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			3348 lines
		
	
	
	
		
			163 KiB
		
	
	
	
		
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			3348 lines
		
	
	
	
		
			163 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) 2007-2020 Juan Linietsky, Ariel Manzur.                 */
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/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md).   */
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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/io/resource_loader.h"
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#include "core/math/math_defs.h"
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#include "core/os/input.h"
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#include "core/os/keyboard.h"
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#include "core/project_settings.h"
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#include "editor/editor_log.h"
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#include "editor/editor_properties.h"
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#include "editor/editor_scale.h"
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#include "scene/animation/animation_player.h"
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#include "scene/gui/menu_button.h"
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#include "scene/gui/panel.h"
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#include "scene/main/viewport.h"
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#include "scene/resources/visual_shader_nodes.h"
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#include "servers/visual/shader_types.h"
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Control *VisualShaderNodePlugin::create_editor(const Ref<Resource> &p_parent_resource, const Ref<VisualShaderNode> &p_node) {
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	if (get_script_instance()) {
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		return get_script_instance()->call("create_editor", p_parent_resource, p_node);
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	}
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	return NULL;
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}
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void VisualShaderNodePlugin::_bind_methods() {
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	BIND_VMETHOD(MethodInfo(Variant::OBJECT, "create_editor", PropertyInfo(Variant::OBJECT, "parent_resource", PROPERTY_HINT_RESOURCE_TYPE, "Resource"), PropertyInfo(Variant::OBJECT, "for_node", PROPERTY_HINT_RESOURCE_TYPE, "VisualShaderNode")));
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}
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///////////////////
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void VisualShaderEditor::edit(VisualShader *p_visual_shader) {
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	bool changed = false;
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	if (p_visual_shader) {
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		if (visual_shader.is_null()) {
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			changed = true;
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		} else {
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			if (visual_shader.ptr() != p_visual_shader) {
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				changed = true;
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			}
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		}
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		visual_shader = Ref<VisualShader>(p_visual_shader);
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		if (!visual_shader->is_connected("changed", this, "_update_preview")) {
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			visual_shader->connect("changed", this, "_update_preview");
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		}
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		visual_shader->set_graph_offset(graph->get_scroll_ofs() / EDSCALE);
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	} else {
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		if (visual_shader.is_valid()) {
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			if (visual_shader->is_connected("changed", this, "")) {
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				visual_shader->disconnect("changed", this, "_update_preview");
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			}
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		}
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		visual_shader.unref();
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	}
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	if (visual_shader.is_null()) {
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		hide();
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	} else {
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		if (changed) { // to avoid tree collapse
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			_clear_buffer();
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			_update_options_menu();
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			_update_preview();
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		}
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		_update_graph();
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	}
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}
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void VisualShaderEditor::add_plugin(const Ref<VisualShaderNodePlugin> &p_plugin) {
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	if (plugins.find(p_plugin) != -1)
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		return;
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	plugins.push_back(p_plugin);
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}
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void VisualShaderEditor::remove_plugin(const Ref<VisualShaderNodePlugin> &p_plugin) {
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	plugins.erase(p_plugin);
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}
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void VisualShaderEditor::clear_custom_types() {
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	for (int i = 0; i < add_options.size(); i++) {
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		if (add_options[i].is_custom) {
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			add_options.remove(i);
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			i--;
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		}
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	}
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}
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void VisualShaderEditor::add_custom_type(const String &p_name, const Ref<Script> &p_script, const String &p_description, int p_return_icon_type, const String &p_category, const String &p_subcategory, bool p_highend) {
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	ERR_FAIL_COND(!p_name.is_valid_identifier());
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	ERR_FAIL_COND(!p_script.is_valid());
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	for (int i = 0; i < add_options.size(); i++) {
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		if (add_options[i].is_custom) {
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			if (add_options[i].script == p_script)
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				return;
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		}
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	}
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	AddOption ao;
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	ao.name = p_name;
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	ao.script = p_script;
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	ao.return_type = p_return_icon_type;
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	ao.description = p_description;
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	ao.category = p_category;
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	ao.sub_category = p_subcategory;
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	ao.highend = p_highend;
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	ao.is_custom = true;
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	bool begin = false;
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	for (int i = 0; i < add_options.size(); i++) {
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		if (add_options[i].is_custom) {
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			if (add_options[i].category == p_category) {
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				if (!begin) {
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					begin = true;
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				}
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			} else {
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				if (begin) {
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					add_options.insert(i, ao);
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					return;
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				}
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			}
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		}
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	}
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	add_options.push_back(ao);
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}
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bool VisualShaderEditor::_is_available(int p_mode) {
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	int current_mode = edit_type->get_selected();
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	if (p_mode != -1) {
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		switch (current_mode) {
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			case VisualShader::TYPE_VERTEX:
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				current_mode = 1;
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				break;
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			case VisualShader::TYPE_FRAGMENT:
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				current_mode = 2;
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				break;
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			case VisualShader::TYPE_LIGHT:
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				current_mode = 4;
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				break;
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			default:
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				break;
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		}
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		int temp_mode = 0;
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		if (p_mode & VisualShader::TYPE_FRAGMENT) {
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			temp_mode |= 2;
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		}
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		if (p_mode & VisualShader::TYPE_LIGHT) {
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			temp_mode |= 4;
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		}
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		if (temp_mode == 0) {
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			temp_mode |= 1;
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		}
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		p_mode = temp_mode;
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	}
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	return (p_mode == -1 || (p_mode & current_mode) != 0);
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}
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void VisualShaderEditor::update_custom_nodes() {
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	if (members_dialog->is_visible()) {
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		return;
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	}
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	clear_custom_types();
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	List<StringName> class_list;
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	ScriptServer::get_global_class_list(&class_list);
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	Dictionary added;
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	for (int i = 0; i < class_list.size(); i++) {
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		if (ScriptServer::get_global_class_native_base(class_list[i]) == "VisualShaderNodeCustom") {
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			String script_path = ScriptServer::get_global_class_path(class_list[i]);
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			Ref<Resource> res = ResourceLoader::load(script_path);
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			ERR_FAIL_COND(res.is_null());
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			ERR_FAIL_COND(!res->is_class("Script"));
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			Ref<Script> script = Ref<Script>(res);
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			Ref<VisualShaderNodeCustom> ref;
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			ref.instance();
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			ref->set_script(script.get_ref_ptr());
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			String name;
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			if (ref->has_method("_get_name")) {
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				name = (String)ref->call("_get_name");
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			} else {
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				name = "Unnamed";
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			}
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			String description = "";
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			if (ref->has_method("_get_description")) {
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				description = (String)ref->call("_get_description");
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			}
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			int return_icon_type = -1;
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			if (ref->has_method("_get_return_icon_type")) {
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				return_icon_type = (int)ref->call("_get_return_icon_type");
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			}
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			String category = "";
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			if (ref->has_method("_get_category")) {
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				category = (String)ref->call("_get_category");
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			}
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			if (category == "") {
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				category = "Custom";
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			}
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			String subcategory = "";
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			if (ref->has_method("_get_subcategory")) {
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				subcategory = (String)ref->call("_get_subcategory");
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			}
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			bool highend = false;
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			if (ref->has_method("_is_highend")) {
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				highend = (bool)ref->call("_is_highend");
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			}
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			Dictionary dict;
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			dict["name"] = name;
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			dict["script"] = script;
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			dict["description"] = description;
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			dict["return_icon_type"] = return_icon_type;
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			dict["category"] = category;
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			dict["subcategory"] = subcategory;
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			dict["highend"] = highend;
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			String key;
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			key = category;
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			key += "/";
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			if (subcategory != "") {
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				key += subcategory;
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				key += "/";
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			}
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			key += name;
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			added[key] = dict;
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		}
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	}
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	Array keys = added.keys();
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	keys.sort();
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	for (int i = 0; i < keys.size(); i++) {
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		const Variant &key = keys.get(i);
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		const Dictionary &value = (Dictionary)added[key];
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		add_custom_type(value["name"], value["script"], value["description"], value["return_icon_type"], value["category"], value["subcategory"], value["highend"]);
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	}
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	_update_options_menu();
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}
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String VisualShaderEditor::_get_description(int p_idx) {
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	return add_options[p_idx].description;
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}
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void VisualShaderEditor::_update_options_menu() {
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	node_desc->set_text("");
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	members_dialog->get_ok()->set_disabled(true);
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	String prev_category;
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	String prev_sub_category;
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	members->clear();
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	TreeItem *root = members->create_item();
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	TreeItem *category = NULL;
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	TreeItem *sub_category = NULL;
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	String filter = node_filter->get_text().strip_edges();
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	bool use_filter = !filter.empty();
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	Vector<String> categories;
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	Vector<String> sub_categories;
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	int item_count = 0;
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	int item_count2 = 0;
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	bool is_first_item = true;
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	Color unsupported_color = get_color("error_color", "Editor");
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	Color supported_color = get_color("warning_color", "Editor");
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	static bool low_driver = ProjectSettings::get_singleton()->get("rendering/quality/driver/driver_name") == "GLES2";
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	int current_func = -1;
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	if (!visual_shader.is_null()) {
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		current_func = visual_shader->get_mode();
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	}
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	for (int i = 0; i < add_options.size() + 1; i++) {
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		if (i == add_options.size()) {
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			if (sub_category != NULL && item_count2 == 0) {
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				memdelete(sub_category);
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				--item_count;
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			}
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			if (category != NULL && item_count == 0) {
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				memdelete(category);
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			}
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			break;
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		}
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		if (!use_filter || add_options[i].name.findn(filter) != -1) {
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			if ((add_options[i].func != current_func && add_options[i].func != -1) || !_is_available(add_options[i].mode))
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				continue;
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			if (prev_category != add_options[i].category) {
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				if (category != NULL && item_count == 0) {
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					memdelete(category);
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				}
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				item_count = 0;
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				prev_sub_category = "";
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				category = members->create_item(root);
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				category->set_text(0, add_options[i].category);
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				category->set_selectable(0, false);
 | 
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				if (!use_filter)
 | 
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					category->set_collapsed(true);
 | 
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			}
 | 
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 | 
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			if (add_options[i].sub_category != "") {
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				if (prev_sub_category != add_options[i].sub_category) {
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					if (category != NULL) {
 | 
						|
						if (sub_category != NULL && item_count2 == 0) {
 | 
						|
							memdelete(sub_category);
 | 
						|
							--item_count;
 | 
						|
						}
 | 
						|
						++item_count;
 | 
						|
						item_count2 = 0;
 | 
						|
						sub_category = members->create_item(category);
 | 
						|
						sub_category->set_text(0, add_options[i].sub_category);
 | 
						|
						sub_category->set_selectable(0, false);
 | 
						|
						if (!use_filter)
 | 
						|
							sub_category->set_collapsed(true);
 | 
						|
					}
 | 
						|
				}
 | 
						|
			} else {
 | 
						|
				sub_category = NULL;
 | 
						|
			}
 | 
						|
 | 
						|
			TreeItem *p_category = NULL;
 | 
						|
 | 
						|
			if (sub_category != NULL) {
 | 
						|
				p_category = sub_category;
 | 
						|
				++item_count2;
 | 
						|
			} else if (category != NULL) {
 | 
						|
				p_category = category;
 | 
						|
				++item_count;
 | 
						|
			}
 | 
						|
 | 
						|
			if (p_category != NULL) {
 | 
						|
				TreeItem *item = members->create_item(p_category);
 | 
						|
				if (add_options[i].highend && low_driver)
 | 
						|
					item->set_custom_color(0, unsupported_color);
 | 
						|
				else if (add_options[i].highend)
 | 
						|
					item->set_custom_color(0, supported_color);
 | 
						|
				item->set_text(0, add_options[i].name);
 | 
						|
				if (is_first_item && use_filter) {
 | 
						|
					item->select(0);
 | 
						|
					node_desc->set_text(_get_description(i));
 | 
						|
					is_first_item = false;
 | 
						|
				}
 | 
						|
				switch (add_options[i].return_type) {
 | 
						|
					case VisualShaderNode::PORT_TYPE_SCALAR:
 | 
						|
						item->set_icon(0, EditorNode::get_singleton()->get_gui_base()->get_icon("float", "EditorIcons"));
 | 
						|
						break;
 | 
						|
					case VisualShaderNode::PORT_TYPE_VECTOR:
 | 
						|
						item->set_icon(0, EditorNode::get_singleton()->get_gui_base()->get_icon("Vector3", "EditorIcons"));
 | 
						|
						break;
 | 
						|
					case VisualShaderNode::PORT_TYPE_BOOLEAN:
 | 
						|
						item->set_icon(0, EditorNode::get_singleton()->get_gui_base()->get_icon("bool", "EditorIcons"));
 | 
						|
						break;
 | 
						|
					case VisualShaderNode::PORT_TYPE_TRANSFORM:
 | 
						|
						item->set_icon(0, EditorNode::get_singleton()->get_gui_base()->get_icon("Transform", "EditorIcons"));
 | 
						|
						break;
 | 
						|
					case VisualShaderNode::PORT_TYPE_SAMPLER:
 | 
						|
						item->set_icon(0, EditorNode::get_singleton()->get_gui_base()->get_icon("ImageTexture", "EditorIcons"));
 | 
						|
						break;
 | 
						|
					default:
 | 
						|
						break;
 | 
						|
				}
 | 
						|
				item->set_meta("id", i);
 | 
						|
			}
 | 
						|
 | 
						|
			prev_sub_category = add_options[i].sub_category;
 | 
						|
			prev_category = add_options[i].category;
 | 
						|
		}
 | 
						|
	}
 | 
						|
}
 | 
						|
 | 
						|
Size2 VisualShaderEditor::get_minimum_size() const {
 | 
						|
 | 
						|
	return Size2(10, 200);
 | 
						|
}
 | 
						|
 | 
						|
void VisualShaderEditor::_draw_color_over_button(Object *obj, Color p_color) {
 | 
						|
 | 
						|
	Button *button = Object::cast_to<Button>(obj);
 | 
						|
	if (!button)
 | 
						|
		return;
 | 
						|
 | 
						|
	Ref<StyleBox> normal = get_stylebox("normal", "Button");
 | 
						|
	button->draw_rect(Rect2(normal->get_offset(), button->get_size() - normal->get_minimum_size()), p_color);
 | 
						|
}
 | 
						|
 | 
						|
static Ref<StyleBoxEmpty> make_empty_stylebox(float p_margin_left = -1, float p_margin_top = -1, float p_margin_right = -1, float p_margin_bottom = -1) {
 | 
						|
	Ref<StyleBoxEmpty> style(memnew(StyleBoxEmpty));
 | 
						|
	style->set_default_margin(MARGIN_LEFT, p_margin_left * EDSCALE);
 | 
						|
	style->set_default_margin(MARGIN_RIGHT, p_margin_right * EDSCALE);
 | 
						|
	style->set_default_margin(MARGIN_BOTTOM, p_margin_bottom * EDSCALE);
 | 
						|
	style->set_default_margin(MARGIN_TOP, p_margin_top * EDSCALE);
 | 
						|
	return style;
 | 
						|
}
 | 
						|
 | 
						|
void VisualShaderEditor::_update_created_node(GraphNode *node) {
 | 
						|
 | 
						|
	if (EditorSettings::get_singleton()->get("interface/theme/use_graph_node_headers")) {
 | 
						|
		Ref<StyleBoxFlat> sb = node->get_stylebox("frame", "GraphNode");
 | 
						|
		Color c = sb->get_border_color();
 | 
						|
		Color mono_color = ((c.r + c.g + c.b) / 3) < 0.7 ? Color(1.0, 1.0, 1.0) : Color(0.0, 0.0, 0.0);
 | 
						|
		mono_color.a = 0.85;
 | 
						|
		c = mono_color;
 | 
						|
 | 
						|
		node->add_color_override("title_color", c);
 | 
						|
		c.a = 0.7;
 | 
						|
		node->add_color_override("close_color", c);
 | 
						|
		node->add_color_override("resizer_color", c);
 | 
						|
	}
 | 
						|
}
 | 
						|
 | 
						|
void VisualShaderEditor::_update_graph() {
 | 
						|
 | 
						|
	if (updating)
 | 
						|
		return;
 | 
						|
 | 
						|
	if (visual_shader.is_null())
 | 
						|
		return;
 | 
						|
 | 
						|
	graph->set_scroll_ofs(visual_shader->get_graph_offset() * EDSCALE);
 | 
						|
 | 
						|
	VisualShader::Type type = VisualShader::Type(edit_type->get_selected());
 | 
						|
	graph->clear_connections();
 | 
						|
	//erase all nodes
 | 
						|
	for (int i = 0; i < graph->get_child_count(); i++) {
 | 
						|
 | 
						|
		if (Object::cast_to<GraphNode>(graph->get_child(i))) {
 | 
						|
			Node *node = graph->get_child(i);
 | 
						|
			graph->remove_child(node);
 | 
						|
			memdelete(node);
 | 
						|
			i--;
 | 
						|
		}
 | 
						|
	}
 | 
						|
 | 
						|
	static const Color type_color[5] = {
 | 
						|
		Color(0.38, 0.85, 0.96), // scalar
 | 
						|
		Color(0.84, 0.49, 0.93), // vector
 | 
						|
		Color(0.55, 0.65, 0.94), // boolean
 | 
						|
		Color(0.96, 0.66, 0.43), // transform
 | 
						|
		Color(1.0, 1.0, 0.0) // sampler
 | 
						|
	};
 | 
						|
 | 
						|
	List<VisualShader::Connection> connections;
 | 
						|
	visual_shader->get_node_connections(type, &connections);
 | 
						|
 | 
						|
	Ref<StyleBoxEmpty> label_style = make_empty_stylebox(2, 1, 2, 1);
 | 
						|
 | 
						|
	Vector<int> nodes = visual_shader->get_node_list(type);
 | 
						|
 | 
						|
	Control *offset;
 | 
						|
 | 
						|
	for (int n_i = 0; n_i < nodes.size(); n_i++) {
 | 
						|
 | 
						|
		Vector2 position = visual_shader->get_node_position(type, nodes[n_i]);
 | 
						|
		Ref<VisualShaderNode> vsnode = visual_shader->get_node(type, nodes[n_i]);
 | 
						|
 | 
						|
		Ref<VisualShaderNodeGroupBase> group_node = Object::cast_to<VisualShaderNodeGroupBase>(vsnode.ptr());
 | 
						|
		bool is_group = !group_node.is_null();
 | 
						|
		Size2 size = Size2(0, 0);
 | 
						|
 | 
						|
		Ref<VisualShaderNodeExpression> expression_node = Object::cast_to<VisualShaderNodeExpression>(group_node.ptr());
 | 
						|
		bool is_expression = !expression_node.is_null();
 | 
						|
		String expression = "";
 | 
						|
 | 
						|
		GraphNode *node = memnew(GraphNode);
 | 
						|
 | 
						|
		if (is_group) {
 | 
						|
			size = group_node->get_size();
 | 
						|
 | 
						|
			node->set_resizable(true);
 | 
						|
			node->connect("resize_request", this, "_node_resized", varray((int)type, nodes[n_i]));
 | 
						|
		}
 | 
						|
		if (is_expression) {
 | 
						|
			expression = expression_node->get_expression();
 | 
						|
		}
 | 
						|
 | 
						|
		/*if (!vsnode->is_connected("changed", this, "_node_changed")) {
 | 
						|
			vsnode->connect("changed", this, "_node_changed", varray(vsnode->get_instance_id()), CONNECT_DEFERRED);
 | 
						|
		}*/
 | 
						|
 | 
						|
		node->set_offset(position);
 | 
						|
 | 
						|
		node->set_title(vsnode->get_caption());
 | 
						|
		node->set_name(itos(nodes[n_i]));
 | 
						|
 | 
						|
		if (nodes[n_i] >= 2) {
 | 
						|
			node->set_show_close_button(true);
 | 
						|
			node->connect("close_request", this, "_delete_request", varray(nodes[n_i]), CONNECT_DEFERRED);
 | 
						|
		}
 | 
						|
 | 
						|
		node->connect("dragged", this, "_node_dragged", varray(nodes[n_i]));
 | 
						|
 | 
						|
		Control *custom_editor = NULL;
 | 
						|
		int port_offset = 0;
 | 
						|
 | 
						|
		if (is_group) {
 | 
						|
			port_offset += 2;
 | 
						|
		}
 | 
						|
 | 
						|
		Ref<VisualShaderNodeUniform> uniform = vsnode;
 | 
						|
		Ref<VisualShaderNodeScalarUniform> scalar_uniform = vsnode;
 | 
						|
		if (uniform.is_valid()) {
 | 
						|
			graph->add_child(node);
 | 
						|
			_update_created_node(node);
 | 
						|
 | 
						|
			LineEdit *uniform_name = memnew(LineEdit);
 | 
						|
			uniform_name->set_text(uniform->get_uniform_name());
 | 
						|
			node->add_child(uniform_name);
 | 
						|
			uniform_name->connect("text_entered", this, "_line_edit_changed", varray(uniform_name, nodes[n_i]));
 | 
						|
			uniform_name->connect("focus_exited", this, "_line_edit_focus_out", varray(uniform_name, nodes[n_i]));
 | 
						|
 | 
						|
			if (vsnode->get_input_port_count() == 0 && vsnode->get_output_port_count() == 1 && vsnode->get_output_port_name(0) == "") {
 | 
						|
				//shortcut
 | 
						|
				VisualShaderNode::PortType port_right = vsnode->get_output_port_type(0);
 | 
						|
				node->set_slot(0, false, VisualShaderNode::PORT_TYPE_SCALAR, Color(), true, port_right, type_color[port_right]);
 | 
						|
				if (!scalar_uniform.is_valid()) {
 | 
						|
					continue;
 | 
						|
				}
 | 
						|
			}
 | 
						|
			port_offset++;
 | 
						|
		}
 | 
						|
 | 
						|
		for (int i = 0; i < plugins.size(); i++) {
 | 
						|
			custom_editor = plugins.write[i]->create_editor(visual_shader, vsnode);
 | 
						|
			if (custom_editor) {
 | 
						|
				break;
 | 
						|
			}
 | 
						|
		}
 | 
						|
 | 
						|
		if (custom_editor && !scalar_uniform.is_valid() && vsnode->get_output_port_count() > 0 && vsnode->get_output_port_name(0) == "" && (vsnode->get_input_port_count() == 0 || vsnode->get_input_port_name(0) == "")) {
 | 
						|
			//will be embedded in first port
 | 
						|
		} else if (custom_editor) {
 | 
						|
 | 
						|
			port_offset++;
 | 
						|
			node->add_child(custom_editor);
 | 
						|
			if (scalar_uniform.is_valid()) {
 | 
						|
				custom_editor->call_deferred("_show_prop_names", true);
 | 
						|
				continue;
 | 
						|
			}
 | 
						|
			custom_editor = NULL;
 | 
						|
		}
 | 
						|
 | 
						|
		if (is_group) {
 | 
						|
 | 
						|
			offset = memnew(Control);
 | 
						|
			offset->set_custom_minimum_size(Size2(0, 6 * EDSCALE));
 | 
						|
			node->add_child(offset);
 | 
						|
 | 
						|
			if (group_node->is_editable()) {
 | 
						|
				HBoxContainer *hb2 = memnew(HBoxContainer);
 | 
						|
 | 
						|
				Button *add_input_btn = memnew(Button);
 | 
						|
				add_input_btn->set_text(TTR("Add Input"));
 | 
						|
				add_input_btn->connect("pressed", this, "_add_input_port", varray(nodes[n_i], group_node->get_free_input_port_id(), VisualShaderNode::PORT_TYPE_VECTOR, "input" + itos(group_node->get_free_input_port_id())), 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("pressed", this, "_add_output_port", varray(nodes[n_i], group_node->get_free_output_port_id(), VisualShaderNode::PORT_TYPE_VECTOR, "output" + itos(group_node->get_free_output_port_id())), CONNECT_DEFERRED);
 | 
						|
				hb2->add_child(add_output_btn);
 | 
						|
 | 
						|
				node->add_child(hb2);
 | 
						|
			}
 | 
						|
		}
 | 
						|
 | 
						|
		for (int i = 0; i < MAX(vsnode->get_input_port_count(), vsnode->get_output_port_count()); i++) {
 | 
						|
 | 
						|
			if (vsnode->is_port_separator(i)) {
 | 
						|
				node->add_child(memnew(HSeparator));
 | 
						|
				port_offset++;
 | 
						|
			}
 | 
						|
 | 
						|
			bool valid_left = i < vsnode->get_input_port_count();
 | 
						|
			VisualShaderNode::PortType port_left = VisualShaderNode::PORT_TYPE_SCALAR;
 | 
						|
			bool port_left_used = false;
 | 
						|
			String name_left;
 | 
						|
			if (valid_left) {
 | 
						|
				name_left = vsnode->get_input_port_name(i);
 | 
						|
				port_left = vsnode->get_input_port_type(i);
 | 
						|
				for (List<VisualShader::Connection>::Element *E = connections.front(); E; E = E->next()) {
 | 
						|
					if (E->get().to_node == nodes[n_i] && E->get().to_port == i) {
 | 
						|
						port_left_used = true;
 | 
						|
					}
 | 
						|
				}
 | 
						|
			}
 | 
						|
 | 
						|
			bool valid_right = i < vsnode->get_output_port_count();
 | 
						|
			VisualShaderNode::PortType port_right = VisualShaderNode::PORT_TYPE_SCALAR;
 | 
						|
			String name_right;
 | 
						|
			if (valid_right) {
 | 
						|
				name_right = vsnode->get_output_port_name(i);
 | 
						|
				port_right = vsnode->get_output_port_type(i);
 | 
						|
			}
 | 
						|
 | 
						|
			HBoxContainer *hb = memnew(HBoxContainer);
 | 
						|
			hb->add_constant_override("separation", 7 * EDSCALE);
 | 
						|
 | 
						|
			Variant default_value;
 | 
						|
 | 
						|
			if (valid_left && !port_left_used) {
 | 
						|
				default_value = vsnode->get_input_port_default_value(i);
 | 
						|
			}
 | 
						|
 | 
						|
			if (default_value.get_type() != Variant::NIL) { // only a label
 | 
						|
				Button *button = memnew(Button);
 | 
						|
				hb->add_child(button);
 | 
						|
				button->connect("pressed", this, "_edit_port_default_input", varray(button, nodes[n_i], i));
 | 
						|
 | 
						|
				switch (default_value.get_type()) {
 | 
						|
 | 
						|
					case Variant::COLOR: {
 | 
						|
						button->set_custom_minimum_size(Size2(30, 0) * EDSCALE);
 | 
						|
						button->connect("draw", this, "_draw_color_over_button", varray(button, default_value));
 | 
						|
					} break;
 | 
						|
					case Variant::BOOL: {
 | 
						|
						button->set_text(((bool)default_value) ? "true" : "false");
 | 
						|
					} break;
 | 
						|
					case Variant::INT:
 | 
						|
					case Variant::REAL: {
 | 
						|
						button->set_text(String::num(default_value, 4));
 | 
						|
					} break;
 | 
						|
					case Variant::VECTOR3: {
 | 
						|
						Vector3 v = default_value;
 | 
						|
						button->set_text(String::num(v.x, 3) + "," + String::num(v.y, 3) + "," + String::num(v.z, 3));
 | 
						|
					} break;
 | 
						|
					default: {
 | 
						|
					}
 | 
						|
				}
 | 
						|
			}
 | 
						|
 | 
						|
			if (i == 0 && custom_editor) {
 | 
						|
				hb->add_child(custom_editor);
 | 
						|
				custom_editor->set_h_size_flags(SIZE_EXPAND_FILL);
 | 
						|
			} else {
 | 
						|
 | 
						|
				if (valid_left) {
 | 
						|
 | 
						|
					if (is_group) {
 | 
						|
						OptionButton *type_box = memnew(OptionButton);
 | 
						|
						hb->add_child(type_box);
 | 
						|
						type_box->add_item(TTR("Scalar"));
 | 
						|
						type_box->add_item(TTR("Vector"));
 | 
						|
						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(i));
 | 
						|
						type_box->set_custom_minimum_size(Size2(100 * EDSCALE, 0));
 | 
						|
						type_box->connect("item_selected", this, "_change_input_port_type", varray(nodes[n_i], i), 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(SIZE_EXPAND_FILL);
 | 
						|
						name_box->set_text(name_left);
 | 
						|
						name_box->connect("text_entered", this, "_change_input_port_name", varray(name_box, nodes[n_i], i));
 | 
						|
						name_box->connect("focus_exited", this, "_port_name_focus_out", varray(name_box, nodes[n_i], i, false));
 | 
						|
 | 
						|
						Button *remove_btn = memnew(Button);
 | 
						|
						remove_btn->set_icon(EditorNode::get_singleton()->get_gui_base()->get_icon("Remove", "EditorIcons"));
 | 
						|
						remove_btn->set_tooltip(TTR("Remove") + " " + name_left);
 | 
						|
						remove_btn->connect("pressed", this, "_remove_input_port", varray(nodes[n_i], i), CONNECT_DEFERRED);
 | 
						|
						hb->add_child(remove_btn);
 | 
						|
					} else {
 | 
						|
 | 
						|
						Label *label = memnew(Label);
 | 
						|
						label->set_text(name_left);
 | 
						|
						label->add_style_override("normal", label_style); //more compact
 | 
						|
						hb->add_child(label);
 | 
						|
 | 
						|
						if (vsnode->get_input_port_default_hint(i) != "" && !port_left_used) {
 | 
						|
 | 
						|
							Label *hint_label = memnew(Label);
 | 
						|
							hint_label->set_text("[" + vsnode->get_input_port_default_hint(i) + "]");
 | 
						|
							hint_label->add_color_override("font_color", get_color("font_color_readonly", "TextEdit"));
 | 
						|
							hint_label->add_style_override("normal", label_style);
 | 
						|
							hb->add_child(hint_label);
 | 
						|
						}
 | 
						|
					}
 | 
						|
				}
 | 
						|
 | 
						|
				if (!is_group) {
 | 
						|
					hb->add_spacer();
 | 
						|
				}
 | 
						|
 | 
						|
				if (valid_right) {
 | 
						|
					if (is_group) {
 | 
						|
						Button *remove_btn = memnew(Button);
 | 
						|
						remove_btn->set_icon(EditorNode::get_singleton()->get_gui_base()->get_icon("Remove", "EditorIcons"));
 | 
						|
						remove_btn->set_tooltip(TTR("Remove") + " " + name_left);
 | 
						|
						remove_btn->connect("pressed", this, "_remove_output_port", varray(nodes[n_i], 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(SIZE_EXPAND_FILL);
 | 
						|
						name_box->set_text(name_right);
 | 
						|
						name_box->connect("text_entered", this, "_change_output_port_name", varray(name_box, nodes[n_i], i));
 | 
						|
						name_box->connect("focus_exited", this, "_port_name_focus_out", varray(name_box, nodes[n_i], i, true));
 | 
						|
 | 
						|
						OptionButton *type_box = memnew(OptionButton);
 | 
						|
						hb->add_child(type_box);
 | 
						|
						type_box->add_item(TTR("Scalar"));
 | 
						|
						type_box->add_item(TTR("Vector"));
 | 
						|
						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("item_selected", this, "_change_output_port_type", varray(nodes[n_i], i), CONNECT_DEFERRED);
 | 
						|
					} else {
 | 
						|
						Label *label = memnew(Label);
 | 
						|
						label->set_text(name_right);
 | 
						|
						label->add_style_override("normal", label_style); //more compact
 | 
						|
						hb->add_child(label);
 | 
						|
					}
 | 
						|
				}
 | 
						|
			}
 | 
						|
 | 
						|
			if (valid_right && edit_type->get_selected() == VisualShader::TYPE_FRAGMENT && port_right != VisualShaderNode::PORT_TYPE_TRANSFORM && port_right != VisualShaderNode::PORT_TYPE_SAMPLER) {
 | 
						|
				TextureButton *preview = memnew(TextureButton);
 | 
						|
				preview->set_toggle_mode(true);
 | 
						|
				preview->set_normal_texture(get_icon("GuiVisibilityHidden", "EditorIcons"));
 | 
						|
				preview->set_pressed_texture(get_icon("GuiVisibilityVisible", "EditorIcons"));
 | 
						|
				preview->set_v_size_flags(SIZE_SHRINK_CENTER);
 | 
						|
 | 
						|
				if (vsnode->get_output_port_for_preview() == i) {
 | 
						|
					preview->set_pressed(true);
 | 
						|
				}
 | 
						|
 | 
						|
				preview->connect("pressed", this, "_preview_select_port", varray(nodes[n_i], i), CONNECT_DEFERRED);
 | 
						|
				hb->add_child(preview);
 | 
						|
			}
 | 
						|
 | 
						|
			if (is_group) {
 | 
						|
				offset = memnew(Control);
 | 
						|
				offset->set_custom_minimum_size(Size2(0, 5 * EDSCALE));
 | 
						|
				node->add_child(offset);
 | 
						|
				port_offset++;
 | 
						|
			}
 | 
						|
 | 
						|
			node->add_child(hb);
 | 
						|
 | 
						|
			node->set_slot(i + port_offset, valid_left, port_left, type_color[port_left], valid_right, port_right, type_color[port_right]);
 | 
						|
		}
 | 
						|
 | 
						|
		if (vsnode->get_output_port_for_preview() >= 0) {
 | 
						|
			int port_type = vsnode->get_output_port_type(vsnode->get_output_port_for_preview());
 | 
						|
 | 
						|
			if (port_type != VisualShaderNode::PORT_TYPE_TRANSFORM && port_type != VisualShaderNode::PORT_TYPE_SAMPLER) {
 | 
						|
				offset = memnew(Control);
 | 
						|
				offset->set_custom_minimum_size(Size2(0, 5 * EDSCALE));
 | 
						|
				node->add_child(offset);
 | 
						|
 | 
						|
				VisualShaderNodePortPreview *port_preview = memnew(VisualShaderNodePortPreview);
 | 
						|
				port_preview->setup(visual_shader, type, nodes[n_i], vsnode->get_output_port_for_preview());
 | 
						|
				port_preview->set_h_size_flags(SIZE_SHRINK_CENTER);
 | 
						|
				node->add_child(port_preview);
 | 
						|
			}
 | 
						|
		}
 | 
						|
 | 
						|
		offset = memnew(Control);
 | 
						|
		offset->set_custom_minimum_size(Size2(0, 4 * EDSCALE));
 | 
						|
		node->add_child(offset);
 | 
						|
 | 
						|
		String error = vsnode->get_warning(visual_shader->get_mode(), type);
 | 
						|
		if (error != String()) {
 | 
						|
			Label *error_label = memnew(Label);
 | 
						|
			error_label->add_color_override("font_color", get_color("error_color", "Editor"));
 | 
						|
			error_label->set_text(error);
 | 
						|
			node->add_child(error_label);
 | 
						|
		}
 | 
						|
 | 
						|
		if (is_expression) {
 | 
						|
 | 
						|
			TextEdit *expression_box = memnew(TextEdit);
 | 
						|
			expression_node->set_control(expression_box, 0);
 | 
						|
			node->add_child(expression_box);
 | 
						|
 | 
						|
			Color background_color = EDITOR_GET("text_editor/highlighting/background_color");
 | 
						|
			Color text_color = EDITOR_GET("text_editor/highlighting/text_color");
 | 
						|
			Color keyword_color = EDITOR_GET("text_editor/highlighting/keyword_color");
 | 
						|
			Color comment_color = EDITOR_GET("text_editor/highlighting/comment_color");
 | 
						|
			Color symbol_color = EDITOR_GET("text_editor/highlighting/symbol_color");
 | 
						|
 | 
						|
			expression_box->set_syntax_coloring(true);
 | 
						|
			expression_box->add_color_override("background_color", background_color);
 | 
						|
 | 
						|
			for (List<String>::Element *E = keyword_list.front(); E; E = E->next()) {
 | 
						|
 | 
						|
				expression_box->add_keyword_color(E->get(), keyword_color);
 | 
						|
			}
 | 
						|
 | 
						|
			expression_box->add_font_override("font", get_font("expression", "EditorFonts"));
 | 
						|
			expression_box->add_color_override("font_color", text_color);
 | 
						|
			expression_box->add_color_override("symbol_color", symbol_color);
 | 
						|
			expression_box->add_color_region("/*", "*/", comment_color, false);
 | 
						|
			expression_box->add_color_region("//", "", comment_color, false);
 | 
						|
 | 
						|
			expression_box->set_text(expression);
 | 
						|
			expression_box->set_context_menu_enabled(false);
 | 
						|
			expression_box->set_show_line_numbers(true);
 | 
						|
 | 
						|
			expression_box->connect("focus_exited", this, "_expression_focus_out", varray(expression_box, nodes[n_i]));
 | 
						|
		}
 | 
						|
 | 
						|
		if (!uniform.is_valid()) {
 | 
						|
			graph->add_child(node);
 | 
						|
			_update_created_node(node);
 | 
						|
			if (is_group)
 | 
						|
				call_deferred("_set_node_size", (int)type, nodes[n_i], size);
 | 
						|
		}
 | 
						|
	}
 | 
						|
 | 
						|
	for (List<VisualShader::Connection>::Element *E = connections.front(); E; E = E->next()) {
 | 
						|
 | 
						|
		int from = E->get().from_node;
 | 
						|
		int from_idx = E->get().from_port;
 | 
						|
		int to = E->get().to_node;
 | 
						|
		int to_idx = E->get().to_port;
 | 
						|
 | 
						|
		graph->connect_node(itos(from), from_idx, itos(to), to_idx);
 | 
						|
	}
 | 
						|
}
 | 
						|
 | 
						|
void VisualShaderEditor::_add_input_port(int p_node, int p_port, int p_port_type, const String &p_name) {
 | 
						|
 | 
						|
	VisualShader::Type type = VisualShader::Type(edit_type->get_selected());
 | 
						|
	Ref<VisualShaderNodeExpression> node = visual_shader->get_node(type, p_node);
 | 
						|
	if (node.is_null()) {
 | 
						|
		return;
 | 
						|
	}
 | 
						|
 | 
						|
	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(this, "_update_graph");
 | 
						|
	undo_redo->add_undo_method(this, "_update_graph");
 | 
						|
	undo_redo->add_do_method(this, "_rebuild");
 | 
						|
	undo_redo->add_undo_method(this, "_rebuild");
 | 
						|
	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 = VisualShader::Type(edit_type->get_selected());
 | 
						|
	Ref<VisualShaderNodeGroupBase> node = visual_shader->get_node(type, p_node);
 | 
						|
	if (node.is_null()) {
 | 
						|
		return;
 | 
						|
	}
 | 
						|
 | 
						|
	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(this, "_update_graph");
 | 
						|
	undo_redo->add_undo_method(this, "_update_graph");
 | 
						|
	undo_redo->add_do_method(this, "_rebuild");
 | 
						|
	undo_redo->add_undo_method(this, "_rebuild");
 | 
						|
	undo_redo->commit_action();
 | 
						|
}
 | 
						|
 | 
						|
void VisualShaderEditor::_change_input_port_type(int p_type, int p_node, int p_port) {
 | 
						|
 | 
						|
	VisualShader::Type type = VisualShader::Type(edit_type->get_selected());
 | 
						|
	Ref<VisualShaderNodeGroupBase> node = visual_shader->get_node(type, p_node);
 | 
						|
	if (node.is_null()) {
 | 
						|
		return;
 | 
						|
	}
 | 
						|
 | 
						|
	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(this, "_update_graph");
 | 
						|
	undo_redo->add_undo_method(this, "_update_graph");
 | 
						|
	undo_redo->add_do_method(this, "_rebuild");
 | 
						|
	undo_redo->add_undo_method(this, "_rebuild");
 | 
						|
	undo_redo->commit_action();
 | 
						|
}
 | 
						|
 | 
						|
void VisualShaderEditor::_change_output_port_type(int p_type, int p_node, int p_port) {
 | 
						|
 | 
						|
	VisualShader::Type type = VisualShader::Type(edit_type->get_selected());
 | 
						|
	Ref<VisualShaderNodeGroupBase> node = visual_shader->get_node(type, p_node);
 | 
						|
	if (node.is_null()) {
 | 
						|
		return;
 | 
						|
	}
 | 
						|
 | 
						|
	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(this, "_update_graph");
 | 
						|
	undo_redo->add_undo_method(this, "_update_graph");
 | 
						|
	undo_redo->add_do_method(this, "_rebuild");
 | 
						|
	undo_redo->add_undo_method(this, "_rebuild");
 | 
						|
	undo_redo->commit_action();
 | 
						|
}
 | 
						|
 | 
						|
void VisualShaderEditor::_change_input_port_name(const String &p_text, Object *line_edit, int p_node_id, int p_port_id) {
 | 
						|
 | 
						|
	VisualShader::Type type = VisualShader::Type(edit_type->get_selected());
 | 
						|
 | 
						|
	Ref<VisualShaderNodeGroupBase> node = visual_shader->get_node(type, p_node_id);
 | 
						|
	ERR_FAIL_COND(!node.is_valid());
 | 
						|
 | 
						|
	undo_redo->create_action(TTR("Change input port name"));
 | 
						|
	undo_redo->add_do_method(node.ptr(), "set_input_port_name", p_port_id, p_text);
 | 
						|
	undo_redo->add_undo_method(node.ptr(), "set_input_port_name", p_port_id, node->get_input_port_name(p_port_id));
 | 
						|
	undo_redo->add_do_method(this, "_rebuild");
 | 
						|
	undo_redo->add_undo_method(this, "_rebuild");
 | 
						|
	undo_redo->commit_action();
 | 
						|
}
 | 
						|
 | 
						|
void VisualShaderEditor::_change_output_port_name(const String &p_text, Object *line_edit, int p_node_id, int p_port_id) {
 | 
						|
 | 
						|
	VisualShader::Type type = VisualShader::Type(edit_type->get_selected());
 | 
						|
 | 
						|
	Ref<VisualShaderNodeGroupBase> node = visual_shader->get_node(type, p_node_id);
 | 
						|
	ERR_FAIL_COND(!node.is_valid());
 | 
						|
 | 
						|
	undo_redo->create_action(TTR("Change output port name"));
 | 
						|
	undo_redo->add_do_method(node.ptr(), "set_output_port_name", p_port_id, p_text);
 | 
						|
	undo_redo->add_undo_method(node.ptr(), "set_output_port_name", p_port_id, node->get_output_port_name(p_port_id));
 | 
						|
	undo_redo->add_do_method(this, "_rebuild");
 | 
						|
	undo_redo->add_undo_method(this, "_rebuild");
 | 
						|
	undo_redo->commit_action();
 | 
						|
}
 | 
						|
 | 
						|
void VisualShaderEditor::_remove_input_port(int p_node, int p_port) {
 | 
						|
 | 
						|
	VisualShader::Type type = VisualShader::Type(edit_type->get_selected());
 | 
						|
	Ref<VisualShaderNodeGroupBase> node = visual_shader->get_node(type, p_node);
 | 
						|
	if (node.is_null()) {
 | 
						|
		return;
 | 
						|
	}
 | 
						|
 | 
						|
	undo_redo->create_action(TTR("Remove input port"));
 | 
						|
 | 
						|
	List<VisualShader::Connection> conns;
 | 
						|
	visual_shader->get_node_connections(type, &conns);
 | 
						|
	for (List<VisualShader::Connection>::Element *E = conns.front(); E; E = E->next()) {
 | 
						|
 | 
						|
		int from_node = E->get().from_node;
 | 
						|
		int from_port = E->get().from_port;
 | 
						|
		int to_node = E->get().to_node;
 | 
						|
		int to_port = E->get().to_port;
 | 
						|
 | 
						|
		if (to_node == p_node) {
 | 
						|
			if (to_port == p_port) {
 | 
						|
				undo_redo->add_do_method(visual_shader.ptr(), "disconnect_nodes", type, from_node, from_port, to_node, to_port);
 | 
						|
				undo_redo->add_undo_method(visual_shader.ptr(), "connect_nodes_forced", type, from_node, from_port, to_node, to_port);
 | 
						|
			} else if (to_port > p_port) {
 | 
						|
				undo_redo->add_do_method(visual_shader.ptr(), "disconnect_nodes", type, from_node, from_port, to_node, to_port);
 | 
						|
				undo_redo->add_undo_method(visual_shader.ptr(), "connect_nodes_forced", type, from_node, from_port, to_node, to_port);
 | 
						|
 | 
						|
				undo_redo->add_do_method(visual_shader.ptr(), "connect_nodes_forced", type, from_node, from_port, to_node, to_port - 1);
 | 
						|
				undo_redo->add_undo_method(visual_shader.ptr(), "disconnect_nodes", type, from_node, from_port, to_node, 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(this, "_update_graph");
 | 
						|
	undo_redo->add_undo_method(this, "_update_graph");
 | 
						|
 | 
						|
	undo_redo->add_do_method(this, "_rebuild");
 | 
						|
	undo_redo->add_undo_method(this, "_rebuild");
 | 
						|
 | 
						|
	undo_redo->commit_action();
 | 
						|
}
 | 
						|
 | 
						|
void VisualShaderEditor::_remove_output_port(int p_node, int p_port) {
 | 
						|
 | 
						|
	VisualShader::Type type = VisualShader::Type(edit_type->get_selected());
 | 
						|
	Ref<VisualShaderNodeGroupBase> node = visual_shader->get_node(type, p_node);
 | 
						|
	if (node.is_null()) {
 | 
						|
		return;
 | 
						|
	}
 | 
						|
 | 
						|
	undo_redo->create_action(TTR("Remove output port"));
 | 
						|
 | 
						|
	List<VisualShader::Connection> conns;
 | 
						|
	visual_shader->get_node_connections(type, &conns);
 | 
						|
	for (List<VisualShader::Connection>::Element *E = conns.front(); E; E = E->next()) {
 | 
						|
 | 
						|
		int from_node = E->get().from_node;
 | 
						|
		int from_port = E->get().from_port;
 | 
						|
		int to_node = E->get().to_node;
 | 
						|
		int to_port = E->get().to_port;
 | 
						|
 | 
						|
		if (from_node == p_node) {
 | 
						|
			if (from_port == p_port) {
 | 
						|
				undo_redo->add_do_method(visual_shader.ptr(), "disconnect_nodes", type, from_node, from_port, to_node, to_port);
 | 
						|
				undo_redo->add_undo_method(visual_shader.ptr(), "connect_nodes_forced", type, from_node, from_port, to_node, to_port);
 | 
						|
			} else if (from_port > p_port) {
 | 
						|
				undo_redo->add_do_method(visual_shader.ptr(), "disconnect_nodes", type, from_node, from_port, to_node, to_port);
 | 
						|
				undo_redo->add_undo_method(visual_shader.ptr(), "connect_nodes_forced", type, from_node, from_port, to_node, to_port);
 | 
						|
 | 
						|
				undo_redo->add_do_method(visual_shader.ptr(), "connect_nodes_forced", type, from_node, from_port - 1, to_node, to_port);
 | 
						|
				undo_redo->add_undo_method(visual_shader.ptr(), "disconnect_nodes", type, from_node, from_port - 1, to_node, to_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(this, "_update_graph");
 | 
						|
	undo_redo->add_undo_method(this, "_update_graph");
 | 
						|
 | 
						|
	undo_redo->add_do_method(this, "_rebuild");
 | 
						|
	undo_redo->add_undo_method(this, "_rebuild");
 | 
						|
 | 
						|
	undo_redo->commit_action();
 | 
						|
}
 | 
						|
 | 
						|
void VisualShaderEditor::_expression_focus_out(Object *text_edit, int p_node) {
 | 
						|
 | 
						|
	VisualShader::Type type = VisualShader::Type(edit_type->get_selected());
 | 
						|
	Ref<VisualShaderNodeExpression> node = visual_shader->get_node(type, p_node);
 | 
						|
	if (node.is_null()) {
 | 
						|
		return;
 | 
						|
	}
 | 
						|
 | 
						|
	TextEdit *expression_box = Object::cast_to<TextEdit>(text_edit);
 | 
						|
 | 
						|
	if (node->get_expression() == expression_box->get_text())
 | 
						|
		return;
 | 
						|
 | 
						|
	undo_redo->create_action(TTR("Set 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(this, "_rebuild");
 | 
						|
	undo_redo->add_undo_method(this, "_rebuild");
 | 
						|
	undo_redo->commit_action();
 | 
						|
}
 | 
						|
 | 
						|
void VisualShaderEditor::_rebuild() {
 | 
						|
	if (visual_shader != NULL) {
 | 
						|
		EditorNode::get_singleton()->get_log()->clear();
 | 
						|
		visual_shader->rebuild();
 | 
						|
	}
 | 
						|
}
 | 
						|
 | 
						|
void VisualShaderEditor::_set_node_size(int p_type, int p_node, const Vector2 &p_size) {
 | 
						|
 | 
						|
	VisualShader::Type type = VisualShader::Type(p_type);
 | 
						|
	Ref<VisualShaderNode> node = visual_shader->get_node(type, p_node);
 | 
						|
	if (node.is_null()) {
 | 
						|
		return;
 | 
						|
	}
 | 
						|
 | 
						|
	Ref<VisualShaderNodeGroupBase> group_node = Object::cast_to<VisualShaderNodeGroupBase>(node.ptr());
 | 
						|
 | 
						|
	if (group_node.is_null()) {
 | 
						|
		return;
 | 
						|
	}
 | 
						|
 | 
						|
	Vector2 size = p_size;
 | 
						|
 | 
						|
	group_node->set_size(size);
 | 
						|
 | 
						|
	GraphNode *gn = NULL;
 | 
						|
	if (edit_type->get_selected() == p_type) { // check - otherwise the error will be emitted
 | 
						|
		Node *node2 = graph->get_node(itos(p_node));
 | 
						|
		gn = Object::cast_to<GraphNode>(node2);
 | 
						|
		if (!gn)
 | 
						|
			return;
 | 
						|
 | 
						|
		gn->set_custom_minimum_size(size);
 | 
						|
		gn->set_size(Size2(1, 1));
 | 
						|
	}
 | 
						|
 | 
						|
	Ref<VisualShaderNodeExpression> expression_node = Object::cast_to<VisualShaderNodeExpression>(node.ptr());
 | 
						|
	if (!expression_node.is_null()) {
 | 
						|
		Control *text_box = expression_node->get_control(0);
 | 
						|
		Size2 box_size = size;
 | 
						|
		if (gn != NULL) {
 | 
						|
			if (box_size.x < 150 * EDSCALE || box_size.y < 0) {
 | 
						|
				box_size.x = gn->get_size().x;
 | 
						|
			}
 | 
						|
		}
 | 
						|
		box_size.x -= text_box->get_margin(MARGIN_LEFT);
 | 
						|
		box_size.x -= 28 * EDSCALE;
 | 
						|
		box_size.y -= text_box->get_margin(MARGIN_TOP);
 | 
						|
		box_size.y -= 28 * EDSCALE;
 | 
						|
		text_box->set_custom_minimum_size(Size2(box_size.x, box_size.y));
 | 
						|
		text_box->set_size(Size2(1, 1));
 | 
						|
	}
 | 
						|
}
 | 
						|
 | 
						|
void VisualShaderEditor::_node_resized(const Vector2 &p_new_size, int p_type, int p_node) {
 | 
						|
 | 
						|
	VisualShader::Type type = VisualShader::Type(p_type);
 | 
						|
	Ref<VisualShaderNodeGroupBase> node = visual_shader->get_node(type, p_node);
 | 
						|
	if (node.is_null()) {
 | 
						|
		return;
 | 
						|
	}
 | 
						|
 | 
						|
	undo_redo->create_action(TTR("Resize VisualShader node"), UndoRedo::MERGE_ENDS);
 | 
						|
	undo_redo->add_do_method(this, "_set_node_size", p_type, p_node, p_new_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 = VisualShader::Type(edit_type->get_selected());
 | 
						|
	Ref<VisualShaderNode> node = visual_shader->get_node(type, p_node);
 | 
						|
	if (node.is_null()) {
 | 
						|
		return;
 | 
						|
	}
 | 
						|
 | 
						|
	if (node->get_output_port_for_preview() == p_port) {
 | 
						|
		p_port = -1; //toggle it
 | 
						|
	}
 | 
						|
	undo_redo->create_action(TTR("Set Uniform Name"));
 | 
						|
	undo_redo->add_do_method(node.ptr(), "set_output_port_for_preview", p_port);
 | 
						|
	undo_redo->add_undo_method(node.ptr(), "set_output_port_for_preview", node->get_output_port_for_preview());
 | 
						|
	undo_redo->add_do_method(this, "_update_graph");
 | 
						|
	undo_redo->add_undo_method(this, "_update_graph");
 | 
						|
	undo_redo->commit_action();
 | 
						|
}
 | 
						|
 | 
						|
void VisualShaderEditor::_line_edit_changed(const String &p_text, Object *line_edit, int p_node_id) {
 | 
						|
 | 
						|
	VisualShader::Type type = VisualShader::Type(edit_type->get_selected());
 | 
						|
 | 
						|
	Ref<VisualShaderNodeUniform> node = visual_shader->get_node(type, p_node_id);
 | 
						|
	ERR_FAIL_COND(!node.is_valid());
 | 
						|
 | 
						|
	String validated_name = visual_shader->validate_uniform_name(p_text, node);
 | 
						|
 | 
						|
	updating = true;
 | 
						|
	undo_redo->create_action(TTR("Set Uniform Name"));
 | 
						|
	undo_redo->add_do_method(node.ptr(), "set_uniform_name", validated_name);
 | 
						|
	undo_redo->add_undo_method(node.ptr(), "set_uniform_name", node->get_uniform_name());
 | 
						|
	undo_redo->add_do_method(this, "_update_graph");
 | 
						|
	undo_redo->add_undo_method(this, "_update_graph");
 | 
						|
	undo_redo->commit_action();
 | 
						|
	updating = false;
 | 
						|
 | 
						|
	Object::cast_to<LineEdit>(line_edit)->set_text(validated_name);
 | 
						|
}
 | 
						|
 | 
						|
void VisualShaderEditor::_line_edit_focus_out(Object *line_edit, int p_node_id) {
 | 
						|
 | 
						|
	String text = Object::cast_to<LineEdit>(line_edit)->get_text();
 | 
						|
	_line_edit_changed(text, line_edit, p_node_id);
 | 
						|
}
 | 
						|
 | 
						|
void VisualShaderEditor::_port_name_focus_out(Object *line_edit, int p_node_id, int p_port_id, bool p_output) {
 | 
						|
 | 
						|
	VisualShader::Type type = VisualShader::Type(edit_type->get_selected());
 | 
						|
 | 
						|
	Ref<VisualShaderNodeGroupBase> node = visual_shader->get_node(type, p_node_id);
 | 
						|
	ERR_FAIL_COND(!node.is_valid());
 | 
						|
 | 
						|
	String text = Object::cast_to<LineEdit>(line_edit)->get_text();
 | 
						|
 | 
						|
	if (!p_output) {
 | 
						|
		if (node->get_input_port_name(p_port_id) == text)
 | 
						|
			return;
 | 
						|
	} else {
 | 
						|
		if (node->get_output_port_name(p_port_id) == text)
 | 
						|
			return;
 | 
						|
	}
 | 
						|
 | 
						|
	List<String> input_names;
 | 
						|
	List<String> output_names;
 | 
						|
 | 
						|
	for (int i = 0; i < node->get_input_port_count(); i++) {
 | 
						|
		if (!p_output && i == p_port_id) continue;
 | 
						|
		input_names.push_back(node->get_input_port_name(i));
 | 
						|
	}
 | 
						|
	for (int i = 0; i < node->get_output_port_count(); i++) {
 | 
						|
		if (p_output && i == p_port_id) continue;
 | 
						|
		output_names.push_back(node->get_output_port_name(i));
 | 
						|
	}
 | 
						|
 | 
						|
	String validated_name = visual_shader->validate_port_name(text, input_names, output_names);
 | 
						|
	if (validated_name == "") {
 | 
						|
		if (!p_output) {
 | 
						|
			Object::cast_to<LineEdit>(line_edit)->set_text(node->get_input_port_name(p_port_id));
 | 
						|
		} else {
 | 
						|
			Object::cast_to<LineEdit>(line_edit)->set_text(node->get_output_port_name(p_port_id));
 | 
						|
		}
 | 
						|
		return;
 | 
						|
	}
 | 
						|
 | 
						|
	if (!p_output) {
 | 
						|
		_change_input_port_name(validated_name, line_edit, p_node_id, p_port_id);
 | 
						|
	} else {
 | 
						|
		_change_output_port_name(validated_name, line_edit, p_node_id, p_port_id);
 | 
						|
	}
 | 
						|
}
 | 
						|
 | 
						|
void VisualShaderEditor::_port_edited() {
 | 
						|
 | 
						|
	VisualShader::Type type = VisualShader::Type(edit_type->get_selected());
 | 
						|
 | 
						|
	Variant value = property_editor->get_variant();
 | 
						|
	Ref<VisualShaderNode> vsn = visual_shader->get_node(type, editing_node);
 | 
						|
	ERR_FAIL_COND(!vsn.is_valid());
 | 
						|
 | 
						|
	undo_redo->create_action(TTR("Set Input Default Port"));
 | 
						|
	undo_redo->add_do_method(vsn.ptr(), "set_input_port_default_value", editing_port, value);
 | 
						|
	undo_redo->add_undo_method(vsn.ptr(), "set_input_port_default_value", editing_port, vsn->get_input_port_default_value(editing_port));
 | 
						|
	undo_redo->add_do_method(this, "_update_graph");
 | 
						|
	undo_redo->add_undo_method(this, "_update_graph");
 | 
						|
	undo_redo->commit_action();
 | 
						|
 | 
						|
	property_editor->hide();
 | 
						|
}
 | 
						|
 | 
						|
void VisualShaderEditor::_edit_port_default_input(Object *p_button, int p_node, int p_port) {
 | 
						|
 | 
						|
	VisualShader::Type type = VisualShader::Type(edit_type->get_selected());
 | 
						|
 | 
						|
	Ref<VisualShaderNode> vsn = visual_shader->get_node(type, p_node);
 | 
						|
 | 
						|
	Button *button = Object::cast_to<Button>(p_button);
 | 
						|
	ERR_FAIL_COND(!button);
 | 
						|
	Variant value = vsn->get_input_port_default_value(p_port);
 | 
						|
	property_editor->set_global_position(button->get_global_position() + Vector2(0, button->get_size().height));
 | 
						|
	property_editor->edit(NULL, "", value.get_type(), value, 0, "");
 | 
						|
	property_editor->popup();
 | 
						|
	editing_node = p_node;
 | 
						|
	editing_port = p_port;
 | 
						|
}
 | 
						|
 | 
						|
void VisualShaderEditor::_add_custom_node(const String &p_path) {
 | 
						|
 | 
						|
	int idx = -1;
 | 
						|
 | 
						|
	for (int i = custom_node_option_idx; i < add_options.size(); i++) {
 | 
						|
		if (add_options[i].script.is_valid()) {
 | 
						|
			if (add_options[i].script->get_path() == p_path) {
 | 
						|
				idx = i;
 | 
						|
				break;
 | 
						|
			}
 | 
						|
		}
 | 
						|
	}
 | 
						|
	if (idx != -1) {
 | 
						|
		_add_node(idx);
 | 
						|
	}
 | 
						|
}
 | 
						|
 | 
						|
void VisualShaderEditor::_add_texture_node(const String &p_path) {
 | 
						|
	VisualShaderNodeTexture *texture = (VisualShaderNodeTexture *)_add_node(texture_node_option_idx, -1);
 | 
						|
	texture->set_texture(ResourceLoader::load(p_path));
 | 
						|
}
 | 
						|
 | 
						|
VisualShaderNode *VisualShaderEditor::_add_node(int p_idx, int p_op_idx) {
 | 
						|
 | 
						|
	ERR_FAIL_INDEX_V(p_idx, add_options.size(), NULL);
 | 
						|
 | 
						|
	Ref<VisualShaderNode> vsnode;
 | 
						|
 | 
						|
	bool is_custom = add_options[p_idx].is_custom;
 | 
						|
 | 
						|
	if (!is_custom && add_options[p_idx].type != String()) {
 | 
						|
		VisualShaderNode *vsn = Object::cast_to<VisualShaderNode>(ClassDB::instance(add_options[p_idx].type));
 | 
						|
		ERR_FAIL_COND_V(!vsn, NULL);
 | 
						|
 | 
						|
		VisualShaderNodeScalarConstant *constant = Object::cast_to<VisualShaderNodeScalarConstant>(vsn);
 | 
						|
 | 
						|
		if (constant) {
 | 
						|
			if ((int)add_options[p_idx].value != -1)
 | 
						|
				constant->set_constant(add_options[p_idx].value);
 | 
						|
		}
 | 
						|
 | 
						|
		if (p_op_idx != -1) {
 | 
						|
 | 
						|
			VisualShaderNodeInput *input = Object::cast_to<VisualShaderNodeInput>(vsn);
 | 
						|
 | 
						|
			if (input) {
 | 
						|
				input->set_input_name(add_options[p_idx].sub_func_str);
 | 
						|
			}
 | 
						|
 | 
						|
			VisualShaderNodeIs *is = Object::cast_to<VisualShaderNodeIs>(vsn);
 | 
						|
 | 
						|
			if (is) {
 | 
						|
				is->set_function((VisualShaderNodeIs::Function)p_op_idx);
 | 
						|
			}
 | 
						|
 | 
						|
			VisualShaderNodeCompare *cmp = Object::cast_to<VisualShaderNodeCompare>(vsn);
 | 
						|
 | 
						|
			if (cmp) {
 | 
						|
				cmp->set_function((VisualShaderNodeCompare::Function)p_op_idx);
 | 
						|
			}
 | 
						|
 | 
						|
			VisualShaderNodeColorOp *colorOp = Object::cast_to<VisualShaderNodeColorOp>(vsn);
 | 
						|
 | 
						|
			if (colorOp) {
 | 
						|
				colorOp->set_operator((VisualShaderNodeColorOp::Operator)p_op_idx);
 | 
						|
			}
 | 
						|
 | 
						|
			VisualShaderNodeColorFunc *colorFunc = Object::cast_to<VisualShaderNodeColorFunc>(vsn);
 | 
						|
 | 
						|
			if (colorFunc) {
 | 
						|
				colorFunc->set_function((VisualShaderNodeColorFunc::Function)p_op_idx);
 | 
						|
			}
 | 
						|
 | 
						|
			VisualShaderNodeScalarOp *scalarOp = Object::cast_to<VisualShaderNodeScalarOp>(vsn);
 | 
						|
 | 
						|
			if (scalarOp) {
 | 
						|
				scalarOp->set_operator((VisualShaderNodeScalarOp::Operator)p_op_idx);
 | 
						|
			}
 | 
						|
 | 
						|
			VisualShaderNodeScalarFunc *scalarFunc = Object::cast_to<VisualShaderNodeScalarFunc>(vsn);
 | 
						|
 | 
						|
			if (scalarFunc) {
 | 
						|
				scalarFunc->set_function((VisualShaderNodeScalarFunc::Function)p_op_idx);
 | 
						|
			}
 | 
						|
 | 
						|
			VisualShaderNodeVectorOp *vecOp = Object::cast_to<VisualShaderNodeVectorOp>(vsn);
 | 
						|
 | 
						|
			if (vecOp) {
 | 
						|
				vecOp->set_operator((VisualShaderNodeVectorOp::Operator)p_op_idx);
 | 
						|
			}
 | 
						|
 | 
						|
			VisualShaderNodeVectorFunc *vecFunc = Object::cast_to<VisualShaderNodeVectorFunc>(vsn);
 | 
						|
 | 
						|
			if (vecFunc) {
 | 
						|
				vecFunc->set_function((VisualShaderNodeVectorFunc::Function)p_op_idx);
 | 
						|
			}
 | 
						|
 | 
						|
			VisualShaderNodeTransformFunc *matFunc = Object::cast_to<VisualShaderNodeTransformFunc>(vsn);
 | 
						|
 | 
						|
			if (matFunc) {
 | 
						|
				matFunc->set_function((VisualShaderNodeTransformFunc::Function)p_op_idx);
 | 
						|
			}
 | 
						|
 | 
						|
			VisualShaderNodeScalarDerivativeFunc *sderFunc = Object::cast_to<VisualShaderNodeScalarDerivativeFunc>(vsn);
 | 
						|
 | 
						|
			if (sderFunc) {
 | 
						|
				sderFunc->set_function((VisualShaderNodeScalarDerivativeFunc::Function)p_op_idx);
 | 
						|
			}
 | 
						|
 | 
						|
			VisualShaderNodeVectorDerivativeFunc *vderFunc = Object::cast_to<VisualShaderNodeVectorDerivativeFunc>(vsn);
 | 
						|
 | 
						|
			if (vderFunc) {
 | 
						|
				vderFunc->set_function((VisualShaderNodeVectorDerivativeFunc::Function)p_op_idx);
 | 
						|
			}
 | 
						|
		}
 | 
						|
 | 
						|
		vsnode = Ref<VisualShaderNode>(vsn);
 | 
						|
	} else {
 | 
						|
		ERR_FAIL_COND_V(add_options[p_idx].script.is_null(), NULL);
 | 
						|
		String base_type = add_options[p_idx].script->get_instance_base_type();
 | 
						|
		VisualShaderNode *vsn = Object::cast_to<VisualShaderNode>(ClassDB::instance(base_type));
 | 
						|
		ERR_FAIL_COND_V(!vsn, NULL);
 | 
						|
		vsnode = Ref<VisualShaderNode>(vsn);
 | 
						|
		vsnode->set_script(add_options[p_idx].script.get_ref_ptr());
 | 
						|
	}
 | 
						|
 | 
						|
	Point2 position = graph->get_scroll_ofs();
 | 
						|
 | 
						|
	if (saved_node_pos_dirty) {
 | 
						|
		position += saved_node_pos;
 | 
						|
	} else {
 | 
						|
		position += graph->get_size() * 0.5;
 | 
						|
		position /= EDSCALE;
 | 
						|
	}
 | 
						|
	saved_node_pos_dirty = false;
 | 
						|
 | 
						|
	VisualShader::Type type = VisualShader::Type(edit_type->get_selected());
 | 
						|
 | 
						|
	int id_to_use = visual_shader->get_valid_node_id(type);
 | 
						|
 | 
						|
	undo_redo->create_action(TTR("Add Node to Visual Shader"));
 | 
						|
	undo_redo->add_do_method(visual_shader.ptr(), "add_node", type, vsnode, position, id_to_use);
 | 
						|
	undo_redo->add_undo_method(visual_shader.ptr(), "remove_node", type, id_to_use);
 | 
						|
 | 
						|
	VisualShaderNodeExpression *expr = Object::cast_to<VisualShaderNodeExpression>(vsnode.ptr());
 | 
						|
	if (expr) {
 | 
						|
		undo_redo->add_do_method(expr, "set_size", Size2(250 * EDSCALE, 150 * EDSCALE));
 | 
						|
	}
 | 
						|
 | 
						|
	if (to_node != -1 && to_slot != -1) {
 | 
						|
		if (vsnode->get_output_port_count() > 0) {
 | 
						|
 | 
						|
			int _from_node = id_to_use;
 | 
						|
			int _from_slot = 0;
 | 
						|
 | 
						|
			if (visual_shader->is_port_types_compatible(vsnode->get_output_port_type(_from_slot), visual_shader->get_node(type, to_node)->get_input_port_type(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(visual_shader.ptr(), "disconnect_nodes", type, _from_node, _from_slot, to_node, to_slot);
 | 
						|
			}
 | 
						|
		}
 | 
						|
	} else if (from_node != -1 && from_slot != -1) {
 | 
						|
		if (vsnode->get_input_port_count() > 0) {
 | 
						|
 | 
						|
			int _to_node = id_to_use;
 | 
						|
			int _to_slot = 0;
 | 
						|
 | 
						|
			if (visual_shader->is_port_types_compatible(visual_shader->get_node(type, from_node)->get_output_port_type(from_slot), vsnode->get_input_port_type(_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(visual_shader.ptr(), "disconnect_nodes", type, from_node, from_slot, _to_node, _to_slot);
 | 
						|
			}
 | 
						|
		}
 | 
						|
	}
 | 
						|
 | 
						|
	undo_redo->add_do_method(this, "_update_graph");
 | 
						|
	undo_redo->add_undo_method(this, "_update_graph");
 | 
						|
	undo_redo->commit_action();
 | 
						|
	return vsnode.ptr();
 | 
						|
}
 | 
						|
 | 
						|
void VisualShaderEditor::_node_dragged(const Vector2 &p_from, const Vector2 &p_to, int p_node) {
 | 
						|
 | 
						|
	VisualShader::Type type = VisualShader::Type(edit_type->get_selected());
 | 
						|
 | 
						|
	updating = true;
 | 
						|
	undo_redo->create_action(TTR("Node Moved"));
 | 
						|
	undo_redo->add_do_method(visual_shader.ptr(), "set_node_position", type, p_node, p_to);
 | 
						|
	undo_redo->add_undo_method(visual_shader.ptr(), "set_node_position", type, p_node, p_from);
 | 
						|
	undo_redo->add_do_method(this, "_update_graph");
 | 
						|
	undo_redo->add_undo_method(this, "_update_graph");
 | 
						|
	undo_redo->commit_action();
 | 
						|
	updating = false;
 | 
						|
}
 | 
						|
 | 
						|
void VisualShaderEditor::_connection_request(const String &p_from, int p_from_index, const String &p_to, int p_to_index) {
 | 
						|
 | 
						|
	VisualShader::Type type = VisualShader::Type(edit_type->get_selected());
 | 
						|
 | 
						|
	int from = p_from.to_int();
 | 
						|
	int to = p_to.to_int();
 | 
						|
 | 
						|
	if (!visual_shader->can_connect_nodes(type, from, p_from_index, to, p_to_index)) {
 | 
						|
		return;
 | 
						|
	}
 | 
						|
 | 
						|
	undo_redo->create_action(TTR("Nodes Connected"));
 | 
						|
 | 
						|
	List<VisualShader::Connection> conns;
 | 
						|
	visual_shader->get_node_connections(type, &conns);
 | 
						|
 | 
						|
	for (List<VisualShader::Connection>::Element *E = conns.front(); E; E = E->next()) {
 | 
						|
		if (E->get().to_node == to && E->get().to_port == p_to_index) {
 | 
						|
			undo_redo->add_do_method(visual_shader.ptr(), "disconnect_nodes", type, E->get().from_node, E->get().from_port, E->get().to_node, E->get().to_port);
 | 
						|
			undo_redo->add_undo_method(visual_shader.ptr(), "connect_nodes", type, E->get().from_node, E->get().from_port, E->get().to_node, E->get().to_port);
 | 
						|
		}
 | 
						|
	}
 | 
						|
 | 
						|
	undo_redo->add_do_method(visual_shader.ptr(), "connect_nodes", type, from, p_from_index, to, p_to_index);
 | 
						|
	undo_redo->add_undo_method(visual_shader.ptr(), "disconnect_nodes", type, from, p_from_index, to, p_to_index);
 | 
						|
	undo_redo->add_do_method(this, "_update_graph");
 | 
						|
	undo_redo->add_undo_method(this, "_update_graph");
 | 
						|
	undo_redo->commit_action();
 | 
						|
}
 | 
						|
 | 
						|
void VisualShaderEditor::_disconnection_request(const String &p_from, int p_from_index, const String &p_to, int p_to_index) {
 | 
						|
 | 
						|
	graph->disconnect_node(p_from, p_from_index, p_to, p_to_index);
 | 
						|
 | 
						|
	VisualShader::Type type = VisualShader::Type(edit_type->get_selected());
 | 
						|
 | 
						|
	int from = p_from.to_int();
 | 
						|
	int to = p_to.to_int();
 | 
						|
 | 
						|
	//updating = true; seems graph edit can handle this, no need to protect
 | 
						|
	undo_redo->create_action(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(this, "_update_graph");
 | 
						|
	undo_redo->add_undo_method(this, "_update_graph");
 | 
						|
	undo_redo->commit_action();
 | 
						|
	//updating = false;
 | 
						|
}
 | 
						|
 | 
						|
void VisualShaderEditor::_connection_to_empty(const String &p_from, int p_from_slot, const Vector2 &p_release_position) {
 | 
						|
	from_node = p_from.to_int();
 | 
						|
	from_slot = p_from_slot;
 | 
						|
	_show_members_dialog(true);
 | 
						|
}
 | 
						|
 | 
						|
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;
 | 
						|
	_show_members_dialog(true);
 | 
						|
}
 | 
						|
 | 
						|
void VisualShaderEditor::_delete_request(int which) {
 | 
						|
 | 
						|
	VisualShader::Type type = VisualShader::Type(edit_type->get_selected());
 | 
						|
	Ref<VisualShaderNode> node = Ref<VisualShaderNode>(visual_shader->get_node(type, which));
 | 
						|
 | 
						|
	undo_redo->create_action(TTR("Delete Node"));
 | 
						|
	undo_redo->add_do_method(visual_shader.ptr(), "remove_node", type, which);
 | 
						|
	undo_redo->add_undo_method(visual_shader.ptr(), "add_node", type, node, visual_shader->get_node_position(type, which), which);
 | 
						|
 | 
						|
	undo_redo->add_do_method(this, "_clear_buffer");
 | 
						|
	undo_redo->add_undo_method(this, "_clear_buffer");
 | 
						|
 | 
						|
	// restore size, inputs and outputs if node is group
 | 
						|
	VisualShaderNodeGroupBase *group = Object::cast_to<VisualShaderNodeGroupBase>(node.ptr());
 | 
						|
	if (group) {
 | 
						|
		undo_redo->add_undo_method(group, "set_size", group->get_size());
 | 
						|
		undo_redo->add_undo_method(group, "set_inputs", group->get_inputs());
 | 
						|
		undo_redo->add_undo_method(group, "set_outputs", group->get_outputs());
 | 
						|
	}
 | 
						|
 | 
						|
	// restore expression text if node is expression
 | 
						|
	VisualShaderNodeExpression *expression = Object::cast_to<VisualShaderNodeExpression>(node.ptr());
 | 
						|
	if (expression) {
 | 
						|
		undo_redo->add_undo_method(expression, "set_expression", expression->get_expression());
 | 
						|
	}
 | 
						|
 | 
						|
	List<VisualShader::Connection> conns;
 | 
						|
	visual_shader->get_node_connections(type, &conns);
 | 
						|
 | 
						|
	for (List<VisualShader::Connection>::Element *E = conns.front(); E; E = E->next()) {
 | 
						|
		if (E->get().from_node == which || E->get().to_node == which) {
 | 
						|
			undo_redo->add_undo_method(visual_shader.ptr(), "connect_nodes", type, E->get().from_node, E->get().from_port, E->get().to_node, E->get().to_port);
 | 
						|
		}
 | 
						|
	}
 | 
						|
 | 
						|
	undo_redo->add_do_method(this, "_update_graph");
 | 
						|
	undo_redo->add_undo_method(this, "_update_graph");
 | 
						|
	undo_redo->commit_action();
 | 
						|
}
 | 
						|
 | 
						|
void VisualShaderEditor::_node_selected(Object *p_node) {
 | 
						|
 | 
						|
	VisualShader::Type type = VisualShader::Type(edit_type->get_selected());
 | 
						|
 | 
						|
	GraphNode *gn = Object::cast_to<GraphNode>(p_node);
 | 
						|
	ERR_FAIL_COND(!gn);
 | 
						|
 | 
						|
	int id = String(gn->get_name()).to_int();
 | 
						|
 | 
						|
	Ref<VisualShaderNode> vsnode = visual_shader->get_node(type, id);
 | 
						|
	ERR_FAIL_COND(!vsnode.is_valid());
 | 
						|
 | 
						|
	//do not rely on this, makes editor more complex
 | 
						|
	//EditorNode::get_singleton()->push_item(vsnode.ptr(), "", true);
 | 
						|
}
 | 
						|
 | 
						|
void VisualShaderEditor::_graph_gui_input(const Ref<InputEvent> &p_event) {
 | 
						|
 | 
						|
	Ref<InputEventMouseButton> mb = p_event;
 | 
						|
 | 
						|
	if (mb.is_valid() && mb->is_pressed() && mb->get_button_index() == BUTTON_RIGHT)
 | 
						|
		_show_members_dialog(true);
 | 
						|
}
 | 
						|
 | 
						|
void VisualShaderEditor::_show_members_dialog(bool at_mouse_pos) {
 | 
						|
 | 
						|
	if (at_mouse_pos) {
 | 
						|
		saved_node_pos_dirty = true;
 | 
						|
		saved_node_pos = graph->get_local_mouse_position();
 | 
						|
 | 
						|
		Point2 gpos = Input::get_singleton()->get_mouse_position();
 | 
						|
		members_dialog->popup();
 | 
						|
		members_dialog->set_position(gpos);
 | 
						|
	} else {
 | 
						|
		members_dialog->popup();
 | 
						|
		saved_node_pos_dirty = false;
 | 
						|
		members_dialog->set_position(graph->get_global_position() + Point2(5 * EDSCALE, 65 * EDSCALE));
 | 
						|
	}
 | 
						|
 | 
						|
	// keep dialog within window bounds
 | 
						|
	Size2 window_size = OS::get_singleton()->get_window_size();
 | 
						|
	Rect2 dialog_rect = members_dialog->get_global_rect();
 | 
						|
	if (dialog_rect.position.y + dialog_rect.size.y > window_size.y) {
 | 
						|
		int difference = dialog_rect.position.y + dialog_rect.size.y - window_size.y;
 | 
						|
		members_dialog->set_position(members_dialog->get_position() - Point2(0, difference));
 | 
						|
	}
 | 
						|
	if (dialog_rect.position.x + dialog_rect.size.x > window_size.x) {
 | 
						|
		int difference = dialog_rect.position.x + dialog_rect.size.x - window_size.x;
 | 
						|
		members_dialog->set_position(members_dialog->get_position() - Point2(difference, 0));
 | 
						|
	}
 | 
						|
 | 
						|
	node_filter->call_deferred("grab_focus"); // still not visible
 | 
						|
	node_filter->select_all();
 | 
						|
}
 | 
						|
 | 
						|
void VisualShaderEditor::_sbox_input(const Ref<InputEvent> &p_ie) {
 | 
						|
	Ref<InputEventKey> ie = p_ie;
 | 
						|
	if (ie.is_valid() && (ie->get_scancode() == KEY_UP ||
 | 
						|
								 ie->get_scancode() == KEY_DOWN ||
 | 
						|
								 ie->get_scancode() == KEY_ENTER ||
 | 
						|
								 ie->get_scancode() == KEY_KP_ENTER)) {
 | 
						|
 | 
						|
		members->call("_gui_input", ie);
 | 
						|
		node_filter->accept_event();
 | 
						|
	}
 | 
						|
}
 | 
						|
 | 
						|
void VisualShaderEditor::_notification(int p_what) {
 | 
						|
	if (p_what == NOTIFICATION_ENTER_TREE) {
 | 
						|
 | 
						|
		node_filter->set_clear_button_enabled(true);
 | 
						|
 | 
						|
		// collapse tree by default
 | 
						|
 | 
						|
		TreeItem *category = members->get_root()->get_children();
 | 
						|
		while (category) {
 | 
						|
			category->set_collapsed(true);
 | 
						|
			TreeItem *sub_category = category->get_children();
 | 
						|
			while (sub_category) {
 | 
						|
				sub_category->set_collapsed(true);
 | 
						|
				sub_category = sub_category->get_next();
 | 
						|
			}
 | 
						|
			category = category->get_next();
 | 
						|
		}
 | 
						|
	}
 | 
						|
 | 
						|
	if (p_what == 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);
 | 
						|
		}
 | 
						|
	} else if (p_what == NOTIFICATION_DRAG_END) {
 | 
						|
		members->set_drop_mode_flags(0);
 | 
						|
	}
 | 
						|
 | 
						|
	if (p_what == NOTIFICATION_ENTER_TREE || p_what == NOTIFICATION_THEME_CHANGED) {
 | 
						|
 | 
						|
		highend_label->set_modulate(get_color("vulkan_color", "Editor"));
 | 
						|
 | 
						|
		error_panel->add_style_override("panel", get_stylebox("bg", "Tree"));
 | 
						|
		error_label->add_color_override("font_color", get_color("error_color", "Editor"));
 | 
						|
 | 
						|
		node_filter->set_right_icon(Control::get_icon("Search", "EditorIcons"));
 | 
						|
 | 
						|
		preview_shader->set_icon(Control::get_icon("Shader", "EditorIcons"));
 | 
						|
 | 
						|
		{
 | 
						|
			Color background_color = EDITOR_GET("text_editor/highlighting/background_color");
 | 
						|
			Color text_color = EDITOR_GET("text_editor/highlighting/text_color");
 | 
						|
			Color keyword_color = EDITOR_GET("text_editor/highlighting/keyword_color");
 | 
						|
			Color comment_color = EDITOR_GET("text_editor/highlighting/comment_color");
 | 
						|
			Color symbol_color = EDITOR_GET("text_editor/highlighting/symbol_color");
 | 
						|
 | 
						|
			preview_text->add_color_override("background_color", background_color);
 | 
						|
 | 
						|
			for (List<String>::Element *E = keyword_list.front(); E; E = E->next()) {
 | 
						|
 | 
						|
				preview_text->add_keyword_color(E->get(), keyword_color);
 | 
						|
			}
 | 
						|
 | 
						|
			preview_text->add_font_override("font", get_font("expression", "EditorFonts"));
 | 
						|
			preview_text->add_color_override("font_color", text_color);
 | 
						|
			preview_text->add_color_override("symbol_color", symbol_color);
 | 
						|
			preview_text->add_color_region("/*", "*/", comment_color, false);
 | 
						|
			preview_text->add_color_region("//", "", comment_color, false);
 | 
						|
 | 
						|
			error_text->add_font_override("font", get_font("status_source", "EditorFonts"));
 | 
						|
			error_text->add_color_override("font_color", get_color("error_color", "Editor"));
 | 
						|
		}
 | 
						|
 | 
						|
		tools->set_icon(EditorNode::get_singleton()->get_gui_base()->get_icon("Tools", "EditorIcons"));
 | 
						|
 | 
						|
		if (p_what == NOTIFICATION_THEME_CHANGED && is_visible_in_tree())
 | 
						|
			_update_graph();
 | 
						|
	}
 | 
						|
}
 | 
						|
 | 
						|
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::_dup_update_excluded(int p_type, Set<int> &r_excluded) {
 | 
						|
	r_excluded.clear();
 | 
						|
	VisualShader::Type type = (VisualShader::Type)p_type;
 | 
						|
 | 
						|
	for (int i = 0; i < graph->get_child_count(); i++) {
 | 
						|
 | 
						|
		GraphNode *gn = Object::cast_to<GraphNode>(graph->get_child(i));
 | 
						|
		if (gn) {
 | 
						|
			int id = String(gn->get_name()).to_int();
 | 
						|
			Ref<VisualShaderNode> node = visual_shader->get_node(type, id);
 | 
						|
			Ref<VisualShaderNodeOutput> output = node;
 | 
						|
			if (output.is_valid()) {
 | 
						|
				r_excluded.insert(id);
 | 
						|
				continue;
 | 
						|
			}
 | 
						|
			r_excluded.insert(id);
 | 
						|
		}
 | 
						|
	}
 | 
						|
}
 | 
						|
 | 
						|
void VisualShaderEditor::_dup_copy_nodes(int p_type, List<int> &r_nodes, Set<int> &r_excluded) {
 | 
						|
 | 
						|
	VisualShader::Type type = (VisualShader::Type)p_type;
 | 
						|
 | 
						|
	selection_center.x = 0.0f;
 | 
						|
	selection_center.y = 0.0f;
 | 
						|
 | 
						|
	for (int i = 0; i < graph->get_child_count(); i++) {
 | 
						|
 | 
						|
		GraphNode *gn = Object::cast_to<GraphNode>(graph->get_child(i));
 | 
						|
		if (gn) {
 | 
						|
			int id = String(gn->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
 | 
						|
				r_excluded.insert(id);
 | 
						|
				continue;
 | 
						|
			}
 | 
						|
			if (node.is_valid() && gn->is_selected()) {
 | 
						|
				Vector2 pos = visual_shader->get_node_position(type, id);
 | 
						|
				selection_center += pos;
 | 
						|
				r_nodes.push_back(id);
 | 
						|
			}
 | 
						|
			r_excluded.insert(id);
 | 
						|
		}
 | 
						|
	}
 | 
						|
 | 
						|
	selection_center /= (float)r_nodes.size();
 | 
						|
}
 | 
						|
 | 
						|
void VisualShaderEditor::_dup_paste_nodes(int p_type, int p_pasted_type, List<int> &r_nodes, Set<int> &r_excluded, const Vector2 &p_offset, bool p_select) {
 | 
						|
 | 
						|
	VisualShader::Type type = (VisualShader::Type)p_type;
 | 
						|
	VisualShader::Type pasted_type = (VisualShader::Type)p_pasted_type;
 | 
						|
 | 
						|
	int base_id = visual_shader->get_valid_node_id(type);
 | 
						|
	int id_from = base_id;
 | 
						|
	Map<int, int> connection_remap;
 | 
						|
	Set<int> unsupported_set;
 | 
						|
 | 
						|
	for (List<int>::Element *E = r_nodes.front(); E; E = E->next()) {
 | 
						|
 | 
						|
		connection_remap[E->get()] = id_from;
 | 
						|
		Ref<VisualShaderNode> node = visual_shader->get_node(pasted_type, E->get());
 | 
						|
 | 
						|
		bool unsupported = false;
 | 
						|
		for (int i = 0; i < add_options.size(); i++) {
 | 
						|
			if (add_options[i].type == node->get_class_name()) {
 | 
						|
				if (!_is_available(add_options[i].mode)) {
 | 
						|
					unsupported = true;
 | 
						|
				}
 | 
						|
				break;
 | 
						|
			}
 | 
						|
		}
 | 
						|
		if (unsupported) {
 | 
						|
			unsupported_set.insert(E->get());
 | 
						|
			continue;
 | 
						|
		}
 | 
						|
 | 
						|
		Ref<VisualShaderNode> dupli = node->duplicate();
 | 
						|
 | 
						|
		undo_redo->add_do_method(visual_shader.ptr(), "add_node", type, dupli, visual_shader->get_node_position(pasted_type, E->get()) + p_offset, id_from);
 | 
						|
		undo_redo->add_undo_method(visual_shader.ptr(), "remove_node", type, id_from);
 | 
						|
 | 
						|
		// duplicate size, inputs and outputs if node is group
 | 
						|
		Ref<VisualShaderNodeGroupBase> group = Object::cast_to<VisualShaderNodeGroupBase>(node.ptr());
 | 
						|
		if (!group.is_null()) {
 | 
						|
			undo_redo->add_do_method(dupli.ptr(), "set_size", group->get_size());
 | 
						|
			undo_redo->add_do_method(dupli.ptr(), "set_inputs", group->get_inputs());
 | 
						|
			undo_redo->add_do_method(dupli.ptr(), "set_outputs", group->get_outputs());
 | 
						|
		}
 | 
						|
		// duplicate expression text if node is expression
 | 
						|
		Ref<VisualShaderNodeExpression> expression = Object::cast_to<VisualShaderNodeExpression>(node.ptr());
 | 
						|
		if (!expression.is_null()) {
 | 
						|
			undo_redo->add_do_method(dupli.ptr(), "set_expression", expression->get_expression());
 | 
						|
		}
 | 
						|
 | 
						|
		id_from++;
 | 
						|
	}
 | 
						|
 | 
						|
	List<VisualShader::Connection> conns;
 | 
						|
	visual_shader->get_node_connections(pasted_type, &conns);
 | 
						|
 | 
						|
	for (List<VisualShader::Connection>::Element *E = conns.front(); E; E = E->next()) {
 | 
						|
		if (unsupported_set.has(E->get().from_node) || unsupported_set.has(E->get().to_node)) {
 | 
						|
			continue;
 | 
						|
		}
 | 
						|
		if (connection_remap.has(E->get().from_node) && connection_remap.has(E->get().to_node)) {
 | 
						|
			undo_redo->add_do_method(visual_shader.ptr(), "connect_nodes_forced", type, connection_remap[E->get().from_node], E->get().from_port, connection_remap[E->get().to_node], E->get().to_port);
 | 
						|
		}
 | 
						|
	}
 | 
						|
 | 
						|
	undo_redo->add_do_method(this, "_update_graph");
 | 
						|
	undo_redo->add_undo_method(this, "_update_graph");
 | 
						|
	undo_redo->commit_action();
 | 
						|
 | 
						|
	if (p_select) {
 | 
						|
		// reselect duplicated nodes by excluding the other ones
 | 
						|
		for (int i = 0; i < graph->get_child_count(); i++) {
 | 
						|
 | 
						|
			GraphNode *gn = Object::cast_to<GraphNode>(graph->get_child(i));
 | 
						|
			if (gn) {
 | 
						|
				int id = String(gn->get_name()).to_int();
 | 
						|
				if (!r_excluded.has(id)) {
 | 
						|
					gn->set_selected(true);
 | 
						|
				} else {
 | 
						|
					gn->set_selected(false);
 | 
						|
				}
 | 
						|
			}
 | 
						|
		}
 | 
						|
	}
 | 
						|
}
 | 
						|
 | 
						|
void VisualShaderEditor::_clear_buffer() {
 | 
						|
 | 
						|
	copy_nodes_buffer.clear();
 | 
						|
	copy_nodes_excluded_buffer.clear();
 | 
						|
}
 | 
						|
 | 
						|
void VisualShaderEditor::_duplicate_nodes() {
 | 
						|
 | 
						|
	int type = edit_type->get_selected();
 | 
						|
 | 
						|
	List<int> nodes;
 | 
						|
	Set<int> excluded;
 | 
						|
 | 
						|
	_dup_copy_nodes(type, nodes, excluded);
 | 
						|
 | 
						|
	if (nodes.empty())
 | 
						|
		return;
 | 
						|
 | 
						|
	undo_redo->create_action(TTR("Duplicate Nodes"));
 | 
						|
 | 
						|
	_dup_paste_nodes(type, type, nodes, excluded, Vector2(10, 10) * EDSCALE, true);
 | 
						|
}
 | 
						|
 | 
						|
void VisualShaderEditor::_copy_nodes() {
 | 
						|
 | 
						|
	copy_type = edit_type->get_selected();
 | 
						|
 | 
						|
	_clear_buffer();
 | 
						|
 | 
						|
	_dup_copy_nodes(copy_type, copy_nodes_buffer, copy_nodes_excluded_buffer);
 | 
						|
}
 | 
						|
 | 
						|
void VisualShaderEditor::_paste_nodes() {
 | 
						|
 | 
						|
	if (copy_nodes_buffer.empty())
 | 
						|
		return;
 | 
						|
 | 
						|
	int type = edit_type->get_selected();
 | 
						|
 | 
						|
	undo_redo->create_action(TTR("Paste Nodes"));
 | 
						|
 | 
						|
	float scale = graph->get_zoom();
 | 
						|
 | 
						|
	_dup_paste_nodes(type, copy_type, copy_nodes_buffer, copy_nodes_excluded_buffer, (graph->get_scroll_ofs() / scale + graph->get_local_mouse_position() / scale - selection_center), false);
 | 
						|
 | 
						|
	_dup_update_excluded(type, copy_nodes_excluded_buffer); // to prevent selection of previous copies at new paste
 | 
						|
}
 | 
						|
 | 
						|
void VisualShaderEditor::_on_nodes_delete() {
 | 
						|
 | 
						|
	VisualShader::Type type = VisualShader::Type(edit_type->get_selected());
 | 
						|
	List<int> to_erase;
 | 
						|
 | 
						|
	for (int i = 0; i < graph->get_child_count(); i++) {
 | 
						|
		GraphNode *gn = Object::cast_to<GraphNode>(graph->get_child(i));
 | 
						|
		if (gn) {
 | 
						|
			if (gn->is_selected() && gn->is_close_button_visible()) {
 | 
						|
				to_erase.push_back(gn->get_name().operator String().to_int());
 | 
						|
			}
 | 
						|
		}
 | 
						|
	}
 | 
						|
 | 
						|
	if (to_erase.empty())
 | 
						|
		return;
 | 
						|
 | 
						|
	undo_redo->create_action(TTR("Delete Nodes"));
 | 
						|
 | 
						|
	for (List<int>::Element *F = to_erase.front(); F; F = F->next()) {
 | 
						|
 | 
						|
		Ref<VisualShaderNode> node = visual_shader->get_node(type, F->get());
 | 
						|
 | 
						|
		undo_redo->add_do_method(visual_shader.ptr(), "remove_node", type, F->get());
 | 
						|
		undo_redo->add_undo_method(visual_shader.ptr(), "add_node", type, node, visual_shader->get_node_position(type, F->get()), F->get());
 | 
						|
 | 
						|
		undo_redo->add_do_method(this, "_clear_buffer");
 | 
						|
		undo_redo->add_undo_method(this, "_clear_buffer");
 | 
						|
 | 
						|
		// restore size, inputs and outputs if node is group
 | 
						|
		VisualShaderNodeGroupBase *group = Object::cast_to<VisualShaderNodeGroupBase>(node.ptr());
 | 
						|
		if (group) {
 | 
						|
			undo_redo->add_undo_method(group, "set_size", group->get_size());
 | 
						|
			undo_redo->add_undo_method(group, "set_inputs", group->get_inputs());
 | 
						|
			undo_redo->add_undo_method(group, "set_outputs", group->get_outputs());
 | 
						|
		}
 | 
						|
 | 
						|
		// restore expression text if node is expression
 | 
						|
		VisualShaderNodeExpression *expression = Object::cast_to<VisualShaderNodeExpression>(node.ptr());
 | 
						|
		if (expression) {
 | 
						|
			undo_redo->add_undo_method(expression, "set_expression", expression->get_expression());
 | 
						|
		}
 | 
						|
	}
 | 
						|
 | 
						|
	List<VisualShader::Connection> conns;
 | 
						|
	visual_shader->get_node_connections(type, &conns);
 | 
						|
 | 
						|
	List<VisualShader::Connection> used_conns;
 | 
						|
	for (List<int>::Element *F = to_erase.front(); F; F = F->next()) {
 | 
						|
		for (List<VisualShader::Connection>::Element *E = conns.front(); E; E = E->next()) {
 | 
						|
			if (E->get().from_node == F->get() || E->get().to_node == F->get()) {
 | 
						|
 | 
						|
				bool cancel = false;
 | 
						|
				for (List<VisualShader::Connection>::Element *R = used_conns.front(); R; R = R->next()) {
 | 
						|
					if (R->get().from_node == E->get().from_node && R->get().from_port == E->get().from_port && R->get().to_node == E->get().to_node && R->get().to_port == E->get().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->get().from_node, E->get().from_port, E->get().to_node, E->get().to_port);
 | 
						|
					used_conns.push_back(E->get());
 | 
						|
				}
 | 
						|
			}
 | 
						|
		}
 | 
						|
	}
 | 
						|
 | 
						|
	undo_redo->add_do_method(this, "_update_graph");
 | 
						|
	undo_redo->add_undo_method(this, "_update_graph");
 | 
						|
	undo_redo->commit_action();
 | 
						|
}
 | 
						|
 | 
						|
void VisualShaderEditor::_mode_selected(int p_id) {
 | 
						|
 | 
						|
	_update_options_menu();
 | 
						|
	_update_graph();
 | 
						|
}
 | 
						|
 | 
						|
void VisualShaderEditor::_input_select_item(Ref<VisualShaderNodeInput> input, String name) {
 | 
						|
 | 
						|
	String prev_name = input->get_input_name();
 | 
						|
 | 
						|
	if (name == prev_name)
 | 
						|
		return;
 | 
						|
 | 
						|
	bool type_changed = input->get_input_type_by_name(name) != input->get_input_type_by_name(prev_name);
 | 
						|
 | 
						|
	UndoRedo *undo_redo = EditorNode::get_singleton()->get_undo_redo();
 | 
						|
	undo_redo->create_action(TTR("Visual Shader Input Type Changed"));
 | 
						|
 | 
						|
	undo_redo->add_do_method(input.ptr(), "set_input_name", name);
 | 
						|
	undo_redo->add_undo_method(input.ptr(), "set_input_name", prev_name);
 | 
						|
 | 
						|
	if (type_changed) {
 | 
						|
		//restore connections if type changed
 | 
						|
		VisualShader::Type type = VisualShader::Type(edit_type->get_selected());
 | 
						|
		int id = visual_shader->find_node_id(type, input);
 | 
						|
		List<VisualShader::Connection> conns;
 | 
						|
		visual_shader->get_node_connections(type, &conns);
 | 
						|
		for (List<VisualShader::Connection>::Element *E = conns.front(); E; E = E->next()) {
 | 
						|
			if (E->get().from_node == id) {
 | 
						|
				undo_redo->add_undo_method(visual_shader.ptr(), "connect_nodes", type, E->get().from_node, E->get().from_port, E->get().to_node, E->get().to_port);
 | 
						|
			}
 | 
						|
		}
 | 
						|
	}
 | 
						|
 | 
						|
	undo_redo->add_do_method(VisualShaderEditor::get_singleton(), "_update_graph");
 | 
						|
	undo_redo->add_undo_method(VisualShaderEditor::get_singleton(), "_update_graph");
 | 
						|
 | 
						|
	undo_redo->commit_action();
 | 
						|
}
 | 
						|
 | 
						|
void VisualShaderEditor::_member_filter_changed(const String &p_text) {
 | 
						|
	_update_options_menu();
 | 
						|
}
 | 
						|
 | 
						|
void VisualShaderEditor::_member_selected() {
 | 
						|
	TreeItem *item = members->get_selected();
 | 
						|
 | 
						|
	if (item != NULL && item->has_meta("id")) {
 | 
						|
		members_dialog->get_ok()->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()->set_disabled(true);
 | 
						|
		node_desc->set_text("");
 | 
						|
	}
 | 
						|
}
 | 
						|
 | 
						|
void VisualShaderEditor::_member_unselected() {
 | 
						|
}
 | 
						|
 | 
						|
void VisualShaderEditor::_member_create() {
 | 
						|
	TreeItem *item = members->get_selected();
 | 
						|
	if (item != NULL && item->has_meta("id")) {
 | 
						|
		int idx = members->get_selected()->get_meta("id");
 | 
						|
		_add_node(idx, add_options[idx].sub_func);
 | 
						|
		members_dialog->hide();
 | 
						|
	}
 | 
						|
}
 | 
						|
 | 
						|
void VisualShaderEditor::_member_cancel() {
 | 
						|
	to_node = -1;
 | 
						|
	to_slot = -1;
 | 
						|
	from_node = -1;
 | 
						|
	from_slot = -1;
 | 
						|
}
 | 
						|
 | 
						|
void VisualShaderEditor::_tools_menu_option(int p_idx) {
 | 
						|
 | 
						|
	TreeItem *category = members->get_root()->get_children();
 | 
						|
 | 
						|
	switch (p_idx) {
 | 
						|
		case EXPAND_ALL:
 | 
						|
 | 
						|
			while (category) {
 | 
						|
				category->set_collapsed(false);
 | 
						|
				TreeItem *sub_category = category->get_children();
 | 
						|
				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_children();
 | 
						|
				while (sub_category) {
 | 
						|
					sub_category->set_collapsed(true);
 | 
						|
					sub_category = sub_category->get_next();
 | 
						|
				}
 | 
						|
				category = category->get_next();
 | 
						|
			}
 | 
						|
 | 
						|
			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;
 | 
						|
		if (op.sub_func == -1) {
 | 
						|
			d["sub_func"] = op.sub_func_str;
 | 
						|
		} else {
 | 
						|
			d["sub_func"] = op.sub_func;
 | 
						|
		}
 | 
						|
 | 
						|
		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].sub_func);
 | 
						|
		} else if (d.has("files")) {
 | 
						|
			if (d["files"].get_type() == Variant::POOL_STRING_ARRAY) {
 | 
						|
 | 
						|
				int j = 0;
 | 
						|
				PoolStringArray arr = d["files"];
 | 
						|
				for (int i = 0; i < arr.size(); i++) {
 | 
						|
 | 
						|
					String type = ResourceLoader::get_resource_type(arr[i]);
 | 
						|
					if (type == "GDScript") {
 | 
						|
						Ref<Script> script = ResourceLoader::load(arr[i]);
 | 
						|
						if (script->get_instance_base_type() == "VisualShaderNodeCustom") {
 | 
						|
							saved_node_pos = p_point + Vector2(0, j * 210 * EDSCALE);
 | 
						|
							saved_node_pos_dirty = true;
 | 
						|
							_add_custom_node(arr[i]);
 | 
						|
							j++;
 | 
						|
						}
 | 
						|
					} else if (ClassDB::get_parent_class(type) == "Texture2D") {
 | 
						|
						saved_node_pos = p_point + Vector2(0, j * 210 * EDSCALE);
 | 
						|
						saved_node_pos_dirty = true;
 | 
						|
						_add_texture_node(arr[i]);
 | 
						|
						j++;
 | 
						|
					}
 | 
						|
				}
 | 
						|
			}
 | 
						|
		}
 | 
						|
	}
 | 
						|
}
 | 
						|
 | 
						|
void VisualShaderEditor::_show_preview_text() {
 | 
						|
	preview_showed = !preview_showed;
 | 
						|
	preview_vbox->set_visible(preview_showed);
 | 
						|
	if (preview_showed) {
 | 
						|
		if (pending_update_preview) {
 | 
						|
			_update_preview();
 | 
						|
			pending_update_preview = false;
 | 
						|
		}
 | 
						|
	}
 | 
						|
}
 | 
						|
 | 
						|
void VisualShaderEditor::_update_preview() {
 | 
						|
 | 
						|
	if (!preview_showed) {
 | 
						|
		pending_update_preview = true;
 | 
						|
		return;
 | 
						|
	}
 | 
						|
 | 
						|
	String code = visual_shader->get_code();
 | 
						|
 | 
						|
	preview_text->set_text(code);
 | 
						|
 | 
						|
	ShaderLanguage sl;
 | 
						|
 | 
						|
	Error err = sl.compile(code, ShaderTypes::get_singleton()->get_functions(VisualServer::ShaderMode(visual_shader->get_mode())), ShaderTypes::get_singleton()->get_modes(VisualServer::ShaderMode(visual_shader->get_mode())), ShaderTypes::get_singleton()->get_types());
 | 
						|
 | 
						|
	for (int i = 0; i < preview_text->get_line_count(); i++) {
 | 
						|
		preview_text->set_line_as_marked(i, false);
 | 
						|
	}
 | 
						|
	if (err != OK) {
 | 
						|
		preview_text->set_line_as_marked(sl.get_error_line() - 1, true);
 | 
						|
		error_text->set_visible(true);
 | 
						|
 | 
						|
		String text = "error(" + itos(sl.get_error_line()) + "): " + sl.get_error_text();
 | 
						|
		error_text->set_text(text);
 | 
						|
		shader_error = true;
 | 
						|
	} else {
 | 
						|
		error_text->set_visible(false);
 | 
						|
		shader_error = false;
 | 
						|
	}
 | 
						|
}
 | 
						|
 | 
						|
void VisualShaderEditor::_bind_methods() {
 | 
						|
	ClassDB::bind_method("_rebuild", &VisualShaderEditor::_rebuild);
 | 
						|
	ClassDB::bind_method("_update_graph", &VisualShaderEditor::_update_graph);
 | 
						|
	ClassDB::bind_method("_update_options_menu", &VisualShaderEditor::_update_options_menu);
 | 
						|
	ClassDB::bind_method("_expression_focus_out", &VisualShaderEditor::_expression_focus_out);
 | 
						|
	ClassDB::bind_method("_add_node", &VisualShaderEditor::_add_node);
 | 
						|
	ClassDB::bind_method("_node_dragged", &VisualShaderEditor::_node_dragged);
 | 
						|
	ClassDB::bind_method("_connection_request", &VisualShaderEditor::_connection_request);
 | 
						|
	ClassDB::bind_method("_disconnection_request", &VisualShaderEditor::_disconnection_request);
 | 
						|
	ClassDB::bind_method("_node_selected", &VisualShaderEditor::_node_selected);
 | 
						|
	ClassDB::bind_method("_scroll_changed", &VisualShaderEditor::_scroll_changed);
 | 
						|
	ClassDB::bind_method("_delete_request", &VisualShaderEditor::_delete_request);
 | 
						|
	ClassDB::bind_method("_on_nodes_delete", &VisualShaderEditor::_on_nodes_delete);
 | 
						|
	ClassDB::bind_method("_node_changed", &VisualShaderEditor::_node_changed);
 | 
						|
	ClassDB::bind_method("_edit_port_default_input", &VisualShaderEditor::_edit_port_default_input);
 | 
						|
	ClassDB::bind_method("_port_edited", &VisualShaderEditor::_port_edited);
 | 
						|
	ClassDB::bind_method("_connection_to_empty", &VisualShaderEditor::_connection_to_empty);
 | 
						|
	ClassDB::bind_method("_connection_from_empty", &VisualShaderEditor::_connection_from_empty);
 | 
						|
	ClassDB::bind_method("_line_edit_focus_out", &VisualShaderEditor::_line_edit_focus_out);
 | 
						|
	ClassDB::bind_method("_line_edit_changed", &VisualShaderEditor::_line_edit_changed);
 | 
						|
	ClassDB::bind_method("_port_name_focus_out", &VisualShaderEditor::_port_name_focus_out);
 | 
						|
	ClassDB::bind_method("_duplicate_nodes", &VisualShaderEditor::_duplicate_nodes);
 | 
						|
	ClassDB::bind_method("_copy_nodes", &VisualShaderEditor::_copy_nodes);
 | 
						|
	ClassDB::bind_method("_paste_nodes", &VisualShaderEditor::_paste_nodes);
 | 
						|
	ClassDB::bind_method("_mode_selected", &VisualShaderEditor::_mode_selected);
 | 
						|
	ClassDB::bind_method("_input_select_item", &VisualShaderEditor::_input_select_item);
 | 
						|
	ClassDB::bind_method("_preview_select_port", &VisualShaderEditor::_preview_select_port);
 | 
						|
	ClassDB::bind_method("_graph_gui_input", &VisualShaderEditor::_graph_gui_input);
 | 
						|
	ClassDB::bind_method("_add_input_port", &VisualShaderEditor::_add_input_port);
 | 
						|
	ClassDB::bind_method("_change_input_port_type", &VisualShaderEditor::_change_input_port_type);
 | 
						|
	ClassDB::bind_method("_change_input_port_name", &VisualShaderEditor::_change_input_port_name);
 | 
						|
	ClassDB::bind_method("_remove_input_port", &VisualShaderEditor::_remove_input_port);
 | 
						|
	ClassDB::bind_method("_add_output_port", &VisualShaderEditor::_add_output_port);
 | 
						|
	ClassDB::bind_method("_change_output_port_type", &VisualShaderEditor::_change_output_port_type);
 | 
						|
	ClassDB::bind_method("_change_output_port_name", &VisualShaderEditor::_change_output_port_name);
 | 
						|
	ClassDB::bind_method("_remove_output_port", &VisualShaderEditor::_remove_output_port);
 | 
						|
	ClassDB::bind_method("_node_resized", &VisualShaderEditor::_node_resized);
 | 
						|
	ClassDB::bind_method("_set_node_size", &VisualShaderEditor::_set_node_size);
 | 
						|
	ClassDB::bind_method("_clear_buffer", &VisualShaderEditor::_clear_buffer);
 | 
						|
	ClassDB::bind_method("_show_preview_text", &VisualShaderEditor::_show_preview_text);
 | 
						|
	ClassDB::bind_method("_update_preview", &VisualShaderEditor::_update_preview);
 | 
						|
 | 
						|
	ClassDB::bind_method(D_METHOD("get_drag_data_fw"), &VisualShaderEditor::get_drag_data_fw);
 | 
						|
	ClassDB::bind_method(D_METHOD("can_drop_data_fw"), &VisualShaderEditor::can_drop_data_fw);
 | 
						|
	ClassDB::bind_method(D_METHOD("drop_data_fw"), &VisualShaderEditor::drop_data_fw);
 | 
						|
 | 
						|
	ClassDB::bind_method("_is_available", &VisualShaderEditor::_is_available);
 | 
						|
	ClassDB::bind_method("_tools_menu_option", &VisualShaderEditor::_tools_menu_option);
 | 
						|
	ClassDB::bind_method("_show_members_dialog", &VisualShaderEditor::_show_members_dialog);
 | 
						|
	ClassDB::bind_method("_sbox_input", &VisualShaderEditor::_sbox_input);
 | 
						|
	ClassDB::bind_method("_member_filter_changed", &VisualShaderEditor::_member_filter_changed);
 | 
						|
	ClassDB::bind_method("_member_selected", &VisualShaderEditor::_member_selected);
 | 
						|
	ClassDB::bind_method("_member_unselected", &VisualShaderEditor::_member_unselected);
 | 
						|
	ClassDB::bind_method("_member_create", &VisualShaderEditor::_member_create);
 | 
						|
	ClassDB::bind_method("_member_cancel", &VisualShaderEditor::_member_cancel);
 | 
						|
}
 | 
						|
 | 
						|
VisualShaderEditor *VisualShaderEditor::singleton = NULL;
 | 
						|
 | 
						|
VisualShaderEditor::VisualShaderEditor() {
 | 
						|
 | 
						|
	singleton = this;
 | 
						|
	updating = false;
 | 
						|
	saved_node_pos_dirty = false;
 | 
						|
	saved_node_pos = Point2(0, 0);
 | 
						|
	ShaderLanguage::get_keyword_list(&keyword_list);
 | 
						|
 | 
						|
	preview_showed = false;
 | 
						|
	pending_update_preview = false;
 | 
						|
	shader_error = false;
 | 
						|
 | 
						|
	to_node = -1;
 | 
						|
	to_slot = -1;
 | 
						|
	from_node = -1;
 | 
						|
	from_slot = -1;
 | 
						|
 | 
						|
	main_box = memnew(HSplitContainer);
 | 
						|
	main_box->set_v_size_flags(SIZE_EXPAND_FILL);
 | 
						|
	main_box->set_h_size_flags(SIZE_EXPAND_FILL);
 | 
						|
	add_child(main_box);
 | 
						|
 | 
						|
	graph = memnew(GraphEdit);
 | 
						|
	graph->get_zoom_hbox()->set_h_size_flags(SIZE_EXPAND_FILL);
 | 
						|
	graph->set_v_size_flags(SIZE_EXPAND_FILL);
 | 
						|
	graph->set_h_size_flags(SIZE_EXPAND_FILL);
 | 
						|
	main_box->add_child(graph);
 | 
						|
	graph->set_drag_forwarding(this);
 | 
						|
	graph->add_valid_right_disconnect_type(VisualShaderNode::PORT_TYPE_SCALAR);
 | 
						|
	graph->add_valid_right_disconnect_type(VisualShaderNode::PORT_TYPE_BOOLEAN);
 | 
						|
	graph->add_valid_right_disconnect_type(VisualShaderNode::PORT_TYPE_VECTOR);
 | 
						|
	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", this, "_connection_request", varray(), CONNECT_DEFERRED);
 | 
						|
	graph->connect("disconnection_request", this, "_disconnection_request", varray(), CONNECT_DEFERRED);
 | 
						|
	graph->connect("node_selected", this, "_node_selected");
 | 
						|
	graph->connect("scroll_offset_changed", this, "_scroll_changed");
 | 
						|
	graph->connect("duplicate_nodes_request", this, "_duplicate_nodes");
 | 
						|
	graph->connect("copy_nodes_request", this, "_copy_nodes");
 | 
						|
	graph->connect("paste_nodes_request", this, "_paste_nodes");
 | 
						|
	graph->connect("delete_nodes_request", this, "_on_nodes_delete");
 | 
						|
	graph->connect("gui_input", this, "_graph_gui_input");
 | 
						|
	graph->connect("connection_to_empty", this, "_connection_to_empty");
 | 
						|
	graph->connect("connection_from_empty", this, "_connection_from_empty");
 | 
						|
	graph->add_valid_connection_type(VisualShaderNode::PORT_TYPE_SCALAR, VisualShaderNode::PORT_TYPE_SCALAR);
 | 
						|
	graph->add_valid_connection_type(VisualShaderNode::PORT_TYPE_SCALAR, VisualShaderNode::PORT_TYPE_VECTOR);
 | 
						|
	graph->add_valid_connection_type(VisualShaderNode::PORT_TYPE_SCALAR, VisualShaderNode::PORT_TYPE_BOOLEAN);
 | 
						|
	graph->add_valid_connection_type(VisualShaderNode::PORT_TYPE_VECTOR, VisualShaderNode::PORT_TYPE_SCALAR);
 | 
						|
	graph->add_valid_connection_type(VisualShaderNode::PORT_TYPE_VECTOR, VisualShaderNode::PORT_TYPE_VECTOR);
 | 
						|
	graph->add_valid_connection_type(VisualShaderNode::PORT_TYPE_VECTOR, 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_VECTOR);
 | 
						|
	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_zoom_hbox()->add_child(vs);
 | 
						|
	graph->get_zoom_hbox()->move_child(vs, 0);
 | 
						|
 | 
						|
	edit_type = memnew(OptionButton);
 | 
						|
	edit_type->add_item(TTR("Vertex"));
 | 
						|
	edit_type->add_item(TTR("Fragment"));
 | 
						|
	edit_type->add_item(TTR("Light"));
 | 
						|
	edit_type->select(1);
 | 
						|
	edit_type->connect("item_selected", this, "_mode_selected");
 | 
						|
	graph->get_zoom_hbox()->add_child(edit_type);
 | 
						|
	graph->get_zoom_hbox()->move_child(edit_type, 0);
 | 
						|
 | 
						|
	add_node = memnew(ToolButton);
 | 
						|
	graph->get_zoom_hbox()->add_child(add_node);
 | 
						|
	add_node->set_text(TTR("Add Node..."));
 | 
						|
	graph->get_zoom_hbox()->move_child(add_node, 0);
 | 
						|
	add_node->connect("pressed", this, "_show_members_dialog", varray(false));
 | 
						|
 | 
						|
	preview_shader = memnew(ToolButton);
 | 
						|
	preview_shader->set_toggle_mode(true);
 | 
						|
	preview_shader->set_tooltip(TTR("Show resulted shader code."));
 | 
						|
	graph->get_zoom_hbox()->add_child(preview_shader);
 | 
						|
	preview_shader->connect("pressed", this, "_show_preview_text");
 | 
						|
 | 
						|
	///////////////////////////////////////
 | 
						|
	// PREVIEW PANEL
 | 
						|
	///////////////////////////////////////
 | 
						|
 | 
						|
	preview_vbox = memnew(VBoxContainer);
 | 
						|
	preview_vbox->set_visible(preview_showed);
 | 
						|
	main_box->add_child(preview_vbox);
 | 
						|
	preview_text = memnew(TextEdit);
 | 
						|
	preview_vbox->add_child(preview_text);
 | 
						|
	preview_text->set_h_size_flags(SIZE_EXPAND_FILL);
 | 
						|
	preview_text->set_v_size_flags(SIZE_EXPAND_FILL);
 | 
						|
	preview_text->set_custom_minimum_size(Size2(400 * EDSCALE, 0));
 | 
						|
	preview_text->set_syntax_coloring(true);
 | 
						|
	preview_text->set_show_line_numbers(true);
 | 
						|
	preview_text->set_readonly(true);
 | 
						|
 | 
						|
	error_text = memnew(Label);
 | 
						|
	preview_vbox->add_child(error_text);
 | 
						|
	error_text->set_visible(false);
 | 
						|
 | 
						|
	///////////////////////////////////////
 | 
						|
	// 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("text_changed", this, "_member_filter_changed");
 | 
						|
	node_filter->connect("gui_input", this, "_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(TTR("Options"));
 | 
						|
	tools->get_popup()->connect("id_pressed", this, "_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);
 | 
						|
	members->set_drag_forwarding(this);
 | 
						|
	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", this, "_member_create");
 | 
						|
	members->connect("item_selected", this, "_member_selected");
 | 
						|
	members->connect("nothing_selected", this, "_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(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->add_child(members_vb);
 | 
						|
	members_dialog->get_ok()->set_text(TTR("Create"));
 | 
						|
	members_dialog->get_ok()->connect("pressed", this, "_member_create");
 | 
						|
	members_dialog->get_ok()->set_disabled(true);
 | 
						|
	members_dialog->set_resizable(true);
 | 
						|
	members_dialog->set_as_minsize();
 | 
						|
	members_dialog->connect("hide", this, "_member_cancel");
 | 
						|
	add_child(members_dialog);
 | 
						|
 | 
						|
	alert = memnew(AcceptDialog);
 | 
						|
	alert->set_as_minsize();
 | 
						|
	alert->get_label()->set_autowrap(true);
 | 
						|
	alert->get_label()->set_align(Label::ALIGN_CENTER);
 | 
						|
	alert->get_label()->set_valign(Label::VALIGN_CENTER);
 | 
						|
	alert->get_label()->set_custom_minimum_size(Size2(400, 60) * EDSCALE);
 | 
						|
	add_child(alert);
 | 
						|
 | 
						|
	///////////////////////////////////////
 | 
						|
	// SHADER NODES TREE OPTIONS
 | 
						|
	///////////////////////////////////////
 | 
						|
 | 
						|
	// COLOR
 | 
						|
 | 
						|
	add_options.push_back(AddOption("ColorFunc", "Color", "Common", "VisualShaderNodeColorFunc", TTR("Color function."), -1, VisualShaderNode::PORT_TYPE_VECTOR));
 | 
						|
	add_options.push_back(AddOption("ColorOp", "Color", "Common", "VisualShaderNodeColorOp", TTR("Color operator."), -1, VisualShaderNode::PORT_TYPE_VECTOR));
 | 
						|
 | 
						|
	add_options.push_back(AddOption("Grayscale", "Color", "Functions", "VisualShaderNodeColorFunc", TTR("Grayscale function."), VisualShaderNodeColorFunc::FUNC_GRAYSCALE, VisualShaderNode::PORT_TYPE_VECTOR));
 | 
						|
	add_options.push_back(AddOption("HSV2RGB", "Color", "Functions", "VisualShaderNodeVectorFunc", TTR("Converts HSV vector to RGB equivalent."), VisualShaderNodeVectorFunc::FUNC_HSV2RGB, VisualShaderNode::PORT_TYPE_VECTOR));
 | 
						|
	add_options.push_back(AddOption("RGB2HSV", "Color", "Functions", "VisualShaderNodeVectorFunc", TTR("Converts RGB vector to HSV equivalent."), VisualShaderNodeVectorFunc::FUNC_RGB2HSV, VisualShaderNode::PORT_TYPE_VECTOR));
 | 
						|
	add_options.push_back(AddOption("Sepia", "Color", "Functions", "VisualShaderNodeColorFunc", TTR("Sepia function."), VisualShaderNodeColorFunc::FUNC_SEPIA, VisualShaderNode::PORT_TYPE_VECTOR));
 | 
						|
 | 
						|
	add_options.push_back(AddOption("Burn", "Color", "Operators", "VisualShaderNodeColorOp", TTR("Burn operator."), VisualShaderNodeColorOp::OP_BURN, VisualShaderNode::PORT_TYPE_VECTOR));
 | 
						|
	add_options.push_back(AddOption("Darken", "Color", "Operators", "VisualShaderNodeColorOp", TTR("Darken operator."), VisualShaderNodeColorOp::OP_DARKEN, VisualShaderNode::PORT_TYPE_VECTOR));
 | 
						|
	add_options.push_back(AddOption("Difference", "Color", "Operators", "VisualShaderNodeColorOp", TTR("Difference operator."), VisualShaderNodeColorOp::OP_DIFFERENCE, VisualShaderNode::PORT_TYPE_VECTOR));
 | 
						|
	add_options.push_back(AddOption("Dodge", "Color", "Operators", "VisualShaderNodeColorOp", TTR("Dodge operator."), VisualShaderNodeColorOp::OP_DODGE, VisualShaderNode::PORT_TYPE_VECTOR));
 | 
						|
	add_options.push_back(AddOption("HardLight", "Color", "Operators", "VisualShaderNodeColorOp", TTR("HardLight operator."), VisualShaderNodeColorOp::OP_HARD_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR));
 | 
						|
	add_options.push_back(AddOption("Lighten", "Color", "Operators", "VisualShaderNodeColorOp", TTR("Lighten operator."), VisualShaderNodeColorOp::OP_LIGHTEN, VisualShaderNode::PORT_TYPE_VECTOR));
 | 
						|
	add_options.push_back(AddOption("Overlay", "Color", "Operators", "VisualShaderNodeColorOp", TTR("Overlay operator."), VisualShaderNodeColorOp::OP_OVERLAY, VisualShaderNode::PORT_TYPE_VECTOR));
 | 
						|
	add_options.push_back(AddOption("Screen", "Color", "Operators", "VisualShaderNodeColorOp", TTR("Screen operator."), VisualShaderNodeColorOp::OP_SCREEN, VisualShaderNode::PORT_TYPE_VECTOR));
 | 
						|
	add_options.push_back(AddOption("SoftLight", "Color", "Operators", "VisualShaderNodeColorOp", TTR("SoftLight operator."), VisualShaderNodeColorOp::OP_SOFT_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR));
 | 
						|
 | 
						|
	add_options.push_back(AddOption("ColorConstant", "Color", "Variables", "VisualShaderNodeColorConstant", TTR("Color constant."), -1, -1));
 | 
						|
	add_options.push_back(AddOption("ColorUniform", "Color", "Variables", "VisualShaderNodeColorUniform", TTR("Color uniform."), -1, -1));
 | 
						|
 | 
						|
	// CONDITIONAL
 | 
						|
 | 
						|
	const String &compare_func_desc = TTR("Returns the boolean result of the %s comparison between two parameters.");
 | 
						|
 | 
						|
	add_options.push_back(AddOption("Equal", "Conditional", "Functions", "VisualShaderNodeCompare", vformat(compare_func_desc, TTR("Equal (==)")), VisualShaderNodeCompare::FUNC_EQUAL, VisualShaderNode::PORT_TYPE_BOOLEAN));
 | 
						|
	add_options.push_back(AddOption("GreaterThan", "Conditional", "Functions", "VisualShaderNodeCompare", vformat(compare_func_desc, TTR("Greater Than (>)")), VisualShaderNodeCompare::FUNC_GREATER_THAN, VisualShaderNode::PORT_TYPE_BOOLEAN));
 | 
						|
	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));
 | 
						|
	add_options.push_back(AddOption("If", "Conditional", "Functions", "VisualShaderNodeIf", TTR("Returns an associated vector if the provided scalars are equal, greater or less."), -1, VisualShaderNode::PORT_TYPE_VECTOR));
 | 
						|
	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));
 | 
						|
	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));
 | 
						|
	add_options.push_back(AddOption("LessThan", "Conditional", "Functions", "VisualShaderNodeCompare", vformat(compare_func_desc, TTR("Less Than (<)")), VisualShaderNodeCompare::FUNC_LESS_THAN, VisualShaderNode::PORT_TYPE_BOOLEAN));
 | 
						|
	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));
 | 
						|
	add_options.push_back(AddOption("NotEqual", "Conditional", "Functions", "VisualShaderNodeCompare", vformat(compare_func_desc, TTR("Not Equal (!=)")), VisualShaderNodeCompare::FUNC_NOT_EQUAL, VisualShaderNode::PORT_TYPE_BOOLEAN));
 | 
						|
	add_options.push_back(AddOption("Switch", "Conditional", "Functions", "VisualShaderNodeSwitch", TTR("Returns an associated vector if the provided boolean value is true or false."), -1, VisualShaderNode::PORT_TYPE_VECTOR));
 | 
						|
	add_options.push_back(AddOption("SwitchS", "Conditional", "Functions", "VisualShaderNodeScalarSwitch", TTR("Returns an associated scalar if the provided boolean value is true or false."), -1, VisualShaderNode::PORT_TYPE_SCALAR));
 | 
						|
 | 
						|
	add_options.push_back(AddOption("Compare", "Conditional", "Common", "VisualShaderNodeCompare", TTR("Returns the boolean result of the comparison between two parameters."), -1, VisualShaderNode::PORT_TYPE_BOOLEAN));
 | 
						|
	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."), -1, VisualShaderNode::PORT_TYPE_BOOLEAN));
 | 
						|
 | 
						|
	add_options.push_back(AddOption("BooleanConstant", "Conditional", "Variables", "VisualShaderNodeBooleanConstant", TTR("Boolean constant."), -1, VisualShaderNode::PORT_TYPE_BOOLEAN));
 | 
						|
	add_options.push_back(AddOption("BooleanUniform", "Conditional", "Variables", "VisualShaderNodeBooleanUniform", TTR("Boolean uniform."), -1, VisualShaderNode::PORT_TYPE_BOOLEAN));
 | 
						|
 | 
						|
	// INPUT
 | 
						|
 | 
						|
	// SPATIAL-FOR-ALL
 | 
						|
	const String input_param_shader_modes = TTR("'%s' input parameter for all shader modes.");
 | 
						|
	add_options.push_back(AddOption("Camera", "Input", "All", "VisualShaderNodeInput", vformat(input_param_shader_modes, "camera"), "camera", VisualShaderNode::PORT_TYPE_TRANSFORM, -1, Shader::MODE_SPATIAL));
 | 
						|
	add_options.push_back(AddOption("InvCamera", "Input", "All", "VisualShaderNodeInput", vformat(input_param_shader_modes, "inv_camera"), "inv_camera", VisualShaderNode::PORT_TYPE_TRANSFORM, -1, Shader::MODE_SPATIAL));
 | 
						|
	add_options.push_back(AddOption("InvProjection", "Input", "All", "VisualShaderNodeInput", vformat(input_param_shader_modes, "inv_projection"), "inv_projection", VisualShaderNode::PORT_TYPE_TRANSFORM, -1, Shader::MODE_SPATIAL));
 | 
						|
	add_options.push_back(AddOption("Normal", "Input", "All", "VisualShaderNodeInput", vformat(input_param_shader_modes, "normal"), "normal", VisualShaderNode::PORT_TYPE_VECTOR, -1, Shader::MODE_SPATIAL));
 | 
						|
	add_options.push_back(AddOption("OutputIsSRGB", "Input", "All", "VisualShaderNodeInput", vformat(input_param_shader_modes, "output_is_srgb"), "output_is_srgb", VisualShaderNode::PORT_TYPE_BOOLEAN, -1, Shader::MODE_SPATIAL));
 | 
						|
	add_options.push_back(AddOption("Projection", "Input", "All", "VisualShaderNodeInput", vformat(input_param_shader_modes, "camera"), "projection", VisualShaderNode::PORT_TYPE_TRANSFORM, -1, Shader::MODE_SPATIAL));
 | 
						|
	add_options.push_back(AddOption("Time", "Input", "All", "VisualShaderNodeInput", vformat(input_param_shader_modes, "time"), "time", VisualShaderNode::PORT_TYPE_SCALAR, -1, Shader::MODE_SPATIAL));
 | 
						|
	add_options.push_back(AddOption("ViewportSize", "Input", "All", "VisualShaderNodeInput", vformat(input_param_shader_modes, "viewport_size"), "viewport_size", VisualShaderNode::PORT_TYPE_VECTOR, -1, Shader::MODE_SPATIAL));
 | 
						|
	add_options.push_back(AddOption("World", "Input", "All", "VisualShaderNodeInput", vformat(input_param_shader_modes, "world"), "world", VisualShaderNode::PORT_TYPE_TRANSFORM, -1, Shader::MODE_SPATIAL));
 | 
						|
 | 
						|
	// CANVASITEM-FOR-ALL
 | 
						|
 | 
						|
	add_options.push_back(AddOption("Alpha", "Input", "All", "VisualShaderNodeInput", vformat(input_param_shader_modes, "alpha"), "alpha", VisualShaderNode::PORT_TYPE_SCALAR, -1, Shader::MODE_CANVAS_ITEM));
 | 
						|
	add_options.push_back(AddOption("Color", "Input", "All", "VisualShaderNodeInput", vformat(input_param_shader_modes, "color"), "color", VisualShaderNode::PORT_TYPE_VECTOR, -1, Shader::MODE_CANVAS_ITEM));
 | 
						|
	add_options.push_back(AddOption("TexturePixelSize", "Input", "All", "VisualShaderNodeInput", vformat(input_param_shader_modes, "texture_pixel_size"), "texture_pixel_size", VisualShaderNode::PORT_TYPE_VECTOR, -1, Shader::MODE_CANVAS_ITEM));
 | 
						|
	add_options.push_back(AddOption("Time", "Input", "All", "VisualShaderNodeInput", vformat(input_param_shader_modes, "time"), "time", VisualShaderNode::PORT_TYPE_SCALAR, -1, Shader::MODE_CANVAS_ITEM));
 | 
						|
	add_options.push_back(AddOption("UV", "Input", "All", "VisualShaderNodeInput", vformat(input_param_shader_modes, "uv"), "uv", VisualShaderNode::PORT_TYPE_VECTOR, -1, Shader::MODE_CANVAS_ITEM));
 | 
						|
 | 
						|
	/////////////////
 | 
						|
 | 
						|
	add_options.push_back(AddOption("Input", "Input", "Common", "VisualShaderNodeInput", TTR("Input parameter.")));
 | 
						|
 | 
						|
	// SPATIAL INPUTS
 | 
						|
 | 
						|
	const String input_param_for_vertex_and_fragment_shader_modes = TTR("'%s' input parameter for vertex and fragment shader modes.");
 | 
						|
	const String input_param_for_fragment_and_light_shader_modes = TTR("'%s' input parameter for fragment and light shader modes.");
 | 
						|
	const String input_param_for_fragment_shader_mode = TTR("'%s' input parameter for fragment shader mode.");
 | 
						|
	const String input_param_for_light_shader_mode = TTR("'%s' input parameter for light shader mode.");
 | 
						|
	const String input_param_for_vertex_shader_mode = TTR("'%s' input parameter for vertex shader mode.");
 | 
						|
	const String input_param_for_vertex_and_fragment_shader_mode = TTR("'%s' input parameter for vertex and fragment shader mode.");
 | 
						|
 | 
						|
	add_options.push_back(AddOption("Alpha", "Input", "Fragment", "VisualShaderNodeInput", vformat(input_param_for_vertex_and_fragment_shader_modes, "alpha"), "alpha", VisualShaderNode::PORT_TYPE_SCALAR, VisualShader::TYPE_FRAGMENT, Shader::MODE_SPATIAL));
 | 
						|
	add_options.push_back(AddOption("Binormal", "Input", "Fragment", "VisualShaderNodeInput", vformat(input_param_for_vertex_and_fragment_shader_modes, "binormal"), "binormal", VisualShaderNode::PORT_TYPE_VECTOR, VisualShader::TYPE_FRAGMENT, Shader::MODE_SPATIAL));
 | 
						|
	add_options.push_back(AddOption("Color", "Input", "Fragment", "VisualShaderNodeInput", vformat(input_param_for_vertex_and_fragment_shader_modes, "color"), "color", VisualShaderNode::PORT_TYPE_VECTOR, VisualShader::TYPE_FRAGMENT, Shader::MODE_SPATIAL));
 | 
						|
	add_options.push_back(AddOption("DepthTexture", "Input", "Fragment", "VisualShaderNodeInput", vformat(input_param_for_fragment_shader_mode, "depth_texture"), "depth_texture", VisualShaderNode::PORT_TYPE_SAMPLER, VisualShader::TYPE_FRAGMENT, Shader::MODE_SPATIAL));
 | 
						|
	add_options.push_back(AddOption("FragCoord", "Input", "Fragment", "VisualShaderNodeInput", vformat(input_param_for_fragment_and_light_shader_modes, "fragcoord"), "fragcoord", VisualShaderNode::PORT_TYPE_VECTOR, VisualShader::TYPE_FRAGMENT, Shader::MODE_SPATIAL));
 | 
						|
	add_options.push_back(AddOption("FrontFacing", "Input", "Fragment", "VisualShaderNodeInput", vformat(input_param_for_fragment_shader_mode, "front_facing"), "front_facing", VisualShaderNode::PORT_TYPE_BOOLEAN, VisualShader::TYPE_FRAGMENT, Shader::MODE_SPATIAL));
 | 
						|
	add_options.push_back(AddOption("PointCoord", "Input", "Fragment", "VisualShaderNodeInput", vformat(input_param_for_fragment_shader_mode, "point_coord"), "point_coord", VisualShaderNode::PORT_TYPE_VECTOR, VisualShader::TYPE_FRAGMENT, Shader::MODE_SPATIAL));
 | 
						|
	add_options.push_back(AddOption("ScreenTexture", "Input", "Fragment", "VisualShaderNodeInput", vformat(input_param_for_fragment_shader_mode, "screen_texture"), "screen_texture", VisualShaderNode::PORT_TYPE_SAMPLER, VisualShader::TYPE_FRAGMENT, Shader::MODE_SPATIAL));
 | 
						|
	add_options.push_back(AddOption("ScreenUV", "Input", "Fragment", "VisualShaderNodeInput", vformat(input_param_for_fragment_shader_mode, "screen_uv"), "screen_uv", VisualShaderNode::PORT_TYPE_VECTOR, VisualShader::TYPE_FRAGMENT, Shader::MODE_SPATIAL));
 | 
						|
	add_options.push_back(AddOption("Side", "Input", "Fragment", "VisualShaderNodeInput", vformat(input_param_for_fragment_shader_mode, "side"), "side", VisualShaderNode::PORT_TYPE_SCALAR, VisualShader::TYPE_FRAGMENT, Shader::MODE_SPATIAL));
 | 
						|
	add_options.push_back(AddOption("Tangent", "Input", "Fragment", "VisualShaderNodeInput", vformat(input_param_for_vertex_and_fragment_shader_modes, "tangent"), "tangent", VisualShaderNode::PORT_TYPE_VECTOR, VisualShader::TYPE_FRAGMENT, Shader::MODE_SPATIAL));
 | 
						|
	add_options.push_back(AddOption("UV", "Input", "Fragment", "VisualShaderNodeInput", vformat(input_param_for_vertex_and_fragment_shader_modes, "uv"), "uv", VisualShaderNode::PORT_TYPE_VECTOR, VisualShader::TYPE_FRAGMENT, Shader::MODE_SPATIAL));
 | 
						|
	add_options.push_back(AddOption("UV2", "Input", "Fragment", "VisualShaderNodeInput", vformat(input_param_for_vertex_and_fragment_shader_modes, "uv2"), "uv2", VisualShaderNode::PORT_TYPE_VECTOR, VisualShader::TYPE_FRAGMENT, Shader::MODE_SPATIAL));
 | 
						|
	add_options.push_back(AddOption("Vertex", "Input", "Fragment", "VisualShaderNodeInput", vformat(input_param_for_vertex_and_fragment_shader_modes, "vertex"), "vertex", VisualShaderNode::PORT_TYPE_VECTOR, VisualShader::TYPE_FRAGMENT, Shader::MODE_SPATIAL));
 | 
						|
	add_options.push_back(AddOption("View", "Input", "Fragment", "VisualShaderNodeInput", vformat(input_param_for_fragment_and_light_shader_modes, "view"), "view", VisualShaderNode::PORT_TYPE_VECTOR, VisualShader::TYPE_FRAGMENT, Shader::MODE_SPATIAL));
 | 
						|
 | 
						|
	add_options.push_back(AddOption("Albedo", "Input", "Light", "VisualShaderNodeInput", vformat(input_param_for_light_shader_mode, "albedo"), "albedo", VisualShaderNode::PORT_TYPE_VECTOR, VisualShader::TYPE_LIGHT, Shader::MODE_SPATIAL));
 | 
						|
	add_options.push_back(AddOption("Attenuation", "Input", "Light", "VisualShaderNodeInput", vformat(input_param_for_light_shader_mode, "attenuation"), "attenuation", VisualShaderNode::PORT_TYPE_VECTOR, VisualShader::TYPE_LIGHT, Shader::MODE_SPATIAL));
 | 
						|
	add_options.push_back(AddOption("Diffuse", "Input", "Light", "VisualShaderNodeInput", vformat(input_param_for_light_shader_mode, "diffuse"), "diffuse", VisualShaderNode::PORT_TYPE_VECTOR, VisualShader::TYPE_LIGHT, Shader::MODE_SPATIAL));
 | 
						|
	add_options.push_back(AddOption("FragCoord", "Input", "Light", "VisualShaderNodeInput", vformat(input_param_for_fragment_and_light_shader_modes, "fragcoord"), "fragcoord", VisualShaderNode::PORT_TYPE_VECTOR, VisualShader::TYPE_LIGHT, Shader::MODE_SPATIAL));
 | 
						|
	add_options.push_back(AddOption("Light", "Input", "Light", "VisualShaderNodeInput", vformat(input_param_for_light_shader_mode, "light"), "light", VisualShaderNode::PORT_TYPE_VECTOR, VisualShader::TYPE_LIGHT, Shader::MODE_SPATIAL));
 | 
						|
	add_options.push_back(AddOption("LightColor", "Input", "Light", "VisualShaderNodeInput", vformat(input_param_for_light_shader_mode, "light_color"), "light_color", VisualShaderNode::PORT_TYPE_VECTOR, VisualShader::TYPE_LIGHT, Shader::MODE_SPATIAL));
 | 
						|
	add_options.push_back(AddOption("Roughness", "Input", "Light", "VisualShaderNodeInput", vformat(input_param_for_light_shader_mode, "roughness"), "roughness", VisualShaderNode::PORT_TYPE_SCALAR, VisualShader::TYPE_LIGHT, Shader::MODE_SPATIAL));
 | 
						|
	add_options.push_back(AddOption("Specular", "Input", "Light", "VisualShaderNodeInput", vformat(input_param_for_light_shader_mode, "specular"), "specular", VisualShaderNode::PORT_TYPE_VECTOR, VisualShader::TYPE_LIGHT, Shader::MODE_SPATIAL));
 | 
						|
	add_options.push_back(AddOption("Transmission", "Input", "Light", "VisualShaderNodeInput", vformat(input_param_for_light_shader_mode, "transmission"), "transmission", VisualShaderNode::PORT_TYPE_VECTOR, VisualShader::TYPE_LIGHT, Shader::MODE_SPATIAL));
 | 
						|
	add_options.push_back(AddOption("View", "Input", "Light", "VisualShaderNodeInput", vformat(input_param_for_fragment_and_light_shader_modes, "view"), "view", VisualShaderNode::PORT_TYPE_VECTOR, VisualShader::TYPE_LIGHT, Shader::MODE_SPATIAL));
 | 
						|
 | 
						|
	add_options.push_back(AddOption("Alpha", "Input", "Vertex", "VisualShaderNodeInput", vformat(input_param_for_vertex_and_fragment_shader_modes, "alpha"), "alpha", VisualShaderNode::PORT_TYPE_SCALAR, VisualShader::TYPE_VERTEX, Shader::MODE_SPATIAL));
 | 
						|
	add_options.push_back(AddOption("Binormal", "Input", "Vertex", "VisualShaderNodeInput", vformat(input_param_for_vertex_and_fragment_shader_modes, "binormal"), "binormal", VisualShaderNode::PORT_TYPE_VECTOR, VisualShader::TYPE_VERTEX, Shader::MODE_SPATIAL));
 | 
						|
	add_options.push_back(AddOption("Color", "Input", "Vertex", "VisualShaderNodeInput", vformat(input_param_for_vertex_and_fragment_shader_modes, "color"), "color", VisualShaderNode::PORT_TYPE_VECTOR, VisualShader::TYPE_VERTEX, Shader::MODE_SPATIAL));
 | 
						|
	add_options.push_back(AddOption("ModelView", "Input", "Vertex", "VisualShaderNodeInput", vformat(input_param_for_vertex_shader_mode, "modelview"), "modelview", VisualShaderNode::PORT_TYPE_TRANSFORM, VisualShader::TYPE_VERTEX, Shader::MODE_SPATIAL));
 | 
						|
	add_options.push_back(AddOption("PointSize", "Input", "Vertex", "VisualShaderNodeInput", vformat(input_param_for_vertex_shader_mode, "point_size"), "point_size", VisualShaderNode::PORT_TYPE_SCALAR, VisualShader::TYPE_VERTEX, Shader::MODE_SPATIAL));
 | 
						|
	add_options.push_back(AddOption("Tangent", "Input", "Vertex", "VisualShaderNodeInput", vformat(input_param_for_vertex_and_fragment_shader_mode, "tangent"), "tangent", VisualShaderNode::PORT_TYPE_VECTOR, VisualShader::TYPE_VERTEX, Shader::MODE_SPATIAL));
 | 
						|
	add_options.push_back(AddOption("UV", "Input", "Vertex", "VisualShaderNodeInput", vformat(input_param_for_vertex_and_fragment_shader_modes, "uv"), "uv", VisualShaderNode::PORT_TYPE_VECTOR, VisualShader::TYPE_VERTEX, Shader::MODE_SPATIAL));
 | 
						|
	add_options.push_back(AddOption("UV2", "Input", "Vertex", "VisualShaderNodeInput", vformat(input_param_for_vertex_and_fragment_shader_modes, "uv2"), "uv2", VisualShaderNode::PORT_TYPE_VECTOR, VisualShader::TYPE_VERTEX, Shader::MODE_SPATIAL));
 | 
						|
	add_options.push_back(AddOption("Vertex", "Input", "Vertex", "VisualShaderNodeInput", vformat(input_param_for_vertex_and_fragment_shader_modes, "vertex"), "vertex", VisualShaderNode::PORT_TYPE_VECTOR, VisualShader::TYPE_VERTEX, Shader::MODE_SPATIAL));
 | 
						|
 | 
						|
	// CANVASITEM INPUTS
 | 
						|
 | 
						|
	add_options.push_back(AddOption("FragCoord", "Input", "Fragment", "VisualShaderNodeInput", vformat(input_param_for_fragment_and_light_shader_modes, "fragcoord"), "fragcoord", VisualShaderNode::PORT_TYPE_VECTOR, VisualShader::TYPE_FRAGMENT, Shader::MODE_CANVAS_ITEM));
 | 
						|
	add_options.push_back(AddOption("LightPass", "Input", "Fragment", "VisualShaderNodeInput", vformat(input_param_for_vertex_and_fragment_shader_modes, "light_pass"), "light_pass", VisualShaderNode::PORT_TYPE_SCALAR, VisualShader::TYPE_FRAGMENT, Shader::MODE_CANVAS_ITEM));
 | 
						|
	add_options.push_back(AddOption("NormalTexture", "Input", "Fragment", "VisualShaderNodeInput", vformat(input_param_for_fragment_shader_mode, "normal_texture"), "normal_texture", VisualShaderNode::PORT_TYPE_SAMPLER, VisualShader::TYPE_FRAGMENT, Shader::MODE_CANVAS_ITEM));
 | 
						|
	add_options.push_back(AddOption("PointCoord", "Input", "Fragment", "VisualShaderNodeInput", vformat(input_param_for_fragment_and_light_shader_modes, "point_coord"), "point_coord", VisualShaderNode::PORT_TYPE_VECTOR, VisualShader::TYPE_FRAGMENT, Shader::MODE_CANVAS_ITEM));
 | 
						|
	add_options.push_back(AddOption("ScreenPixelSize", "Input", "Fragment", "VisualShaderNodeInput", vformat(input_param_for_fragment_shader_mode, "screen_pixel_size"), "screen_pixel_size", VisualShaderNode::PORT_TYPE_VECTOR, VisualShader::TYPE_FRAGMENT, Shader::MODE_CANVAS_ITEM));
 | 
						|
	add_options.push_back(AddOption("ScreenTexture", "Input", "Fragment", "VisualShaderNodeInput", vformat(input_param_for_fragment_shader_mode, "screen_texture"), "screen_texture", VisualShaderNode::PORT_TYPE_SAMPLER, VisualShader::TYPE_FRAGMENT, Shader::MODE_CANVAS_ITEM));
 | 
						|
	add_options.push_back(AddOption("ScreenUV", "Input", "Fragment", "VisualShaderNodeInput", vformat(input_param_for_fragment_and_light_shader_modes, "screen_uv"), "screen_uv", VisualShaderNode::PORT_TYPE_VECTOR, VisualShader::TYPE_FRAGMENT, Shader::MODE_CANVAS_ITEM));
 | 
						|
	add_options.push_back(AddOption("Texture", "Input", "Fragment", "VisualShaderNodeInput", vformat(input_param_for_fragment_and_light_shader_modes, "texture"), "texture", VisualShaderNode::PORT_TYPE_SAMPLER, VisualShader::TYPE_FRAGMENT, Shader::MODE_CANVAS_ITEM));
 | 
						|
 | 
						|
	add_options.push_back(AddOption("FragCoord", "Input", "Light", "VisualShaderNodeInput", vformat(input_param_for_fragment_and_light_shader_modes, "fragcoord"), "fragcoord", VisualShaderNode::PORT_TYPE_VECTOR, VisualShader::TYPE_LIGHT, Shader::MODE_CANVAS_ITEM));
 | 
						|
	add_options.push_back(AddOption("LightAlpha", "Input", "Light", "VisualShaderNodeInput", vformat(input_param_for_light_shader_mode, "light_alpha"), "light_alpha", VisualShaderNode::PORT_TYPE_VECTOR, VisualShader::TYPE_LIGHT, Shader::MODE_CANVAS_ITEM));
 | 
						|
	add_options.push_back(AddOption("LightColor", "Input", "Light", "VisualShaderNodeInput", vformat(input_param_for_light_shader_mode, "light_color"), "light_color", VisualShaderNode::PORT_TYPE_VECTOR, VisualShader::TYPE_LIGHT, Shader::MODE_CANVAS_ITEM));
 | 
						|
	add_options.push_back(AddOption("LightHeight", "Input", "Light", "VisualShaderNodeInput", vformat(input_param_for_light_shader_mode, "light_height"), "light_height", VisualShaderNode::PORT_TYPE_SCALAR, VisualShader::TYPE_LIGHT, Shader::MODE_CANVAS_ITEM));
 | 
						|
	add_options.push_back(AddOption("LightUV", "Input", "Light", "VisualShaderNodeInput", vformat(input_param_for_light_shader_mode, "light_uv"), "light_uv", VisualShaderNode::PORT_TYPE_VECTOR, VisualShader::TYPE_LIGHT, Shader::MODE_CANVAS_ITEM));
 | 
						|
	add_options.push_back(AddOption("LightVector", "Input", "Light", "VisualShaderNodeInput", vformat(input_param_for_light_shader_mode, "light_vec"), "light_vec", VisualShaderNode::PORT_TYPE_VECTOR, VisualShader::TYPE_LIGHT, Shader::MODE_CANVAS_ITEM));
 | 
						|
	add_options.push_back(AddOption("Normal", "Input", "Light", "VisualShaderNodeInput", vformat(input_param_for_light_shader_mode, "normal"), "normal", VisualShaderNode::PORT_TYPE_VECTOR, VisualShader::TYPE_LIGHT, Shader::MODE_CANVAS_ITEM));
 | 
						|
	add_options.push_back(AddOption("PointCoord", "Input", "Light", "VisualShaderNodeInput", vformat(input_param_for_fragment_and_light_shader_modes, "point_coord"), "point_coord", VisualShaderNode::PORT_TYPE_VECTOR, VisualShader::TYPE_LIGHT, Shader::MODE_CANVAS_ITEM));
 | 
						|
	add_options.push_back(AddOption("ScreenUV", "Input", "Light", "VisualShaderNodeInput", vformat(input_param_for_fragment_and_light_shader_modes, "screen_uv"), "screen_uv", VisualShaderNode::PORT_TYPE_VECTOR, VisualShader::TYPE_LIGHT, Shader::MODE_CANVAS_ITEM));
 | 
						|
	add_options.push_back(AddOption("ShadowColor", "Input", "Light", "VisualShaderNodeInput", vformat(input_param_for_light_shader_mode, "shadow_color"), "shadow_color", VisualShaderNode::PORT_TYPE_VECTOR, VisualShader::TYPE_LIGHT, Shader::MODE_CANVAS_ITEM));
 | 
						|
	add_options.push_back(AddOption("Texture", "Input", "Light", "VisualShaderNodeInput", vformat(input_param_for_fragment_and_light_shader_modes, "texture"), "texture", VisualShaderNode::PORT_TYPE_SAMPLER, VisualShader::TYPE_LIGHT, Shader::MODE_CANVAS_ITEM));
 | 
						|
 | 
						|
	add_options.push_back(AddOption("Extra", "Input", "Vertex", "VisualShaderNodeInput", vformat(input_param_for_vertex_shader_mode, "extra"), "extra", VisualShaderNode::PORT_TYPE_TRANSFORM, VisualShader::TYPE_VERTEX, Shader::MODE_CANVAS_ITEM));
 | 
						|
	add_options.push_back(AddOption("LightPass", "Input", "Vertex", "VisualShaderNodeInput", vformat(input_param_for_vertex_and_fragment_shader_modes, "light_pass"), "light_pass", VisualShaderNode::PORT_TYPE_SCALAR, VisualShader::TYPE_VERTEX, Shader::MODE_CANVAS_ITEM));
 | 
						|
	add_options.push_back(AddOption("PointSize", "Input", "Vertex", "VisualShaderNodeInput", vformat(input_param_for_vertex_shader_mode, "point_size"), "point_size", VisualShaderNode::PORT_TYPE_SCALAR, VisualShader::TYPE_VERTEX, Shader::MODE_CANVAS_ITEM));
 | 
						|
	add_options.push_back(AddOption("Projection", "Input", "Vertex", "VisualShaderNodeInput", vformat(input_param_for_vertex_shader_mode, "projection"), "projection", VisualShaderNode::PORT_TYPE_TRANSFORM, VisualShader::TYPE_VERTEX, Shader::MODE_CANVAS_ITEM));
 | 
						|
	add_options.push_back(AddOption("Vertex", "Input", "Vertex", "VisualShaderNodeInput", vformat(input_param_for_vertex_shader_mode, "vertex"), "vertex", VisualShaderNode::PORT_TYPE_VECTOR, VisualShader::TYPE_VERTEX, Shader::MODE_CANVAS_ITEM));
 | 
						|
	add_options.push_back(AddOption("World", "Input", "Vertex", "VisualShaderNodeInput", vformat(input_param_for_vertex_shader_mode, "world"), "world", VisualShaderNode::PORT_TYPE_TRANSFORM, VisualShader::TYPE_VERTEX, Shader::MODE_CANVAS_ITEM));
 | 
						|
 | 
						|
	// PARTICLES INPUTS
 | 
						|
 | 
						|
	add_options.push_back(AddOption("Active", "Input", "Vertex", "VisualShaderNodeInput", vformat(input_param_for_vertex_shader_mode, "active"), "active", VisualShaderNode::PORT_TYPE_SCALAR, VisualShader::TYPE_VERTEX, Shader::MODE_PARTICLES));
 | 
						|
	add_options.push_back(AddOption("Alpha", "Input", "Vertex", "VisualShaderNodeInput", vformat(input_param_for_vertex_shader_mode, "alpha"), "alpha", VisualShaderNode::PORT_TYPE_SCALAR, VisualShader::TYPE_VERTEX, Shader::MODE_PARTICLES));
 | 
						|
	add_options.push_back(AddOption("Color", "Input", "Vertex", "VisualShaderNodeInput", vformat(input_param_for_vertex_shader_mode, "color"), "color", VisualShaderNode::PORT_TYPE_VECTOR, VisualShader::TYPE_VERTEX, Shader::MODE_PARTICLES));
 | 
						|
	add_options.push_back(AddOption("Custom", "Input", "Vertex", "VisualShaderNodeInput", vformat(input_param_for_vertex_shader_mode, "custom"), "custom", VisualShaderNode::PORT_TYPE_VECTOR, VisualShader::TYPE_VERTEX, Shader::MODE_PARTICLES));
 | 
						|
	add_options.push_back(AddOption("CustomAlpha", "Input", "Vertex", "VisualShaderNodeInput", vformat(input_param_for_vertex_shader_mode, "custom_alpha"), "custom_alpha", VisualShaderNode::PORT_TYPE_SCALAR, VisualShader::TYPE_VERTEX, Shader::MODE_PARTICLES));
 | 
						|
	add_options.push_back(AddOption("Delta", "Input", "Vertex", "VisualShaderNodeInput", vformat(input_param_for_vertex_shader_mode, "delta"), "delta", VisualShaderNode::PORT_TYPE_SCALAR, VisualShader::TYPE_VERTEX, Shader::MODE_PARTICLES));
 | 
						|
	add_options.push_back(AddOption("EmissionTransform", "Input", "Vertex", "VisualShaderNodeInput", vformat(input_param_for_vertex_shader_mode, "emission_transform"), "emission_transform", VisualShaderNode::PORT_TYPE_TRANSFORM, VisualShader::TYPE_VERTEX, Shader::MODE_PARTICLES));
 | 
						|
	add_options.push_back(AddOption("Index", "Input", "Vertex", "VisualShaderNodeInput", vformat(input_param_for_vertex_shader_mode, "index"), "index", VisualShaderNode::PORT_TYPE_SCALAR, VisualShader::TYPE_VERTEX, Shader::MODE_PARTICLES));
 | 
						|
	add_options.push_back(AddOption("LifeTime", "Input", "Vertex", "VisualShaderNodeInput", vformat(input_param_for_vertex_shader_mode, "lifetime"), "lifetime", VisualShaderNode::PORT_TYPE_SCALAR, VisualShader::TYPE_VERTEX, Shader::MODE_PARTICLES));
 | 
						|
	add_options.push_back(AddOption("Restart", "Input", "Vertex", "VisualShaderNodeInput", vformat(input_param_for_vertex_shader_mode, "restart"), "restart", VisualShaderNode::PORT_TYPE_SCALAR, VisualShader::TYPE_VERTEX, Shader::MODE_PARTICLES));
 | 
						|
	add_options.push_back(AddOption("Time", "Input", "Vertex", "VisualShaderNodeInput", vformat(input_param_for_vertex_shader_mode, "time"), "time", VisualShaderNode::PORT_TYPE_SCALAR, VisualShader::TYPE_VERTEX, Shader::MODE_PARTICLES));
 | 
						|
	add_options.push_back(AddOption("Transform", "Input", "Vertex", "VisualShaderNodeInput", vformat(input_param_for_vertex_shader_mode, "transform"), "transform", VisualShaderNode::PORT_TYPE_TRANSFORM, VisualShader::TYPE_VERTEX, Shader::MODE_PARTICLES));
 | 
						|
	add_options.push_back(AddOption("Velocity", "Input", "Vertex", "VisualShaderNodeInput", vformat(input_param_for_vertex_shader_mode, "velocity"), "velocity", VisualShaderNode::PORT_TYPE_VECTOR, VisualShader::TYPE_VERTEX, Shader::MODE_PARTICLES));
 | 
						|
 | 
						|
	// SCALAR
 | 
						|
 | 
						|
	add_options.push_back(AddOption("ScalarFunc", "Scalar", "Common", "VisualShaderNodeScalarFunc", TTR("Scalar function."), -1, VisualShaderNode::PORT_TYPE_SCALAR));
 | 
						|
	add_options.push_back(AddOption("ScalarOp", "Scalar", "Common", "VisualShaderNodeScalarOp", TTR("Scalar operator."), -1, VisualShaderNode::PORT_TYPE_SCALAR));
 | 
						|
 | 
						|
	//CONSTANTS
 | 
						|
 | 
						|
	add_options.push_back(AddOption("E", "Scalar", "Constants", "VisualShaderNodeScalarConstant", TTR("E constant (2.718282). Represents the base of the natural logarithm."), -1, VisualShaderNode::PORT_TYPE_SCALAR, -1, -1, Math_E));
 | 
						|
	add_options.push_back(AddOption("Epsilon", "Scalar", "Constants", "VisualShaderNodeScalarConstant", TTR("Epsilon constant (0.00001). Smallest possible scalar number."), -1, VisualShaderNode::PORT_TYPE_SCALAR, -1, -1, CMP_EPSILON));
 | 
						|
	add_options.push_back(AddOption("Phi", "Scalar", "Constants", "VisualShaderNodeScalarConstant", TTR("Phi constant (1.618034). Golden ratio."), -1, VisualShaderNode::PORT_TYPE_SCALAR, -1, -1, 1.618034f));
 | 
						|
	add_options.push_back(AddOption("Pi/4", "Scalar", "Constants", "VisualShaderNodeScalarConstant", TTR("Pi/4 constant (0.785398) or 45 degrees."), -1, VisualShaderNode::PORT_TYPE_SCALAR, -1, -1, Math_PI / 4));
 | 
						|
	add_options.push_back(AddOption("Pi/2", "Scalar", "Constants", "VisualShaderNodeScalarConstant", TTR("Pi/2 constant (1.570796) or 90 degrees."), -1, VisualShaderNode::PORT_TYPE_SCALAR, -1, -1, Math_PI / 2));
 | 
						|
	add_options.push_back(AddOption("Pi", "Scalar", "Constants", "VisualShaderNodeScalarConstant", TTR("Pi constant (3.141593) or 180 degrees."), -1, VisualShaderNode::PORT_TYPE_SCALAR, -1, -1, Math_PI));
 | 
						|
	add_options.push_back(AddOption("Tau", "Scalar", "Constants", "VisualShaderNodeScalarConstant", TTR("Tau constant (6.283185) or 360 degrees."), -1, VisualShaderNode::PORT_TYPE_SCALAR, -1, -1, Math_TAU));
 | 
						|
	add_options.push_back(AddOption("Sqrt2", "Scalar", "Constants", "VisualShaderNodeScalarConstant", TTR("Sqrt2 constant (1.414214). Square root of 2."), -1, VisualShaderNode::PORT_TYPE_SCALAR, -1, -1, Math_SQRT2));
 | 
						|
 | 
						|
	// FUNCTIONS
 | 
						|
 | 
						|
	add_options.push_back(AddOption("Abs", "Scalar", "Functions", "VisualShaderNodeScalarFunc", TTR("Returns the absolute value of the parameter."), VisualShaderNodeScalarFunc::FUNC_ABS, VisualShaderNode::PORT_TYPE_SCALAR));
 | 
						|
	add_options.push_back(AddOption("ACos", "Scalar", "Functions", "VisualShaderNodeScalarFunc", TTR("Returns the arc-cosine of the parameter."), VisualShaderNodeScalarFunc::FUNC_ACOS, VisualShaderNode::PORT_TYPE_SCALAR));
 | 
						|
	add_options.push_back(AddOption("ACosH", "Scalar", "Functions", "VisualShaderNodeScalarFunc", TTR("Returns the inverse hyperbolic cosine of the parameter."), VisualShaderNodeScalarFunc::FUNC_ACOSH, VisualShaderNode::PORT_TYPE_SCALAR));
 | 
						|
	add_options.push_back(AddOption("ASin", "Scalar", "Functions", "VisualShaderNodeScalarFunc", TTR("Returns the arc-sine of the parameter."), VisualShaderNodeScalarFunc::FUNC_ASIN, VisualShaderNode::PORT_TYPE_SCALAR));
 | 
						|
	add_options.push_back(AddOption("ASinH", "Scalar", "Functions", "VisualShaderNodeScalarFunc", TTR("Returns the inverse hyperbolic sine of the parameter."), VisualShaderNodeScalarFunc::FUNC_ASINH, VisualShaderNode::PORT_TYPE_SCALAR));
 | 
						|
	add_options.push_back(AddOption("ATan", "Scalar", "Functions", "VisualShaderNodeScalarFunc", TTR("Returns the arc-tangent of the parameter."), VisualShaderNodeScalarFunc::FUNC_ATAN, VisualShaderNode::PORT_TYPE_SCALAR));
 | 
						|
	add_options.push_back(AddOption("ATan2", "Scalar", "Functions", "VisualShaderNodeScalarOp", TTR("Returns the arc-tangent of the parameters."), VisualShaderNodeScalarOp::OP_ATAN2, VisualShaderNode::PORT_TYPE_SCALAR));
 | 
						|
	add_options.push_back(AddOption("ATanH", "Scalar", "Functions", "VisualShaderNodeScalarFunc", TTR("Returns the inverse hyperbolic tangent of the parameter."), VisualShaderNodeScalarFunc::FUNC_ATANH, VisualShaderNode::PORT_TYPE_SCALAR));
 | 
						|
	add_options.push_back(AddOption("Ceil", "Scalar", "Functions", "VisualShaderNodeScalarFunc", TTR("Finds the nearest integer that is greater than or equal to the parameter."), VisualShaderNodeScalarFunc::FUNC_CEIL, VisualShaderNode::PORT_TYPE_SCALAR));
 | 
						|
	add_options.push_back(AddOption("Clamp", "Scalar", "Functions", "VisualShaderNodeScalarClamp", TTR("Constrains a value to lie between two further values."), -1, VisualShaderNode::PORT_TYPE_SCALAR));
 | 
						|
	add_options.push_back(AddOption("Cos", "Scalar", "Functions", "VisualShaderNodeScalarFunc", TTR("Returns the cosine of the parameter."), VisualShaderNodeScalarFunc::FUNC_COS, VisualShaderNode::PORT_TYPE_SCALAR));
 | 
						|
	add_options.push_back(AddOption("CosH", "Scalar", "Functions", "VisualShaderNodeScalarFunc", TTR("Returns the hyperbolic cosine of the parameter."), VisualShaderNodeScalarFunc::FUNC_COSH, VisualShaderNode::PORT_TYPE_SCALAR));
 | 
						|
	add_options.push_back(AddOption("Degrees", "Scalar", "Functions", "VisualShaderNodeScalarFunc", TTR("Converts a quantity in radians to degrees."), VisualShaderNodeScalarFunc::FUNC_DEGREES, VisualShaderNode::PORT_TYPE_SCALAR));
 | 
						|
	add_options.push_back(AddOption("Exp", "Scalar", "Functions", "VisualShaderNodeScalarFunc", TTR("Base-e Exponential."), VisualShaderNodeScalarFunc::FUNC_EXP, VisualShaderNode::PORT_TYPE_SCALAR));
 | 
						|
	add_options.push_back(AddOption("Exp2", "Scalar", "Functions", "VisualShaderNodeScalarFunc", TTR("Base-2 Exponential."), VisualShaderNodeScalarFunc::FUNC_EXP2, VisualShaderNode::PORT_TYPE_SCALAR));
 | 
						|
	add_options.push_back(AddOption("Floor", "Scalar", "Functions", "VisualShaderNodeScalarFunc", TTR("Finds the nearest integer less than or equal to the parameter."), VisualShaderNodeScalarFunc::FUNC_FLOOR, VisualShaderNode::PORT_TYPE_SCALAR));
 | 
						|
	add_options.push_back(AddOption("Fract", "Scalar", "Functions", "VisualShaderNodeScalarFunc", TTR("Computes the fractional part of the argument."), VisualShaderNodeScalarFunc::FUNC_FRAC, VisualShaderNode::PORT_TYPE_SCALAR));
 | 
						|
	add_options.push_back(AddOption("InverseSqrt", "Scalar", "Functions", "VisualShaderNodeScalarFunc", TTR("Returns the inverse of the square root of the parameter."), VisualShaderNodeScalarFunc::FUNC_INVERSE_SQRT, VisualShaderNode::PORT_TYPE_SCALAR));
 | 
						|
	add_options.push_back(AddOption("Log", "Scalar", "Functions", "VisualShaderNodeScalarFunc", TTR("Natural logarithm."), VisualShaderNodeScalarFunc::FUNC_LOG, VisualShaderNode::PORT_TYPE_SCALAR));
 | 
						|
	add_options.push_back(AddOption("Log2", "Scalar", "Functions", "VisualShaderNodeScalarFunc", TTR("Base-2 logarithm."), VisualShaderNodeScalarFunc::FUNC_LOG2, VisualShaderNode::PORT_TYPE_SCALAR));
 | 
						|
	add_options.push_back(AddOption("Max", "Scalar", "Functions", "VisualShaderNodeScalarOp", TTR("Returns the greater of two values."), VisualShaderNodeScalarOp::OP_MAX, VisualShaderNode::PORT_TYPE_SCALAR));
 | 
						|
	add_options.push_back(AddOption("Min", "Scalar", "Functions", "VisualShaderNodeScalarOp", TTR("Returns the lesser of two values."), VisualShaderNodeScalarOp::OP_MIN, VisualShaderNode::PORT_TYPE_SCALAR));
 | 
						|
	add_options.push_back(AddOption("Mix", "Scalar", "Functions", "VisualShaderNodeScalarInterp", TTR("Linear interpolation between two scalars."), -1, VisualShaderNode::PORT_TYPE_SCALAR));
 | 
						|
	add_options.push_back(AddOption("Negate", "Scalar", "Functions", "VisualShaderNodeScalarFunc", TTR("Returns the opposite value of the parameter."), VisualShaderNodeScalarFunc::FUNC_NEGATE, VisualShaderNode::PORT_TYPE_SCALAR));
 | 
						|
	add_options.push_back(AddOption("OneMinus", "Scalar", "Functions", "VisualShaderNodeScalarFunc", TTR("1.0 - scalar"), VisualShaderNodeScalarFunc::FUNC_ONEMINUS, VisualShaderNode::PORT_TYPE_SCALAR));
 | 
						|
	add_options.push_back(AddOption("Pow", "Scalar", "Functions", "VisualShaderNodeScalarOp", TTR("Returns the value of the first parameter raised to the power of the second."), VisualShaderNodeScalarOp::OP_POW, VisualShaderNode::PORT_TYPE_SCALAR));
 | 
						|
	add_options.push_back(AddOption("Radians", "Scalar", "Functions", "VisualShaderNodeScalarFunc", TTR("Converts a quantity in degrees to radians."), VisualShaderNodeScalarFunc::FUNC_RADIANS, VisualShaderNode::PORT_TYPE_SCALAR));
 | 
						|
	add_options.push_back(AddOption("Reciprocal", "Scalar", "Functions", "VisualShaderNodeScalarFunc", TTR("1.0 / scalar"), VisualShaderNodeScalarFunc::FUNC_RECIPROCAL, VisualShaderNode::PORT_TYPE_SCALAR));
 | 
						|
	add_options.push_back(AddOption("Round", "Scalar", "Functions", "VisualShaderNodeScalarFunc", TTR("Finds the nearest integer to the parameter."), VisualShaderNodeScalarFunc::FUNC_ROUND, VisualShaderNode::PORT_TYPE_SCALAR));
 | 
						|
	add_options.push_back(AddOption("RoundEven", "Scalar", "Functions", "VisualShaderNodeScalarFunc", TTR("Finds the nearest even integer to the parameter."), VisualShaderNodeScalarFunc::FUNC_ROUNDEVEN, VisualShaderNode::PORT_TYPE_SCALAR));
 | 
						|
	add_options.push_back(AddOption("Saturate", "Scalar", "Functions", "VisualShaderNodeScalarFunc", TTR("Clamps the value between 0.0 and 1.0."), VisualShaderNodeScalarFunc::FUNC_SATURATE, VisualShaderNode::PORT_TYPE_SCALAR));
 | 
						|
	add_options.push_back(AddOption("Sign", "Scalar", "Functions", "VisualShaderNodeScalarFunc", TTR("Extracts the sign of the parameter."), VisualShaderNodeScalarFunc::FUNC_SIGN, VisualShaderNode::PORT_TYPE_SCALAR));
 | 
						|
	add_options.push_back(AddOption("Sin", "Scalar", "Functions", "VisualShaderNodeScalarFunc", TTR("Returns the sine of the parameter."), VisualShaderNodeScalarFunc::FUNC_SIN, VisualShaderNode::PORT_TYPE_SCALAR));
 | 
						|
	add_options.push_back(AddOption("SinH", "Scalar", "Functions", "VisualShaderNodeScalarFunc", TTR("Returns the hyperbolic sine of the parameter."), VisualShaderNodeScalarFunc::FUNC_SINH, VisualShaderNode::PORT_TYPE_SCALAR));
 | 
						|
	add_options.push_back(AddOption("Sqrt", "Scalar", "Functions", "VisualShaderNodeScalarFunc", TTR("Returns the square root of the parameter."), VisualShaderNodeScalarFunc::FUNC_SQRT, VisualShaderNode::PORT_TYPE_SCALAR));
 | 
						|
	add_options.push_back(AddOption("SmoothStep", "Scalar", "Functions", "VisualShaderNodeScalarSmoothStep", 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."), -1, VisualShaderNode::PORT_TYPE_SCALAR));
 | 
						|
	add_options.push_back(AddOption("Step", "Scalar", "Functions", "VisualShaderNodeScalarOp", TTR("Step function( scalar(edge), scalar(x) ).\n\nReturns 0.0 if 'x' is smaller than 'edge' and otherwise 1.0."), VisualShaderNodeScalarOp::OP_STEP, VisualShaderNode::PORT_TYPE_SCALAR));
 | 
						|
	add_options.push_back(AddOption("Tan", "Scalar", "Functions", "VisualShaderNodeScalarFunc", TTR("Returns the tangent of the parameter."), VisualShaderNodeScalarFunc::FUNC_TAN, VisualShaderNode::PORT_TYPE_SCALAR));
 | 
						|
	add_options.push_back(AddOption("TanH", "Scalar", "Functions", "VisualShaderNodeScalarFunc", TTR("Returns the hyperbolic tangent of the parameter."), VisualShaderNodeScalarFunc::FUNC_TANH, VisualShaderNode::PORT_TYPE_SCALAR));
 | 
						|
	add_options.push_back(AddOption("Trunc", "Scalar", "Functions", "VisualShaderNodeScalarFunc", TTR("Finds the truncated value of the parameter."), VisualShaderNodeScalarFunc::FUNC_TRUNC, VisualShaderNode::PORT_TYPE_SCALAR));
 | 
						|
 | 
						|
	add_options.push_back(AddOption("Add", "Scalar", "Operators", "VisualShaderNodeScalarOp", TTR("Adds scalar to scalar."), VisualShaderNodeScalarOp::OP_ADD, VisualShaderNode::PORT_TYPE_SCALAR));
 | 
						|
	add_options.push_back(AddOption("Divide", "Scalar", "Operators", "VisualShaderNodeScalarOp", TTR("Divides scalar by scalar."), VisualShaderNodeScalarOp::OP_DIV, VisualShaderNode::PORT_TYPE_SCALAR));
 | 
						|
	add_options.push_back(AddOption("Multiply", "Scalar", "Operators", "VisualShaderNodeScalarOp", TTR("Multiplies scalar by scalar."), VisualShaderNodeScalarOp::OP_MUL, VisualShaderNode::PORT_TYPE_SCALAR));
 | 
						|
	add_options.push_back(AddOption("Remainder", "Scalar", "Operators", "VisualShaderNodeScalarOp", TTR("Returns the remainder of the two scalars."), VisualShaderNodeScalarOp::OP_MOD, VisualShaderNode::PORT_TYPE_SCALAR));
 | 
						|
	add_options.push_back(AddOption("Subtract", "Scalar", "Operators", "VisualShaderNodeScalarOp", TTR("Subtracts scalar from scalar."), VisualShaderNodeScalarOp::OP_SUB, VisualShaderNode::PORT_TYPE_SCALAR));
 | 
						|
 | 
						|
	add_options.push_back(AddOption("ScalarConstant", "Scalar", "Variables", "VisualShaderNodeScalarConstant", TTR("Scalar constant."), -1, VisualShaderNode::PORT_TYPE_SCALAR));
 | 
						|
	add_options.push_back(AddOption("ScalarUniform", "Scalar", "Variables", "VisualShaderNodeScalarUniform", TTR("Scalar uniform."), -1, VisualShaderNode::PORT_TYPE_SCALAR));
 | 
						|
 | 
						|
	// TEXTURES
 | 
						|
 | 
						|
	add_options.push_back(AddOption("CubeMap", "Textures", "Functions", "VisualShaderNodeCubeMap", TTR("Perform the cubic texture lookup."), -1, -1));
 | 
						|
	texture_node_option_idx = add_options.size();
 | 
						|
	add_options.push_back(AddOption("Texture2D", "Textures", "Functions", "VisualShaderNodeTexture", TTR("Perform the texture lookup."), -1, -1));
 | 
						|
	add_options.push_back(AddOption("CubeMapUniform", "Textures", "Variables", "VisualShaderNodeCubeMapUniform", TTR("Cubic texture uniform lookup."), -1, -1));
 | 
						|
	add_options.push_back(AddOption("TextureUniform", "Textures", "Variables", "VisualShaderNodeTextureUniform", TTR("2D texture uniform lookup."), -1, -1));
 | 
						|
	add_options.push_back(AddOption("TextureUniformTriplanar", "Textures", "Variables", "VisualShaderNodeTextureUniformTriplanar", TTR("2D texture uniform lookup with triplanar."), -1, -1, VisualShader::TYPE_FRAGMENT | VisualShader::TYPE_LIGHT, Shader::MODE_SPATIAL));
 | 
						|
 | 
						|
	// TRANSFORM
 | 
						|
 | 
						|
	add_options.push_back(AddOption("TransformFunc", "Transform", "Common", "VisualShaderNodeTransformFunc", TTR("Transform function."), -1, VisualShaderNode::PORT_TYPE_TRANSFORM));
 | 
						|
 | 
						|
	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'."), -1, VisualShaderNode::PORT_TYPE_TRANSFORM));
 | 
						|
	add_options.push_back(AddOption("TransformCompose", "Transform", "Composition", "VisualShaderNodeTransformCompose", TTR("Composes transform from four vectors."), -1, VisualShaderNode::PORT_TYPE_TRANSFORM));
 | 
						|
	add_options.push_back(AddOption("TransformDecompose", "Transform", "Composition", "VisualShaderNodeTransformDecompose", TTR("Decomposes transform to four vectors.")));
 | 
						|
 | 
						|
	add_options.push_back(AddOption("Determinant", "Transform", "Functions", "VisualShaderNodeDeterminant", TTR("Calculates the determinant of a transform."), -1, VisualShaderNode::PORT_TYPE_SCALAR));
 | 
						|
	add_options.push_back(AddOption("Inverse", "Transform", "Functions", "VisualShaderNodeTransformFunc", TTR("Calculates the inverse of a transform."), VisualShaderNodeTransformFunc::FUNC_INVERSE, VisualShaderNode::PORT_TYPE_TRANSFORM));
 | 
						|
	add_options.push_back(AddOption("Transpose", "Transform", "Functions", "VisualShaderNodeTransformFunc", TTR("Calculates the transpose of a transform."), VisualShaderNodeTransformFunc::FUNC_TRANSPOSE, VisualShaderNode::PORT_TYPE_TRANSFORM));
 | 
						|
 | 
						|
	add_options.push_back(AddOption("TransformMult", "Transform", "Operators", "VisualShaderNodeTransformMult", TTR("Multiplies transform by transform."), -1, VisualShaderNode::PORT_TYPE_TRANSFORM));
 | 
						|
	add_options.push_back(AddOption("TransformVectorMult", "Transform", "Operators", "VisualShaderNodeTransformVecMult", TTR("Multiplies vector by transform."), -1, VisualShaderNode::PORT_TYPE_VECTOR));
 | 
						|
 | 
						|
	add_options.push_back(AddOption("TransformConstant", "Transform", "Variables", "VisualShaderNodeTransformConstant", TTR("Transform constant."), -1, VisualShaderNode::PORT_TYPE_TRANSFORM));
 | 
						|
	add_options.push_back(AddOption("TransformUniform", "Transform", "Variables", "VisualShaderNodeTransformUniform", TTR("Transform uniform."), -1, VisualShaderNode::PORT_TYPE_TRANSFORM));
 | 
						|
 | 
						|
	// VECTOR
 | 
						|
 | 
						|
	add_options.push_back(AddOption("VectorFunc", "Vector", "Common", "VisualShaderNodeVectorFunc", TTR("Vector function."), -1, VisualShaderNode::PORT_TYPE_VECTOR));
 | 
						|
	add_options.push_back(AddOption("VectorOp", "Vector", "Common", "VisualShaderNodeVectorOp", TTR("Vector operator."), -1, VisualShaderNode::PORT_TYPE_VECTOR));
 | 
						|
 | 
						|
	add_options.push_back(AddOption("VectorCompose", "Vector", "Composition", "VisualShaderNodeVectorCompose", TTR("Composes vector from three scalars."), -1, VisualShaderNode::PORT_TYPE_VECTOR));
 | 
						|
	add_options.push_back(AddOption("VectorDecompose", "Vector", "Composition", "VisualShaderNodeVectorDecompose", TTR("Decomposes vector to three scalars.")));
 | 
						|
 | 
						|
	add_options.push_back(AddOption("Abs", "Vector", "Functions", "VisualShaderNodeVectorFunc", TTR("Returns the absolute value of the parameter."), VisualShaderNodeVectorFunc::FUNC_ABS, VisualShaderNode::PORT_TYPE_VECTOR));
 | 
						|
	add_options.push_back(AddOption("ACos", "Vector", "Functions", "VisualShaderNodeVectorFunc", TTR("Returns the arc-cosine of the parameter."), VisualShaderNodeVectorFunc::FUNC_ACOS, VisualShaderNode::PORT_TYPE_VECTOR));
 | 
						|
	add_options.push_back(AddOption("ACosH", "Vector", "Functions", "VisualShaderNodeVectorFunc", TTR("Returns the inverse hyperbolic cosine of the parameter."), VisualShaderNodeVectorFunc::FUNC_ACOSH, VisualShaderNode::PORT_TYPE_VECTOR));
 | 
						|
	add_options.push_back(AddOption("ASin", "Vector", "Functions", "VisualShaderNodeVectorFunc", TTR("Returns the arc-sine of the parameter."), VisualShaderNodeVectorFunc::FUNC_ASIN, VisualShaderNode::PORT_TYPE_VECTOR));
 | 
						|
	add_options.push_back(AddOption("ASinH", "Vector", "Functions", "VisualShaderNodeVectorFunc", TTR("Returns the inverse hyperbolic sine of the parameter."), VisualShaderNodeVectorFunc::FUNC_ASINH, VisualShaderNode::PORT_TYPE_VECTOR));
 | 
						|
	add_options.push_back(AddOption("ATan", "Vector", "Functions", "VisualShaderNodeVectorFunc", TTR("Returns the arc-tangent of the parameter."), VisualShaderNodeVectorFunc::FUNC_ATAN, VisualShaderNode::PORT_TYPE_VECTOR));
 | 
						|
	add_options.push_back(AddOption("ATan2", "Vector", "Functions", "VisualShaderNodeVectorOp", TTR("Returns the arc-tangent of the parameters."), VisualShaderNodeVectorOp::OP_ATAN2, VisualShaderNode::PORT_TYPE_VECTOR));
 | 
						|
	add_options.push_back(AddOption("ATanH", "Vector", "Functions", "VisualShaderNodeVectorFunc", TTR("Returns the inverse hyperbolic tangent of the parameter."), VisualShaderNodeVectorFunc::FUNC_ATANH, VisualShaderNode::PORT_TYPE_VECTOR));
 | 
						|
	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, VisualShaderNode::PORT_TYPE_VECTOR));
 | 
						|
	add_options.push_back(AddOption("Clamp", "Vector", "Functions", "VisualShaderNodeVectorClamp", TTR("Constrains a value to lie between two further values."), -1, VisualShaderNode::PORT_TYPE_VECTOR));
 | 
						|
	add_options.push_back(AddOption("Cos", "Vector", "Functions", "VisualShaderNodeVectorFunc", TTR("Returns the cosine of the parameter."), VisualShaderNodeVectorFunc::FUNC_COS, VisualShaderNode::PORT_TYPE_VECTOR));
 | 
						|
	add_options.push_back(AddOption("CosH", "Vector", "Functions", "VisualShaderNodeVectorFunc", TTR("Returns the hyperbolic cosine of the parameter."), VisualShaderNodeVectorFunc::FUNC_COSH, VisualShaderNode::PORT_TYPE_VECTOR));
 | 
						|
	add_options.push_back(AddOption("Cross", "Vector", "Functions", "VisualShaderNodeVectorOp", TTR("Calculates the cross product of two vectors."), VisualShaderNodeVectorOp::OP_CROSS, VisualShaderNode::PORT_TYPE_VECTOR));
 | 
						|
	add_options.push_back(AddOption("Degrees", "Vector", "Functions", "VisualShaderNodeVectorFunc", TTR("Converts a quantity in radians to degrees."), VisualShaderNodeVectorFunc::FUNC_DEGREES, VisualShaderNode::PORT_TYPE_VECTOR));
 | 
						|
	add_options.push_back(AddOption("Distance", "Vector", "Functions", "VisualShaderNodeVectorDistance", TTR("Returns the distance between two points."), -1, VisualShaderNode::PORT_TYPE_SCALAR));
 | 
						|
	add_options.push_back(AddOption("Dot", "Vector", "Functions", "VisualShaderNodeDotProduct", TTR("Calculates the dot product of two vectors."), -1, VisualShaderNode::PORT_TYPE_SCALAR));
 | 
						|
	add_options.push_back(AddOption("Exp", "Vector", "Functions", "VisualShaderNodeVectorFunc", TTR("Base-e Exponential."), VisualShaderNodeVectorFunc::FUNC_EXP, VisualShaderNode::PORT_TYPE_VECTOR));
 | 
						|
	add_options.push_back(AddOption("Exp2", "Vector", "Functions", "VisualShaderNodeVectorFunc", TTR("Base-2 Exponential."), VisualShaderNodeVectorFunc::FUNC_EXP2, VisualShaderNode::PORT_TYPE_VECTOR));
 | 
						|
	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."), -1, VisualShaderNode::PORT_TYPE_VECTOR));
 | 
						|
	add_options.push_back(AddOption("Floor", "Vector", "Functions", "VisualShaderNodeVectorFunc", TTR("Finds the nearest integer less than or equal to the parameter."), VisualShaderNodeVectorFunc::FUNC_FLOOR, VisualShaderNode::PORT_TYPE_VECTOR));
 | 
						|
	add_options.push_back(AddOption("Fract", "Vector", "Functions", "VisualShaderNodeVectorFunc", TTR("Computes the fractional part of the argument."), VisualShaderNodeVectorFunc::FUNC_FRAC, VisualShaderNode::PORT_TYPE_VECTOR));
 | 
						|
	add_options.push_back(AddOption("InverseSqrt", "Vector", "Functions", "VisualShaderNodeVectorFunc", TTR("Returns the inverse of the square root of the parameter."), VisualShaderNodeVectorFunc::FUNC_INVERSE_SQRT, VisualShaderNode::PORT_TYPE_VECTOR));
 | 
						|
	add_options.push_back(AddOption("Length", "Vector", "Functions", "VisualShaderNodeVectorLen", TTR("Calculates the length of a vector."), -1, VisualShaderNode::PORT_TYPE_SCALAR));
 | 
						|
	add_options.push_back(AddOption("Log", "Vector", "Functions", "VisualShaderNodeVectorFunc", TTR("Natural logarithm."), VisualShaderNodeVectorFunc::FUNC_LOG, VisualShaderNode::PORT_TYPE_VECTOR));
 | 
						|
	add_options.push_back(AddOption("Log2", "Vector", "Functions", "VisualShaderNodeVectorFunc", TTR("Base-2 logarithm."), VisualShaderNodeVectorFunc::FUNC_LOG2, VisualShaderNode::PORT_TYPE_VECTOR));
 | 
						|
	add_options.push_back(AddOption("Max", "Vector", "Functions", "VisualShaderNodeVectorOp", TTR("Returns the greater of two values."), VisualShaderNodeVectorOp::OP_MAX, VisualShaderNode::PORT_TYPE_VECTOR));
 | 
						|
	add_options.push_back(AddOption("Min", "Vector", "Functions", "VisualShaderNodeVectorOp", TTR("Returns the lesser of two values."), VisualShaderNodeVectorOp::OP_MIN, VisualShaderNode::PORT_TYPE_VECTOR));
 | 
						|
	add_options.push_back(AddOption("Mix", "Vector", "Functions", "VisualShaderNodeVectorInterp", TTR("Linear interpolation between two vectors."), -1, VisualShaderNode::PORT_TYPE_VECTOR));
 | 
						|
	add_options.push_back(AddOption("MixS", "Vector", "Functions", "VisualShaderNodeVectorScalarMix", TTR("Linear interpolation between two vectors using scalar."), -1, VisualShaderNode::PORT_TYPE_VECTOR));
 | 
						|
	add_options.push_back(AddOption("Negate", "Vector", "Functions", "VisualShaderNodeVectorFunc", TTR("Returns the opposite value of the parameter."), VisualShaderNodeVectorFunc::FUNC_NEGATE, VisualShaderNode::PORT_TYPE_VECTOR));
 | 
						|
	add_options.push_back(AddOption("Normalize", "Vector", "Functions", "VisualShaderNodeVectorFunc", TTR("Calculates the normalize product of vector."), VisualShaderNodeVectorFunc::FUNC_NORMALIZE, VisualShaderNode::PORT_TYPE_VECTOR));
 | 
						|
	add_options.push_back(AddOption("OneMinus", "Vector", "Functions", "VisualShaderNodeVectorFunc", TTR("1.0 - vector"), VisualShaderNodeVectorFunc::FUNC_ONEMINUS, VisualShaderNode::PORT_TYPE_VECTOR));
 | 
						|
	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, VisualShaderNode::PORT_TYPE_VECTOR));
 | 
						|
	add_options.push_back(AddOption("Radians", "Vector", "Functions", "VisualShaderNodeVectorFunc", TTR("Converts a quantity in degrees to radians."), VisualShaderNodeVectorFunc::FUNC_RADIANS, VisualShaderNode::PORT_TYPE_VECTOR));
 | 
						|
	add_options.push_back(AddOption("Reciprocal", "Vector", "Functions", "VisualShaderNodeVectorFunc", TTR("1.0 / vector"), VisualShaderNodeVectorFunc::FUNC_RECIPROCAL, VisualShaderNode::PORT_TYPE_VECTOR));
 | 
						|
	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, VisualShaderNode::PORT_TYPE_VECTOR));
 | 
						|
	add_options.push_back(AddOption("Refract", "Vector", "Functions", "VisualShaderNodeVectorRefract", TTR("Returns the vector that points in the direction of refraction."), -1, VisualShaderNode::PORT_TYPE_VECTOR));
 | 
						|
	add_options.push_back(AddOption("Round", "Vector", "Functions", "VisualShaderNodeVectorFunc", TTR("Finds the nearest integer to the parameter."), VisualShaderNodeVectorFunc::FUNC_ROUND, VisualShaderNode::PORT_TYPE_VECTOR));
 | 
						|
	add_options.push_back(AddOption("RoundEven", "Vector", "Functions", "VisualShaderNodeVectorFunc", TTR("Finds the nearest even integer to the parameter."), VisualShaderNodeVectorFunc::FUNC_ROUNDEVEN, VisualShaderNode::PORT_TYPE_VECTOR));
 | 
						|
	add_options.push_back(AddOption("Saturate", "Vector", "Functions", "VisualShaderNodeVectorFunc", TTR("Clamps the value between 0.0 and 1.0."), VisualShaderNodeVectorFunc::FUNC_SATURATE, VisualShaderNode::PORT_TYPE_VECTOR));
 | 
						|
	add_options.push_back(AddOption("Sign", "Vector", "Functions", "VisualShaderNodeVectorFunc", TTR("Extracts the sign of the parameter."), VisualShaderNodeVectorFunc::FUNC_SIGN, VisualShaderNode::PORT_TYPE_VECTOR));
 | 
						|
	add_options.push_back(AddOption("Sin", "Vector", "Functions", "VisualShaderNodeVectorFunc", TTR("Returns the sine of the parameter."), VisualShaderNodeVectorFunc::FUNC_SIN, VisualShaderNode::PORT_TYPE_VECTOR));
 | 
						|
	add_options.push_back(AddOption("SinH", "Vector", "Functions", "VisualShaderNodeVectorFunc", TTR("Returns the hyperbolic sine of the parameter."), VisualShaderNodeVectorFunc::FUNC_SINH, VisualShaderNode::PORT_TYPE_VECTOR));
 | 
						|
	add_options.push_back(AddOption("Sqrt", "Vector", "Functions", "VisualShaderNodeVectorFunc", TTR("Returns the square root of the parameter."), VisualShaderNodeVectorFunc::FUNC_SQRT, VisualShaderNode::PORT_TYPE_VECTOR));
 | 
						|
	add_options.push_back(AddOption("SmoothStep", "Vector", "Functions", "VisualShaderNodeVectorSmoothStep", 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."), -1, VisualShaderNode::PORT_TYPE_VECTOR));
 | 
						|
	add_options.push_back(AddOption("SmoothStepS", "Vector", "Functions", "VisualShaderNodeVectorScalarSmoothStep", 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."), -1, VisualShaderNode::PORT_TYPE_VECTOR));
 | 
						|
	add_options.push_back(AddOption("Step", "Vector", "Functions", "VisualShaderNodeVectorOp", TTR("Step function( vector(edge), vector(x) ).\n\nReturns 0.0 if 'x' is smaller than 'edge' and otherwise 1.0."), VisualShaderNodeVectorOp::OP_STEP, VisualShaderNode::PORT_TYPE_VECTOR));
 | 
						|
	add_options.push_back(AddOption("StepS", "Vector", "Functions", "VisualShaderNodeVectorScalarStep", TTR("Step function( scalar(edge), vector(x) ).\n\nReturns 0.0 if 'x' is smaller than 'edge' and otherwise 1.0."), -1, VisualShaderNode::PORT_TYPE_VECTOR));
 | 
						|
	add_options.push_back(AddOption("Tan", "Vector", "Functions", "VisualShaderNodeVectorFunc", TTR("Returns the tangent of the parameter."), VisualShaderNodeVectorFunc::FUNC_TAN, VisualShaderNode::PORT_TYPE_VECTOR));
 | 
						|
	add_options.push_back(AddOption("TanH", "Vector", "Functions", "VisualShaderNodeVectorFunc", TTR("Returns the hyperbolic tangent of the parameter."), VisualShaderNodeVectorFunc::FUNC_TANH, VisualShaderNode::PORT_TYPE_VECTOR));
 | 
						|
	add_options.push_back(AddOption("Trunc", "Vector", "Functions", "VisualShaderNodeVectorFunc", TTR("Finds the truncated value of the parameter."), VisualShaderNodeVectorFunc::FUNC_TRUNC, VisualShaderNode::PORT_TYPE_VECTOR));
 | 
						|
 | 
						|
	add_options.push_back(AddOption("Add", "Vector", "Operators", "VisualShaderNodeVectorOp", TTR("Adds vector to vector."), VisualShaderNodeVectorOp::OP_ADD, VisualShaderNode::PORT_TYPE_VECTOR));
 | 
						|
	add_options.push_back(AddOption("Divide", "Vector", "Operators", "VisualShaderNodeVectorOp", TTR("Divides vector by vector."), VisualShaderNodeVectorOp::OP_DIV, VisualShaderNode::PORT_TYPE_VECTOR));
 | 
						|
	add_options.push_back(AddOption("Multiply", "Vector", "Operators", "VisualShaderNodeVectorOp", TTR("Multiplies vector by vector."), VisualShaderNodeVectorOp::OP_MUL, VisualShaderNode::PORT_TYPE_VECTOR));
 | 
						|
	add_options.push_back(AddOption("Remainder", "Vector", "Operators", "VisualShaderNodeVectorOp", TTR("Returns the remainder of the two vectors."), VisualShaderNodeVectorOp::OP_MOD, VisualShaderNode::PORT_TYPE_VECTOR));
 | 
						|
	add_options.push_back(AddOption("Subtract", "Vector", "Operators", "VisualShaderNodeVectorOp", TTR("Subtracts vector from vector."), VisualShaderNodeVectorOp::OP_SUB, VisualShaderNode::PORT_TYPE_VECTOR));
 | 
						|
 | 
						|
	add_options.push_back(AddOption("VectorConstant", "Vector", "Variables", "VisualShaderNodeVec3Constant", TTR("Vector constant."), -1, VisualShaderNode::PORT_TYPE_VECTOR));
 | 
						|
	add_options.push_back(AddOption("VectorUniform", "Vector", "Variables", "VisualShaderNodeVec3Uniform", TTR("Vector uniform."), -1, VisualShaderNode::PORT_TYPE_VECTOR));
 | 
						|
 | 
						|
	// SPECIAL
 | 
						|
 | 
						|
	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.")));
 | 
						|
	add_options.push_back(AddOption("Fresnel", "Special", "", "VisualShaderNodeFresnel", TTR("Returns falloff based on the dot product of surface normal and view direction of camera (pass associated inputs to it)."), -1, VisualShaderNode::PORT_TYPE_SCALAR));
 | 
						|
	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, uniforms and constants.")));
 | 
						|
 | 
						|
	add_options.push_back(AddOption("ScalarDerivativeFunc", "Special", "Common", "VisualShaderNodeScalarDerivativeFunc", TTR("(Fragment/Light mode only) Scalar derivative function."), -1, VisualShaderNode::PORT_TYPE_SCALAR, VisualShader::TYPE_FRAGMENT | VisualShader::TYPE_LIGHT, -1, -1, true));
 | 
						|
	add_options.push_back(AddOption("VectorDerivativeFunc", "Special", "Common", "VisualShaderNodeVectorDerivativeFunc", TTR("(Fragment/Light mode only) Vector derivative function."), -1, VisualShaderNode::PORT_TYPE_VECTOR, VisualShader::TYPE_FRAGMENT | VisualShader::TYPE_LIGHT, -1, -1, true));
 | 
						|
 | 
						|
	add_options.push_back(AddOption("DdX", "Special", "Derivative", "VisualShaderNodeVectorDerivativeFunc", TTR("(Fragment/Light mode only) (Vector) Derivative in 'x' using local differencing."), VisualShaderNodeVectorDerivativeFunc::FUNC_X, VisualShaderNode::PORT_TYPE_VECTOR, VisualShader::TYPE_FRAGMENT | VisualShader::TYPE_LIGHT, -1, -1, true));
 | 
						|
	add_options.push_back(AddOption("DdXS", "Special", "Derivative", "VisualShaderNodeScalarDerivativeFunc", TTR("(Fragment/Light mode only) (Scalar) Derivative in 'x' using local differencing."), VisualShaderNodeScalarDerivativeFunc::FUNC_X, VisualShaderNode::PORT_TYPE_SCALAR, VisualShader::TYPE_FRAGMENT | VisualShader::TYPE_LIGHT, -1, -1, true));
 | 
						|
	add_options.push_back(AddOption("DdY", "Special", "Derivative", "VisualShaderNodeVectorDerivativeFunc", TTR("(Fragment/Light mode only) (Vector) Derivative in 'y' using local differencing."), VisualShaderNodeVectorDerivativeFunc::FUNC_Y, VisualShaderNode::PORT_TYPE_VECTOR, VisualShader::TYPE_FRAGMENT | VisualShader::TYPE_LIGHT, -1, -1, true));
 | 
						|
	add_options.push_back(AddOption("DdYS", "Special", "Derivative", "VisualShaderNodeScalarDerivativeFunc", TTR("(Fragment/Light mode only) (Scalar) Derivative in 'y' using local differencing."), VisualShaderNodeScalarDerivativeFunc::FUNC_Y, VisualShaderNode::PORT_TYPE_SCALAR, VisualShader::TYPE_FRAGMENT | VisualShader::TYPE_LIGHT, -1, -1, true));
 | 
						|
	add_options.push_back(AddOption("Sum", "Special", "Derivative", "VisualShaderNodeVectorDerivativeFunc", TTR("(Fragment/Light mode only) (Vector) Sum of absolute derivative in 'x' and 'y'."), VisualShaderNodeVectorDerivativeFunc::FUNC_SUM, VisualShaderNode::PORT_TYPE_VECTOR, VisualShader::TYPE_FRAGMENT | VisualShader::TYPE_LIGHT, -1, -1, true));
 | 
						|
	add_options.push_back(AddOption("SumS", "Special", "Derivative", "VisualShaderNodeScalarDerivativeFunc", TTR("(Fragment/Light mode only) (Scalar) Sum of absolute derivative in 'x' and 'y'."), VisualShaderNodeScalarDerivativeFunc::FUNC_SUM, VisualShaderNode::PORT_TYPE_SCALAR, VisualShader::TYPE_FRAGMENT | VisualShader::TYPE_LIGHT, -1, -1, true));
 | 
						|
	custom_node_option_idx = add_options.size();
 | 
						|
 | 
						|
	/////////////////////////////////////////////////////////////////////
 | 
						|
 | 
						|
	_update_options_menu();
 | 
						|
 | 
						|
	error_panel = memnew(PanelContainer);
 | 
						|
	add_child(error_panel);
 | 
						|
	error_label = memnew(Label);
 | 
						|
	error_panel->add_child(error_label);
 | 
						|
	error_label->set_text("eh");
 | 
						|
	error_panel->hide();
 | 
						|
 | 
						|
	undo_redo = EditorNode::get_singleton()->get_undo_redo();
 | 
						|
 | 
						|
	Ref<VisualShaderNodePluginDefault> default_plugin;
 | 
						|
	default_plugin.instance();
 | 
						|
	add_plugin(default_plugin);
 | 
						|
 | 
						|
	property_editor = memnew(CustomPropertyEditor);
 | 
						|
	add_child(property_editor);
 | 
						|
 | 
						|
	property_editor->connect("variant_changed", this, "_port_edited");
 | 
						|
}
 | 
						|
 | 
						|
void VisualShaderEditorPlugin::edit(Object *p_object) {
 | 
						|
 | 
						|
	visual_shader_editor->edit(Object::cast_to<VisualShader>(p_object));
 | 
						|
}
 | 
						|
 | 
						|
bool VisualShaderEditorPlugin::handles(Object *p_object) const {
 | 
						|
 | 
						|
	return p_object->is_class("VisualShader");
 | 
						|
}
 | 
						|
 | 
						|
void VisualShaderEditorPlugin::make_visible(bool p_visible) {
 | 
						|
 | 
						|
	if (p_visible) {
 | 
						|
		//editor->hide_animation_player_editors();
 | 
						|
		//editor->animation_panel_make_visible(true);
 | 
						|
		button->show();
 | 
						|
		editor->make_bottom_panel_item_visible(visual_shader_editor);
 | 
						|
		visual_shader_editor->update_custom_nodes();
 | 
						|
		visual_shader_editor->set_process_input(true);
 | 
						|
		//visual_shader_editor->set_process(true);
 | 
						|
	} else {
 | 
						|
 | 
						|
		if (visual_shader_editor->is_visible_in_tree())
 | 
						|
			editor->hide_bottom_panel();
 | 
						|
		button->hide();
 | 
						|
		visual_shader_editor->set_process_input(false);
 | 
						|
		//visual_shader_editor->set_process(false);
 | 
						|
	}
 | 
						|
}
 | 
						|
 | 
						|
VisualShaderEditorPlugin::VisualShaderEditorPlugin(EditorNode *p_node) {
 | 
						|
 | 
						|
	editor = p_node;
 | 
						|
	visual_shader_editor = memnew(VisualShaderEditor);
 | 
						|
	visual_shader_editor->set_custom_minimum_size(Size2(0, 300) * EDSCALE);
 | 
						|
 | 
						|
	button = editor->add_bottom_panel_item(TTR("VisualShader"), visual_shader_editor);
 | 
						|
	button->hide();
 | 
						|
}
 | 
						|
 | 
						|
VisualShaderEditorPlugin::~VisualShaderEditorPlugin() {
 | 
						|
}
 | 
						|
 | 
						|
////////////////
 | 
						|
 | 
						|
class VisualShaderNodePluginInputEditor : public OptionButton {
 | 
						|
	GDCLASS(VisualShaderNodePluginInputEditor, OptionButton);
 | 
						|
 | 
						|
	Ref<VisualShaderNodeInput> input;
 | 
						|
 | 
						|
protected:
 | 
						|
	static void _bind_methods() {
 | 
						|
		ClassDB::bind_method("_item_selected", &VisualShaderNodePluginInputEditor::_item_selected);
 | 
						|
	}
 | 
						|
 | 
						|
public:
 | 
						|
	void _notification(int p_what) {
 | 
						|
		if (p_what == NOTIFICATION_READY) {
 | 
						|
			connect("item_selected", this, "_item_selected");
 | 
						|
		}
 | 
						|
	}
 | 
						|
 | 
						|
	void _item_selected(int p_item) {
 | 
						|
		VisualShaderEditor::get_singleton()->call_deferred("_input_select_item", input, get_item_text(p_item));
 | 
						|
	}
 | 
						|
 | 
						|
	void setup(const Ref<VisualShaderNodeInput> &p_input) {
 | 
						|
		input = p_input;
 | 
						|
		Ref<Texture2D> type_icon[5] = {
 | 
						|
			EditorNode::get_singleton()->get_gui_base()->get_icon("float", "EditorIcons"),
 | 
						|
			EditorNode::get_singleton()->get_gui_base()->get_icon("Vector3", "EditorIcons"),
 | 
						|
			EditorNode::get_singleton()->get_gui_base()->get_icon("bool", "EditorIcons"),
 | 
						|
			EditorNode::get_singleton()->get_gui_base()->get_icon("Transform", "EditorIcons"),
 | 
						|
			EditorNode::get_singleton()->get_gui_base()->get_icon("ImageTexture", "EditorIcons"),
 | 
						|
		};
 | 
						|
 | 
						|
		add_item("[None]");
 | 
						|
		int to_select = -1;
 | 
						|
		for (int i = 0; i < input->get_input_index_count(); i++) {
 | 
						|
			if (input->get_input_name() == input->get_input_index_name(i)) {
 | 
						|
				to_select = i + 1;
 | 
						|
			}
 | 
						|
			add_icon_item(type_icon[input->get_input_index_type(i)], input->get_input_index_name(i));
 | 
						|
		}
 | 
						|
 | 
						|
		if (to_select >= 0) {
 | 
						|
			select(to_select);
 | 
						|
		}
 | 
						|
	}
 | 
						|
};
 | 
						|
 | 
						|
class VisualShaderNodePluginDefaultEditor : public VBoxContainer {
 | 
						|
	GDCLASS(VisualShaderNodePluginDefaultEditor, VBoxContainer);
 | 
						|
	Ref<Resource> parent_resource;
 | 
						|
 | 
						|
public:
 | 
						|
	void _property_changed(const String &prop, const Variant &p_value, const String &p_field, bool p_changing = false) {
 | 
						|
 | 
						|
		if (p_changing)
 | 
						|
			return;
 | 
						|
 | 
						|
		UndoRedo *undo_redo = EditorNode::get_singleton()->get_undo_redo();
 | 
						|
 | 
						|
		updating = true;
 | 
						|
		undo_redo->create_action(TTR("Edit Visual Property") + ": " + prop, UndoRedo::MERGE_ENDS);
 | 
						|
		undo_redo->add_do_property(node.ptr(), prop, p_value);
 | 
						|
		undo_redo->add_undo_property(node.ptr(), prop, node->get(prop));
 | 
						|
 | 
						|
		if (p_value.get_type() == Variant::OBJECT) {
 | 
						|
 | 
						|
			RES prev_res = node->get(prop);
 | 
						|
			RES curr_res = p_value;
 | 
						|
 | 
						|
			if (curr_res.is_null()) {
 | 
						|
				undo_redo->add_do_method(this, "_open_inspector", (RES)parent_resource.ptr());
 | 
						|
			} else {
 | 
						|
				undo_redo->add_do_method(this, "_open_inspector", (RES)curr_res.ptr());
 | 
						|
			}
 | 
						|
			if (!prev_res.is_null()) {
 | 
						|
				undo_redo->add_undo_method(this, "_open_inspector", (RES)prev_res.ptr());
 | 
						|
			} else {
 | 
						|
				undo_redo->add_undo_method(this, "_open_inspector", (RES)parent_resource.ptr());
 | 
						|
			}
 | 
						|
			undo_redo->add_do_method(this, "_refresh_request");
 | 
						|
			undo_redo->add_undo_method(this, "_refresh_request");
 | 
						|
		}
 | 
						|
		undo_redo->commit_action();
 | 
						|
 | 
						|
		updating = false;
 | 
						|
	}
 | 
						|
 | 
						|
	void _node_changed() {
 | 
						|
		if (updating)
 | 
						|
			return;
 | 
						|
		for (int i = 0; i < properties.size(); i++) {
 | 
						|
			properties[i]->update_property();
 | 
						|
		}
 | 
						|
	}
 | 
						|
 | 
						|
	void _refresh_request() {
 | 
						|
		VisualShaderEditor::get_singleton()->call_deferred("_update_graph");
 | 
						|
	}
 | 
						|
 | 
						|
	void _resource_selected(const String &p_path, RES p_resource) {
 | 
						|
		_open_inspector(p_resource);
 | 
						|
	}
 | 
						|
 | 
						|
	void _open_inspector(RES p_resource) {
 | 
						|
		EditorNode::get_singleton()->get_inspector()->edit(p_resource.ptr());
 | 
						|
	}
 | 
						|
 | 
						|
	bool updating;
 | 
						|
	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(Ref<Resource> p_parent_resource, Vector<EditorProperty *> p_properties, const Vector<StringName> &p_names, Ref<VisualShaderNode> p_node) {
 | 
						|
		parent_resource = p_parent_resource;
 | 
						|
		updating = false;
 | 
						|
		node = p_node;
 | 
						|
		properties = p_properties;
 | 
						|
 | 
						|
		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];
 | 
						|
			prop_name_str = prop_name_str.capitalize() + ":";
 | 
						|
			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", this, "_resource_selected");
 | 
						|
			}
 | 
						|
 | 
						|
			properties[i]->connect("property_changed", this, "_property_changed");
 | 
						|
			properties[i]->set_object_and_property(node.ptr(), p_names[i]);
 | 
						|
			properties[i]->update_property();
 | 
						|
			properties[i]->set_name_split_ratio(0);
 | 
						|
		}
 | 
						|
		node->connect("changed", this, "_node_changed");
 | 
						|
		node->connect("editor_refresh_request", this, "_refresh_request", varray(), CONNECT_DEFERRED);
 | 
						|
	}
 | 
						|
 | 
						|
	static void _bind_methods() {
 | 
						|
		ClassDB::bind_method("_property_changed", &VisualShaderNodePluginDefaultEditor::_property_changed, DEFVAL(String()), DEFVAL(false));
 | 
						|
		ClassDB::bind_method("_node_changed", &VisualShaderNodePluginDefaultEditor::_node_changed);
 | 
						|
		ClassDB::bind_method("_refresh_request", &VisualShaderNodePluginDefaultEditor::_refresh_request);
 | 
						|
		ClassDB::bind_method("_resource_selected", &VisualShaderNodePluginDefaultEditor::_resource_selected);
 | 
						|
		ClassDB::bind_method("_open_inspector", &VisualShaderNodePluginDefaultEditor::_open_inspector);
 | 
						|
		ClassDB::bind_method("_show_prop_names", &VisualShaderNodePluginDefaultEditor::_show_prop_names);
 | 
						|
	}
 | 
						|
};
 | 
						|
 | 
						|
Control *VisualShaderNodePluginDefault::create_editor(const Ref<Resource> &p_parent_resource, const Ref<VisualShaderNode> &p_node) {
 | 
						|
 | 
						|
	if (p_node->is_class("VisualShaderNodeInput")) {
 | 
						|
		//create input
 | 
						|
		VisualShaderNodePluginInputEditor *input_editor = memnew(VisualShaderNodePluginInputEditor);
 | 
						|
		input_editor->setup(p_node);
 | 
						|
		return input_editor;
 | 
						|
	}
 | 
						|
 | 
						|
	Vector<StringName> properties = p_node->get_editable_properties();
 | 
						|
	if (properties.size() == 0) {
 | 
						|
		return NULL;
 | 
						|
	}
 | 
						|
 | 
						|
	List<PropertyInfo> props;
 | 
						|
	p_node->get_property_list(&props);
 | 
						|
 | 
						|
	Vector<PropertyInfo> pinfo;
 | 
						|
 | 
						|
	for (List<PropertyInfo>::Element *E = props.front(); E; E = E->next()) {
 | 
						|
 | 
						|
		for (int i = 0; i < properties.size(); i++) {
 | 
						|
			if (E->get().name == String(properties[i])) {
 | 
						|
				pinfo.push_back(E->get());
 | 
						|
			}
 | 
						|
		}
 | 
						|
	}
 | 
						|
 | 
						|
	if (pinfo.size() == 0)
 | 
						|
		return NULL;
 | 
						|
 | 
						|
	properties.clear();
 | 
						|
 | 
						|
	Ref<VisualShaderNode> node = p_node;
 | 
						|
	Vector<EditorProperty *> editors;
 | 
						|
 | 
						|
	for (int i = 0; i < pinfo.size(); i++) {
 | 
						|
 | 
						|
		EditorProperty *prop = EditorInspector::instantiate_property_editor(node.ptr(), pinfo[i].type, pinfo[i].name, pinfo[i].hint, pinfo[i].hint_string, pinfo[i].usage);
 | 
						|
		if (!prop)
 | 
						|
			return NULL;
 | 
						|
 | 
						|
		if (Object::cast_to<EditorPropertyResource>(prop)) {
 | 
						|
			Object::cast_to<EditorPropertyResource>(prop)->set_use_sub_inspector(false);
 | 
						|
			prop->set_custom_minimum_size(Size2(100 * EDSCALE, 0));
 | 
						|
		} else if (Object::cast_to<EditorPropertyTransform>(prop) || Object::cast_to<EditorPropertyVector3>(prop)) {
 | 
						|
			prop->set_custom_minimum_size(Size2(250 * 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);
 | 
						|
		}
 | 
						|
 | 
						|
		editors.push_back(prop);
 | 
						|
		properties.push_back(pinfo[i].name);
 | 
						|
	}
 | 
						|
	VisualShaderNodePluginDefaultEditor *editor = memnew(VisualShaderNodePluginDefaultEditor);
 | 
						|
	editor->setup(p_parent_resource, editors, properties, p_node);
 | 
						|
	return editor;
 | 
						|
}
 | 
						|
 | 
						|
void EditorPropertyShaderMode::_option_selected(int p_which) {
 | 
						|
 | 
						|
	//will not use this, instead will do all the logic setting manually
 | 
						|
	//emit_signal("property_changed", get_edited_property(), p_which);
 | 
						|
 | 
						|
	Ref<VisualShader> visual_shader(Object::cast_to<VisualShader>(get_edited_object()));
 | 
						|
 | 
						|
	if (visual_shader->get_mode() == p_which)
 | 
						|
		return;
 | 
						|
 | 
						|
	UndoRedo *undo_redo = EditorNode::get_singleton()->get_undo_redo();
 | 
						|
	undo_redo->create_action(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());
 | 
						|
	//now undo is hell
 | 
						|
 | 
						|
	//1. restore connections to output
 | 
						|
	for (int i = 0; i < VisualShader::TYPE_MAX; i++) {
 | 
						|
 | 
						|
		VisualShader::Type type = VisualShader::Type(i);
 | 
						|
		List<VisualShader::Connection> conns;
 | 
						|
		visual_shader->get_node_connections(type, &conns);
 | 
						|
		for (List<VisualShader::Connection>::Element *E = conns.front(); E; E = E->next()) {
 | 
						|
			if (E->get().to_node == VisualShader::NODE_ID_OUTPUT) {
 | 
						|
				undo_redo->add_undo_method(visual_shader.ptr(), "connect_nodes", type, E->get().from_node, E->get().from_port, E->get().to_node, E->get().to_port);
 | 
						|
			}
 | 
						|
		}
 | 
						|
	}
 | 
						|
	//2. restore input indices
 | 
						|
	for (int i = 0; i < VisualShader::TYPE_MAX; i++) {
 | 
						|
 | 
						|
		VisualShader::Type type = VisualShader::Type(i);
 | 
						|
		Vector<int> nodes = visual_shader->get_node_list(type);
 | 
						|
		for (int 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 (List<PropertyInfo>::Element *E = props.front(); E; E = E->next()) {
 | 
						|
 | 
						|
		if (E->get().name.begins_with("flags/") || E->get().name.begins_with("modes/")) {
 | 
						|
			undo_redo->add_undo_property(visual_shader.ptr(), E->get().name, visual_shader->get(E->get().name));
 | 
						|
		}
 | 
						|
	}
 | 
						|
 | 
						|
	undo_redo->add_do_method(VisualShaderEditor::get_singleton(), "_update_options_menu");
 | 
						|
	undo_redo->add_undo_method(VisualShaderEditor::get_singleton(), "_update_options_menu");
 | 
						|
 | 
						|
	//update graph
 | 
						|
	undo_redo->add_do_method(VisualShaderEditor::get_singleton(), "_update_graph");
 | 
						|
	undo_redo->add_undo_method(VisualShaderEditor::get_singleton(), "_update_graph");
 | 
						|
 | 
						|
	undo_redo->commit_action();
 | 
						|
}
 | 
						|
 | 
						|
void EditorPropertyShaderMode::update_property() {
 | 
						|
 | 
						|
	int which = get_edited_object()->get(get_edited_property());
 | 
						|
	options->select(which);
 | 
						|
}
 | 
						|
 | 
						|
void EditorPropertyShaderMode::setup(const Vector<String> &p_options) {
 | 
						|
	for (int i = 0; i < p_options.size(); i++) {
 | 
						|
		options->add_item(p_options[i], i);
 | 
						|
	}
 | 
						|
}
 | 
						|
 | 
						|
void EditorPropertyShaderMode::set_option_button_clip(bool p_enable) {
 | 
						|
	options->set_clip_text(p_enable);
 | 
						|
}
 | 
						|
 | 
						|
void EditorPropertyShaderMode::_bind_methods() {
 | 
						|
 | 
						|
	ClassDB::bind_method(D_METHOD("_option_selected"), &EditorPropertyShaderMode::_option_selected);
 | 
						|
}
 | 
						|
 | 
						|
EditorPropertyShaderMode::EditorPropertyShaderMode() {
 | 
						|
	options = memnew(OptionButton);
 | 
						|
	options->set_clip_text(true);
 | 
						|
	add_child(options);
 | 
						|
	add_focusable(options);
 | 
						|
	options->connect("item_selected", this, "_option_selected");
 | 
						|
}
 | 
						|
 | 
						|
bool EditorInspectorShaderModePlugin::can_handle(Object *p_object) {
 | 
						|
	return true; //can handle everything
 | 
						|
}
 | 
						|
 | 
						|
void EditorInspectorShaderModePlugin::parse_begin(Object *p_object) {
 | 
						|
	//do none
 | 
						|
}
 | 
						|
 | 
						|
bool EditorInspectorShaderModePlugin::parse_property(Object *p_object, Variant::Type p_type, const String &p_path, PropertyHint p_hint, const String &p_hint_text, int p_usage) {
 | 
						|
 | 
						|
	if (p_path == "mode" && p_object->is_class("VisualShader") && p_type == Variant::INT) {
 | 
						|
 | 
						|
		EditorPropertyShaderMode *editor = memnew(EditorPropertyShaderMode);
 | 
						|
		Vector<String> options = p_hint_text.split(",");
 | 
						|
		editor->setup(options);
 | 
						|
		add_property_editor(p_path, editor);
 | 
						|
 | 
						|
		return true;
 | 
						|
	}
 | 
						|
 | 
						|
	return false; //can be overridden, although it will most likely be last anyway
 | 
						|
}
 | 
						|
 | 
						|
void EditorInspectorShaderModePlugin::parse_end() {
 | 
						|
	//do none
 | 
						|
}
 | 
						|
//////////////////////////////////
 | 
						|
 | 
						|
void VisualShaderNodePortPreview::_shader_changed() {
 | 
						|
	if (shader.is_null()) {
 | 
						|
		return;
 | 
						|
	}
 | 
						|
 | 
						|
	Vector<VisualShader::DefaultTextureParam> default_textures;
 | 
						|
	String shader_code = shader->generate_preview_shader(type, node, port, default_textures);
 | 
						|
 | 
						|
	Ref<Shader> preview_shader;
 | 
						|
	preview_shader.instance();
 | 
						|
	preview_shader->set_code(shader_code);
 | 
						|
	for (int i = 0; i < default_textures.size(); i++) {
 | 
						|
		preview_shader->set_default_texture_param(default_textures[i].name, default_textures[i].param);
 | 
						|
	}
 | 
						|
 | 
						|
	Ref<ShaderMaterial> material;
 | 
						|
	material.instance();
 | 
						|
	material->set_shader(preview_shader);
 | 
						|
 | 
						|
	//find if a material is also being edited and copy parameters to this one
 | 
						|
 | 
						|
	for (int i = EditorNode::get_singleton()->get_editor_history()->get_path_size() - 1; i >= 0; i--) {
 | 
						|
		Object *object = ObjectDB::get_instance(EditorNode::get_singleton()->get_editor_history()->get_path_object(i));
 | 
						|
		if (!object)
 | 
						|
			continue;
 | 
						|
		ShaderMaterial *src_mat = Object::cast_to<ShaderMaterial>(object);
 | 
						|
		if (src_mat && src_mat->get_shader().is_valid()) {
 | 
						|
 | 
						|
			List<PropertyInfo> params;
 | 
						|
			src_mat->get_shader()->get_param_list(¶ms);
 | 
						|
			for (List<PropertyInfo>::Element *E = params.front(); E; E = E->next()) {
 | 
						|
				material->set(E->get().name, src_mat->get(E->get().name));
 | 
						|
			}
 | 
						|
		}
 | 
						|
	}
 | 
						|
 | 
						|
	set_material(material);
 | 
						|
}
 | 
						|
 | 
						|
void VisualShaderNodePortPreview::setup(const Ref<VisualShader> &p_shader, VisualShader::Type p_type, int p_node, int p_port) {
 | 
						|
 | 
						|
	shader = p_shader;
 | 
						|
	shader->connect("changed", this, "_shader_changed");
 | 
						|
	type = p_type;
 | 
						|
	port = p_port;
 | 
						|
	node = p_node;
 | 
						|
	update();
 | 
						|
	_shader_changed();
 | 
						|
}
 | 
						|
 | 
						|
Size2 VisualShaderNodePortPreview::get_minimum_size() const {
 | 
						|
	return Size2(100, 100) * EDSCALE;
 | 
						|
}
 | 
						|
 | 
						|
void VisualShaderNodePortPreview::_notification(int p_what) {
 | 
						|
	if (p_what == NOTIFICATION_DRAW) {
 | 
						|
		Vector<Vector2> points;
 | 
						|
		Vector<Vector2> uvs;
 | 
						|
		Vector<Color> colors;
 | 
						|
		points.push_back(Vector2());
 | 
						|
		uvs.push_back(Vector2(0, 0));
 | 
						|
		colors.push_back(Color(1, 1, 1, 1));
 | 
						|
		points.push_back(Vector2(get_size().width, 0));
 | 
						|
		uvs.push_back(Vector2(1, 0));
 | 
						|
		colors.push_back(Color(1, 1, 1, 1));
 | 
						|
		points.push_back(get_size());
 | 
						|
		uvs.push_back(Vector2(1, 1));
 | 
						|
		colors.push_back(Color(1, 1, 1, 1));
 | 
						|
		points.push_back(Vector2(0, get_size().height));
 | 
						|
		uvs.push_back(Vector2(0, 1));
 | 
						|
		colors.push_back(Color(1, 1, 1, 1));
 | 
						|
 | 
						|
		draw_primitive(points, colors, uvs);
 | 
						|
	}
 | 
						|
}
 | 
						|
 | 
						|
void VisualShaderNodePortPreview::_bind_methods() {
 | 
						|
	ClassDB::bind_method("_shader_changed", &VisualShaderNodePortPreview::_shader_changed);
 | 
						|
}
 | 
						|
 | 
						|
VisualShaderNodePortPreview::VisualShaderNodePortPreview() {
 | 
						|
}
 | 
						|
 | 
						|
//////////////////////////////////
 | 
						|
 | 
						|
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.instance();
 | 
						|
 | 
						|
	String code = vshader->get_code();
 | 
						|
	shader->set_code(code);
 | 
						|
 | 
						|
	return shader;
 | 
						|
}
 |