Fragmented/src/Editor.gd

213 lines
7 KiB
GDScript3
Raw Normal View History

2024-06-04 18:31:04 +02:00
extends Control
@onready var preset_options = $PresetOptions
@onready var code_editor = $CodeEdit
var selected_preset_name = ShaderPresets.default_preset
# # # # # # # # # # #
# GDShader keywords #
# https://github.com/godotengine/godot/blob/e96ad5af98547df71b50c4c4695ac348638113e0/servers/rendering/shader_language.cpp
# https://github.com/godotengine/godot/blob/e96ad5af98547df71b50c4c4695ac348638113e0/servers/rendering/shader_types.cpp
2024-06-04 18:31:04 +02:00
#
const gdshader_boolean_values = [
"true", "false"
]
2024-06-04 18:31:04 +02:00
const gdshader_datatypes = [
"void",
"bool", "bvec2", "bvec3", "bvec4",
"int", "ivec2", "ivec3", "ivec4",
"uint", "uvec2", "uvec3", "uvec4",
"float", "vec2", "vec3", "vec4",
"mat2", "mat3", "mat4",
"sample2D", "isampler2D", "usample2D",
"sampler2DArray", "isample2DArray", "usample2DArray",
"sample3D", "isampler3D", "usample3D",
"samplerCube", "sampleCubeArray"
]
const gdshader_precision_modifiers = [
"lowp", "mediump", "heighp"
]
const gdshader_global_space_keywords = [
"uniform", "group_uniforms", "varying", "const",
"struct", "shader_type", "render_mode"
]
const gdshader_uniform_qualifiers = [
"instance", "global"
]
const gdshader_block_keywords = [
"if", "else",
"for", "while", "do",
"switch", "case",
"default", "break", "continue",
"return", "discard"
]
const gdshader_function_specifier_keywords = [
"in", "out", "inout"
]
const gdshader_hints = [
"source_color", "hint_range", "instance_index"
]
const gdshader_sampler_hints = [
"hint_normal",
"hint_default_white", "hint_default_black", "hint_default_transparent",
"hint_anisotropy",
"hint_roughness_r", "hint_roughness_g", "hint_roughness_b", "hint_roughness_a",
"hint_roughness_normal", "hint_roughness_gray",
"hint_screen_texture", "hint_normal_roughness_texture",
"hint_depth_texture",
"filter_nearest", "filter_linear",
"filter_nearest_mipmap", "filter_linear_mipmap",
"filter_nearest_mipmap_anisotropic", "filter_linear_mipmap_anisotropic",
"repeat_enable", "repeat_disable"
]
const gdshader_builtin_functions = [
"radians", "degrees",
"sin", "cos", "tan", "asin", "acos", "atan", "sinh", "cosh", "tanh",
"asinh", "acosh", "atanh",
"pow", "exp", "log", "exp2", "log2", "sqrt", "inversesqrt",
"abs", "sign", "floor", "trunc", "round", "roundEven", "ceil", "fract",
"mod", "modf", "min", "max", "clamp",
"mix", "step", "smoothstep",
"isnan", "isinf",
"floatBitsToInt", "floatBitsToUint", "intBitsToFloat", "uintBitsToFloat",
"length", "distance",
"dot", "cross",
"normalize", "reflect", "refract", "faceforward",
"matrixCompMult", "outerProduct", "transpose",
"determinant", "inverse",
"lessThan", "greaterThan", "lessThanEqual", "greaterThanEqual",
"equal", "notEqual",
"any", "all", "not",
"textureSize", "texture", "textureProj", "textureLod", "texelFetch",
"textureProjLod", "textureGrad", "textureProjGrad", "textureGather",
"textureQueryLod", "textureQueryLevels",
"dFdx", "dFdxCoarse", "dFdxFine", "dFdy", "dFdyCoarse", "dFdyFine",
"fwidth", "fwidthCoarse", "fwidthFine"
]
const gdshader_sub_functions = [
"length", "fma",
"packHalf2x16", "packUnorm2x16", "packSnorm2x16", "packUnorm4x8", "packSnorm4x8",
"unpackHalf2x16", "unpackUnorm2x16", "unpackSnorm2x16", "unpackUnorm4x8", "unpackSnorm4x8",
"bitfieldExtract", "bitfieldInsert", "bitfieldReverse", "bitCount",
"findLSB", "findMSB",
"umulExtended", "imulExtended",
"uaddCarry", "usubBorrow",
"ldexp", "frexp"
]
2024-06-04 18:31:04 +02:00
const gdshader_builtins = [
"TIME", "PI", "TAU", "E",
"VERTEX",
"UV",
"COLOR",
"POINT_SIZE",
"MODEL_MATRIX", "CANVAS_MATRIX", "SCREEN_MATRIX",
"INSTANCE_CUSTOM", "INSTANCE_ID",
"VERTEX_ID",
"AT_LIGHT_PASS",
"TEXTURE_PIXEL_SIZE",
"CUSTOM0", "CUSTOM1",
"SHADOW_VERTEX", "LIGHT_VERTEX",
2024-06-04 18:31:04 +02:00
"FRAGCOORD",
"NORMAL", "NORMAL_MAP", "NORMAL_MAP_DEPTH",
"TEXTURE", "NORMAL_TEXTURE",
"SPECULAR_SHININESS_TEXTURE", "SPECULAR_SHININESS",
"SCREEN_UV", "SCREEN_PIXEL_SIZE",
2024-06-04 18:31:04 +02:00
"POINT_COORD",
"LIGHT_COLOR", "LIGHT_POSITION", "LIGHT_DIRECTION",
"LIGHT_ENERGY", "LIGHT_IS_DIRECTIONAL", "LIGHT",
"SHADOW_MODULATE"
2024-06-04 18:31:04 +02:00
]
#
# configure Highlighter
#
2024-06-04 18:31:04 +02:00
class ShaderSyntaxHighlighter extends CodeHighlighter:
func _init():
add_color_region("//", "", Color.WEB_GRAY, true)
add_color_region("/*", "*/", Color.WEB_GRAY, false)
function_color = Color.INDIAN_RED
for k in gdshader_boolean_values:
keyword_colors[k] = Color.INDIAN_RED
for k in ( gdshader_datatypes
+ gdshader_hints
+ gdshader_sampler_hints
+ gdshader_global_space_keywords
+ gdshader_function_specifier_keywords
+ gdshader_precision_modifiers
+ gdshader_uniform_qualifiers):
keyword_colors[k] = Color.ORCHID;
for k in gdshader_block_keywords:
keyword_colors[k] = Color.CORAL
for k in gdshader_builtins:
keyword_colors[k] = Color.DARK_TURQUOISE
2024-06-04 18:31:04 +02:00
member_variable_color = Color.LIGHT_BLUE
number_color = Color.AQUA
symbol_color = Color.GRAY
#
# and code completion
#
2024-06-04 18:31:04 +02:00
func _on_code_edit_code_completion_requested():
for k in gdshader_boolean_values:
code_editor.code_completion_prefixes.append(k)
code_editor.add_code_completion_option(CodeEdit.KIND_PLAIN_TEXT, k, k, Color.INDIAN_RED)
for k in ( gdshader_datatypes
+ gdshader_hints
+ gdshader_sampler_hints
+ gdshader_global_space_keywords
+ gdshader_function_specifier_keywords
+ gdshader_precision_modifiers
+ gdshader_uniform_qualifiers):
code_editor.code_completion_prefixes.append(k)
code_editor.add_code_completion_option(CodeEdit.KIND_CLASS, k, k, Color.ORCHID)
for k in gdshader_block_keywords:
code_editor.code_completion_prefixes.append(k)
code_editor.add_code_completion_option(CodeEdit.KIND_PLAIN_TEXT, k, k, Color.CORAL)
for k in gdshader_builtins:
code_editor.code_completion_prefixes.append(k)
code_editor.add_code_completion_option(CodeEdit.KIND_CONSTANT, k, k, Color.DARK_TURQUOISE)
for k in gdshader_builtin_functions + gdshader_sub_functions:
code_editor.code_completion_prefixes.append(k)
code_editor.add_code_completion_option(CodeEdit.KIND_FUNCTION, k, k+"(", Color.INDIAN_RED)
2024-06-04 18:31:04 +02:00
code_editor.update_code_completion_options(true)
#
# # # # # # # # # # # #
2024-06-04 18:31:04 +02:00
func _camera_freeze():
Globals.camera_freeze = true
func _camera_unfreeze():
Globals.camera_freeze = false
2024-06-04 18:31:04 +02:00
func _ready():
code_editor.code_completion_enabled = true
code_editor.syntax_highlighter = ShaderSyntaxHighlighter.new()
for c in get_children():
c.connect("mouse_entered", _camera_freeze)
c.connect("mouse_exited", _camera_unfreeze)
2024-06-04 18:31:04 +02:00
update()
func _on_code_edit_text_changed():
var shader = Shader.new()
shader.code = code_editor.text
Globals.shader = shader
Globals.target_viewport.update()
2024-06-04 18:31:04 +02:00
func _on_preset_options_item_selected(index):
selected_preset_name = preset_options.get_item_text(index)
Globals.shader = ShaderPresets.presets[selected_preset_name]
Globals.target_viewport.update()
2024-06-04 18:31:04 +02:00
update()
func update():
preset_options.clear()
# the following lines are weird af
var presets: Array[String] = []
var current_p_idx = 0
for p in ShaderPresets.presets:
presets.append(p)
if p == selected_preset_name:
current_p_idx = len(presets) - 1
preset_options.add_item(p)
preset_options.select(current_p_idx)
# weirdness ends here
code_editor.text = Globals.shader.code