Auto-set a first compatible uniform on dragging to create a UniformRef

This commit is contained in:
Yuri Roubinsky 2021-07-12 10:34:40 +03:00
parent b27683111b
commit 7d34701d63
3 changed files with 48 additions and 2 deletions

View file

@ -2274,6 +2274,8 @@ void VisualShaderEditor::_setup_node(VisualShaderNode *p_node, int p_op_idx) {
void VisualShaderEditor::_add_node(int p_idx, int p_op_idx, 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;
@ -2300,6 +2302,29 @@ void VisualShaderEditor::_add_node(int p_idx, int p_op_idx, String p_resource_pa
}
}
VisualShaderNodeUniformRef *uniform_ref = Object::cast_to<VisualShaderNodeUniformRef>(vsn);
if (uniform_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 < uniform_ref->get_uniforms_count(); i++) {
if (uniform_ref->get_port_type_by_index(i) == input_port_type) {
uniform_ref->set_uniform_name(uniform_ref->get_uniform_name_by_index(i));
success = true;
break;
}
}
if (!success) {
for (int i = 0; i < uniform_ref->get_uniforms_count(); i++) {
if (visual_shader->is_port_types_compatible(uniform_ref->get_port_type_by_index(i), input_port_type)) {
uniform_ref->set_uniform_name(uniform_ref->get_uniform_name_by_index(i));
break;
}
}
}
}
vsnode = Ref<VisualShaderNode>(vsn);
} else {
ERR_FAIL_COND(add_options[p_idx].script.is_null());
@ -2320,8 +2345,6 @@ void VisualShaderEditor::_add_node(int p_idx, int p_op_idx, String p_resource_pa
}
saved_node_pos_dirty = false;
VisualShader::Type type = get_current_shader_type();
int id_to_use = visual_shader->get_valid_node_id(type);
if (p_resource_path.is_empty()) {