
graph->add_valid_connection_type(VisualShaderNode::PORT_TYPE_SCALAR, VisualShaderNode::PORT_TYPE_BOOLEAN);
|
|
|
|
graph->add_valid_connection_type(VisualShaderNode::PORT_TYPE_SCALAR_INT, VisualShaderNode::PORT_TYPE_SCALAR);
|
|
graph->add_valid_connection_type(VisualShaderNode::PORT_TYPE_SCALAR_INT, VisualShaderNode::PORT_TYPE_SCALAR_INT);
|
|
graph->add_valid_connection_type(VisualShaderNode::PORT_TYPE_SCALAR_INT, VisualShaderNode::PORT_TYPE_SCALAR_UINT);
|
|
graph->add_valid_connection_type(VisualShaderNode::PORT_TYPE_SCALAR_INT, VisualShaderNode::PORT_TYPE_VECTOR_2D);
|
|
graph->add_valid_connection_type(VisualShaderNode::PORT_TYPE_SCALAR_INT, VisualShaderNode::PORT_TYPE_VECTOR_3D);
|
|
graph->add_valid_connection_type(VisualShaderNode::PORT_TYPE_SCALAR_INT, VisualShaderNode::PORT_TYPE_VECTOR_4D);
|
|
graph->add_valid_connection_type(VisualShaderNode::PORT_TYPE_SCALAR_INT, VisualShaderNode::PORT_TYPE_BOOLEAN);
|
|
|
|
graph->add_valid_connection_type(VisualShaderNode::PORT_TYPE_SCALAR_UINT, VisualShaderNode::PORT_TYPE_SCALAR);
|
|
graph->add_valid_connection_type(VisualShaderNode::PORT_TYPE_SCALAR_UINT, VisualShaderNode::PORT_TYPE_SCALAR_INT);
|
|
graph->add_valid_connection_type(VisualShaderNode::PORT_TYPE_SCALAR_UINT, VisualShaderNode::PORT_TYPE_SCALAR_UINT);
|
|
graph->add_valid_connection_type(VisualShaderNode::PORT_TYPE_SCALAR_UINT, VisualShaderNode::PORT_TYPE_VECTOR_2D);
|
|
graph->add_valid_connection_type(VisualShaderNode::PORT_TYPE_SCALAR_UINT, VisualShaderNode::PORT_TYPE_VECTOR_3D);
|
|
graph->add_valid_connection_type(VisualShaderNode::PORT_TYPE_SCALAR_UINT, VisualShaderNode::PORT_TYPE_VECTOR_4D);
|
|
graph->add_valid_connection_type(VisualShaderNode::PORT_TYPE_SCALAR_UINT, VisualShaderNode::PORT_TYPE_BOOLEAN);
|
|
|
|
graph->add_valid_connection_type(VisualShaderNode::PORT_TYPE_VECTOR_2D, VisualShaderNode::PORT_TYPE_SCALAR);
|
|
graph->add_valid_connection_type(VisualShaderNode::PORT_TYPE_VECTOR_2D, VisualShaderNode::PORT_TYPE_SCALAR_INT);
|
|
graph->add_valid_connection_type(VisualShaderNode::PORT_TYPE_VECTOR_2D, VisualShaderNode::PORT_TYPE_SCALAR_UINT);
|
|
graph->add_valid_connection_type(VisualShaderNode::PORT_TYPE_VECTOR_2D, VisualShaderNode::PORT_TYPE_VECTOR_2D);
|
|
graph->add_valid_connection_type(VisualShaderNode::PORT_TYPE_VECTOR_2D, VisualShaderNode::PORT_TYPE_VECTOR_3D);
|
|
graph->add_valid_connection_type(VisualShaderNode::PORT_TYPE_VECTOR_2D, VisualShaderNode::PORT_TYPE_VECTOR_4D);
|
|
graph->add_valid_connection_type(VisualShaderNode::PORT_TYPE_VECTOR_2D, VisualShaderNode::PORT_TYPE_BOOLEAN);
|
|
|
|
graph->add_valid_connection_type(VisualShaderNode::PORT_TYPE_VECTOR_3D, VisualShaderNode::PORT_TYPE_SCALAR);
|
|
graph->add_valid_connection_type(VisualShaderNode::PORT_TYPE_VECTOR_3D, VisualShaderNode::PORT_TYPE_SCALAR_INT);
|
|
graph->add_valid_connection_type(VisualShaderNode::PORT_TYPE_VECTOR_3D, VisualShaderNode::PORT_TYPE_SCALAR_UINT);
|
|
graph->add_valid_connection_type(VisualShaderNode::PORT_TYPE_VECTOR_3D, VisualShaderNode::PORT_TYPE_VECTOR_2D);
|
|
graph->add_valid_connection_type(VisualShaderNode::PORT_TYPE_VECTOR_3D, VisualShaderNode::PORT_TYPE_VECTOR_3D);
|
|
graph->add_valid_connection_type(VisualShaderNode::PORT_TYPE_VECTOR_3D, VisualShaderNode::PORT_TYPE_VECTOR_4D);
|
|
graph->add_valid_connection_type(VisualShaderNode::PORT_TYPE_VECTOR_3D, VisualShaderNode::PORT_TYPE_BOOLEAN);
|
|
|
|
graph->add_valid_connection_type(VisualShaderNode::PORT_TYPE_VECTOR_4D, VisualShaderNode::PORT_TYPE_SCALAR);
|
|
graph->add_valid_connection_type(VisualShaderNode::PORT_TYPE_VECTOR_4D, VisualShaderNode::PORT_TYPE_SCALAR_INT);
|
|
graph->add_valid_connection_type(VisualShaderNode::PORT_TYPE_VECTOR_4D, VisualShaderNode::PORT_TYPE_SCALAR_UINT);
|
|
graph->add_valid_connection_type(VisualShaderNode::PORT_TYPE_VECTOR_4D, VisualShaderNode::PORT_TYPE_VECTOR_2D);
|
|
graph->add_valid_connection_type(VisualShaderNode::PORT_TYPE_VECTOR_4D, VisualShaderNode::PORT_TYPE_VECTOR_3D);
|
|
graph->add_valid_connection_type(VisualShaderNode::PORT_TYPE_VECTOR_4D, VisualShaderNode::PORT_TYPE_VECTOR_4D);
|
|
graph->add_valid_connection_type(VisualShaderNode::PORT_TYPE_VECTOR_4D, VisualShaderNode::PORT_TYPE_BOOLEAN);
|
|
|
|
graph->add_valid_connection_type(VisualShaderNode::PORT_TYPE_BOOLEAN, VisualShaderNode::PORT_TYPE_SCALAR);
|
|
graph->add_valid_connection_type(VisualShaderNode::PORT_TYPE_BOOLEAN, VisualShaderNode::PORT_TYPE_SCALAR_INT);
|
|
graph->add_valid_connection_type(VisualShaderNode::PORT_TYPE_BOOLEAN, VisualShaderNode::PORT_TYPE_SCALAR_UINT);
|
|
graph->add_valid_connection_type(VisualShaderNode::PORT_TYPE_BOOLEAN, VisualShaderNode::PORT_TYPE_VECTOR_2D);
|
|
graph->add_valid_connection_type(VisualShaderNode::PORT_TYPE_BOOLEAN, VisualShaderNode::PORT_TYPE_VECTOR_3D);
|
|
graph->add_valid_connection_type(VisualShaderNode::PORT_TYPE_BOOLEAN, VisualShaderNode::PORT_TYPE_VECTOR_4D);
|
|
graph->add_valid_connection_type(VisualShaderNode::PORT_TYPE_BOOLEAN, VisualShaderNode::PORT_TYPE_BOOLEAN);
|
|
|
|
graph->add_valid_connection_type(VisualShaderNode::PORT_TYPE_TRANSFORM, VisualShaderNode::PORT_TYPE_TRANSFORM);
|
|
graph->add_valid_connection_type(VisualShaderNode::PORT_TYPE_SAMPLER, VisualShaderNode::PORT_TYPE_SAMPLER);
|
|
|
|
VSeparator *vs = memnew(VSeparator);
|
|
graph->get_menu_hbox()->add_child(vs);
|
|
graph->get_menu_hbox()->move_child(vs, 0);
|
|
|
|
custom_mode_box = memnew(CheckBox);
|
|
custom_mode_box->set_text(TTR("Custom"));
|
|
custom_mode_box->set_pressed(false);
|
|
custom_mode_box->set_visible(false);
|
|
custom_mode_box->connect("toggled", callable_mp(this, &VisualShaderEditor::_custom_mode_toggled));
|
|
|
|
edit_type_standard = memnew(OptionButton);
|
|
edit_type_standard->add_item(TTR("Vertex"));
|
|
edit_type_standard->add_item(TTR("Fragment"));
|
|
edit_type_standard->add_item(TTR("Light"));
|
|
edit_type_standard->select(1);
|
|
edit_type_standard->connect(SceneStringName(item_selected), callable_mp(this, &VisualShaderEditor::_mode_selected));
|
|
|
|
edit_type_particles = memnew(OptionButton);
|
|
edit_type_particles->add_item(TTR("Start"));
|
|
edit_type_particles->add_item(TTR("Process"));
|
|
edit_type_particles->add_item(TTR("Collide"));
|
|
edit_type_particles->select(0);
|
|
edit_type_particles->connect(SceneStringName(item_selected), callable_mp(this, &VisualShaderEditor::_mode_selected));
|
|
|
|
edit_type_sky = memnew(OptionButton);
|
|
edit_type_sky->add_item(TTR("Sky"));
|
|
edit_type_sky->select(0);
|
|
edit_type_sky->connect(SceneStringName(item_selected), callable_mp(this, &VisualShaderEditor::_mode_selected));
|
|
|
|
edit_type_fog = memnew(OptionButton);
|
|
edit_type_fog->add_item(TTR("Fog"));
|
|
edit_type_fog->select(0);
|
|
edit_type_fog->connect(SceneStringName(item_selected), callable_mp(this, &VisualShaderEditor::_mode_selected));
|
|
|
|
edit_type = edit_type_standard;
|
|
|
|
graph->get_menu_hbox()->add_child(custom_mode_box);
|
|
graph->get_menu_hbox()->move_child(custom_mode_box, 0);
|
|
graph->get_menu_hbox()->add_child(edit_type_standard);
|
|
graph->get_menu_hbox()->move_child(edit_type_standard, 0);
|
|
graph->get_menu_hbox()->add_child(edit_type_particles);
|
|
graph->get_menu_hbox()->move_child(edit_type_particles, 0);
|
|
graph->get_menu_hbox()->add_child(edit_type_sky);
|
|
graph->get_menu_hbox()->move_child(edit_type_sky, 0);
|
|
graph->get_menu_hbox()->add_child(edit_type_fog);
|
|
graph->get_menu_hbox()->move_child(edit_type_fog, 0);
|
|
|
|
add_node = memnew(Button);
|
|
add_node->set_flat(true);
|
|
add_node->set_text(TTR("Add Node..."));
|
|
graph->get_menu_hbox()->add_child(add_node);
|
|
graph->get_menu_hbox()->move_child(add_node, 0);
|
|
add_node->connect(SceneStringName(pressed), callable_mp(this, &VisualShaderEditor::_show_members_dialog).bind(false, VisualShaderNode::PORT_TYPE_MAX, VisualShaderNode::PORT_TYPE_MAX));
|
|
|
|
graph->connect("graph_elements_linked_to_frame_request", callable_mp(this, &VisualShaderEditor::_nodes_linked_to_frame_request));
|
|
graph->connect("frame_rect_changed", callable_mp(this, &VisualShaderEditor::_frame_rect_changed));
|
|
|
|
varying_button = memnew(MenuButton);
|
|
varying_button->set_text(TTR("Manage Varyings"));
|
|
varying_button->set_switch_on_hover(true);
|
|
graph->get_menu_hbox()->add_child(varying_button);
|
|
|
|
PopupMenu *varying_menu = varying_button->get_popup();
|
|
varying_menu->add_item(TTR("Add Varying"), int(VaryingMenuOptions::ADD));
|
|
varying_menu->add_item(TTR("Remove Varying"), int(VaryingMenuOptions::REMOVE));
|
|
varying_menu->connect(SceneStringName(id_pressed), callable_mp(this, &VisualShaderEditor::_varying_menu_id_pressed));
|
|
|
|
preview_shader = memnew(Button);
|
|
preview_shader->set_theme_type_variation("FlatButton");
|
|
preview_shader->set_toggle_mode(true);
|
|
preview_shader->set_tooltip_text(TTR("Show generated shader code."));
|
|
graph->get_menu_hbox()->add_child(preview_shader);
|
|
preview_shader->connect(SceneStringName(pressed), callable_mp(this, &VisualShaderEditor::_show_preview_text));
|
|
|
|
///////////////////////////////////////
|
|
// PREVIEW WINDOW
|
|
///////////////////////////////////////
|
|
|
|
preview_window = memnew(Window);
|
|
preview_window->set_title(TTR("Generated Shader Code"));
|
|
preview_window->set_visible(preview_showed);
|
|
preview_window->set_exclusive(true);
|
|
preview_window->connect("close_requested", callable_mp(this, &VisualShaderEditor::_preview_close_requested));
|
|
preview_window->connect("size_changed", callable_mp(this, &VisualShaderEditor::_preview_size_changed));
|
|
add_child(preview_window);
|
|
|
|
preview_vbox = memnew(VBoxContainer);
|
|
preview_window->add_child(preview_vbox);
|
|
preview_vbox->add_theme_constant_override("separation", 0);
|
|
|
|
preview_text = memnew(CodeEdit);
|
|
syntax_highlighter.instantiate();
|
|
preview_vbox->add_child(preview_text);
|
|
preview_text->set_v_size_flags(Control::SIZE_EXPAND_FILL);
|
|
preview_text->set_syntax_highlighter(syntax_highlighter);
|
|
preview_text->set_draw_line_numbers(true);
|
|
preview_text->set_editable(false);
|
|
|
|
error_panel = memnew(PanelContainer);
|
|
preview_vbox->add_child(error_panel);
|
|
error_panel->set_visible(false);
|
|
|
|
error_label = memnew(Label);
|
|
error_panel->add_child(error_label);
|
|
error_label->set_autowrap_mode(TextServer::AUTOWRAP_WORD_SMART);
|
|
|
|
///////////////////////////////////////
|
|
// POPUP MENU
|
|
///////////////////////////////////////
|
|
|
|
popup_menu = memnew(PopupMenu);
|
|
add_child(popup_menu);
|
|
popup_menu->set_hide_on_checkable_item_selection(false);
|
|
popup_menu->add_item(TTR("Add Node"), NodeMenuOptions::ADD);
|
|
popup_menu->add_separator();
|
|
popup_menu->add_item(TTR("Cut"), NodeMenuOptions::CUT);
|
|
popup_menu->add_item(TTR("Copy"), NodeMenuOptions::COPY);
|
|
popup_menu->add_item(TTR("Paste"), NodeMenuOptions::PASTE);
|
|
popup_menu->add_item(TTR("Delete"), NodeMenuOptions::DELETE);
|
|
popup_menu->add_item(TTR("Duplicate"), NodeMenuOptions::DUPLICATE);
|
|
popup_menu->add_item(TTR("Clear Copy Buffer"), NodeMenuOptions::CLEAR_COPY_BUFFER);
|
|
popup_menu->connect(SceneStringName(id_pressed), callable_mp(this, &VisualShaderEditor::_node_menu_id_pressed));
|
|
|
|
connection_popup_menu = memnew(PopupMenu);
|
|
add_child(connection_popup_menu);
|
|
connection_popup_menu->add_item(TTR("Disconnect"), ConnectionMenuOptions::DISCONNECT);
|
|
connection_popup_menu->add_item(TTR("Insert New Node"), ConnectionMenuOptions::INSERT_NEW_NODE);
|
|
connection_popup_menu->add_item(TTR("Insert New Reroute"), ConnectionMenuOptions::INSERT_NEW_REROUTE);
|
|
connection_popup_menu->connect(SceneStringName(id_pressed), callable_mp(this, &VisualShaderEditor::_connection_menu_id_pressed));
|
|
|
|
///////////////////////////////////////
|
|
// SHADER NODES TREE
|
|
///////////////////////////////////////
|
|
|
|
VBoxContainer *members_vb = memnew(VBoxContainer);
|
|
members_vb->set_v_size_flags(SIZE_EXPAND_FILL);
|
|
|
|
HBoxContainer *filter_hb = memnew(HBoxContainer);
|
|
members_vb->add_child(filter_hb);
|
|
|
|
node_filter = memnew(LineEdit);
|
|
filter_hb->add_child(node_filter);
|
|
node_filter->connect(SceneStringName(text_changed), callable_mp(this, &VisualShaderEditor::_member_filter_changed));
|
|
node_filter->connect(SceneStringName(gui_input), callable_mp(this, &VisualShaderEditor::_sbox_input));
|
|
node_filter->set_h_size_flags(SIZE_EXPAND_FILL);
|
|
node_filter->set_placeholder(TTR("Search"));
|
|
|
|
tools = memnew(MenuButton);
|
|
filter_hb->add_child(tools);
|
|
tools->set_tooltip_text(TTR("Options"));
|
|
tools->get_popup()->connect(SceneStringName(id_pressed), callable_mp(this, &VisualShaderEditor::_tools_menu_option));
|
|
tools->get_popup()->add_item(TTR("Expand All"), EXPAND_ALL);
|
|
tools->get_popup()->add_item(TTR("Collapse All"), COLLAPSE_ALL);
|
|
|
|
members = memnew(Tree);
|
|
members_vb->add_child(members);
|
|
SET_DRAG_FORWARDING_GCD(members, VisualShaderEditor);
|
|
members->set_auto_translate_mode(AUTO_TRANSLATE_MODE_DISABLED); // TODO: Implement proper translation switch.
|
|
members->set_h_size_flags(SIZE_EXPAND_FILL);
|
|
members->set_v_size_flags(SIZE_EXPAND_FILL);
|
|
members->set_hide_root(true);
|
|
members->set_allow_reselect(true);
|
|
members->set_hide_folding(false);
|
|
members->set_custom_minimum_size(Size2(180 * EDSCALE, 200 * EDSCALE));
|
|
members->connect("item_activated", callable_mp(this, &VisualShaderEditor::_member_create));
|
|
members->connect(SceneStringName(item_selected), callable_mp(this, &VisualShaderEditor::_member_selected));
|
|
members->connect("nothing_selected", callable_mp(this, &VisualShaderEditor::_member_unselected));
|
|
|
|
HBoxContainer *desc_hbox = memnew(HBoxContainer);
|
|
members_vb->add_child(desc_hbox);
|
|
|
|
Label *desc_label = memnew(Label);
|
|
desc_hbox->add_child(desc_label);
|
|
desc_label->set_text(TTR("Description:"));
|
|
|
|
desc_hbox->add_spacer();
|
|
|
|
highend_label = memnew(Label);
|
|
desc_hbox->add_child(highend_label);
|
|
highend_label->set_visible(false);
|
|
highend_label->set_text("Vulkan");
|
|
highend_label->set_mouse_filter(Control::MOUSE_FILTER_STOP);
|
|
highend_label->set_tooltip_text(TTR("High-end node"));
|
|
|
|
node_desc = memnew(RichTextLabel);
|
|
members_vb->add_child(node_desc);
|
|
node_desc->set_h_size_flags(SIZE_EXPAND_FILL);
|
|
node_desc->set_v_size_flags(SIZE_FILL);
|
|
node_desc->set_custom_minimum_size(Size2(0, 70 * EDSCALE));
|
|
|
|
members_dialog = memnew(ConfirmationDialog);
|
|
members_dialog->set_title(TTR("Create Shader Node"));
|
|
members_dialog->set_exclusive(true);
|
|
members_dialog->add_child(members_vb);
|
|
members_dialog->set_ok_button_text(TTR("Create"));
|
|
members_dialog->get_ok_button()->connect(SceneStringName(pressed), callable_mp(this, &VisualShaderEditor::_member_create));
|
|
members_dialog->get_ok_button()->set_disabled(true);
|
|
members_dialog->connect("canceled", callable_mp(this, &VisualShaderEditor::_member_cancel));
|
|
add_child(members_dialog);
|
|
|
|
// add varyings dialog
|
|
{
|
|
add_varying_dialog = memnew(ConfirmationDialog);
|
|
add_varying_dialog->set_title(TTR("Create Shader Varying"));
|
|
add_varying_dialog->set_exclusive(true);
|
|
add_varying_dialog->set_ok_button_text(TTR("Create"));
|
|
add_varying_dialog->get_ok_button()->connect(SceneStringName(pressed), callable_mp(this, &VisualShaderEditor::_varying_create));
|
|
add_varying_dialog->get_ok_button()->set_disabled(true);
|
|
add_child(add_varying_dialog);
|
|
|
|
VBoxContainer *vb = memnew(VBoxContainer);
|
|
add_varying_dialog->add_child(vb);
|
|
|
|
HBoxContainer *hb = memnew(HBoxContainer);
|
|
vb->add_child(hb);
|
|
hb->set_h_size_flags(SIZE_EXPAND_FILL);
|
|
|
|
varying_type = memnew(OptionButton);
|
|
hb->add_child(varying_type);
|
|
varying_type->add_item("Float");
|
|
varying_type->add_item("Int");
|
|
varying_type->add_item("UInt");
|
|
varying_type->add_item("Vector2");
|
|
varying_type->add_item("Vector3");
|
|
varying_type->add_item("Vector4");
|
|
varying_type->add_item("Boolean");
|
|
varying_type->add_item("Transform");
|
|
|
|
varying_name = memnew(LineEdit);
|
|
hb->add_child(varying_name);
|
|
varying_name->set_custom_minimum_size(Size2(150 * EDSCALE, 0));
|
|
varying_name->set_h_size_flags(SIZE_EXPAND_FILL);
|
|
varying_name->connect(SceneStringName(text_changed), callable_mp(this, &VisualShaderEditor::_varying_name_changed));
|
|
|
|
varying_mode = memnew(OptionButton);
|
|
hb->add_child(varying_mode);
|
|
varying_mode->add_item("Vertex -> [Fragment, Light]");
|
|
varying_mode->add_item("Fragment -> Light");
|
|
|
|
varying_error_label = memnew(Label);
|
|
vb->add_child(varying_error_label);
|
|
varying_error_label->set_h_size_flags(SIZE_EXPAND_FILL);
|
|
|
|
varying_error_label->hide();
|
|
}
|
|
|
|
// remove varying dialog
|
|
{
|
|
remove_varying_dialog = memnew(ConfirmationDialog);
|
|
remove_varying_dialog->set_title(TTR("Delete Shader Varying"));
|
|
remove_varying_dialog->set_exclusive(true);
|
|
remove_varying_dialog->set_ok_button_text(TTR("Delete"));
|
|
remove_varying_dialog->get_ok_button()->connect(SceneStringName(pressed), callable_mp(this, &VisualShaderEditor::_varying_deleted));
|
|
add_child(remove_varying_dialog);
|
|
|
|
VBoxContainer *vb = memnew(VBoxContainer);
|
|
remove_varying_dialog->add_child(vb);
|
|
|
|
varyings = memnew(Tree);
|
|
vb->add_child(varyings);
|
|
varyings->set_auto_translate_mode(AUTO_TRANSLATE_MODE_DISABLED);
|
|
varyings->set_h_size_flags(SIZE_EXPAND_FILL);
|
|
varyings->set_v_size_flags(SIZE_EXPAND_FILL);
|
|
varyings->set_hide_root(true);
|
|
varyings->set_allow_reselect(true);
|
|
varyings->set_hide_folding(false);
|
|
varyings->set_custom_minimum_size(Size2(180 * EDSCALE, 200 * EDSCALE));
|
|
varyings->connect("item_activated", callable_mp(this, &VisualShaderEditor::_varying_deleted));
|
|
varyings->connect(SceneStringName(item_selected), callable_mp(this, &VisualShaderEditor::_varying_selected));
|
|
varyings->connect("nothing_selected", callable_mp(this, &VisualShaderEditor::_varying_unselected));
|
|
}
|
|
|
|
alert = memnew(AcceptDialog);
|
|
alert->get_label()->set_autowrap_mode(TextServer::AUTOWRAP_WORD);
|
|
alert->get_label()->set_horizontal_alignment(HORIZONTAL_ALIGNMENT_CENTER);
|
|
alert->get_label()->set_vertical_alignment(VERTICAL_ALIGNMENT_CENTER);
|
|
alert->get_label()->set_custom_minimum_size(Size2(400, 60) * EDSCALE);
|
|
add_child(alert);
|
|
|
|
frame_title_change_popup = memnew(PopupPanel);
|
|
frame_title_change_edit = memnew(LineEdit);
|
|
frame_title_change_edit->set_expand_to_text_length_enabled(true);
|
|
frame_title_change_edit->set_select_all_on_focus(true);
|
|
frame_title_change_edit->connect(SceneStringName(text_changed), callable_mp(this, &VisualShaderEditor::_frame_title_text_changed));
|
|
frame_title_change_edit->connect("text_submitted", callable_mp(this, &VisualShaderEditor::_frame_title_text_submitted));
|
|
frame_title_change_popup->add_child(frame_title_change_edit);
|
|
frame_title_change_edit->reset_size();
|
|
frame_title_change_popup->reset_size();
|
|
frame_title_change_popup->connect(SceneStringName(focus_exited), callable_mp(this, &VisualShaderEditor::_frame_title_popup_focus_out));
|
|
frame_title_change_popup->connect("popup_hide", callable_mp(this, &VisualShaderEditor::_frame_title_popup_hide));
|
|
add_child(frame_title_change_popup);
|
|
|
|
frame_tint_color_pick_popup = memnew(PopupPanel);
|
|
VBoxContainer *frame_popup_item_tint_color_editor = memnew(VBoxContainer);
|
|
frame_tint_color_pick_popup->add_child(frame_popup_item_tint_color_editor);
|
|
frame_tint_color_picker = memnew(ColorPicker);
|
|
frame_popup_item_tint_color_editor->add_child(frame_tint_color_picker);
|
|
frame_tint_color_picker->reset_size();
|
|
frame_tint_color_picker->connect("color_changed", callable_mp(this, &VisualShaderEditor::_frame_color_changed));
|
|
Button *frame_tint_color_confirm_button = memnew(Button);
|
|
frame_tint_color_confirm_button->set_text(TTR("OK"));
|
|
frame_popup_item_tint_color_editor->add_child(frame_tint_color_confirm_button);
|
|
frame_tint_color_confirm_button->connect(SceneStringName(pressed), callable_mp(this, &VisualShaderEditor::_frame_color_confirm));
|
|
|
|
frame_tint_color_pick_popup->connect("popup_hide", callable_mp(this, &VisualShaderEditor::_frame_color_popup_hide));
|
|
add_child(frame_tint_color_pick_popup);
|
|
|
|
///////////////////////////////////////
|
|
// SHADER NODES TREE OPTIONS
|
|
///////////////////////////////////////
|
|
|
|
// COLOR
|
|
|
|
add_options.push_back(AddOption("ColorFunc", "Color/Common", "VisualShaderNodeColorFunc", TTR("Color function."), {}, VisualShaderNode::PORT_TYPE_VECTOR_3D));
|
|
add_options.push_back(AddOption("ColorOp", "Color/Common", "VisualShaderNodeColorOp", TTR("Color operator."), {}, VisualShaderNode::PORT_TYPE_VECTOR_3D));
|
|
|
|
add_options.push_back(AddOption("Grayscale", "Color/Functions", "VisualShaderNodeColorFunc", TTR("Grayscale function."), { VisualShaderNodeColorFunc::FUNC_GRAYSCALE }, VisualShaderNode::PORT_TYPE_VECTOR_3D));
|
|
add_options.push_back(AddOption("HSV2RGB", "Color/Functions", "VisualShaderNodeColorFunc", TTR("Converts HSV vector to RGB equivalent."), { VisualShaderNodeColorFunc::FUNC_HSV2RGB, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_3D }, VisualShaderNode::PORT_TYPE_VECTOR_3D));
|
|
add_options.push_back(AddOption("RGB2HSV", "Color/Functions", "VisualShaderNodeColorFunc", TTR("Converts RGB vector to HSV equivalent."), { VisualShaderNodeColorFunc::FUNC_RGB2HSV, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_3D }, VisualShaderNode::PORT_TYPE_VECTOR_3D));
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add_options.push_back(AddOption("Sepia", "Color/Functions", "VisualShaderNodeColorFunc", TTR("Sepia function."), { VisualShaderNodeColorFunc::FUNC_SEPIA }, VisualShaderNode::PORT_TYPE_VECTOR_3D));
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add_options.push_back(AddOption("Burn", "Color/Operators", "VisualShaderNodeColorOp", TTR("Burn operator."), { VisualShaderNodeColorOp::OP_BURN }, VisualShaderNode::PORT_TYPE_VECTOR_3D));
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add_options.push_back(AddOption("Darken", "Color/Operators", "VisualShaderNodeColorOp", TTR("Darken operator."), { VisualShaderNodeColorOp::OP_DARKEN }, VisualShaderNode::PORT_TYPE_VECTOR_3D));
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add_options.push_back(AddOption("Difference", "Color/Operators", "VisualShaderNodeColorOp", TTR("Difference operator."), { VisualShaderNodeColorOp::OP_DIFFERENCE }, VisualShaderNode::PORT_TYPE_VECTOR_3D));
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add_options.push_back(AddOption("Dodge", "Color/Operators", "VisualShaderNodeColorOp", TTR("Dodge operator."), { VisualShaderNodeColorOp::OP_DODGE }, VisualShaderNode::PORT_TYPE_VECTOR_3D));
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add_options.push_back(AddOption("HardLight", "Color/Operators", "VisualShaderNodeColorOp", TTR("HardLight operator."), { VisualShaderNodeColorOp::OP_HARD_LIGHT }, VisualShaderNode::PORT_TYPE_VECTOR_3D));
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add_options.push_back(AddOption("Lighten", "Color/Operators", "VisualShaderNodeColorOp", TTR("Lighten operator."), { VisualShaderNodeColorOp::OP_LIGHTEN }, VisualShaderNode::PORT_TYPE_VECTOR_3D));
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add_options.push_back(AddOption("Overlay", "Color/Operators", "VisualShaderNodeColorOp", TTR("Overlay operator."), { VisualShaderNodeColorOp::OP_OVERLAY }, VisualShaderNode::PORT_TYPE_VECTOR_3D));
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add_options.push_back(AddOption("Screen", "Color/Operators", "VisualShaderNodeColorOp", TTR("Screen operator."), { VisualShaderNodeColorOp::OP_SCREEN }, VisualShaderNode::PORT_TYPE_VECTOR_3D));
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add_options.push_back(AddOption("SoftLight", "Color/Operators", "VisualShaderNodeColorOp", TTR("SoftLight operator."), { VisualShaderNodeColorOp::OP_SOFT_LIGHT }, VisualShaderNode::PORT_TYPE_VECTOR_3D));
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add_options.push_back(AddOption("ColorConstant", "Color/Variables", "VisualShaderNodeColorConstant", TTR("Color constant."), {}, VisualShaderNode::PORT_TYPE_VECTOR_4D));
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add_options.push_back(AddOption("ColorParameter", "Color/Variables", "VisualShaderNodeColorParameter", TTR("Color parameter."), {}, VisualShaderNode::PORT_TYPE_VECTOR_4D));
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// COMMON
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add_options.push_back(AddOption("DerivativeFunc", "Common", "VisualShaderNodeDerivativeFunc", TTR("(Fragment/Light mode only) Derivative function."), {}, VisualShaderNode::PORT_TYPE_SCALAR, TYPE_FLAGS_FRAGMENT | TYPE_FLAGS_LIGHT, -1, true));
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// CONDITIONAL
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const String &compare_func_desc = TTR("Returns the boolean result of the %s comparison between two parameters.");
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add_options.push_back(AddOption("Equal (==)", "Conditional/Functions", "VisualShaderNodeCompare", vformat(compare_func_desc, TTR("Equal (==)")), { VisualShaderNodeCompare::FUNC_EQUAL }, VisualShaderNode::PORT_TYPE_BOOLEAN));
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add_options.push_back(AddOption("GreaterThan (>)", "Conditional/Functions", "VisualShaderNodeCompare", vformat(compare_func_desc, TTR("Greater Than (>)")), { VisualShaderNodeCompare::FUNC_GREATER_THAN }, VisualShaderNode::PORT_TYPE_BOOLEAN));
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add_options.push_back(AddOption("GreaterThanEqual (>=)", "Conditional/Functions", "VisualShaderNodeCompare", vformat(compare_func_desc, TTR("Greater Than or Equal (>=)")), { VisualShaderNodeCompare::FUNC_GREATER_THAN_EQUAL }, VisualShaderNode::PORT_TYPE_BOOLEAN));
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add_options.push_back(AddOption("If", "Conditional/Functions", "VisualShaderNodeIf", TTR("Returns an associated vector if the provided scalars are equal, greater or less."), {}, VisualShaderNode::PORT_TYPE_VECTOR_3D));
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add_options.push_back(AddOption("IsInf", "Conditional/Functions", "VisualShaderNodeIs", TTR("Returns the boolean result of the comparison between INF and a scalar parameter."), { VisualShaderNodeIs::FUNC_IS_INF }, VisualShaderNode::PORT_TYPE_BOOLEAN));
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add_options.push_back(AddOption("IsNaN", "Conditional/Functions", "VisualShaderNodeIs", TTR("Returns the boolean result of the comparison between NaN and a scalar parameter."), { VisualShaderNodeIs::FUNC_IS_NAN }, VisualShaderNode::PORT_TYPE_BOOLEAN));
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add_options.push_back(AddOption("LessThan (<)", "Conditional/Functions", "VisualShaderNodeCompare", vformat(compare_func_desc, TTR("Less Than (<)")), { VisualShaderNodeCompare::FUNC_LESS_THAN }, VisualShaderNode::PORT_TYPE_BOOLEAN));
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add_options.push_back(AddOption("LessThanEqual (<=)", "Conditional/Functions", "VisualShaderNodeCompare", vformat(compare_func_desc, TTR("Less Than or Equal (<=)")), { VisualShaderNodeCompare::FUNC_LESS_THAN_EQUAL }, VisualShaderNode::PORT_TYPE_BOOLEAN));
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add_options.push_back(AddOption("NotEqual (!=)", "Conditional/Functions", "VisualShaderNodeCompare", vformat(compare_func_desc, TTR("Not Equal (!=)")), { VisualShaderNodeCompare::FUNC_NOT_EQUAL }, VisualShaderNode::PORT_TYPE_BOOLEAN));
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add_options.push_back(AddOption("SwitchVector2D (==)", "Conditional/Functions", "VisualShaderNodeSwitch", TTR("Returns an associated 2D vector if the provided boolean value is true or false."), { VisualShaderNodeSwitch::OP_TYPE_VECTOR_2D }, VisualShaderNode::PORT_TYPE_VECTOR_2D));
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add_options.push_back(AddOption("SwitchVector3D (==)", "Conditional/Functions", "VisualShaderNodeSwitch", TTR("Returns an associated 3D vector if the provided boolean value is true or false."), { VisualShaderNodeSwitch::OP_TYPE_VECTOR_3D }, VisualShaderNode::PORT_TYPE_VECTOR_3D));
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add_options.push_back(AddOption("SwitchVector4D (==)", "Conditional/Functions", "VisualShaderNodeSwitch", TTR("Returns an associated 4D vector if the provided boolean value is true or false."), { VisualShaderNodeSwitch::OP_TYPE_VECTOR_4D }, VisualShaderNode::PORT_TYPE_VECTOR_4D));
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add_options.push_back(AddOption("SwitchBool (==)", "Conditional/Functions", "VisualShaderNodeSwitch", TTR("Returns an associated boolean if the provided boolean value is true or false."), { VisualShaderNodeSwitch::OP_TYPE_BOOLEAN }, VisualShaderNode::PORT_TYPE_BOOLEAN));
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add_options.push_back(AddOption("SwitchFloat (==)", "Conditional/Functions", "VisualShaderNodeSwitch", TTR("Returns an associated floating-point scalar if the provided boolean value is true or false."), { VisualShaderNodeSwitch::OP_TYPE_FLOAT }, VisualShaderNode::PORT_TYPE_SCALAR));
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add_options.push_back(AddOption("SwitchInt (==)", "Conditional/Functions", "VisualShaderNodeSwitch", TTR("Returns an associated integer scalar if the provided boolean value is true or false."), { VisualShaderNodeSwitch::OP_TYPE_INT }, VisualShaderNode::PORT_TYPE_SCALAR_INT));
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add_options.push_back(AddOption("SwitchTransform (==)", "Conditional/Functions", "VisualShaderNodeSwitch", TTR("Returns an associated transform if the provided boolean value is true or false."), { VisualShaderNodeSwitch::OP_TYPE_TRANSFORM }, VisualShaderNode::PORT_TYPE_TRANSFORM));
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add_options.push_back(AddOption("SwitchUInt (==)", "Conditional/Functions", "VisualShaderNodeSwitch", TTR("Returns an associated unsigned integer scalar if the provided boolean value is true or false."), { VisualShaderNodeSwitch::OP_TYPE_UINT }, VisualShaderNode::PORT_TYPE_SCALAR_UINT));
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add_options.push_back(AddOption("Compare (==)", "Conditional/Common", "VisualShaderNodeCompare", TTR("Returns the boolean result of the comparison between two parameters."), {}, VisualShaderNode::PORT_TYPE_BOOLEAN));
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add_options.push_back(AddOption("Is", "Conditional/Common", "VisualShaderNodeIs", TTR("Returns the boolean result of the comparison between INF (or NaN) and a scalar parameter."), {}, VisualShaderNode::PORT_TYPE_BOOLEAN));
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add_options.push_back(AddOption("BooleanConstant", "Conditional/Variables", "VisualShaderNodeBooleanConstant", TTR("Boolean constant."), {}, VisualShaderNode::PORT_TYPE_BOOLEAN));
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add_options.push_back(AddOption("BooleanParameter", "Conditional/Variables", "VisualShaderNodeBooleanParameter", TTR("Boolean parameter."), {}, VisualShaderNode::PORT_TYPE_BOOLEAN));
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// INPUT
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const String translation_gdsl = "\n\n" + TTR("Translated to '%s' in Godot Shading Language.");
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const String input_param_shader_modes = TTR("'%s' input parameter for all shader modes.") + translation_gdsl;
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// NODE3D-FOR-ALL
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add_options.push_back(AddOption("Exposure", "Input/All", "VisualShaderNodeInput", vformat(input_param_shader_modes, "exposure", "EXPOSURE"), { "exposure" }, VisualShaderNode::PORT_TYPE_SCALAR, -1, Shader::MODE_SPATIAL));
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add_options.push_back(AddOption("InvProjectionMatrix", "Input/All", "VisualShaderNodeInput", vformat(input_param_shader_modes, "inv_projection_matrix", "INV_PROJECTION_MATRIX"), { "inv_projection_matrix" }, VisualShaderNode::PORT_TYPE_TRANSFORM, -1, Shader::MODE_SPATIAL));
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add_options.push_back(AddOption("InvViewMatrix", "Input/All", "VisualShaderNodeInput", vformat(input_param_shader_modes, "inv_view_matrix", "INV_VIEW_MATRIX"), { "inv_view_matrix" }, VisualShaderNode::PORT_TYPE_TRANSFORM, -1, Shader::MODE_SPATIAL));
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add_options.push_back(AddOption("ModelMatrix", "Input/All", "VisualShaderNodeInput", vformat(input_param_shader_modes, "model_matrix", "MODEL_MATRIX"), { "model_matrix" }, VisualShaderNode::PORT_TYPE_TRANSFORM, -1, Shader::MODE_SPATIAL));
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add_options.push_back(AddOption("Normal", "Input/All", "VisualShaderNodeInput", vformat(input_param_shader_modes, "normal", "NORMAL"), { "normal" }, VisualShaderNode::PORT_TYPE_VECTOR_3D, -1, Shader::MODE_SPATIAL));
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add_options.push_back(AddOption("OutputIsSRGB", "Input/All", "VisualShaderNodeInput", vformat(input_param_shader_modes, "output_is_srgb", "OUTPUT_IS_SRGB"), { "output_is_srgb" }, VisualShaderNode::PORT_TYPE_BOOLEAN, -1, Shader::MODE_SPATIAL));
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add_options.push_back(AddOption("ProjectionMatrix", "Input/All", "VisualShaderNodeInput", vformat(input_param_shader_modes, "projection_matrix", "PROJECTION_MATRIX"), { "projection_matrix" }, VisualShaderNode::PORT_TYPE_TRANSFORM, -1, Shader::MODE_SPATIAL));
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add_options.push_back(AddOption("Time", "Input/All", "VisualShaderNodeInput", vformat(input_param_shader_modes, "time", "TIME"), { "time" }, VisualShaderNode::PORT_TYPE_SCALAR, -1, Shader::MODE_SPATIAL));
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add_options.push_back(AddOption("UV", "Input/All", "VisualShaderNodeInput", vformat(input_param_shader_modes, "uv", "UV"), { "uv" }, VisualShaderNode::PORT_TYPE_VECTOR_2D, -1, Shader::MODE_SPATIAL));
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add_options.push_back(AddOption("UV2", "Input/All", "VisualShaderNodeInput", vformat(input_param_shader_modes, "uv2", "UV2"), { "uv2" }, VisualShaderNode::PORT_TYPE_VECTOR_2D, -1, Shader::MODE_SPATIAL));
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add_options.push_back(AddOption("ViewMatrix", "Input/All", "VisualShaderNodeInput", vformat(input_param_shader_modes, "view_matrix", "VIEW_MATRIX"), { "view_matrix" }, VisualShaderNode::PORT_TYPE_TRANSFORM, -1, Shader::MODE_SPATIAL));
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add_options.push_back(AddOption("ViewportSize", "Input/All", "VisualShaderNodeInput", vformat(input_param_shader_modes, "viewport_size", "VIEWPORT_SIZE"), { "viewport_size" }, VisualShaderNode::PORT_TYPE_VECTOR_2D, -1, Shader::MODE_SPATIAL));
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// CANVASITEM-FOR-ALL
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add_options.push_back(AddOption("Color", "Input/All", "VisualShaderNodeInput", vformat(input_param_shader_modes, "color", "COLOR"), { "color" }, VisualShaderNode::PORT_TYPE_VECTOR_4D, -1, Shader::MODE_CANVAS_ITEM));
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add_options.push_back(AddOption("TexturePixelSize", "Input/All", "VisualShaderNodeInput", vformat(input_param_shader_modes, "texture_pixel_size", "TEXTURE_PIXEL_SIZE"), { "texture_pixel_size" }, VisualShaderNode::PORT_TYPE_VECTOR_2D, -1, Shader::MODE_CANVAS_ITEM));
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add_options.push_back(AddOption("Time", "Input/All", "VisualShaderNodeInput", vformat(input_param_shader_modes, "time", "TIME"), { "time" }, VisualShaderNode::PORT_TYPE_SCALAR, -1, Shader::MODE_CANVAS_ITEM));
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add_options.push_back(AddOption("UV", "Input/All", "VisualShaderNodeInput", vformat(input_param_shader_modes, "uv", "UV"), { "uv" }, VisualShaderNode::PORT_TYPE_VECTOR_2D, -1, Shader::MODE_CANVAS_ITEM));
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// PARTICLES-FOR-ALL
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add_options.push_back(AddOption("Active", "Input/All", "VisualShaderNodeInput", vformat(input_param_shader_modes, "active", "ACTIVE"), { "active" }, VisualShaderNode::PORT_TYPE_BOOLEAN, -1, Shader::MODE_PARTICLES));
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add_options.push_back(AddOption("AttractorForce", "Input/All", "VisualShaderNodeInput", vformat(input_param_shader_modes, "attractor_force", "ATTRACTOR_FORCE"), { "attractor_force" }, VisualShaderNode::PORT_TYPE_VECTOR_3D, -1, Shader::MODE_PARTICLES));
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add_options.push_back(AddOption("Color", "Input/All", "VisualShaderNodeInput", vformat(input_param_shader_modes, "color", "COLOR"), { "color" }, VisualShaderNode::PORT_TYPE_VECTOR_4D, -1, Shader::MODE_PARTICLES));
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add_options.push_back(AddOption("Custom", "Input/All", "VisualShaderNodeInput", vformat(input_param_shader_modes, "custom", "CUSTOM"), { "custom" }, VisualShaderNode::PORT_TYPE_VECTOR_4D, -1, Shader::MODE_PARTICLES));
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add_options.push_back(AddOption("Delta", "Input/All", "VisualShaderNodeInput", vformat(input_param_shader_modes, "delta", "DELTA"), { "delta" }, VisualShaderNode::PORT_TYPE_SCALAR, -1, Shader::MODE_PARTICLES));
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add_options.push_back(AddOption("EmissionTransform", "Input/All", "VisualShaderNodeInput", vformat(input_param_shader_modes, "emission_transform", "EMISSION_TRANSFORM"), { "emission_transform" }, VisualShaderNode::PORT_TYPE_TRANSFORM, -1, Shader::MODE_PARTICLES));
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add_options.push_back(AddOption("Index", "Input/All", "VisualShaderNodeInput", vformat(input_param_shader_modes, "index", "INDEX"), { "index" }, VisualShaderNode::PORT_TYPE_SCALAR_UINT, -1, Shader::MODE_PARTICLES));
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add_options.push_back(AddOption("LifeTime", "Input/All", "VisualShaderNodeInput", vformat(input_param_shader_modes, "lifetime", "LIFETIME"), { "lifetime" }, VisualShaderNode::PORT_TYPE_SCALAR, -1, Shader::MODE_PARTICLES));
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add_options.push_back(AddOption("Number", "Input/All", "VisualShaderNodeInput", vformat(input_param_shader_modes, "number", "NUMBER"), { "number" }, VisualShaderNode::PORT_TYPE_SCALAR_UINT, -1, Shader::MODE_PARTICLES));
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add_options.push_back(AddOption("RandomSeed", "Input/All", "VisualShaderNodeInput", vformat(input_param_shader_modes, "random_seed", "RANDOM_SEED"), { "random_seed" }, VisualShaderNode::PORT_TYPE_SCALAR_UINT, -1, Shader::MODE_PARTICLES));
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add_options.push_back(AddOption("Restart", "Input/All", "VisualShaderNodeInput", vformat(input_param_shader_modes, "restart", "RESTART"), { "restart" }, VisualShaderNode::PORT_TYPE_BOOLEAN, -1, Shader::MODE_PARTICLES));
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add_options.push_back(AddOption("Time", "Input/All", "VisualShaderNodeInput", vformat(input_param_shader_modes, "time", "TIME"), { "time" }, VisualShaderNode::PORT_TYPE_SCALAR, -1, Shader::MODE_PARTICLES));
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add_options.push_back(AddOption("Transform", "Input/All", "VisualShaderNodeInput", vformat(input_param_shader_modes, "transform", "TRANSFORM"), { "transform" }, VisualShaderNode::PORT_TYPE_TRANSFORM, -1, Shader::MODE_PARTICLES));
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add_options.push_back(AddOption("Velocity", "Input/All", "VisualShaderNodeInput", vformat(input_param_shader_modes, "velocity", "VELOCITY"), { "velocity" }, VisualShaderNode::PORT_TYPE_VECTOR_3D, -1, Shader::MODE_PARTICLES));
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/////////////////
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add_options.push_back(AddOption("Input", "Input/Common", "VisualShaderNodeInput", TTR("Input parameter.")));
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const String input_param_for_vertex_and_fragment_shader_modes = TTR("'%s' input parameter for vertex and fragment shader modes.") + translation_gdsl;
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const String input_param_for_fragment_and_light_shader_modes = TTR("'%s' input parameter for fragment and light shader modes.") + translation_gdsl;
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const String input_param_for_fragment_shader_mode = TTR("'%s' input parameter for fragment shader mode.") + translation_gdsl;
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const String input_param_for_sky_shader_mode = TTR("'%s' input parameter for sky shader mode.") + translation_gdsl;
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const String input_param_for_fog_shader_mode = TTR("'%s' input parameter for fog shader mode.") + translation_gdsl;
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const String input_param_for_light_shader_mode = TTR("'%s' input parameter for light shader mode.") + translation_gdsl;
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const String input_param_for_vertex_shader_mode = TTR("'%s' input parameter for vertex shader mode.") + translation_gdsl;
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const String input_param_for_start_shader_mode = TTR("'%s' input parameter for start shader mode.") + translation_gdsl;
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const String input_param_for_process_shader_mode = TTR("'%s' input parameter for process shader mode.") + translation_gdsl;
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const String input_param_for_collide_shader_mode = TTR("'%s' input parameter for collide shader mode." + translation_gdsl);
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const String input_param_for_start_and_process_shader_mode = TTR("'%s' input parameter for start and process shader modes.") + translation_gdsl;
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const String input_param_for_process_and_collide_shader_mode = TTR("'%s' input parameter for process and collide shader modes.") + translation_gdsl;
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const String input_param_for_vertex_and_fragment_shader_mode = TTR("'%s' input parameter for vertex and fragment shader modes.") + translation_gdsl;
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// NODE3D INPUTS
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add_options.push_back(AddOption("Binormal", "Input/Vertex", "VisualShaderNodeInput", vformat(input_param_for_vertex_and_fragment_shader_modes, "binormal", "BINORMAL"), { "binormal" }, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_VERTEX, Shader::MODE_SPATIAL));
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add_options.push_back(AddOption("Color", "Input/Vertex", "VisualShaderNodeInput", vformat(input_param_for_vertex_and_fragment_shader_modes, "color", "COLOR"), { "color" }, VisualShaderNode::PORT_TYPE_VECTOR_4D, TYPE_FLAGS_VERTEX, Shader::MODE_SPATIAL));
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add_options.push_back(AddOption("Custom0", "Input/Vertex", "VisualShaderNodeInput", vformat(input_param_for_vertex_shader_mode, "custom0", "CUSTOM0"), { "custom0" }, VisualShaderNode::PORT_TYPE_VECTOR_4D, TYPE_FLAGS_VERTEX, Shader::MODE_SPATIAL));
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add_options.push_back(AddOption("Custom1", "Input/Vertex", "VisualShaderNodeInput", vformat(input_param_for_vertex_shader_mode, "custom1", "CUSTOM1"), { "custom1" }, VisualShaderNode::PORT_TYPE_VECTOR_4D, TYPE_FLAGS_VERTEX, Shader::MODE_SPATIAL));
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add_options.push_back(AddOption("Custom2", "Input/Vertex", "VisualShaderNodeInput", vformat(input_param_for_vertex_shader_mode, "custom2", "CUSTOM2"), { "custom2" }, VisualShaderNode::PORT_TYPE_VECTOR_4D, TYPE_FLAGS_VERTEX, Shader::MODE_SPATIAL));
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add_options.push_back(AddOption("Custom3", "Input/Vertex", "VisualShaderNodeInput", vformat(input_param_for_vertex_shader_mode, "custom3", "CUSTOM3"), { "custom3" }, VisualShaderNode::PORT_TYPE_VECTOR_4D, TYPE_FLAGS_VERTEX, Shader::MODE_SPATIAL));
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add_options.push_back(AddOption("InstanceId", "Input/Vertex", "VisualShaderNodeInput", vformat(input_param_for_vertex_shader_mode, "instance_id", "INSTANCE_ID"), { "instance_id" }, VisualShaderNode::PORT_TYPE_SCALAR_INT, TYPE_FLAGS_VERTEX, Shader::MODE_SPATIAL));
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add_options.push_back(AddOption("InstanceCustom", "Input/Vertex", "VisualShaderNodeInput", vformat(input_param_for_vertex_shader_mode, "instance_custom", "INSTANCE_CUSTOM"), { "instance_custom" }, VisualShaderNode::PORT_TYPE_VECTOR_4D, TYPE_FLAGS_VERTEX, Shader::MODE_SPATIAL));
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add_options.push_back(AddOption("ModelViewMatrix", "Input/Vertex", "VisualShaderNodeInput", vformat(input_param_for_vertex_shader_mode, "modelview_matrix", "MODELVIEW_MATRIX"), { "modelview_matrix" }, VisualShaderNode::PORT_TYPE_TRANSFORM, TYPE_FLAGS_VERTEX, Shader::MODE_SPATIAL));
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add_options.push_back(AddOption("PointSize", "Input/Vertex", "VisualShaderNodeInput", vformat(input_param_for_vertex_shader_mode, "point_size", "POINT_SIZE"), { "point_size" }, VisualShaderNode::PORT_TYPE_SCALAR, TYPE_FLAGS_VERTEX, Shader::MODE_SPATIAL));
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add_options.push_back(AddOption("Tangent", "Input/Vertex", "VisualShaderNodeInput", vformat(input_param_for_vertex_and_fragment_shader_mode, "tangent", "TANGENT"), { "tangent" }, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_VERTEX, Shader::MODE_SPATIAL));
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add_options.push_back(AddOption("Vertex", "Input/Vertex", "VisualShaderNodeInput", vformat(input_param_for_vertex_and_fragment_shader_modes, "vertex", "VERTEX"), { "vertex" }, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_VERTEX, Shader::MODE_SPATIAL));
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add_options.push_back(AddOption("VertexId", "Input/Vertex", "VisualShaderNodeInput", vformat(input_param_for_vertex_shader_mode, "vertex_id", "VERTEX_ID"), { "vertex_id" }, VisualShaderNode::PORT_TYPE_SCALAR_INT, TYPE_FLAGS_VERTEX, Shader::MODE_SPATIAL));
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add_options.push_back(AddOption("ViewIndex", "Input/Vertex", "VisualShaderNodeInput", vformat(input_param_for_vertex_and_fragment_shader_modes, "view_index", "VIEW_INDEX"), { "view_index" }, VisualShaderNode::PORT_TYPE_SCALAR_INT, TYPE_FLAGS_VERTEX, Shader::MODE_SPATIAL));
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add_options.push_back(AddOption("ViewMonoLeft", "Input/Vertex", "VisualShaderNodeInput", vformat(input_param_for_vertex_and_fragment_shader_modes, "view_mono_left", "VIEW_MONO_LEFT"), { "view_mono_left" }, VisualShaderNode::PORT_TYPE_SCALAR_INT, TYPE_FLAGS_VERTEX, Shader::MODE_SPATIAL));
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add_options.push_back(AddOption("ViewRight", "Input/Vertex", "VisualShaderNodeInput", vformat(input_param_for_vertex_and_fragment_shader_modes, "view_right", "VIEW_RIGHT"), { "view_right" }, VisualShaderNode::PORT_TYPE_SCALAR_INT, TYPE_FLAGS_VERTEX, Shader::MODE_SPATIAL));
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add_options.push_back(AddOption("EyeOffset", "Input/Vertex", "VisualShaderNodeInput", vformat(input_param_for_vertex_and_fragment_shader_modes, "eye_offset", "EYE_OFFSET"), { "eye_offset" }, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_VERTEX, Shader::MODE_SPATIAL));
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add_options.push_back(AddOption("NodePositionWorld", "Input/Vertex", "VisualShaderNodeInput", vformat(input_param_for_vertex_and_fragment_shader_modes, "node_position_world", "NODE_POSITION_WORLD"), { "node_position_world" }, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_VERTEX, Shader::MODE_SPATIAL));
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add_options.push_back(AddOption("CameraPositionWorld", "Input/Vertex", "VisualShaderNodeInput", vformat(input_param_for_vertex_and_fragment_shader_modes, "camera_position_world", "CAMERA_POSITION_WORLD"), { "camera_position_world" }, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_VERTEX, Shader::MODE_SPATIAL));
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add_options.push_back(AddOption("CameraDirectionWorld", "Input/Vertex", "VisualShaderNodeInput", vformat(input_param_for_vertex_and_fragment_shader_modes, "camera_direction_world", "CAMERA_DIRECTION_WORLD"), { "camera_direction_world" }, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_VERTEX, Shader::MODE_SPATIAL));
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add_options.push_back(AddOption("CameraVisibleLayers", "Input/Vertex", "VisualShaderNodeInput", vformat(input_param_for_vertex_and_fragment_shader_modes, "camera_visible_layers", "CAMERA_VISIBLE_LAYERS"), { "camera_visible_layers" }, VisualShaderNode::PORT_TYPE_SCALAR_UINT, TYPE_FLAGS_VERTEX, Shader::MODE_SPATIAL));
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add_options.push_back(AddOption("NodePositionView", "Input/Vertex", "VisualShaderNodeInput", vformat(input_param_for_vertex_and_fragment_shader_modes, "node_position_view", "NODE_POSITION_VIEW"), { "node_position_view" }, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_VERTEX, Shader::MODE_SPATIAL));
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add_options.push_back(AddOption("Binormal", "Input/Fragment", "VisualShaderNodeInput", vformat(input_param_for_vertex_and_fragment_shader_modes, "binormal", "BINORMAL"), { "binormal" }, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_FRAGMENT, Shader::MODE_SPATIAL));
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add_options.push_back(AddOption("Color", "Input/Fragment", "VisualShaderNodeInput", vformat(input_param_for_vertex_and_fragment_shader_modes, "color", "COLOR"), { "color" }, VisualShaderNode::PORT_TYPE_VECTOR_4D, TYPE_FLAGS_FRAGMENT, Shader::MODE_SPATIAL));
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add_options.push_back(AddOption("FragCoord", "Input/Fragment", "VisualShaderNodeInput", vformat(input_param_for_fragment_and_light_shader_modes, "fragcoord", "FRAGCOORD"), { "fragcoord" }, VisualShaderNode::PORT_TYPE_VECTOR_4D, TYPE_FLAGS_FRAGMENT, Shader::MODE_SPATIAL));
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add_options.push_back(AddOption("FrontFacing", "Input/Fragment", "VisualShaderNodeInput", vformat(input_param_for_fragment_shader_mode, "front_facing", "FRONT_FACING"), { "front_facing" }, VisualShaderNode::PORT_TYPE_BOOLEAN, TYPE_FLAGS_FRAGMENT, Shader::MODE_SPATIAL));
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add_options.push_back(AddOption("PointCoord", "Input/Fragment", "VisualShaderNodeInput", vformat(input_param_for_fragment_shader_mode, "point_coord", "POINT_COORD"), { "point_coord" }, VisualShaderNode::PORT_TYPE_VECTOR_2D, TYPE_FLAGS_FRAGMENT, Shader::MODE_SPATIAL));
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add_options.push_back(AddOption("ScreenUV", "Input/Fragment", "VisualShaderNodeInput", vformat(input_param_for_fragment_shader_mode, "screen_uv", "SCREEN_UV"), { "screen_uv" }, VisualShaderNode::PORT_TYPE_VECTOR_2D, TYPE_FLAGS_FRAGMENT, Shader::MODE_SPATIAL));
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add_options.push_back(AddOption("Tangent", "Input/Fragment", "VisualShaderNodeInput", vformat(input_param_for_vertex_and_fragment_shader_modes, "tangent", "TANGENT"), { "tangent" }, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_FRAGMENT, Shader::MODE_SPATIAL));
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add_options.push_back(AddOption("Vertex", "Input/Fragment", "VisualShaderNodeInput", vformat(input_param_for_vertex_and_fragment_shader_modes, "vertex", "VERTEX"), { "vertex" }, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_FRAGMENT, Shader::MODE_SPATIAL));
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add_options.push_back(AddOption("View", "Input/Fragment", "VisualShaderNodeInput", vformat(input_param_for_fragment_and_light_shader_modes, "view", "VIEW"), { "view" }, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_FRAGMENT, Shader::MODE_SPATIAL));
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add_options.push_back(AddOption("ViewIndex", "Input/Fragment", "VisualShaderNodeInput", vformat(input_param_for_vertex_and_fragment_shader_modes, "view_index", "VIEW_INDEX"), { "view_index" }, VisualShaderNode::PORT_TYPE_SCALAR_INT, TYPE_FLAGS_FRAGMENT, Shader::MODE_SPATIAL));
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add_options.push_back(AddOption("ViewMonoLeft", "Input/Fragment", "VisualShaderNodeInput", vformat(input_param_for_vertex_and_fragment_shader_modes, "view_mono_left", "VIEW_MONO_LEFT"), { "view_mono_left" }, VisualShaderNode::PORT_TYPE_SCALAR_INT, TYPE_FLAGS_FRAGMENT, Shader::MODE_SPATIAL));
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add_options.push_back(AddOption("ViewRight", "Input/Fragment", "VisualShaderNodeInput", vformat(input_param_for_vertex_and_fragment_shader_modes, "view_right", "VIEW_RIGHT"), { "view_right" }, VisualShaderNode::PORT_TYPE_SCALAR_INT, TYPE_FLAGS_FRAGMENT, Shader::MODE_SPATIAL));
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add_options.push_back(AddOption("EyeOffset", "Input/Fragment", "VisualShaderNodeInput", vformat(input_param_for_vertex_and_fragment_shader_modes, "eye_offset", "EYE_OFFSET"), { "eye_offset" }, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_FRAGMENT, Shader::MODE_SPATIAL));
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add_options.push_back(AddOption("NodePositionWorld", "Input/Fragment", "VisualShaderNodeInput", vformat(input_param_for_vertex_and_fragment_shader_modes, "node_position_world", "NODE_POSITION_WORLD"), { "node_position_world" }, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_FRAGMENT, Shader::MODE_SPATIAL));
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add_options.push_back(AddOption("CameraPositionWorld", "Input/Fragment", "VisualShaderNodeInput", vformat(input_param_for_vertex_and_fragment_shader_modes, "camera_position_world", "CAMERA_POSITION_WORLD"), { "camera_position_world" }, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_FRAGMENT, Shader::MODE_SPATIAL));
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add_options.push_back(AddOption("CameraDirectionWorld", "Input/Fragment", "VisualShaderNodeInput", vformat(input_param_for_vertex_and_fragment_shader_modes, "camera_direction_world", "CAMERA_DIRECTION_WORLD"), { "camera_direction_world" }, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_FRAGMENT, Shader::MODE_SPATIAL));
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add_options.push_back(AddOption("CameraVisibleLayers", "Input/Fragment", "VisualShaderNodeInput", vformat(input_param_for_vertex_and_fragment_shader_modes, "camera_visible_layers", "CAMERA_VISIBLE_LAYERS"), { "camera_visible_layers" }, VisualShaderNode::PORT_TYPE_SCALAR_UINT, TYPE_FLAGS_FRAGMENT, Shader::MODE_SPATIAL));
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add_options.push_back(AddOption("NodePositionView", "Input/Fragment", "VisualShaderNodeInput", vformat(input_param_for_vertex_and_fragment_shader_modes, "node_position_view", "NODE_POSITION_VIEW"), { "node_position_view" }, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_FRAGMENT, Shader::MODE_SPATIAL));
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add_options.push_back(AddOption("Albedo", "Input/Light", "VisualShaderNodeInput", vformat(input_param_for_light_shader_mode, "albedo", "ALBEDO"), { "albedo" }, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_LIGHT, Shader::MODE_SPATIAL));
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add_options.push_back(AddOption("Attenuation", "Input/Light", "VisualShaderNodeInput", vformat(input_param_for_light_shader_mode, "attenuation", "ATTENUATION"), { "attenuation" }, VisualShaderNode::PORT_TYPE_SCALAR, TYPE_FLAGS_LIGHT, Shader::MODE_SPATIAL));
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add_options.push_back(AddOption("Backlight", "Input/Light", "VisualShaderNodeInput", vformat(input_param_for_light_shader_mode, "backlight", "BACKLIGHT"), { "backlight" }, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_LIGHT, Shader::MODE_SPATIAL));
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add_options.push_back(AddOption("Diffuse", "Input/Light", "VisualShaderNodeInput", vformat(input_param_for_light_shader_mode, "diffuse", "DIFFUSE_LIGHT"), { "diffuse" }, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_LIGHT, Shader::MODE_SPATIAL));
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add_options.push_back(AddOption("FragCoord", "Input/Light", "VisualShaderNodeInput", vformat(input_param_for_fragment_and_light_shader_modes, "fragcoord", "FRAGCOORD"), { "fragcoord" }, VisualShaderNode::PORT_TYPE_VECTOR_4D, TYPE_FLAGS_LIGHT, Shader::MODE_SPATIAL));
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add_options.push_back(AddOption("Light", "Input/Light", "VisualShaderNodeInput", vformat(input_param_for_light_shader_mode, "light", "LIGHT"), { "light" }, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_LIGHT, Shader::MODE_SPATIAL));
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add_options.push_back(AddOption("LightColor", "Input/Light", "VisualShaderNodeInput", vformat(input_param_for_light_shader_mode, "light_color", "LIGHT_COLOR"), { "light_color" }, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_LIGHT, Shader::MODE_SPATIAL));
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add_options.push_back(AddOption("LightIsDirectional", "Input/Light", "VisualShaderNodeInput", vformat(input_param_for_light_shader_mode, "light_is_directional", "LIGHT_IS_DIRECTIONAL"), { "light_is_directional" }, VisualShaderNode::PORT_TYPE_BOOLEAN, TYPE_FLAGS_LIGHT, Shader::MODE_SPATIAL));
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add_options.push_back(AddOption("Metallic", "Input/Light", "VisualShaderNodeInput", vformat(input_param_for_light_shader_mode, "metallic", "METALLIC"), { "metallic" }, VisualShaderNode::PORT_TYPE_SCALAR, TYPE_FLAGS_LIGHT, Shader::MODE_SPATIAL));
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add_options.push_back(AddOption("Roughness", "Input/Light", "VisualShaderNodeInput", vformat(input_param_for_light_shader_mode, "roughness", "ROUGHNESS"), { "roughness" }, VisualShaderNode::PORT_TYPE_SCALAR, TYPE_FLAGS_LIGHT, Shader::MODE_SPATIAL));
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add_options.push_back(AddOption("Specular", "Input/Light", "VisualShaderNodeInput", vformat(input_param_for_light_shader_mode, "specular", "SPECULAR_LIGHT"), { "specular" }, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_LIGHT, Shader::MODE_SPATIAL));
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add_options.push_back(AddOption("View", "Input/Light", "VisualShaderNodeInput", vformat(input_param_for_fragment_and_light_shader_modes, "view", "VIEW"), { "view" }, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_LIGHT, Shader::MODE_SPATIAL));
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// CANVASITEM INPUTS
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add_options.push_back(AddOption("AtLightPass", "Input/Vertex", "VisualShaderNodeInput", vformat(input_param_for_vertex_and_fragment_shader_modes, "at_light_pass", "AT_LIGHT_PASS"), { "at_light_pass" }, VisualShaderNode::PORT_TYPE_BOOLEAN, TYPE_FLAGS_VERTEX, Shader::MODE_CANVAS_ITEM));
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add_options.push_back(AddOption("CanvasMatrix", "Input/Vertex", "VisualShaderNodeInput", vformat(input_param_for_vertex_shader_mode, "canvas_matrix", "CANVAS_MATRIX"), { "canvas_matrix" }, VisualShaderNode::PORT_TYPE_TRANSFORM, TYPE_FLAGS_VERTEX, Shader::MODE_CANVAS_ITEM));
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add_options.push_back(AddOption("Custom0", "Input/Vertex", "VisualShaderNodeInput", vformat(input_param_for_vertex_shader_mode, "custom0", "CUSTOM0"), { "custom0" }, VisualShaderNode::PORT_TYPE_VECTOR_4D, TYPE_FLAGS_VERTEX, Shader::MODE_CANVAS_ITEM));
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add_options.push_back(AddOption("Custom1", "Input/Vertex", "VisualShaderNodeInput", vformat(input_param_for_vertex_shader_mode, "custom1", "CUSTOM1"), { "custom1" }, VisualShaderNode::PORT_TYPE_VECTOR_4D, TYPE_FLAGS_VERTEX, Shader::MODE_CANVAS_ITEM));
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add_options.push_back(AddOption("InstanceCustom", "Input/Vertex", "VisualShaderNodeInput", vformat(input_param_for_vertex_shader_mode, "instance_custom", "INSTANCE_CUSTOM"), { "instance_custom" }, VisualShaderNode::PORT_TYPE_VECTOR_4D, TYPE_FLAGS_VERTEX, Shader::MODE_CANVAS_ITEM));
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add_options.push_back(AddOption("InstanceId", "Input/Vertex", "VisualShaderNodeInput", vformat(input_param_for_vertex_shader_mode, "instance_id", "INSTANCE_ID"), { "instance_id" }, VisualShaderNode::PORT_TYPE_SCALAR_INT, TYPE_FLAGS_VERTEX, Shader::MODE_CANVAS_ITEM));
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add_options.push_back(AddOption("ModelMatrix", "Input/Vertex", "VisualShaderNodeInput", vformat(input_param_for_vertex_shader_mode, "model_matrix", "MODEL_MATRIX"), { "model_matrix" }, VisualShaderNode::PORT_TYPE_TRANSFORM, TYPE_FLAGS_VERTEX, Shader::MODE_CANVAS_ITEM));
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add_options.push_back(AddOption("PointSize", "Input/Vertex", "VisualShaderNodeInput", vformat(input_param_for_vertex_shader_mode, "point_size", "POINT_SIZE"), { "point_size" }, VisualShaderNode::PORT_TYPE_SCALAR, TYPE_FLAGS_VERTEX, Shader::MODE_CANVAS_ITEM));
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add_options.push_back(AddOption("ScreenMatrix", "Input/Vertex", "VisualShaderNodeInput", vformat(input_param_for_vertex_shader_mode, "screen_matrix", "SCREEN_MATRIX"), { "screen_matrix" }, VisualShaderNode::PORT_TYPE_TRANSFORM, TYPE_FLAGS_VERTEX, Shader::MODE_CANVAS_ITEM));
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add_options.push_back(AddOption("Vertex", "Input/Vertex", "VisualShaderNodeInput", vformat(input_param_for_vertex_and_fragment_shader_mode, "vertex", "VERTEX"), { "vertex" }, VisualShaderNode::PORT_TYPE_VECTOR_2D, TYPE_FLAGS_VERTEX, Shader::MODE_CANVAS_ITEM));
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add_options.push_back(AddOption("VertexId", "Input/Vertex", "VisualShaderNodeInput", vformat(input_param_for_vertex_shader_mode, "vertex_id", "VERTEX_ID"), { "vertex_id" }, VisualShaderNode::PORT_TYPE_SCALAR_INT, TYPE_FLAGS_VERTEX, Shader::MODE_CANVAS_ITEM));
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add_options.push_back(AddOption("AtLightPass", "Input/Fragment", "VisualShaderNodeInput", vformat(input_param_for_vertex_and_fragment_shader_modes, "at_light_pass", "AT_LIGHT_PASS"), { "at_light_pass" }, VisualShaderNode::PORT_TYPE_BOOLEAN, TYPE_FLAGS_FRAGMENT, Shader::MODE_CANVAS_ITEM));
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add_options.push_back(AddOption("FragCoord", "Input/Fragment", "VisualShaderNodeInput", vformat(input_param_for_fragment_and_light_shader_modes, "fragcoord", "FRAGCOORD"), { "fragcoord" }, VisualShaderNode::PORT_TYPE_VECTOR_4D, TYPE_FLAGS_FRAGMENT, Shader::MODE_CANVAS_ITEM));
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add_options.push_back(AddOption("NormalTexture", "Input/Fragment", "VisualShaderNodeInput", vformat(input_param_for_fragment_shader_mode, "normal_texture", "NORMAL_TEXTURE"), { "normal_texture" }, VisualShaderNode::PORT_TYPE_SAMPLER, TYPE_FLAGS_FRAGMENT, Shader::MODE_CANVAS_ITEM));
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add_options.push_back(AddOption("PointCoord", "Input/Fragment", "VisualShaderNodeInput", vformat(input_param_for_fragment_and_light_shader_modes, "point_coord", "POINT_COORD"), { "point_coord" }, VisualShaderNode::PORT_TYPE_VECTOR_2D, TYPE_FLAGS_FRAGMENT, Shader::MODE_CANVAS_ITEM));
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add_options.push_back(AddOption("ScreenPixelSize", "Input/Fragment", "VisualShaderNodeInput", vformat(input_param_for_fragment_shader_mode, "screen_pixel_size", "SCREEN_PIXEL_SIZE"), { "screen_pixel_size" }, VisualShaderNode::PORT_TYPE_VECTOR_2D, TYPE_FLAGS_FRAGMENT, Shader::MODE_CANVAS_ITEM));
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add_options.push_back(AddOption("ScreenUV", "Input/Fragment", "VisualShaderNodeInput", vformat(input_param_for_fragment_and_light_shader_modes, "screen_uv", "SCREEN_UV"), { "screen_uv" }, VisualShaderNode::PORT_TYPE_VECTOR_2D, TYPE_FLAGS_FRAGMENT, Shader::MODE_CANVAS_ITEM));
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add_options.push_back(AddOption("SpecularShininess", "Input/Fragment", "VisualShaderNodeInput", vformat(input_param_for_fragment_and_light_shader_modes, "specular_shininess", "SPECULAR_SHININESS"), { "specular_shininess" }, VisualShaderNode::PORT_TYPE_VECTOR_4D, TYPE_FLAGS_FRAGMENT, Shader::MODE_CANVAS_ITEM));
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add_options.push_back(AddOption("SpecularShininessTexture", "Input/Fragment", "VisualShaderNodeInput", vformat(input_param_for_fragment_shader_mode, "specular_shininess_texture", "SPECULAR_SHININESS_TEXTURE"), { "specular_shininess_texture" }, VisualShaderNode::PORT_TYPE_SAMPLER, TYPE_FLAGS_FRAGMENT, Shader::MODE_CANVAS_ITEM));
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add_options.push_back(AddOption("Texture", "Input/Fragment", "VisualShaderNodeInput", vformat(input_param_for_fragment_and_light_shader_modes, "texture", "TEXTURE"), { "texture" }, VisualShaderNode::PORT_TYPE_SAMPLER, TYPE_FLAGS_FRAGMENT, Shader::MODE_CANVAS_ITEM));
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add_options.push_back(AddOption("Vertex", "Input/Fragment", "VisualShaderNodeInput", vformat(input_param_for_vertex_and_fragment_shader_mode, "vertex", "VERTEX"), { "vertex" }, VisualShaderNode::PORT_TYPE_VECTOR_2D, TYPE_FLAGS_FRAGMENT, Shader::MODE_CANVAS_ITEM));
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add_options.push_back(AddOption("FragCoord", "Input/Light", "VisualShaderNodeInput", vformat(input_param_for_fragment_and_light_shader_modes, "fragcoord", "FRAGCOORD"), { "fragcoord" }, VisualShaderNode::PORT_TYPE_VECTOR_4D, TYPE_FLAGS_LIGHT, Shader::MODE_CANVAS_ITEM));
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add_options.push_back(AddOption("Light", "Input/Light", "VisualShaderNodeInput", vformat(input_param_for_light_shader_mode, "light", "LIGHT"), { "light" }, VisualShaderNode::PORT_TYPE_VECTOR_4D, TYPE_FLAGS_LIGHT, Shader::MODE_CANVAS_ITEM));
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add_options.push_back(AddOption("LightColor", "Input/Light", "VisualShaderNodeInput", vformat(input_param_for_light_shader_mode, "light_color", "LIGHT_COLOR"), { "light_color" }, VisualShaderNode::PORT_TYPE_VECTOR_4D, TYPE_FLAGS_LIGHT, Shader::MODE_CANVAS_ITEM));
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add_options.push_back(AddOption("LightPosition", "Input/Light", "VisualShaderNodeInput", vformat(input_param_for_light_shader_mode, "light_position", "LIGHT_POSITION"), { "light_position" }, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_LIGHT, Shader::MODE_CANVAS_ITEM));
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add_options.push_back(AddOption("LightDirection", "Input/Light", "VisualShaderNodeInput", vformat(input_param_for_light_shader_mode, "light_direction", "LIGHT_DIRECTION"), { "light_direction" }, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_LIGHT, Shader::MODE_CANVAS_ITEM));
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add_options.push_back(AddOption("LightIsDirectional", "Input/Light", "VisualShaderNodeInput", vformat(input_param_for_light_shader_mode, "light_is_directional", "LIGHT_IS_DIRECTIONAL"), { "light_is_directional" }, VisualShaderNode::PORT_TYPE_BOOLEAN, TYPE_FLAGS_LIGHT, Shader::MODE_CANVAS_ITEM));
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add_options.push_back(AddOption("LightEnergy", "Input/Light", "VisualShaderNodeInput", vformat(input_param_for_light_shader_mode, "light_energy", "LIGHT_ENERGY"), { "light_energy" }, VisualShaderNode::PORT_TYPE_SCALAR, TYPE_FLAGS_LIGHT, Shader::MODE_CANVAS_ITEM));
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add_options.push_back(AddOption("LightVertex", "Input/Light", "VisualShaderNodeInput", vformat(input_param_for_fragment_and_light_shader_modes, "light_vertex", "LIGHT_VERTEX"), { "light_vertex" }, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_LIGHT, Shader::MODE_CANVAS_ITEM));
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add_options.push_back(AddOption("Normal", "Input/Light", "VisualShaderNodeInput", vformat(input_param_for_light_shader_mode, "normal", "NORMAL"), { "normal" }, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_LIGHT, Shader::MODE_CANVAS_ITEM));
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add_options.push_back(AddOption("PointCoord", "Input/Light", "VisualShaderNodeInput", vformat(input_param_for_fragment_and_light_shader_modes, "point_coord", "POINT_COORD"), { "point_coord" }, VisualShaderNode::PORT_TYPE_VECTOR_2D, TYPE_FLAGS_LIGHT, Shader::MODE_CANVAS_ITEM));
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add_options.push_back(AddOption("ScreenUV", "Input/Light", "VisualShaderNodeInput", vformat(input_param_for_fragment_and_light_shader_modes, "screen_uv", "SCREEN_UV"), { "screen_uv" }, VisualShaderNode::PORT_TYPE_VECTOR_2D, TYPE_FLAGS_LIGHT, Shader::MODE_CANVAS_ITEM));
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add_options.push_back(AddOption("Shadow", "Input/Light", "VisualShaderNodeInput", vformat(input_param_for_light_shader_mode, "shadow", "SHADOW_MODULATE"), { "shadow" }, VisualShaderNode::PORT_TYPE_VECTOR_4D, TYPE_FLAGS_LIGHT, Shader::MODE_CANVAS_ITEM));
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add_options.push_back(AddOption("SpecularShininess", "Input/Light", "VisualShaderNodeInput", vformat(input_param_for_fragment_and_light_shader_modes, "specular_shininess", "SPECULAR_SHININESS"), { "specular_shininess" }, VisualShaderNode::PORT_TYPE_VECTOR_4D, TYPE_FLAGS_LIGHT, Shader::MODE_CANVAS_ITEM));
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add_options.push_back(AddOption("Texture", "Input/Light", "VisualShaderNodeInput", vformat(input_param_for_fragment_and_light_shader_modes, "texture", "TEXTURE"), { "texture" }, VisualShaderNode::PORT_TYPE_SAMPLER, TYPE_FLAGS_LIGHT, Shader::MODE_CANVAS_ITEM));
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// SKY INPUTS
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add_options.push_back(AddOption("AtCubeMapPass", "Input/Sky", "VisualShaderNodeInput", vformat(input_param_for_sky_shader_mode, "at_cubemap_pass", "AT_CUBEMAP_PASS"), { "at_cubemap_pass" }, VisualShaderNode::PORT_TYPE_BOOLEAN, TYPE_FLAGS_SKY, Shader::MODE_SKY));
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add_options.push_back(AddOption("AtHalfResPass", "Input/Sky", "VisualShaderNodeInput", vformat(input_param_for_sky_shader_mode, "at_half_res_pass", "AT_HALF_RES_PASS"), { "at_half_res_pass" }, VisualShaderNode::PORT_TYPE_BOOLEAN, TYPE_FLAGS_SKY, Shader::MODE_SKY));
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add_options.push_back(AddOption("AtQuarterResPass", "Input/Sky", "VisualShaderNodeInput", vformat(input_param_for_sky_shader_mode, "at_quarter_res_pass", "AT_QUARTER_RES_PASS"), { "at_quarter_res_pass" }, VisualShaderNode::PORT_TYPE_BOOLEAN, TYPE_FLAGS_SKY, Shader::MODE_SKY));
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add_options.push_back(AddOption("EyeDir", "Input/Sky", "VisualShaderNodeInput", vformat(input_param_for_sky_shader_mode, "eyedir", "EYEDIR"), { "eyedir" }, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_SKY, Shader::MODE_SKY));
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add_options.push_back(AddOption("HalfResColor", "Input/Sky", "VisualShaderNodeInput", vformat(input_param_for_sky_shader_mode, "half_res_color", "HALF_RES_COLOR"), { "half_res_color" }, VisualShaderNode::PORT_TYPE_VECTOR_4D, TYPE_FLAGS_SKY, Shader::MODE_SKY));
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add_options.push_back(AddOption("Light0Color", "Input/Sky", "VisualShaderNodeInput", vformat(input_param_for_sky_shader_mode, "light0_color", "LIGHT0_COLOR"), { "light0_color" }, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_SKY, Shader::MODE_SKY));
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add_options.push_back(AddOption("Light0Direction", "Input/Sky", "VisualShaderNodeInput", vformat(input_param_for_sky_shader_mode, "light0_direction", "LIGHT0_DIRECTION"), { "light0_direction" }, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_SKY, Shader::MODE_SKY));
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add_options.push_back(AddOption("Light0Enabled", "Input/Sky", "VisualShaderNodeInput", vformat(input_param_for_sky_shader_mode, "light0_enabled", "LIGHT0_ENABLED"), { "light0_enabled" }, VisualShaderNode::PORT_TYPE_BOOLEAN, TYPE_FLAGS_SKY, Shader::MODE_SKY));
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add_options.push_back(AddOption("Light0Energy", "Input/Sky", "VisualShaderNodeInput", vformat(input_param_for_sky_shader_mode, "light0_energy", "LIGHT0_ENERGY"), { "light0_energy" }, VisualShaderNode::PORT_TYPE_SCALAR, TYPE_FLAGS_SKY, Shader::MODE_SKY));
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add_options.push_back(AddOption("Light1Color", "Input/Sky", "VisualShaderNodeInput", vformat(input_param_for_sky_shader_mode, "light1_color", "LIGHT1_COLOR"), { "light1_color" }, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_SKY, Shader::MODE_SKY));
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add_options.push_back(AddOption("Light1Direction", "Input/Sky", "VisualShaderNodeInput", vformat(input_param_for_sky_shader_mode, "light1_direction", "LIGHT1_DIRECTION"), { "light1_direction" }, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_SKY, Shader::MODE_SKY));
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add_options.push_back(AddOption("Light1Enabled", "Input/Sky", "VisualShaderNodeInput", vformat(input_param_for_sky_shader_mode, "light1_enabled", "LIGHT1_ENABLED"), { "light1_enabled" }, VisualShaderNode::PORT_TYPE_BOOLEAN, TYPE_FLAGS_SKY, Shader::MODE_SKY));
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add_options.push_back(AddOption("Light1Energy", "Input/Sky", "VisualShaderNodeInput", vformat(input_param_for_sky_shader_mode, "light1_energy", "LIGHT1_ENERGY"), { "light1_energy" }, VisualShaderNode::PORT_TYPE_SCALAR, TYPE_FLAGS_SKY, Shader::MODE_SKY));
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add_options.push_back(AddOption("Light2Color", "Input/Sky", "VisualShaderNodeInput", vformat(input_param_for_sky_shader_mode, "light2_color", "LIGHT2_COLOR"), { "light2_color" }, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_SKY, Shader::MODE_SKY));
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add_options.push_back(AddOption("Light2Direction", "Input/Sky", "VisualShaderNodeInput", vformat(input_param_for_sky_shader_mode, "light2_direction", "LIGHT2_DIRECTION"), { "light2_direction" }, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_SKY, Shader::MODE_SKY));
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add_options.push_back(AddOption("Light2Enabled", "Input/Sky", "VisualShaderNodeInput", vformat(input_param_for_sky_shader_mode, "light2_enabled", "LIGHT2_ENABLED"), { "light2_enabled" }, VisualShaderNode::PORT_TYPE_BOOLEAN, TYPE_FLAGS_SKY, Shader::MODE_SKY));
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add_options.push_back(AddOption("Light2Energy", "Input/Sky", "VisualShaderNodeInput", vformat(input_param_for_sky_shader_mode, "light2_energy", "LIGHT2_ENERGY"), { "light2_energy" }, VisualShaderNode::PORT_TYPE_SCALAR, TYPE_FLAGS_SKY, Shader::MODE_SKY));
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add_options.push_back(AddOption("Light3Color", "Input/Sky", "VisualShaderNodeInput", vformat(input_param_for_sky_shader_mode, "light3_color", "LIGHT3_COLOR"), { "light3_color" }, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_SKY, Shader::MODE_SKY));
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add_options.push_back(AddOption("Light3Direction", "Input/Sky", "VisualShaderNodeInput", vformat(input_param_for_sky_shader_mode, "light3_direction", "LIGHT3_DIRECTION"), { "light3_direction" }, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_SKY, Shader::MODE_SKY));
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add_options.push_back(AddOption("Light3Enabled", "Input/Sky", "VisualShaderNodeInput", vformat(input_param_for_sky_shader_mode, "light3_enabled", "LIGHT3_ENABLED"), { "light3_enabled" }, VisualShaderNode::PORT_TYPE_BOOLEAN, TYPE_FLAGS_SKY, Shader::MODE_SKY));
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add_options.push_back(AddOption("Light3Energy", "Input/Sky", "VisualShaderNodeInput", vformat(input_param_for_sky_shader_mode, "light3_energy", "LIGHT3_ENERGY"), { "light3_energy" }, VisualShaderNode::PORT_TYPE_SCALAR, TYPE_FLAGS_SKY, Shader::MODE_SKY));
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add_options.push_back(AddOption("Position", "Input/Sky", "VisualShaderNodeInput", vformat(input_param_for_sky_shader_mode, "position", "POSITION"), { "position" }, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_SKY, Shader::MODE_SKY));
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add_options.push_back(AddOption("QuarterResColor", "Input/Sky", "VisualShaderNodeInput", vformat(input_param_for_sky_shader_mode, "quarter_res_color", "QUARTER_RES_COLOR"), { "quarter_res_color" }, VisualShaderNode::PORT_TYPE_VECTOR_4D, TYPE_FLAGS_SKY, Shader::MODE_SKY));
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add_options.push_back(AddOption("Radiance", "Input/Sky", "VisualShaderNodeInput", vformat(input_param_for_sky_shader_mode, "radiance", "RADIANCE"), { "radiance" }, VisualShaderNode::PORT_TYPE_SAMPLER, TYPE_FLAGS_SKY, Shader::MODE_SKY));
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add_options.push_back(AddOption("ScreenUV", "Input/Sky", "VisualShaderNodeInput", vformat(input_param_for_sky_shader_mode, "screen_uv", "SCREEN_UV"), { "screen_uv" }, VisualShaderNode::PORT_TYPE_VECTOR_2D, TYPE_FLAGS_SKY, Shader::MODE_SKY));
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add_options.push_back(AddOption("FragCoord", "Input/Sky", "VisualShaderNodeInput", vformat(input_param_for_sky_shader_mode, "fragcoord", "FRAGCOORD"), { "fragcoord" }, VisualShaderNode::PORT_TYPE_VECTOR_4D, TYPE_FLAGS_SKY, Shader::MODE_SKY));
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add_options.push_back(AddOption("SkyCoords", "Input/Sky", "VisualShaderNodeInput", vformat(input_param_for_sky_shader_mode, "sky_coords", "SKY_COORDS"), { "sky_coords" }, VisualShaderNode::PORT_TYPE_VECTOR_2D, TYPE_FLAGS_SKY, Shader::MODE_SKY));
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add_options.push_back(AddOption("Time", "Input/Sky", "VisualShaderNodeInput", vformat(input_param_for_sky_shader_mode, "time", "TIME"), { "time" }, VisualShaderNode::PORT_TYPE_SCALAR, TYPE_FLAGS_SKY, Shader::MODE_SKY));
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// FOG INPUTS
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add_options.push_back(AddOption("WorldPosition", "Input/Fog", "VisualShaderNodeInput", vformat(input_param_for_fog_shader_mode, "world_position", "WORLD_POSITION"), { "world_position" }, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_FOG, Shader::MODE_FOG));
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add_options.push_back(AddOption("ObjectPosition", "Input/Fog", "VisualShaderNodeInput", vformat(input_param_for_fog_shader_mode, "object_position", "OBJECT_POSITION"), { "object_position" }, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_FOG, Shader::MODE_FOG));
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add_options.push_back(AddOption("UVW", "Input/Fog", "VisualShaderNodeInput", vformat(input_param_for_fog_shader_mode, "uvw", "UVW"), { "uvw" }, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_FOG, Shader::MODE_FOG));
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add_options.push_back(AddOption("Size", "Input/Fog", "VisualShaderNodeInput", vformat(input_param_for_fog_shader_mode, "size", "SIZE"), { "size" }, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_FOG, Shader::MODE_FOG));
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add_options.push_back(AddOption("SDF", "Input/Fog", "VisualShaderNodeInput", vformat(input_param_for_fog_shader_mode, "sdf", "SDF"), { "sdf" }, VisualShaderNode::PORT_TYPE_SCALAR, TYPE_FLAGS_FOG, Shader::MODE_FOG));
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add_options.push_back(AddOption("Time", "Input/Fog", "VisualShaderNodeInput", vformat(input_param_for_fog_shader_mode, "time", "TIME"), { "time" }, VisualShaderNode::PORT_TYPE_SCALAR, TYPE_FLAGS_FOG, Shader::MODE_FOG));
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// PARTICLES INPUTS
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add_options.push_back(AddOption("CollisionDepth", "Input/Collide", "VisualShaderNodeInput", vformat(input_param_for_collide_shader_mode, "collision_depth", "COLLISION_DEPTH"), { "collision_depth" }, VisualShaderNode::PORT_TYPE_SCALAR, TYPE_FLAGS_COLLIDE, Shader::MODE_PARTICLES));
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add_options.push_back(AddOption("CollisionNormal", "Input/Collide", "VisualShaderNodeInput", vformat(input_param_for_collide_shader_mode, "collision_normal", "COLLISION_NORMAL"), { "collision_normal" }, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_COLLIDE, Shader::MODE_PARTICLES));
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// PARTICLES
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add_options.push_back(AddOption("EmitParticle", "Particles", "VisualShaderNodeParticleEmit", "", {}, -1, TYPE_FLAGS_PROCESS | TYPE_FLAGS_PROCESS_CUSTOM | TYPE_FLAGS_COLLIDE, Shader::MODE_PARTICLES));
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add_options.push_back(AddOption("ParticleAccelerator", "Particles", "VisualShaderNodeParticleAccelerator", "", {}, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_PROCESS, Shader::MODE_PARTICLES));
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add_options.push_back(AddOption("ParticleRandomness", "Particles", "VisualShaderNodeParticleRandomness", "", {}, VisualShaderNode::PORT_TYPE_SCALAR, TYPE_FLAGS_EMIT | TYPE_FLAGS_PROCESS | TYPE_FLAGS_COLLIDE, Shader::MODE_PARTICLES));
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add_options.push_back(AddOption("MultiplyByAxisAngle (*)", "Particles/Transform", "VisualShaderNodeParticleMultiplyByAxisAngle", TTR("A node for help to multiply a position input vector by rotation using specific axis. Intended to work with emitters."), {}, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_EMIT | TYPE_FLAGS_PROCESS | TYPE_FLAGS_COLLIDE, Shader::MODE_PARTICLES));
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add_options.push_back(AddOption("BoxEmitter", "Particles/Emitters", "VisualShaderNodeParticleBoxEmitter", "", {}, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_EMIT, Shader::MODE_PARTICLES));
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add_options.push_back(AddOption("MeshEmitter", "Particles/Emitters", "VisualShaderNodeParticleMeshEmitter", "", {}, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_EMIT, Shader::MODE_PARTICLES));
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add_options.push_back(AddOption("RingEmitter", "Particles/Emitters", "VisualShaderNodeParticleRingEmitter", "", {}, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_EMIT, Shader::MODE_PARTICLES));
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add_options.push_back(AddOption("SphereEmitter", "Particles/Emitters", "VisualShaderNodeParticleSphereEmitter", "", {}, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_EMIT, Shader::MODE_PARTICLES));
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add_options.push_back(AddOption("ConeVelocity", "Particles/Velocity", "VisualShaderNodeParticleConeVelocity", "", {}, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_EMIT, Shader::MODE_PARTICLES));
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// SCALAR
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add_options.push_back(AddOption("FloatFunc", "Scalar/Common", "VisualShaderNodeFloatFunc", TTR("Float function."), {}, VisualShaderNode::PORT_TYPE_SCALAR));
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add_options.push_back(AddOption("FloatOp", "Scalar/Common", "VisualShaderNodeFloatOp", TTR("Float operator."), {}, VisualShaderNode::PORT_TYPE_SCALAR));
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add_options.push_back(AddOption("IntFunc", "Scalar/Common", "VisualShaderNodeIntFunc", TTR("Integer function."), {}, VisualShaderNode::PORT_TYPE_SCALAR_INT));
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add_options.push_back(AddOption("IntOp", "Scalar/Common", "VisualShaderNodeIntOp", TTR("Integer operator."), {}, VisualShaderNode::PORT_TYPE_SCALAR_INT));
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add_options.push_back(AddOption("UIntFunc", "Scalar/Common", "VisualShaderNodeUIntFunc", TTR("Unsigned integer function."), {}, VisualShaderNode::PORT_TYPE_SCALAR_UINT));
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add_options.push_back(AddOption("UIntOp", "Scalar/Common", "VisualShaderNodeUIntOp", TTR("Unsigned integer operator."), {}, VisualShaderNode::PORT_TYPE_SCALAR_UINT));
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// CONSTANTS
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for (int i = 0; i < MAX_FLOAT_CONST_DEFS; i++) {
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add_options.push_back(AddOption(float_constant_defs[i].name, "Scalar/Constants", "VisualShaderNodeFloatConstant", float_constant_defs[i].desc, { float_constant_defs[i].value }, VisualShaderNode::PORT_TYPE_SCALAR));
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}
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// FUNCTIONS
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add_options.push_back(AddOption("Abs", "Scalar/Functions", "VisualShaderNodeFloatFunc", TTR("Returns the absolute value of the parameter."), { VisualShaderNodeFloatFunc::FUNC_ABS }, VisualShaderNode::PORT_TYPE_SCALAR));
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add_options.push_back(AddOption("Abs", "Scalar/Functions", "VisualShaderNodeIntFunc", TTR("Returns the absolute value of the parameter."), { VisualShaderNodeIntFunc::FUNC_ABS }, VisualShaderNode::PORT_TYPE_SCALAR_INT));
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add_options.push_back(AddOption("ACos", "Scalar/Functions", "VisualShaderNodeFloatFunc", TTR("Returns the arc-cosine of the parameter."), { VisualShaderNodeFloatFunc::FUNC_ACOS }, VisualShaderNode::PORT_TYPE_SCALAR));
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add_options.push_back(AddOption("ACosH", "Scalar/Functions", "VisualShaderNodeFloatFunc", TTR("Returns the inverse hyperbolic cosine of the parameter."), { VisualShaderNodeFloatFunc::FUNC_ACOSH }, VisualShaderNode::PORT_TYPE_SCALAR));
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add_options.push_back(AddOption("ASin", "Scalar/Functions", "VisualShaderNodeFloatFunc", TTR("Returns the arc-sine of the parameter."), { VisualShaderNodeFloatFunc::FUNC_ASIN }, VisualShaderNode::PORT_TYPE_SCALAR));
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add_options.push_back(AddOption("ASinH", "Scalar/Functions", "VisualShaderNodeFloatFunc", TTR("Returns the inverse hyperbolic sine of the parameter."), { VisualShaderNodeFloatFunc::FUNC_ASINH }, VisualShaderNode::PORT_TYPE_SCALAR));
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add_options.push_back(AddOption("ATan", "Scalar/Functions", "VisualShaderNodeFloatFunc", TTR("Returns the arc-tangent of the parameter."), { VisualShaderNodeFloatFunc::FUNC_ATAN }, VisualShaderNode::PORT_TYPE_SCALAR));
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add_options.push_back(AddOption("ATan2", "Scalar/Functions", "VisualShaderNodeFloatOp", TTR("Returns the arc-tangent of the parameters."), { VisualShaderNodeFloatOp::OP_ATAN2 }, VisualShaderNode::PORT_TYPE_SCALAR));
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add_options.push_back(AddOption("ATanH", "Scalar/Functions", "VisualShaderNodeFloatFunc", TTR("Returns the inverse hyperbolic tangent of the parameter."), { VisualShaderNodeFloatFunc::FUNC_ATANH }, VisualShaderNode::PORT_TYPE_SCALAR));
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add_options.push_back(AddOption("BitwiseNOT", "Scalar/Functions", "VisualShaderNodeIntFunc", TTR("Returns the result of bitwise NOT (~a) operation on the integer."), { VisualShaderNodeIntFunc::FUNC_BITWISE_NOT }, VisualShaderNode::PORT_TYPE_SCALAR_INT));
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add_options.push_back(AddOption("BitwiseNOT", "Scalar/Functions", "VisualShaderNodeUIntFunc", TTR("Returns the result of bitwise NOT (~a) operation on the unsigned integer."), { VisualShaderNodeUIntFunc::FUNC_BITWISE_NOT }, VisualShaderNode::PORT_TYPE_SCALAR_UINT));
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add_options.push_back(AddOption("Ceil", "Scalar/Functions", "VisualShaderNodeFloatFunc", TTR("Finds the nearest integer that is greater than or equal to the parameter."), { VisualShaderNodeFloatFunc::FUNC_CEIL }, VisualShaderNode::PORT_TYPE_SCALAR));
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add_options.push_back(AddOption("Clamp", "Scalar/Functions", "VisualShaderNodeClamp", TTR("Constrains a value to lie between two further values."), { VisualShaderNodeClamp::OP_TYPE_FLOAT }, VisualShaderNode::PORT_TYPE_SCALAR));
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add_options.push_back(AddOption("Clamp", "Scalar/Functions", "VisualShaderNodeClamp", TTR("Constrains a value to lie between two further values."), { VisualShaderNodeClamp::OP_TYPE_INT }, VisualShaderNode::PORT_TYPE_SCALAR_INT));
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add_options.push_back(AddOption("Clamp", "Scalar/Functions", "VisualShaderNodeClamp", TTR("Constrains a value to lie between two further values."), { VisualShaderNodeClamp::OP_TYPE_UINT }, VisualShaderNode::PORT_TYPE_SCALAR_UINT));
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add_options.push_back(AddOption("Cos", "Scalar/Functions", "VisualShaderNodeFloatFunc", TTR("Returns the cosine of the parameter."), { VisualShaderNodeFloatFunc::FUNC_COS }, VisualShaderNode::PORT_TYPE_SCALAR));
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add_options.push_back(AddOption("CosH", "Scalar/Functions", "VisualShaderNodeFloatFunc", TTR("Returns the hyperbolic cosine of the parameter."), { VisualShaderNodeFloatFunc::FUNC_COSH }, VisualShaderNode::PORT_TYPE_SCALAR));
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add_options.push_back(AddOption("Degrees", "Scalar/Functions", "VisualShaderNodeFloatFunc", TTR("Converts a quantity in radians to degrees."), { VisualShaderNodeFloatFunc::FUNC_DEGREES }, VisualShaderNode::PORT_TYPE_SCALAR));
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add_options.push_back(AddOption("DFdX", "Scalar/Functions", "VisualShaderNodeDerivativeFunc", TTR("(Fragment/Light mode only) (Scalar) Derivative in 'x' using local differencing."), { VisualShaderNodeDerivativeFunc::FUNC_X, VisualShaderNodeDerivativeFunc::OP_TYPE_SCALAR }, VisualShaderNode::PORT_TYPE_SCALAR, TYPE_FLAGS_FRAGMENT | TYPE_FLAGS_LIGHT, -1, true));
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add_options.push_back(AddOption("DFdY", "Scalar/Functions", "VisualShaderNodeDerivativeFunc", TTR("(Fragment/Light mode only) (Scalar) Derivative in 'y' using local differencing."), { VisualShaderNodeDerivativeFunc::FUNC_Y, VisualShaderNodeDerivativeFunc::OP_TYPE_SCALAR }, VisualShaderNode::PORT_TYPE_SCALAR, TYPE_FLAGS_FRAGMENT | TYPE_FLAGS_LIGHT, -1, true));
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add_options.push_back(AddOption("Exp", "Scalar/Functions", "VisualShaderNodeFloatFunc", TTR("Base-e Exponential."), { VisualShaderNodeFloatFunc::FUNC_EXP }, VisualShaderNode::PORT_TYPE_SCALAR));
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add_options.push_back(AddOption("Exp2", "Scalar/Functions", "VisualShaderNodeFloatFunc", TTR("Base-2 Exponential."), { VisualShaderNodeFloatFunc::FUNC_EXP2 }, VisualShaderNode::PORT_TYPE_SCALAR));
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add_options.push_back(AddOption("Floor", "Scalar/Functions", "VisualShaderNodeFloatFunc", TTR("Finds the nearest integer less than or equal to the parameter."), { VisualShaderNodeFloatFunc::FUNC_FLOOR }, VisualShaderNode::PORT_TYPE_SCALAR));
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add_options.push_back(AddOption("Fract", "Scalar/Functions", "VisualShaderNodeFloatFunc", TTR("Computes the fractional part of the argument."), { VisualShaderNodeFloatFunc::FUNC_FRACT }, VisualShaderNode::PORT_TYPE_SCALAR));
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add_options.push_back(AddOption("InverseSqrt", "Scalar/Functions", "VisualShaderNodeFloatFunc", TTR("Returns the inverse of the square root of the parameter."), { VisualShaderNodeFloatFunc::FUNC_INVERSE_SQRT }, VisualShaderNode::PORT_TYPE_SCALAR));
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add_options.push_back(AddOption("Log", "Scalar/Functions", "VisualShaderNodeFloatFunc", TTR("Natural logarithm."), { VisualShaderNodeFloatFunc::FUNC_LOG }, VisualShaderNode::PORT_TYPE_SCALAR));
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|
add_options.push_back(AddOption("Log2", "Scalar/Functions", "VisualShaderNodeFloatFunc", TTR("Base-2 logarithm."), { VisualShaderNodeFloatFunc::FUNC_LOG2 }, VisualShaderNode::PORT_TYPE_SCALAR));
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add_options.push_back(AddOption("Max", "Scalar/Functions", "VisualShaderNodeFloatOp", TTR("Returns the greater of two values."), { VisualShaderNodeFloatOp::OP_MAX }, VisualShaderNode::PORT_TYPE_SCALAR));
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add_options.push_back(AddOption("Min", "Scalar/Functions", "VisualShaderNodeFloatOp", TTR("Returns the lesser of two values."), { VisualShaderNodeFloatOp::OP_MIN }, VisualShaderNode::PORT_TYPE_SCALAR));
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add_options.push_back(AddOption("Mix", "Scalar/Functions", "VisualShaderNodeMix", TTR("Linear interpolation between two scalars."), { VisualShaderNodeMix::OP_TYPE_SCALAR }, VisualShaderNode::PORT_TYPE_SCALAR));
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add_options.push_back(AddOption("MultiplyAdd (a * b + c)", "Scalar/Functions", "VisualShaderNodeMultiplyAdd", TTR("Performs a fused multiply-add operation (a * b + c) on scalars."), { VisualShaderNodeMultiplyAdd::OP_TYPE_SCALAR }, VisualShaderNode::PORT_TYPE_SCALAR));
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add_options.push_back(AddOption("Negate (*-1)", "Scalar/Functions", "VisualShaderNodeFloatFunc", TTR("Returns the opposite value of the parameter."), { VisualShaderNodeFloatFunc::FUNC_NEGATE }, VisualShaderNode::PORT_TYPE_SCALAR));
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add_options.push_back(AddOption("Negate (*-1)", "Scalar/Functions", "VisualShaderNodeIntFunc", TTR("Returns the opposite value of the parameter."), { VisualShaderNodeIntFunc::FUNC_NEGATE }, VisualShaderNode::PORT_TYPE_SCALAR_INT));
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add_options.push_back(AddOption("Negate (*-1)", "Scalar/Functions", "VisualShaderNodeUIntFunc", TTR("Returns the opposite value of the parameter."), { VisualShaderNodeUIntFunc::FUNC_NEGATE }, VisualShaderNode::PORT_TYPE_SCALAR_UINT));
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add_options.push_back(AddOption("OneMinus (1-)", "Scalar/Functions", "VisualShaderNodeFloatFunc", TTR("1.0 - scalar"), { VisualShaderNodeFloatFunc::FUNC_ONEMINUS }, VisualShaderNode::PORT_TYPE_SCALAR));
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add_options.push_back(AddOption("Pow", "Scalar/Functions", "VisualShaderNodeFloatOp", TTR("Returns the value of the first parameter raised to the power of the second."), { VisualShaderNodeFloatOp::OP_POW }, VisualShaderNode::PORT_TYPE_SCALAR));
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add_options.push_back(AddOption("Radians", "Scalar/Functions", "VisualShaderNodeFloatFunc", TTR("Converts a quantity in degrees to radians."), { VisualShaderNodeFloatFunc::FUNC_RADIANS }, VisualShaderNode::PORT_TYPE_SCALAR));
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add_options.push_back(AddOption("Reciprocal", "Scalar/Functions", "VisualShaderNodeFloatFunc", TTR("1.0 / scalar"), { VisualShaderNodeFloatFunc::FUNC_RECIPROCAL }, VisualShaderNode::PORT_TYPE_SCALAR));
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add_options.push_back(AddOption("Round", "Scalar/Functions", "VisualShaderNodeFloatFunc", TTR("Finds the nearest integer to the parameter."), { VisualShaderNodeFloatFunc::FUNC_ROUND }, VisualShaderNode::PORT_TYPE_SCALAR));
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add_options.push_back(AddOption("RoundEven", "Scalar/Functions", "VisualShaderNodeFloatFunc", TTR("Finds the nearest even integer to the parameter."), { VisualShaderNodeFloatFunc::FUNC_ROUNDEVEN }, VisualShaderNode::PORT_TYPE_SCALAR));
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add_options.push_back(AddOption("Saturate", "Scalar/Functions", "VisualShaderNodeFloatFunc", TTR("Clamps the value between 0.0 and 1.0."), { VisualShaderNodeFloatFunc::FUNC_SATURATE }, VisualShaderNode::PORT_TYPE_SCALAR));
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add_options.push_back(AddOption("Sign", "Scalar/Functions", "VisualShaderNodeFloatFunc", TTR("Extracts the sign of the parameter."), { VisualShaderNodeFloatFunc::FUNC_SIGN }, VisualShaderNode::PORT_TYPE_SCALAR));
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add_options.push_back(AddOption("Sign", "Scalar/Functions", "VisualShaderNodeIntFunc", TTR("Extracts the sign of the parameter."), { VisualShaderNodeIntFunc::FUNC_SIGN }, VisualShaderNode::PORT_TYPE_SCALAR_INT));
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add_options.push_back(AddOption("Sin", "Scalar/Functions", "VisualShaderNodeFloatFunc", TTR("Returns the sine of the parameter."), { VisualShaderNodeFloatFunc::FUNC_SIN }, VisualShaderNode::PORT_TYPE_SCALAR));
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add_options.push_back(AddOption("SinH", "Scalar/Functions", "VisualShaderNodeFloatFunc", TTR("Returns the hyperbolic sine of the parameter."), { VisualShaderNodeFloatFunc::FUNC_SINH }, VisualShaderNode::PORT_TYPE_SCALAR));
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|
add_options.push_back(AddOption("Sqrt", "Scalar/Functions", "VisualShaderNodeFloatFunc", TTR("Returns the square root of the parameter."), { VisualShaderNodeFloatFunc::FUNC_SQRT }, VisualShaderNode::PORT_TYPE_SCALAR));
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add_options.push_back(AddOption("SmoothStep", "Scalar/Functions", "VisualShaderNodeSmoothStep", TTR("SmoothStep function( scalar(edge0), scalar(edge1), scalar(x) ).\n\nReturns 0.0 if 'x' is smaller than 'edge0' and 1.0 if x is larger than 'edge1'. Otherwise the return value is interpolated between 0.0 and 1.0 using Hermite polynomials."), { VisualShaderNodeSmoothStep::OP_TYPE_SCALAR }, VisualShaderNode::PORT_TYPE_SCALAR));
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add_options.push_back(AddOption("Step", "Scalar/Functions", "VisualShaderNodeStep", TTR("Step function( scalar(edge), scalar(x) ).\n\nReturns 0.0 if 'x' is smaller than 'edge' and otherwise 1.0."), { VisualShaderNodeStep::OP_TYPE_SCALAR }, VisualShaderNode::PORT_TYPE_SCALAR));
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add_options.push_back(AddOption("Sum", "Scalar/Functions", "VisualShaderNodeDerivativeFunc", TTR("(Fragment/Light mode only) (Scalar) Sum of absolute derivative in 'x' and 'y'."), { VisualShaderNodeDerivativeFunc::FUNC_SUM, VisualShaderNodeDerivativeFunc::OP_TYPE_SCALAR }, VisualShaderNode::PORT_TYPE_SCALAR, TYPE_FLAGS_FRAGMENT | TYPE_FLAGS_LIGHT, -1, true));
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add_options.push_back(AddOption("Tan", "Scalar/Functions", "VisualShaderNodeFloatFunc", TTR("Returns the tangent of the parameter."), { VisualShaderNodeFloatFunc::FUNC_TAN }, VisualShaderNode::PORT_TYPE_SCALAR));
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add_options.push_back(AddOption("TanH", "Scalar/Functions", "VisualShaderNodeFloatFunc", TTR("Returns the hyperbolic tangent of the parameter."), { VisualShaderNodeFloatFunc::FUNC_TANH }, VisualShaderNode::PORT_TYPE_SCALAR));
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add_options.push_back(AddOption("Trunc", "Scalar/Functions", "VisualShaderNodeFloatFunc", TTR("Finds the truncated value of the parameter."), { VisualShaderNodeFloatFunc::FUNC_TRUNC }, VisualShaderNode::PORT_TYPE_SCALAR));
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|
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add_options.push_back(AddOption("Add (+)", "Scalar/Operators", "VisualShaderNodeFloatOp", TTR("Sums two floating-point scalars."), { VisualShaderNodeFloatOp::OP_ADD }, VisualShaderNode::PORT_TYPE_SCALAR));
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add_options.push_back(AddOption("Add (+)", "Scalar/Operators", "VisualShaderNodeIntOp", TTR("Sums two integer scalars."), { VisualShaderNodeIntOp::OP_ADD }, VisualShaderNode::PORT_TYPE_SCALAR_INT));
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add_options.push_back(AddOption("Add (+)", "Scalar/Operators", "VisualShaderNodeUIntOp", TTR("Sums two unsigned integer scalars."), { VisualShaderNodeUIntOp::OP_ADD }, VisualShaderNode::PORT_TYPE_SCALAR_UINT));
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add_options.push_back(AddOption("BitwiseAND (&)", "Scalar/Operators", "VisualShaderNodeIntOp", TTR("Returns the result of bitwise AND (a & b) operation for two integers."), { VisualShaderNodeIntOp::OP_BITWISE_AND }, VisualShaderNode::PORT_TYPE_SCALAR_INT));
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add_options.push_back(AddOption("BitwiseAND (&)", "Scalar/Operators", "VisualShaderNodeUIntOp", TTR("Returns the result of bitwise AND (a & b) operation for two unsigned integers."), { VisualShaderNodeUIntOp::OP_BITWISE_AND }, VisualShaderNode::PORT_TYPE_SCALAR_UINT));
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|
add_options.push_back(AddOption("BitwiseLeftShift (<<)", "Scalar/Operators", "VisualShaderNodeIntOp", TTR("Returns the result of bitwise left shift (a << b) operation on the integer."), { VisualShaderNodeIntOp::OP_BITWISE_LEFT_SHIFT }, VisualShaderNode::PORT_TYPE_SCALAR_INT));
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add_options.push_back(AddOption("BitwiseLeftShift (<<)", "Scalar/Operators", "VisualShaderNodeUIntOp", TTR("Returns the result of bitwise left shift (a << b) operation on the unsigned integer."), { VisualShaderNodeUIntOp::OP_BITWISE_LEFT_SHIFT }, VisualShaderNode::PORT_TYPE_SCALAR_UINT));
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|
add_options.push_back(AddOption("BitwiseOR (|)", "Scalar/Operators", "VisualShaderNodeIntOp", TTR("Returns the result of bitwise OR (a | b) operation for two integers."), { VisualShaderNodeIntOp::OP_BITWISE_OR }, VisualShaderNode::PORT_TYPE_SCALAR_INT));
|
|
add_options.push_back(AddOption("BitwiseOR (|)", "Scalar/Operators", "VisualShaderNodeUIntOp", TTR("Returns the result of bitwise OR (a | b) operation for two unsigned integers."), { VisualShaderNodeUIntOp::OP_BITWISE_OR }, VisualShaderNode::PORT_TYPE_SCALAR_UINT));
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|
add_options.push_back(AddOption("BitwiseRightShift (>>)", "Scalar/Operators", "VisualShaderNodeIntOp", TTR("Returns the result of bitwise right shift (a >> b) operation on the integer."), { VisualShaderNodeIntOp::OP_BITWISE_RIGHT_SHIFT }, VisualShaderNode::PORT_TYPE_SCALAR_INT));
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|
add_options.push_back(AddOption("BitwiseRightShift (>>)", "Scalar/Operators", "VisualShaderNodeUIntOp", TTR("Returns the result of bitwise right shift (a >> b) operation on the unsigned integer."), { VisualShaderNodeIntOp::OP_BITWISE_RIGHT_SHIFT }, VisualShaderNode::PORT_TYPE_SCALAR_UINT));
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|
add_options.push_back(AddOption("BitwiseXOR (^)", "Scalar/Operators", "VisualShaderNodeIntOp", TTR("Returns the result of bitwise XOR (a ^ b) operation on the integer."), { VisualShaderNodeIntOp::OP_BITWISE_XOR }, VisualShaderNode::PORT_TYPE_SCALAR_INT));
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|
add_options.push_back(AddOption("BitwiseXOR (^)", "Scalar/Operators", "VisualShaderNodeUIntOp", TTR("Returns the result of bitwise XOR (a ^ b) operation on the unsigned integer."), { VisualShaderNodeUIntOp::OP_BITWISE_XOR }, VisualShaderNode::PORT_TYPE_SCALAR_UINT));
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|
add_options.push_back(AddOption("Divide (/)", "Scalar/Operators", "VisualShaderNodeFloatOp", TTR("Divides two floating-point scalars."), { VisualShaderNodeFloatOp::OP_DIV }, VisualShaderNode::PORT_TYPE_SCALAR));
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add_options.push_back(AddOption("Divide (/)", "Scalar/Operators", "VisualShaderNodeIntOp", TTR("Divides two integer scalars."), { VisualShaderNodeIntOp::OP_DIV }, VisualShaderNode::PORT_TYPE_SCALAR_INT));
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add_options.push_back(AddOption("Divide (/)", "Scalar/Operators", "VisualShaderNodeUIntOp", TTR("Divides two unsigned integer scalars."), { VisualShaderNodeUIntOp::OP_DIV }, VisualShaderNode::PORT_TYPE_SCALAR_UINT));
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|
add_options.push_back(AddOption("Multiply (*)", "Scalar/Operators", "VisualShaderNodeFloatOp", TTR("Multiplies two floating-point scalars."), { VisualShaderNodeFloatOp::OP_MUL }, VisualShaderNode::PORT_TYPE_SCALAR));
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|
add_options.push_back(AddOption("Multiply (*)", "Scalar/Operators", "VisualShaderNodeIntOp", TTR("Multiplies two integer scalars."), { VisualShaderNodeIntOp::OP_MUL }, VisualShaderNode::PORT_TYPE_SCALAR_INT));
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|
add_options.push_back(AddOption("Multiply (*)", "Scalar/Operators", "VisualShaderNodeUIntOp", TTR("Multiplies two unsigned integer scalars."), { VisualShaderNodeUIntOp::OP_MUL }, VisualShaderNode::PORT_TYPE_SCALAR_UINT));
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|
add_options.push_back(AddOption("Remainder (%)", "Scalar/Operators", "VisualShaderNodeFloatOp", TTR("Returns the remainder of the two floating-point scalars."), { VisualShaderNodeFloatOp::OP_MOD }, VisualShaderNode::PORT_TYPE_SCALAR));
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add_options.push_back(AddOption("Remainder (%)", "Scalar/Operators", "VisualShaderNodeIntOp", TTR("Returns the remainder of the two integer scalars."), { VisualShaderNodeIntOp::OP_MOD }, VisualShaderNode::PORT_TYPE_SCALAR_INT));
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|
add_options.push_back(AddOption("Remainder (%)", "Scalar/Operators", "VisualShaderNodeUIntOp", TTR("Returns the remainder of the two unsigned integer scalars."), { VisualShaderNodeUIntOp::OP_MOD }, VisualShaderNode::PORT_TYPE_SCALAR_UINT));
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add_options.push_back(AddOption("Subtract (-)", "Scalar/Operators", "VisualShaderNodeFloatOp", TTR("Subtracts two floating-point scalars."), { VisualShaderNodeFloatOp::OP_SUB }, VisualShaderNode::PORT_TYPE_SCALAR));
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|
add_options.push_back(AddOption("Subtract (-)", "Scalar/Operators", "VisualShaderNodeIntOp", TTR("Subtracts two integer scalars."), { VisualShaderNodeIntOp::OP_SUB }, VisualShaderNode::PORT_TYPE_SCALAR_INT));
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|
add_options.push_back(AddOption("Subtract (-)", "Scalar/Operators", "VisualShaderNodeUIntOp", TTR("Subtracts two unsigned integer scalars."), { VisualShaderNodeUIntOp::OP_SUB }, VisualShaderNode::PORT_TYPE_SCALAR_UINT));
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|
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add_options.push_back(AddOption("FloatConstant", "Scalar/Variables", "VisualShaderNodeFloatConstant", TTR("Scalar floating-point constant."), {}, VisualShaderNode::PORT_TYPE_SCALAR));
|
|
add_options.push_back(AddOption("IntConstant", "Scalar/Variables", "VisualShaderNodeIntConstant", TTR("Scalar integer constant."), {}, VisualShaderNode::PORT_TYPE_SCALAR_INT));
|
|
add_options.push_back(AddOption("UIntConstant", "Scalar/Variables", "VisualShaderNodeUIntConstant", TTR("Scalar unsigned integer constant."), {}, VisualShaderNode::PORT_TYPE_SCALAR_UINT));
|
|
add_options.push_back(AddOption("FloatParameter", "Scalar/Variables", "VisualShaderNodeFloatParameter", TTR("Scalar floating-point parameter."), {}, VisualShaderNode::PORT_TYPE_SCALAR));
|
|
add_options.push_back(AddOption("IntParameter", "Scalar/Variables", "VisualShaderNodeIntParameter", TTR("Scalar integer parameter."), {}, VisualShaderNode::PORT_TYPE_SCALAR_INT));
|
|
add_options.push_back(AddOption("UIntParameter", "Scalar/Variables", "VisualShaderNodeUIntParameter", TTR("Scalar unsigned integer parameter."), {}, VisualShaderNode::PORT_TYPE_SCALAR_UINT));
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|
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|
// SDF
|
|
{
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add_options.push_back(AddOption("ScreenUVToSDF", "SDF", "VisualShaderNodeScreenUVToSDF", TTR("Converts screen UV to a SDF."), {}, VisualShaderNode::PORT_TYPE_VECTOR_2D, TYPE_FLAGS_FRAGMENT | TYPE_FLAGS_LIGHT, Shader::MODE_CANVAS_ITEM));
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add_options.push_back(AddOption("SDFRaymarch", "SDF", "VisualShaderNodeSDFRaymarch", TTR("Casts a ray against the screen SDF and returns the distance travelled."), {}, -1, TYPE_FLAGS_FRAGMENT | TYPE_FLAGS_LIGHT, Shader::MODE_CANVAS_ITEM));
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add_options.push_back(AddOption("SDFToScreenUV", "SDF", "VisualShaderNodeSDFToScreenUV", TTR("Converts a SDF to screen UV."), {}, VisualShaderNode::PORT_TYPE_VECTOR_2D, TYPE_FLAGS_FRAGMENT | TYPE_FLAGS_LIGHT, Shader::MODE_CANVAS_ITEM));
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add_options.push_back(AddOption("TextureSDF", "SDF", "VisualShaderNodeTextureSDF", TTR("Performs a SDF texture lookup."), {}, VisualShaderNode::PORT_TYPE_SCALAR, TYPE_FLAGS_FRAGMENT | TYPE_FLAGS_LIGHT, Shader::MODE_CANVAS_ITEM));
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add_options.push_back(AddOption("TextureSDFNormal", "SDF", "VisualShaderNodeTextureSDFNormal", TTR("Performs a SDF normal texture lookup."), {}, VisualShaderNode::PORT_TYPE_VECTOR_2D, TYPE_FLAGS_FRAGMENT | TYPE_FLAGS_LIGHT, Shader::MODE_CANVAS_ITEM));
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}
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// TEXTURES
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add_options.push_back(AddOption("UVFunc", "Textures/Common", "VisualShaderNodeUVFunc", TTR("Function to be applied on texture coordinates."), {}, VisualShaderNode::PORT_TYPE_VECTOR_2D));
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add_options.push_back(AddOption("UVPolarCoord", "Textures/Common", "VisualShaderNodeUVPolarCoord", TTR("Polar coordinates conversion applied on texture coordinates."), {}, VisualShaderNode::PORT_TYPE_VECTOR_2D));
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|
|
cubemap_node_option_idx = add_options.size();
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add_options.push_back(AddOption("CubeMap", "Textures/Functions", "VisualShaderNodeCubemap", TTR("Perform the cubic texture lookup."), {}, VisualShaderNode::PORT_TYPE_VECTOR_4D));
|
|
curve_node_option_idx = add_options.size();
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add_options.push_back(AddOption("CurveTexture", "Textures/Functions", "VisualShaderNodeCurveTexture", TTR("Perform the curve texture lookup."), {}, VisualShaderNode::PORT_TYPE_SCALAR));
|
|
curve_xyz_node_option_idx = add_options.size();
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add_options.push_back(AddOption("CurveXYZTexture", "Textures/Functions", "VisualShaderNodeCurveXYZTexture", TTR("Perform the three components curve texture lookup."), {}, VisualShaderNode::PORT_TYPE_VECTOR_3D));
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add_options.push_back(AddOption("LinearSceneDepth", "Textures/Functions", "VisualShaderNodeLinearSceneDepth", TTR("Returns the depth value obtained from the depth prepass in a linear space."), {}, VisualShaderNode::PORT_TYPE_SCALAR, TYPE_FLAGS_FRAGMENT, Shader::MODE_SPATIAL));
|
|
texture2d_node_option_idx = add_options.size();
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add_options.push_back(AddOption("WorldPositionFromDepth", "Textures/Functions", "VisualShaderNodeWorldPositionFromDepth", TTR("Reconstructs the World Position of the Node from the depth texture."), {}, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_FRAGMENT, Shader::MODE_SPATIAL));
|
|
texture2d_node_option_idx = add_options.size();
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|
add_options.push_back(AddOption("ScreenNormalWorldSpace", "Textures/Functions", "VisualShaderNodeScreenNormalWorldSpace", TTR("Unpacks the Screen Normal Texture in World Space"), {}, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_FRAGMENT, Shader::MODE_SPATIAL));
|
|
texture2d_node_option_idx = add_options.size();
|
|
add_options.push_back(AddOption("Texture2D", "Textures/Functions", "VisualShaderNodeTexture", TTR("Perform the 2D texture lookup."), {}, VisualShaderNode::PORT_TYPE_VECTOR_4D));
|
|
texture2d_array_node_option_idx = add_options.size();
|
|
add_options.push_back(AddOption("Texture2DArray", "Textures/Functions", "VisualShaderNodeTexture2DArray", TTR("Perform the 2D-array texture lookup."), {}, VisualShaderNode::PORT_TYPE_VECTOR_4D));
|
|
texture3d_node_option_idx = add_options.size();
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|
add_options.push_back(AddOption("Texture3D", "Textures/Functions", "VisualShaderNodeTexture3D", TTR("Perform the 3D texture lookup."), {}, VisualShaderNode::PORT_TYPE_VECTOR_4D));
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add_options.push_back(AddOption("UVPanning", "Textures/Functions", "VisualShaderNodeUVFunc", TTR("Apply panning function on texture coordinates."), { VisualShaderNodeUVFunc::FUNC_PANNING }, VisualShaderNode::PORT_TYPE_VECTOR_2D));
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add_options.push_back(AddOption("UVScaling", "Textures/Functions", "VisualShaderNodeUVFunc", TTR("Apply scaling function on texture coordinates."), { VisualShaderNodeUVFunc::FUNC_SCALING }, VisualShaderNode::PORT_TYPE_VECTOR_2D));
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|
|
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add_options.push_back(AddOption("CubeMapParameter", "Textures/Variables", "VisualShaderNodeCubemapParameter", TTR("Cubic texture parameter lookup."), {}, VisualShaderNode::PORT_TYPE_SAMPLER));
|
|
add_options.push_back(AddOption("Texture2DParameter", "Textures/Variables", "VisualShaderNodeTexture2DParameter", TTR("2D texture parameter lookup."), {}, VisualShaderNode::PORT_TYPE_SAMPLER));
|
|
add_options.push_back(AddOption("TextureParameterTriplanar", "Textures/Variables", "VisualShaderNodeTextureParameterTriplanar", TTR("2D texture parameter lookup with triplanar."), {}, -1, TYPE_FLAGS_FRAGMENT | TYPE_FLAGS_LIGHT, Shader::MODE_SPATIAL));
|
|
add_options.push_back(AddOption("Texture2DArrayParameter", "Textures/Variables", "VisualShaderNodeTexture2DArrayParameter", TTR("2D array of textures parameter lookup."), {}, VisualShaderNode::PORT_TYPE_SAMPLER));
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|
add_options.push_back(AddOption("Texture3DParameter", "Textures/Variables", "VisualShaderNodeTexture3DParameter", TTR("3D texture parameter lookup."), {}, VisualShaderNode::PORT_TYPE_SAMPLER));
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|
|
// TRANSFORM
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add_options.push_back(AddOption("TransformFunc", "Transform/Common", "VisualShaderNodeTransformFunc", TTR("Transform function."), {}, VisualShaderNode::PORT_TYPE_TRANSFORM));
|
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add_options.push_back(AddOption("TransformOp", "Transform/Common", "VisualShaderNodeTransformOp", TTR("Transform operator."), {}, VisualShaderNode::PORT_TYPE_TRANSFORM));
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add_options.push_back(AddOption("OuterProduct", "Transform/Composition", "VisualShaderNodeOuterProduct", TTR("Calculate the outer product of a pair of vectors.\n\nOuterProduct treats the first parameter 'c' as a column vector (matrix with one column) and the second parameter 'r' as a row vector (matrix with one row) and does a linear algebraic matrix multiply 'c * r', yielding a matrix whose number of rows is the number of components in 'c' and whose number of columns is the number of components in 'r'."), {}, VisualShaderNode::PORT_TYPE_TRANSFORM));
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add_options.push_back(AddOption("TransformCompose", "Transform/Composition", "VisualShaderNodeTransformCompose", TTR("Composes transform from four vectors."), {}, VisualShaderNode::PORT_TYPE_TRANSFORM));
|
|
add_options.push_back(AddOption("TransformDecompose", "Transform/Composition", "VisualShaderNodeTransformDecompose", TTR("Decomposes transform to four vectors.")));
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|
|
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add_options.push_back(AddOption("Determinant", "Transform/Functions", "VisualShaderNodeDeterminant", TTR("Calculates the determinant of a transform."), {}, VisualShaderNode::PORT_TYPE_SCALAR));
|
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add_options.push_back(AddOption("GetBillboardMatrix", "Transform/Functions", "VisualShaderNodeBillboard", TTR("Calculates how the object should face the camera to be applied on Model View Matrix output port for 3D objects."), {}, VisualShaderNode::PORT_TYPE_TRANSFORM, TYPE_FLAGS_VERTEX, Shader::MODE_SPATIAL));
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add_options.push_back(AddOption("Inverse", "Transform/Functions", "VisualShaderNodeTransformFunc", TTR("Calculates the inverse of a transform."), { VisualShaderNodeTransformFunc::FUNC_INVERSE }, VisualShaderNode::PORT_TYPE_TRANSFORM));
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add_options.push_back(AddOption("Transpose", "Transform/Functions", "VisualShaderNodeTransformFunc", TTR("Calculates the transpose of a transform."), { VisualShaderNodeTransformFunc::FUNC_TRANSPOSE }, VisualShaderNode::PORT_TYPE_TRANSFORM));
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|
|
|
add_options.push_back(AddOption("Add (+)", "Transform/Operators", "VisualShaderNodeTransformOp", TTR("Sums two transforms."), { VisualShaderNodeTransformOp::OP_ADD }, VisualShaderNode::PORT_TYPE_TRANSFORM));
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|
add_options.push_back(AddOption("Divide (/)", "Transform/Operators", "VisualShaderNodeTransformOp", TTR("Divides two transforms."), { VisualShaderNodeTransformOp::OP_A_DIV_B }, VisualShaderNode::PORT_TYPE_TRANSFORM));
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|
add_options.push_back(AddOption("Multiply (*)", "Transform/Operators", "VisualShaderNodeTransformOp", TTR("Multiplies two transforms."), { VisualShaderNodeTransformOp::OP_AxB }, VisualShaderNode::PORT_TYPE_TRANSFORM));
|
|
add_options.push_back(AddOption("MultiplyComp (*)", "Transform/Operators", "VisualShaderNodeTransformOp", TTR("Performs per-component multiplication of two transforms."), { VisualShaderNodeTransformOp::OP_AxB_COMP }, VisualShaderNode::PORT_TYPE_TRANSFORM));
|
|
add_options.push_back(AddOption("Subtract (-)", "Transform/Operators", "VisualShaderNodeTransformOp", TTR("Subtracts two transforms."), { VisualShaderNodeTransformOp::OP_A_MINUS_B }, VisualShaderNode::PORT_TYPE_TRANSFORM));
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|
add_options.push_back(AddOption("TransformVectorMult (*)", "Transform/Operators", "VisualShaderNodeTransformVecMult", TTR("Multiplies vector by transform."), {}, VisualShaderNode::PORT_TYPE_VECTOR_3D));
|
|
|
|
add_options.push_back(AddOption("TransformConstant", "Transform/Variables", "VisualShaderNodeTransformConstant", TTR("Transform constant."), {}, VisualShaderNode::PORT_TYPE_TRANSFORM));
|
|
add_options.push_back(AddOption("TransformParameter", "Transform/Variables", "VisualShaderNodeTransformParameter", TTR("Transform parameter."), {}, VisualShaderNode::PORT_TYPE_TRANSFORM));
|
|
|
|
// UTILITY
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|
|
|
add_options.push_back(AddOption("DistanceFade", "Utility", "VisualShaderNodeDistanceFade", TTR("The distance fade effect fades out each pixel based on its distance to another object."), {}, VisualShaderNode::PORT_TYPE_SCALAR, TYPE_FLAGS_FRAGMENT, Shader::MODE_SPATIAL));
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add_options.push_back(AddOption("ProximityFade", "Utility", "VisualShaderNodeProximityFade", TTR("The proximity fade effect fades out each pixel based on its distance to another object."), {}, VisualShaderNode::PORT_TYPE_SCALAR, TYPE_FLAGS_FRAGMENT, Shader::MODE_SPATIAL));
|
|
add_options.push_back(AddOption("RandomRange", "Utility", "VisualShaderNodeRandomRange", TTR("Returns a random value between the minimum and maximum input values."), {}, VisualShaderNode::PORT_TYPE_SCALAR));
|
|
add_options.push_back(AddOption("Remap", "Utility", "VisualShaderNodeRemap", TTR("Remaps a given input from the input range to the output range."), {}, VisualShaderNode::PORT_TYPE_SCALAR));
|
|
add_options.push_back(AddOption("RotationByAxis", "Utility", "VisualShaderNodeRotationByAxis", TTR("Builds a rotation matrix from the given axis and angle, multiply the input vector by it and returns both this vector and a matrix."), {}, VisualShaderNode::PORT_TYPE_VECTOR_3D));
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|
|
|
// VECTOR
|
|
|
|
add_options.push_back(AddOption("VectorFunc", "Vector/Common", "VisualShaderNodeVectorFunc", TTR("Vector function."), {}, VisualShaderNode::PORT_TYPE_VECTOR_3D));
|
|
add_options.push_back(AddOption("VectorOp", "Vector/Common", "VisualShaderNodeVectorOp", TTR("Vector operator."), {}, VisualShaderNode::PORT_TYPE_VECTOR_3D));
|
|
add_options.push_back(AddOption("VectorCompose", "Vector/Common", "VisualShaderNodeVectorCompose", TTR("Composes vector from scalars.")));
|
|
add_options.push_back(AddOption("VectorDecompose", "Vector/Common", "VisualShaderNodeVectorDecompose", TTR("Decomposes vector to scalars.")));
|
|
|
|
add_options.push_back(AddOption("Vector2Compose", "Vector/Composition", "VisualShaderNodeVectorCompose", TTR("Composes 2D vector from two scalars."), { VisualShaderNodeVectorCompose::OP_TYPE_VECTOR_2D }, VisualShaderNode::PORT_TYPE_VECTOR_2D));
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|
add_options.push_back(AddOption("Vector2Decompose", "Vector/Composition", "VisualShaderNodeVectorDecompose", TTR("Decomposes 2D vector to two scalars."), { VisualShaderNodeVectorDecompose::OP_TYPE_VECTOR_2D }));
|
|
add_options.push_back(AddOption("Vector3Compose", "Vector/Composition", "VisualShaderNodeVectorCompose", TTR("Composes 3D vector from three scalars."), { VisualShaderNodeVectorCompose::OP_TYPE_VECTOR_3D }, VisualShaderNode::PORT_TYPE_VECTOR_3D));
|
|
add_options.push_back(AddOption("Vector3Decompose", "Vector/Composition", "VisualShaderNodeVectorDecompose", TTR("Decomposes 3D vector to three scalars."), { VisualShaderNodeVectorDecompose::OP_TYPE_VECTOR_3D }));
|
|
add_options.push_back(AddOption("Vector4Compose", "Vector/Composition", "VisualShaderNodeVectorCompose", TTR("Composes 4D vector from four scalars."), { VisualShaderNodeVectorCompose::OP_TYPE_VECTOR_4D }, VisualShaderNode::PORT_TYPE_VECTOR_4D));
|
|
add_options.push_back(AddOption("Vector4Decompose", "Vector/Composition", "VisualShaderNodeVectorDecompose", TTR("Decomposes 4D vector to four scalars."), { VisualShaderNodeVectorDecompose::OP_TYPE_VECTOR_4D }));
|
|
|
|
add_options.push_back(AddOption("Abs", "Vector/Functions", "VisualShaderNodeVectorFunc", TTR("Returns the absolute value of the parameter."), { VisualShaderNodeVectorFunc::FUNC_ABS, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_2D }, VisualShaderNode::PORT_TYPE_VECTOR_2D));
|
|
add_options.push_back(AddOption("Abs", "Vector/Functions", "VisualShaderNodeVectorFunc", TTR("Returns the absolute value of the parameter."), { VisualShaderNodeVectorFunc::FUNC_ABS, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_3D }, VisualShaderNode::PORT_TYPE_VECTOR_3D));
|
|
add_options.push_back(AddOption("Abs", "Vector/Functions", "VisualShaderNodeVectorFunc", TTR("Returns the absolute value of the parameter."), { VisualShaderNodeVectorFunc::FUNC_ABS, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_4D }, VisualShaderNode::PORT_TYPE_VECTOR_4D));
|
|
add_options.push_back(AddOption("ACos", "Vector/Functions", "VisualShaderNodeVectorFunc", TTR("Returns the arc-cosine of the parameter."), { VisualShaderNodeVectorFunc::FUNC_ACOS, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_2D }, VisualShaderNode::PORT_TYPE_VECTOR_2D));
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|
add_options.push_back(AddOption("ACos", "Vector/Functions", "VisualShaderNodeVectorFunc", TTR("Returns the arc-cosine of the parameter."), { VisualShaderNodeVectorFunc::FUNC_ACOS, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_3D }, VisualShaderNode::PORT_TYPE_VECTOR_3D));
|
|
add_options.push_back(AddOption("ACos", "Vector/Functions", "VisualShaderNodeVectorFunc", TTR("Returns the arc-cosine of the parameter."), { VisualShaderNodeVectorFunc::FUNC_ACOS, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_4D }, VisualShaderNode::PORT_TYPE_VECTOR_4D));
|
|
add_options.push_back(AddOption("ACosH", "Vector/Functions", "VisualShaderNodeVectorFunc", TTR("Returns the inverse hyperbolic cosine of the parameter."), { VisualShaderNodeVectorFunc::FUNC_ACOSH, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_2D }, VisualShaderNode::PORT_TYPE_VECTOR_2D));
|
|
add_options.push_back(AddOption("ACosH", "Vector/Functions", "VisualShaderNodeVectorFunc", TTR("Returns the inverse hyperbolic cosine of the parameter."), { VisualShaderNodeVectorFunc::FUNC_ACOSH, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_3D }, VisualShaderNode::PORT_TYPE_VECTOR_3D));
|
|
add_options.push_back(AddOption("ACosH", "Vector/Functions", "VisualShaderNodeVectorFunc", TTR("Returns the inverse hyperbolic cosine of the parameter."), { VisualShaderNodeVectorFunc::FUNC_ACOSH, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_4D }, VisualShaderNode::PORT_TYPE_VECTOR_4D));
|
|
add_options.push_back(AddOption("ASin", "Vector/Functions", "VisualShaderNodeVectorFunc", TTR("Returns the arc-sine of the parameter."), { VisualShaderNodeVectorFunc::FUNC_ASIN, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_2D }, VisualShaderNode::PORT_TYPE_VECTOR_2D));
|
|
add_options.push_back(AddOption("ASin", "Vector/Functions", "VisualShaderNodeVectorFunc", TTR("Returns the arc-sine of the parameter."), { VisualShaderNodeVectorFunc::FUNC_ASIN, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_3D }, VisualShaderNode::PORT_TYPE_VECTOR_3D));
|
|
add_options.push_back(AddOption("ASin", "Vector/Functions", "VisualShaderNodeVectorFunc", TTR("Returns the arc-sine of the parameter."), { VisualShaderNodeVectorFunc::FUNC_ASIN, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_4D }, VisualShaderNode::PORT_TYPE_VECTOR_4D));
|
|
add_options.push_back(AddOption("ASinH", "Vector/Functions", "VisualShaderNodeVectorFunc", TTR("Returns the inverse hyperbolic sine of the parameter."), { VisualShaderNodeVectorFunc::FUNC_ASINH, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_2D }, VisualShaderNode::PORT_TYPE_VECTOR_2D));
|
|
add_options.push_back(AddOption("ASinH", "Vector/Functions", "VisualShaderNodeVectorFunc", TTR("Returns the inverse hyperbolic sine of the parameter."), { VisualShaderNodeVectorFunc::FUNC_ASINH, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_3D }, VisualShaderNode::PORT_TYPE_VECTOR_3D));
|
|
add_options.push_back(AddOption("ASinH", "Vector/Functions", "VisualShaderNodeVectorFunc", TTR("Returns the inverse hyperbolic sine of the parameter."), { VisualShaderNodeVectorFunc::FUNC_ASINH, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_4D }, VisualShaderNode::PORT_TYPE_VECTOR_4D));
|
|
add_options.push_back(AddOption("ATan", "Vector/Functions", "VisualShaderNodeVectorFunc", TTR("Returns the arc-tangent of the parameter."), { VisualShaderNodeVectorFunc::FUNC_ATAN, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_2D }, VisualShaderNode::PORT_TYPE_VECTOR_2D));
|
|
add_options.push_back(AddOption("ATan", "Vector/Functions", "VisualShaderNodeVectorFunc", TTR("Returns the arc-tangent of the parameter."), { VisualShaderNodeVectorFunc::FUNC_ATAN, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_3D }, VisualShaderNode::PORT_TYPE_VECTOR_3D));
|
|
add_options.push_back(AddOption("ATan", "Vector/Functions", "VisualShaderNodeVectorFunc", TTR("Returns the arc-tangent of the parameter."), { VisualShaderNodeVectorFunc::FUNC_ATAN, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_4D }, VisualShaderNode::PORT_TYPE_VECTOR_4D));
|
|
add_options.push_back(AddOption("ATan2", "Vector/Functions", "VisualShaderNodeVectorOp", TTR("Returns the arc-tangent of the parameters."), { VisualShaderNodeVectorOp::OP_ATAN2, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_2D }, VisualShaderNode::PORT_TYPE_VECTOR_2D));
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add_options.push_back(AddOption("ATan2", "Vector/Functions", "VisualShaderNodeVectorOp", TTR("Returns the arc-tangent of the parameters."), { VisualShaderNodeVectorOp::OP_ATAN2, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_3D }, VisualShaderNode::PORT_TYPE_VECTOR_3D));
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add_options.push_back(AddOption("ATan2", "Vector/Functions", "VisualShaderNodeVectorOp", TTR("Returns the arc-tangent of the parameters."), { VisualShaderNodeVectorOp::OP_ATAN2, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_4D }, VisualShaderNode::PORT_TYPE_VECTOR_4D));
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add_options.push_back(AddOption("ATanH", "Vector/Functions", "VisualShaderNodeVectorFunc", TTR("Returns the inverse hyperbolic tangent of the parameter."), { VisualShaderNodeVectorFunc::FUNC_ATANH, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_2D }, VisualShaderNode::PORT_TYPE_VECTOR_2D));
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add_options.push_back(AddOption("ATanH", "Vector/Functions", "VisualShaderNodeVectorFunc", TTR("Returns the inverse hyperbolic tangent of the parameter."), { VisualShaderNodeVectorFunc::FUNC_ATANH, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_3D }, VisualShaderNode::PORT_TYPE_VECTOR_3D));
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add_options.push_back(AddOption("ATanH", "Vector/Functions", "VisualShaderNodeVectorFunc", TTR("Returns the inverse hyperbolic tangent of the parameter."), { VisualShaderNodeVectorFunc::FUNC_ATANH, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_4D }, VisualShaderNode::PORT_TYPE_VECTOR_4D));
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add_options.push_back(AddOption("Ceil", "Vector/Functions", "VisualShaderNodeVectorFunc", TTR("Finds the nearest integer that is greater than or equal to the parameter."), { VisualShaderNodeVectorFunc::FUNC_CEIL, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_2D }, VisualShaderNode::PORT_TYPE_VECTOR_2D));
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add_options.push_back(AddOption("Ceil", "Vector/Functions", "VisualShaderNodeVectorFunc", TTR("Finds the nearest integer that is greater than or equal to the parameter."), { VisualShaderNodeVectorFunc::FUNC_CEIL, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_3D }, VisualShaderNode::PORT_TYPE_VECTOR_3D));
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add_options.push_back(AddOption("Ceil", "Vector/Functions", "VisualShaderNodeVectorFunc", TTR("Finds the nearest integer that is greater than or equal to the parameter."), { VisualShaderNodeVectorFunc::FUNC_CEIL, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_4D }, VisualShaderNode::PORT_TYPE_VECTOR_4D));
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add_options.push_back(AddOption("Clamp", "Vector/Functions", "VisualShaderNodeClamp", TTR("Constrains a value to lie between two further values."), { VisualShaderNodeClamp::OP_TYPE_VECTOR_2D }, VisualShaderNode::PORT_TYPE_VECTOR_2D));
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add_options.push_back(AddOption("Clamp", "Vector/Functions", "VisualShaderNodeClamp", TTR("Constrains a value to lie between two further values."), { VisualShaderNodeClamp::OP_TYPE_VECTOR_3D }, VisualShaderNode::PORT_TYPE_VECTOR_3D));
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add_options.push_back(AddOption("Clamp", "Vector/Functions", "VisualShaderNodeClamp", TTR("Constrains a value to lie between two further values."), { VisualShaderNodeClamp::OP_TYPE_VECTOR_4D }, VisualShaderNode::PORT_TYPE_VECTOR_4D));
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add_options.push_back(AddOption("Cos", "Vector/Functions", "VisualShaderNodeVectorFunc", TTR("Returns the cosine of the parameter."), { VisualShaderNodeVectorFunc::FUNC_COS, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_2D }, VisualShaderNode::PORT_TYPE_VECTOR_2D));
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add_options.push_back(AddOption("Cos", "Vector/Functions", "VisualShaderNodeVectorFunc", TTR("Returns the cosine of the parameter."), { VisualShaderNodeVectorFunc::FUNC_COS, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_3D }, VisualShaderNode::PORT_TYPE_VECTOR_3D));
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add_options.push_back(AddOption("Cos", "Vector/Functions", "VisualShaderNodeVectorFunc", TTR("Returns the cosine of the parameter."), { VisualShaderNodeVectorFunc::FUNC_COS, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_4D }, VisualShaderNode::PORT_TYPE_VECTOR_4D));
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add_options.push_back(AddOption("CosH", "Vector/Functions", "VisualShaderNodeVectorFunc", TTR("Returns the hyperbolic cosine of the parameter."), { VisualShaderNodeVectorFunc::FUNC_COSH, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_2D }, VisualShaderNode::PORT_TYPE_VECTOR_2D));
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add_options.push_back(AddOption("CosH", "Vector/Functions", "VisualShaderNodeVectorFunc", TTR("Returns the hyperbolic cosine of the parameter."), { VisualShaderNodeVectorFunc::FUNC_COSH, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_3D }, VisualShaderNode::PORT_TYPE_VECTOR_3D));
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add_options.push_back(AddOption("CosH", "Vector/Functions", "VisualShaderNodeVectorFunc", TTR("Returns the hyperbolic cosine of the parameter."), { VisualShaderNodeVectorFunc::FUNC_COSH, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_4D }, VisualShaderNode::PORT_TYPE_VECTOR_4D));
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add_options.push_back(AddOption("Cross", "Vector/Functions", "VisualShaderNodeVectorOp", TTR("Calculates the cross product of two vectors."), { VisualShaderNodeVectorOp::OP_CROSS, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_3D }, VisualShaderNode::PORT_TYPE_VECTOR_3D));
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add_options.push_back(AddOption("Degrees", "Vector/Functions", "VisualShaderNodeVectorFunc", TTR("Converts a quantity in radians to degrees."), { VisualShaderNodeVectorFunc::FUNC_DEGREES, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_2D }, VisualShaderNode::PORT_TYPE_VECTOR_2D));
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add_options.push_back(AddOption("Degrees", "Vector/Functions", "VisualShaderNodeVectorFunc", TTR("Converts a quantity in radians to degrees."), { VisualShaderNodeVectorFunc::FUNC_DEGREES, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_3D }, VisualShaderNode::PORT_TYPE_VECTOR_3D));
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add_options.push_back(AddOption("Degrees", "Vector/Functions", "VisualShaderNodeVectorFunc", TTR("Converts a quantity in radians to degrees."), { VisualShaderNodeVectorFunc::FUNC_DEGREES, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_4D }, VisualShaderNode::PORT_TYPE_VECTOR_4D));
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add_options.push_back(AddOption("DFdX", "Vector/Functions", "VisualShaderNodeDerivativeFunc", TTR("(Fragment/Light mode only) (Vector) Derivative in 'x' using local differencing."), { VisualShaderNodeDerivativeFunc::FUNC_X, VisualShaderNodeDerivativeFunc::OP_TYPE_VECTOR_2D }, VisualShaderNode::PORT_TYPE_VECTOR_2D, TYPE_FLAGS_FRAGMENT | TYPE_FLAGS_LIGHT, -1, true));
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add_options.push_back(AddOption("DFdX", "Vector/Functions", "VisualShaderNodeDerivativeFunc", TTR("(Fragment/Light mode only) (Vector) Derivative in 'x' using local differencing."), { VisualShaderNodeDerivativeFunc::FUNC_X, VisualShaderNodeDerivativeFunc::OP_TYPE_VECTOR_3D }, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_FRAGMENT | TYPE_FLAGS_LIGHT, -1, true));
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add_options.push_back(AddOption("DFdX", "Vector/Functions", "VisualShaderNodeDerivativeFunc", TTR("(Fragment/Light mode only) (Vector) Derivative in 'x' using local differencing."), { VisualShaderNodeDerivativeFunc::FUNC_X, VisualShaderNodeDerivativeFunc::OP_TYPE_VECTOR_4D }, VisualShaderNode::PORT_TYPE_VECTOR_4D, TYPE_FLAGS_FRAGMENT | TYPE_FLAGS_LIGHT, -1, true));
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add_options.push_back(AddOption("DFdY", "Vector/Functions", "VisualShaderNodeDerivativeFunc", TTR("(Fragment/Light mode only) (Vector) Derivative in 'y' using local differencing."), { VisualShaderNodeDerivativeFunc::FUNC_Y, VisualShaderNodeDerivativeFunc::OP_TYPE_VECTOR_2D }, VisualShaderNode::PORT_TYPE_VECTOR_2D, TYPE_FLAGS_FRAGMENT | TYPE_FLAGS_LIGHT, -1, true));
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add_options.push_back(AddOption("DFdY", "Vector/Functions", "VisualShaderNodeDerivativeFunc", TTR("(Fragment/Light mode only) (Vector) Derivative in 'y' using local differencing."), { VisualShaderNodeDerivativeFunc::FUNC_Y, VisualShaderNodeDerivativeFunc::OP_TYPE_VECTOR_3D }, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_FRAGMENT | TYPE_FLAGS_LIGHT, -1, true));
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add_options.push_back(AddOption("DFdY", "Vector/Functions", "VisualShaderNodeDerivativeFunc", TTR("(Fragment/Light mode only) (Vector) Derivative in 'y' using local differencing."), { VisualShaderNodeDerivativeFunc::FUNC_Y, VisualShaderNodeDerivativeFunc::OP_TYPE_VECTOR_4D }, VisualShaderNode::PORT_TYPE_VECTOR_4D, TYPE_FLAGS_FRAGMENT | TYPE_FLAGS_LIGHT, -1, true));
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add_options.push_back(AddOption("Distance2D", "Vector/Functions", "VisualShaderNodeVectorDistance", TTR("Returns the distance between two points."), { VisualShaderNodeVectorDistance::OP_TYPE_VECTOR_2D }, VisualShaderNode::PORT_TYPE_SCALAR));
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add_options.push_back(AddOption("Distance3D", "Vector/Functions", "VisualShaderNodeVectorDistance", TTR("Returns the distance between two points."), { VisualShaderNodeVectorDistance::OP_TYPE_VECTOR_3D }, VisualShaderNode::PORT_TYPE_SCALAR));
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add_options.push_back(AddOption("Distance4D", "Vector/Functions", "VisualShaderNodeVectorDistance", TTR("Returns the distance between two points."), { VisualShaderNodeVectorDistance::OP_TYPE_VECTOR_4D }, VisualShaderNode::PORT_TYPE_SCALAR));
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add_options.push_back(AddOption("Dot", "Vector/Functions", "VisualShaderNodeDotProduct", TTR("Calculates the dot product of two vectors."), {}, VisualShaderNode::PORT_TYPE_SCALAR));
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add_options.push_back(AddOption("Exp", "Vector/Functions", "VisualShaderNodeVectorFunc", TTR("Base-e Exponential."), { VisualShaderNodeVectorFunc::FUNC_EXP, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_2D }, VisualShaderNode::PORT_TYPE_VECTOR_2D));
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add_options.push_back(AddOption("Exp", "Vector/Functions", "VisualShaderNodeVectorFunc", TTR("Base-e Exponential."), { VisualShaderNodeVectorFunc::FUNC_EXP, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_3D }, VisualShaderNode::PORT_TYPE_VECTOR_3D));
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add_options.push_back(AddOption("Exp", "Vector/Functions", "VisualShaderNodeVectorFunc", TTR("Base-e Exponential."), { VisualShaderNodeVectorFunc::FUNC_EXP, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_4D }, VisualShaderNode::PORT_TYPE_VECTOR_4D));
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add_options.push_back(AddOption("Exp2", "Vector/Functions", "VisualShaderNodeVectorFunc", TTR("Base-2 Exponential."), { VisualShaderNodeVectorFunc::FUNC_EXP2, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_2D }, VisualShaderNode::PORT_TYPE_VECTOR_2D));
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add_options.push_back(AddOption("Exp2", "Vector/Functions", "VisualShaderNodeVectorFunc", TTR("Base-2 Exponential."), { VisualShaderNodeVectorFunc::FUNC_EXP2, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_3D }, VisualShaderNode::PORT_TYPE_VECTOR_3D));
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add_options.push_back(AddOption("Exp2", "Vector/Functions", "VisualShaderNodeVectorFunc", TTR("Base-2 Exponential."), { VisualShaderNodeVectorFunc::FUNC_EXP2, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_4D }, VisualShaderNode::PORT_TYPE_VECTOR_4D));
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add_options.push_back(AddOption("FaceForward", "Vector/Functions", "VisualShaderNodeFaceForward", TTR("Returns the vector that points in the same direction as a reference vector. The function has three vector parameters : N, the vector to orient, I, the incident vector, and Nref, the reference vector. If the dot product of I and Nref is smaller than zero the return value is N. Otherwise -N is returned."), { VisualShaderNodeFaceForward::OP_TYPE_VECTOR_2D }, VisualShaderNode::PORT_TYPE_VECTOR_2D));
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add_options.push_back(AddOption("FaceForward", "Vector/Functions", "VisualShaderNodeFaceForward", TTR("Returns the vector that points in the same direction as a reference vector. The function has three vector parameters : N, the vector to orient, I, the incident vector, and Nref, the reference vector. If the dot product of I and Nref is smaller than zero the return value is N. Otherwise -N is returned."), { VisualShaderNodeFaceForward::OP_TYPE_VECTOR_3D }, VisualShaderNode::PORT_TYPE_VECTOR_3D));
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add_options.push_back(AddOption("FaceForward", "Vector/Functions", "VisualShaderNodeFaceForward", TTR("Returns the vector that points in the same direction as a reference vector. The function has three vector parameters : N, the vector to orient, I, the incident vector, and Nref, the reference vector. If the dot product of I and Nref is smaller than zero the return value is N. Otherwise -N is returned."), { VisualShaderNodeFaceForward::OP_TYPE_VECTOR_4D }, VisualShaderNode::PORT_TYPE_VECTOR_4D));
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add_options.push_back(AddOption("Floor", "Vector/Functions", "VisualShaderNodeVectorFunc", TTR("Finds the nearest integer less than or equal to the parameter."), { VisualShaderNodeVectorFunc::FUNC_FLOOR, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_2D }, VisualShaderNode::PORT_TYPE_VECTOR_2D));
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add_options.push_back(AddOption("Floor", "Vector/Functions", "VisualShaderNodeVectorFunc", TTR("Finds the nearest integer less than or equal to the parameter."), { VisualShaderNodeVectorFunc::FUNC_FLOOR, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_3D }, VisualShaderNode::PORT_TYPE_VECTOR_3D));
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add_options.push_back(AddOption("Floor", "Vector/Functions", "VisualShaderNodeVectorFunc", TTR("Finds the nearest integer less than or equal to the parameter."), { VisualShaderNodeVectorFunc::FUNC_FLOOR, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_4D }, VisualShaderNode::PORT_TYPE_VECTOR_4D));
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add_options.push_back(AddOption("Fract", "Vector/Functions", "VisualShaderNodeVectorFunc", TTR("Computes the fractional part of the argument."), { VisualShaderNodeVectorFunc::FUNC_FRACT, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_2D }, VisualShaderNode::PORT_TYPE_VECTOR_2D));
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add_options.push_back(AddOption("Fract", "Vector/Functions", "VisualShaderNodeVectorFunc", TTR("Computes the fractional part of the argument."), { VisualShaderNodeVectorFunc::FUNC_FRACT, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_3D }, VisualShaderNode::PORT_TYPE_VECTOR_3D));
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add_options.push_back(AddOption("Fract", "Vector/Functions", "VisualShaderNodeVectorFunc", TTR("Computes the fractional part of the argument."), { VisualShaderNodeVectorFunc::FUNC_FRACT, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_4D }, VisualShaderNode::PORT_TYPE_VECTOR_4D));
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add_options.push_back(AddOption("Fresnel", "Vector/Functions", "VisualShaderNodeFresnel", TTR("Returns falloff based on the dot product of surface normal and view direction of camera (pass associated inputs to it)."), {}, VisualShaderNode::PORT_TYPE_SCALAR));
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add_options.push_back(AddOption("InverseSqrt", "Vector/Functions", "VisualShaderNodeVectorFunc", TTR("Returns the inverse of the square root of the parameter."), { VisualShaderNodeVectorFunc::FUNC_INVERSE_SQRT, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_2D }, VisualShaderNode::PORT_TYPE_VECTOR_2D));
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add_options.push_back(AddOption("InverseSqrt", "Vector/Functions", "VisualShaderNodeVectorFunc", TTR("Returns the inverse of the square root of the parameter."), { VisualShaderNodeVectorFunc::FUNC_INVERSE_SQRT, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_3D }, VisualShaderNode::PORT_TYPE_VECTOR_3D));
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add_options.push_back(AddOption("InverseSqrt", "Vector/Functions", "VisualShaderNodeVectorFunc", TTR("Returns the inverse of the square root of the parameter."), { VisualShaderNodeVectorFunc::FUNC_INVERSE_SQRT, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_4D }, VisualShaderNode::PORT_TYPE_VECTOR_4D));
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add_options.push_back(AddOption("Length2D", "Vector/Functions", "VisualShaderNodeVectorLen", TTR("Calculates the length of a vector."), { VisualShaderNodeVectorLen::OP_TYPE_VECTOR_2D }, VisualShaderNode::PORT_TYPE_SCALAR));
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add_options.push_back(AddOption("Length3D", "Vector/Functions", "VisualShaderNodeVectorLen", TTR("Calculates the length of a vector."), { VisualShaderNodeVectorLen::OP_TYPE_VECTOR_3D }, VisualShaderNode::PORT_TYPE_SCALAR));
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add_options.push_back(AddOption("Length4D", "Vector/Functions", "VisualShaderNodeVectorLen", TTR("Calculates the length of a vector."), { VisualShaderNodeVectorLen::OP_TYPE_VECTOR_4D }, VisualShaderNode::PORT_TYPE_SCALAR));
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add_options.push_back(AddOption("Log", "Vector/Functions", "VisualShaderNodeVectorFunc", TTR("Natural logarithm."), { VisualShaderNodeVectorFunc::FUNC_LOG, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_2D }, VisualShaderNode::PORT_TYPE_VECTOR_2D));
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add_options.push_back(AddOption("Log", "Vector/Functions", "VisualShaderNodeVectorFunc", TTR("Natural logarithm."), { VisualShaderNodeVectorFunc::FUNC_LOG, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_3D }, VisualShaderNode::PORT_TYPE_VECTOR_3D));
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add_options.push_back(AddOption("Log", "Vector/Functions", "VisualShaderNodeVectorFunc", TTR("Natural logarithm."), { VisualShaderNodeVectorFunc::FUNC_LOG, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_4D }, VisualShaderNode::PORT_TYPE_VECTOR_4D));
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add_options.push_back(AddOption("Log2", "Vector/Functions", "VisualShaderNodeVectorFunc", TTR("Base-2 logarithm."), { VisualShaderNodeVectorFunc::FUNC_LOG2, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_2D }, VisualShaderNode::PORT_TYPE_VECTOR_2D));
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add_options.push_back(AddOption("Log2", "Vector/Functions", "VisualShaderNodeVectorFunc", TTR("Base-2 logarithm."), { VisualShaderNodeVectorFunc::FUNC_LOG2, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_3D }, VisualShaderNode::PORT_TYPE_VECTOR_3D));
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add_options.push_back(AddOption("Log2", "Vector/Functions", "VisualShaderNodeVectorFunc", TTR("Base-2 logarithm."), { VisualShaderNodeVectorFunc::FUNC_LOG2, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_4D }, VisualShaderNode::PORT_TYPE_VECTOR_4D));
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add_options.push_back(AddOption("Max", "Vector/Functions", "VisualShaderNodeVectorOp", TTR("Returns the greater of two values."), { VisualShaderNodeVectorOp::OP_MAX, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_2D }, VisualShaderNode::PORT_TYPE_VECTOR_2D));
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add_options.push_back(AddOption("Max", "Vector/Functions", "VisualShaderNodeVectorOp", TTR("Returns the greater of two values."), { VisualShaderNodeVectorOp::OP_MAX, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_3D }, VisualShaderNode::PORT_TYPE_VECTOR_3D));
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add_options.push_back(AddOption("Max", "Vector/Functions", "VisualShaderNodeVectorOp", TTR("Returns the greater of two values."), { VisualShaderNodeVectorOp::OP_MAX, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_4D }, VisualShaderNode::PORT_TYPE_VECTOR_4D));
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add_options.push_back(AddOption("Min", "Vector/Functions", "VisualShaderNodeVectorOp", TTR("Returns the lesser of two values."), { VisualShaderNodeVectorOp::OP_MIN, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_2D }, VisualShaderNode::PORT_TYPE_VECTOR_2D));
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add_options.push_back(AddOption("Min", "Vector/Functions", "VisualShaderNodeVectorOp", TTR("Returns the lesser of two values."), { VisualShaderNodeVectorOp::OP_MIN, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_3D }, VisualShaderNode::PORT_TYPE_VECTOR_3D));
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add_options.push_back(AddOption("Min", "Vector/Functions", "VisualShaderNodeVectorOp", TTR("Returns the lesser of two values."), { VisualShaderNodeVectorOp::OP_MIN, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_4D }, VisualShaderNode::PORT_TYPE_VECTOR_4D));
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add_options.push_back(AddOption("Mix", "Vector/Functions", "VisualShaderNodeMix", TTR("Linear interpolation between two vectors."), { VisualShaderNodeMix::OP_TYPE_VECTOR_2D }, VisualShaderNode::PORT_TYPE_VECTOR_2D));
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add_options.push_back(AddOption("Mix", "Vector/Functions", "VisualShaderNodeMix", TTR("Linear interpolation between two vectors."), { VisualShaderNodeMix::OP_TYPE_VECTOR_3D }, VisualShaderNode::PORT_TYPE_VECTOR_3D));
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add_options.push_back(AddOption("Mix", "Vector/Functions", "VisualShaderNodeMix", TTR("Linear interpolation between two vectors."), { VisualShaderNodeMix::OP_TYPE_VECTOR_4D }, VisualShaderNode::PORT_TYPE_VECTOR_4D));
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add_options.push_back(AddOption("MixS", "Vector/Functions", "VisualShaderNodeMix", TTR("Linear interpolation between two vectors using scalar."), { VisualShaderNodeMix::OP_TYPE_VECTOR_2D_SCALAR }, VisualShaderNode::PORT_TYPE_VECTOR_2D));
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add_options.push_back(AddOption("MixS", "Vector/Functions", "VisualShaderNodeMix", TTR("Linear interpolation between two vectors using scalar."), { VisualShaderNodeMix::OP_TYPE_VECTOR_3D_SCALAR }, VisualShaderNode::PORT_TYPE_VECTOR_3D));
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add_options.push_back(AddOption("MixS", "Vector/Functions", "VisualShaderNodeMix", TTR("Linear interpolation between two vectors using scalar."), { VisualShaderNodeMix::OP_TYPE_VECTOR_4D_SCALAR }, VisualShaderNode::PORT_TYPE_VECTOR_4D));
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add_options.push_back(AddOption("MultiplyAdd (a * b + c)", "Vector/Functions", "VisualShaderNodeMultiplyAdd", TTR("Performs a fused multiply-add operation (a * b + c) on vectors."), { VisualShaderNodeMultiplyAdd::OP_TYPE_VECTOR_2D }, VisualShaderNode::PORT_TYPE_VECTOR_2D));
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add_options.push_back(AddOption("MultiplyAdd (a * b + c)", "Vector/Functions", "VisualShaderNodeMultiplyAdd", TTR("Performs a fused multiply-add operation (a * b + c) on vectors."), { VisualShaderNodeMultiplyAdd::OP_TYPE_VECTOR_3D }, VisualShaderNode::PORT_TYPE_VECTOR_3D));
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add_options.push_back(AddOption("MultiplyAdd (a * b + c)", "Vector/Functions", "VisualShaderNodeMultiplyAdd", TTR("Performs a fused multiply-add operation (a * b + c) on vectors."), { VisualShaderNodeMultiplyAdd::OP_TYPE_VECTOR_4D }, VisualShaderNode::PORT_TYPE_VECTOR_4D));
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add_options.push_back(AddOption("Negate (*-1)", "Vector/Functions", "VisualShaderNodeVectorFunc", TTR("Returns the opposite value of the parameter."), { VisualShaderNodeVectorFunc::FUNC_NEGATE, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_2D }, VisualShaderNode::PORT_TYPE_VECTOR_2D));
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add_options.push_back(AddOption("Negate (*-1)", "Vector/Functions", "VisualShaderNodeVectorFunc", TTR("Returns the opposite value of the parameter."), { VisualShaderNodeVectorFunc::FUNC_NEGATE, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_3D }, VisualShaderNode::PORT_TYPE_VECTOR_3D));
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add_options.push_back(AddOption("Negate (*-1)", "Vector/Functions", "VisualShaderNodeVectorFunc", TTR("Returns the opposite value of the parameter."), { VisualShaderNodeVectorFunc::FUNC_NEGATE, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_4D }, VisualShaderNode::PORT_TYPE_VECTOR_4D));
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add_options.push_back(AddOption("Normalize", "Vector/Functions", "VisualShaderNodeVectorFunc", TTR("Calculates the normalize product of vector."), { VisualShaderNodeVectorFunc::FUNC_NORMALIZE, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_2D }, VisualShaderNode::PORT_TYPE_VECTOR_2D));
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add_options.push_back(AddOption("Normalize", "Vector/Functions", "VisualShaderNodeVectorFunc", TTR("Calculates the normalize product of vector."), { VisualShaderNodeVectorFunc::FUNC_NORMALIZE, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_3D }, VisualShaderNode::PORT_TYPE_VECTOR_3D));
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add_options.push_back(AddOption("Normalize", "Vector/Functions", "VisualShaderNodeVectorFunc", TTR("Calculates the normalize product of vector."), { VisualShaderNodeVectorFunc::FUNC_NORMALIZE, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_4D }, VisualShaderNode::PORT_TYPE_VECTOR_4D));
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add_options.push_back(AddOption("OneMinus (1-)", "Vector/Functions", "VisualShaderNodeVectorFunc", TTR("1.0 - vector"), { VisualShaderNodeVectorFunc::FUNC_ONEMINUS, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_2D }, VisualShaderNode::PORT_TYPE_VECTOR_2D));
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add_options.push_back(AddOption("OneMinus (1-)", "Vector/Functions", "VisualShaderNodeVectorFunc", TTR("1.0 - vector"), { VisualShaderNodeVectorFunc::FUNC_ONEMINUS, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_3D }, VisualShaderNode::PORT_TYPE_VECTOR_3D));
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add_options.push_back(AddOption("OneMinus (1-)", "Vector/Functions", "VisualShaderNodeVectorFunc", TTR("1.0 - vector"), { VisualShaderNodeVectorFunc::FUNC_ONEMINUS, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_4D }, VisualShaderNode::PORT_TYPE_VECTOR_4D));
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add_options.push_back(AddOption("Pow (^)", "Vector/Functions", "VisualShaderNodeVectorOp", TTR("Returns the value of the first parameter raised to the power of the second."), { VisualShaderNodeVectorOp::OP_POW, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_2D }, VisualShaderNode::PORT_TYPE_VECTOR_2D));
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add_options.push_back(AddOption("Pow (^)", "Vector/Functions", "VisualShaderNodeVectorOp", TTR("Returns the value of the first parameter raised to the power of the second."), { VisualShaderNodeVectorOp::OP_POW, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_3D }, VisualShaderNode::PORT_TYPE_VECTOR_3D));
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add_options.push_back(AddOption("Pow (^)", "Vector/Functions", "VisualShaderNodeVectorOp", TTR("Returns the value of the first parameter raised to the power of the second."), { VisualShaderNodeVectorOp::OP_POW, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_4D }, VisualShaderNode::PORT_TYPE_VECTOR_4D));
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add_options.push_back(AddOption("Radians", "Vector/Functions", "VisualShaderNodeVectorFunc", TTR("Converts a quantity in degrees to radians."), { VisualShaderNodeVectorFunc::FUNC_RADIANS, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_2D }, VisualShaderNode::PORT_TYPE_VECTOR_2D));
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add_options.push_back(AddOption("Radians", "Vector/Functions", "VisualShaderNodeVectorFunc", TTR("Converts a quantity in degrees to radians."), { VisualShaderNodeVectorFunc::FUNC_RADIANS, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_3D }, VisualShaderNode::PORT_TYPE_VECTOR_3D));
|
|
add_options.push_back(AddOption("Radians", "Vector/Functions", "VisualShaderNodeVectorFunc", TTR("Converts a quantity in degrees to radians."), { VisualShaderNodeVectorFunc::FUNC_RADIANS, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_4D }, VisualShaderNode::PORT_TYPE_VECTOR_4D));
|
|
add_options.push_back(AddOption("Reciprocal", "Vector/Functions", "VisualShaderNodeVectorFunc", TTR("1.0 / vector"), { VisualShaderNodeVectorFunc::FUNC_RECIPROCAL, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_2D }, VisualShaderNode::PORT_TYPE_VECTOR_2D));
|
|
add_options.push_back(AddOption("Reciprocal", "Vector/Functions", "VisualShaderNodeVectorFunc", TTR("1.0 / vector"), { VisualShaderNodeVectorFunc::FUNC_RECIPROCAL, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_3D }, VisualShaderNode::PORT_TYPE_VECTOR_3D));
|
|
add_options.push_back(AddOption("Reciprocal", "Vector/Functions", "VisualShaderNodeVectorFunc", TTR("1.0 / vector"), { VisualShaderNodeVectorFunc::FUNC_RECIPROCAL, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_4D }, VisualShaderNode::PORT_TYPE_VECTOR_4D));
|
|
add_options.push_back(AddOption("Reflect", "Vector/Functions", "VisualShaderNodeVectorOp", TTR("Returns the vector that points in the direction of reflection ( a : incident vector, b : normal vector )."), { VisualShaderNodeVectorOp::OP_REFLECT, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_2D }, VisualShaderNode::PORT_TYPE_VECTOR_2D));
|
|
add_options.push_back(AddOption("Reflect", "Vector/Functions", "VisualShaderNodeVectorOp", TTR("Returns the vector that points in the direction of reflection ( a : incident vector, b : normal vector )."), { VisualShaderNodeVectorOp::OP_REFLECT, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_3D }, VisualShaderNode::PORT_TYPE_VECTOR_3D));
|
|
add_options.push_back(AddOption("Reflect", "Vector/Functions", "VisualShaderNodeVectorOp", TTR("Returns the vector that points in the direction of reflection ( a : incident vector, b : normal vector )."), { VisualShaderNodeVectorOp::OP_REFLECT, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_4D }, VisualShaderNode::PORT_TYPE_VECTOR_4D));
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|
add_options.push_back(AddOption("Refract", "Vector/Functions", "VisualShaderNodeVectorRefract", TTR("Returns the vector that points in the direction of refraction."), {}, VisualShaderNode::PORT_TYPE_VECTOR_2D));
|
|
add_options.push_back(AddOption("Refract", "Vector/Functions", "VisualShaderNodeVectorRefract", TTR("Returns the vector that points in the direction of refraction."), {}, VisualShaderNode::PORT_TYPE_VECTOR_3D));
|
|
add_options.push_back(AddOption("Refract", "Vector/Functions", "VisualShaderNodeVectorRefract", TTR("Returns the vector that points in the direction of refraction."), {}, VisualShaderNode::PORT_TYPE_VECTOR_4D));
|
|
add_options.push_back(AddOption("Round", "Vector/Functions", "VisualShaderNodeVectorFunc", TTR("Finds the nearest integer to the parameter."), { VisualShaderNodeVectorFunc::FUNC_ROUND, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_2D }, VisualShaderNode::PORT_TYPE_VECTOR_2D));
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add_options.push_back(AddOption("Round", "Vector/Functions", "VisualShaderNodeVectorFunc", TTR("Finds the nearest integer to the parameter."), { VisualShaderNodeVectorFunc::FUNC_ROUND, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_3D }, VisualShaderNode::PORT_TYPE_VECTOR_3D));
|
|
add_options.push_back(AddOption("Round", "Vector/Functions", "VisualShaderNodeVectorFunc", TTR("Finds the nearest integer to the parameter."), { VisualShaderNodeVectorFunc::FUNC_ROUND, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_4D }, VisualShaderNode::PORT_TYPE_VECTOR_4D));
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|
add_options.push_back(AddOption("RoundEven", "Vector/Functions", "VisualShaderNodeVectorFunc", TTR("Finds the nearest even integer to the parameter."), { VisualShaderNodeVectorFunc::FUNC_ROUNDEVEN, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_2D }, VisualShaderNode::PORT_TYPE_VECTOR_2D));
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|
add_options.push_back(AddOption("RoundEven", "Vector/Functions", "VisualShaderNodeVectorFunc", TTR("Finds the nearest even integer to the parameter."), { VisualShaderNodeVectorFunc::FUNC_ROUNDEVEN, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_3D }, VisualShaderNode::PORT_TYPE_VECTOR_3D));
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|
add_options.push_back(AddOption("RoundEven", "Vector/Functions", "VisualShaderNodeVectorFunc", TTR("Finds the nearest even integer to the parameter."), { VisualShaderNodeVectorFunc::FUNC_ROUNDEVEN, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_4D }, VisualShaderNode::PORT_TYPE_VECTOR_4D));
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|
add_options.push_back(AddOption("Saturate", "Vector/Functions", "VisualShaderNodeVectorFunc", TTR("Clamps the value between 0.0 and 1.0."), { VisualShaderNodeVectorFunc::FUNC_SATURATE, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_2D }, VisualShaderNode::PORT_TYPE_VECTOR_2D));
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|
add_options.push_back(AddOption("Saturate", "Vector/Functions", "VisualShaderNodeVectorFunc", TTR("Clamps the value between 0.0 and 1.0."), { VisualShaderNodeVectorFunc::FUNC_SATURATE, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_3D }, VisualShaderNode::PORT_TYPE_VECTOR_3D));
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|
add_options.push_back(AddOption("Saturate", "Vector/Functions", "VisualShaderNodeVectorFunc", TTR("Clamps the value between 0.0 and 1.0."), { VisualShaderNodeVectorFunc::FUNC_SATURATE, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_4D }, VisualShaderNode::PORT_TYPE_VECTOR_4D));
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add_options.push_back(AddOption("Sign", "Vector/Functions", "VisualShaderNodeVectorFunc", TTR("Extracts the sign of the parameter."), { VisualShaderNodeVectorFunc::FUNC_SIGN, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_2D }, VisualShaderNode::PORT_TYPE_VECTOR_2D));
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add_options.push_back(AddOption("Sign", "Vector/Functions", "VisualShaderNodeVectorFunc", TTR("Extracts the sign of the parameter."), { VisualShaderNodeVectorFunc::FUNC_SIGN, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_3D }, VisualShaderNode::PORT_TYPE_VECTOR_3D));
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add_options.push_back(AddOption("Sign", "Vector/Functions", "VisualShaderNodeVectorFunc", TTR("Extracts the sign of the parameter."), { VisualShaderNodeVectorFunc::FUNC_SIGN, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_4D }, VisualShaderNode::PORT_TYPE_VECTOR_4D));
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add_options.push_back(AddOption("Sin", "Vector/Functions", "VisualShaderNodeVectorFunc", TTR("Returns the sine of the parameter."), { VisualShaderNodeVectorFunc::FUNC_SIN, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_2D }, VisualShaderNode::PORT_TYPE_VECTOR_2D));
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add_options.push_back(AddOption("Sin", "Vector/Functions", "VisualShaderNodeVectorFunc", TTR("Returns the sine of the parameter."), { VisualShaderNodeVectorFunc::FUNC_SIN, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_3D }, VisualShaderNode::PORT_TYPE_VECTOR_3D));
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add_options.push_back(AddOption("Sin", "Vector/Functions", "VisualShaderNodeVectorFunc", TTR("Returns the sine of the parameter."), { VisualShaderNodeVectorFunc::FUNC_SIN, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_4D }, VisualShaderNode::PORT_TYPE_VECTOR_4D));
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add_options.push_back(AddOption("SinH", "Vector/Functions", "VisualShaderNodeVectorFunc", TTR("Returns the hyperbolic sine of the parameter."), { VisualShaderNodeVectorFunc::FUNC_SINH, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_2D }, VisualShaderNode::PORT_TYPE_VECTOR_2D));
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add_options.push_back(AddOption("SinH", "Vector/Functions", "VisualShaderNodeVectorFunc", TTR("Returns the hyperbolic sine of the parameter."), { VisualShaderNodeVectorFunc::FUNC_SINH, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_3D }, VisualShaderNode::PORT_TYPE_VECTOR_3D));
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add_options.push_back(AddOption("SinH", "Vector/Functions", "VisualShaderNodeVectorFunc", TTR("Returns the hyperbolic sine of the parameter."), { VisualShaderNodeVectorFunc::FUNC_SINH, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_4D }, VisualShaderNode::PORT_TYPE_VECTOR_4D));
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add_options.push_back(AddOption("Sqrt", "Vector/Functions", "VisualShaderNodeVectorFunc", TTR("Returns the square root of the parameter."), { VisualShaderNodeVectorFunc::FUNC_SQRT, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_2D }, VisualShaderNode::PORT_TYPE_VECTOR_2D));
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add_options.push_back(AddOption("Sqrt", "Vector/Functions", "VisualShaderNodeVectorFunc", TTR("Returns the square root of the parameter."), { VisualShaderNodeVectorFunc::FUNC_SQRT, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_3D }, VisualShaderNode::PORT_TYPE_VECTOR_3D));
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add_options.push_back(AddOption("Sqrt", "Vector/Functions", "VisualShaderNodeVectorFunc", TTR("Returns the square root of the parameter."), { VisualShaderNodeVectorFunc::FUNC_SQRT, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_4D }, VisualShaderNode::PORT_TYPE_VECTOR_4D));
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add_options.push_back(AddOption("SmoothStep", "Vector/Functions", "VisualShaderNodeSmoothStep", TTR("SmoothStep function( vector(edge0), vector(edge1), vector(x) ).\n\nReturns 0.0 if 'x' is smaller than 'edge0' and 1.0 if 'x' is larger than 'edge1'. Otherwise the return value is interpolated between 0.0 and 1.0 using Hermite polynomials."), { VisualShaderNodeSmoothStep::OP_TYPE_VECTOR_2D }, VisualShaderNode::PORT_TYPE_VECTOR_2D));
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add_options.push_back(AddOption("SmoothStep", "Vector/Functions", "VisualShaderNodeSmoothStep", TTR("SmoothStep function( vector(edge0), vector(edge1), vector(x) ).\n\nReturns 0.0 if 'x' is smaller than 'edge0' and 1.0 if 'x' is larger than 'edge1'. Otherwise the return value is interpolated between 0.0 and 1.0 using Hermite polynomials."), { VisualShaderNodeSmoothStep::OP_TYPE_VECTOR_3D }, VisualShaderNode::PORT_TYPE_VECTOR_3D));
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add_options.push_back(AddOption("SmoothStep", "Vector/Functions", "VisualShaderNodeSmoothStep", TTR("SmoothStep function( vector(edge0), vector(edge1), vector(x) ).\n\nReturns 0.0 if 'x' is smaller than 'edge0' and 1.0 if 'x' is larger than 'edge1'. Otherwise the return value is interpolated between 0.0 and 1.0 using Hermite polynomials."), { VisualShaderNodeSmoothStep::OP_TYPE_VECTOR_4D }, VisualShaderNode::PORT_TYPE_VECTOR_4D));
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add_options.push_back(AddOption("SmoothStepS", "Vector/Functions", "VisualShaderNodeSmoothStep", TTR("SmoothStep function( scalar(edge0), scalar(edge1), vector(x) ).\n\nReturns 0.0 if 'x' is smaller than 'edge0' and 1.0 if 'x' is larger than 'edge1'. Otherwise the return value is interpolated between 0.0 and 1.0 using Hermite polynomials."), { VisualShaderNodeSmoothStep::OP_TYPE_VECTOR_2D_SCALAR }, VisualShaderNode::PORT_TYPE_VECTOR_2D));
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add_options.push_back(AddOption("SmoothStepS", "Vector/Functions", "VisualShaderNodeSmoothStep", TTR("SmoothStep function( scalar(edge0), scalar(edge1), vector(x) ).\n\nReturns 0.0 if 'x' is smaller than 'edge0' and 1.0 if 'x' is larger than 'edge1'. Otherwise the return value is interpolated between 0.0 and 1.0 using Hermite polynomials."), { VisualShaderNodeSmoothStep::OP_TYPE_VECTOR_3D_SCALAR }, VisualShaderNode::PORT_TYPE_VECTOR_3D));
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add_options.push_back(AddOption("SmoothStepS", "Vector/Functions", "VisualShaderNodeSmoothStep", TTR("SmoothStep function( scalar(edge0), scalar(edge1), vector(x) ).\n\nReturns 0.0 if 'x' is smaller than 'edge0' and 1.0 if 'x' is larger than 'edge1'. Otherwise the return value is interpolated between 0.0 and 1.0 using Hermite polynomials."), { VisualShaderNodeSmoothStep::OP_TYPE_VECTOR_4D_SCALAR }, VisualShaderNode::PORT_TYPE_VECTOR_4D));
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|
add_options.push_back(AddOption("Step", "Vector/Functions", "VisualShaderNodeStep", TTR("Step function( vector(edge), vector(x) ).\n\nReturns 0.0 if 'x' is smaller than 'edge' and otherwise 1.0."), { VisualShaderNodeStep::OP_TYPE_VECTOR_2D }, VisualShaderNode::PORT_TYPE_VECTOR_2D));
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add_options.push_back(AddOption("Step", "Vector/Functions", "VisualShaderNodeStep", TTR("Step function( vector(edge), vector(x) ).\n\nReturns 0.0 if 'x' is smaller than 'edge' and otherwise 1.0."), { VisualShaderNodeStep::OP_TYPE_VECTOR_3D }, VisualShaderNode::PORT_TYPE_VECTOR_3D));
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add_options.push_back(AddOption("StepS", "Vector/Functions", "VisualShaderNodeStep", TTR("Step function( scalar(edge), vector(x) ).\n\nReturns 0.0 if 'x' is smaller than 'edge' and otherwise 1.0."), { VisualShaderNodeStep::OP_TYPE_VECTOR_2D_SCALAR }, VisualShaderNode::PORT_TYPE_VECTOR_2D));
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add_options.push_back(AddOption("StepS", "Vector/Functions", "VisualShaderNodeStep", TTR("Step function( scalar(edge), vector(x) ).\n\nReturns 0.0 if 'x' is smaller than 'edge' and otherwise 1.0."), { VisualShaderNodeStep::OP_TYPE_VECTOR_3D_SCALAR }, VisualShaderNode::PORT_TYPE_VECTOR_3D));
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add_options.push_back(AddOption("StepS", "Vector/Functions", "VisualShaderNodeStep", TTR("Step function( scalar(edge), vector(x) ).\n\nReturns 0.0 if 'x' is smaller than 'edge' and otherwise 1.0."), { VisualShaderNodeStep::OP_TYPE_VECTOR_4D_SCALAR }, VisualShaderNode::PORT_TYPE_VECTOR_4D));
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add_options.push_back(AddOption("Sum (+)", "Vector/Functions", "VisualShaderNodeDerivativeFunc", TTR("(Fragment/Light mode only) (Vector) Sum of absolute derivative in 'x' and 'y'."), { VisualShaderNodeDerivativeFunc::FUNC_SUM, VisualShaderNodeDerivativeFunc::OP_TYPE_VECTOR_2D }, VisualShaderNode::PORT_TYPE_VECTOR_2D, TYPE_FLAGS_FRAGMENT | TYPE_FLAGS_LIGHT, -1, true));
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add_options.push_back(AddOption("Sum (+)", "Vector/Functions", "VisualShaderNodeDerivativeFunc", TTR("(Fragment/Light mode only) (Vector) Sum of absolute derivative in 'x' and 'y'."), { VisualShaderNodeDerivativeFunc::FUNC_SUM, VisualShaderNodeDerivativeFunc::OP_TYPE_VECTOR_3D }, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_FRAGMENT | TYPE_FLAGS_LIGHT, -1, true));
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add_options.push_back(AddOption("Sum (+)", "Vector/Functions", "VisualShaderNodeDerivativeFunc", TTR("(Fragment/Light mode only) (Vector) Sum of absolute derivative in 'x' and 'y'."), { VisualShaderNodeDerivativeFunc::FUNC_SUM, VisualShaderNodeDerivativeFunc::OP_TYPE_VECTOR_4D }, VisualShaderNode::PORT_TYPE_VECTOR_4D, TYPE_FLAGS_FRAGMENT | TYPE_FLAGS_LIGHT, -1, true));
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add_options.push_back(AddOption("Tan", "Vector/Functions", "VisualShaderNodeVectorFunc", TTR("Returns the tangent of the parameter."), { VisualShaderNodeVectorFunc::FUNC_TAN, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_2D }, VisualShaderNode::PORT_TYPE_VECTOR_2D));
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add_options.push_back(AddOption("Tan", "Vector/Functions", "VisualShaderNodeVectorFunc", TTR("Returns the tangent of the parameter."), { VisualShaderNodeVectorFunc::FUNC_TAN, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_3D }, VisualShaderNode::PORT_TYPE_VECTOR_3D));
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add_options.push_back(AddOption("Tan", "Vector/Functions", "VisualShaderNodeVectorFunc", TTR("Returns the tangent of the parameter."), { VisualShaderNodeVectorFunc::FUNC_TAN, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_4D }, VisualShaderNode::PORT_TYPE_VECTOR_4D));
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add_options.push_back(AddOption("TanH", "Vector/Functions", "VisualShaderNodeVectorFunc", TTR("Returns the hyperbolic tangent of the parameter."), { VisualShaderNodeVectorFunc::FUNC_TANH, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_2D }, VisualShaderNode::PORT_TYPE_VECTOR_2D));
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add_options.push_back(AddOption("TanH", "Vector/Functions", "VisualShaderNodeVectorFunc", TTR("Returns the hyperbolic tangent of the parameter."), { VisualShaderNodeVectorFunc::FUNC_TANH, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_3D }, VisualShaderNode::PORT_TYPE_VECTOR_3D));
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add_options.push_back(AddOption("TanH", "Vector/Functions", "VisualShaderNodeVectorFunc", TTR("Returns the hyperbolic tangent of the parameter."), { VisualShaderNodeVectorFunc::FUNC_TANH, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_4D }, VisualShaderNode::PORT_TYPE_VECTOR_4D));
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add_options.push_back(AddOption("Trunc", "Vector/Functions", "VisualShaderNodeVectorFunc", TTR("Finds the truncated value of the parameter."), { VisualShaderNodeVectorFunc::FUNC_TRUNC, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_2D }, VisualShaderNode::PORT_TYPE_VECTOR_2D));
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add_options.push_back(AddOption("Trunc", "Vector/Functions", "VisualShaderNodeVectorFunc", TTR("Finds the truncated value of the parameter."), { VisualShaderNodeVectorFunc::FUNC_TRUNC, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_3D }, VisualShaderNode::PORT_TYPE_VECTOR_3D));
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add_options.push_back(AddOption("Trunc", "Vector/Functions", "VisualShaderNodeVectorFunc", TTR("Finds the truncated value of the parameter."), { VisualShaderNodeVectorFunc::FUNC_TRUNC, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_4D }, VisualShaderNode::PORT_TYPE_VECTOR_4D));
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|
|
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add_options.push_back(AddOption("Add (+)", "Vector/Operators", "VisualShaderNodeVectorOp", TTR("Adds 2D vector to 2D vector."), { VisualShaderNodeVectorOp::OP_ADD, VisualShaderNodeVectorOp::OP_TYPE_VECTOR_2D }, VisualShaderNode::PORT_TYPE_VECTOR_2D));
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add_options.push_back(AddOption("Add (+)", "Vector/Operators", "VisualShaderNodeVectorOp", TTR("Adds 3D vector to 3D vector."), { VisualShaderNodeVectorOp::OP_ADD, VisualShaderNodeVectorOp::OP_TYPE_VECTOR_3D }, VisualShaderNode::PORT_TYPE_VECTOR_3D));
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add_options.push_back(AddOption("Add (+)", "Vector/Operators", "VisualShaderNodeVectorOp", TTR("Adds 4D vector to 4D vector."), { VisualShaderNodeVectorOp::OP_ADD, VisualShaderNodeVectorOp::OP_TYPE_VECTOR_4D }, VisualShaderNode::PORT_TYPE_VECTOR_4D));
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add_options.push_back(AddOption("Divide (/)", "Vector/Operators", "VisualShaderNodeVectorOp", TTR("Divides 2D vector by 2D vector."), { VisualShaderNodeVectorOp::OP_DIV, VisualShaderNodeVectorOp::OP_TYPE_VECTOR_2D }, VisualShaderNode::PORT_TYPE_VECTOR_2D));
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add_options.push_back(AddOption("Divide (/)", "Vector/Operators", "VisualShaderNodeVectorOp", TTR("Divides 3D vector by 3D vector."), { VisualShaderNodeVectorOp::OP_DIV, VisualShaderNodeVectorOp::OP_TYPE_VECTOR_3D }, VisualShaderNode::PORT_TYPE_VECTOR_3D));
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|
add_options.push_back(AddOption("Divide (/)", "Vector/Operators", "VisualShaderNodeVectorOp", TTR("Divides 4D vector by 4D vector."), { VisualShaderNodeVectorOp::OP_DIV, VisualShaderNodeVectorOp::OP_TYPE_VECTOR_4D }, VisualShaderNode::PORT_TYPE_VECTOR_4D));
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add_options.push_back(AddOption("Multiply (*)", "Vector/Operators", "VisualShaderNodeVectorOp", TTR("Multiplies 2D vector by 2D vector."), { VisualShaderNodeVectorOp::OP_MUL, VisualShaderNodeVectorOp::OP_TYPE_VECTOR_2D }, VisualShaderNode::PORT_TYPE_VECTOR_2D));
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|
add_options.push_back(AddOption("Multiply (*)", "Vector/Operators", "VisualShaderNodeVectorOp", TTR("Multiplies 3D vector by 3D vector."), { VisualShaderNodeVectorOp::OP_MUL, VisualShaderNodeVectorOp::OP_TYPE_VECTOR_3D }, VisualShaderNode::PORT_TYPE_VECTOR_3D));
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|
add_options.push_back(AddOption("Multiply (*)", "Vector/Operators", "VisualShaderNodeVectorOp", TTR("Multiplies 4D vector by 4D vector."), { VisualShaderNodeVectorOp::OP_MUL, VisualShaderNodeVectorOp::OP_TYPE_VECTOR_4D }, VisualShaderNode::PORT_TYPE_VECTOR_4D));
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add_options.push_back(AddOption("Remainder (%)", "Vector/Operators", "VisualShaderNodeVectorOp", TTR("Returns the remainder of the two 2D vectors."), { VisualShaderNodeVectorOp::OP_MOD, VisualShaderNodeVectorOp::OP_TYPE_VECTOR_2D }, VisualShaderNode::PORT_TYPE_VECTOR_2D));
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add_options.push_back(AddOption("Remainder (%)", "Vector/Operators", "VisualShaderNodeVectorOp", TTR("Returns the remainder of the two 3D vectors."), { VisualShaderNodeVectorOp::OP_MOD, VisualShaderNodeVectorOp::OP_TYPE_VECTOR_3D }, VisualShaderNode::PORT_TYPE_VECTOR_3D));
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add_options.push_back(AddOption("Remainder (%)", "Vector/Operators", "VisualShaderNodeVectorOp", TTR("Returns the remainder of the two 4D vectors."), { VisualShaderNodeVectorOp::OP_MOD, VisualShaderNodeVectorOp::OP_TYPE_VECTOR_4D }, VisualShaderNode::PORT_TYPE_VECTOR_4D));
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add_options.push_back(AddOption("Subtract (-)", "Vector/Operators", "VisualShaderNodeVectorOp", TTR("Subtracts 2D vector from 2D vector."), { VisualShaderNodeVectorOp::OP_SUB, VisualShaderNodeVectorOp::OP_TYPE_VECTOR_2D }, VisualShaderNode::PORT_TYPE_VECTOR_2D));
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add_options.push_back(AddOption("Subtract (-)", "Vector/Operators", "VisualShaderNodeVectorOp", TTR("Subtracts 3D vector from 3D vector."), { VisualShaderNodeVectorOp::OP_SUB, VisualShaderNodeVectorOp::OP_TYPE_VECTOR_3D }, VisualShaderNode::PORT_TYPE_VECTOR_3D));
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add_options.push_back(AddOption("Subtract (-)", "Vector/Operators", "VisualShaderNodeVectorOp", TTR("Subtracts 4D vector from 4D vector."), { VisualShaderNodeVectorOp::OP_SUB, VisualShaderNodeVectorOp::OP_TYPE_VECTOR_4D }, VisualShaderNode::PORT_TYPE_VECTOR_4D));
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|
|
|
add_options.push_back(AddOption("Vector2Constant", "Vector/Variables", "VisualShaderNodeVec2Constant", TTR("2D vector constant."), {}, VisualShaderNode::PORT_TYPE_VECTOR_2D));
|
|
add_options.push_back(AddOption("Vector2Parameter", "Vector/Variables", "VisualShaderNodeVec2Parameter", TTR("2D vector parameter."), {}, VisualShaderNode::PORT_TYPE_VECTOR_2D));
|
|
add_options.push_back(AddOption("Vector3Constant", "Vector/Variables", "VisualShaderNodeVec3Constant", TTR("3D vector constant."), {}, VisualShaderNode::PORT_TYPE_VECTOR_3D));
|
|
add_options.push_back(AddOption("Vector3Parameter", "Vector/Variables", "VisualShaderNodeVec3Parameter", TTR("3D vector parameter."), {}, VisualShaderNode::PORT_TYPE_VECTOR_3D));
|
|
add_options.push_back(AddOption("Vector4Constant", "Vector/Variables", "VisualShaderNodeVec4Constant", TTR("4D vector constant."), {}, VisualShaderNode::PORT_TYPE_VECTOR_4D));
|
|
add_options.push_back(AddOption("Vector4Parameter", "Vector/Variables", "VisualShaderNodeVec4Parameter", TTR("4D vector parameter."), {}, VisualShaderNode::PORT_TYPE_VECTOR_4D));
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|
|
|
// SPECIAL
|
|
add_options.push_back(AddOption("Frame", "Special", "VisualShaderNodeFrame", TTR("A rectangular area with a description string for better graph organization.")));
|
|
add_options.push_back(AddOption("Expression", "Special", "VisualShaderNodeExpression", TTR("Custom Godot Shader Language expression, with custom amount of input and output ports. This is a direct injection of code into the vertex/fragment/light function, do not use it to write the function declarations inside.")));
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add_options.push_back(AddOption("GlobalExpression", "Special", "VisualShaderNodeGlobalExpression", TTR("Custom Godot Shader Language expression, which is placed on top of the resulted shader. You can place various function definitions inside and call it later in the Expressions. You can also declare varyings, parameters and constants.")));
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add_options.push_back(AddOption("ParameterRef", "Special", "VisualShaderNodeParameterRef", TTR("A reference to an existing parameter.")));
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|
add_options.push_back(AddOption("VaryingGetter", "Special", "VisualShaderNodeVaryingGetter", TTR("Get varying parameter."), {}, -1, TYPE_FLAGS_FRAGMENT | TYPE_FLAGS_LIGHT, Shader::MODE_SPATIAL));
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add_options.push_back(AddOption("VaryingSetter", "Special", "VisualShaderNodeVaryingSetter", TTR("Set varying parameter."), {}, -1, TYPE_FLAGS_VERTEX | TYPE_FLAGS_FRAGMENT, Shader::MODE_SPATIAL));
|
|
add_options.push_back(AddOption("VaryingGetter", "Special", "VisualShaderNodeVaryingGetter", TTR("Get varying parameter."), {}, -1, TYPE_FLAGS_FRAGMENT | TYPE_FLAGS_LIGHT, Shader::MODE_CANVAS_ITEM));
|
|
add_options.push_back(AddOption("VaryingSetter", "Special", "VisualShaderNodeVaryingSetter", TTR("Set varying parameter."), {}, -1, TYPE_FLAGS_VERTEX | TYPE_FLAGS_FRAGMENT, Shader::MODE_CANVAS_ITEM));
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|
add_options.push_back(AddOption("Reroute", "Special", "VisualShaderNodeReroute", TTR("Reroute connections freely, can be used to connect multiple input ports to single output port.")));
|
|
|
|
custom_node_option_idx = add_options.size();
|
|
|
|
/////////////////////////////////////////////////////////////////////
|
|
|
|
Ref<VisualShaderNodePluginDefault> default_plugin;
|
|
default_plugin.instantiate();
|
|
default_plugin->set_editor(this);
|
|
add_plugin(default_plugin);
|
|
|
|
graph_plugin.instantiate();
|
|
graph_plugin->set_editor(this);
|
|
|
|
property_editor_popup = memnew(PopupPanel);
|
|
property_editor_popup->set_min_size(Size2(360, 0) * EDSCALE);
|
|
add_child(property_editor_popup);
|
|
|
|
edited_property_holder.instantiate();
|
|
}
|
|
|
|
class VisualShaderNodePluginInputEditor : public OptionButton {
|
|
GDCLASS(VisualShaderNodePluginInputEditor, OptionButton);
|
|
|
|
VisualShaderEditor *editor = nullptr;
|
|
Ref<VisualShaderNodeInput> input;
|
|
|
|
public:
|
|
void _notification(int p_what) {
|
|
switch (p_what) {
|
|
case NOTIFICATION_READY: {
|
|
connect(SceneStringName(item_selected), callable_mp(this, &VisualShaderNodePluginInputEditor::_item_selected));
|
|
} break;
|
|
}
|
|
}
|
|
|
|
void _item_selected(int p_item) {
|
|
editor->call_deferred(SNAME("_input_select_item"), input, get_item_text(p_item));
|
|
}
|
|
|
|
void setup(VisualShaderEditor *p_editor, const Ref<VisualShaderNodeInput> &p_input) {
|
|
editor = p_editor;
|
|
input = p_input;
|
|
Ref<Texture2D> type_icon[] = {
|
|
EditorNode::get_singleton()->get_editor_theme()->get_icon(SNAME("float"), EditorStringName(EditorIcons)),
|
|
EditorNode::get_singleton()->get_editor_theme()->get_icon(SNAME("int"), EditorStringName(EditorIcons)),
|
|
EditorNode::get_singleton()->get_editor_theme()->get_icon(SNAME("uint"), EditorStringName(EditorIcons)),
|
|
EditorNode::get_singleton()->get_editor_theme()->get_icon(SNAME("Vector2"), EditorStringName(EditorIcons)),
|
|
EditorNode::get_singleton()->get_editor_theme()->get_icon(SNAME("Vector3"), EditorStringName(EditorIcons)),
|
|
EditorNode::get_singleton()->get_editor_theme()->get_icon(SNAME("Vector4"), EditorStringName(EditorIcons)),
|
|
EditorNode::get_singleton()->get_editor_theme()->get_icon(SNAME("bool"), EditorStringName(EditorIcons)),
|
|
EditorNode::get_singleton()->get_editor_theme()->get_icon(SNAME("Transform3D"), EditorStringName(EditorIcons)),
|
|
EditorNode::get_singleton()->get_editor_theme()->get_icon(SNAME("ImageTexture"), EditorStringName(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 VisualShaderNodePluginVaryingEditor : public OptionButton {
|
|
GDCLASS(VisualShaderNodePluginVaryingEditor, OptionButton);
|
|
|
|
VisualShaderEditor *editor = nullptr;
|
|
Ref<VisualShaderNodeVarying> varying;
|
|
|
|
public:
|
|
void _notification(int p_what) {
|
|
if (p_what == NOTIFICATION_READY) {
|
|
connect(SceneStringName(item_selected), callable_mp(this, &VisualShaderNodePluginVaryingEditor::_item_selected));
|
|
}
|
|
}
|
|
|
|
void _item_selected(int p_item) {
|
|
editor->call_deferred(SNAME("_varying_select_item"), varying, get_item_text(p_item));
|
|
}
|
|
|
|
void setup(VisualShaderEditor *p_editor, const Ref<VisualShaderNodeVarying> &p_varying, VisualShader::Type p_type) {
|
|
editor = p_editor;
|
|
varying = p_varying;
|
|
|
|
Ref<Texture2D> type_icon[] = {
|
|
EditorNode::get_singleton()->get_editor_theme()->get_icon(SNAME("float"), EditorStringName(EditorIcons)),
|
|
EditorNode::get_singleton()->get_editor_theme()->get_icon(SNAME("int"), EditorStringName(EditorIcons)),
|
|
EditorNode::get_singleton()->get_editor_theme()->get_icon(SNAME("uint"), EditorStringName(EditorIcons)),
|
|
EditorNode::get_singleton()->get_editor_theme()->get_icon(SNAME("Vector2"), EditorStringName(EditorIcons)),
|
|
EditorNode::get_singleton()->get_editor_theme()->get_icon(SNAME("Vector3"), EditorStringName(EditorIcons)),
|
|
EditorNode::get_singleton()->get_editor_theme()->get_icon(SNAME("Vector4"), EditorStringName(EditorIcons)),
|
|
EditorNode::get_singleton()->get_editor_theme()->get_icon(SNAME("bool"), EditorStringName(EditorIcons)),
|
|
EditorNode::get_singleton()->get_editor_theme()->get_icon(SNAME("Transform3D"), EditorStringName(EditorIcons)),
|
|
};
|
|
|
|
bool is_getter = Ref<VisualShaderNodeVaryingGetter>(p_varying.ptr()).is_valid();
|
|
|
|
add_item("[None]");
|
|
|
|
int to_select = -1;
|
|
for (int i = 0, j = 0; i < varying->get_varyings_count(); i++) {
|
|
VisualShader::VaryingMode mode = varying->get_varying_mode_by_index(i);
|
|
if (is_getter) {
|
|
if (mode == VisualShader::VARYING_MODE_FRAG_TO_LIGHT) {
|
|
if (p_type != VisualShader::TYPE_LIGHT) {
|
|
j++;
|
|
continue;
|
|
}
|
|
} else {
|
|
if (p_type != VisualShader::TYPE_FRAGMENT && p_type != VisualShader::TYPE_LIGHT) {
|
|
j++;
|
|
continue;
|
|
}
|
|
}
|
|
} else {
|
|
if (mode == VisualShader::VARYING_MODE_FRAG_TO_LIGHT) {
|
|
if (p_type != VisualShader::TYPE_FRAGMENT) {
|
|
j++;
|
|
continue;
|
|
}
|
|
} else {
|
|
if (p_type != VisualShader::TYPE_VERTEX) {
|
|
j++;
|
|
continue;
|
|
}
|
|
}
|
|
}
|
|
if (varying->get_varying_name() == varying->get_varying_name_by_index(i)) {
|
|
to_select = i - j + 1;
|
|
}
|
|
add_icon_item(type_icon[varying->get_varying_type_by_index(i)], varying->get_varying_name_by_index(i));
|
|
}
|
|
|
|
if (to_select >= 0) {
|
|
select(to_select);
|
|
}
|
|
}
|
|
};
|
|
|
|
////////////////
|
|
|
|
class VisualShaderNodePluginParameterRefEditor : public OptionButton {
|
|
GDCLASS(VisualShaderNodePluginParameterRefEditor, OptionButton);
|
|
|
|
VisualShaderEditor *editor = nullptr;
|
|
Ref<VisualShaderNodeParameterRef> parameter_ref;
|
|
|
|
public:
|
|
void _notification(int p_what) {
|
|
switch (p_what) {
|
|
case NOTIFICATION_READY: {
|
|
connect(SceneStringName(item_selected), callable_mp(this, &VisualShaderNodePluginParameterRefEditor::_item_selected));
|
|
} break;
|
|
}
|
|
}
|
|
|
|
void _item_selected(int p_item) {
|
|
editor->call_deferred(SNAME("_parameter_ref_select_item"), parameter_ref, get_item_text(p_item));
|
|
}
|
|
|
|
void setup(VisualShaderEditor *p_editor, const Ref<VisualShaderNodeParameterRef> &p_parameter_ref) {
|
|
editor = p_editor;
|
|
parameter_ref = p_parameter_ref;
|
|
|
|
Ref<Texture2D> type_icon[] = {
|
|
EditorNode::get_singleton()->get_editor_theme()->get_icon(SNAME("float"), EditorStringName(EditorIcons)),
|
|
EditorNode::get_singleton()->get_editor_theme()->get_icon(SNAME("int"), EditorStringName(EditorIcons)),
|
|
EditorNode::get_singleton()->get_editor_theme()->get_icon(SNAME("uint"), EditorStringName(EditorIcons)),
|
|
EditorNode::get_singleton()->get_editor_theme()->get_icon(SNAME("bool"), EditorStringName(EditorIcons)),
|
|
EditorNode::get_singleton()->get_editor_theme()->get_icon(SNAME("Vector2"), EditorStringName(EditorIcons)),
|
|
EditorNode::get_singleton()->get_editor_theme()->get_icon(SNAME("Vector3"), EditorStringName(EditorIcons)),
|
|
EditorNode::get_singleton()->get_editor_theme()->get_icon(SNAME("Vector4"), EditorStringName(EditorIcons)),
|
|
EditorNode::get_singleton()->get_editor_theme()->get_icon(SNAME("Transform3D"), EditorStringName(EditorIcons)),
|
|
EditorNode::get_singleton()->get_editor_theme()->get_icon(SNAME("Color"), EditorStringName(EditorIcons)),
|
|
EditorNode::get_singleton()->get_editor_theme()->get_icon(SNAME("ImageTexture"), EditorStringName(EditorIcons)),
|
|
};
|
|
|
|
add_item("[None]");
|
|
int to_select = -1;
|
|
for (int i = 0; i < p_parameter_ref->get_parameters_count(); i++) {
|
|
if (p_parameter_ref->get_parameter_name() == p_parameter_ref->get_parameter_name_by_index(i)) {
|
|
to_select = i + 1;
|
|
}
|
|
add_icon_item(type_icon[p_parameter_ref->get_parameter_type_by_index(i)], p_parameter_ref->get_parameter_name_by_index(i));
|
|
}
|
|
|
|
if (to_select >= 0) {
|
|
select(to_select);
|
|
}
|
|
}
|
|
};
|
|
|
|
////////////////
|
|
|
|
class VisualShaderNodePluginDefaultEditor : public VBoxContainer {
|
|
GDCLASS(VisualShaderNodePluginDefaultEditor, VBoxContainer);
|
|
VisualShaderEditor *editor = nullptr;
|
|
Ref<Resource> parent_resource;
|
|
int node_id = 0;
|
|
VisualShader::Type shader_type;
|
|
|
|
public:
|
|
void _property_changed(const String &p_property, const Variant &p_value, const String &p_field = "", bool p_changing = false) {
|
|
if (p_changing) {
|
|
return;
|
|
}
|
|
|
|
EditorUndoRedoManager *undo_redo = EditorUndoRedoManager::get_singleton();
|
|
|
|
updating = true;
|
|
undo_redo->create_action(vformat(TTR("Edit Visual Property: %s"), p_property), UndoRedo::MERGE_ENDS);
|
|
undo_redo->add_do_property(node.ptr(), p_property, p_value);
|
|
undo_redo->add_undo_property(node.ptr(), p_property, node->get(p_property));
|
|
|
|
Ref<VisualShaderNode> vsnode = editor->get_visual_shader()->get_node(shader_type, node_id);
|
|
ERR_FAIL_COND(vsnode.is_null());
|
|
|
|
// Check for invalid connections due to removed ports.
|
|
// We need to know the new state of the node to generate the proper undo/redo instructions.
|
|
// Quite hacky but the best way I could come up with for now.
|
|
Ref<VisualShaderNode> vsnode_new = vsnode->duplicate();
|
|
vsnode_new->set(p_property, p_value);
|
|
const int input_port_count = vsnode_new->get_input_port_count();
|
|
const int output_port_count = vsnode_new->get_expanded_output_port_count();
|
|
|
|
List<VisualShader::Connection> conns;
|
|
editor->get_visual_shader()->get_node_connections(shader_type, &conns);
|
|
VisualShaderGraphPlugin *graph_plugin = editor->get_graph_plugin();
|
|
bool undo_node_already_updated = false;
|
|
for (const VisualShader::Connection &c : conns) {
|
|
if ((c.from_node == node_id && c.from_port >= output_port_count) || (c.to_node == node_id && c.to_port >= input_port_count)) {
|
|
undo_redo->add_do_method(editor->get_visual_shader().ptr(), "disconnect_nodes", shader_type, c.from_node, c.from_port, c.to_node, c.to_port);
|
|
undo_redo->add_do_method(graph_plugin, "disconnect_nodes", shader_type, c.from_node, c.from_port, c.to_node, c.to_port);
|
|
// We need to update the node before reconnecting to avoid accessing a non-existing port.
|
|
undo_redo->add_undo_method(graph_plugin, "update_node_deferred", shader_type, node_id);
|
|
undo_node_already_updated = true;
|
|
undo_redo->add_undo_method(editor->get_visual_shader().ptr(), "connect_nodes", shader_type, c.from_node, c.from_port, c.to_node, c.to_port);
|
|
undo_redo->add_undo_method(graph_plugin, "connect_nodes", shader_type, c.from_node, c.from_port, c.to_node, c.to_port);
|
|
}
|
|
}
|
|
|
|
if (p_value.get_type() == Variant::OBJECT) {
|
|
Ref<Resource> prev_res = vsnode->get(p_property);
|
|
Ref<Resource> curr_res = p_value;
|
|
|
|
if (curr_res.is_null()) {
|
|
undo_redo->add_do_method(this, "_open_inspector", (Ref<Resource>)parent_resource.ptr());
|
|
} else {
|
|
undo_redo->add_do_method(this, "_open_inspector", (Ref<Resource>)curr_res.ptr());
|
|
}
|
|
if (!prev_res.is_null()) {
|
|
undo_redo->add_undo_method(this, "_open_inspector", (Ref<Resource>)prev_res.ptr());
|
|
} else {
|
|
undo_redo->add_undo_method(this, "_open_inspector", (Ref<Resource>)parent_resource.ptr());
|
|
}
|
|
}
|
|
if (p_property != "constant") {
|
|
if (graph_plugin) {
|
|
undo_redo->add_do_method(editor, "_update_next_previews", node_id);
|
|
undo_redo->add_undo_method(editor, "_update_next_previews", node_id);
|
|
undo_redo->add_do_method(graph_plugin, "update_node_deferred", shader_type, node_id);
|
|
if (!undo_node_already_updated) {
|
|
undo_redo->add_undo_method(graph_plugin, "update_node_deferred", shader_type, node_id);
|
|
}
|
|
}
|
|
}
|
|
|
|
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 _resource_selected(const String &p_path, Ref<Resource> p_resource) {
|
|
_open_inspector(p_resource);
|
|
}
|
|
|
|
void _open_inspector(Ref<Resource> p_resource) {
|
|
InspectorDock::get_inspector_singleton()->edit(p_resource.ptr());
|
|
}
|
|
|
|
bool updating = false;
|
|
Ref<VisualShaderNode> node;
|
|
Vector<EditorProperty *> properties;
|
|
Vector<Label *> prop_names;
|
|
|
|
void _show_prop_names(bool p_show) {
|
|
for (int i = 0; i < prop_names.size(); i++) {
|
|
prop_names[i]->set_visible(p_show);
|
|
}
|
|
}
|
|
|
|
void setup(VisualShaderEditor *p_editor, Ref<Resource> p_parent_resource, const Vector<EditorProperty *> &p_properties, const Vector<StringName> &p_names, const HashMap<StringName, String> &p_overrided_names, Ref<VisualShaderNode> p_node) {
|
|
editor = p_editor;
|
|
parent_resource = p_parent_resource;
|
|
updating = false;
|
|
node = p_node;
|
|
properties = p_properties;
|
|
|
|
node_id = (int)p_node->get_meta("id");
|
|
shader_type = VisualShader::Type((int)p_node->get_meta("shader_type"));
|
|
|
|
for (int i = 0; i < p_properties.size(); i++) {
|
|
HBoxContainer *hbox = memnew(HBoxContainer);
|
|
hbox->set_h_size_flags(SIZE_EXPAND_FILL);
|
|
add_child(hbox);
|
|
|
|
Label *prop_name = memnew(Label);
|
|
String prop_name_str = p_names[i];
|
|
if (p_overrided_names.has(p_names[i])) {
|
|
prop_name_str = p_overrided_names[p_names[i]] + ":";
|
|
} else {
|
|
prop_name_str = prop_name_str.capitalize() + ":";
|
|
}
|
|
prop_name->set_auto_translate_mode(AUTO_TRANSLATE_MODE_DISABLED); // TODO: Implement proper translation switch.
|
|
prop_name->set_text(prop_name_str);
|
|
prop_name->set_visible(false);
|
|
hbox->add_child(prop_name);
|
|
prop_names.push_back(prop_name);
|
|
|
|
p_properties[i]->set_h_size_flags(SIZE_EXPAND_FILL);
|
|
hbox->add_child(p_properties[i]);
|
|
|
|
bool res_prop = Object::cast_to<EditorPropertyResource>(p_properties[i]);
|
|
if (res_prop) {
|
|
p_properties[i]->connect("resource_selected", callable_mp(this, &VisualShaderNodePluginDefaultEditor::_resource_selected));
|
|
}
|
|
|
|
properties[i]->connect("property_changed", callable_mp(this, &VisualShaderNodePluginDefaultEditor::_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(callable_mp(this, &VisualShaderNodePluginDefaultEditor::_node_changed));
|
|
}
|
|
|
|
static void _bind_methods() {
|
|
ClassDB::bind_method("_open_inspector", &VisualShaderNodePluginDefaultEditor::_open_inspector); // Used by UndoRedo.
|
|
ClassDB::bind_method("_show_prop_names", &VisualShaderNodePluginDefaultEditor::_show_prop_names); // Used with call_deferred.
|
|
}
|
|
};
|
|
|
|
Control *VisualShaderNodePluginDefault::create_editor(const Ref<Resource> &p_parent_resource, const Ref<VisualShaderNode> &p_node) {
|
|
Ref<VisualShader> p_shader = Ref<VisualShader>(p_parent_resource.ptr());
|
|
|
|
if (p_shader.is_valid() && (p_node->is_class("VisualShaderNodeVaryingGetter") || p_node->is_class("VisualShaderNodeVaryingSetter"))) {
|
|
VisualShaderNodePluginVaryingEditor *editor = memnew(VisualShaderNodePluginVaryingEditor);
|
|
editor->setup(vseditor, p_node, p_shader->get_shader_type());
|
|
return editor;
|
|
}
|
|
|
|
if (p_node->is_class("VisualShaderNodeParameterRef")) {
|
|
VisualShaderNodePluginParameterRefEditor *editor = memnew(VisualShaderNodePluginParameterRefEditor);
|
|
editor->setup(vseditor, p_node);
|
|
return editor;
|
|
}
|
|
|
|
if (p_node->is_class("VisualShaderNodeInput")) {
|
|
VisualShaderNodePluginInputEditor *editor = memnew(VisualShaderNodePluginInputEditor);
|
|
editor->setup(vseditor, p_node);
|
|
return editor;
|
|
}
|
|
|
|
Vector<StringName> properties = p_node->get_editable_properties();
|
|
if (properties.size() == 0) {
|
|
return nullptr;
|
|
}
|
|
|
|
List<PropertyInfo> props;
|
|
p_node->get_property_list(&props);
|
|
|
|
Vector<PropertyInfo> pinfo;
|
|
|
|
for (const PropertyInfo &E : props) {
|
|
for (int i = 0; i < properties.size(); i++) {
|
|
if (E.name == String(properties[i])) {
|
|
pinfo.push_back(E);
|
|
}
|
|
}
|
|
}
|
|
|
|
if (pinfo.size() == 0) {
|
|
return nullptr;
|
|
}
|
|
|
|
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 nullptr;
|
|
}
|
|
|
|
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<EditorPropertyTransform3D>(prop) || Object::cast_to<EditorPropertyVector3>(prop)) {
|
|
prop->set_custom_minimum_size(Size2(250 * EDSCALE, 0));
|
|
} else if (Object::cast_to<EditorPropertyQuaternion>(prop)) {
|
|
prop->set_custom_minimum_size(Size2(320 * EDSCALE, 0));
|
|
} else if (Object::cast_to<EditorPropertyFloat>(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);
|
|
} else if (Object::cast_to<EditorPropertyColor>(prop)) {
|
|
Object::cast_to<EditorPropertyColor>(prop)->set_live_changes_enabled(false);
|
|
}
|
|
|
|
editors.push_back(prop);
|
|
properties.push_back(pinfo[i].name);
|
|
}
|
|
VisualShaderNodePluginDefaultEditor *editor = memnew(VisualShaderNodePluginDefaultEditor);
|
|
editor->setup(vseditor, p_parent_resource, editors, properties, p_node->get_editable_properties_names(), p_node);
|
|
return editor;
|
|
}
|
|
|
|
void EditorPropertyVisualShaderMode::_option_selected(int p_which) {
|
|
Ref<VisualShader> visual_shader(Object::cast_to<VisualShader>(get_edited_object()));
|
|
if (visual_shader->get_mode() == p_which) {
|
|
return;
|
|
}
|
|
|
|
ShaderEditorPlugin *shader_editor = Object::cast_to<ShaderEditorPlugin>(EditorNode::get_editor_data().get_editor_by_name("Shader"));
|
|
if (!shader_editor) {
|
|
return;
|
|
}
|
|
VisualShaderEditor *editor = shader_editor->get_visual_shader_editor(visual_shader);
|
|
if (!editor) {
|
|
return;
|
|
}
|
|
|
|
EditorUndoRedoManager *undo_redo = EditorUndoRedoManager::get_singleton();
|
|
undo_redo->create_action(TTR("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());
|
|
|
|
undo_redo->add_do_method(editor, "_set_mode", p_which);
|
|
undo_redo->add_undo_method(editor, "_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 (const VisualShader::Connection &E : conns) {
|
|
if (E.to_node == VisualShader::NODE_ID_OUTPUT) {
|
|
undo_redo->add_undo_method(visual_shader.ptr(), "connect_nodes", type, E.from_node, E.from_port, E.to_node, E.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 j = 0; j < nodes.size(); j++) {
|
|
Ref<VisualShaderNodeInput> input = visual_shader->get_node(type, nodes[j]);
|
|
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 (const PropertyInfo &E : props) {
|
|
if (E.name.begins_with("flags/") || E.name.begins_with("modes/")) {
|
|
undo_redo->add_undo_property(visual_shader.ptr(), E.name, visual_shader->get(E.name));
|
|
}
|
|
}
|
|
|
|
//4. delete varyings (if needed)
|
|
if (p_which == VisualShader::MODE_PARTICLES || p_which == VisualShader::MODE_SKY || p_which == VisualShader::MODE_FOG) {
|
|
int var_count = visual_shader->get_varyings_count();
|
|
|
|
if (var_count > 0) {
|
|
for (int i = 0; i < var_count; i++) {
|
|
const VisualShader::Varying *var = visual_shader->get_varying_by_index(i);
|
|
undo_redo->add_do_method(visual_shader.ptr(), "remove_varying", var->name);
|
|
undo_redo->add_undo_method(visual_shader.ptr(), "add_varying", var->name, var->mode, var->type);
|
|
}
|
|
|
|
undo_redo->add_do_method(editor, "_update_varyings");
|
|
undo_redo->add_undo_method(editor, "_update_varyings");
|
|
}
|
|
}
|
|
|
|
undo_redo->add_do_method(editor, "_update_nodes");
|
|
undo_redo->add_undo_method(editor, "_update_nodes");
|
|
|
|
undo_redo->add_do_method(editor, "_update_graph");
|
|
undo_redo->add_undo_method(editor, "_update_graph");
|
|
|
|
undo_redo->commit_action();
|
|
}
|
|
|
|
void EditorPropertyVisualShaderMode::update_property() {
|
|
int which = get_edited_property_value();
|
|
options->select(which);
|
|
}
|
|
|
|
void EditorPropertyVisualShaderMode::setup(const Vector<String> &p_options) {
|
|
for (int i = 0; i < p_options.size(); i++) {
|
|
options->add_item(p_options[i], i);
|
|
}
|
|
}
|
|
|
|
void EditorPropertyVisualShaderMode::set_option_button_clip(bool p_enable) {
|
|
options->set_clip_text(p_enable);
|
|
}
|
|
|
|
EditorPropertyVisualShaderMode::EditorPropertyVisualShaderMode() {
|
|
options = memnew(OptionButton);
|
|
options->set_clip_text(true);
|
|
add_child(options);
|
|
add_focusable(options);
|
|
options->connect(SceneStringName(item_selected), callable_mp(this, &EditorPropertyVisualShaderMode::_option_selected));
|
|
}
|
|
|
|
bool EditorInspectorVisualShaderModePlugin::can_handle(Object *p_object) {
|
|
return true; // Can handle everything.
|
|
}
|
|
|
|
bool EditorInspectorVisualShaderModePlugin::parse_property(Object *p_object, const Variant::Type p_type, const String &p_path, const PropertyHint p_hint, const String &p_hint_text, const BitField<PropertyUsageFlags> p_usage, const bool p_wide) {
|
|
if (p_path == "mode" && p_object->is_class("VisualShader") && p_type == Variant::INT) {
|
|
EditorPropertyVisualShaderMode *mode_editor = memnew(EditorPropertyVisualShaderMode);
|
|
Vector<String> options = p_hint_text.split(",");
|
|
mode_editor->setup(options);
|
|
add_property_editor(p_path, mode_editor);
|
|
|
|
return true;
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
//////////////////////////////////
|
|
|
|
void VisualShaderNodePortPreview::_shader_changed() {
|
|
if (!is_valid || 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.instantiate();
|
|
preview_shader->set_code(shader_code);
|
|
for (int i = 0; i < default_textures.size(); i++) {
|
|
int j = 0;
|
|
for (List<Ref<Texture2D>>::ConstIterator itr = default_textures[i].params.begin(); itr != default_textures[i].params.end(); ++itr, ++j) {
|
|
preview_shader->set_default_texture_parameter(default_textures[i].name, *itr, j);
|
|
}
|
|
}
|
|
|
|
Ref<ShaderMaterial> mat;
|
|
mat.instantiate();
|
|
mat->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_selection_history()->get_path_size() - 1; i >= 0; i--) {
|
|
Object *object = ObjectDB::get_instance(EditorNode::get_singleton()->get_editor_selection_history()->get_path_object(i));
|
|
ShaderMaterial *src_mat;
|
|
if (!object) {
|
|
continue;
|
|
}
|
|
if (object->has_method("get_material_override")) { // trying getting material from MeshInstance
|
|
src_mat = Object::cast_to<ShaderMaterial>(object->call("get_material_override"));
|
|
} else if (object->has_method("get_material")) { // from CanvasItem/Node2D
|
|
src_mat = Object::cast_to<ShaderMaterial>(object->call("get_material"));
|
|
} else {
|
|
src_mat = Object::cast_to<ShaderMaterial>(object);
|
|
}
|
|
if (src_mat && src_mat->get_shader().is_valid()) {
|
|
List<PropertyInfo> params;
|
|
src_mat->get_shader()->get_shader_uniform_list(¶ms);
|
|
for (const PropertyInfo &E : params) {
|
|
mat->set_shader_parameter(E.name, src_mat->get_shader_parameter(E.name));
|
|
}
|
|
}
|
|
}
|
|
|
|
set_material(mat);
|
|
}
|
|
|
|
void VisualShaderNodePortPreview::setup(const Ref<VisualShader> &p_shader, VisualShader::Type p_type, int p_node, int p_port, bool p_is_valid) {
|
|
shader = p_shader;
|
|
shader->connect_changed(callable_mp(this, &VisualShaderNodePortPreview::_shader_changed), CONNECT_DEFERRED);
|
|
type = p_type;
|
|
port = p_port;
|
|
node = p_node;
|
|
is_valid = p_is_valid;
|
|
queue_redraw();
|
|
_shader_changed();
|
|
}
|
|
|
|
Size2 VisualShaderNodePortPreview::get_minimum_size() const {
|
|
int port_preview_size = EDITOR_GET("editors/visual_editors/visual_shader/port_preview_size");
|
|
return Size2(port_preview_size, port_preview_size) * EDSCALE;
|
|
}
|
|
|
|
void VisualShaderNodePortPreview::_notification(int p_what) {
|
|
switch (p_what) {
|
|
case NOTIFICATION_DRAW: {
|
|
Vector<Vector2> points = {
|
|
Vector2(),
|
|
Vector2(get_size().width, 0),
|
|
get_size(),
|
|
Vector2(0, get_size().height)
|
|
};
|
|
|
|
Vector<Vector2> uvs = {
|
|
Vector2(0, 0),
|
|
Vector2(1, 0),
|
|
Vector2(1, 1),
|
|
Vector2(0, 1)
|
|
};
|
|
|
|
if (is_valid) {
|
|
Vector<Color> colors = {
|
|
Color(1, 1, 1, 1),
|
|
Color(1, 1, 1, 1),
|
|
Color(1, 1, 1, 1),
|
|
Color(1, 1, 1, 1)
|
|
};
|
|
draw_primitive(points, colors, uvs);
|
|
} else {
|
|
Vector<Color> colors = {
|
|
Color(0, 0, 0, 1),
|
|
Color(0, 0, 0, 1),
|
|
Color(0, 0, 0, 1),
|
|
Color(0, 0, 0, 1)
|
|
};
|
|
draw_primitive(points, colors, uvs);
|
|
}
|
|
|
|
} break;
|
|
}
|
|
}
|
|
|
|
//////////////////////////////////
|
|
|
|
String VisualShaderConversionPlugin::converts_to() const {
|
|
return "Shader";
|
|
}
|
|
|
|
bool VisualShaderConversionPlugin::handles(const Ref<Resource> &p_resource) const {
|
|
Ref<VisualShader> vshader = p_resource;
|
|
return vshader.is_valid();
|
|
}
|
|
|
|
Ref<Resource> VisualShaderConversionPlugin::convert(const Ref<Resource> &p_resource) const {
|
|
Ref<VisualShader> vshader = p_resource;
|
|
ERR_FAIL_COND_V(!vshader.is_valid(), Ref<Resource>());
|
|
|
|
Ref<Shader> shader;
|
|
shader.instantiate();
|
|
|
|
String code = vshader->get_code();
|
|
shader->set_code(code);
|
|
|
|
return shader;
|
|
}
|