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			5569 lines
		
	
	
	
		
			289 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			5569 lines
		
	
	
	
		
			289 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) 2007-2022 Juan Linietsky, Ariel Manzur.                 */
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| /* Copyright (c) 2014-2022 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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| 
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| #include "visual_shader_editor_plugin.h"
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| 
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| #include "core/config/project_settings.h"
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| #include "core/core_string_names.h"
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| #include "core/input/input.h"
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| #include "core/io/resource_loader.h"
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| #include "core/math/math_defs.h"
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| #include "core/os/keyboard.h"
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| #include "editor/editor_log.h"
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| #include "editor/editor_node.h"
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| #include "editor/editor_properties.h"
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| #include "editor/editor_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/gui/view_panner.h"
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| #include "scene/main/window.h"
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| #include "scene/resources/visual_shader_nodes.h"
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| #include "scene/resources/visual_shader_particle_nodes.h"
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| #include "scene/resources/visual_shader_sdf_nodes.h"
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| #include "servers/display_server.h"
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| #include "servers/rendering/shader_types.h"
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| 
 | |
| struct FloatConstantDef {
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| 	String name;
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| 	float value = 0;
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| 	String desc;
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| };
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| 
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| static FloatConstantDef float_constant_defs[] = {
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| 	{ "E", Math_E, TTR("E constant (2.718282). Represents the base of the natural logarithm.") },
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| 	{ "Epsilon", CMP_EPSILON, TTR("Epsilon constant (0.00001). Smallest possible scalar number.") },
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| 	{ "Phi", 1.618034f, TTR("Phi constant (1.618034). Golden ratio.") },
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| 	{ "Pi/4", Math_PI / 4, TTR("Pi/4 constant (0.785398) or 45 degrees.") },
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| 	{ "Pi/2", Math_PI / 2, TTR("Pi/2 constant (1.570796) or 90 degrees.") },
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| 	{ "Pi", Math_PI, TTR("Pi constant (3.141593) or 180 degrees.") },
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| 	{ "Tau", Math_TAU, TTR("Tau constant (6.283185) or 360 degrees.") },
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| 	{ "Sqrt2", Math_SQRT2, TTR("Sqrt2 constant (1.414214). Square root of 2.") }
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| };
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| 
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| const int MAX_FLOAT_CONST_DEFS = sizeof(float_constant_defs) / sizeof(FloatConstantDef);
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| 
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| ///////////////////
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| 
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| Control *VisualShaderNodePlugin::create_editor(const Ref<Resource> &p_parent_resource, const Ref<VisualShaderNode> &p_node) {
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| 	Object *ret;
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| 	if (GDVIRTUAL_CALL(_create_editor, p_parent_resource, p_node, ret)) {
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| 		return Object::cast_to<Control>(ret);
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| 	}
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| 	return nullptr;
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| }
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| 
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| void VisualShaderNodePlugin::_bind_methods() {
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| 	GDVIRTUAL_BIND(_create_editor, "parent_resource", "visual_shader_node");
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| }
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| 
 | |
| ///////////////////
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| 
 | |
| 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) {
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| 	Ref<StyleBoxEmpty> style(memnew(StyleBoxEmpty));
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| 	style->set_default_margin(SIDE_LEFT, p_margin_left * EDSCALE);
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| 	style->set_default_margin(SIDE_RIGHT, p_margin_right * EDSCALE);
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| 	style->set_default_margin(SIDE_BOTTOM, p_margin_bottom * EDSCALE);
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| 	style->set_default_margin(SIDE_TOP, p_margin_top * EDSCALE);
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| 	return style;
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| }
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| 
 | |
| ///////////////////
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| 
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| VisualShaderGraphPlugin::VisualShaderGraphPlugin() {
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| }
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| 
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| void VisualShaderGraphPlugin::_bind_methods() {
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| 	ClassDB::bind_method("add_node", &VisualShaderGraphPlugin::add_node);
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| 	ClassDB::bind_method("remove_node", &VisualShaderGraphPlugin::remove_node);
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| 	ClassDB::bind_method("connect_nodes", &VisualShaderGraphPlugin::connect_nodes);
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| 	ClassDB::bind_method("disconnect_nodes", &VisualShaderGraphPlugin::disconnect_nodes);
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| 	ClassDB::bind_method("set_node_position", &VisualShaderGraphPlugin::set_node_position);
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| 	ClassDB::bind_method("update_node", &VisualShaderGraphPlugin::update_node);
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| 	ClassDB::bind_method("update_node_deferred", &VisualShaderGraphPlugin::update_node_deferred);
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| 	ClassDB::bind_method("set_input_port_default_value", &VisualShaderGraphPlugin::set_input_port_default_value);
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| 	ClassDB::bind_method("set_uniform_name", &VisualShaderGraphPlugin::set_uniform_name);
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| 	ClassDB::bind_method("set_expression", &VisualShaderGraphPlugin::set_expression);
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| 	ClassDB::bind_method("update_curve", &VisualShaderGraphPlugin::update_curve);
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| 	ClassDB::bind_method("update_curve_xyz", &VisualShaderGraphPlugin::update_curve_xyz);
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| }
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| 
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| void VisualShaderGraphPlugin::register_shader(VisualShader *p_shader) {
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| 	visual_shader = Ref<VisualShader>(p_shader);
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| }
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| 
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| void VisualShaderGraphPlugin::set_connections(List<VisualShader::Connection> &p_connections) {
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| 	connections = p_connections;
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| }
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| 
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| void VisualShaderGraphPlugin::show_port_preview(VisualShader::Type p_type, int p_node_id, int p_port_id) {
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| 	if (visual_shader->get_shader_type() == p_type && links.has(p_node_id) && links[p_node_id].output_ports.has(p_port_id)) {
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| 		for (const KeyValue<int, Port> &E : links[p_node_id].output_ports) {
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| 			if (E.value.preview_button != nullptr) {
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| 				E.value.preview_button->set_pressed(false);
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| 			}
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| 		}
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| 
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| 		if (links[p_node_id].preview_visible && !is_dirty() && links[p_node_id].preview_box != nullptr) {
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| 			links[p_node_id].graph_node->remove_child(links[p_node_id].preview_box);
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| 			memdelete(links[p_node_id].preview_box);
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| 			links[p_node_id].graph_node->reset_size();
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| 			links[p_node_id].preview_visible = false;
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| 		}
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| 
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| 		if (p_port_id != -1 && links[p_node_id].output_ports[p_port_id].preview_button != nullptr) {
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| 			if (is_dirty()) {
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| 				links[p_node_id].preview_pos = links[p_node_id].graph_node->get_child_count();
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| 			}
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| 
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| 			VBoxContainer *vbox = memnew(VBoxContainer);
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| 			links[p_node_id].graph_node->add_child(vbox);
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| 			if (links[p_node_id].preview_pos != -1) {
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| 				links[p_node_id].graph_node->move_child(vbox, links[p_node_id].preview_pos);
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| 			}
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| 
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| 			Control *offset = memnew(Control);
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| 			offset->set_custom_minimum_size(Size2(0, 5 * EDSCALE));
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| 			vbox->add_child(offset);
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| 
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| 			VisualShaderNodePortPreview *port_preview = memnew(VisualShaderNodePortPreview);
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| 			port_preview->setup(visual_shader, visual_shader->get_shader_type(), p_node_id, p_port_id);
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| 			port_preview->set_h_size_flags(Control::SIZE_SHRINK_CENTER);
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| 			vbox->add_child(port_preview);
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| 			links[p_node_id].preview_visible = true;
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| 			links[p_node_id].preview_box = vbox;
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| 			links[p_node_id].output_ports[p_port_id].preview_button->set_pressed(true);
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| 		}
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| 	}
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| }
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| 
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| void VisualShaderGraphPlugin::update_node_deferred(VisualShader::Type p_type, int p_node_id) {
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| 	call_deferred(SNAME("update_node"), p_type, p_node_id);
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| }
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| 
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| void VisualShaderGraphPlugin::update_node(VisualShader::Type p_type, int p_node_id) {
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| 	if (p_type != visual_shader->get_shader_type() || !links.has(p_node_id)) {
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| 		return;
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| 	}
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| 	remove_node(p_type, p_node_id);
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| 	add_node(p_type, p_node_id);
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| }
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| 
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| void VisualShaderGraphPlugin::set_input_port_default_value(VisualShader::Type p_type, int p_node_id, int p_port_id, Variant p_value) {
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| 	if (p_type != visual_shader->get_shader_type() || !links.has(p_node_id)) {
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| 		return;
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| 	}
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| 
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| 	Button *button = links[p_node_id].input_ports[p_port_id].default_input_button;
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| 
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| 	switch (p_value.get_type()) {
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| 		case Variant::COLOR: {
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| 			VisualShaderEditor *editor = VisualShaderEditor::get_singleton();
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| 			if (!editor) {
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| 				break;
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| 			}
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| 			button->set_custom_minimum_size(Size2(30, 0) * EDSCALE);
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| 
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| 			Callable ce = callable_mp(editor, &VisualShaderEditor::_draw_color_over_button);
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| 			if (!button->is_connected("draw", ce)) {
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| 				button->connect("draw", ce, varray(button, p_value));
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| 			}
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| 		} break;
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| 		case Variant::BOOL: {
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| 			button->set_text(((bool)p_value) ? "true" : "false");
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| 		} break;
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| 		case Variant::INT:
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| 		case Variant::FLOAT: {
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| 			button->set_text(String::num(p_value, 4));
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| 		} break;
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| 		case Variant::VECTOR2: {
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| 			Vector2 v = p_value;
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| 			button->set_text(String::num(v.x, 3) + "," + String::num(v.y, 3));
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| 		} break;
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| 		case Variant::VECTOR3: {
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| 			Vector3 v = p_value;
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| 			button->set_text(String::num(v.x, 3) + "," + String::num(v.y, 3) + "," + String::num(v.z, 3));
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| 		} break;
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| 		default: {
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| 		}
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| 	}
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| }
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| 
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| void VisualShaderGraphPlugin::set_uniform_name(VisualShader::Type p_type, int p_node_id, const String &p_name) {
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| 	if (visual_shader->get_shader_type() == p_type && links.has(p_node_id) && links[p_node_id].uniform_name != nullptr) {
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| 		links[p_node_id].uniform_name->set_text(p_name);
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| 	}
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| }
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| 
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| void VisualShaderGraphPlugin::update_curve(int p_node_id) {
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| 	if (links.has(p_node_id) && links[p_node_id].curve_editors[0]) {
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| 		Ref<VisualShaderNodeCurveTexture> tex = Object::cast_to<VisualShaderNodeCurveTexture>(links[p_node_id].visual_node);
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| 		ERR_FAIL_COND(!tex.is_valid());
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| 
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| 		if (tex->get_texture().is_valid()) {
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| 			links[p_node_id].curve_editors[0]->set_curve(tex->get_texture()->get_curve());
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| 		}
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| 		tex->emit_signal(CoreStringNames::get_singleton()->changed);
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| 	}
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| }
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| 
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| void VisualShaderGraphPlugin::update_curve_xyz(int p_node_id) {
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| 	if (links.has(p_node_id) && links[p_node_id].curve_editors[0] && links[p_node_id].curve_editors[1] && links[p_node_id].curve_editors[2]) {
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| 		Ref<VisualShaderNodeCurveXYZTexture> tex = Object::cast_to<VisualShaderNodeCurveXYZTexture>(links[p_node_id].visual_node);
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| 		ERR_FAIL_COND(!tex.is_valid());
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| 
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| 		if (tex->get_texture().is_valid()) {
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| 			links[p_node_id].curve_editors[0]->set_curve(tex->get_texture()->get_curve_x());
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| 			links[p_node_id].curve_editors[1]->set_curve(tex->get_texture()->get_curve_y());
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| 			links[p_node_id].curve_editors[2]->set_curve(tex->get_texture()->get_curve_z());
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| 		}
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| 		tex->emit_signal(CoreStringNames::get_singleton()->changed);
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| 	}
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| }
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| 
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| int VisualShaderGraphPlugin::get_constant_index(float p_constant) const {
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| 	for (int i = 0; i < MAX_FLOAT_CONST_DEFS; i++) {
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| 		if (Math::is_equal_approx(p_constant, float_constant_defs[i].value)) {
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| 			return i + 1;
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| 		}
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| 	}
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| 	return 0;
 | |
| }
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| 
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| void VisualShaderGraphPlugin::set_expression(VisualShader::Type p_type, int p_node_id, const String &p_expression) {
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| 	if (p_type != visual_shader->get_shader_type() || !links.has(p_node_id) || !links[p_node_id].expression_edit) {
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| 		return;
 | |
| 	}
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| 	links[p_node_id].expression_edit->set_text(p_expression);
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| }
 | |
| 
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| void VisualShaderGraphPlugin::update_node_size(int p_node_id) {
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| 	if (!links.has(p_node_id)) {
 | |
| 		return;
 | |
| 	}
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| 	links[p_node_id].graph_node->reset_size();
 | |
| }
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| 
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| void VisualShaderGraphPlugin::register_default_input_button(int p_node_id, int p_port_id, Button *p_button) {
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| 	links[p_node_id].input_ports.insert(p_port_id, { p_button });
 | |
| }
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| 
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| void VisualShaderGraphPlugin::register_expression_edit(int p_node_id, CodeEdit *p_expression_edit) {
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| 	links[p_node_id].expression_edit = p_expression_edit;
 | |
| }
 | |
| 
 | |
| void VisualShaderGraphPlugin::register_curve_editor(int p_node_id, int p_index, CurveEditor *p_curve_editor) {
 | |
| 	links[p_node_id].curve_editors[p_index] = p_curve_editor;
 | |
| }
 | |
| 
 | |
| void VisualShaderGraphPlugin::update_uniform_refs() {
 | |
| 	for (KeyValue<int, Link> &E : links) {
 | |
| 		VisualShaderNodeUniformRef *ref = Object::cast_to<VisualShaderNodeUniformRef>(E.value.visual_node);
 | |
| 		if (ref) {
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| 			remove_node(E.value.type, E.key);
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| 			add_node(E.value.type, E.key);
 | |
| 		}
 | |
| 	}
 | |
| }
 | |
| 
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| VisualShader::Type VisualShaderGraphPlugin::get_shader_type() const {
 | |
| 	return visual_shader->get_shader_type();
 | |
| }
 | |
| 
 | |
| void VisualShaderGraphPlugin::set_node_position(VisualShader::Type p_type, int p_id, const Vector2 &p_position) {
 | |
| 	if (visual_shader->get_shader_type() == p_type && links.has(p_id)) {
 | |
| 		links[p_id].graph_node->set_position_offset(p_position);
 | |
| 	}
 | |
| }
 | |
| 
 | |
| bool VisualShaderGraphPlugin::is_preview_visible(int p_id) const {
 | |
| 	return links[p_id].preview_visible;
 | |
| }
 | |
| 
 | |
| void VisualShaderGraphPlugin::clear_links() {
 | |
| 	links.clear();
 | |
| }
 | |
| 
 | |
| bool VisualShaderGraphPlugin::is_dirty() const {
 | |
| 	return dirty;
 | |
| }
 | |
| 
 | |
| void VisualShaderGraphPlugin::make_dirty(bool p_enabled) {
 | |
| 	dirty = p_enabled;
 | |
| }
 | |
| 
 | |
| void VisualShaderGraphPlugin::register_link(VisualShader::Type p_type, int p_id, VisualShaderNode *p_visual_node, GraphNode *p_graph_node) {
 | |
| 	links.insert(p_id, { p_type, p_visual_node, p_graph_node, p_visual_node->get_output_port_for_preview() != -1, -1, Map<int, InputPort>(), Map<int, Port>(), nullptr, nullptr, nullptr, { nullptr, nullptr, nullptr } });
 | |
| }
 | |
| 
 | |
| void VisualShaderGraphPlugin::register_output_port(int p_node_id, int p_port, TextureButton *p_button) {
 | |
| 	links[p_node_id].output_ports.insert(p_port, { p_button });
 | |
| }
 | |
| 
 | |
| void VisualShaderGraphPlugin::register_uniform_name(int p_node_id, LineEdit *p_uniform_name) {
 | |
| 	links[p_node_id].uniform_name = p_uniform_name;
 | |
| }
 | |
| 
 | |
| void VisualShaderGraphPlugin::update_theme() {
 | |
| 	VisualShaderEditor *editor = VisualShaderEditor::get_singleton();
 | |
| 	if (!editor) {
 | |
| 		return;
 | |
| 	}
 | |
| 	vector_expanded_color[0] = editor->get_theme_color(SNAME("axis_x_color"), SNAME("Editor")); // red
 | |
| 	vector_expanded_color[1] = editor->get_theme_color(SNAME("axis_y_color"), SNAME("Editor")); // green
 | |
| 	vector_expanded_color[2] = editor->get_theme_color(SNAME("axis_z_color"), SNAME("Editor")); // blue
 | |
| }
 | |
| 
 | |
| void VisualShaderGraphPlugin::add_node(VisualShader::Type p_type, int p_id) {
 | |
| 	if (!visual_shader.is_valid() || p_type != visual_shader->get_shader_type()) {
 | |
| 		return;
 | |
| 	}
 | |
| 	VisualShaderEditor *editor = VisualShaderEditor::get_singleton();
 | |
| 	if (!editor) {
 | |
| 		return;
 | |
| 	}
 | |
| 	GraphEdit *graph = editor->graph;
 | |
| 	if (!graph) {
 | |
| 		return;
 | |
| 	}
 | |
| 	VisualShaderGraphPlugin *graph_plugin = editor->get_graph_plugin();
 | |
| 	if (!graph_plugin) {
 | |
| 		return;
 | |
| 	}
 | |
| 	Shader::Mode mode = visual_shader->get_mode();
 | |
| 
 | |
| 	Control *offset;
 | |
| 
 | |
| 	static Ref<StyleBoxEmpty> label_style = make_empty_stylebox(2, 1, 2, 1);
 | |
| 
 | |
| 	static const Color type_color[7] = {
 | |
| 		Color(0.38, 0.85, 0.96), // scalar (float)
 | |
| 		Color(0.49, 0.78, 0.94), // scalar (int)
 | |
| 		Color(0.74, 0.57, 0.95), // vector2
 | |
| 		Color(0.84, 0.49, 0.93), // vector3
 | |
| 		Color(0.55, 0.65, 0.94), // boolean
 | |
| 		Color(0.96, 0.66, 0.43), // transform
 | |
| 		Color(1.0, 1.0, 0.0), // sampler
 | |
| 	};
 | |
| 
 | |
| 	static const String vector_expanded_name[3] = {
 | |
| 		"red",
 | |
| 		"green",
 | |
| 		"blue"
 | |
| 	};
 | |
| 
 | |
| 	Ref<VisualShaderNode> vsnode = visual_shader->get_node(p_type, p_id);
 | |
| 
 | |
| 	Ref<VisualShaderNodeResizableBase> resizable_node = Object::cast_to<VisualShaderNodeResizableBase>(vsnode.ptr());
 | |
| 	bool is_resizable = !resizable_node.is_null();
 | |
| 	Size2 size = Size2(0, 0);
 | |
| 
 | |
| 	Ref<VisualShaderNodeGroupBase> group_node = Object::cast_to<VisualShaderNodeGroupBase>(vsnode.ptr());
 | |
| 	bool is_group = !group_node.is_null();
 | |
| 
 | |
| 	bool is_comment = false;
 | |
| 
 | |
| 	Ref<VisualShaderNodeExpression> expression_node = Object::cast_to<VisualShaderNodeExpression>(group_node.ptr());
 | |
| 	bool is_expression = !expression_node.is_null();
 | |
| 	String expression = "";
 | |
| 
 | |
| 	VisualShaderNodeCustom *custom_node = Object::cast_to<VisualShaderNodeCustom>(vsnode.ptr());
 | |
| 	if (custom_node) {
 | |
| 		custom_node->_set_initialized(true);
 | |
| 	}
 | |
| 
 | |
| 	GraphNode *node = memnew(GraphNode);
 | |
| 	graph->add_child(node);
 | |
| 	editor->_update_created_node(node);
 | |
| 	register_link(p_type, p_id, vsnode.ptr(), node);
 | |
| 
 | |
| 	if (is_resizable) {
 | |
| 		size = resizable_node->get_size();
 | |
| 
 | |
| 		node->set_resizable(true);
 | |
| 		node->connect("resize_request", callable_mp(editor, &VisualShaderEditor::_node_resized), varray((int)p_type, p_id));
 | |
| 	}
 | |
| 	if (is_expression) {
 | |
| 		expression = expression_node->get_expression();
 | |
| 	}
 | |
| 
 | |
| 	node->set_position_offset(visual_shader->get_node_position(p_type, p_id));
 | |
| 	node->set_title(vsnode->get_caption());
 | |
| 	node->set_name(itos(p_id));
 | |
| 
 | |
| 	if (p_id >= 2) {
 | |
| 		node->set_show_close_button(true);
 | |
| 		node->connect("close_request", callable_mp(editor, &VisualShaderEditor::_delete_node_request), varray(p_type, p_id), CONNECT_DEFERRED);
 | |
| 	}
 | |
| 
 | |
| 	node->connect("dragged", callable_mp(editor, &VisualShaderEditor::_node_dragged), varray(p_id));
 | |
| 
 | |
| 	Control *custom_editor = nullptr;
 | |
| 	int port_offset = 1;
 | |
| 
 | |
| 	Control *content_offset = memnew(Control);
 | |
| 	content_offset->set_custom_minimum_size(Size2(0, 5 * EDSCALE));
 | |
| 	node->add_child(content_offset);
 | |
| 
 | |
| 	if (is_group) {
 | |
| 		port_offset += 1;
 | |
| 	}
 | |
| 
 | |
| 	if (is_resizable) {
 | |
| 		Ref<VisualShaderNodeComment> comment_node = Object::cast_to<VisualShaderNodeComment>(vsnode.ptr());
 | |
| 		if (comment_node.is_valid()) {
 | |
| 			is_comment = true;
 | |
| 			node->set_comment(true);
 | |
| 
 | |
| 			Label *comment_label = memnew(Label);
 | |
| 			node->add_child(comment_label);
 | |
| 			comment_label->set_h_size_flags(Control::SIZE_EXPAND_FILL);
 | |
| 			comment_label->set_v_size_flags(Control::SIZE_EXPAND_FILL);
 | |
| 			comment_label->set_text(comment_node->get_description());
 | |
| 		}
 | |
| 		editor->call_deferred(SNAME("_set_node_size"), (int)p_type, p_id, size);
 | |
| 	}
 | |
| 
 | |
| 	Ref<VisualShaderNodeParticleEmit> emit = vsnode;
 | |
| 	if (emit.is_valid()) {
 | |
| 		node->set_custom_minimum_size(Size2(200 * EDSCALE, 0));
 | |
| 	}
 | |
| 
 | |
| 	Ref<VisualShaderNodeUniform> uniform = vsnode;
 | |
| 	HBoxContainer *hb = nullptr;
 | |
| 
 | |
| 	if (uniform.is_valid()) {
 | |
| 		LineEdit *uniform_name = memnew(LineEdit);
 | |
| 		register_uniform_name(p_id, uniform_name);
 | |
| 		uniform_name->set_h_size_flags(Control::SIZE_EXPAND_FILL);
 | |
| 		uniform_name->set_text(uniform->get_uniform_name());
 | |
| 		uniform_name->connect("text_submitted", callable_mp(editor, &VisualShaderEditor::_uniform_line_edit_changed), varray(p_id));
 | |
| 		uniform_name->connect("focus_exited", callable_mp(editor, &VisualShaderEditor::_uniform_line_edit_focus_out), varray(uniform_name, p_id));
 | |
| 
 | |
| 		if (vsnode->get_output_port_count() == 1 && vsnode->get_output_port_name(0) == "") {
 | |
| 			hb = memnew(HBoxContainer);
 | |
| 			hb->add_child(uniform_name);
 | |
| 			node->add_child(hb);
 | |
| 		} else {
 | |
| 			node->add_child(uniform_name);
 | |
| 		}
 | |
| 		port_offset++;
 | |
| 	}
 | |
| 
 | |
| 	for (int i = 0; i < editor->plugins.size(); i++) {
 | |
| 		vsnode->set_meta("id", p_id);
 | |
| 		vsnode->set_meta("shader_type", (int)p_type);
 | |
| 		custom_editor = editor->plugins.write[i]->create_editor(visual_shader, vsnode);
 | |
| 		vsnode->remove_meta("id");
 | |
| 		vsnode->remove_meta("shader_type");
 | |
| 		if (custom_editor) {
 | |
| 			if (vsnode->is_show_prop_names()) {
 | |
| 				custom_editor->call_deferred(SNAME("_show_prop_names"), true);
 | |
| 			}
 | |
| 			break;
 | |
| 		}
 | |
| 	}
 | |
| 
 | |
| 	Ref<VisualShaderNodeCurveTexture> curve = vsnode;
 | |
| 	Ref<VisualShaderNodeCurveXYZTexture> curve_xyz = vsnode;
 | |
| 
 | |
| 	bool is_curve = curve.is_valid() || curve_xyz.is_valid();
 | |
| 	if (is_curve) {
 | |
| 		hb = memnew(HBoxContainer);
 | |
| 		node->add_child(hb);
 | |
| 	}
 | |
| 
 | |
| 	if (curve.is_valid()) {
 | |
| 		custom_editor->set_h_size_flags(Control::SIZE_EXPAND_FILL);
 | |
| 
 | |
| 		Callable ce = callable_mp(graph_plugin, &VisualShaderGraphPlugin::update_curve);
 | |
| 		if (curve->get_texture().is_valid() && !curve->get_texture()->is_connected("changed", ce)) {
 | |
| 			curve->get_texture()->connect("changed", ce, varray(p_id));
 | |
| 		}
 | |
| 
 | |
| 		CurveEditor *curve_editor = memnew(CurveEditor);
 | |
| 		node->add_child(curve_editor);
 | |
| 		register_curve_editor(p_id, 0, curve_editor);
 | |
| 		curve_editor->set_custom_minimum_size(Size2(300, 0));
 | |
| 		curve_editor->set_h_size_flags(Control::SIZE_EXPAND_FILL);
 | |
| 		if (curve->get_texture().is_valid()) {
 | |
| 			curve_editor->set_curve(curve->get_texture()->get_curve());
 | |
| 		}
 | |
| 	}
 | |
| 
 | |
| 	if (curve_xyz.is_valid()) {
 | |
| 		custom_editor->set_h_size_flags(Control::SIZE_EXPAND_FILL);
 | |
| 
 | |
| 		Callable ce = callable_mp(graph_plugin, &VisualShaderGraphPlugin::update_curve_xyz);
 | |
| 		if (curve_xyz->get_texture().is_valid() && !curve_xyz->get_texture()->is_connected("changed", ce)) {
 | |
| 			curve_xyz->get_texture()->connect("changed", ce, varray(p_id));
 | |
| 		}
 | |
| 
 | |
| 		CurveEditor *curve_editor_x = memnew(CurveEditor);
 | |
| 		node->add_child(curve_editor_x);
 | |
| 		register_curve_editor(p_id, 0, curve_editor_x);
 | |
| 		curve_editor_x->set_custom_minimum_size(Size2(300, 0));
 | |
| 		curve_editor_x->set_h_size_flags(Control::SIZE_EXPAND_FILL);
 | |
| 		if (curve_xyz->get_texture().is_valid()) {
 | |
| 			curve_editor_x->set_curve(curve_xyz->get_texture()->get_curve_x());
 | |
| 		}
 | |
| 
 | |
| 		CurveEditor *curve_editor_y = memnew(CurveEditor);
 | |
| 		node->add_child(curve_editor_y);
 | |
| 		register_curve_editor(p_id, 1, curve_editor_y);
 | |
| 		curve_editor_y->set_custom_minimum_size(Size2(300, 0));
 | |
| 		curve_editor_y->set_h_size_flags(Control::SIZE_EXPAND_FILL);
 | |
| 		if (curve_xyz->get_texture().is_valid()) {
 | |
| 			curve_editor_y->set_curve(curve_xyz->get_texture()->get_curve_y());
 | |
| 		}
 | |
| 
 | |
| 		CurveEditor *curve_editor_z = memnew(CurveEditor);
 | |
| 		node->add_child(curve_editor_z);
 | |
| 		register_curve_editor(p_id, 2, curve_editor_z);
 | |
| 		curve_editor_z->set_custom_minimum_size(Size2(300, 0));
 | |
| 		curve_editor_z->set_h_size_flags(Control::SIZE_EXPAND_FILL);
 | |
| 		if (curve_xyz->get_texture().is_valid()) {
 | |
| 			curve_editor_z->set_curve(curve_xyz->get_texture()->get_curve_z());
 | |
| 		}
 | |
| 	}
 | |
| 
 | |
| 	if (custom_editor) {
 | |
| 		if (is_curve || (hb == nullptr && !vsnode->is_use_prop_slots() && vsnode->get_output_port_count() > 0 && vsnode->get_output_port_name(0) == "" && (vsnode->get_input_port_count() == 0 || vsnode->get_input_port_name(0) == ""))) {
 | |
| 			//will be embedded in first port
 | |
| 		} else {
 | |
| 			port_offset++;
 | |
| 			node->add_child(custom_editor);
 | |
| 			custom_editor = nullptr;
 | |
| 		}
 | |
| 	}
 | |
| 
 | |
| 	if (is_group) {
 | |
| 		if (group_node->is_editable()) {
 | |
| 			HBoxContainer *hb2 = memnew(HBoxContainer);
 | |
| 
 | |
| 			String input_port_name = "input" + itos(group_node->get_free_input_port_id());
 | |
| 			String output_port_name = "output" + itos(group_node->get_free_output_port_id());
 | |
| 
 | |
| 			for (int i = 0; i < MAX(vsnode->get_input_port_count(), vsnode->get_output_port_count()); i++) {
 | |
| 				if (i < vsnode->get_input_port_count()) {
 | |
| 					if (input_port_name == vsnode->get_input_port_name(i)) {
 | |
| 						input_port_name = "_" + input_port_name;
 | |
| 					}
 | |
| 				}
 | |
| 				if (i < vsnode->get_output_port_count()) {
 | |
| 					if (output_port_name == vsnode->get_output_port_name(i)) {
 | |
| 						output_port_name = "_" + output_port_name;
 | |
| 					}
 | |
| 				}
 | |
| 			}
 | |
| 
 | |
| 			Button *add_input_btn = memnew(Button);
 | |
| 			add_input_btn->set_text(TTR("Add Input"));
 | |
| 			add_input_btn->connect("pressed", callable_mp(editor, &VisualShaderEditor::_add_input_port), varray(p_id, group_node->get_free_input_port_id(), VisualShaderNode::PORT_TYPE_VECTOR_3D, input_port_name), CONNECT_DEFERRED);
 | |
| 			hb2->add_child(add_input_btn);
 | |
| 
 | |
| 			hb2->add_spacer();
 | |
| 
 | |
| 			Button *add_output_btn = memnew(Button);
 | |
| 			add_output_btn->set_text(TTR("Add Output"));
 | |
| 			add_output_btn->connect("pressed", callable_mp(editor, &VisualShaderEditor::_add_output_port), varray(p_id, group_node->get_free_output_port_id(), VisualShaderNode::PORT_TYPE_VECTOR_3D, output_port_name), CONNECT_DEFERRED);
 | |
| 			hb2->add_child(add_output_btn);
 | |
| 
 | |
| 			node->add_child(hb2);
 | |
| 		}
 | |
| 	}
 | |
| 
 | |
| 	int output_port_count = 0;
 | |
| 	for (int i = 0; i < vsnode->get_output_port_count(); i++) {
 | |
| 		if (vsnode->_is_output_port_expanded(i)) {
 | |
| 			switch (vsnode->get_output_port_type(i)) {
 | |
| 				case VisualShaderNode::PORT_TYPE_VECTOR_2D: {
 | |
| 					output_port_count += 2;
 | |
| 				} break;
 | |
| 				case VisualShaderNode::PORT_TYPE_VECTOR_3D: {
 | |
| 					output_port_count += 3;
 | |
| 				} break;
 | |
| 				default:
 | |
| 					break;
 | |
| 			}
 | |
| 		}
 | |
| 		output_port_count++;
 | |
| 	}
 | |
| 	int max_ports = MAX(vsnode->get_input_port_count(), output_port_count);
 | |
| 	VisualShaderNode::PortType expanded_type = VisualShaderNode::PORT_TYPE_SCALAR;
 | |
| 	int expanded_port_counter = 0;
 | |
| 
 | |
| 	for (int i = 0, j = 0; i < max_ports; i++, j++) {
 | |
| 		switch (expanded_type) {
 | |
| 			case VisualShaderNode::PORT_TYPE_VECTOR_2D: {
 | |
| 				if (expanded_port_counter >= 2) {
 | |
| 					expanded_type = VisualShaderNode::PORT_TYPE_SCALAR;
 | |
| 					expanded_port_counter = 0;
 | |
| 					i -= 2;
 | |
| 				}
 | |
| 			} break;
 | |
| 			case VisualShaderNode::PORT_TYPE_VECTOR_3D: {
 | |
| 				if (expanded_port_counter >= 3) {
 | |
| 					expanded_type = VisualShaderNode::PORT_TYPE_SCALAR;
 | |
| 					expanded_port_counter = 0;
 | |
| 					i -= 3;
 | |
| 				}
 | |
| 			} break;
 | |
| 			default:
 | |
| 				break;
 | |
| 		}
 | |
| 
 | |
| 		if (vsnode->is_port_separator(i)) {
 | |
| 			node->add_child(memnew(HSeparator));
 | |
| 			port_offset++;
 | |
| 		}
 | |
| 
 | |
| 		bool valid_left = j < vsnode->get_input_port_count();
 | |
| 		VisualShaderNode::PortType port_left = VisualShaderNode::PORT_TYPE_SCALAR;
 | |
| 		bool port_left_used = false;
 | |
| 		String name_left;
 | |
| 		if (valid_left) {
 | |
| 			name_left = vsnode->get_input_port_name(i);
 | |
| 			port_left = vsnode->get_input_port_type(i);
 | |
| 			for (const VisualShader::Connection &E : connections) {
 | |
| 				if (E.to_node == p_id && E.to_port == j) {
 | |
| 					port_left_used = true;
 | |
| 					break;
 | |
| 				}
 | |
| 			}
 | |
| 		}
 | |
| 
 | |
| 		bool valid_right = true;
 | |
| 		VisualShaderNode::PortType port_right = VisualShaderNode::PORT_TYPE_SCALAR;
 | |
| 		String name_right;
 | |
| 
 | |
| 		if (expanded_type == VisualShaderNode::PORT_TYPE_SCALAR) {
 | |
| 			valid_right = i < vsnode->get_output_port_count();
 | |
| 			if (valid_right) {
 | |
| 				name_right = vsnode->get_output_port_name(i);
 | |
| 				port_right = vsnode->get_output_port_type(i);
 | |
| 			}
 | |
| 		} else {
 | |
| 			name_right = vector_expanded_name[expanded_port_counter++];
 | |
| 		}
 | |
| 
 | |
| 		bool is_first_hbox = false;
 | |
| 		if (i == 0 && hb != nullptr) {
 | |
| 			is_first_hbox = true;
 | |
| 		} else {
 | |
| 			hb = memnew(HBoxContainer);
 | |
| 		}
 | |
| 		hb->add_theme_constant_override("separation", 7 * EDSCALE);
 | |
| 
 | |
| 		Variant default_value;
 | |
| 
 | |
| 		if (valid_left && !port_left_used) {
 | |
| 			default_value = vsnode->get_input_port_default_value(i);
 | |
| 		}
 | |
| 
 | |
| 		Button *button = memnew(Button);
 | |
| 		hb->add_child(button);
 | |
| 		register_default_input_button(p_id, i, button);
 | |
| 		button->connect("pressed", callable_mp(editor, &VisualShaderEditor::_edit_port_default_input), varray(button, p_id, i));
 | |
| 		if (default_value.get_type() != Variant::NIL) { // only a label
 | |
| 			set_input_port_default_value(p_type, p_id, i, default_value);
 | |
| 		} else {
 | |
| 			button->hide();
 | |
| 		}
 | |
| 
 | |
| 		if (i == 0 && custom_editor) {
 | |
| 			hb->add_child(custom_editor);
 | |
| 			custom_editor->set_h_size_flags(Control::SIZE_EXPAND_FILL);
 | |
| 		} else {
 | |
| 			if (valid_left) {
 | |
| 				if (is_group) {
 | |
| 					OptionButton *type_box = memnew(OptionButton);
 | |
| 					hb->add_child(type_box);
 | |
| 					type_box->add_item(TTR("Float"));
 | |
| 					type_box->add_item(TTR("Int"));
 | |
| 					type_box->add_item(TTR("Vector2"));
 | |
| 					type_box->add_item(TTR("Vector3"));
 | |
| 					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", callable_mp(editor, &VisualShaderEditor::_change_input_port_type), varray(p_id, 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(Control::SIZE_EXPAND_FILL);
 | |
| 					name_box->set_text(name_left);
 | |
| 					name_box->connect("text_submitted", callable_mp(editor, &VisualShaderEditor::_change_input_port_name), varray(name_box, p_id, i), CONNECT_DEFERRED);
 | |
| 					name_box->connect("focus_exited", callable_mp(editor, &VisualShaderEditor::_port_name_focus_out), varray(name_box, p_id, i, false), CONNECT_DEFERRED);
 | |
| 
 | |
| 					Button *remove_btn = memnew(Button);
 | |
| 					remove_btn->set_icon(EditorNode::get_singleton()->get_gui_base()->get_theme_icon(SNAME("Remove"), SNAME("EditorIcons")));
 | |
| 					remove_btn->set_tooltip(TTR("Remove") + " " + name_left);
 | |
| 					remove_btn->connect("pressed", callable_mp(editor, &VisualShaderEditor::_remove_input_port), varray(p_id, i), CONNECT_DEFERRED);
 | |
| 					hb->add_child(remove_btn);
 | |
| 				} else {
 | |
| 					Label *label = memnew(Label);
 | |
| 					label->set_text(name_left);
 | |
| 					label->add_theme_style_override("normal", label_style); //more compact
 | |
| 					hb->add_child(label);
 | |
| 
 | |
| 					if (vsnode->is_input_port_default(i, mode) && !port_left_used) {
 | |
| 						Label *hint_label = memnew(Label);
 | |
| 						hint_label->set_text(TTR("[default]"));
 | |
| 						hint_label->add_theme_color_override("font_color", editor->get_theme_color(SNAME("font_readonly_color"), SNAME("TextEdit")));
 | |
| 						hint_label->add_theme_style_override("normal", label_style);
 | |
| 						hb->add_child(hint_label);
 | |
| 					}
 | |
| 				}
 | |
| 			}
 | |
| 
 | |
| 			if (!is_group && !is_first_hbox) {
 | |
| 				hb->add_spacer();
 | |
| 			}
 | |
| 
 | |
| 			if (valid_right) {
 | |
| 				if (is_group) {
 | |
| 					Button *remove_btn = memnew(Button);
 | |
| 					remove_btn->set_icon(EditorNode::get_singleton()->get_gui_base()->get_theme_icon(SNAME("Remove"), SNAME("EditorIcons")));
 | |
| 					remove_btn->set_tooltip(TTR("Remove") + " " + name_left);
 | |
| 					remove_btn->connect("pressed", callable_mp(editor, &VisualShaderEditor::_remove_output_port), varray(p_id, i), CONNECT_DEFERRED);
 | |
| 					hb->add_child(remove_btn);
 | |
| 
 | |
| 					LineEdit *name_box = memnew(LineEdit);
 | |
| 					hb->add_child(name_box);
 | |
| 					name_box->set_custom_minimum_size(Size2(65 * EDSCALE, 0));
 | |
| 					name_box->set_h_size_flags(Control::SIZE_EXPAND_FILL);
 | |
| 					name_box->set_text(name_right);
 | |
| 					name_box->connect("text_submitted", callable_mp(editor, &VisualShaderEditor::_change_output_port_name), varray(name_box, p_id, i), CONNECT_DEFERRED);
 | |
| 					name_box->connect("focus_exited", callable_mp(editor, &VisualShaderEditor::_port_name_focus_out), varray(name_box, p_id, i, true), CONNECT_DEFERRED);
 | |
| 
 | |
| 					OptionButton *type_box = memnew(OptionButton);
 | |
| 					hb->add_child(type_box);
 | |
| 					type_box->add_item(TTR("Float"));
 | |
| 					type_box->add_item(TTR("Int"));
 | |
| 					type_box->add_item(TTR("Vector2"));
 | |
| 					type_box->add_item(TTR("Vector3"));
 | |
| 					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", callable_mp(editor, &VisualShaderEditor::_change_output_port_type), varray(p_id, i), CONNECT_DEFERRED);
 | |
| 				} else {
 | |
| 					Label *label = memnew(Label);
 | |
| 					label->set_text(name_right);
 | |
| 					label->add_theme_style_override("normal", label_style); //more compact
 | |
| 					hb->add_child(label);
 | |
| 				}
 | |
| 			}
 | |
| 		}
 | |
| 
 | |
| 		if (valid_right) {
 | |
| 			if (vsnode->is_output_port_expandable(i)) {
 | |
| 				TextureButton *expand = memnew(TextureButton);
 | |
| 				expand->set_toggle_mode(true);
 | |
| 				expand->set_normal_texture(editor->get_theme_icon(SNAME("GuiTreeArrowDown"), SNAME("EditorIcons")));
 | |
| 				expand->set_pressed_texture(editor->get_theme_icon(SNAME("GuiTreeArrowRight"), SNAME("EditorIcons")));
 | |
| 				expand->set_v_size_flags(Control::SIZE_SHRINK_CENTER);
 | |
| 				expand->set_pressed(vsnode->_is_output_port_expanded(i));
 | |
| 				expand->connect("pressed", callable_mp(editor, &VisualShaderEditor::_expand_output_port), varray(p_id, i, !vsnode->_is_output_port_expanded(i)), CONNECT_DEFERRED);
 | |
| 				hb->add_child(expand);
 | |
| 			}
 | |
| 			if (vsnode->has_output_port_preview(i) && port_right != VisualShaderNode::PORT_TYPE_TRANSFORM && port_right != VisualShaderNode::PORT_TYPE_SAMPLER) {
 | |
| 				TextureButton *preview = memnew(TextureButton);
 | |
| 				preview->set_toggle_mode(true);
 | |
| 				preview->set_normal_texture(editor->get_theme_icon(SNAME("GuiVisibilityHidden"), SNAME("EditorIcons")));
 | |
| 				preview->set_pressed_texture(editor->get_theme_icon(SNAME("GuiVisibilityVisible"), SNAME("EditorIcons")));
 | |
| 				preview->set_v_size_flags(Control::SIZE_SHRINK_CENTER);
 | |
| 
 | |
| 				register_output_port(p_id, j, preview);
 | |
| 
 | |
| 				preview->connect("pressed", callable_mp(editor, &VisualShaderEditor::_preview_select_port), varray(p_id, j), CONNECT_DEFERRED);
 | |
| 				hb->add_child(preview);
 | |
| 			}
 | |
| 		}
 | |
| 
 | |
| 		if (is_group) {
 | |
| 			offset = memnew(Control);
 | |
| 			offset->set_custom_minimum_size(Size2(0, 5 * EDSCALE));
 | |
| 			node->add_child(offset);
 | |
| 			port_offset++;
 | |
| 		}
 | |
| 
 | |
| 		if (!is_first_hbox) {
 | |
| 			node->add_child(hb);
 | |
| 		}
 | |
| 
 | |
| 		if (expanded_type != VisualShaderNode::PORT_TYPE_SCALAR) {
 | |
| 			continue;
 | |
| 		}
 | |
| 
 | |
| 		int idx = 1;
 | |
| 		if (!is_first_hbox) {
 | |
| 			idx = i + port_offset;
 | |
| 		}
 | |
| 		node->set_slot(idx, valid_left, port_left, type_color[port_left], valid_right, port_right, type_color[port_right]);
 | |
| 
 | |
| 		if (vsnode->_is_output_port_expanded(i)) {
 | |
| 			switch (vsnode->get_output_port_type(i)) {
 | |
| 				case VisualShaderNode::PORT_TYPE_VECTOR_2D: {
 | |
| 					port_offset++;
 | |
| 					valid_left = (i + 1) < vsnode->get_input_port_count();
 | |
| 					port_left = VisualShaderNode::PORT_TYPE_SCALAR;
 | |
| 					if (valid_left) {
 | |
| 						port_left = vsnode->get_input_port_type(i + 1);
 | |
| 					}
 | |
| 					node->set_slot(i + port_offset, valid_left, port_left, type_color[port_left], true, VisualShaderNode::PORT_TYPE_SCALAR, vector_expanded_color[0]);
 | |
| 					port_offset++;
 | |
| 
 | |
| 					valid_left = (i + 2) < vsnode->get_input_port_count();
 | |
| 					port_left = VisualShaderNode::PORT_TYPE_SCALAR;
 | |
| 					if (valid_left) {
 | |
| 						port_left = vsnode->get_input_port_type(i + 2);
 | |
| 					}
 | |
| 					node->set_slot(i + port_offset, valid_left, port_left, type_color[port_left], true, VisualShaderNode::PORT_TYPE_SCALAR, vector_expanded_color[1]);
 | |
| 
 | |
| 					expanded_type = VisualShaderNode::PORT_TYPE_VECTOR_2D;
 | |
| 				} break;
 | |
| 				case VisualShaderNode::PORT_TYPE_VECTOR_3D: {
 | |
| 					port_offset++;
 | |
| 					valid_left = (i + 1) < vsnode->get_input_port_count();
 | |
| 					port_left = VisualShaderNode::PORT_TYPE_SCALAR;
 | |
| 					if (valid_left) {
 | |
| 						port_left = vsnode->get_input_port_type(i + 1);
 | |
| 					}
 | |
| 					node->set_slot(i + port_offset, valid_left, port_left, type_color[port_left], true, VisualShaderNode::PORT_TYPE_SCALAR, vector_expanded_color[0]);
 | |
| 					port_offset++;
 | |
| 
 | |
| 					valid_left = (i + 2) < vsnode->get_input_port_count();
 | |
| 					port_left = VisualShaderNode::PORT_TYPE_SCALAR;
 | |
| 					if (valid_left) {
 | |
| 						port_left = vsnode->get_input_port_type(i + 2);
 | |
| 					}
 | |
| 					node->set_slot(i + port_offset, valid_left, port_left, type_color[port_left], true, VisualShaderNode::PORT_TYPE_SCALAR, vector_expanded_color[1]);
 | |
| 					port_offset++;
 | |
| 
 | |
| 					valid_left = (i + 3) < vsnode->get_input_port_count();
 | |
| 					port_left = VisualShaderNode::PORT_TYPE_SCALAR;
 | |
| 					if (valid_left) {
 | |
| 						port_left = vsnode->get_input_port_type(i + 3);
 | |
| 					}
 | |
| 					node->set_slot(i + port_offset, valid_left, port_left, type_color[port_left], true, VisualShaderNode::PORT_TYPE_SCALAR, vector_expanded_color[2]);
 | |
| 
 | |
| 					expanded_type = VisualShaderNode::PORT_TYPE_VECTOR_3D;
 | |
| 				} break;
 | |
| 				default:
 | |
| 					break;
 | |
| 			}
 | |
| 		}
 | |
| 	}
 | |
| 
 | |
| 	if (vsnode->get_output_port_for_preview() >= 0) {
 | |
| 		show_port_preview(p_type, p_id, vsnode->get_output_port_for_preview());
 | |
| 	}
 | |
| 
 | |
| 	offset = memnew(Control);
 | |
| 	offset->set_custom_minimum_size(Size2(0, 4 * EDSCALE));
 | |
| 	node->add_child(offset);
 | |
| 
 | |
| 	String error = vsnode->get_warning(mode, p_type);
 | |
| 	if (!error.is_empty()) {
 | |
| 		Label *error_label = memnew(Label);
 | |
| 		error_label->add_theme_color_override("font_color", editor->get_theme_color(SNAME("error_color"), SNAME("Editor")));
 | |
| 		error_label->set_text(error);
 | |
| 		node->add_child(error_label);
 | |
| 	}
 | |
| 
 | |
| 	if (is_expression) {
 | |
| 		CodeEdit *expression_box = memnew(CodeEdit);
 | |
| 		Ref<CodeHighlighter> expression_syntax_highlighter;
 | |
| 		expression_syntax_highlighter.instantiate();
 | |
| 		expression_node->set_ctrl_pressed(expression_box, 0);
 | |
| 		node->add_child(expression_box);
 | |
| 		register_expression_edit(p_id, expression_box);
 | |
| 
 | |
| 		Color background_color = EDITOR_GET("text_editor/theme/highlighting/background_color");
 | |
| 		Color text_color = EDITOR_GET("text_editor/theme/highlighting/text_color");
 | |
| 		Color keyword_color = EDITOR_GET("text_editor/theme/highlighting/keyword_color");
 | |
| 		Color control_flow_keyword_color = EDITOR_GET("text_editor/theme/highlighting/control_flow_keyword_color");
 | |
| 		Color comment_color = EDITOR_GET("text_editor/theme/highlighting/comment_color");
 | |
| 		Color symbol_color = EDITOR_GET("text_editor/theme/highlighting/symbol_color");
 | |
| 		Color function_color = EDITOR_GET("text_editor/theme/highlighting/function_color");
 | |
| 		Color number_color = EDITOR_GET("text_editor/theme/highlighting/number_color");
 | |
| 		Color members_color = EDITOR_GET("text_editor/theme/highlighting/member_variable_color");
 | |
| 
 | |
| 		expression_box->set_syntax_highlighter(expression_syntax_highlighter);
 | |
| 		expression_box->add_theme_color_override("background_color", background_color);
 | |
| 
 | |
| 		for (const String &E : editor->keyword_list) {
 | |
| 			if (ShaderLanguage::is_control_flow_keyword(E)) {
 | |
| 				expression_syntax_highlighter->add_keyword_color(E, control_flow_keyword_color);
 | |
| 			} else {
 | |
| 				expression_syntax_highlighter->add_keyword_color(E, keyword_color);
 | |
| 			}
 | |
| 		}
 | |
| 
 | |
| 		expression_box->add_theme_font_override("font", editor->get_theme_font(SNAME("expression"), SNAME("EditorFonts")));
 | |
| 		expression_box->add_theme_font_size_override("font_size", editor->get_theme_font_size(SNAME("expression_size"), SNAME("EditorFonts")));
 | |
| 		expression_box->add_theme_color_override("font_color", text_color);
 | |
| 		expression_syntax_highlighter->set_number_color(number_color);
 | |
| 		expression_syntax_highlighter->set_symbol_color(symbol_color);
 | |
| 		expression_syntax_highlighter->set_function_color(function_color);
 | |
| 		expression_syntax_highlighter->set_member_variable_color(members_color);
 | |
| 		expression_syntax_highlighter->add_color_region("/*", "*/", comment_color, false);
 | |
| 		expression_syntax_highlighter->add_color_region("//", "", comment_color, true);
 | |
| 
 | |
| 		expression_box->clear_comment_delimiters();
 | |
| 		expression_box->add_comment_delimiter("/*", "*/", false);
 | |
| 		expression_box->add_comment_delimiter("//", "", true);
 | |
| 
 | |
| 		if (!expression_box->has_auto_brace_completion_open_key("/*")) {
 | |
| 			expression_box->add_auto_brace_completion_pair("/*", "*/");
 | |
| 		}
 | |
| 
 | |
| 		expression_box->set_text(expression);
 | |
| 		expression_box->set_context_menu_enabled(false);
 | |
| 		expression_box->set_draw_line_numbers(true);
 | |
| 
 | |
| 		expression_box->connect("focus_exited", callable_mp(editor, &VisualShaderEditor::_expression_focus_out), varray(expression_box, p_id));
 | |
| 	}
 | |
| 
 | |
| 	if (is_comment) {
 | |
| 		graph->move_child(node, 0); // to prevents a bug where comment node overlaps its content
 | |
| 	}
 | |
| }
 | |
| 
 | |
| void VisualShaderGraphPlugin::remove_node(VisualShader::Type p_type, int p_id) {
 | |
| 	if (visual_shader->get_shader_type() == p_type && links.has(p_id)) {
 | |
| 		links[p_id].graph_node->get_parent()->remove_child(links[p_id].graph_node);
 | |
| 		memdelete(links[p_id].graph_node);
 | |
| 		links.erase(p_id);
 | |
| 	}
 | |
| }
 | |
| 
 | |
| void VisualShaderGraphPlugin::connect_nodes(VisualShader::Type p_type, int p_from_node, int p_from_port, int p_to_node, int p_to_port) {
 | |
| 	VisualShaderEditor *editor = VisualShaderEditor::get_singleton();
 | |
| 	if (!editor) {
 | |
| 		return;
 | |
| 	}
 | |
| 	GraphEdit *graph = editor->graph;
 | |
| 	if (!graph) {
 | |
| 		return;
 | |
| 	}
 | |
| 
 | |
| 	if (visual_shader.is_valid() && visual_shader->get_shader_type() == p_type) {
 | |
| 		graph->connect_node(itos(p_from_node), p_from_port, itos(p_to_node), p_to_port);
 | |
| 
 | |
| 		connections.push_back({ p_from_node, p_from_port, p_to_node, p_to_port });
 | |
| 		if (links[p_to_node].input_ports.has(p_to_port) && links[p_to_node].input_ports[p_to_port].default_input_button != nullptr) {
 | |
| 			links[p_to_node].input_ports[p_to_port].default_input_button->hide();
 | |
| 		}
 | |
| 	}
 | |
| }
 | |
| 
 | |
| void VisualShaderGraphPlugin::disconnect_nodes(VisualShader::Type p_type, int p_from_node, int p_from_port, int p_to_node, int p_to_port) {
 | |
| 	VisualShaderEditor *editor = VisualShaderEditor::get_singleton();
 | |
| 	if (!editor) {
 | |
| 		return;
 | |
| 	}
 | |
| 	GraphEdit *graph = editor->graph;
 | |
| 	if (!graph) {
 | |
| 		return;
 | |
| 	}
 | |
| 
 | |
| 	if (visual_shader.is_valid() && visual_shader->get_shader_type() == p_type) {
 | |
| 		graph->disconnect_node(itos(p_from_node), p_from_port, itos(p_to_node), p_to_port);
 | |
| 
 | |
| 		for (const List<VisualShader::Connection>::Element *E = connections.front(); E; E = E->next()) {
 | |
| 			if (E->get().from_node == p_from_node && E->get().from_port == p_from_port && E->get().to_node == p_to_node && E->get().to_port == p_to_port) {
 | |
| 				connections.erase(E);
 | |
| 				break;
 | |
| 			}
 | |
| 		}
 | |
| 		if (links[p_to_node].input_ports.has(p_to_port) && links[p_to_node].input_ports[p_to_port].default_input_button != nullptr && links[p_to_node].visual_node->get_input_port_default_value(p_to_port).get_type() != Variant::NIL) {
 | |
| 			links[p_to_node].input_ports[p_to_port].default_input_button->show();
 | |
| 			set_input_port_default_value(p_type, p_to_node, p_to_port, links[p_to_node].visual_node->get_input_port_default_value(p_to_port));
 | |
| 		}
 | |
| 	}
 | |
| }
 | |
| 
 | |
| VisualShaderGraphPlugin::~VisualShaderGraphPlugin() {
 | |
| }
 | |
| 
 | |
| /////////////////
 | |
| 
 | |
| void VisualShaderEditor::edit(VisualShader *p_visual_shader) {
 | |
| 	bool changed = false;
 | |
| 	if (p_visual_shader) {
 | |
| 		if (visual_shader.is_null()) {
 | |
| 			changed = true;
 | |
| 		} else {
 | |
| 			if (visual_shader.ptr() != p_visual_shader) {
 | |
| 				changed = true;
 | |
| 			}
 | |
| 		}
 | |
| 		visual_shader = Ref<VisualShader>(p_visual_shader);
 | |
| 		graph_plugin->register_shader(visual_shader.ptr());
 | |
| 
 | |
| 		Callable ce = callable_mp(this, &VisualShaderEditor::_update_preview);
 | |
| 		if (!visual_shader->is_connected("changed", ce)) {
 | |
| 			visual_shader->connect("changed", ce);
 | |
| 		}
 | |
| #ifndef DISABLE_DEPRECATED
 | |
| 		Dictionary engine_version = Engine::get_singleton()->get_version_info();
 | |
| 		static Array components;
 | |
| 		if (components.is_empty()) {
 | |
| 			components.push_back("major");
 | |
| 			components.push_back("minor");
 | |
| 		}
 | |
| 		const Dictionary vs_version = visual_shader->get_engine_version();
 | |
| 		if (!vs_version.has_all(components)) {
 | |
| 			visual_shader->update_engine_version(engine_version);
 | |
| 			print_line(vformat(TTR("The shader (\"%s\") has been updated to correspond Godot %s.%s version."), visual_shader->get_path(), engine_version["major"], engine_version["minor"]));
 | |
| 		} else {
 | |
| 			for (int i = 0; i < components.size(); i++) {
 | |
| 				if (vs_version[components[i]] != engine_version[components[i]]) {
 | |
| 					visual_shader->update_engine_version(engine_version);
 | |
| 					print_line(vformat(TTR("The shader (\"%s\") has been updated to correspond Godot %s.%s version."), visual_shader->get_path(), engine_version["major"], engine_version["minor"]));
 | |
| 					break;
 | |
| 				}
 | |
| 			}
 | |
| 		}
 | |
| #endif
 | |
| 		visual_shader->set_graph_offset(graph->get_scroll_ofs() / EDSCALE);
 | |
| 		_set_mode(visual_shader->get_mode());
 | |
| 	} else {
 | |
| 		if (visual_shader.is_valid()) {
 | |
| 			Callable ce = callable_mp(this, &VisualShaderEditor::_update_preview);
 | |
| 			if (visual_shader->is_connected("changed", ce)) {
 | |
| 				visual_shader->disconnect("changed", ce);
 | |
| 			}
 | |
| 		}
 | |
| 		visual_shader.unref();
 | |
| 	}
 | |
| 
 | |
| 	if (visual_shader.is_null()) {
 | |
| 		hide();
 | |
| 	} else {
 | |
| 		if (changed) { // to avoid tree collapse
 | |
| 			_update_options_menu();
 | |
| 			_update_preview();
 | |
| 			_update_graph();
 | |
| 		}
 | |
| 	}
 | |
| }
 | |
| 
 | |
| void VisualShaderEditor::add_plugin(const Ref<VisualShaderNodePlugin> &p_plugin) {
 | |
| 	if (plugins.has(p_plugin)) {
 | |
| 		return;
 | |
| 	}
 | |
| 	plugins.push_back(p_plugin);
 | |
| }
 | |
| 
 | |
| void VisualShaderEditor::remove_plugin(const Ref<VisualShaderNodePlugin> &p_plugin) {
 | |
| 	plugins.erase(p_plugin);
 | |
| }
 | |
| 
 | |
| void VisualShaderEditor::clear_custom_types() {
 | |
| 	for (int i = 0; i < add_options.size(); i++) {
 | |
| 		if (add_options[i].is_custom) {
 | |
| 			add_options.remove_at(i);
 | |
| 			i--;
 | |
| 		}
 | |
| 	}
 | |
| }
 | |
| 
 | |
| void VisualShaderEditor::add_custom_type(const String &p_name, const Ref<Script> &p_script, const String &p_description, int p_return_icon_type, const String &p_category, bool p_highend) {
 | |
| 	ERR_FAIL_COND(!p_name.is_valid_identifier());
 | |
| 	ERR_FAIL_COND(!p_script.is_valid());
 | |
| 
 | |
| 	for (int i = 0; i < add_options.size(); i++) {
 | |
| 		if (add_options[i].is_custom) {
 | |
| 			if (add_options[i].script == p_script) {
 | |
| 				return;
 | |
| 			}
 | |
| 		}
 | |
| 	}
 | |
| 
 | |
| 	AddOption ao;
 | |
| 	ao.name = p_name;
 | |
| 	ao.script = p_script;
 | |
| 	ao.return_type = p_return_icon_type;
 | |
| 	ao.description = p_description;
 | |
| 	ao.category = p_category;
 | |
| 	ao.highend = p_highend;
 | |
| 	ao.is_custom = true;
 | |
| 
 | |
| 	bool begin = false;
 | |
| 	String root = p_category.split("/")[0];
 | |
| 
 | |
| 	for (int i = 0; i < add_options.size(); i++) {
 | |
| 		if (add_options[i].is_custom) {
 | |
| 			if (add_options[i].category == root) {
 | |
| 				if (!begin) {
 | |
| 					begin = true;
 | |
| 				}
 | |
| 			} else {
 | |
| 				if (begin) {
 | |
| 					add_options.insert(i, ao);
 | |
| 					return;
 | |
| 				}
 | |
| 			}
 | |
| 		}
 | |
| 	}
 | |
| 	add_options.push_back(ao);
 | |
| }
 | |
| 
 | |
| bool VisualShaderEditor::_is_available(int p_mode) {
 | |
| 	int current_mode = edit_type->get_selected();
 | |
| 
 | |
| 	if (p_mode != -1) {
 | |
| 		switch (current_mode) {
 | |
| 			case 0: // Vertex / Emit
 | |
| 				current_mode = 1;
 | |
| 				break;
 | |
| 			case 1: // Fragment / Process
 | |
| 				current_mode = 2;
 | |
| 				break;
 | |
| 			case 2: // Light / Collide
 | |
| 				current_mode = 4;
 | |
| 				break;
 | |
| 			default:
 | |
| 				break;
 | |
| 		}
 | |
| 	}
 | |
| 
 | |
| 	return (p_mode == -1 || (p_mode & current_mode) != 0);
 | |
| }
 | |
| 
 | |
| void VisualShaderEditor::update_custom_nodes() {
 | |
| 	if (members_dialog->is_visible()) {
 | |
| 		return;
 | |
| 	}
 | |
| 	clear_custom_types();
 | |
| 	List<StringName> class_list;
 | |
| 	ScriptServer::get_global_class_list(&class_list);
 | |
| 	Dictionary added;
 | |
| 	for (int i = 0; i < class_list.size(); i++) {
 | |
| 		if (ScriptServer::get_global_class_native_base(class_list[i]) == "VisualShaderNodeCustom") {
 | |
| 			String script_path = ScriptServer::get_global_class_path(class_list[i]);
 | |
| 			Ref<Resource> res = ResourceLoader::load(script_path);
 | |
| 			ERR_FAIL_COND(res.is_null());
 | |
| 			ERR_FAIL_COND(!res->is_class("Script"));
 | |
| 			Ref<Script> script = Ref<Script>(res);
 | |
| 
 | |
| 			Ref<VisualShaderNodeCustom> ref;
 | |
| 			ref.instantiate();
 | |
| 			ref->set_script(script);
 | |
| 
 | |
| 			String name;
 | |
| 			if (ref->has_method("_get_name")) {
 | |
| 				name = (String)ref->call("_get_name");
 | |
| 			} else {
 | |
| 				name = "Unnamed";
 | |
| 			}
 | |
| 
 | |
| 			String description = "";
 | |
| 			if (ref->has_method("_get_description")) {
 | |
| 				description = (String)ref->call("_get_description");
 | |
| 			}
 | |
| 
 | |
| 			int return_icon_type = -1;
 | |
| 			if (ref->has_method("_get_return_icon_type")) {
 | |
| 				return_icon_type = (int)ref->call("_get_return_icon_type");
 | |
| 			}
 | |
| 
 | |
| 			String category = "";
 | |
| 			if (ref->has_method("_get_category")) {
 | |
| 				category = (String)ref->call("_get_category");
 | |
| 			}
 | |
| 
 | |
| 			String subcategory = "";
 | |
| 			if (ref->has_method("_get_subcategory")) {
 | |
| 				subcategory = (String)ref->call("_get_subcategory");
 | |
| 			}
 | |
| 
 | |
| 			bool highend = false;
 | |
| 			if (ref->has_method("_is_highend")) {
 | |
| 				highend = (bool)ref->call("_is_highend");
 | |
| 			}
 | |
| 
 | |
| 			Dictionary dict;
 | |
| 			dict["name"] = name;
 | |
| 			dict["script"] = script;
 | |
| 			dict["description"] = description;
 | |
| 			dict["return_icon_type"] = return_icon_type;
 | |
| 
 | |
| 			category = category.rstrip("/");
 | |
| 			category = category.lstrip("/");
 | |
| 			category = "Addons/" + category;
 | |
| 			if (!subcategory.is_empty()) {
 | |
| 				category += "/" + subcategory;
 | |
| 			}
 | |
| 
 | |
| 			dict["category"] = category;
 | |
| 			dict["highend"] = highend;
 | |
| 
 | |
| 			String key;
 | |
| 			key = category + "/" + name;
 | |
| 
 | |
| 			added[key] = dict;
 | |
| 		}
 | |
| 	}
 | |
| 
 | |
| 	Array keys = added.keys();
 | |
| 	keys.sort();
 | |
| 
 | |
| 	for (int i = 0; i < keys.size(); i++) {
 | |
| 		const Variant &key = keys.get(i);
 | |
| 
 | |
| 		const Dictionary &value = (Dictionary)added[key];
 | |
| 
 | |
| 		add_custom_type(value["name"], value["script"], value["description"], value["return_icon_type"], value["category"], value["highend"]);
 | |
| 	}
 | |
| 
 | |
| 	_update_options_menu();
 | |
| }
 | |
| 
 | |
| String VisualShaderEditor::_get_description(int p_idx) {
 | |
| 	return add_options[p_idx].description;
 | |
| }
 | |
| 
 | |
| void VisualShaderEditor::_update_options_menu() {
 | |
| 	node_desc->set_text("");
 | |
| 	members_dialog->get_ok_button()->set_disabled(true);
 | |
| 
 | |
| 	members->clear();
 | |
| 	TreeItem *root = members->create_item();
 | |
| 
 | |
| 	String filter = node_filter->get_text().strip_edges();
 | |
| 	bool use_filter = !filter.is_empty();
 | |
| 
 | |
| 	bool is_first_item = true;
 | |
| 
 | |
| 	Color unsupported_color = get_theme_color(SNAME("error_color"), SNAME("Editor"));
 | |
| 	Color supported_color = get_theme_color(SNAME("warning_color"), SNAME("Editor"));
 | |
| 
 | |
| 	static bool low_driver = ProjectSettings::get_singleton()->get("rendering/driver/driver_name") == "opengl3";
 | |
| 
 | |
| 	Map<String, TreeItem *> folders;
 | |
| 
 | |
| 	int current_func = -1;
 | |
| 
 | |
| 	if (!visual_shader.is_null()) {
 | |
| 		current_func = visual_shader->get_mode();
 | |
| 	}
 | |
| 
 | |
| 	Vector<AddOption> custom_options;
 | |
| 	Vector<AddOption> embedded_options;
 | |
| 
 | |
| 	static Vector<String> type_filter_exceptions;
 | |
| 	if (type_filter_exceptions.is_empty()) {
 | |
| 		type_filter_exceptions.append("VisualShaderNodeExpression");
 | |
| 	}
 | |
| 
 | |
| 	for (int i = 0; i < add_options.size(); i++) {
 | |
| 		if (!use_filter || add_options[i].name.findn(filter) != -1) {
 | |
| 			// port type filtering
 | |
| 			if (members_output_port_type != VisualShaderNode::PORT_TYPE_MAX || members_input_port_type != VisualShaderNode::PORT_TYPE_MAX) {
 | |
| 				Ref<VisualShaderNode> vsn;
 | |
| 				int check_result = 0;
 | |
| 
 | |
| 				if (!add_options[i].is_custom) {
 | |
| 					vsn = Ref<VisualShaderNode>(Object::cast_to<VisualShaderNode>(ClassDB::instantiate(add_options[i].type)));
 | |
| 					if (!vsn.is_valid()) {
 | |
| 						continue;
 | |
| 					}
 | |
| 
 | |
| 					if (type_filter_exceptions.has(add_options[i].type)) {
 | |
| 						check_result = 1;
 | |
| 					}
 | |
| 
 | |
| 					Ref<VisualShaderNodeInput> input = Object::cast_to<VisualShaderNodeInput>(vsn.ptr());
 | |
| 					if (input.is_valid()) {
 | |
| 						input->set_shader_mode(visual_shader->get_mode());
 | |
| 						input->set_shader_type(visual_shader->get_shader_type());
 | |
| 						if (!add_options[i].ops.is_empty() && add_options[i].ops[0].get_type() == Variant::STRING) {
 | |
| 							input->set_input_name((String)add_options[i].ops[0]);
 | |
| 						}
 | |
| 					}
 | |
| 
 | |
| 					Ref<VisualShaderNodeExpression> expression = Object::cast_to<VisualShaderNodeExpression>(vsn.ptr());
 | |
| 					if (expression.is_valid()) {
 | |
| 						if (members_input_port_type == VisualShaderNode::PORT_TYPE_SAMPLER) {
 | |
| 							check_result = -1; // expressions creates a port with required type automatically (except for sampler output)
 | |
| 						}
 | |
| 					}
 | |
| 
 | |
| 					Ref<VisualShaderNodeUniformRef> uniform_ref = Object::cast_to<VisualShaderNodeUniformRef>(vsn.ptr());
 | |
| 					if (uniform_ref.is_valid()) {
 | |
| 						check_result = -1;
 | |
| 
 | |
| 						if (members_input_port_type != VisualShaderNode::PORT_TYPE_MAX) {
 | |
| 							for (int j = 0; j < uniform_ref->get_uniforms_count(); j++) {
 | |
| 								if (visual_shader->is_port_types_compatible(uniform_ref->get_port_type_by_index(j), members_input_port_type)) {
 | |
| 									check_result = 1;
 | |
| 									break;
 | |
| 								}
 | |
| 							}
 | |
| 						}
 | |
| 					}
 | |
| 				} else {
 | |
| 					check_result = 1;
 | |
| 				}
 | |
| 
 | |
| 				if (members_output_port_type != VisualShaderNode::PORT_TYPE_MAX) {
 | |
| 					if (check_result == 0) {
 | |
| 						for (int j = 0; j < vsn->get_input_port_count(); j++) {
 | |
| 							if (visual_shader->is_port_types_compatible(vsn->get_input_port_type(j), members_output_port_type)) {
 | |
| 								check_result = 1;
 | |
| 								break;
 | |
| 							}
 | |
| 						}
 | |
| 					}
 | |
| 
 | |
| 					if (check_result != 1) {
 | |
| 						continue;
 | |
| 					}
 | |
| 				}
 | |
| 				if (members_input_port_type != VisualShaderNode::PORT_TYPE_MAX) {
 | |
| 					if (check_result == 0) {
 | |
| 						for (int j = 0; j < vsn->get_output_port_count(); j++) {
 | |
| 							if (visual_shader->is_port_types_compatible(vsn->get_output_port_type(j), members_input_port_type)) {
 | |
| 								check_result = 1;
 | |
| 								break;
 | |
| 							}
 | |
| 						}
 | |
| 					}
 | |
| 
 | |
| 					if (check_result != 1) {
 | |
| 						continue;
 | |
| 					}
 | |
| 				}
 | |
| 			}
 | |
| 			if ((add_options[i].func != current_func && add_options[i].func != -1) || !_is_available(add_options[i].mode)) {
 | |
| 				continue;
 | |
| 			}
 | |
| 			const_cast<AddOption &>(add_options[i]).temp_idx = i; // save valid id
 | |
| 			if (add_options[i].is_custom) {
 | |
| 				custom_options.push_back(add_options[i]);
 | |
| 			} else {
 | |
| 				embedded_options.push_back(add_options[i]);
 | |
| 			}
 | |
| 		}
 | |
| 	}
 | |
| 	Vector<AddOption> options;
 | |
| 	SortArray<AddOption, _OptionComparator> sorter;
 | |
| 	sorter.sort(custom_options.ptrw(), custom_options.size());
 | |
| 
 | |
| 	options.append_array(custom_options);
 | |
| 	options.append_array(embedded_options);
 | |
| 
 | |
| 	for (int i = 0; i < options.size(); i++) {
 | |
| 		String path = options[i].category;
 | |
| 		Vector<String> subfolders = path.split("/");
 | |
| 		TreeItem *category = nullptr;
 | |
| 
 | |
| 		if (!folders.has(path)) {
 | |
| 			category = root;
 | |
| 			String path_temp = "";
 | |
| 			for (int j = 0; j < subfolders.size(); j++) {
 | |
| 				path_temp += subfolders[j];
 | |
| 				if (!folders.has(path_temp)) {
 | |
| 					category = members->create_item(category);
 | |
| 					category->set_selectable(0, false);
 | |
| 					category->set_collapsed(!use_filter);
 | |
| 					category->set_text(0, subfolders[j]);
 | |
| 					folders.insert(path_temp, category);
 | |
| 				} else {
 | |
| 					category = folders[path_temp];
 | |
| 				}
 | |
| 			}
 | |
| 		} else {
 | |
| 			category = folders[path];
 | |
| 		}
 | |
| 
 | |
| 		TreeItem *item = members->create_item(category);
 | |
| 		if (options[i].highend && low_driver) {
 | |
| 			item->set_custom_color(0, unsupported_color);
 | |
| 		} else if (options[i].highend) {
 | |
| 			item->set_custom_color(0, supported_color);
 | |
| 		}
 | |
| 		item->set_text(0, options[i].name);
 | |
| 		if (is_first_item && use_filter) {
 | |
| 			item->select(0);
 | |
| 			node_desc->set_text(options[i].description);
 | |
| 			is_first_item = false;
 | |
| 		}
 | |
| 		switch (options[i].return_type) {
 | |
| 			case VisualShaderNode::PORT_TYPE_SCALAR:
 | |
| 				item->set_icon(0, EditorNode::get_singleton()->get_gui_base()->get_theme_icon(SNAME("float"), SNAME("EditorIcons")));
 | |
| 				break;
 | |
| 			case VisualShaderNode::PORT_TYPE_SCALAR_INT:
 | |
| 				item->set_icon(0, EditorNode::get_singleton()->get_gui_base()->get_theme_icon(SNAME("int"), SNAME("EditorIcons")));
 | |
| 				break;
 | |
| 			case VisualShaderNode::PORT_TYPE_VECTOR_2D:
 | |
| 				item->set_icon(0, EditorNode::get_singleton()->get_gui_base()->get_theme_icon(SNAME("Vector2"), SNAME("EditorIcons")));
 | |
| 				break;
 | |
| 			case VisualShaderNode::PORT_TYPE_VECTOR_3D:
 | |
| 				item->set_icon(0, EditorNode::get_singleton()->get_gui_base()->get_theme_icon(SNAME("Vector3"), SNAME("EditorIcons")));
 | |
| 				break;
 | |
| 			case VisualShaderNode::PORT_TYPE_BOOLEAN:
 | |
| 				item->set_icon(0, EditorNode::get_singleton()->get_gui_base()->get_theme_icon(SNAME("bool"), SNAME("EditorIcons")));
 | |
| 				break;
 | |
| 			case VisualShaderNode::PORT_TYPE_TRANSFORM:
 | |
| 				item->set_icon(0, EditorNode::get_singleton()->get_gui_base()->get_theme_icon(SNAME("Transform3D"), SNAME("EditorIcons")));
 | |
| 				break;
 | |
| 			case VisualShaderNode::PORT_TYPE_SAMPLER:
 | |
| 				item->set_icon(0, EditorNode::get_singleton()->get_gui_base()->get_theme_icon(SNAME("ImageTexture"), SNAME("EditorIcons")));
 | |
| 				break;
 | |
| 			default:
 | |
| 				break;
 | |
| 		}
 | |
| 		item->set_meta("id", options[i].temp_idx);
 | |
| 	}
 | |
| }
 | |
| 
 | |
| void VisualShaderEditor::_set_mode(int p_which) {
 | |
| 	if (p_which == VisualShader::MODE_SKY) {
 | |
| 		edit_type_standard->set_visible(false);
 | |
| 		edit_type_particles->set_visible(false);
 | |
| 		edit_type_sky->set_visible(true);
 | |
| 		edit_type_fog->set_visible(false);
 | |
| 		edit_type = edit_type_sky;
 | |
| 		custom_mode_box->set_visible(false);
 | |
| 		mode = MODE_FLAGS_SKY;
 | |
| 	} else if (p_which == VisualShader::MODE_FOG) {
 | |
| 		edit_type_standard->set_visible(false);
 | |
| 		edit_type_particles->set_visible(false);
 | |
| 		edit_type_sky->set_visible(false);
 | |
| 		edit_type_fog->set_visible(true);
 | |
| 		edit_type = edit_type_fog;
 | |
| 		custom_mode_box->set_visible(false);
 | |
| 		mode = MODE_FLAGS_FOG;
 | |
| 	} else if (p_which == VisualShader::MODE_PARTICLES) {
 | |
| 		edit_type_standard->set_visible(false);
 | |
| 		edit_type_particles->set_visible(true);
 | |
| 		edit_type_sky->set_visible(false);
 | |
| 		edit_type_fog->set_visible(false);
 | |
| 		edit_type = edit_type_particles;
 | |
| 		if ((edit_type->get_selected() + 3) > VisualShader::TYPE_PROCESS) {
 | |
| 			custom_mode_box->set_visible(false);
 | |
| 		} else {
 | |
| 			custom_mode_box->set_visible(true);
 | |
| 		}
 | |
| 		mode = MODE_FLAGS_PARTICLES;
 | |
| 	} else {
 | |
| 		edit_type_particles->set_visible(false);
 | |
| 		edit_type_standard->set_visible(true);
 | |
| 		edit_type_sky->set_visible(false);
 | |
| 		edit_type_fog->set_visible(false);
 | |
| 		edit_type = edit_type_standard;
 | |
| 		custom_mode_box->set_visible(false);
 | |
| 		mode = MODE_FLAGS_SPATIAL_CANVASITEM;
 | |
| 	}
 | |
| 	visual_shader->set_shader_type(get_current_shader_type());
 | |
| }
 | |
| 
 | |
| Size2 VisualShaderEditor::get_minimum_size() const {
 | |
| 	return Size2(10, 200);
 | |
| }
 | |
| 
 | |
| void VisualShaderEditor::_draw_color_over_button(Object *obj, Color p_color) {
 | |
| 	Button *button = Object::cast_to<Button>(obj);
 | |
| 	if (!button) {
 | |
| 		return;
 | |
| 	}
 | |
| 
 | |
| 	Ref<StyleBox> normal = get_theme_stylebox(SNAME("normal"), SNAME("Button"));
 | |
| 	button->draw_rect(Rect2(normal->get_offset(), button->get_size() - normal->get_minimum_size()), p_color);
 | |
| }
 | |
| 
 | |
| void VisualShaderEditor::_update_created_node(GraphNode *node) {
 | |
| 	const Ref<StyleBoxFlat> sb = node->get_theme_stylebox(SNAME("frame"), SNAME("GraphNode"));
 | |
| 	Color c = sb->get_border_color();
 | |
| 	const Color mono_color = ((c.r + c.g + c.b) / 3) < 0.7 ? Color(1.0, 1.0, 1.0, 0.85) : Color(0.0, 0.0, 0.0, 0.85);
 | |
| 	c = mono_color;
 | |
| 
 | |
| 	node->add_theme_color_override("title_color", c);
 | |
| 	c.a = 0.7;
 | |
| 	node->add_theme_color_override("close_color", c);
 | |
| 	node->add_theme_color_override("resizer_color", c);
 | |
| }
 | |
| 
 | |
| void VisualShaderEditor::_update_uniforms(bool p_update_refs) {
 | |
| 	VisualShaderNodeUniformRef::clear_uniforms();
 | |
| 
 | |
| 	for (int t = 0; t < VisualShader::TYPE_MAX; t++) {
 | |
| 		Vector<int> tnodes = visual_shader->get_node_list((VisualShader::Type)t);
 | |
| 		for (int i = 0; i < tnodes.size(); i++) {
 | |
| 			Ref<VisualShaderNode> vsnode = visual_shader->get_node((VisualShader::Type)t, tnodes[i]);
 | |
| 			Ref<VisualShaderNodeUniform> uniform = vsnode;
 | |
| 
 | |
| 			if (uniform.is_valid()) {
 | |
| 				Ref<VisualShaderNodeFloatUniform> float_uniform = vsnode;
 | |
| 				Ref<VisualShaderNodeIntUniform> int_uniform = vsnode;
 | |
| 				Ref<VisualShaderNodeVec2Uniform> vec2_uniform = vsnode;
 | |
| 				Ref<VisualShaderNodeVec3Uniform> vec3_uniform = vsnode;
 | |
| 				Ref<VisualShaderNodeColorUniform> color_uniform = vsnode;
 | |
| 				Ref<VisualShaderNodeBooleanUniform> bool_uniform = vsnode;
 | |
| 				Ref<VisualShaderNodeTransformUniform> transform_uniform = vsnode;
 | |
| 
 | |
| 				VisualShaderNodeUniformRef::UniformType uniform_type;
 | |
| 				if (float_uniform.is_valid()) {
 | |
| 					uniform_type = VisualShaderNodeUniformRef::UniformType::UNIFORM_TYPE_FLOAT;
 | |
| 				} else if (int_uniform.is_valid()) {
 | |
| 					uniform_type = VisualShaderNodeUniformRef::UniformType::UNIFORM_TYPE_INT;
 | |
| 				} else if (bool_uniform.is_valid()) {
 | |
| 					uniform_type = VisualShaderNodeUniformRef::UniformType::UNIFORM_TYPE_BOOLEAN;
 | |
| 				} else if (vec2_uniform.is_valid()) {
 | |
| 					uniform_type = VisualShaderNodeUniformRef::UniformType::UNIFORM_TYPE_VECTOR2;
 | |
| 				} else if (vec3_uniform.is_valid()) {
 | |
| 					uniform_type = VisualShaderNodeUniformRef::UniformType::UNIFORM_TYPE_VECTOR3;
 | |
| 				} else if (transform_uniform.is_valid()) {
 | |
| 					uniform_type = VisualShaderNodeUniformRef::UniformType::UNIFORM_TYPE_TRANSFORM;
 | |
| 				} else if (color_uniform.is_valid()) {
 | |
| 					uniform_type = VisualShaderNodeUniformRef::UniformType::UNIFORM_TYPE_COLOR;
 | |
| 				} else {
 | |
| 					uniform_type = VisualShaderNodeUniformRef::UniformType::UNIFORM_TYPE_SAMPLER;
 | |
| 				}
 | |
| 				VisualShaderNodeUniformRef::add_uniform(uniform->get_uniform_name(), uniform_type);
 | |
| 			}
 | |
| 		}
 | |
| 	}
 | |
| 	if (p_update_refs) {
 | |
| 		graph_plugin->update_uniform_refs();
 | |
| 	}
 | |
| }
 | |
| 
 | |
| void VisualShaderEditor::_update_uniform_refs(Set<String> &p_deleted_names) {
 | |
| 	for (int i = 0; i < VisualShader::TYPE_MAX; i++) {
 | |
| 		VisualShader::Type type = VisualShader::Type(i);
 | |
| 
 | |
| 		Vector<int> nodes = visual_shader->get_node_list(type);
 | |
| 		for (int j = 0; j < nodes.size(); j++) {
 | |
| 			if (j > 0) {
 | |
| 				Ref<VisualShaderNodeUniformRef> ref = visual_shader->get_node(type, nodes[j]);
 | |
| 				if (ref.is_valid()) {
 | |
| 					if (p_deleted_names.has(ref->get_uniform_name())) {
 | |
| 						undo_redo->add_do_method(ref.ptr(), "set_uniform_name", "[None]");
 | |
| 						undo_redo->add_undo_method(ref.ptr(), "set_uniform_name", ref->get_uniform_name());
 | |
| 						undo_redo->add_do_method(graph_plugin.ptr(), "update_node", VisualShader::Type(i), nodes[j]);
 | |
| 						undo_redo->add_undo_method(graph_plugin.ptr(), "update_node", VisualShader::Type(i), nodes[j]);
 | |
| 					}
 | |
| 				}
 | |
| 			}
 | |
| 		}
 | |
| 	}
 | |
| }
 | |
| 
 | |
| void VisualShaderEditor::_update_graph() {
 | |
| 	if (updating) {
 | |
| 		return;
 | |
| 	}
 | |
| 
 | |
| 	if (visual_shader.is_null()) {
 | |
| 		return;
 | |
| 	}
 | |
| 
 | |
| 	graph->set_scroll_ofs(visual_shader->get_graph_offset() * EDSCALE);
 | |
| 
 | |
| 	VisualShader::Type type = get_current_shader_type();
 | |
| 
 | |
| 	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--;
 | |
| 		}
 | |
| 	}
 | |
| 
 | |
| 	List<VisualShader::Connection> connections;
 | |
| 	visual_shader->get_node_connections(type, &connections);
 | |
| 	graph_plugin->set_connections(connections);
 | |
| 
 | |
| 	Vector<int> nodes = visual_shader->get_node_list(type);
 | |
| 
 | |
| 	_update_uniforms(false);
 | |
| 
 | |
| 	graph_plugin->clear_links();
 | |
| 	graph_plugin->make_dirty(true);
 | |
| 	graph_plugin->update_theme();
 | |
| 
 | |
| 	for (int n_i = 0; n_i < nodes.size(); n_i++) {
 | |
| 		graph_plugin->add_node(type, nodes[n_i]);
 | |
| 	}
 | |
| 
 | |
| 	graph_plugin->make_dirty(false);
 | |
| 
 | |
| 	for (const VisualShader::Connection &E : connections) {
 | |
| 		int from = E.from_node;
 | |
| 		int from_idx = E.from_port;
 | |
| 		int to = E.to_node;
 | |
| 		int to_idx = E.to_port;
 | |
| 
 | |
| 		graph->connect_node(itos(from), from_idx, itos(to), to_idx);
 | |
| 	}
 | |
| 
 | |
| 	float graph_minimap_opacity = EditorSettings::get_singleton()->get("editors/visual_editors/minimap_opacity");
 | |
| 	graph->set_minimap_opacity(graph_minimap_opacity);
 | |
| }
 | |
| 
 | |
| VisualShader::Type VisualShaderEditor::get_current_shader_type() const {
 | |
| 	VisualShader::Type type;
 | |
| 	if (mode & MODE_FLAGS_PARTICLES) {
 | |
| 		type = VisualShader::Type(edit_type->get_selected() + 3 + (custom_mode_enabled ? 3 : 0));
 | |
| 	} else if (mode & MODE_FLAGS_SKY) {
 | |
| 		type = VisualShader::Type(edit_type->get_selected() + 8);
 | |
| 	} else if (mode & MODE_FLAGS_FOG) {
 | |
| 		type = VisualShader::Type(edit_type->get_selected() + 9);
 | |
| 	} else {
 | |
| 		type = VisualShader::Type(edit_type->get_selected());
 | |
| 	}
 | |
| 	return type;
 | |
| }
 | |
| 
 | |
| void VisualShaderEditor::_add_input_port(int p_node, int p_port, int p_port_type, const String &p_name) {
 | |
| 	VisualShader::Type type = get_current_shader_type();
 | |
| 	Ref<VisualShaderNodeExpression> node = visual_shader->get_node(type, p_node);
 | |
| 	if (node.is_null()) {
 | |
| 		return;
 | |
| 	}
 | |
| 
 | |
| 	undo_redo->create_action(TTR("Add Input Port"));
 | |
| 	undo_redo->add_do_method(node.ptr(), "add_input_port", p_port, p_port_type, p_name);
 | |
| 	undo_redo->add_undo_method(node.ptr(), "remove_input_port", p_port);
 | |
| 	undo_redo->add_do_method(graph_plugin.ptr(), "update_node", type, p_node);
 | |
| 	undo_redo->add_undo_method(graph_plugin.ptr(), "update_node", type, p_node);
 | |
| 	undo_redo->commit_action();
 | |
| }
 | |
| 
 | |
| void VisualShaderEditor::_add_output_port(int p_node, int p_port, int p_port_type, const String &p_name) {
 | |
| 	VisualShader::Type type = get_current_shader_type();
 | |
| 	Ref<VisualShaderNodeGroupBase> node = visual_shader->get_node(type, p_node);
 | |
| 	if (node.is_null()) {
 | |
| 		return;
 | |
| 	}
 | |
| 
 | |
| 	undo_redo->create_action(TTR("Add Output Port"));
 | |
| 	undo_redo->add_do_method(node.ptr(), "add_output_port", p_port, p_port_type, p_name);
 | |
| 	undo_redo->add_undo_method(node.ptr(), "remove_output_port", p_port);
 | |
| 	undo_redo->add_do_method(graph_plugin.ptr(), "update_node", type, p_node);
 | |
| 	undo_redo->add_undo_method(graph_plugin.ptr(), "update_node", type, p_node);
 | |
| 	undo_redo->commit_action();
 | |
| }
 | |
| 
 | |
| void VisualShaderEditor::_change_input_port_type(int p_type, int p_node, int p_port) {
 | |
| 	VisualShader::Type type = get_current_shader_type();
 | |
| 	Ref<VisualShaderNodeGroupBase> node = visual_shader->get_node(type, p_node);
 | |
| 	if (node.is_null()) {
 | |
| 		return;
 | |
| 	}
 | |
| 
 | |
| 	undo_redo->create_action(TTR("Change Input Port Type"));
 | |
| 	undo_redo->add_do_method(node.ptr(), "set_input_port_type", p_port, p_type);
 | |
| 	undo_redo->add_undo_method(node.ptr(), "set_input_port_type", p_port, node->get_input_port_type(p_port));
 | |
| 	undo_redo->add_do_method(graph_plugin.ptr(), "update_node", type, p_node);
 | |
| 	undo_redo->add_undo_method(graph_plugin.ptr(), "update_node", type, p_node);
 | |
| 	undo_redo->commit_action();
 | |
| }
 | |
| 
 | |
| void VisualShaderEditor::_change_output_port_type(int p_type, int p_node, int p_port) {
 | |
| 	VisualShader::Type type = get_current_shader_type();
 | |
| 	Ref<VisualShaderNodeGroupBase> node = visual_shader->get_node(type, p_node);
 | |
| 	if (node.is_null()) {
 | |
| 		return;
 | |
| 	}
 | |
| 
 | |
| 	undo_redo->create_action(TTR("Change Output Port Type"));
 | |
| 	undo_redo->add_do_method(node.ptr(), "set_output_port_type", p_port, p_type);
 | |
| 	undo_redo->add_undo_method(node.ptr(), "set_output_port_type", p_port, node->get_output_port_type(p_port));
 | |
| 	undo_redo->add_do_method(graph_plugin.ptr(), "update_node", type, p_node);
 | |
| 	undo_redo->add_undo_method(graph_plugin.ptr(), "update_node", type, p_node);
 | |
| 	undo_redo->commit_action();
 | |
| }
 | |
| 
 | |
| void VisualShaderEditor::_change_input_port_name(const String &p_text, Object *p_line_edit, int p_node_id, int p_port_id) {
 | |
| 	VisualShader::Type type = get_current_shader_type();
 | |
| 
 | |
| 	Ref<VisualShaderNodeGroupBase> node = visual_shader->get_node(type, p_node_id);
 | |
| 	ERR_FAIL_COND(!node.is_valid());
 | |
| 
 | |
| 	String prev_name = node->get_input_port_name(p_port_id);
 | |
| 	if (prev_name == p_text) {
 | |
| 		return;
 | |
| 	}
 | |
| 
 | |
| 	LineEdit *line_edit = Object::cast_to<LineEdit>(p_line_edit);
 | |
| 	ERR_FAIL_COND(!line_edit);
 | |
| 
 | |
| 	String validated_name = visual_shader->validate_port_name(p_text, node.ptr(), p_port_id, false);
 | |
| 	if (validated_name.is_empty() || prev_name == validated_name) {
 | |
| 		line_edit->set_text(node->get_input_port_name(p_port_id));
 | |
| 		return;
 | |
| 	}
 | |
| 
 | |
| 	undo_redo->create_action(TTR("Change Input Port Name"));
 | |
| 	undo_redo->add_do_method(node.ptr(), "set_input_port_name", p_port_id, validated_name);
 | |
| 	undo_redo->add_undo_method(node.ptr(), "set_input_port_name", p_port_id, node->get_input_port_name(p_port_id));
 | |
| 	undo_redo->add_do_method(graph_plugin.ptr(), "update_node", type, p_node_id);
 | |
| 	undo_redo->add_undo_method(graph_plugin.ptr(), "update_node", type, p_node_id);
 | |
| 	undo_redo->commit_action();
 | |
| }
 | |
| 
 | |
| void VisualShaderEditor::_change_output_port_name(const String &p_text, Object *p_line_edit, int p_node_id, int p_port_id) {
 | |
| 	VisualShader::Type type = get_current_shader_type();
 | |
| 
 | |
| 	Ref<VisualShaderNodeGroupBase> node = visual_shader->get_node(type, p_node_id);
 | |
| 	ERR_FAIL_COND(!node.is_valid());
 | |
| 
 | |
| 	String prev_name = node->get_output_port_name(p_port_id);
 | |
| 	if (prev_name == p_text) {
 | |
| 		return;
 | |
| 	}
 | |
| 
 | |
| 	LineEdit *line_edit = Object::cast_to<LineEdit>(p_line_edit);
 | |
| 	ERR_FAIL_COND(!line_edit);
 | |
| 
 | |
| 	String validated_name = visual_shader->validate_port_name(p_text, node.ptr(), p_port_id, true);
 | |
| 	if (validated_name.is_empty() || prev_name == validated_name) {
 | |
| 		line_edit->set_text(node->get_output_port_name(p_port_id));
 | |
| 		return;
 | |
| 	}
 | |
| 
 | |
| 	undo_redo->create_action(TTR("Change Output Port Name"));
 | |
| 	undo_redo->add_do_method(node.ptr(), "set_output_port_name", p_port_id, validated_name);
 | |
| 	undo_redo->add_undo_method(node.ptr(), "set_output_port_name", p_port_id, prev_name);
 | |
| 	undo_redo->add_do_method(graph_plugin.ptr(), "update_node", type, p_node_id);
 | |
| 	undo_redo->add_undo_method(graph_plugin.ptr(), "update_node", type, p_node_id);
 | |
| 	undo_redo->commit_action();
 | |
| }
 | |
| 
 | |
| void VisualShaderEditor::_expand_output_port(int p_node, int p_port, bool p_expand) {
 | |
| 	VisualShader::Type type = get_current_shader_type();
 | |
| 
 | |
| 	Ref<VisualShaderNode> node = visual_shader->get_node(type, p_node);
 | |
| 	ERR_FAIL_COND(!node.is_valid());
 | |
| 
 | |
| 	if (p_expand) {
 | |
| 		undo_redo->create_action(TTR("Expand Output Port"));
 | |
| 	} else {
 | |
| 		undo_redo->create_action(TTR("Shrink Output Port"));
 | |
| 	}
 | |
| 
 | |
| 	undo_redo->add_do_method(node.ptr(), "_set_output_port_expanded", p_port, p_expand);
 | |
| 	undo_redo->add_undo_method(node.ptr(), "_set_output_port_expanded", p_port, !p_expand);
 | |
| 
 | |
| 	int type_size = 0;
 | |
| 	switch (node->get_output_port_type(p_port)) {
 | |
| 		case VisualShaderNode::PORT_TYPE_VECTOR_2D: {
 | |
| 			type_size = 2;
 | |
| 		} break;
 | |
| 		case VisualShaderNode::PORT_TYPE_VECTOR_3D: {
 | |
| 			type_size = 3;
 | |
| 		} break;
 | |
| 		default:
 | |
| 			break;
 | |
| 	}
 | |
| 
 | |
| 	List<VisualShader::Connection> conns;
 | |
| 	visual_shader->get_node_connections(type, &conns);
 | |
| 
 | |
| 	for (const VisualShader::Connection &E : conns) {
 | |
| 		int from_node = E.from_node;
 | |
| 		int from_port = E.from_port;
 | |
| 		int to_node = E.to_node;
 | |
| 		int to_port = E.to_port;
 | |
| 
 | |
| 		if (from_node == p_node) {
 | |
| 			if (p_expand) {
 | |
| 				if (from_port > p_port) { // reconnect ports after expanded ports
 | |
| 					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(graph_plugin.ptr(), "disconnect_nodes", type, from_node, from_port, to_node, to_port);
 | |
| 					undo_redo->add_undo_method(graph_plugin.ptr(), "connect_nodes", 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 + type_size, to_node, to_port);
 | |
| 					undo_redo->add_undo_method(visual_shader.ptr(), "disconnect_nodes", type, from_node, from_port + type_size, to_node, to_port);
 | |
| 
 | |
| 					undo_redo->add_do_method(graph_plugin.ptr(), "connect_nodes", type, from_node, from_port + type_size, to_node, to_port);
 | |
| 					undo_redo->add_undo_method(graph_plugin.ptr(), "disconnect_nodes", type, from_node, from_port + type_size, to_node, to_port);
 | |
| 				}
 | |
| 			} else {
 | |
| 				if (from_port > p_port + type_size) { // reconnect ports after expanded ports
 | |
| 					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(graph_plugin.ptr(), "disconnect_nodes", type, from_node, from_port, to_node, to_port);
 | |
| 					undo_redo->add_undo_method(graph_plugin.ptr(), "connect_nodes", type, from_node, from_port, to_node, to_port);
 | |
| 
 | |
| 					undo_redo->add_do_method(visual_shader.ptr(), "connect_nodes", type, from_node, from_port - type_size, to_node, to_port);
 | |
| 					undo_redo->add_undo_method(visual_shader.ptr(), "disconnect_nodes", type, from_node, from_port - type_size, to_node, to_port);
 | |
| 
 | |
| 					undo_redo->add_do_method(graph_plugin.ptr(), "connect_nodes", type, from_node, from_port - type_size, to_node, to_port);
 | |
| 					undo_redo->add_undo_method(graph_plugin.ptr(), "disconnect_nodes", type, from_node, from_port - type_size, to_node, to_port);
 | |
| 				} else if (from_port > p_port) { // disconnect component ports
 | |
| 					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(graph_plugin.ptr(), "disconnect_nodes", type, from_node, from_port, to_node, to_port);
 | |
| 					undo_redo->add_undo_method(graph_plugin.ptr(), "connect_nodes", type, from_node, from_port, to_node, to_port);
 | |
| 				}
 | |
| 			}
 | |
| 		}
 | |
| 	}
 | |
| 
 | |
| 	int preview_port = node->get_output_port_for_preview();
 | |
| 	if (p_expand) {
 | |
| 		if (preview_port > p_port) {
 | |
| 			undo_redo->add_do_method(node.ptr(), "set_output_port_for_preview", preview_port + type_size);
 | |
| 			undo_redo->add_undo_method(node.ptr(), "set_output_port_for_preview", preview_port);
 | |
| 		}
 | |
| 	} else {
 | |
| 		if (preview_port > p_port + type_size) {
 | |
| 			undo_redo->add_do_method(node.ptr(), "set_output_port_for_preview", preview_port - type_size);
 | |
| 			undo_redo->add_undo_method(node.ptr(), "set_output_port_for_preview", preview_port);
 | |
| 		}
 | |
| 	}
 | |
| 
 | |
| 	undo_redo->add_do_method(graph_plugin.ptr(), "update_node", type, p_node);
 | |
| 	undo_redo->add_undo_method(graph_plugin.ptr(), "update_node", type, p_node);
 | |
| 	undo_redo->commit_action();
 | |
| }
 | |
| 
 | |
| void VisualShaderEditor::_remove_input_port(int p_node, int p_port) {
 | |
| 	VisualShader::Type type = get_current_shader_type();
 | |
| 	Ref<VisualShaderNodeGroupBase> node = visual_shader->get_node(type, p_node);
 | |
| 	if (node.is_null()) {
 | |
| 		return;
 | |
| 	}
 | |
| 
 | |
| 	undo_redo->create_action(TTR("Remove Input Port"));
 | |
| 
 | |
| 	List<VisualShader::Connection> conns;
 | |
| 	visual_shader->get_node_connections(type, &conns);
 | |
| 	for (const VisualShader::Connection &E : conns) {
 | |
| 		int from_node = E.from_node;
 | |
| 		int from_port = E.from_port;
 | |
| 		int to_node = E.to_node;
 | |
| 		int to_port = E.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);
 | |
| 
 | |
| 				undo_redo->add_do_method(graph_plugin.ptr(), "disconnect_nodes", type, from_node, from_port, to_node, to_port);
 | |
| 				undo_redo->add_undo_method(graph_plugin.ptr(), "connect_nodes", 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(graph_plugin.ptr(), "disconnect_nodes", type, from_node, from_port, to_node, to_port);
 | |
| 				undo_redo->add_undo_method(graph_plugin.ptr(), "connect_nodes", 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(graph_plugin.ptr(), "connect_nodes", type, from_node, from_port, to_node, to_port - 1);
 | |
| 				undo_redo->add_undo_method(graph_plugin.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(graph_plugin.ptr(), "update_node", type, p_node);
 | |
| 	undo_redo->add_undo_method(graph_plugin.ptr(), "update_node", type, p_node);
 | |
| 
 | |
| 	undo_redo->commit_action();
 | |
| }
 | |
| 
 | |
| void VisualShaderEditor::_remove_output_port(int p_node, int p_port) {
 | |
| 	VisualShader::Type type = get_current_shader_type();
 | |
| 	Ref<VisualShaderNodeGroupBase> node = visual_shader->get_node(type, p_node);
 | |
| 	if (node.is_null()) {
 | |
| 		return;
 | |
| 	}
 | |
| 
 | |
| 	undo_redo->create_action(TTR("Remove Output Port"));
 | |
| 
 | |
| 	List<VisualShader::Connection> conns;
 | |
| 	visual_shader->get_node_connections(type, &conns);
 | |
| 	for (const VisualShader::Connection &E : conns) {
 | |
| 		int from_node = E.from_node;
 | |
| 		int from_port = E.from_port;
 | |
| 		int to_node = E.to_node;
 | |
| 		int to_port = E.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);
 | |
| 
 | |
| 				undo_redo->add_do_method(graph_plugin.ptr(), "disconnect_nodes", type, from_node, from_port, to_node, to_port);
 | |
| 				undo_redo->add_undo_method(graph_plugin.ptr(), "connect_nodes", 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(graph_plugin.ptr(), "disconnect_nodes", type, from_node, from_port, to_node, to_port);
 | |
| 				undo_redo->add_undo_method(graph_plugin.ptr(), "connect_nodes", 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(graph_plugin.ptr(), "connect_nodes", type, from_node, from_port - 1, to_node, to_port);
 | |
| 				undo_redo->add_undo_method(graph_plugin.ptr(), "disconnect_nodes", type, from_node, from_port - 1, to_node, to_port);
 | |
| 			}
 | |
| 		}
 | |
| 	}
 | |
| 
 | |
| 	int preview_port = node->get_output_port_for_preview();
 | |
| 	if (preview_port != -1) {
 | |
| 		if (preview_port == p_port) {
 | |
| 			undo_redo->add_do_method(node.ptr(), "set_output_port_for_preview", -1);
 | |
| 			undo_redo->add_undo_method(node.ptr(), "set_output_port_for_preview", preview_port);
 | |
| 		} else if (preview_port > p_port) {
 | |
| 			undo_redo->add_do_method(node.ptr(), "set_output_port_for_preview", preview_port - 1);
 | |
| 			undo_redo->add_undo_method(node.ptr(), "set_output_port_for_preview", preview_port);
 | |
| 		}
 | |
| 	}
 | |
| 
 | |
| 	undo_redo->add_do_method(node.ptr(), "remove_output_port", p_port);
 | |
| 	undo_redo->add_undo_method(node.ptr(), "add_output_port", p_port, (int)node->get_output_port_type(p_port), node->get_output_port_name(p_port));
 | |
| 
 | |
| 	undo_redo->add_do_method(graph_plugin.ptr(), "update_node", type, p_node);
 | |
| 	undo_redo->add_undo_method(graph_plugin.ptr(), "update_node", type, p_node);
 | |
| 
 | |
| 	undo_redo->commit_action();
 | |
| }
 | |
| 
 | |
| void VisualShaderEditor::_expression_focus_out(Object *code_edit, int p_node) {
 | |
| 	VisualShader::Type type = get_current_shader_type();
 | |
| 	Ref<VisualShaderNodeExpression> node = visual_shader->get_node(type, p_node);
 | |
| 	if (node.is_null()) {
 | |
| 		return;
 | |
| 	}
 | |
| 
 | |
| 	CodeEdit *expression_box = Object::cast_to<CodeEdit>(code_edit);
 | |
| 
 | |
| 	if (node->get_expression() == expression_box->get_text()) {
 | |
| 		return;
 | |
| 	}
 | |
| 
 | |
| 	undo_redo->create_action(TTR("Set VisualShader Expression"));
 | |
| 	undo_redo->add_do_method(node.ptr(), "set_expression", expression_box->get_text());
 | |
| 	undo_redo->add_undo_method(node.ptr(), "set_expression", node->get_expression());
 | |
| 	undo_redo->add_do_method(graph_plugin.ptr(), "set_expression", type, p_node, expression_box->get_text());
 | |
| 	undo_redo->add_undo_method(graph_plugin.ptr(), "set_expression", type, p_node, node->get_expression());
 | |
| 	undo_redo->commit_action();
 | |
| }
 | |
| 
 | |
| void VisualShaderEditor::_set_node_size(int p_type, int p_node, const Vector2 &p_size) {
 | |
| 	VisualShader::Type type = VisualShader::Type(p_type);
 | |
| 	Ref<VisualShaderNodeResizableBase> node = visual_shader->get_node(type, p_node);
 | |
| 	if (node.is_null()) {
 | |
| 		return;
 | |
| 	}
 | |
| 
 | |
| 	Size2 size = p_size;
 | |
| 	if (!node->is_allow_v_resize()) {
 | |
| 		size.y = 0;
 | |
| 	}
 | |
| 
 | |
| 	node->set_size(size);
 | |
| 
 | |
| 	if (get_current_shader_type() == type) {
 | |
| 		Ref<VisualShaderNodeExpression> expression_node = Object::cast_to<VisualShaderNodeExpression>(node.ptr());
 | |
| 		Control *text_box = nullptr;
 | |
| 		if (!expression_node.is_null()) {
 | |
| 			text_box = expression_node->is_ctrl_pressed(0);
 | |
| 			if (text_box) {
 | |
| 				text_box->set_custom_minimum_size(Size2(0, 0));
 | |
| 			}
 | |
| 		}
 | |
| 
 | |
| 		GraphNode *gn = nullptr;
 | |
| 		Node *node2 = graph->get_node(itos(p_node));
 | |
| 		gn = Object::cast_to<GraphNode>(node2);
 | |
| 		if (!gn) {
 | |
| 			return;
 | |
| 		}
 | |
| 
 | |
| 		gn->set_custom_minimum_size(size);
 | |
| 		gn->reset_size();
 | |
| 
 | |
| 		if (!expression_node.is_null() && text_box) {
 | |
| 			Size2 box_size = size;
 | |
| 			if (gn != nullptr) {
 | |
| 				if (box_size.x < 150 * EDSCALE || box_size.y < 0) {
 | |
| 					box_size.x = gn->get_size().x;
 | |
| 				}
 | |
| 			}
 | |
| 			box_size.x -= text_box->get_offset(SIDE_LEFT);
 | |
| 			box_size.x -= 28 * EDSCALE;
 | |
| 			box_size.y -= text_box->get_offset(SIDE_TOP);
 | |
| 			box_size.y -= 28 * EDSCALE;
 | |
| 			text_box->set_custom_minimum_size(box_size);
 | |
| 			text_box->reset_size();
 | |
| 		}
 | |
| 	}
 | |
| }
 | |
| 
 | |
| void VisualShaderEditor::_node_resized(const Vector2 &p_new_size, int p_type, int p_node) {
 | |
| 	Ref<VisualShaderNodeResizableBase> node = visual_shader->get_node(VisualShader::Type(p_type), p_node);
 | |
| 	if (node.is_null()) {
 | |
| 		return;
 | |
| 	}
 | |
| 
 | |
| 	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 = get_current_shader_type();
 | |
| 	Ref<VisualShaderNode> node = visual_shader->get_node(type, p_node);
 | |
| 	if (node.is_null()) {
 | |
| 		return;
 | |
| 	}
 | |
| 	int prev_port = node->get_output_port_for_preview();
 | |
| 	if (node->get_output_port_for_preview() == p_port) {
 | |
| 		p_port = -1; //toggle it
 | |
| 	}
 | |
| 	undo_redo->create_action(p_port == -1 ? TTR("Hide Port Preview") : TTR("Show Port Preview"));
 | |
| 	undo_redo->add_do_method(node.ptr(), "set_output_port_for_preview", p_port);
 | |
| 	undo_redo->add_undo_method(node.ptr(), "set_output_port_for_preview", prev_port);
 | |
| 	undo_redo->add_do_method(graph_plugin.ptr(), "update_node", (int)type, p_node);
 | |
| 	undo_redo->add_undo_method(graph_plugin.ptr(), "update_node", (int)type, p_node);
 | |
| 	undo_redo->commit_action();
 | |
| }
 | |
| 
 | |
| void VisualShaderEditor::_comment_title_popup_show(const Point2 &p_position, int p_node_id) {
 | |
| 	VisualShader::Type type = get_current_shader_type();
 | |
| 	Ref<VisualShaderNodeComment> node = visual_shader->get_node(type, p_node_id);
 | |
| 	if (node.is_null()) {
 | |
| 		return;
 | |
| 	}
 | |
| 	comment_title_change_edit->set_text(node->get_title());
 | |
| 	comment_title_change_popup->set_meta("id", p_node_id);
 | |
| 	comment_title_change_popup->popup();
 | |
| 	comment_title_change_popup->set_position(p_position);
 | |
| }
 | |
| 
 | |
| void VisualShaderEditor::_comment_title_text_changed(const String &p_new_text) {
 | |
| 	comment_title_change_edit->reset_size();
 | |
| 	comment_title_change_popup->reset_size();
 | |
| }
 | |
| 
 | |
| void VisualShaderEditor::_comment_title_text_submitted(const String &p_new_text) {
 | |
| 	comment_title_change_popup->hide();
 | |
| }
 | |
| 
 | |
| void VisualShaderEditor::_comment_title_popup_focus_out() {
 | |
| 	comment_title_change_popup->hide();
 | |
| }
 | |
| 
 | |
| void VisualShaderEditor::_comment_title_popup_hide() {
 | |
| 	ERR_FAIL_COND(!comment_title_change_popup->has_meta("id"));
 | |
| 	int node_id = (int)comment_title_change_popup->get_meta("id");
 | |
| 
 | |
| 	VisualShader::Type type = get_current_shader_type();
 | |
| 	Ref<VisualShaderNodeComment> node = visual_shader->get_node(type, node_id);
 | |
| 
 | |
| 	ERR_FAIL_COND(node.is_null());
 | |
| 
 | |
| 	if (node->get_title() == comment_title_change_edit->get_text()) {
 | |
| 		return; // nothing changed - ignored
 | |
| 	}
 | |
| 	undo_redo->create_action(TTR("Set Comment Node Title"));
 | |
| 	undo_redo->add_do_method(node.ptr(), "set_title", comment_title_change_edit->get_text());
 | |
| 	undo_redo->add_undo_method(node.ptr(), "set_title", node->get_title());
 | |
| 	undo_redo->add_do_method(graph_plugin.ptr(), "update_node", (int)type, node_id);
 | |
| 	undo_redo->add_undo_method(graph_plugin.ptr(), "update_node", (int)type, node_id);
 | |
| 	undo_redo->commit_action();
 | |
| }
 | |
| 
 | |
| void VisualShaderEditor::_comment_desc_popup_show(const Point2 &p_position, int p_node_id) {
 | |
| 	VisualShader::Type type = get_current_shader_type();
 | |
| 	Ref<VisualShaderNodeComment> node = visual_shader->get_node(type, p_node_id);
 | |
| 	if (node.is_null()) {
 | |
| 		return;
 | |
| 	}
 | |
| 	comment_desc_change_edit->set_text(node->get_description());
 | |
| 	comment_desc_change_popup->set_meta("id", p_node_id);
 | |
| 	comment_desc_change_popup->reset_size();
 | |
| 	comment_desc_change_popup->popup();
 | |
| 	comment_desc_change_popup->set_position(p_position);
 | |
| }
 | |
| 
 | |
| void VisualShaderEditor::_comment_desc_text_changed() {
 | |
| 	comment_desc_change_edit->reset_size();
 | |
| 	comment_desc_change_popup->reset_size();
 | |
| }
 | |
| 
 | |
| void VisualShaderEditor::_comment_desc_confirm() {
 | |
| 	comment_desc_change_popup->hide();
 | |
| }
 | |
| 
 | |
| void VisualShaderEditor::_comment_desc_popup_hide() {
 | |
| 	ERR_FAIL_COND(!comment_desc_change_popup->has_meta("id"));
 | |
| 	int node_id = (int)comment_desc_change_popup->get_meta("id");
 | |
| 
 | |
| 	VisualShader::Type type = get_current_shader_type();
 | |
| 	Ref<VisualShaderNodeComment> node = visual_shader->get_node(type, node_id);
 | |
| 
 | |
| 	ERR_FAIL_COND(node.is_null());
 | |
| 
 | |
| 	if (node->get_description() == comment_desc_change_edit->get_text()) {
 | |
| 		return; // nothing changed - ignored
 | |
| 	}
 | |
| 	undo_redo->create_action(TTR("Set Comment Node Description"));
 | |
| 	undo_redo->add_do_method(node.ptr(), "set_description", comment_desc_change_edit->get_text());
 | |
| 	undo_redo->add_undo_method(node.ptr(), "set_description", node->get_title());
 | |
| 	undo_redo->add_do_method(graph_plugin.ptr(), "update_node", (int)type, node_id);
 | |
| 	undo_redo->add_undo_method(graph_plugin.ptr(), "update_node", (int)type, node_id);
 | |
| 	undo_redo->commit_action();
 | |
| }
 | |
| 
 | |
| void VisualShaderEditor::_uniform_line_edit_changed(const String &p_text, int p_node_id) {
 | |
| 	VisualShader::Type type = get_current_shader_type();
 | |
| 
 | |
| 	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);
 | |
| 
 | |
| 	if (validated_name == node->get_uniform_name()) {
 | |
| 		return;
 | |
| 	}
 | |
| 
 | |
| 	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(graph_plugin.ptr(), "set_uniform_name", type, p_node_id, validated_name);
 | |
| 	undo_redo->add_undo_method(graph_plugin.ptr(), "set_uniform_name", type, p_node_id, node->get_uniform_name());
 | |
| 	undo_redo->add_do_method(graph_plugin.ptr(), "update_node_deferred", type, p_node_id);
 | |
| 	undo_redo->add_undo_method(graph_plugin.ptr(), "update_node_deferred", type, p_node_id);
 | |
| 
 | |
| 	undo_redo->add_do_method(this, "_update_uniforms", true);
 | |
| 	undo_redo->add_undo_method(this, "_update_uniforms", true);
 | |
| 
 | |
| 	Set<String> changed_names;
 | |
| 	changed_names.insert(node->get_uniform_name());
 | |
| 	_update_uniform_refs(changed_names);
 | |
| 
 | |
| 	undo_redo->commit_action();
 | |
| }
 | |
| 
 | |
| void VisualShaderEditor::_uniform_line_edit_focus_out(Object *line_edit, int p_node_id) {
 | |
| 	_uniform_line_edit_changed(Object::cast_to<LineEdit>(line_edit)->get_text(), p_node_id);
 | |
| }
 | |
| 
 | |
| void VisualShaderEditor::_port_name_focus_out(Object *line_edit, int p_node_id, int p_port_id, bool p_output) {
 | |
| 	if (!p_output) {
 | |
| 		_change_input_port_name(Object::cast_to<LineEdit>(line_edit)->get_text(), line_edit, p_node_id, p_port_id);
 | |
| 	} else {
 | |
| 		_change_output_port_name(Object::cast_to<LineEdit>(line_edit)->get_text(), line_edit, p_node_id, p_port_id);
 | |
| 	}
 | |
| }
 | |
| 
 | |
| void VisualShaderEditor::_port_edited() {
 | |
| 	VisualShader::Type type = get_current_shader_type();
 | |
| 
 | |
| 	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"));
 | |
| 
 | |
| 	Ref<VisualShaderNodeCustom> custom = Object::cast_to<VisualShaderNodeCustom>(vsn.ptr());
 | |
| 	if (custom.is_valid()) {
 | |
| 		undo_redo->add_do_method(custom.ptr(), "_set_input_port_default_value", editing_port, value);
 | |
| 		undo_redo->add_undo_method(custom.ptr(), "_set_input_port_default_value", editing_port, vsn->get_input_port_default_value(editing_port));
 | |
| 	} else {
 | |
| 		undo_redo->add_do_method(vsn.ptr(), "set_input_port_default_value", editing_port, value);
 | |
| 		undo_redo->add_undo_method(vsn.ptr(), "set_input_port_default_value", editing_port, vsn->get_input_port_default_value(editing_port));
 | |
| 	}
 | |
| 	undo_redo->add_do_method(graph_plugin.ptr(), "set_input_port_default_value", type, editing_node, editing_port, value);
 | |
| 	undo_redo->add_undo_method(graph_plugin.ptr(), "set_input_port_default_value", type, editing_node, editing_port, vsn->get_input_port_default_value(editing_port));
 | |
| 	undo_redo->commit_action();
 | |
| 
 | |
| 	property_editor->hide();
 | |
| }
 | |
| 
 | |
| void VisualShaderEditor::_edit_port_default_input(Object *p_button, int p_node, int p_port) {
 | |
| 	VisualShader::Type type = get_current_shader_type();
 | |
| 
 | |
| 	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_position(button->get_screen_position() + Vector2(0, button->get_size().height));
 | |
| 	property_editor->edit(nullptr, "", value.get_type(), value, 0, "");
 | |
| 	property_editor->popup();
 | |
| 	editing_node = p_node;
 | |
| 	editing_port = p_port;
 | |
| }
 | |
| 
 | |
| void VisualShaderEditor::_setup_node(VisualShaderNode *p_node, const Vector<Variant> &p_ops) {
 | |
| 	// INPUT
 | |
| 	{
 | |
| 		VisualShaderNodeInput *input = Object::cast_to<VisualShaderNodeInput>(p_node);
 | |
| 
 | |
| 		if (input) {
 | |
| 			ERR_FAIL_COND(p_ops[0].get_type() != Variant::STRING);
 | |
| 			input->set_input_name((String)p_ops[0]);
 | |
| 			return;
 | |
| 		}
 | |
| 	}
 | |
| 
 | |
| 	// FLOAT_CONST
 | |
| 	{
 | |
| 		VisualShaderNodeFloatConstant *float_const = Object::cast_to<VisualShaderNodeFloatConstant>(p_node);
 | |
| 
 | |
| 		if (float_const) {
 | |
| 			ERR_FAIL_COND(p_ops[0].get_type() != Variant::FLOAT);
 | |
| 			float_const->set_constant((float)p_ops[0]);
 | |
| 			return;
 | |
| 		}
 | |
| 	}
 | |
| 
 | |
| 	// FLOAT_OP
 | |
| 	{
 | |
| 		VisualShaderNodeFloatOp *floatOp = Object::cast_to<VisualShaderNodeFloatOp>(p_node);
 | |
| 
 | |
| 		if (floatOp) {
 | |
| 			ERR_FAIL_COND(p_ops[0].get_type() != Variant::INT);
 | |
| 			floatOp->set_operator((VisualShaderNodeFloatOp::Operator)(int)p_ops[0]);
 | |
| 			return;
 | |
| 		}
 | |
| 	}
 | |
| 
 | |
| 	// FLOAT_FUNC
 | |
| 	{
 | |
| 		VisualShaderNodeFloatFunc *floatFunc = Object::cast_to<VisualShaderNodeFloatFunc>(p_node);
 | |
| 
 | |
| 		if (floatFunc) {
 | |
| 			ERR_FAIL_COND(p_ops[0].get_type() != Variant::INT);
 | |
| 			floatFunc->set_function((VisualShaderNodeFloatFunc::Function)(int)p_ops[0]);
 | |
| 			return;
 | |
| 		}
 | |
| 	}
 | |
| 
 | |
| 	// VECTOR_OP
 | |
| 	{
 | |
| 		VisualShaderNodeVectorOp *vecOp = Object::cast_to<VisualShaderNodeVectorOp>(p_node);
 | |
| 
 | |
| 		if (vecOp) {
 | |
| 			ERR_FAIL_COND(p_ops[0].get_type() != Variant::INT);
 | |
| 			ERR_FAIL_COND(p_ops[1].get_type() != Variant::INT);
 | |
| 			vecOp->set_operator((VisualShaderNodeVectorOp::Operator)(int)p_ops[0]);
 | |
| 			vecOp->set_op_type((VisualShaderNodeVectorOp::OpType)(int)p_ops[1]);
 | |
| 			return;
 | |
| 		}
 | |
| 	}
 | |
| 
 | |
| 	// VECTOR_FUNC
 | |
| 	{
 | |
| 		VisualShaderNodeVectorFunc *vecFunc = Object::cast_to<VisualShaderNodeVectorFunc>(p_node);
 | |
| 
 | |
| 		if (vecFunc) {
 | |
| 			ERR_FAIL_COND(p_ops[0].get_type() != Variant::INT);
 | |
| 			ERR_FAIL_COND(p_ops[1].get_type() != Variant::INT);
 | |
| 			vecFunc->set_function((VisualShaderNodeVectorFunc::Function)(int)p_ops[0]);
 | |
| 			vecFunc->set_op_type((VisualShaderNodeVectorFunc::OpType)(int)p_ops[1]);
 | |
| 			return;
 | |
| 		}
 | |
| 	}
 | |
| 
 | |
| 	// COLOR_OP
 | |
| 	{
 | |
| 		VisualShaderNodeColorOp *colorOp = Object::cast_to<VisualShaderNodeColorOp>(p_node);
 | |
| 
 | |
| 		if (colorOp) {
 | |
| 			ERR_FAIL_COND(p_ops[0].get_type() != Variant::INT);
 | |
| 			colorOp->set_operator((VisualShaderNodeColorOp::Operator)(int)p_ops[0]);
 | |
| 			return;
 | |
| 		}
 | |
| 	}
 | |
| 
 | |
| 	// COLOR_FUNC
 | |
| 	{
 | |
| 		VisualShaderNodeColorFunc *colorFunc = Object::cast_to<VisualShaderNodeColorFunc>(p_node);
 | |
| 
 | |
| 		if (colorFunc) {
 | |
| 			ERR_FAIL_COND(p_ops[0].get_type() != Variant::INT);
 | |
| 			colorFunc->set_function((VisualShaderNodeColorFunc::Function)(int)p_ops[0]);
 | |
| 			return;
 | |
| 		}
 | |
| 	}
 | |
| 
 | |
| 	// INT_OP
 | |
| 	{
 | |
| 		VisualShaderNodeIntOp *intOp = Object::cast_to<VisualShaderNodeIntOp>(p_node);
 | |
| 
 | |
| 		if (intOp) {
 | |
| 			ERR_FAIL_COND(p_ops[0].get_type() != Variant::INT);
 | |
| 			intOp->set_operator((VisualShaderNodeIntOp::Operator)(int)p_ops[0]);
 | |
| 			return;
 | |
| 		}
 | |
| 	}
 | |
| 
 | |
| 	// INT_FUNC
 | |
| 	{
 | |
| 		VisualShaderNodeIntFunc *intFunc = Object::cast_to<VisualShaderNodeIntFunc>(p_node);
 | |
| 
 | |
| 		if (intFunc) {
 | |
| 			ERR_FAIL_COND(p_ops[0].get_type() != Variant::INT);
 | |
| 			intFunc->set_function((VisualShaderNodeIntFunc::Function)(int)p_ops[0]);
 | |
| 			return;
 | |
| 		}
 | |
| 	}
 | |
| 
 | |
| 	// TRANSFORM_OP
 | |
| 	{
 | |
| 		VisualShaderNodeTransformOp *matOp = Object::cast_to<VisualShaderNodeTransformOp>(p_node);
 | |
| 
 | |
| 		if (matOp) {
 | |
| 			ERR_FAIL_COND(p_ops[0].get_type() != Variant::INT);
 | |
| 			matOp->set_operator((VisualShaderNodeTransformOp::Operator)(int)p_ops[0]);
 | |
| 			return;
 | |
| 		}
 | |
| 	}
 | |
| 
 | |
| 	// TRANSFORM_FUNC
 | |
| 	{
 | |
| 		VisualShaderNodeTransformFunc *matFunc = Object::cast_to<VisualShaderNodeTransformFunc>(p_node);
 | |
| 
 | |
| 		if (matFunc) {
 | |
| 			ERR_FAIL_COND(p_ops[0].get_type() != Variant::INT);
 | |
| 			matFunc->set_function((VisualShaderNodeTransformFunc::Function)(int)p_ops[0]);
 | |
| 			return;
 | |
| 		}
 | |
| 	}
 | |
| 
 | |
| 	// VECTOR_COMPOSE
 | |
| 	{
 | |
| 		VisualShaderNodeVectorCompose *vecCompose = Object::cast_to<VisualShaderNodeVectorCompose>(p_node);
 | |
| 
 | |
| 		if (vecCompose) {
 | |
| 			ERR_FAIL_COND(p_ops[0].get_type() != Variant::INT);
 | |
| 			vecCompose->set_op_type((VisualShaderNodeVectorCompose::OpType)(int)p_ops[0]);
 | |
| 			return;
 | |
| 		}
 | |
| 	}
 | |
| 
 | |
| 	// VECTOR_DECOMPOSE
 | |
| 	{
 | |
| 		VisualShaderNodeVectorDecompose *vecDecompose = Object::cast_to<VisualShaderNodeVectorDecompose>(p_node);
 | |
| 
 | |
| 		if (vecDecompose) {
 | |
| 			ERR_FAIL_COND(p_ops[0].get_type() != Variant::INT);
 | |
| 			vecDecompose->set_op_type((VisualShaderNodeVectorDecompose::OpType)(int)p_ops[0]);
 | |
| 			return;
 | |
| 		}
 | |
| 	}
 | |
| 
 | |
| 	// UV_FUNC
 | |
| 	{
 | |
| 		VisualShaderNodeUVFunc *uvFunc = Object::cast_to<VisualShaderNodeUVFunc>(p_node);
 | |
| 
 | |
| 		if (uvFunc) {
 | |
| 			ERR_FAIL_COND(p_ops[0].get_type() != Variant::INT);
 | |
| 			uvFunc->set_function((VisualShaderNodeUVFunc::Function)(int)p_ops[0]);
 | |
| 			return;
 | |
| 		}
 | |
| 	}
 | |
| 
 | |
| 	// IS
 | |
| 	{
 | |
| 		VisualShaderNodeIs *is = Object::cast_to<VisualShaderNodeIs>(p_node);
 | |
| 
 | |
| 		if (is) {
 | |
| 			ERR_FAIL_COND(p_ops[0].get_type() != Variant::INT);
 | |
| 			is->set_function((VisualShaderNodeIs::Function)(int)p_ops[0]);
 | |
| 			return;
 | |
| 		}
 | |
| 	}
 | |
| 
 | |
| 	// COMPARE
 | |
| 	{
 | |
| 		VisualShaderNodeCompare *cmp = Object::cast_to<VisualShaderNodeCompare>(p_node);
 | |
| 
 | |
| 		if (cmp) {
 | |
| 			ERR_FAIL_COND(p_ops[0].get_type() != Variant::INT);
 | |
| 			cmp->set_function((VisualShaderNodeCompare::Function)(int)p_ops[0]);
 | |
| 			return;
 | |
| 		}
 | |
| 	}
 | |
| 
 | |
| 	// DISTANCE
 | |
| 	{
 | |
| 		VisualShaderNodeVectorDistance *dist = Object::cast_to<VisualShaderNodeVectorDistance>(p_node);
 | |
| 
 | |
| 		if (dist) {
 | |
| 			ERR_FAIL_COND(p_ops[0].get_type() != Variant::INT);
 | |
| 			dist->set_op_type((VisualShaderNodeVectorDistance::OpType)(int)p_ops[0]);
 | |
| 			return;
 | |
| 		}
 | |
| 	}
 | |
| 
 | |
| 	// DERIVATIVE
 | |
| 	{
 | |
| 		VisualShaderNodeDerivativeFunc *derFunc = Object::cast_to<VisualShaderNodeDerivativeFunc>(p_node);
 | |
| 
 | |
| 		if (derFunc) {
 | |
| 			ERR_FAIL_COND(p_ops[0].get_type() != Variant::INT);
 | |
| 			ERR_FAIL_COND(p_ops[1].get_type() != Variant::INT);
 | |
| 			derFunc->set_function((VisualShaderNodeDerivativeFunc::Function)(int)p_ops[0]);
 | |
| 			derFunc->set_op_type((VisualShaderNodeDerivativeFunc::OpType)(int)p_ops[1]);
 | |
| 			return;
 | |
| 		}
 | |
| 	}
 | |
| 
 | |
| 	// MIX
 | |
| 	{
 | |
| 		VisualShaderNodeMix *mix = Object::cast_to<VisualShaderNodeMix>(p_node);
 | |
| 
 | |
| 		if (mix) {
 | |
| 			ERR_FAIL_COND(p_ops[0].get_type() != Variant::INT);
 | |
| 			mix->set_op_type((VisualShaderNodeMix::OpType)(int)p_ops[0]);
 | |
| 			return;
 | |
| 		}
 | |
| 	}
 | |
| 
 | |
| 	// CLAMP
 | |
| 	{
 | |
| 		VisualShaderNodeClamp *clampFunc = Object::cast_to<VisualShaderNodeClamp>(p_node);
 | |
| 
 | |
| 		if (clampFunc) {
 | |
| 			ERR_FAIL_COND(p_ops[0].get_type() != Variant::INT);
 | |
| 			clampFunc->set_op_type((VisualShaderNodeClamp::OpType)(int)p_ops[0]);
 | |
| 			return;
 | |
| 		}
 | |
| 	}
 | |
| 
 | |
| 	// SWITCH
 | |
| 	{
 | |
| 		VisualShaderNodeSwitch *switchFunc = Object::cast_to<VisualShaderNodeSwitch>(p_node);
 | |
| 
 | |
| 		if (switchFunc) {
 | |
| 			ERR_FAIL_COND(p_ops[0].get_type() != Variant::INT);
 | |
| 			switchFunc->set_op_type((VisualShaderNodeSwitch::OpType)(int)p_ops[0]);
 | |
| 			return;
 | |
| 		}
 | |
| 	}
 | |
| 
 | |
| 	// FACEFORWARD
 | |
| 	{
 | |
| 		VisualShaderNodeFaceForward *faceForward = Object::cast_to<VisualShaderNodeFaceForward>(p_node);
 | |
| 		if (faceForward) {
 | |
| 			ERR_FAIL_COND(p_ops[0].get_type() != Variant::INT);
 | |
| 			faceForward->set_op_type((VisualShaderNodeFaceForward::OpType)(int)p_ops[0]);
 | |
| 			return;
 | |
| 		}
 | |
| 	}
 | |
| 
 | |
| 	// LENGTH
 | |
| 	{
 | |
| 		VisualShaderNodeVectorLen *length = Object::cast_to<VisualShaderNodeVectorLen>(p_node);
 | |
| 		if (length) {
 | |
| 			ERR_FAIL_COND(p_ops[0].get_type() != Variant::INT);
 | |
| 			length->set_op_type((VisualShaderNodeVectorLen::OpType)(int)p_ops[0]);
 | |
| 			return;
 | |
| 		}
 | |
| 	}
 | |
| 
 | |
| 	// SMOOTHSTEP
 | |
| 	{
 | |
| 		VisualShaderNodeSmoothStep *smoothStepFunc = Object::cast_to<VisualShaderNodeSmoothStep>(p_node);
 | |
| 
 | |
| 		if (smoothStepFunc) {
 | |
| 			ERR_FAIL_COND(p_ops[0].get_type() != Variant::INT);
 | |
| 			smoothStepFunc->set_op_type((VisualShaderNodeSmoothStep::OpType)(int)p_ops[0]);
 | |
| 			return;
 | |
| 		}
 | |
| 	}
 | |
| 
 | |
| 	// STEP
 | |
| 	{
 | |
| 		VisualShaderNodeStep *stepFunc = Object::cast_to<VisualShaderNodeStep>(p_node);
 | |
| 
 | |
| 		if (stepFunc) {
 | |
| 			ERR_FAIL_COND(p_ops[0].get_type() != Variant::INT);
 | |
| 			stepFunc->set_op_type((VisualShaderNodeStep::OpType)(int)p_ops[0]);
 | |
| 			return;
 | |
| 		}
 | |
| 	}
 | |
| 
 | |
| 	// MULTIPLY_ADD
 | |
| 	{
 | |
| 		VisualShaderNodeMultiplyAdd *fmaFunc = Object::cast_to<VisualShaderNodeMultiplyAdd>(p_node);
 | |
| 
 | |
| 		if (fmaFunc) {
 | |
| 			ERR_FAIL_COND(p_ops[0].get_type() != Variant::INT);
 | |
| 			fmaFunc->set_op_type((VisualShaderNodeMultiplyAdd::OpType)(int)p_ops[0]);
 | |
| 		}
 | |
| 	}
 | |
| }
 | |
| 
 | |
| void VisualShaderEditor::_add_node(int p_idx, const Vector<Variant> &p_ops, String p_resource_path, int p_node_idx) {
 | |
| 	ERR_FAIL_INDEX(p_idx, add_options.size());
 | |
| 
 | |
| 	VisualShader::Type type = get_current_shader_type();
 | |
| 
 | |
| 	Ref<VisualShaderNode> vsnode;
 | |
| 
 | |
| 	bool is_custom = add_options[p_idx].is_custom;
 | |
| 
 | |
| 	if (!is_custom && !add_options[p_idx].type.is_empty()) {
 | |
| 		VisualShaderNode *vsn = Object::cast_to<VisualShaderNode>(ClassDB::instantiate(add_options[p_idx].type));
 | |
| 		ERR_FAIL_COND(!vsn);
 | |
| 		if (!p_ops.is_empty()) {
 | |
| 			_setup_node(vsn, p_ops);
 | |
| 		}
 | |
| 		VisualShaderNodeUniformRef *uniform_ref = Object::cast_to<VisualShaderNodeUniformRef>(vsn);
 | |
| 
 | |
| 		if (uniform_ref && to_node != -1 && to_slot != -1) {
 | |
| 			VisualShaderNode::PortType input_port_type = visual_shader->get_node(type, to_node)->get_input_port_type(to_slot);
 | |
| 			bool success = false;
 | |
| 
 | |
| 			for (int i = 0; i < uniform_ref->get_uniforms_count(); i++) {
 | |
| 				if (uniform_ref->get_port_type_by_index(i) == input_port_type) {
 | |
| 					uniform_ref->set_uniform_name(uniform_ref->get_uniform_name_by_index(i));
 | |
| 					success = true;
 | |
| 					break;
 | |
| 				}
 | |
| 			}
 | |
| 			if (!success) {
 | |
| 				for (int i = 0; i < uniform_ref->get_uniforms_count(); i++) {
 | |
| 					if (visual_shader->is_port_types_compatible(uniform_ref->get_port_type_by_index(i), input_port_type)) {
 | |
| 						uniform_ref->set_uniform_name(uniform_ref->get_uniform_name_by_index(i));
 | |
| 						break;
 | |
| 					}
 | |
| 				}
 | |
| 			}
 | |
| 		}
 | |
| 
 | |
| 		vsnode = Ref<VisualShaderNode>(vsn);
 | |
| 	} else {
 | |
| 		ERR_FAIL_COND(add_options[p_idx].script.is_null());
 | |
| 		StringName base_type = add_options[p_idx].script->get_instance_base_type();
 | |
| 		VisualShaderNode *vsn = Object::cast_to<VisualShaderNode>(ClassDB::instantiate(base_type));
 | |
| 		ERR_FAIL_COND(!vsn);
 | |
| 		vsnode = Ref<VisualShaderNode>(vsn);
 | |
| 		vsnode->set_script(add_options[p_idx].script);
 | |
| 	}
 | |
| 
 | |
| 	bool is_texture2d = (Object::cast_to<VisualShaderNodeTexture>(vsnode.ptr()) != nullptr);
 | |
| 	bool is_texture3d = (Object::cast_to<VisualShaderNodeTexture3D>(vsnode.ptr()) != nullptr);
 | |
| 	bool is_texture2d_array = (Object::cast_to<VisualShaderNodeTexture2DArray>(vsnode.ptr()) != nullptr);
 | |
| 	bool is_cubemap = (Object::cast_to<VisualShaderNodeCubemap>(vsnode.ptr()) != nullptr);
 | |
| 	bool is_curve = (Object::cast_to<VisualShaderNodeCurveTexture>(vsnode.ptr()) != nullptr);
 | |
| 	bool is_curve_xyz = (Object::cast_to<VisualShaderNodeCurveXYZTexture>(vsnode.ptr()) != nullptr);
 | |
| 	bool is_uniform = (Object::cast_to<VisualShaderNodeUniform>(vsnode.ptr()) != nullptr);
 | |
| 
 | |
| 	Point2 position = graph->get_scroll_ofs();
 | |
| 
 | |
| 	if (saved_node_pos_dirty) {
 | |
| 		position += saved_node_pos;
 | |
| 	} else {
 | |
| 		position += graph->get_size() * 0.5;
 | |
| 		position /= EDSCALE;
 | |
| 	}
 | |
| 	position /= graph->get_zoom();
 | |
| 	saved_node_pos_dirty = false;
 | |
| 
 | |
| 	int id_to_use = visual_shader->get_valid_node_id(type);
 | |
| 
 | |
| 	if (p_resource_path.is_empty()) {
 | |
| 		undo_redo->create_action(TTR("Add Node to Visual Shader"));
 | |
| 	} else {
 | |
| 		id_to_use += p_node_idx;
 | |
| 	}
 | |
| 	undo_redo->add_do_method(visual_shader.ptr(), "add_node", type, vsnode, position, id_to_use);
 | |
| 	undo_redo->add_undo_method(visual_shader.ptr(), "remove_node", type, id_to_use);
 | |
| 	undo_redo->add_do_method(graph_plugin.ptr(), "add_node", type, id_to_use);
 | |
| 	undo_redo->add_undo_method(graph_plugin.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));
 | |
| 	}
 | |
| 
 | |
| 	bool created_expression_port = false;
 | |
| 
 | |
| 	if (to_node != -1 && to_slot != -1) {
 | |
| 		VisualShaderNode::PortType input_port_type = visual_shader->get_node(type, to_node)->get_input_port_type(to_slot);
 | |
| 
 | |
| 		if (expr && expr->is_editable() && input_port_type != VisualShaderNode::PORT_TYPE_SAMPLER) {
 | |
| 			undo_redo->add_do_method(expr, "add_output_port", 0, input_port_type, "output0");
 | |
| 			undo_redo->add_undo_method(expr, "remove_output_port", 0);
 | |
| 
 | |
| 			String initial_expression_code;
 | |
| 
 | |
| 			switch (input_port_type) {
 | |
| 				case VisualShaderNode::PORT_TYPE_SCALAR:
 | |
| 					initial_expression_code = "output0 = 1.0;";
 | |
| 					break;
 | |
| 				case VisualShaderNode::PORT_TYPE_SCALAR_INT:
 | |
| 					initial_expression_code = "output0 = 1;";
 | |
| 					break;
 | |
| 				case VisualShaderNode::PORT_TYPE_VECTOR_2D:
 | |
| 					initial_expression_code = "output0 = vec2(1.0, 1.0);";
 | |
| 					break;
 | |
| 				case VisualShaderNode::PORT_TYPE_VECTOR_3D:
 | |
| 					initial_expression_code = "output0 = vec3(1.0, 1.0, 1.0);";
 | |
| 					break;
 | |
| 				case VisualShaderNode::PORT_TYPE_BOOLEAN:
 | |
| 					initial_expression_code = "output0 = true;";
 | |
| 					break;
 | |
| 				case VisualShaderNode::PORT_TYPE_TRANSFORM:
 | |
| 					initial_expression_code = "output0 = mat4(1.0);";
 | |
| 					break;
 | |
| 				default:
 | |
| 					break;
 | |
| 			}
 | |
| 
 | |
| 			undo_redo->add_do_method(expr, "set_expression", initial_expression_code);
 | |
| 			undo_redo->add_do_method(graph_plugin.ptr(), "update_node", type, id_to_use);
 | |
| 
 | |
| 			created_expression_port = true;
 | |
| 		}
 | |
| 		if (vsnode->get_output_port_count() > 0 || created_expression_port) {
 | |
| 			int _from_node = id_to_use;
 | |
| 			int _from_slot = 0;
 | |
| 
 | |
| 			if (created_expression_port) {
 | |
| 				undo_redo->add_do_method(visual_shader.ptr(), "connect_nodes", type, _from_node, _from_slot, to_node, to_slot);
 | |
| 				undo_redo->add_undo_method(visual_shader.ptr(), "disconnect_nodes", type, _from_node, _from_slot, to_node, to_slot);
 | |
| 				undo_redo->add_do_method(graph_plugin.ptr(), "connect_nodes", type, _from_node, _from_slot, to_node, to_slot);
 | |
| 				undo_redo->add_undo_method(graph_plugin.ptr(), "disconnect_nodes", type, _from_node, _from_slot, to_node, to_slot);
 | |
| 			} else {
 | |
| 				// Need to setting up Input node properly before committing since `is_port_types_compatible` (calling below) is using `mode` and `shader_type`.
 | |
| 				VisualShaderNodeInput *input = Object::cast_to<VisualShaderNodeInput>(vsnode.ptr());
 | |
| 				if (input) {
 | |
| 					input->set_shader_mode(visual_shader->get_mode());
 | |
| 					input->set_shader_type(visual_shader->get_shader_type());
 | |
| 				}
 | |
| 
 | |
| 				// Attempting to connect to the first correct port.
 | |
| 				for (int i = 0; i < vsnode->get_output_port_count(); i++) {
 | |
| 					if (visual_shader->is_port_types_compatible(vsnode->get_output_port_type(i), input_port_type)) {
 | |
| 						undo_redo->add_do_method(visual_shader.ptr(), "connect_nodes", type, _from_node, i, to_node, to_slot);
 | |
| 						undo_redo->add_undo_method(visual_shader.ptr(), "disconnect_nodes", type, _from_node, i, to_node, to_slot);
 | |
| 						undo_redo->add_do_method(graph_plugin.ptr(), "connect_nodes", type, _from_node, i, to_node, to_slot);
 | |
| 						undo_redo->add_undo_method(graph_plugin.ptr(), "disconnect_nodes", type, _from_node, i, to_node, to_slot);
 | |
| 						break;
 | |
| 					}
 | |
| 				}
 | |
| 			}
 | |
| 		}
 | |
| 	} else if (from_node != -1 && from_slot != -1) {
 | |
| 		VisualShaderNode::PortType output_port_type = visual_shader->get_node(type, from_node)->get_output_port_type(from_slot);
 | |
| 
 | |
| 		if (expr && expr->is_editable()) {
 | |
| 			undo_redo->add_do_method(expr, "add_input_port", 0, output_port_type, "input0");
 | |
| 			undo_redo->add_undo_method(expr, "remove_input_port", 0);
 | |
| 			undo_redo->add_do_method(graph_plugin.ptr(), "update_node", type, id_to_use);
 | |
| 
 | |
| 			created_expression_port = true;
 | |
| 		}
 | |
| 
 | |
| 		if (vsnode->get_input_port_count() > 0 || created_expression_port) {
 | |
| 			int _to_node = id_to_use;
 | |
| 			int _to_slot = 0;
 | |
| 
 | |
| 			if (created_expression_port) {
 | |
| 				undo_redo->add_undo_method(visual_shader.ptr(), "disconnect_nodes", type, from_node, from_slot, _to_node, _to_slot);
 | |
| 				undo_redo->add_do_method(visual_shader.ptr(), "connect_nodes", type, from_node, from_slot, _to_node, _to_slot);
 | |
| 				undo_redo->add_undo_method(graph_plugin.ptr(), "disconnect_nodes", type, from_node, from_slot, _to_node, _to_slot);
 | |
| 				undo_redo->add_do_method(graph_plugin.ptr(), "connect_nodes", type, from_node, from_slot, _to_node, _to_slot);
 | |
| 			} else {
 | |
| 				// Attempting to connect to the first correct port.
 | |
| 				for (int i = 0; i < vsnode->get_input_port_count(); i++) {
 | |
| 					if (visual_shader->is_port_types_compatible(output_port_type, vsnode->get_input_port_type(i))) {
 | |
| 						undo_redo->add_undo_method(visual_shader.ptr(), "disconnect_nodes", type, from_node, from_slot, _to_node, i);
 | |
| 						undo_redo->add_do_method(visual_shader.ptr(), "connect_nodes", type, from_node, from_slot, _to_node, i);
 | |
| 						undo_redo->add_undo_method(graph_plugin.ptr(), "disconnect_nodes", type, from_node, from_slot, _to_node, i);
 | |
| 						undo_redo->add_do_method(graph_plugin.ptr(), "connect_nodes", type, from_node, from_slot, _to_node, i);
 | |
| 						break;
 | |
| 					}
 | |
| 				}
 | |
| 			}
 | |
| 
 | |
| 			if (output_port_type == VisualShaderNode::PORT_TYPE_SAMPLER) {
 | |
| 				if (is_texture2d) {
 | |
| 					undo_redo->add_do_method(vsnode.ptr(), "set_source", VisualShaderNodeTexture::SOURCE_PORT);
 | |
| 				}
 | |
| 				if (is_texture3d || is_texture2d_array) {
 | |
| 					undo_redo->add_do_method(vsnode.ptr(), "set_source", VisualShaderNodeSample3D::SOURCE_PORT);
 | |
| 				}
 | |
| 				if (is_cubemap) {
 | |
| 					undo_redo->add_do_method(vsnode.ptr(), "set_source", VisualShaderNodeCubemap::SOURCE_PORT);
 | |
| 				}
 | |
| 			}
 | |
| 		}
 | |
| 	}
 | |
| 	_member_cancel();
 | |
| 
 | |
| 	if (is_uniform) {
 | |
| 		undo_redo->add_do_method(this, "_update_uniforms", true);
 | |
| 		undo_redo->add_undo_method(this, "_update_uniforms", true);
 | |
| 	}
 | |
| 
 | |
| 	if (is_curve) {
 | |
| 		graph_plugin->call_deferred(SNAME("update_curve"), id_to_use);
 | |
| 	}
 | |
| 
 | |
| 	if (is_curve_xyz) {
 | |
| 		graph_plugin->call_deferred(SNAME("update_curve_xyz"), id_to_use);
 | |
| 	}
 | |
| 
 | |
| 	if (p_resource_path.is_empty()) {
 | |
| 		undo_redo->commit_action();
 | |
| 	} else {
 | |
| 		//post-initialization
 | |
| 
 | |
| 		if (is_texture2d || is_texture3d || is_curve || is_curve_xyz) {
 | |
| 			undo_redo->add_do_method(vsnode.ptr(), "set_texture", ResourceLoader::load(p_resource_path));
 | |
| 			return;
 | |
| 		}
 | |
| 
 | |
| 		if (is_cubemap) {
 | |
| 			undo_redo->add_do_method(vsnode.ptr(), "set_cube_map", ResourceLoader::load(p_resource_path));
 | |
| 			return;
 | |
| 		}
 | |
| 
 | |
| 		if (is_texture2d_array) {
 | |
| 			undo_redo->add_do_method(vsnode.ptr(), "set_texture_array", ResourceLoader::load(p_resource_path));
 | |
| 		}
 | |
| 	}
 | |
| }
 | |
| 
 | |
| void VisualShaderEditor::_node_dragged(const Vector2 &p_from, const Vector2 &p_to, int p_node) {
 | |
| 	VisualShader::Type type = get_current_shader_type();
 | |
| 	drag_buffer.push_back({ type, p_node, p_from, p_to });
 | |
| 	if (!drag_dirty) {
 | |
| 		call_deferred(SNAME("_nodes_dragged"));
 | |
| 	}
 | |
| 	drag_dirty = true;
 | |
| }
 | |
| 
 | |
| void VisualShaderEditor::_nodes_dragged() {
 | |
| 	drag_dirty = false;
 | |
| 
 | |
| 	undo_redo->create_action(TTR("Node(s) Moved"));
 | |
| 
 | |
| 	for (const DragOp &E : drag_buffer) {
 | |
| 		undo_redo->add_do_method(visual_shader.ptr(), "set_node_position", E.type, E.node, E.to);
 | |
| 		undo_redo->add_undo_method(visual_shader.ptr(), "set_node_position", E.type, E.node, E.from);
 | |
| 		undo_redo->add_do_method(graph_plugin.ptr(), "set_node_position", E.type, E.node, E.to);
 | |
| 		undo_redo->add_undo_method(graph_plugin.ptr(), "set_node_position", E.type, E.node, E.from);
 | |
| 	}
 | |
| 
 | |
| 	drag_buffer.clear();
 | |
| 	undo_redo->commit_action();
 | |
| }
 | |
| 
 | |
| void VisualShaderEditor::_connection_request(const String &p_from, int p_from_index, const String &p_to, int p_to_index) {
 | |
| 	VisualShader::Type type = get_current_shader_type();
 | |
| 
 | |
| 	int from = p_from.to_int();
 | |
| 	int to = p_to.to_int();
 | |
| 
 | |
| 	if (!visual_shader->can_connect_nodes(type, from, p_from_index, to, p_to_index)) {
 | |
| 		return;
 | |
| 	}
 | |
| 
 | |
| 	undo_redo->create_action(TTR("Nodes Connected"));
 | |
| 
 | |
| 	List<VisualShader::Connection> conns;
 | |
| 	visual_shader->get_node_connections(type, &conns);
 | |
| 
 | |
| 	for (const VisualShader::Connection &E : conns) {
 | |
| 		if (E.to_node == to && E.to_port == p_to_index) {
 | |
| 			undo_redo->add_do_method(visual_shader.ptr(), "disconnect_nodes", type, E.from_node, E.from_port, E.to_node, E.to_port);
 | |
| 			undo_redo->add_undo_method(visual_shader.ptr(), "connect_nodes", type, E.from_node, E.from_port, E.to_node, E.to_port);
 | |
| 			undo_redo->add_do_method(graph_plugin.ptr(), "disconnect_nodes", type, E.from_node, E.from_port, E.to_node, E.to_port);
 | |
| 			undo_redo->add_undo_method(graph_plugin.ptr(), "connect_nodes", type, E.from_node, E.from_port, E.to_node, E.to_port);
 | |
| 		}
 | |
| 	}
 | |
| 
 | |
| 	undo_redo->add_do_method(visual_shader.ptr(), "connect_nodes", type, from, p_from_index, to, p_to_index);
 | |
| 	undo_redo->add_undo_method(visual_shader.ptr(), "disconnect_nodes", type, from, p_from_index, to, p_to_index);
 | |
| 	undo_redo->add_do_method(graph_plugin.ptr(), "connect_nodes", type, from, p_from_index, to, p_to_index);
 | |
| 	undo_redo->add_undo_method(graph_plugin.ptr(), "disconnect_nodes", type, from, p_from_index, to, p_to_index);
 | |
| 	undo_redo->add_do_method(graph_plugin.ptr(), "update_node", (int)type, to);
 | |
| 	undo_redo->add_undo_method(graph_plugin.ptr(), "update_node", (int)type, to);
 | |
| 	undo_redo->commit_action();
 | |
| }
 | |
| 
 | |
| void VisualShaderEditor::_disconnection_request(const String &p_from, int p_from_index, const String &p_to, int p_to_index) {
 | |
| 	graph->disconnect_node(p_from, p_from_index, p_to, p_to_index);
 | |
| 
 | |
| 	VisualShader::Type type = get_current_shader_type();
 | |
| 
 | |
| 	int from = p_from.to_int();
 | |
| 	int to = p_to.to_int();
 | |
| 
 | |
| 	undo_redo->create_action(TTR("Nodes Disconnected"));
 | |
| 	undo_redo->add_do_method(visual_shader.ptr(), "disconnect_nodes", type, from, p_from_index, to, p_to_index);
 | |
| 	undo_redo->add_undo_method(visual_shader.ptr(), "connect_nodes", type, from, p_from_index, to, p_to_index);
 | |
| 	undo_redo->add_do_method(graph_plugin.ptr(), "disconnect_nodes", type, from, p_from_index, to, p_to_index);
 | |
| 	undo_redo->add_undo_method(graph_plugin.ptr(), "connect_nodes", type, from, p_from_index, to, p_to_index);
 | |
| 	undo_redo->add_do_method(graph_plugin.ptr(), "update_node", (int)type, to);
 | |
| 	undo_redo->add_undo_method(graph_plugin.ptr(), "update_node", (int)type, to);
 | |
| 	undo_redo->commit_action();
 | |
| }
 | |
| 
 | |
| void VisualShaderEditor::_connection_to_empty(const String &p_from, int p_from_slot, const Vector2 &p_release_position) {
 | |
| 	from_node = p_from.to_int();
 | |
| 	from_slot = p_from_slot;
 | |
| 	VisualShaderNode::PortType input_port_type = VisualShaderNode::PORT_TYPE_MAX;
 | |
| 	VisualShaderNode::PortType output_port_type = VisualShaderNode::PORT_TYPE_MAX;
 | |
| 	Ref<VisualShaderNode> node = visual_shader->get_node(get_current_shader_type(), from_node);
 | |
| 	if (node.is_valid()) {
 | |
| 		output_port_type = node->get_output_port_type(from_slot);
 | |
| 	}
 | |
| 	_show_members_dialog(true, input_port_type, output_port_type);
 | |
| }
 | |
| 
 | |
| void VisualShaderEditor::_connection_from_empty(const String &p_to, int p_to_slot, const Vector2 &p_release_position) {
 | |
| 	to_node = p_to.to_int();
 | |
| 	to_slot = p_to_slot;
 | |
| 	VisualShaderNode::PortType input_port_type = VisualShaderNode::PORT_TYPE_MAX;
 | |
| 	VisualShaderNode::PortType output_port_type = VisualShaderNode::PORT_TYPE_MAX;
 | |
| 	Ref<VisualShaderNode> node = visual_shader->get_node(get_current_shader_type(), to_node);
 | |
| 	if (node.is_valid()) {
 | |
| 		input_port_type = node->get_input_port_type(to_slot);
 | |
| 	}
 | |
| 	_show_members_dialog(true, input_port_type, output_port_type);
 | |
| }
 | |
| 
 | |
| void VisualShaderEditor::_delete_nodes(int p_type, const List<int> &p_nodes) {
 | |
| 	VisualShader::Type type = VisualShader::Type(p_type);
 | |
| 	List<VisualShader::Connection> conns;
 | |
| 	visual_shader->get_node_connections(type, &conns);
 | |
| 
 | |
| 	for (const int &F : p_nodes) {
 | |
| 		for (const VisualShader::Connection &E : conns) {
 | |
| 			if (E.from_node == F || E.to_node == F) {
 | |
| 				undo_redo->add_do_method(graph_plugin.ptr(), "disconnect_nodes", type, E.from_node, E.from_port, E.to_node, E.to_port);
 | |
| 			}
 | |
| 		}
 | |
| 	}
 | |
| 
 | |
| 	Set<String> uniform_names;
 | |
| 
 | |
| 	for (const int &F : p_nodes) {
 | |
| 		Ref<VisualShaderNode> node = visual_shader->get_node(type, F);
 | |
| 
 | |
| 		undo_redo->add_do_method(visual_shader.ptr(), "remove_node", type, F);
 | |
| 		undo_redo->add_undo_method(visual_shader.ptr(), "add_node", type, node, visual_shader->get_node_position(type, F), F);
 | |
| 		undo_redo->add_undo_method(graph_plugin.ptr(), "add_node", type, F);
 | |
| 
 | |
| 		// 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());
 | |
| 		}
 | |
| 
 | |
| 		VisualShaderNodeUniform *uniform = Object::cast_to<VisualShaderNodeUniform>(node.ptr());
 | |
| 		if (uniform) {
 | |
| 			uniform_names.insert(uniform->get_uniform_name());
 | |
| 		}
 | |
| 	}
 | |
| 
 | |
| 	List<VisualShader::Connection> used_conns;
 | |
| 	for (const int &F : p_nodes) {
 | |
| 		for (const VisualShader::Connection &E : conns) {
 | |
| 			if (E.from_node == F || E.to_node == F) {
 | |
| 				bool cancel = false;
 | |
| 				for (List<VisualShader::Connection>::Element *R = used_conns.front(); R; R = R->next()) {
 | |
| 					if (R->get().from_node == E.from_node && R->get().from_port == E.from_port && R->get().to_node == E.to_node && R->get().to_port == E.to_port) {
 | |
| 						cancel = true; // to avoid ERR_ALREADY_EXISTS warning
 | |
| 						break;
 | |
| 					}
 | |
| 				}
 | |
| 				if (!cancel) {
 | |
| 					undo_redo->add_undo_method(visual_shader.ptr(), "connect_nodes", type, E.from_node, E.from_port, E.to_node, E.to_port);
 | |
| 					undo_redo->add_undo_method(graph_plugin.ptr(), "connect_nodes", type, E.from_node, E.from_port, E.to_node, E.to_port);
 | |
| 					used_conns.push_back(E);
 | |
| 				}
 | |
| 			}
 | |
| 		}
 | |
| 	}
 | |
| 
 | |
| 	// delete nodes from the graph
 | |
| 	for (const int &F : p_nodes) {
 | |
| 		undo_redo->add_do_method(graph_plugin.ptr(), "remove_node", type, F);
 | |
| 	}
 | |
| 
 | |
| 	// update uniform refs if any uniform has been deleted
 | |
| 	if (uniform_names.size() > 0) {
 | |
| 		undo_redo->add_do_method(this, "_update_uniforms", true);
 | |
| 		undo_redo->add_undo_method(this, "_update_uniforms", true);
 | |
| 
 | |
| 		_update_uniform_refs(uniform_names);
 | |
| 	}
 | |
| }
 | |
| 
 | |
| void VisualShaderEditor::_replace_node(VisualShader::Type p_type_id, int p_node_id, const StringName &p_from, const StringName &p_to) {
 | |
| 	undo_redo->add_do_method(visual_shader.ptr(), "replace_node", p_type_id, p_node_id, p_to);
 | |
| 	undo_redo->add_undo_method(visual_shader.ptr(), "replace_node", p_type_id, p_node_id, p_from);
 | |
| }
 | |
| 
 | |
| void VisualShaderEditor::_update_constant(VisualShader::Type p_type_id, int p_node_id, Variant p_var, int p_preview_port) {
 | |
| 	Ref<VisualShaderNode> node = visual_shader->get_node(p_type_id, p_node_id);
 | |
| 	ERR_FAIL_COND(!node.is_valid());
 | |
| 	ERR_FAIL_COND(!node->has_method("set_constant"));
 | |
| 	node->call("set_constant", p_var);
 | |
| 	if (p_preview_port != -1) {
 | |
| 		node->set_output_port_for_preview(p_preview_port);
 | |
| 	}
 | |
| }
 | |
| 
 | |
| void VisualShaderEditor::_update_uniform(VisualShader::Type p_type_id, int p_node_id, Variant p_var, int p_preview_port) {
 | |
| 	Ref<VisualShaderNodeUniform> uniform = visual_shader->get_node(p_type_id, p_node_id);
 | |
| 	ERR_FAIL_COND(!uniform.is_valid());
 | |
| 
 | |
| 	String valid_name = visual_shader->validate_uniform_name(uniform->get_uniform_name(), uniform);
 | |
| 	uniform->set_uniform_name(valid_name);
 | |
| 	graph_plugin->set_uniform_name(p_type_id, p_node_id, valid_name);
 | |
| 
 | |
| 	if (uniform->has_method("set_default_value_enabled")) {
 | |
| 		uniform->call("set_default_value_enabled", true);
 | |
| 		uniform->call("set_default_value", p_var);
 | |
| 	}
 | |
| 	if (p_preview_port != -1) {
 | |
| 		uniform->set_output_port_for_preview(p_preview_port);
 | |
| 	}
 | |
| }
 | |
| 
 | |
| void VisualShaderEditor::_convert_constants_to_uniforms(bool p_vice_versa) {
 | |
| 	VisualShader::Type type_id = get_current_shader_type();
 | |
| 
 | |
| 	if (!p_vice_versa) {
 | |
| 		undo_redo->create_action(TTR("Convert Constant Node(s) To Uniform(s)"));
 | |
| 	} else {
 | |
| 		undo_redo->create_action(TTR("Convert Uniform Node(s) To Constant(s)"));
 | |
| 	}
 | |
| 
 | |
| 	const Set<int> ¤t_set = p_vice_versa ? selected_uniforms : selected_constants;
 | |
| 	Set<String> deleted_names;
 | |
| 
 | |
| 	for (Set<int>::Element *E = current_set.front(); E; E = E->next()) {
 | |
| 		int node_id = E->get();
 | |
| 		Ref<VisualShaderNode> node = visual_shader->get_node(type_id, node_id);
 | |
| 		bool caught = false;
 | |
| 		Variant var;
 | |
| 
 | |
| 		// float
 | |
| 		if (!p_vice_versa) {
 | |
| 			Ref<VisualShaderNodeFloatConstant> float_const = Object::cast_to<VisualShaderNodeFloatConstant>(node.ptr());
 | |
| 			if (float_const.is_valid()) {
 | |
| 				_replace_node(type_id, node_id, "VisualShaderNodeFloatConstant", "VisualShaderNodeFloatUniform");
 | |
| 				var = float_const->get_constant();
 | |
| 				caught = true;
 | |
| 			}
 | |
| 		} else {
 | |
| 			Ref<VisualShaderNodeFloatUniform> float_uniform = Object::cast_to<VisualShaderNodeFloatUniform>(node.ptr());
 | |
| 			if (float_uniform.is_valid()) {
 | |
| 				_replace_node(type_id, node_id, "VisualShaderNodeFloatUniform", "VisualShaderNodeFloatConstant");
 | |
| 				var = float_uniform->get_default_value();
 | |
| 				caught = true;
 | |
| 			}
 | |
| 		}
 | |
| 
 | |
| 		// int
 | |
| 		if (!caught) {
 | |
| 			if (!p_vice_versa) {
 | |
| 				Ref<VisualShaderNodeIntConstant> int_const = Object::cast_to<VisualShaderNodeIntConstant>(node.ptr());
 | |
| 				if (int_const.is_valid()) {
 | |
| 					_replace_node(type_id, node_id, "VisualShaderNodeIntConstant", "VisualShaderNodeIntUniform");
 | |
| 					var = int_const->get_constant();
 | |
| 					caught = true;
 | |
| 				}
 | |
| 			} else {
 | |
| 				Ref<VisualShaderNodeIntUniform> int_uniform = Object::cast_to<VisualShaderNodeIntUniform>(node.ptr());
 | |
| 				if (int_uniform.is_valid()) {
 | |
| 					_replace_node(type_id, node_id, "VisualShaderNodeIntUniform", "VisualShaderNodeIntConstant");
 | |
| 					var = int_uniform->get_default_value();
 | |
| 					caught = true;
 | |
| 				}
 | |
| 			}
 | |
| 		}
 | |
| 
 | |
| 		// boolean
 | |
| 		if (!caught) {
 | |
| 			if (!p_vice_versa) {
 | |
| 				Ref<VisualShaderNodeBooleanConstant> boolean_const = Object::cast_to<VisualShaderNodeBooleanConstant>(node.ptr());
 | |
| 				if (boolean_const.is_valid()) {
 | |
| 					_replace_node(type_id, node_id, "VisualShaderNodeBooleanConstant", "VisualShaderNodeBooleanUniform");
 | |
| 					var = boolean_const->get_constant();
 | |
| 					caught = true;
 | |
| 				}
 | |
| 			} else {
 | |
| 				Ref<VisualShaderNodeBooleanUniform> boolean_uniform = Object::cast_to<VisualShaderNodeBooleanUniform>(node.ptr());
 | |
| 				if (boolean_uniform.is_valid()) {
 | |
| 					_replace_node(type_id, node_id, "VisualShaderNodeBooleanUniform", "VisualShaderNodeBooleanConstant");
 | |
| 					var = boolean_uniform->get_default_value();
 | |
| 					caught = true;
 | |
| 				}
 | |
| 			}
 | |
| 		}
 | |
| 
 | |
| 		// vec2
 | |
| 		if (!caught) {
 | |
| 			if (!p_vice_versa) {
 | |
| 				Ref<VisualShaderNodeVec2Constant> vec2_const = Object::cast_to<VisualShaderNodeVec2Constant>(node.ptr());
 | |
| 				if (vec2_const.is_valid()) {
 | |
| 					_replace_node(type_id, node_id, "VisualShaderNodeVec2Constant", "VisualShaderNodeVec2Uniform");
 | |
| 					var = vec2_const->get_constant();
 | |
| 					caught = true;
 | |
| 				}
 | |
| 			} else {
 | |
| 				Ref<VisualShaderNodeVec2Uniform> vec2_uniform = Object::cast_to<VisualShaderNodeVec2Uniform>(node.ptr());
 | |
| 				if (vec2_uniform.is_valid()) {
 | |
| 					_replace_node(type_id, node_id, "VisualShaderNodeVec2Uniform", "VisualShaderNodeVec2Constant");
 | |
| 					var = vec2_uniform->get_default_value();
 | |
| 					caught = true;
 | |
| 				}
 | |
| 			}
 | |
| 		}
 | |
| 
 | |
| 		// vec3
 | |
| 		if (!caught) {
 | |
| 			if (!p_vice_versa) {
 | |
| 				Ref<VisualShaderNodeVec3Constant> vec3_const = Object::cast_to<VisualShaderNodeVec3Constant>(node.ptr());
 | |
| 				if (vec3_const.is_valid()) {
 | |
| 					_replace_node(type_id, node_id, "VisualShaderNodeVec3Constant", "VisualShaderNodeVec3Uniform");
 | |
| 					var = vec3_const->get_constant();
 | |
| 					caught = true;
 | |
| 				}
 | |
| 			} else {
 | |
| 				Ref<VisualShaderNodeVec3Uniform> vec3_uniform = Object::cast_to<VisualShaderNodeVec3Uniform>(node.ptr());
 | |
| 				if (vec3_uniform.is_valid()) {
 | |
| 					_replace_node(type_id, node_id, "VisualShaderNodeVec3Uniform", "VisualShaderNodeVec3Constant");
 | |
| 					var = vec3_uniform->get_default_value();
 | |
| 					caught = true;
 | |
| 				}
 | |
| 			}
 | |
| 		}
 | |
| 
 | |
| 		// color
 | |
| 		if (!caught) {
 | |
| 			if (!p_vice_versa) {
 | |
| 				Ref<VisualShaderNodeColorConstant> color_const = Object::cast_to<VisualShaderNodeColorConstant>(node.ptr());
 | |
| 				if (color_const.is_valid()) {
 | |
| 					_replace_node(type_id, node_id, "VisualShaderNodeColorConstant", "VisualShaderNodeColorUniform");
 | |
| 					var = color_const->get_constant();
 | |
| 					caught = true;
 | |
| 				}
 | |
| 			} else {
 | |
| 				Ref<VisualShaderNodeColorUniform> color_uniform = Object::cast_to<VisualShaderNodeColorUniform>(node.ptr());
 | |
| 				if (color_uniform.is_valid()) {
 | |
| 					_replace_node(type_id, node_id, "VisualShaderNodeColorUniform", "VisualShaderNodeColorConstant");
 | |
| 					var = color_uniform->get_default_value();
 | |
| 					caught = true;
 | |
| 				}
 | |
| 			}
 | |
| 		}
 | |
| 
 | |
| 		// transform
 | |
| 		if (!caught) {
 | |
| 			if (!p_vice_versa) {
 | |
| 				Ref<VisualShaderNodeTransformConstant> transform_const = Object::cast_to<VisualShaderNodeTransformConstant>(node.ptr());
 | |
| 				if (transform_const.is_valid()) {
 | |
| 					_replace_node(type_id, node_id, "VisualShaderNodeTransformConstant", "VisualShaderNodeTransformUniform");
 | |
| 					var = transform_const->get_constant();
 | |
| 					caught = true;
 | |
| 				}
 | |
| 			} else {
 | |
| 				Ref<VisualShaderNodeTransformUniform> transform_uniform = Object::cast_to<VisualShaderNodeTransformUniform>(node.ptr());
 | |
| 				if (transform_uniform.is_valid()) {
 | |
| 					_replace_node(type_id, node_id, "VisualShaderNodeTransformUniform", "VisualShaderNodeTransformConstant");
 | |
| 					var = transform_uniform->get_default_value();
 | |
| 					caught = true;
 | |
| 				}
 | |
| 			}
 | |
| 		}
 | |
| 		ERR_CONTINUE(!caught);
 | |
| 		int preview_port = node->get_output_port_for_preview();
 | |
| 
 | |
| 		if (!p_vice_versa) {
 | |
| 			undo_redo->add_do_method(this, "_update_uniform", type_id, node_id, var, preview_port);
 | |
| 			undo_redo->add_undo_method(this, "_update_constant", type_id, node_id, var, preview_port);
 | |
| 		} else {
 | |
| 			undo_redo->add_do_method(this, "_update_constant", type_id, node_id, var, preview_port);
 | |
| 			undo_redo->add_undo_method(this, "_update_uniform", type_id, node_id, var, preview_port);
 | |
| 
 | |
| 			Ref<VisualShaderNodeUniform> uniform = Object::cast_to<VisualShaderNodeUniform>(node.ptr());
 | |
| 			ERR_CONTINUE(!uniform.is_valid());
 | |
| 
 | |
| 			deleted_names.insert(uniform->get_uniform_name());
 | |
| 		}
 | |
| 
 | |
| 		undo_redo->add_do_method(graph_plugin.ptr(), "update_node", type_id, node_id);
 | |
| 		undo_redo->add_undo_method(graph_plugin.ptr(), "update_node", type_id, node_id);
 | |
| 	}
 | |
| 
 | |
| 	undo_redo->add_do_method(this, "_update_uniforms", true);
 | |
| 	undo_redo->add_undo_method(this, "_update_uniforms", true);
 | |
| 
 | |
| 	if (deleted_names.size() > 0) {
 | |
| 		_update_uniform_refs(deleted_names);
 | |
| 	}
 | |
| 
 | |
| 	undo_redo->commit_action();
 | |
| }
 | |
| 
 | |
| void VisualShaderEditor::_delete_node_request(int p_type, int p_node) {
 | |
| 	List<int> to_erase;
 | |
| 	to_erase.push_back(p_node);
 | |
| 
 | |
| 	undo_redo->create_action(TTR("Delete VisualShader Node"));
 | |
| 	_delete_nodes(p_type, to_erase);
 | |
| 	undo_redo->commit_action();
 | |
| }
 | |
| 
 | |
| void VisualShaderEditor::_delete_nodes_request() {
 | |
| 	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.is_empty()) {
 | |
| 		return;
 | |
| 	}
 | |
| 
 | |
| 	undo_redo->create_action(TTR("Delete VisualShader Node(s)"));
 | |
| 	_delete_nodes(get_current_shader_type(), to_erase);
 | |
| 	undo_redo->commit_action();
 | |
| }
 | |
| 
 | |
| void VisualShaderEditor::_node_selected(Object *p_node) {
 | |
| 	VisualShader::Type type = get_current_shader_type();
 | |
| 
 | |
| 	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;
 | |
| 	VisualShader::Type type = get_current_shader_type();
 | |
| 
 | |
| 	if (mb.is_valid() && mb->is_pressed() && mb->get_button_index() == MouseButton::RIGHT) {
 | |
| 		selected_constants.clear();
 | |
| 		selected_uniforms.clear();
 | |
| 		selected_comment = -1;
 | |
| 		selected_float_constant = -1;
 | |
| 
 | |
| 		List<int> to_change;
 | |
| 		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()) {
 | |
| 					int id = gn->get_name().operator String().to_int();
 | |
| 					to_change.push_back(id);
 | |
| 
 | |
| 					Ref<VisualShaderNode> node = visual_shader->get_node(type, id);
 | |
| 
 | |
| 					VisualShaderNodeComment *comment_node = Object::cast_to<VisualShaderNodeComment>(node.ptr());
 | |
| 					if (comment_node != nullptr) {
 | |
| 						selected_comment = id;
 | |
| 					}
 | |
| 					VisualShaderNodeConstant *constant_node = Object::cast_to<VisualShaderNodeConstant>(node.ptr());
 | |
| 					if (constant_node != nullptr) {
 | |
| 						selected_constants.insert(id);
 | |
| 					}
 | |
| 					VisualShaderNodeFloatConstant *float_constant_node = Object::cast_to<VisualShaderNodeFloatConstant>(node.ptr());
 | |
| 					if (float_constant_node != nullptr) {
 | |
| 						selected_float_constant = id;
 | |
| 					}
 | |
| 					VisualShaderNodeUniform *uniform_node = Object::cast_to<VisualShaderNodeUniform>(node.ptr());
 | |
| 					if (uniform_node != nullptr && uniform_node->is_convertible_to_constant()) {
 | |
| 						selected_uniforms.insert(id);
 | |
| 					}
 | |
| 				}
 | |
| 			}
 | |
| 		}
 | |
| 
 | |
| 		if (to_change.size() > 1) {
 | |
| 			selected_comment = -1;
 | |
| 			selected_float_constant = -1;
 | |
| 		}
 | |
| 
 | |
| 		if (to_change.is_empty() && copy_items_buffer.is_empty()) {
 | |
| 			_show_members_dialog(true);
 | |
| 		} else {
 | |
| 			popup_menu->set_item_disabled(NodeMenuOptions::CUT, to_change.is_empty());
 | |
| 			popup_menu->set_item_disabled(NodeMenuOptions::COPY, to_change.is_empty());
 | |
| 			popup_menu->set_item_disabled(NodeMenuOptions::PASTE, copy_items_buffer.is_empty());
 | |
| 			popup_menu->set_item_disabled(NodeMenuOptions::DELETE, to_change.is_empty());
 | |
| 			popup_menu->set_item_disabled(NodeMenuOptions::DUPLICATE, to_change.is_empty());
 | |
| 			popup_menu->set_item_disabled(NodeMenuOptions::CLEAR_COPY_BUFFER, copy_items_buffer.is_empty());
 | |
| 
 | |
| 			int temp = popup_menu->get_item_index(NodeMenuOptions::SEPARATOR2);
 | |
| 			if (temp != -1) {
 | |
| 				popup_menu->remove_item(temp);
 | |
| 			}
 | |
| 			temp = popup_menu->get_item_index(NodeMenuOptions::FLOAT_CONSTANTS);
 | |
| 			if (temp != -1) {
 | |
| 				popup_menu->remove_item(temp);
 | |
| 			}
 | |
| 			temp = popup_menu->get_item_index(NodeMenuOptions::CONVERT_CONSTANTS_TO_UNIFORMS);
 | |
| 			if (temp != -1) {
 | |
| 				popup_menu->remove_item(temp);
 | |
| 			}
 | |
| 			temp = popup_menu->get_item_index(NodeMenuOptions::CONVERT_UNIFORMS_TO_CONSTANTS);
 | |
| 			if (temp != -1) {
 | |
| 				popup_menu->remove_item(temp);
 | |
| 			}
 | |
| 			temp = popup_menu->get_item_index(NodeMenuOptions::SEPARATOR3);
 | |
| 			if (temp != -1) {
 | |
| 				popup_menu->remove_item(temp);
 | |
| 			}
 | |
| 			temp = popup_menu->get_item_index(NodeMenuOptions::SET_COMMENT_TITLE);
 | |
| 			if (temp != -1) {
 | |
| 				popup_menu->remove_item(temp);
 | |
| 			}
 | |
| 			temp = popup_menu->get_item_index(NodeMenuOptions::SET_COMMENT_DESCRIPTION);
 | |
| 			if (temp != -1) {
 | |
| 				popup_menu->remove_item(temp);
 | |
| 			}
 | |
| 
 | |
| 			if (selected_constants.size() > 0 || selected_uniforms.size() > 0) {
 | |
| 				popup_menu->add_separator("", NodeMenuOptions::SEPARATOR2);
 | |
| 
 | |
| 				if (selected_float_constant != -1) {
 | |
| 					popup_menu->add_submenu_item(TTR("Float Constants"), "FloatConstants", int(NodeMenuOptions::FLOAT_CONSTANTS));
 | |
| 
 | |
| 					if (!constants_submenu) {
 | |
| 						constants_submenu = memnew(PopupMenu);
 | |
| 						constants_submenu->set_name("FloatConstants");
 | |
| 
 | |
| 						for (int i = 0; i < MAX_FLOAT_CONST_DEFS; i++) {
 | |
| 							constants_submenu->add_item(float_constant_defs[i].name, i);
 | |
| 						}
 | |
| 						popup_menu->add_child(constants_submenu);
 | |
| 						constants_submenu->connect("index_pressed", callable_mp(this, &VisualShaderEditor::_float_constant_selected));
 | |
| 					}
 | |
| 				}
 | |
| 
 | |
| 				if (selected_constants.size() > 0) {
 | |
| 					popup_menu->add_item(TTR("Convert Constant(s) to Uniform(s)"), NodeMenuOptions::CONVERT_CONSTANTS_TO_UNIFORMS);
 | |
| 				}
 | |
| 
 | |
| 				if (selected_uniforms.size() > 0) {
 | |
| 					popup_menu->add_item(TTR("Convert Uniform(s) to Constant(s)"), NodeMenuOptions::CONVERT_UNIFORMS_TO_CONSTANTS);
 | |
| 				}
 | |
| 			}
 | |
| 
 | |
| 			if (selected_comment != -1) {
 | |
| 				popup_menu->add_separator("", NodeMenuOptions::SEPARATOR3);
 | |
| 				popup_menu->add_item(TTR("Set Comment Title"), NodeMenuOptions::SET_COMMENT_TITLE);
 | |
| 				popup_menu->add_item(TTR("Set Comment Description"), NodeMenuOptions::SET_COMMENT_DESCRIPTION);
 | |
| 			}
 | |
| 
 | |
| 			menu_point = graph->get_local_mouse_position();
 | |
| 			Point2 gpos = get_screen_position() + get_local_mouse_position();
 | |
| 			popup_menu->set_position(gpos);
 | |
| 			popup_menu->reset_size();
 | |
| 			popup_menu->popup();
 | |
| 		}
 | |
| 	}
 | |
| }
 | |
| 
 | |
| void VisualShaderEditor::_show_members_dialog(bool at_mouse_pos, VisualShaderNode::PortType p_input_port_type, VisualShaderNode::PortType p_output_port_type) {
 | |
| 	if (members_input_port_type != p_input_port_type || members_output_port_type != p_output_port_type) {
 | |
| 		members_input_port_type = p_input_port_type;
 | |
| 		members_output_port_type = p_output_port_type;
 | |
| 		_update_options_menu();
 | |
| 	}
 | |
| 
 | |
| 	if (at_mouse_pos) {
 | |
| 		saved_node_pos_dirty = true;
 | |
| 		saved_node_pos = graph->get_local_mouse_position();
 | |
| 
 | |
| 		Point2 gpos = get_screen_position() + get_local_mouse_position();
 | |
| 		members_dialog->set_position(gpos);
 | |
| 	} else {
 | |
| 		saved_node_pos_dirty = false;
 | |
| 		members_dialog->set_position(graph->get_screen_position() + Point2(5 * EDSCALE, 65 * EDSCALE));
 | |
| 	}
 | |
| 	members_dialog->popup();
 | |
| 
 | |
| 	// Keep dialog within window bounds.
 | |
| 	Rect2 window_rect = Rect2(DisplayServer::get_singleton()->window_get_position(), DisplayServer::get_singleton()->window_get_size());
 | |
| 	Rect2 dialog_rect = Rect2(members_dialog->get_position(), members_dialog->get_size());
 | |
| 	Vector2 difference = (dialog_rect.get_end() - window_rect.get_end()).max(Vector2());
 | |
| 	members_dialog->set_position(members_dialog->get_position() - difference);
 | |
| 
 | |
| 	node_filter->call_deferred(SNAME("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_keycode() == Key::UP || ie->get_keycode() == Key::DOWN || ie->get_keycode() == Key::ENTER || ie->get_keycode() == Key::KP_ENTER)) {
 | |
| 		members->gui_input(ie);
 | |
| 		node_filter->accept_event();
 | |
| 	}
 | |
| }
 | |
| 
 | |
| void VisualShaderEditor::_notification(int p_what) {
 | |
| 	if (p_what == NOTIFICATION_ENTER_TREE) {
 | |
| 		node_filter->set_clear_button_enabled(true);
 | |
| 
 | |
| 		// collapse tree by default
 | |
| 
 | |
| 		TreeItem *category = members->get_root()->get_first_child();
 | |
| 		while (category) {
 | |
| 			category->set_collapsed(true);
 | |
| 			TreeItem *sub_category = category->get_first_child();
 | |
| 			while (sub_category) {
 | |
| 				sub_category->set_collapsed(true);
 | |
| 				sub_category = sub_category->get_next();
 | |
| 			}
 | |
| 			category = category->get_next();
 | |
| 		}
 | |
| 	}
 | |
| 
 | |
| 	if (p_what == NOTIFICATION_ENTER_TREE || p_what == EditorSettings::NOTIFICATION_EDITOR_SETTINGS_CHANGED) {
 | |
| 		graph->get_panner()->setup((ViewPanner::ControlScheme)EDITOR_GET("editors/panning/sub_editors_panning_scheme").operator int(), ED_GET_SHORTCUT("canvas_item_editor/pan_view"), bool(EditorSettings::get_singleton()->get("editors/panning/simple_panning")));
 | |
| 		graph->set_warped_panning(bool(EditorSettings::get_singleton()->get("editors/panning/warped_mouse_panning")));
 | |
| 	}
 | |
| 
 | |
| 	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_theme_color(SNAME("vulkan_color"), SNAME("Editor")));
 | |
| 
 | |
| 		node_filter->set_right_icon(Control::get_theme_icon(SNAME("Search"), SNAME("EditorIcons")));
 | |
| 
 | |
| 		preview_shader->set_icon(Control::get_theme_icon(SNAME("Shader"), SNAME("EditorIcons")));
 | |
| 
 | |
| 		{
 | |
| 			Color background_color = EDITOR_GET("text_editor/theme/highlighting/background_color");
 | |
| 			Color text_color = EDITOR_GET("text_editor/theme/highlighting/text_color");
 | |
| 			Color keyword_color = EDITOR_GET("text_editor/theme/highlighting/keyword_color");
 | |
| 			Color control_flow_keyword_color = EDITOR_GET("text_editor/theme/highlighting/control_flow_keyword_color");
 | |
| 			Color comment_color = EDITOR_GET("text_editor/theme/highlighting/comment_color");
 | |
| 			Color symbol_color = EDITOR_GET("text_editor/theme/highlighting/symbol_color");
 | |
| 			Color function_color = EDITOR_GET("text_editor/theme/highlighting/function_color");
 | |
| 			Color number_color = EDITOR_GET("text_editor/theme/highlighting/number_color");
 | |
| 			Color members_color = EDITOR_GET("text_editor/theme/highlighting/member_variable_color");
 | |
| 
 | |
| 			preview_text->add_theme_color_override("background_color", background_color);
 | |
| 
 | |
| 			for (const String &E : keyword_list) {
 | |
| 				if (ShaderLanguage::is_control_flow_keyword(E)) {
 | |
| 					syntax_highlighter->add_keyword_color(E, control_flow_keyword_color);
 | |
| 				} else {
 | |
| 					syntax_highlighter->add_keyword_color(E, keyword_color);
 | |
| 				}
 | |
| 			}
 | |
| 
 | |
| 			preview_text->add_theme_font_override("font", get_theme_font(SNAME("expression"), SNAME("EditorFonts")));
 | |
| 			preview_text->add_theme_font_size_override("font_size", get_theme_font_size(SNAME("expression_size"), SNAME("EditorFonts")));
 | |
| 			preview_text->add_theme_color_override("font_color", text_color);
 | |
| 			syntax_highlighter->set_number_color(number_color);
 | |
| 			syntax_highlighter->set_symbol_color(symbol_color);
 | |
| 			syntax_highlighter->set_function_color(function_color);
 | |
| 			syntax_highlighter->set_member_variable_color(members_color);
 | |
| 			syntax_highlighter->clear_color_regions();
 | |
| 			syntax_highlighter->add_color_region("/*", "*/", comment_color, false);
 | |
| 			syntax_highlighter->add_color_region("//", "", comment_color, true);
 | |
| 
 | |
| 			preview_text->clear_comment_delimiters();
 | |
| 			preview_text->add_comment_delimiter("/*", "*/", false);
 | |
| 			preview_text->add_comment_delimiter("//", "", true);
 | |
| 
 | |
| 			error_panel->add_theme_style_override("panel", get_theme_stylebox(SNAME("panel"), SNAME("Panel")));
 | |
| 			error_label->add_theme_font_override("font", get_theme_font(SNAME("status_source"), SNAME("EditorFonts")));
 | |
| 			error_label->add_theme_font_size_override("font_size", get_theme_font_size(SNAME("status_source_size"), SNAME("EditorFonts")));
 | |
| 			error_label->add_theme_color_override("font_color", get_theme_color(SNAME("error_color"), SNAME("Editor")));
 | |
| 		}
 | |
| 
 | |
| 		tools->set_icon(EditorNode::get_singleton()->get_gui_base()->get_theme_icon(SNAME("Tools"), SNAME("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_copy_nodes(int p_type, List<CopyItem> &r_items, List<VisualShader::Connection> &r_connections) {
 | |
| 	VisualShader::Type type = (VisualShader::Type)p_type;
 | |
| 
 | |
| 	selection_center.x = 0.0f;
 | |
| 	selection_center.y = 0.0f;
 | |
| 
 | |
| 	Set<int> nodes;
 | |
| 
 | |
| 	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
 | |
| 				continue;
 | |
| 			}
 | |
| 
 | |
| 			if (node.is_valid() && gn->is_selected()) {
 | |
| 				Vector2 pos = visual_shader->get_node_position(type, id);
 | |
| 				selection_center += pos;
 | |
| 
 | |
| 				CopyItem item;
 | |
| 				item.id = id;
 | |
| 				item.node = visual_shader->get_node(type, id)->duplicate();
 | |
| 				item.position = visual_shader->get_node_position(type, id);
 | |
| 
 | |
| 				Ref<VisualShaderNodeResizableBase> resizable_base = node;
 | |
| 				if (resizable_base.is_valid()) {
 | |
| 					item.size = resizable_base->get_size();
 | |
| 				}
 | |
| 
 | |
| 				Ref<VisualShaderNodeGroupBase> group = node;
 | |
| 				if (group.is_valid()) {
 | |
| 					item.group_inputs = group->get_inputs();
 | |
| 					item.group_outputs = group->get_outputs();
 | |
| 				}
 | |
| 
 | |
| 				Ref<VisualShaderNodeExpression> expression = node;
 | |
| 				if (expression.is_valid()) {
 | |
| 					item.expression = expression->get_expression();
 | |
| 				}
 | |
| 
 | |
| 				r_items.push_back(item);
 | |
| 
 | |
| 				nodes.insert(id);
 | |
| 			}
 | |
| 		}
 | |
| 	}
 | |
| 
 | |
| 	List<VisualShader::Connection> connections;
 | |
| 	visual_shader->get_node_connections(type, &connections);
 | |
| 
 | |
| 	for (const VisualShader::Connection &E : connections) {
 | |
| 		if (nodes.has(E.from_node) && nodes.has(E.to_node)) {
 | |
| 			r_connections.push_back(E);
 | |
| 		}
 | |
| 	}
 | |
| 
 | |
| 	selection_center /= (float)r_items.size();
 | |
| }
 | |
| 
 | |
| void VisualShaderEditor::_dup_paste_nodes(int p_type, List<CopyItem> &r_items, const List<VisualShader::Connection> &p_connections, const Vector2 &p_offset, bool p_duplicate) {
 | |
| 	if (p_duplicate) {
 | |
| 		undo_redo->create_action(TTR("Duplicate VisualShader Node(s)"));
 | |
| 	} else {
 | |
| 		undo_redo->create_action(TTR("Paste VisualShader Node(s)"));
 | |
| 	}
 | |
| 
 | |
| 	VisualShader::Type type = (VisualShader::Type)p_type;
 | |
| 
 | |
| 	int base_id = visual_shader->get_valid_node_id(type);
 | |
| 	int id_from = base_id;
 | |
| 	Map<int, int> connection_remap;
 | |
| 	Set<int> unsupported_set;
 | |
| 	Set<int> added_set;
 | |
| 
 | |
| 	for (CopyItem &item : r_items) {
 | |
| 		bool unsupported = false;
 | |
| 		for (int i = 0; i < add_options.size(); i++) {
 | |
| 			if (add_options[i].type == item.node->get_class_name()) {
 | |
| 				if (!_is_available(add_options[i].mode)) {
 | |
| 					unsupported = true;
 | |
| 				}
 | |
| 				break;
 | |
| 			}
 | |
| 		}
 | |
| 		if (unsupported) {
 | |
| 			unsupported_set.insert(item.id);
 | |
| 			continue;
 | |
| 		}
 | |
| 		connection_remap[item.id] = id_from;
 | |
| 		Ref<VisualShaderNode> node = item.node->duplicate();
 | |
| 
 | |
| 		Ref<VisualShaderNodeResizableBase> resizable_base = Object::cast_to<VisualShaderNodeResizableBase>(node.ptr());
 | |
| 		if (resizable_base.is_valid()) {
 | |
| 			undo_redo->add_do_method(node.ptr(), "set_size", item.size);
 | |
| 		}
 | |
| 
 | |
| 		Ref<VisualShaderNodeGroupBase> group = Object::cast_to<VisualShaderNodeGroupBase>(node.ptr());
 | |
| 		if (group.is_valid()) {
 | |
| 			undo_redo->add_do_method(node.ptr(), "set_inputs", item.group_inputs);
 | |
| 			undo_redo->add_do_method(node.ptr(), "set_outputs", item.group_outputs);
 | |
| 		}
 | |
| 
 | |
| 		Ref<VisualShaderNodeExpression> expression = Object::cast_to<VisualShaderNodeExpression>(node.ptr());
 | |
| 		if (expression.is_valid()) {
 | |
| 			undo_redo->add_do_method(node.ptr(), "set_expression", item.expression);
 | |
| 		}
 | |
| 
 | |
| 		undo_redo->add_do_method(visual_shader.ptr(), "add_node", type, node, item.position + p_offset, id_from);
 | |
| 		undo_redo->add_do_method(graph_plugin.ptr(), "add_node", type, id_from);
 | |
| 
 | |
| 		added_set.insert(id_from);
 | |
| 		id_from++;
 | |
| 	}
 | |
| 
 | |
| 	for (const VisualShader::Connection &E : p_connections) {
 | |
| 		if (unsupported_set.has(E.from_node) || unsupported_set.has(E.to_node)) {
 | |
| 			continue;
 | |
| 		}
 | |
| 
 | |
| 		undo_redo->add_do_method(visual_shader.ptr(), "connect_nodes", type, connection_remap[E.from_node], E.from_port, connection_remap[E.to_node], E.to_port);
 | |
| 		undo_redo->add_do_method(graph_plugin.ptr(), "connect_nodes", type, connection_remap[E.from_node], E.from_port, connection_remap[E.to_node], E.to_port);
 | |
| 		undo_redo->add_undo_method(graph_plugin.ptr(), "disconnect_nodes", type, connection_remap[E.from_node], E.from_port, connection_remap[E.to_node], E.to_port);
 | |
| 	}
 | |
| 
 | |
| 	id_from = base_id;
 | |
| 	for (int i = 0; i < r_items.size(); i++) {
 | |
| 		undo_redo->add_undo_method(visual_shader.ptr(), "remove_node", type, id_from);
 | |
| 		undo_redo->add_undo_method(graph_plugin.ptr(), "remove_node", type, id_from);
 | |
| 		id_from++;
 | |
| 	}
 | |
| 
 | |
| 	undo_redo->commit_action();
 | |
| 
 | |
| 	// reselect 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 (added_set.has(id)) {
 | |
| 				gn->set_selected(true);
 | |
| 			} else {
 | |
| 				gn->set_selected(false);
 | |
| 			}
 | |
| 		}
 | |
| 	}
 | |
| }
 | |
| 
 | |
| void VisualShaderEditor::_clear_copy_buffer() {
 | |
| 	copy_items_buffer.clear();
 | |
| 	copy_connections_buffer.clear();
 | |
| }
 | |
| 
 | |
| void VisualShaderEditor::_duplicate_nodes() {
 | |
| 	int type = get_current_shader_type();
 | |
| 
 | |
| 	List<CopyItem> items;
 | |
| 	List<VisualShader::Connection> connections;
 | |
| 
 | |
| 	_dup_copy_nodes(type, items, connections);
 | |
| 
 | |
| 	if (items.is_empty()) {
 | |
| 		return;
 | |
| 	}
 | |
| 
 | |
| 	_dup_paste_nodes(type, items, connections, Vector2(10, 10) * EDSCALE, true);
 | |
| }
 | |
| 
 | |
| void VisualShaderEditor::_copy_nodes(bool p_cut) {
 | |
| 	_clear_copy_buffer();
 | |
| 
 | |
| 	_dup_copy_nodes(get_current_shader_type(), copy_items_buffer, copy_connections_buffer);
 | |
| 
 | |
| 	if (p_cut) {
 | |
| 		undo_redo->create_action(TTR("Cut VisualShader Node(s)"));
 | |
| 
 | |
| 		List<int> ids;
 | |
| 		for (const CopyItem &E : copy_items_buffer) {
 | |
| 			ids.push_back(E.id);
 | |
| 		}
 | |
| 
 | |
| 		_delete_nodes(get_current_shader_type(), ids);
 | |
| 
 | |
| 		undo_redo->commit_action();
 | |
| 	}
 | |
| }
 | |
| 
 | |
| void VisualShaderEditor::_paste_nodes(bool p_use_custom_position, const Vector2 &p_custom_position) {
 | |
| 	if (copy_items_buffer.is_empty()) {
 | |
| 		return;
 | |
| 	}
 | |
| 
 | |
| 	int type = get_current_shader_type();
 | |
| 
 | |
| 	float scale = graph->get_zoom();
 | |
| 
 | |
| 	Vector2 mpos;
 | |
| 	if (p_use_custom_position) {
 | |
| 		mpos = p_custom_position;
 | |
| 	} else {
 | |
| 		mpos = graph->get_local_mouse_position();
 | |
| 	}
 | |
| 
 | |
| 	_dup_paste_nodes(type, copy_items_buffer, copy_connections_buffer, graph->get_scroll_ofs() / scale + mpos / scale - selection_center, false);
 | |
| }
 | |
| 
 | |
| void VisualShaderEditor::_mode_selected(int p_id) {
 | |
| 	int offset = 0;
 | |
| 	if (mode & MODE_FLAGS_PARTICLES) {
 | |
| 		offset = 3;
 | |
| 		if (p_id + offset > VisualShader::TYPE_PROCESS) {
 | |
| 			custom_mode_box->set_visible(false);
 | |
| 			custom_mode_enabled = false;
 | |
| 		} else {
 | |
| 			custom_mode_box->set_visible(true);
 | |
| 			if (custom_mode_box->is_pressed()) {
 | |
| 				custom_mode_enabled = true;
 | |
| 				offset += 3;
 | |
| 			}
 | |
| 		}
 | |
| 	} else if (mode & MODE_FLAGS_SKY) {
 | |
| 		offset = 8;
 | |
| 	} else if (mode & MODE_FLAGS_FOG) {
 | |
| 		offset = 9;
 | |
| 	}
 | |
| 
 | |
| 	visual_shader->set_shader_type(VisualShader::Type(p_id + offset));
 | |
| 	_update_options_menu();
 | |
| 	_update_graph();
 | |
| 
 | |
| 	graph->grab_focus();
 | |
| }
 | |
| 
 | |
| void VisualShaderEditor::_custom_mode_toggled(bool p_enabled) {
 | |
| 	if (!(mode & MODE_FLAGS_PARTICLES)) {
 | |
| 		return;
 | |
| 	}
 | |
| 	custom_mode_enabled = p_enabled;
 | |
| 	int id = edit_type->get_selected() + 3;
 | |
| 	if (p_enabled) {
 | |
| 		visual_shader->set_shader_type(VisualShader::Type(id + 3));
 | |
| 	} else {
 | |
| 		visual_shader->set_shader_type(VisualShader::Type(id));
 | |
| 	}
 | |
| 	_update_options_menu();
 | |
| 	_update_graph();
 | |
| }
 | |
| 
 | |
| void VisualShaderEditor::_input_select_item(Ref<VisualShaderNodeInput> p_input, String p_name) {
 | |
| 	String prev_name = p_input->get_input_name();
 | |
| 
 | |
| 	if (p_name == prev_name) {
 | |
| 		return;
 | |
| 	}
 | |
| 
 | |
| 	bool type_changed = p_input->get_input_type_by_name(p_name) != p_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(p_input.ptr(), "set_input_name", p_name);
 | |
| 	undo_redo->add_undo_method(p_input.ptr(), "set_input_name", prev_name);
 | |
| 
 | |
| 	// update output port
 | |
| 	for (int type_id = 0; type_id < VisualShader::TYPE_MAX; type_id++) {
 | |
| 		VisualShader::Type type = VisualShader::Type(type_id);
 | |
| 		int id = visual_shader->find_node_id(type, p_input);
 | |
| 		if (id != VisualShader::NODE_ID_INVALID) {
 | |
| 			if (type_changed) {
 | |
| 				List<VisualShader::Connection> conns;
 | |
| 				visual_shader->get_node_connections(type, &conns);
 | |
| 				for (const VisualShader::Connection &E : conns) {
 | |
| 					if (E.from_node == id) {
 | |
| 						if (visual_shader->is_port_types_compatible(p_input->get_input_type_by_name(p_name), visual_shader->get_node(type, E.to_node)->get_input_port_type(E.to_port))) {
 | |
| 							undo_redo->add_do_method(visual_shader.ptr(), "connect_nodes", type, E.from_node, E.from_port, E.to_node, E.to_port);
 | |
| 							undo_redo->add_undo_method(visual_shader.ptr(), "connect_nodes", type, E.from_node, E.from_port, E.to_node, E.to_port);
 | |
| 							continue;
 | |
| 						}
 | |
| 						undo_redo->add_do_method(visual_shader.ptr(), "disconnect_nodes", type, E.from_node, E.from_port, E.to_node, E.to_port);
 | |
| 						undo_redo->add_undo_method(visual_shader.ptr(), "connect_nodes", type, E.from_node, E.from_port, E.to_node, E.to_port);
 | |
| 						undo_redo->add_do_method(graph_plugin.ptr(), "disconnect_nodes", type, E.from_node, E.from_port, E.to_node, E.to_port);
 | |
| 						undo_redo->add_undo_method(graph_plugin.ptr(), "connect_nodes", type, E.from_node, E.from_port, E.to_node, E.to_port);
 | |
| 					}
 | |
| 				}
 | |
| 			}
 | |
| 			undo_redo->add_do_method(graph_plugin.ptr(), "update_node", type_id, id);
 | |
| 			undo_redo->add_undo_method(graph_plugin.ptr(), "update_node", type_id, id);
 | |
| 			break;
 | |
| 		}
 | |
| 	}
 | |
| 
 | |
| 	undo_redo->commit_action();
 | |
| }
 | |
| 
 | |
| void VisualShaderEditor::_uniform_select_item(Ref<VisualShaderNodeUniformRef> p_uniform_ref, String p_name) {
 | |
| 	String prev_name = p_uniform_ref->get_uniform_name();
 | |
| 
 | |
| 	if (p_name == prev_name) {
 | |
| 		return;
 | |
| 	}
 | |
| 
 | |
| 	bool type_changed = p_uniform_ref->get_uniform_type_by_name(p_name) != p_uniform_ref->get_uniform_type_by_name(prev_name);
 | |
| 
 | |
| 	UndoRedo *undo_redo = EditorNode::get_singleton()->get_undo_redo();
 | |
| 	undo_redo->create_action(TTR("UniformRef Name Changed"));
 | |
| 
 | |
| 	undo_redo->add_do_method(p_uniform_ref.ptr(), "set_uniform_name", p_name);
 | |
| 	undo_redo->add_undo_method(p_uniform_ref.ptr(), "set_uniform_name", prev_name);
 | |
| 
 | |
| 	// update output port
 | |
| 	for (int type_id = 0; type_id < VisualShader::TYPE_MAX; type_id++) {
 | |
| 		VisualShader::Type type = VisualShader::Type(type_id);
 | |
| 		int id = visual_shader->find_node_id(type, p_uniform_ref);
 | |
| 		if (id != VisualShader::NODE_ID_INVALID) {
 | |
| 			if (type_changed) {
 | |
| 				List<VisualShader::Connection> conns;
 | |
| 				visual_shader->get_node_connections(type, &conns);
 | |
| 				for (const VisualShader::Connection &E : conns) {
 | |
| 					if (E.from_node == id) {
 | |
| 						if (visual_shader->is_port_types_compatible(p_uniform_ref->get_uniform_type_by_name(p_name), visual_shader->get_node(type, E.to_node)->get_input_port_type(E.to_port))) {
 | |
| 							continue;
 | |
| 						}
 | |
| 						undo_redo->add_do_method(visual_shader.ptr(), "disconnect_nodes", type, E.from_node, E.from_port, E.to_node, E.to_port);
 | |
| 						undo_redo->add_undo_method(visual_shader.ptr(), "connect_nodes", type, E.from_node, E.from_port, E.to_node, E.to_port);
 | |
| 						undo_redo->add_do_method(graph_plugin.ptr(), "disconnect_nodes", type, E.from_node, E.from_port, E.to_node, E.to_port);
 | |
| 						undo_redo->add_undo_method(graph_plugin.ptr(), "connect_nodes", type, E.from_node, E.from_port, E.to_node, E.to_port);
 | |
| 					}
 | |
| 				}
 | |
| 			}
 | |
| 			undo_redo->add_do_method(graph_plugin.ptr(), "update_node", type_id, id);
 | |
| 			undo_redo->add_undo_method(graph_plugin.ptr(), "update_node", type_id, id);
 | |
| 			break;
 | |
| 		}
 | |
| 	}
 | |
| 
 | |
| 	undo_redo->commit_action();
 | |
| }
 | |
| 
 | |
| void VisualShaderEditor::_float_constant_selected(int p_which) {
 | |
| 	ERR_FAIL_INDEX(p_which, MAX_FLOAT_CONST_DEFS);
 | |
| 
 | |
| 	VisualShader::Type type = get_current_shader_type();
 | |
| 	Ref<VisualShaderNodeFloatConstant> node = visual_shader->get_node(type, selected_float_constant);
 | |
| 	ERR_FAIL_COND(!node.is_valid());
 | |
| 
 | |
| 	if (Math::is_equal_approx(node->get_constant(), float_constant_defs[p_which].value)) {
 | |
| 		return; // same
 | |
| 	}
 | |
| 
 | |
| 	undo_redo->create_action(vformat(TTR("Set Constant: %s"), float_constant_defs[p_which].name));
 | |
| 	undo_redo->add_do_method(node.ptr(), "set_constant", float_constant_defs[p_which].value);
 | |
| 	undo_redo->add_undo_method(node.ptr(), "set_constant", node->get_constant());
 | |
| 	undo_redo->commit_action();
 | |
| }
 | |
| 
 | |
| void VisualShaderEditor::_member_filter_changed(const String &p_text) {
 | |
| 	_update_options_menu();
 | |
| }
 | |
| 
 | |
| void VisualShaderEditor::_member_selected() {
 | |
| 	TreeItem *item = members->get_selected();
 | |
| 
 | |
| 	if (item != nullptr && item->has_meta("id")) {
 | |
| 		members_dialog->get_ok_button()->set_disabled(false);
 | |
| 		highend_label->set_visible(add_options[item->get_meta("id")].highend);
 | |
| 		node_desc->set_text(_get_description(item->get_meta("id")));
 | |
| 	} else {
 | |
| 		highend_label->set_visible(false);
 | |
| 		members_dialog->get_ok_button()->set_disabled(true);
 | |
| 		node_desc->set_text("");
 | |
| 	}
 | |
| }
 | |
| 
 | |
| void VisualShaderEditor::_member_unselected() {
 | |
| }
 | |
| 
 | |
| void VisualShaderEditor::_member_create() {
 | |
| 	TreeItem *item = members->get_selected();
 | |
| 	if (item != nullptr && item->has_meta("id")) {
 | |
| 		int idx = members->get_selected()->get_meta("id");
 | |
| 		_add_node(idx, add_options[idx].ops);
 | |
| 		members_dialog->hide();
 | |
| 	}
 | |
| }
 | |
| 
 | |
| void VisualShaderEditor::_member_cancel() {
 | |
| 	to_node = -1;
 | |
| 	to_slot = -1;
 | |
| 	from_node = -1;
 | |
| 	from_slot = -1;
 | |
| }
 | |
| 
 | |
| void VisualShaderEditor::_tools_menu_option(int p_idx) {
 | |
| 	TreeItem *category = members->get_root()->get_first_child();
 | |
| 
 | |
| 	switch (p_idx) {
 | |
| 		case EXPAND_ALL:
 | |
| 
 | |
| 			while (category) {
 | |
| 				category->set_collapsed(false);
 | |
| 				TreeItem *sub_category = category->get_first_child();
 | |
| 				while (sub_category) {
 | |
| 					sub_category->set_collapsed(false);
 | |
| 					sub_category = sub_category->get_next();
 | |
| 				}
 | |
| 				category = category->get_next();
 | |
| 			}
 | |
| 
 | |
| 			break;
 | |
| 
 | |
| 		case COLLAPSE_ALL:
 | |
| 
 | |
| 			while (category) {
 | |
| 				category->set_collapsed(true);
 | |
| 				TreeItem *sub_category = category->get_first_child();
 | |
| 				while (sub_category) {
 | |
| 					sub_category->set_collapsed(true);
 | |
| 					sub_category = sub_category->get_next();
 | |
| 				}
 | |
| 				category = category->get_next();
 | |
| 			}
 | |
| 
 | |
| 			break;
 | |
| 		default:
 | |
| 			break;
 | |
| 	}
 | |
| }
 | |
| 
 | |
| void VisualShaderEditor::_node_menu_id_pressed(int p_idx) {
 | |
| 	switch (p_idx) {
 | |
| 		case NodeMenuOptions::ADD:
 | |
| 			_show_members_dialog(true);
 | |
| 			break;
 | |
| 		case NodeMenuOptions::CUT:
 | |
| 			_copy_nodes(true);
 | |
| 			break;
 | |
| 		case NodeMenuOptions::COPY:
 | |
| 			_copy_nodes(false);
 | |
| 			break;
 | |
| 		case NodeMenuOptions::PASTE:
 | |
| 			_paste_nodes(true, menu_point);
 | |
| 			break;
 | |
| 		case NodeMenuOptions::DELETE:
 | |
| 			_delete_nodes_request();
 | |
| 			break;
 | |
| 		case NodeMenuOptions::DUPLICATE:
 | |
| 			_duplicate_nodes();
 | |
| 			break;
 | |
| 		case NodeMenuOptions::CLEAR_COPY_BUFFER:
 | |
| 			_clear_copy_buffer();
 | |
| 			break;
 | |
| 		case NodeMenuOptions::CONVERT_CONSTANTS_TO_UNIFORMS:
 | |
| 			_convert_constants_to_uniforms(false);
 | |
| 			break;
 | |
| 		case NodeMenuOptions::CONVERT_UNIFORMS_TO_CONSTANTS:
 | |
| 			_convert_constants_to_uniforms(true);
 | |
| 			break;
 | |
| 		case NodeMenuOptions::SET_COMMENT_TITLE:
 | |
| 			_comment_title_popup_show(get_screen_position() + get_local_mouse_position(), selected_comment);
 | |
| 			break;
 | |
| 		case NodeMenuOptions::SET_COMMENT_DESCRIPTION:
 | |
| 			_comment_desc_popup_show(get_screen_position() + get_local_mouse_position(), selected_comment);
 | |
| 			break;
 | |
| 		default:
 | |
| 			break;
 | |
| 	}
 | |
| }
 | |
| 
 | |
| Variant VisualShaderEditor::get_drag_data_fw(const Point2 &p_point, Control *p_from) {
 | |
| 	if (p_from == members) {
 | |
| 		TreeItem *it = members->get_item_at_position(p_point);
 | |
| 		if (!it) {
 | |
| 			return Variant();
 | |
| 		}
 | |
| 		if (!it->has_meta("id")) {
 | |
| 			return Variant();
 | |
| 		}
 | |
| 
 | |
| 		int id = it->get_meta("id");
 | |
| 		AddOption op = add_options[id];
 | |
| 
 | |
| 		Dictionary d;
 | |
| 		d["id"] = id;
 | |
| 
 | |
| 		Label *label = memnew(Label);
 | |
| 		label->set_text(it->get_text(0));
 | |
| 		set_drag_preview(label);
 | |
| 		return d;
 | |
| 	}
 | |
| 	return Variant();
 | |
| }
 | |
| 
 | |
| bool VisualShaderEditor::can_drop_data_fw(const Point2 &p_point, const Variant &p_data, Control *p_from) const {
 | |
| 	if (p_from == graph) {
 | |
| 		Dictionary d = p_data;
 | |
| 
 | |
| 		if (d.has("id")) {
 | |
| 			return true;
 | |
| 		}
 | |
| 		if (d.has("files")) {
 | |
| 			return true;
 | |
| 		}
 | |
| 	}
 | |
| 
 | |
| 	return false;
 | |
| }
 | |
| 
 | |
| void VisualShaderEditor::drop_data_fw(const Point2 &p_point, const Variant &p_data, Control *p_from) {
 | |
| 	if (p_from == graph) {
 | |
| 		Dictionary d = p_data;
 | |
| 
 | |
| 		if (d.has("id")) {
 | |
| 			int idx = d["id"];
 | |
| 			saved_node_pos = p_point;
 | |
| 			saved_node_pos_dirty = true;
 | |
| 			_add_node(idx, add_options[idx].ops);
 | |
| 		} else if (d.has("files")) {
 | |
| 			undo_redo->create_action(TTR("Add Node(s) to Visual Shader"));
 | |
| 
 | |
| 			if (d["files"].get_type() == Variant::PACKED_STRING_ARRAY) {
 | |
| 				PackedStringArray arr = d["files"];
 | |
| 				for (int i = 0; i < arr.size(); i++) {
 | |
| 					String type = ResourceLoader::get_resource_type(arr[i]);
 | |
| 					if (type == "GDScript") {
 | |
| 						Ref<Script> script = ResourceLoader::load(arr[i]);
 | |
| 						if (script->get_instance_base_type() == "VisualShaderNodeCustom") {
 | |
| 							saved_node_pos = p_point + Vector2(0, i * 250 * EDSCALE);
 | |
| 							saved_node_pos_dirty = true;
 | |
| 
 | |
| 							int idx = -1;
 | |
| 
 | |
| 							for (int j = custom_node_option_idx; j < add_options.size(); j++) {
 | |
| 								if (add_options[j].script.is_valid()) {
 | |
| 									if (add_options[j].script->get_path() == arr[i]) {
 | |
| 										idx = j;
 | |
| 										break;
 | |
| 									}
 | |
| 								}
 | |
| 							}
 | |
| 							if (idx != -1) {
 | |
| 								_add_node(idx, {}, arr[i], i);
 | |
| 							}
 | |
| 						}
 | |
| 					} else if (type == "CurveTexture") {
 | |
| 						saved_node_pos = p_point + Vector2(0, i * 250 * EDSCALE);
 | |
| 						saved_node_pos_dirty = true;
 | |
| 						_add_node(curve_node_option_idx, {}, arr[i], i);
 | |
| 					} else if (type == "CurveXYZTexture") {
 | |
| 						saved_node_pos = p_point + Vector2(0, i * 250 * EDSCALE);
 | |
| 						saved_node_pos_dirty = true;
 | |
| 						_add_node(curve_xyz_node_option_idx, {}, arr[i], i);
 | |
| 					} else if (ClassDB::get_parent_class(type) == "Texture2D") {
 | |
| 						saved_node_pos = p_point + Vector2(0, i * 250 * EDSCALE);
 | |
| 						saved_node_pos_dirty = true;
 | |
| 						_add_node(texture2d_node_option_idx, {}, arr[i], i);
 | |
| 					} else if (type == "Texture2DArray") {
 | |
| 						saved_node_pos = p_point + Vector2(0, i * 250 * EDSCALE);
 | |
| 						saved_node_pos_dirty = true;
 | |
| 						_add_node(texture2d_array_node_option_idx, {}, arr[i], i);
 | |
| 					} else if (ClassDB::get_parent_class(type) == "Texture3D") {
 | |
| 						saved_node_pos = p_point + Vector2(0, i * 250 * EDSCALE);
 | |
| 						saved_node_pos_dirty = true;
 | |
| 						_add_node(texture3d_node_option_idx, {}, arr[i], i);
 | |
| 					} else if (type == "Cubemap") {
 | |
| 						saved_node_pos = p_point + Vector2(0, i * 250 * EDSCALE);
 | |
| 						saved_node_pos_dirty = true;
 | |
| 						_add_node(cubemap_node_option_idx, {}, arr[i], i);
 | |
| 					}
 | |
| 				}
 | |
| 			}
 | |
| 			undo_redo->commit_action();
 | |
| 		}
 | |
| 	}
 | |
| }
 | |
| 
 | |
| void VisualShaderEditor::_show_preview_text() {
 | |
| 	preview_showed = !preview_showed;
 | |
| 	if (preview_showed) {
 | |
| 		if (preview_first) {
 | |
| 			preview_window->set_size(Size2(400 * EDSCALE, 600 * EDSCALE));
 | |
| 			preview_window->popup_centered();
 | |
| 			preview_first = false;
 | |
| 		} else {
 | |
| 			preview_window->popup();
 | |
| 		}
 | |
| 		_preview_size_changed();
 | |
| 
 | |
| 		if (pending_update_preview) {
 | |
| 			_update_preview();
 | |
| 			pending_update_preview = false;
 | |
| 		}
 | |
| 	} else {
 | |
| 		preview_window->hide();
 | |
| 	}
 | |
| }
 | |
| 
 | |
| void VisualShaderEditor::_preview_close_requested() {
 | |
| 	preview_showed = false;
 | |
| 	preview_window->hide();
 | |
| 	preview_shader->set_pressed(false);
 | |
| }
 | |
| 
 | |
| void VisualShaderEditor::_preview_size_changed() {
 | |
| 	preview_vbox->set_custom_minimum_size(preview_window->get_size());
 | |
| }
 | |
| 
 | |
| static ShaderLanguage::DataType _get_global_variable_type(const StringName &p_variable) {
 | |
| 	RS::GlobalVariableType gvt = RS::get_singleton()->global_variable_get_type(p_variable);
 | |
| 	return (ShaderLanguage::DataType)RS::global_variable_type_get_shader_datatype(gvt);
 | |
| }
 | |
| 
 | |
| void VisualShaderEditor::_update_preview() {
 | |
| 	if (!preview_showed) {
 | |
| 		pending_update_preview = true;
 | |
| 		return;
 | |
| 	}
 | |
| 
 | |
| 	String code = visual_shader->get_code();
 | |
| 
 | |
| 	preview_text->set_text(code);
 | |
| 
 | |
| 	ShaderLanguage::ShaderCompileInfo info;
 | |
| 	info.functions = ShaderTypes::get_singleton()->get_functions(RenderingServer::ShaderMode(visual_shader->get_mode()));
 | |
| 	info.render_modes = ShaderTypes::get_singleton()->get_modes(RenderingServer::ShaderMode(visual_shader->get_mode()));
 | |
| 	info.shader_types = ShaderTypes::get_singleton()->get_types();
 | |
| 	info.global_variable_type_func = _get_global_variable_type;
 | |
| 
 | |
| 	ShaderLanguage sl;
 | |
| 
 | |
| 	Error err = sl.compile(code, info);
 | |
| 
 | |
| 	for (int i = 0; i < preview_text->get_line_count(); i++) {
 | |
| 		preview_text->set_line_background_color(i, Color(0, 0, 0, 0));
 | |
| 	}
 | |
| 	if (err != OK) {
 | |
| 		Color error_line_color = EDITOR_GET("text_editor/theme/highlighting/mark_color");
 | |
| 		preview_text->set_line_background_color(sl.get_error_line() - 1, error_line_color);
 | |
| 		error_panel->show();
 | |
| 
 | |
| 		String text = "error(" + itos(sl.get_error_line()) + "): " + sl.get_error_text();
 | |
| 		error_label->set_text(text);
 | |
| 		shader_error = true;
 | |
| 	} else {
 | |
| 		error_panel->hide();
 | |
| 		shader_error = false;
 | |
| 	}
 | |
| }
 | |
| 
 | |
| void VisualShaderEditor::_visibility_changed() {
 | |
| 	if (!is_visible()) {
 | |
| 		if (preview_window->is_visible()) {
 | |
| 			preview_shader->set_pressed(false);
 | |
| 			preview_window->hide();
 | |
| 			preview_showed = false;
 | |
| 		}
 | |
| 	}
 | |
| }
 | |
| 
 | |
| void VisualShaderEditor::_bind_methods() {
 | |
| 	ClassDB::bind_method("_update_graph", &VisualShaderEditor::_update_graph);
 | |
| 	ClassDB::bind_method("_update_options_menu", &VisualShaderEditor::_update_options_menu);
 | |
| 	ClassDB::bind_method("_add_node", &VisualShaderEditor::_add_node);
 | |
| 	ClassDB::bind_method("_node_changed", &VisualShaderEditor::_node_changed);
 | |
| 	ClassDB::bind_method("_input_select_item", &VisualShaderEditor::_input_select_item);
 | |
| 	ClassDB::bind_method("_uniform_select_item", &VisualShaderEditor::_uniform_select_item);
 | |
| 	ClassDB::bind_method("_set_node_size", &VisualShaderEditor::_set_node_size);
 | |
| 	ClassDB::bind_method("_clear_copy_buffer", &VisualShaderEditor::_clear_copy_buffer);
 | |
| 	ClassDB::bind_method("_update_uniforms", &VisualShaderEditor::_update_uniforms);
 | |
| 	ClassDB::bind_method("_set_mode", &VisualShaderEditor::_set_mode);
 | |
| 	ClassDB::bind_method("_nodes_dragged", &VisualShaderEditor::_nodes_dragged);
 | |
| 	ClassDB::bind_method("_float_constant_selected", &VisualShaderEditor::_float_constant_selected);
 | |
| 	ClassDB::bind_method("_update_constant", &VisualShaderEditor::_update_constant);
 | |
| 	ClassDB::bind_method("_update_uniform", &VisualShaderEditor::_update_uniform);
 | |
| 	ClassDB::bind_method("_expand_output_port", &VisualShaderEditor::_expand_output_port);
 | |
| 
 | |
| 	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);
 | |
| }
 | |
| 
 | |
| VisualShaderEditor *VisualShaderEditor::singleton = nullptr;
 | |
| 
 | |
| VisualShaderEditor::VisualShaderEditor() {
 | |
| 	singleton = this;
 | |
| 	ShaderLanguage::get_keyword_list(&keyword_list);
 | |
| 
 | |
| 	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);
 | |
| 	add_child(graph);
 | |
| 	graph->set_drag_forwarding(this);
 | |
| 	float graph_minimap_opacity = EditorSettings::get_singleton()->get("editors/visual_editors/minimap_opacity");
 | |
| 	graph->set_minimap_opacity(graph_minimap_opacity);
 | |
| 	graph->add_valid_right_disconnect_type(VisualShaderNode::PORT_TYPE_SCALAR);
 | |
| 	graph->add_valid_right_disconnect_type(VisualShaderNode::PORT_TYPE_SCALAR_INT);
 | |
| 	graph->add_valid_right_disconnect_type(VisualShaderNode::PORT_TYPE_BOOLEAN);
 | |
| 	graph->add_valid_right_disconnect_type(VisualShaderNode::PORT_TYPE_VECTOR_2D);
 | |
| 	graph->add_valid_right_disconnect_type(VisualShaderNode::PORT_TYPE_VECTOR_3D);
 | |
| 	graph->add_valid_right_disconnect_type(VisualShaderNode::PORT_TYPE_TRANSFORM);
 | |
| 	graph->add_valid_right_disconnect_type(VisualShaderNode::PORT_TYPE_SAMPLER);
 | |
| 	//graph->add_valid_left_disconnect_type(0);
 | |
| 	graph->set_v_size_flags(SIZE_EXPAND_FILL);
 | |
| 	graph->connect("connection_request", callable_mp(this, &VisualShaderEditor::_connection_request), varray(), CONNECT_DEFERRED);
 | |
| 	graph->connect("disconnection_request", callable_mp(this, &VisualShaderEditor::_disconnection_request), varray(), CONNECT_DEFERRED);
 | |
| 	graph->connect("node_selected", callable_mp(this, &VisualShaderEditor::_node_selected));
 | |
| 	graph->connect("scroll_offset_changed", callable_mp(this, &VisualShaderEditor::_scroll_changed));
 | |
| 	graph->connect("duplicate_nodes_request", callable_mp(this, &VisualShaderEditor::_duplicate_nodes));
 | |
| 	graph->connect("copy_nodes_request", callable_mp(this, &VisualShaderEditor::_copy_nodes), varray(false));
 | |
| 	graph->connect("paste_nodes_request", callable_mp(this, &VisualShaderEditor::_paste_nodes), varray(false, Point2()));
 | |
| 	graph->connect("delete_nodes_request", callable_mp(this, &VisualShaderEditor::_delete_nodes_request));
 | |
| 	graph->connect("gui_input", callable_mp(this, &VisualShaderEditor::_graph_gui_input));
 | |
| 	graph->connect("connection_to_empty", callable_mp(this, &VisualShaderEditor::_connection_to_empty));
 | |
| 	graph->connect("connection_from_empty", callable_mp(this, &VisualShaderEditor::_connection_from_empty));
 | |
| 	graph->connect("visibility_changed", callable_mp(this, &VisualShaderEditor::_visibility_changed));
 | |
| 	graph->add_valid_connection_type(VisualShaderNode::PORT_TYPE_SCALAR, VisualShaderNode::PORT_TYPE_SCALAR);
 | |
| 	graph->add_valid_connection_type(VisualShaderNode::PORT_TYPE_SCALAR, VisualShaderNode::PORT_TYPE_SCALAR_INT);
 | |
| 	graph->add_valid_connection_type(VisualShaderNode::PORT_TYPE_SCALAR, VisualShaderNode::PORT_TYPE_VECTOR_2D);
 | |
| 	graph->add_valid_connection_type(VisualShaderNode::PORT_TYPE_SCALAR, VisualShaderNode::PORT_TYPE_VECTOR_3D);
 | |
| 	graph->add_valid_connection_type(VisualShaderNode::PORT_TYPE_SCALAR, VisualShaderNode::PORT_TYPE_BOOLEAN);
 | |
| 	graph->add_valid_connection_type(VisualShaderNode::PORT_TYPE_SCALAR_INT, VisualShaderNode::PORT_TYPE_SCALAR_INT);
 | |
| 	graph->add_valid_connection_type(VisualShaderNode::PORT_TYPE_SCALAR_INT, VisualShaderNode::PORT_TYPE_SCALAR);
 | |
| 	graph->add_valid_connection_type(VisualShaderNode::PORT_TYPE_SCALAR_INT, VisualShaderNode::PORT_TYPE_VECTOR_2D);
 | |
| 	graph->add_valid_connection_type(VisualShaderNode::PORT_TYPE_SCALAR_INT, VisualShaderNode::PORT_TYPE_VECTOR_3D);
 | |
| 	graph->add_valid_connection_type(VisualShaderNode::PORT_TYPE_SCALAR_INT, VisualShaderNode::PORT_TYPE_BOOLEAN);
 | |
| 	graph->add_valid_connection_type(VisualShaderNode::PORT_TYPE_VECTOR_2D, VisualShaderNode::PORT_TYPE_SCALAR);
 | |
| 	graph->add_valid_connection_type(VisualShaderNode::PORT_TYPE_VECTOR_2D, VisualShaderNode::PORT_TYPE_SCALAR_INT);
 | |
| 	graph->add_valid_connection_type(VisualShaderNode::PORT_TYPE_VECTOR_2D, VisualShaderNode::PORT_TYPE_VECTOR_2D);
 | |
| 	graph->add_valid_connection_type(VisualShaderNode::PORT_TYPE_VECTOR_2D, VisualShaderNode::PORT_TYPE_VECTOR_3D);
 | |
| 	graph->add_valid_connection_type(VisualShaderNode::PORT_TYPE_VECTOR_2D, VisualShaderNode::PORT_TYPE_BOOLEAN);
 | |
| 	graph->add_valid_connection_type(VisualShaderNode::PORT_TYPE_VECTOR_3D, VisualShaderNode::PORT_TYPE_SCALAR);
 | |
| 	graph->add_valid_connection_type(VisualShaderNode::PORT_TYPE_VECTOR_3D, VisualShaderNode::PORT_TYPE_SCALAR_INT);
 | |
| 	graph->add_valid_connection_type(VisualShaderNode::PORT_TYPE_VECTOR_3D, VisualShaderNode::PORT_TYPE_VECTOR_2D);
 | |
| 	graph->add_valid_connection_type(VisualShaderNode::PORT_TYPE_VECTOR_3D, VisualShaderNode::PORT_TYPE_VECTOR_3D);
 | |
| 	graph->add_valid_connection_type(VisualShaderNode::PORT_TYPE_VECTOR_3D, VisualShaderNode::PORT_TYPE_BOOLEAN);
 | |
| 	graph->add_valid_connection_type(VisualShaderNode::PORT_TYPE_BOOLEAN, VisualShaderNode::PORT_TYPE_SCALAR);
 | |
| 	graph->add_valid_connection_type(VisualShaderNode::PORT_TYPE_BOOLEAN, VisualShaderNode::PORT_TYPE_SCALAR_INT);
 | |
| 	graph->add_valid_connection_type(VisualShaderNode::PORT_TYPE_BOOLEAN, VisualShaderNode::PORT_TYPE_VECTOR_2D);
 | |
| 	graph->add_valid_connection_type(VisualShaderNode::PORT_TYPE_BOOLEAN, VisualShaderNode::PORT_TYPE_VECTOR_3D);
 | |
| 	graph->add_valid_connection_type(VisualShaderNode::PORT_TYPE_BOOLEAN, VisualShaderNode::PORT_TYPE_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);
 | |
| 
 | |
| 	custom_mode_box = memnew(CheckBox);
 | |
| 	custom_mode_box->set_text(TTR("Custom"));
 | |
| 	custom_mode_box->set_pressed(false);
 | |
| 	custom_mode_box->set_visible(false);
 | |
| 	custom_mode_box->connect("toggled", callable_mp(this, &VisualShaderEditor::_custom_mode_toggled));
 | |
| 
 | |
| 	edit_type_standard = memnew(OptionButton);
 | |
| 	edit_type_standard->add_item(TTR("Vertex"));
 | |
| 	edit_type_standard->add_item(TTR("Fragment"));
 | |
| 	edit_type_standard->add_item(TTR("Light"));
 | |
| 	edit_type_standard->select(1);
 | |
| 	edit_type_standard->connect("item_selected", callable_mp(this, &VisualShaderEditor::_mode_selected));
 | |
| 
 | |
| 	edit_type_particles = memnew(OptionButton);
 | |
| 	edit_type_particles->add_item(TTR("Start"));
 | |
| 	edit_type_particles->add_item(TTR("Process"));
 | |
| 	edit_type_particles->add_item(TTR("Collide"));
 | |
| 	edit_type_particles->select(0);
 | |
| 	edit_type_particles->connect("item_selected", callable_mp(this, &VisualShaderEditor::_mode_selected));
 | |
| 
 | |
| 	edit_type_sky = memnew(OptionButton);
 | |
| 	edit_type_sky->add_item(TTR("Sky"));
 | |
| 	edit_type_sky->select(0);
 | |
| 	edit_type_sky->connect("item_selected", callable_mp(this, &VisualShaderEditor::_mode_selected));
 | |
| 
 | |
| 	edit_type_fog = memnew(OptionButton);
 | |
| 	edit_type_fog->add_item(TTR("Fog"));
 | |
| 	edit_type_fog->select(0);
 | |
| 	edit_type_fog->connect("item_selected", callable_mp(this, &VisualShaderEditor::_mode_selected));
 | |
| 
 | |
| 	edit_type = edit_type_standard;
 | |
| 
 | |
| 	graph->get_zoom_hbox()->add_child(custom_mode_box);
 | |
| 	graph->get_zoom_hbox()->move_child(custom_mode_box, 0);
 | |
| 	graph->get_zoom_hbox()->add_child(edit_type_standard);
 | |
| 	graph->get_zoom_hbox()->move_child(edit_type_standard, 0);
 | |
| 	graph->get_zoom_hbox()->add_child(edit_type_particles);
 | |
| 	graph->get_zoom_hbox()->move_child(edit_type_particles, 0);
 | |
| 	graph->get_zoom_hbox()->add_child(edit_type_sky);
 | |
| 	graph->get_zoom_hbox()->move_child(edit_type_sky, 0);
 | |
| 	graph->get_zoom_hbox()->add_child(edit_type_fog);
 | |
| 	graph->get_zoom_hbox()->move_child(edit_type_fog, 0);
 | |
| 
 | |
| 	add_node = memnew(Button);
 | |
| 	add_node->set_flat(true);
 | |
| 	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", callable_mp(this, &VisualShaderEditor::_show_members_dialog), varray(false, VisualShaderNode::PORT_TYPE_MAX, VisualShaderNode::PORT_TYPE_MAX));
 | |
| 
 | |
| 	preview_shader = memnew(Button);
 | |
| 	preview_shader->set_flat(true);
 | |
| 	preview_shader->set_toggle_mode(true);
 | |
| 	preview_shader->set_tooltip(TTR("Show generated shader code."));
 | |
| 	graph->get_zoom_hbox()->add_child(preview_shader);
 | |
| 	preview_shader->connect("pressed", callable_mp(this, &VisualShaderEditor::_show_preview_text));
 | |
| 
 | |
| 	///////////////////////////////////////
 | |
| 	// PREVIEW WINDOW
 | |
| 	///////////////////////////////////////
 | |
| 
 | |
| 	preview_window = memnew(Window);
 | |
| 	preview_window->set_title(TTR("Generated shader code"));
 | |
| 	preview_window->set_visible(preview_showed);
 | |
| 	preview_window->connect("close_requested", callable_mp(this, &VisualShaderEditor::_preview_close_requested));
 | |
| 	preview_window->connect("size_changed", callable_mp(this, &VisualShaderEditor::_preview_size_changed));
 | |
| 	add_child(preview_window);
 | |
| 
 | |
| 	preview_vbox = memnew(VBoxContainer);
 | |
| 	preview_window->add_child(preview_vbox);
 | |
| 	preview_vbox->add_theme_constant_override("separation", 0);
 | |
| 
 | |
| 	preview_text = memnew(CodeEdit);
 | |
| 	syntax_highlighter.instantiate();
 | |
| 	preview_vbox->add_child(preview_text);
 | |
| 	preview_text->set_v_size_flags(Control::SIZE_EXPAND_FILL);
 | |
| 	preview_text->set_syntax_highlighter(syntax_highlighter);
 | |
| 	preview_text->set_draw_line_numbers(true);
 | |
| 	preview_text->set_editable(false);
 | |
| 
 | |
| 	error_panel = memnew(PanelContainer);
 | |
| 	preview_vbox->add_child(error_panel);
 | |
| 	error_panel->set_visible(false);
 | |
| 
 | |
| 	error_label = memnew(Label);
 | |
| 	error_panel->add_child(error_label);
 | |
| 	error_label->set_autowrap_mode(Label::AUTOWRAP_WORD_SMART);
 | |
| 
 | |
| 	///////////////////////////////////////
 | |
| 	// POPUP MENU
 | |
| 	///////////////////////////////////////
 | |
| 
 | |
| 	popup_menu = memnew(PopupMenu);
 | |
| 	add_child(popup_menu);
 | |
| 	popup_menu->add_item(TTR("Add Node"), NodeMenuOptions::ADD);
 | |
| 	popup_menu->add_separator();
 | |
| 	popup_menu->add_item(TTR("Cut"), NodeMenuOptions::CUT);
 | |
| 	popup_menu->add_item(TTR("Copy"), NodeMenuOptions::COPY);
 | |
| 	popup_menu->add_item(TTR("Paste"), NodeMenuOptions::PASTE);
 | |
| 	popup_menu->add_item(TTR("Delete"), NodeMenuOptions::DELETE);
 | |
| 	popup_menu->add_item(TTR("Duplicate"), NodeMenuOptions::DUPLICATE);
 | |
| 	popup_menu->add_item(TTR("Clear Copy Buffer"), NodeMenuOptions::CLEAR_COPY_BUFFER);
 | |
| 	popup_menu->connect("id_pressed", callable_mp(this, &VisualShaderEditor::_node_menu_id_pressed));
 | |
| 
 | |
| 	///////////////////////////////////////
 | |
| 	// SHADER NODES TREE
 | |
| 	///////////////////////////////////////
 | |
| 
 | |
| 	VBoxContainer *members_vb = memnew(VBoxContainer);
 | |
| 	members_vb->set_v_size_flags(SIZE_EXPAND_FILL);
 | |
| 
 | |
| 	HBoxContainer *filter_hb = memnew(HBoxContainer);
 | |
| 	members_vb->add_child(filter_hb);
 | |
| 
 | |
| 	node_filter = memnew(LineEdit);
 | |
| 	filter_hb->add_child(node_filter);
 | |
| 	node_filter->connect("text_changed", callable_mp(this, &VisualShaderEditor::_member_filter_changed));
 | |
| 	node_filter->connect("gui_input", callable_mp(this, &VisualShaderEditor::_sbox_input));
 | |
| 	node_filter->set_h_size_flags(SIZE_EXPAND_FILL);
 | |
| 	node_filter->set_placeholder(TTR("Search"));
 | |
| 
 | |
| 	tools = memnew(MenuButton);
 | |
| 	filter_hb->add_child(tools);
 | |
| 	tools->set_tooltip(TTR("Options"));
 | |
| 	tools->get_popup()->connect("id_pressed", callable_mp(this, &VisualShaderEditor::_tools_menu_option));
 | |
| 	tools->get_popup()->add_item(TTR("Expand All"), EXPAND_ALL);
 | |
| 	tools->get_popup()->add_item(TTR("Collapse All"), COLLAPSE_ALL);
 | |
| 
 | |
| 	members = memnew(Tree);
 | |
| 	members_vb->add_child(members);
 | |
| 	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", callable_mp(this, &VisualShaderEditor::_member_create));
 | |
| 	members->connect("item_selected", callable_mp(this, &VisualShaderEditor::_member_selected));
 | |
| 	members->connect("nothing_selected", callable_mp(this, &VisualShaderEditor::_member_unselected));
 | |
| 
 | |
| 	HBoxContainer *desc_hbox = memnew(HBoxContainer);
 | |
| 	members_vb->add_child(desc_hbox);
 | |
| 
 | |
| 	Label *desc_label = memnew(Label);
 | |
| 	desc_hbox->add_child(desc_label);
 | |
| 	desc_label->set_text(TTR("Description:"));
 | |
| 
 | |
| 	desc_hbox->add_spacer();
 | |
| 
 | |
| 	highend_label = memnew(Label);
 | |
| 	desc_hbox->add_child(highend_label);
 | |
| 	highend_label->set_visible(false);
 | |
| 	highend_label->set_text("Vulkan");
 | |
| 	highend_label->set_mouse_filter(Control::MOUSE_FILTER_STOP);
 | |
| 	highend_label->set_tooltip(TTR("High-end node"));
 | |
| 
 | |
| 	node_desc = memnew(RichTextLabel);
 | |
| 	members_vb->add_child(node_desc);
 | |
| 	node_desc->set_h_size_flags(SIZE_EXPAND_FILL);
 | |
| 	node_desc->set_v_size_flags(SIZE_FILL);
 | |
| 	node_desc->set_custom_minimum_size(Size2(0, 70 * EDSCALE));
 | |
| 
 | |
| 	members_dialog = memnew(ConfirmationDialog);
 | |
| 	members_dialog->set_title(TTR("Create Shader Node"));
 | |
| 	members_dialog->set_exclusive(false);
 | |
| 	members_dialog->add_child(members_vb);
 | |
| 	members_dialog->get_ok_button()->set_text(TTR("Create"));
 | |
| 	members_dialog->get_ok_button()->connect("pressed", callable_mp(this, &VisualShaderEditor::_member_create));
 | |
| 	members_dialog->get_ok_button()->set_disabled(true);
 | |
| 	members_dialog->connect("cancelled", callable_mp(this, &VisualShaderEditor::_member_cancel));
 | |
| 	add_child(members_dialog);
 | |
| 
 | |
| 	alert = memnew(AcceptDialog);
 | |
| 	alert->get_label()->set_autowrap_mode(Label::AUTOWRAP_WORD);
 | |
| 	alert->get_label()->set_horizontal_alignment(HORIZONTAL_ALIGNMENT_CENTER);
 | |
| 	alert->get_label()->set_vertical_alignment(VERTICAL_ALIGNMENT_CENTER);
 | |
| 	alert->get_label()->set_custom_minimum_size(Size2(400, 60) * EDSCALE);
 | |
| 	add_child(alert);
 | |
| 
 | |
| 	comment_title_change_popup = memnew(PopupPanel);
 | |
| 	comment_title_change_edit = memnew(LineEdit);
 | |
| 	comment_title_change_edit->set_expand_to_text_length_enabled(true);
 | |
| 	comment_title_change_edit->connect("text_changed", callable_mp(this, &VisualShaderEditor::_comment_title_text_changed));
 | |
| 	comment_title_change_edit->connect("text_submitted", callable_mp(this, &VisualShaderEditor::_comment_title_text_submitted));
 | |
| 	comment_title_change_popup->add_child(comment_title_change_edit);
 | |
| 	comment_title_change_edit->reset_size();
 | |
| 	comment_title_change_popup->reset_size();
 | |
| 	comment_title_change_popup->connect("focus_exited", callable_mp(this, &VisualShaderEditor::_comment_title_popup_focus_out));
 | |
| 	comment_title_change_popup->connect("popup_hide", callable_mp(this, &VisualShaderEditor::_comment_title_popup_hide));
 | |
| 	add_child(comment_title_change_popup);
 | |
| 
 | |
| 	comment_desc_change_popup = memnew(PopupPanel);
 | |
| 	VBoxContainer *comment_desc_vbox = memnew(VBoxContainer);
 | |
| 	comment_desc_change_popup->add_child(comment_desc_vbox);
 | |
| 	comment_desc_change_edit = memnew(TextEdit);
 | |
| 	comment_desc_change_edit->connect("text_changed", callable_mp(this, &VisualShaderEditor::_comment_desc_text_changed));
 | |
| 	comment_desc_vbox->add_child(comment_desc_change_edit);
 | |
| 	comment_desc_change_edit->set_custom_minimum_size(Size2(300 * EDSCALE, 150 * EDSCALE));
 | |
| 	comment_desc_change_edit->reset_size();
 | |
| 	comment_desc_change_popup->reset_size();
 | |
| 	comment_desc_change_popup->connect("focus_exited", callable_mp(this, &VisualShaderEditor::_comment_desc_confirm));
 | |
| 	comment_desc_change_popup->connect("popup_hide", callable_mp(this, &VisualShaderEditor::_comment_desc_popup_hide));
 | |
| 	Button *comment_desc_confirm_button = memnew(Button);
 | |
| 	comment_desc_confirm_button->set_text(TTR("OK"));
 | |
| 	comment_desc_vbox->add_child(comment_desc_confirm_button);
 | |
| 	comment_desc_confirm_button->connect("pressed", callable_mp(this, &VisualShaderEditor::_comment_desc_confirm));
 | |
| 	add_child(comment_desc_change_popup);
 | |
| 
 | |
| 	///////////////////////////////////////
 | |
| 	// SHADER NODES TREE OPTIONS
 | |
| 	///////////////////////////////////////
 | |
| 
 | |
| 	// COLOR
 | |
| 
 | |
| 	add_options.push_back(AddOption("ColorFunc", "Color", "Common", "VisualShaderNodeColorFunc", TTR("Color function."), {}, VisualShaderNode::PORT_TYPE_VECTOR_3D));
 | |
| 	add_options.push_back(AddOption("ColorOp", "Color", "Common", "VisualShaderNodeColorOp", TTR("Color operator."), {}, VisualShaderNode::PORT_TYPE_VECTOR_3D));
 | |
| 
 | |
| 	add_options.push_back(AddOption("Grayscale", "Color", "Functions", "VisualShaderNodeColorFunc", TTR("Grayscale function."), { VisualShaderNodeColorFunc::FUNC_GRAYSCALE }, VisualShaderNode::PORT_TYPE_VECTOR_3D));
 | |
| 	add_options.push_back(AddOption("HSV2RGB", "Color", "Functions", "VisualShaderNodeVectorFunc", TTR("Converts HSV vector to RGB equivalent."), { VisualShaderNodeVectorFunc::FUNC_HSV2RGB }, VisualShaderNode::PORT_TYPE_VECTOR_3D));
 | |
| 	add_options.push_back(AddOption("RGB2HSV", "Color", "Functions", "VisualShaderNodeVectorFunc", TTR("Converts RGB vector to HSV equivalent."), { VisualShaderNodeVectorFunc::FUNC_RGB2HSV }, VisualShaderNode::PORT_TYPE_VECTOR_3D));
 | |
| 	add_options.push_back(AddOption("Sepia", "Color", "Functions", "VisualShaderNodeColorFunc", TTR("Sepia function."), { VisualShaderNodeColorFunc::FUNC_SEPIA }, VisualShaderNode::PORT_TYPE_VECTOR_3D));
 | |
| 
 | |
| 	add_options.push_back(AddOption("Burn", "Color", "Operators", "VisualShaderNodeColorOp", TTR("Burn operator."), { VisualShaderNodeColorOp::OP_BURN }, VisualShaderNode::PORT_TYPE_VECTOR_3D));
 | |
| 	add_options.push_back(AddOption("Darken", "Color", "Operators", "VisualShaderNodeColorOp", TTR("Darken operator."), { VisualShaderNodeColorOp::OP_DARKEN }, VisualShaderNode::PORT_TYPE_VECTOR_3D));
 | |
| 	add_options.push_back(AddOption("Difference", "Color", "Operators", "VisualShaderNodeColorOp", TTR("Difference operator."), { VisualShaderNodeColorOp::OP_DIFFERENCE }, VisualShaderNode::PORT_TYPE_VECTOR_3D));
 | |
| 	add_options.push_back(AddOption("Dodge", "Color", "Operators", "VisualShaderNodeColorOp", TTR("Dodge operator."), { VisualShaderNodeColorOp::OP_DODGE }, VisualShaderNode::PORT_TYPE_VECTOR_3D));
 | |
| 	add_options.push_back(AddOption("HardLight", "Color", "Operators", "VisualShaderNodeColorOp", TTR("HardLight operator."), { VisualShaderNodeColorOp::OP_HARD_LIGHT }, VisualShaderNode::PORT_TYPE_VECTOR_3D));
 | |
| 	add_options.push_back(AddOption("Lighten", "Color", "Operators", "VisualShaderNodeColorOp", TTR("Lighten operator."), { VisualShaderNodeColorOp::OP_LIGHTEN }, VisualShaderNode::PORT_TYPE_VECTOR_3D));
 | |
| 	add_options.push_back(AddOption("Overlay", "Color", "Operators", "VisualShaderNodeColorOp", TTR("Overlay operator."), { VisualShaderNodeColorOp::OP_OVERLAY }, VisualShaderNode::PORT_TYPE_VECTOR_3D));
 | |
| 	add_options.push_back(AddOption("Screen", "Color", "Operators", "VisualShaderNodeColorOp", TTR("Screen operator."), { VisualShaderNodeColorOp::OP_SCREEN }, VisualShaderNode::PORT_TYPE_VECTOR_3D));
 | |
| 	add_options.push_back(AddOption("SoftLight", "Color", "Operators", "VisualShaderNodeColorOp", TTR("SoftLight operator."), { VisualShaderNodeColorOp::OP_SOFT_LIGHT }, VisualShaderNode::PORT_TYPE_VECTOR_3D));
 | |
| 
 | |
| 	add_options.push_back(AddOption("ColorConstant", "Color", "Variables", "VisualShaderNodeColorConstant", TTR("Color constant.")));
 | |
| 	add_options.push_back(AddOption("ColorUniform", "Color", "Variables", "VisualShaderNodeColorUniform", TTR("Color uniform.")));
 | |
| 
 | |
| 	// COMMON
 | |
| 
 | |
| 	add_options.push_back(AddOption("DerivativeFunc", "Common", "", "VisualShaderNodeDerivativeFunc", TTR("(Fragment/Light mode only) Derivative function."), {}, VisualShaderNode::PORT_TYPE_SCALAR, TYPE_FLAGS_FRAGMENT | TYPE_FLAGS_LIGHT, -1, true));
 | |
| 
 | |
| 	// 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."), {}, VisualShaderNode::PORT_TYPE_VECTOR_3D));
 | |
| 	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 3D vector if the provided boolean value is true or false."), { VisualShaderNodeSwitch::OP_TYPE_VECTOR_3D }, VisualShaderNode::PORT_TYPE_VECTOR_3D));
 | |
| 	add_options.push_back(AddOption("Switch2D", "Conditional", "Functions", "VisualShaderNodeSwitch", TTR("Returns an associated 2D vector if the provided boolean value is true or false."), { VisualShaderNodeSwitch::OP_TYPE_VECTOR_2D }, VisualShaderNode::PORT_TYPE_VECTOR_2D));
 | |
| 	add_options.push_back(AddOption("SwitchBool", "Conditional", "Functions", "VisualShaderNodeSwitch", TTR("Returns an associated boolean if the provided boolean value is true or false."), { VisualShaderNodeSwitch::OP_TYPE_BOOLEAN }, VisualShaderNode::PORT_TYPE_BOOLEAN));
 | |
| 	add_options.push_back(AddOption("SwitchFloat", "Conditional", "Functions", "VisualShaderNodeSwitch", TTR("Returns an associated floating-point scalar if the provided boolean value is true or false."), { VisualShaderNodeSwitch::OP_TYPE_FLOAT }, VisualShaderNode::PORT_TYPE_SCALAR));
 | |
| 	add_options.push_back(AddOption("SwitchInt", "Conditional", "Functions", "VisualShaderNodeSwitch", TTR("Returns an associated integer scalar if the provided boolean value is true or false."), { VisualShaderNodeSwitch::OP_TYPE_INT }, VisualShaderNode::PORT_TYPE_SCALAR_INT));
 | |
| 	add_options.push_back(AddOption("SwitchTransform", "Conditional", "Functions", "VisualShaderNodeSwitch", TTR("Returns an associated transform if the provided boolean value is true or false."), { VisualShaderNodeSwitch::OP_TYPE_TRANSFORM }, VisualShaderNode::PORT_TYPE_TRANSFORM));
 | |
| 
 | |
| 	add_options.push_back(AddOption("Compare", "Conditional", "Common", "VisualShaderNodeCompare", TTR("Returns the boolean result of the comparison between two parameters."), {}, 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."), {}, VisualShaderNode::PORT_TYPE_BOOLEAN));
 | |
| 
 | |
| 	add_options.push_back(AddOption("BooleanConstant", "Conditional", "Variables", "VisualShaderNodeBooleanConstant", TTR("Boolean constant."), {}, VisualShaderNode::PORT_TYPE_BOOLEAN));
 | |
| 	add_options.push_back(AddOption("BooleanUniform", "Conditional", "Variables", "VisualShaderNodeBooleanUniform", TTR("Boolean uniform."), {}, VisualShaderNode::PORT_TYPE_BOOLEAN));
 | |
| 
 | |
| 	// INPUT
 | |
| 
 | |
| 	const String input_param_shader_modes = TTR("'%s' input parameter for all shader modes.");
 | |
| 
 | |
| 	// NODE3D-FOR-ALL
 | |
| 
 | |
| 	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_3D, -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, "projection"), { "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("UV", "Input", "All", "VisualShaderNodeInput", vformat(input_param_shader_modes, "uv"), { "uv" }, VisualShaderNode::PORT_TYPE_VECTOR_2D, -1, Shader::MODE_SPATIAL));
 | |
| 	add_options.push_back(AddOption("UV2", "Input", "All", "VisualShaderNodeInput", vformat(input_param_shader_modes, "uv2"), { "uv2" }, VisualShaderNode::PORT_TYPE_VECTOR_2D, -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_2D, -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_3D, -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_2D, -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_2D, -1, Shader::MODE_CANVAS_ITEM));
 | |
| 
 | |
| 	// PARTICLES-FOR-ALL
 | |
| 
 | |
| 	add_options.push_back(AddOption("Active", "Input", "All", "VisualShaderNodeInput", vformat(input_param_shader_modes, "active"), { "active" }, VisualShaderNode::PORT_TYPE_BOOLEAN, -1, Shader::MODE_PARTICLES));
 | |
| 	add_options.push_back(AddOption("Alpha", "Input", "All", "VisualShaderNodeInput", vformat(input_param_shader_modes, "alpha"), { "alpha" }, VisualShaderNode::PORT_TYPE_SCALAR, -1, Shader::MODE_PARTICLES));
 | |
| 	add_options.push_back(AddOption("AttractorForce", "Input", "All", "VisualShaderNodeInput", vformat(input_param_shader_modes, "attractor_force"), { "attractor_force" }, VisualShaderNode::PORT_TYPE_VECTOR_3D, -1, Shader::MODE_PARTICLES));
 | |
| 	add_options.push_back(AddOption("Color", "Input", "All", "VisualShaderNodeInput", vformat(input_param_shader_modes, "color"), { "color" }, VisualShaderNode::PORT_TYPE_VECTOR_3D, -1, Shader::MODE_PARTICLES));
 | |
| 	add_options.push_back(AddOption("Custom", "Input", "All", "VisualShaderNodeInput", vformat(input_param_shader_modes, "custom"), { "custom" }, VisualShaderNode::PORT_TYPE_VECTOR_3D, -1, Shader::MODE_PARTICLES));
 | |
| 	add_options.push_back(AddOption("CustomAlpha", "Input", "All", "VisualShaderNodeInput", vformat(input_param_shader_modes, "custom_alpha"), { "custom_alpha" }, VisualShaderNode::PORT_TYPE_SCALAR, -1, Shader::MODE_PARTICLES));
 | |
| 	add_options.push_back(AddOption("Delta", "Input", "All", "VisualShaderNodeInput", vformat(input_param_shader_modes, "delta"), { "delta" }, VisualShaderNode::PORT_TYPE_SCALAR, -1, Shader::MODE_PARTICLES));
 | |
| 	add_options.push_back(AddOption("EmissionTransform", "Input", "All", "VisualShaderNodeInput", vformat(input_param_shader_modes, "emission_transform"), { "emission_transform" }, VisualShaderNode::PORT_TYPE_TRANSFORM, -1, Shader::MODE_PARTICLES));
 | |
| 	add_options.push_back(AddOption("Index", "Input", "All", "VisualShaderNodeInput", vformat(input_param_shader_modes, "index"), { "index" }, VisualShaderNode::PORT_TYPE_SCALAR_INT, -1, Shader::MODE_PARTICLES));
 | |
| 	add_options.push_back(AddOption("LifeTime", "Input", "All", "VisualShaderNodeInput", vformat(input_param_shader_modes, "lifetime"), { "lifetime" }, VisualShaderNode::PORT_TYPE_SCALAR, -1, Shader::MODE_PARTICLES));
 | |
| 	add_options.push_back(AddOption("Restart", "Input", "All", "VisualShaderNodeInput", vformat(input_param_shader_modes, "restart"), { "restart" }, VisualShaderNode::PORT_TYPE_BOOLEAN, -1, Shader::MODE_PARTICLES));
 | |
| 	add_options.push_back(AddOption("Time", "Input", "All", "VisualShaderNodeInput", vformat(input_param_shader_modes, "time"), { "time" }, VisualShaderNode::PORT_TYPE_SCALAR, -1, Shader::MODE_PARTICLES));
 | |
| 	add_options.push_back(AddOption("Transform", "Input", "All", "VisualShaderNodeInput", vformat(input_param_shader_modes, "transform"), { "transform" }, VisualShaderNode::PORT_TYPE_TRANSFORM, -1, Shader::MODE_PARTICLES));
 | |
| 	add_options.push_back(AddOption("Velocity", "Input", "All", "VisualShaderNodeInput", vformat(input_param_shader_modes, "velocity"), { "velocity" }, VisualShaderNode::PORT_TYPE_VECTOR_3D, -1, Shader::MODE_PARTICLES));
 | |
| 
 | |
| 	/////////////////
 | |
| 
 | |
| 	add_options.push_back(AddOption("Input", "Input", "Common", "VisualShaderNodeInput", TTR("Input parameter.")));
 | |
| 
 | |
| 	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_sky_shader_mode = TTR("'%s' input parameter for sky shader mode.");
 | |
| 	const String input_param_for_fog_shader_mode = TTR("'%s' input parameter for fog 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_start_shader_mode = TTR("'%s' input parameter for start shader mode.");
 | |
| 	const String input_param_for_process_shader_mode = TTR("'%s' input parameter for process shader mode.");
 | |
| 	const String input_param_for_collide_shader_mode = TTR("'%s' input parameter for collide shader mode.");
 | |
| 	const String input_param_for_start_and_process_shader_mode = TTR("'%s' input parameter for start and process shader modes.");
 | |
| 	const String input_param_for_process_and_collide_shader_mode = TTR("'%s' input parameter for process and collide shader modes.");
 | |
| 	const String input_param_for_vertex_and_fragment_shader_mode = TTR("'%s' input parameter for vertex and fragment shader modes.");
 | |
| 
 | |
| 	// NODE3D INPUTS
 | |
| 
 | |
| 	add_options.push_back(AddOption("Alpha", "Input", "Vertex", "VisualShaderNodeInput", vformat(input_param_for_vertex_and_fragment_shader_modes, "alpha"), { "alpha" }, VisualShaderNode::PORT_TYPE_SCALAR, TYPE_FLAGS_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_3D, TYPE_FLAGS_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_3D, TYPE_FLAGS_VERTEX, Shader::MODE_SPATIAL));
 | |
| 	add_options.push_back(AddOption("InstanceId", "Input", "Vertex", "VisualShaderNodeInput", vformat(input_param_for_vertex_shader_mode, "instance_id"), { "instance_id" }, VisualShaderNode::PORT_TYPE_SCALAR_INT, TYPE_FLAGS_VERTEX, Shader::MODE_SPATIAL));
 | |
| 	add_options.push_back(AddOption("InstanceCustom", "Input", "Vertex", "VisualShaderNodeInput", vformat(input_param_for_vertex_shader_mode, "instance_custom"), { "instance_custom" }, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_VERTEX, Shader::MODE_SPATIAL));
 | |
| 	add_options.push_back(AddOption("InstanceCustomAlpha", "Input", "Vertex", "VisualShaderNodeInput", vformat(input_param_for_vertex_shader_mode, "instance_custom_alpha"), { "instance_custom_alpha" }, VisualShaderNode::PORT_TYPE_SCALAR, TYPE_FLAGS_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, TYPE_FLAGS_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, TYPE_FLAGS_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_3D, TYPE_FLAGS_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_3D, TYPE_FLAGS_VERTEX, Shader::MODE_SPATIAL));
 | |
| 
 | |
| 	add_options.push_back(AddOption("Alpha", "Input", "Fragment", "VisualShaderNodeInput", vformat(input_param_for_vertex_and_fragment_shader_modes, "alpha"), { "alpha" }, VisualShaderNode::PORT_TYPE_SCALAR, TYPE_FLAGS_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_3D, TYPE_FLAGS_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_3D, TYPE_FLAGS_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, TYPE_FLAGS_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_3D, TYPE_FLAGS_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, TYPE_FLAGS_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_2D, TYPE_FLAGS_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, TYPE_FLAGS_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_2D, TYPE_FLAGS_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_3D, TYPE_FLAGS_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_3D, TYPE_FLAGS_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_3D, TYPE_FLAGS_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_3D, TYPE_FLAGS_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_SCALAR, TYPE_FLAGS_LIGHT, Shader::MODE_SPATIAL));
 | |
| 	add_options.push_back(AddOption("Backlight", "Input", "Light", "VisualShaderNodeInput", vformat(input_param_for_light_shader_mode, "backlight"), { "backlight" }, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_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_3D, TYPE_FLAGS_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_3D, TYPE_FLAGS_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_3D, TYPE_FLAGS_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_3D, TYPE_FLAGS_LIGHT, Shader::MODE_SPATIAL));
 | |
| 	add_options.push_back(AddOption("Metallic", "Input", "Light", "VisualShaderNodeInput", vformat(input_param_for_light_shader_mode, "metallic"), { "metallic" }, VisualShaderNode::PORT_TYPE_SCALAR, TYPE_FLAGS_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, TYPE_FLAGS_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_3D, TYPE_FLAGS_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_3D, TYPE_FLAGS_LIGHT, Shader::MODE_SPATIAL));
 | |
| 
 | |
| 	// CANVASITEM INPUTS
 | |
| 
 | |
| 	add_options.push_back(AddOption("AtLightPass", "Input", "Vertex", "VisualShaderNodeInput", vformat(input_param_for_vertex_and_fragment_shader_modes, "at_light_pass"), { "at_light_pass" }, VisualShaderNode::PORT_TYPE_BOOLEAN, TYPE_FLAGS_VERTEX, Shader::MODE_CANVAS_ITEM));
 | |
| 	add_options.push_back(AddOption("Canvas", "Input", "Vertex", "VisualShaderNodeInput", vformat(input_param_for_vertex_shader_mode, "canvas"), { "canvas" }, VisualShaderNode::PORT_TYPE_TRANSFORM, TYPE_FLAGS_VERTEX, Shader::MODE_CANVAS_ITEM));
 | |
| 	add_options.push_back(AddOption("InstanceCustom", "Input", "Vertex", "VisualShaderNodeInput", vformat(input_param_for_vertex_shader_mode, "instance_custom"), { "instance_custom" }, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_VERTEX, Shader::MODE_CANVAS_ITEM));
 | |
| 	add_options.push_back(AddOption("InstanceCustomAlpha", "Input", "Vertex", "VisualShaderNodeInput", vformat(input_param_for_vertex_shader_mode, "instance_custom_alpha"), { "instance_custom_alpha" }, VisualShaderNode::PORT_TYPE_SCALAR, TYPE_FLAGS_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, TYPE_FLAGS_VERTEX, Shader::MODE_CANVAS_ITEM));
 | |
| 	add_options.push_back(AddOption("Screen", "Input", "Vertex", "VisualShaderNodeInput", vformat(input_param_for_vertex_shader_mode, "screen"), { "screen" }, VisualShaderNode::PORT_TYPE_TRANSFORM, TYPE_FLAGS_VERTEX, Shader::MODE_CANVAS_ITEM));
 | |
| 	add_options.push_back(AddOption("Vertex", "Input", "Vertex", "VisualShaderNodeInput", vformat(input_param_for_vertex_and_fragment_shader_mode, "vertex"), { "vertex" }, VisualShaderNode::PORT_TYPE_VECTOR_2D, TYPE_FLAGS_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, TYPE_FLAGS_VERTEX, Shader::MODE_CANVAS_ITEM));
 | |
| 
 | |
| 	add_options.push_back(AddOption("AtLightPass", "Input", "Fragment", "VisualShaderNodeInput", vformat(input_param_for_vertex_and_fragment_shader_modes, "at_light_pass"), { "at_light_pass" }, VisualShaderNode::PORT_TYPE_BOOLEAN, TYPE_FLAGS_FRAGMENT, Shader::MODE_CANVAS_ITEM));
 | |
| 	add_options.push_back(AddOption("FragCoord", "Input", "Fragment", "VisualShaderNodeInput", vformat(input_param_for_fragment_and_light_shader_modes, "fragcoord"), { "fragcoord" }, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_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, TYPE_FLAGS_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_2D, TYPE_FLAGS_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_2D, TYPE_FLAGS_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, TYPE_FLAGS_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_2D, TYPE_FLAGS_FRAGMENT, Shader::MODE_CANVAS_ITEM));
 | |
| 	add_options.push_back(AddOption("SpecularShininess", "Input", "Fragment", "VisualShaderNodeInput", vformat(input_param_for_fragment_and_light_shader_modes, "specular_shininess"), { "specular_shininess" }, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_FRAGMENT, Shader::MODE_CANVAS_ITEM));
 | |
| 	add_options.push_back(AddOption("SpecularShininessAlpha", "Input", "Fragment", "VisualShaderNodeInput", vformat(input_param_for_fragment_and_light_shader_modes, "specular_shininess_alpha"), { "specular_shininess_alpha" }, VisualShaderNode::PORT_TYPE_SCALAR, TYPE_FLAGS_FRAGMENT, Shader::MODE_CANVAS_ITEM));
 | |
| 	add_options.push_back(AddOption("SpecularShininessTexture", "Input", "Fragment", "VisualShaderNodeInput", vformat(input_param_for_fragment_shader_mode, "specular_shininess_texture"), { "specular_shininess_texture" }, VisualShaderNode::PORT_TYPE_SAMPLER, TYPE_FLAGS_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, TYPE_FLAGS_FRAGMENT, Shader::MODE_CANVAS_ITEM));
 | |
| 	add_options.push_back(AddOption("Vertex", "Input", "Fragment", "VisualShaderNodeInput", vformat(input_param_for_vertex_and_fragment_shader_mode, "vertex"), { "vertex" }, VisualShaderNode::PORT_TYPE_VECTOR_2D, TYPE_FLAGS_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_3D, TYPE_FLAGS_LIGHT, Shader::MODE_CANVAS_ITEM));
 | |
| 	add_options.push_back(AddOption("Light", "Input", "Light", "VisualShaderNodeInput", vformat(input_param_for_light_shader_mode, "light"), { "light" }, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_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_SCALAR, TYPE_FLAGS_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_3D, TYPE_FLAGS_LIGHT, Shader::MODE_CANVAS_ITEM));
 | |
| 	add_options.push_back(AddOption("LightColorAlpha", "Input", "Light", "VisualShaderNodeInput", vformat(input_param_for_light_shader_mode, "light_color_alpha"), { "light_color_alpha" }, VisualShaderNode::PORT_TYPE_SCALAR, TYPE_FLAGS_LIGHT, Shader::MODE_CANVAS_ITEM));
 | |
| 	add_options.push_back(AddOption("LightPosition", "Input", "Light", "VisualShaderNodeInput", vformat(input_param_for_light_shader_mode, "light_position"), { "light_position" }, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_LIGHT, Shader::MODE_CANVAS_ITEM));
 | |
| 	add_options.push_back(AddOption("LightVertex", "Input", "Light", "VisualShaderNodeInput", vformat(input_param_for_fragment_and_light_shader_modes, "light_vertex"), { "light_vertex" }, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_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_3D, TYPE_FLAGS_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_2D, TYPE_FLAGS_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_2D, TYPE_FLAGS_LIGHT, Shader::MODE_CANVAS_ITEM));
 | |
| 	add_options.push_back(AddOption("Shadow", "Input", "Light", "VisualShaderNodeInput", vformat(input_param_for_light_shader_mode, "shadow"), { "shadow" }, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_LIGHT, Shader::MODE_CANVAS_ITEM));
 | |
| 	add_options.push_back(AddOption("ShadowAlpha", "Input", "Light", "VisualShaderNodeInput", vformat(input_param_for_light_shader_mode, "shadow_alpha"), { "shadow_alpha" }, VisualShaderNode::PORT_TYPE_SCALAR, TYPE_FLAGS_LIGHT, Shader::MODE_CANVAS_ITEM));
 | |
| 	add_options.push_back(AddOption("SpecularShininess", "Input", "Light", "VisualShaderNodeInput", vformat(input_param_for_fragment_and_light_shader_modes, "specular_shininess"), { "specular_shininess" }, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_LIGHT, Shader::MODE_CANVAS_ITEM));
 | |
| 	add_options.push_back(AddOption("SpecularShininessAlpha", "Input", "Light", "VisualShaderNodeInput", vformat(input_param_for_fragment_and_light_shader_modes, "specular_shininess_alpha"), { "specular_shininess_alpha" }, VisualShaderNode::PORT_TYPE_SCALAR, TYPE_FLAGS_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, TYPE_FLAGS_LIGHT, Shader::MODE_CANVAS_ITEM));
 | |
| 
 | |
| 	// SKY INPUTS
 | |
| 
 | |
| 	add_options.push_back(AddOption("AtCubeMapPass", "Input", "Sky", "VisualShaderNodeInput", vformat(input_param_for_sky_shader_mode, "at_cubemap_pass"), { "at_cubemap_pass" }, VisualShaderNode::PORT_TYPE_BOOLEAN, TYPE_FLAGS_SKY, Shader::MODE_SKY));
 | |
| 	add_options.push_back(AddOption("AtHalfResPass", "Input", "Sky", "VisualShaderNodeInput", vformat(input_param_for_sky_shader_mode, "at_half_res_pass"), { "at_half_res_pass" }, VisualShaderNode::PORT_TYPE_BOOLEAN, TYPE_FLAGS_SKY, Shader::MODE_SKY));
 | |
| 	add_options.push_back(AddOption("AtQuarterResPass", "Input", "Sky", "VisualShaderNodeInput", vformat(input_param_for_sky_shader_mode, "at_quarter_res_pass"), { "at_quarter_res_pass" }, VisualShaderNode::PORT_TYPE_BOOLEAN, TYPE_FLAGS_SKY, Shader::MODE_SKY));
 | |
| 	add_options.push_back(AddOption("EyeDir", "Input", "Sky", "VisualShaderNodeInput", vformat(input_param_for_sky_shader_mode, "eyedir"), { "eyedir" }, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_SKY, Shader::MODE_SKY));
 | |
| 	add_options.push_back(AddOption("HalfResColor", "Input", "Sky", "VisualShaderNodeInput", vformat(input_param_for_sky_shader_mode, "half_res_color"), { "half_res_color" }, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_SKY, Shader::MODE_SKY));
 | |
| 	add_options.push_back(AddOption("HalfResAlpha", "Input", "Sky", "VisualShaderNodeInput", vformat(input_param_for_sky_shader_mode, "half_res_alpha"), { "half_res_alpha" }, VisualShaderNode::PORT_TYPE_SCALAR, TYPE_FLAGS_SKY, Shader::MODE_SKY));
 | |
| 	add_options.push_back(AddOption("Light0Color", "Input", "Sky", "VisualShaderNodeInput", vformat(input_param_for_sky_shader_mode, "light0_color"), { "light0_color" }, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_SKY, Shader::MODE_SKY));
 | |
| 	add_options.push_back(AddOption("Light0Direction", "Input", "Sky", "VisualShaderNodeInput", vformat(input_param_for_sky_shader_mode, "light0_direction"), { "light0_direction" }, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_SKY, Shader::MODE_SKY));
 | |
| 	add_options.push_back(AddOption("Light0Enabled", "Input", "Sky", "VisualShaderNodeInput", vformat(input_param_for_sky_shader_mode, "light0_enabled"), { "light0_enabled" }, VisualShaderNode::PORT_TYPE_BOOLEAN, TYPE_FLAGS_SKY, Shader::MODE_SKY));
 | |
| 	add_options.push_back(AddOption("Light0Energy", "Input", "Sky", "VisualShaderNodeInput", vformat(input_param_for_sky_shader_mode, "light0_energy"), { "light0_energy" }, VisualShaderNode::PORT_TYPE_SCALAR, TYPE_FLAGS_SKY, Shader::MODE_SKY));
 | |
| 	add_options.push_back(AddOption("Light1Color", "Input", "Sky", "VisualShaderNodeInput", vformat(input_param_for_sky_shader_mode, "light1_color"), { "light1_color" }, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_SKY, Shader::MODE_SKY));
 | |
| 	add_options.push_back(AddOption("Light1Direction", "Input", "Sky", "VisualShaderNodeInput", vformat(input_param_for_sky_shader_mode, "light1_direction"), { "light1_direction" }, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_SKY, Shader::MODE_SKY));
 | |
| 	add_options.push_back(AddOption("Light1Enabled", "Input", "Sky", "VisualShaderNodeInput", vformat(input_param_for_sky_shader_mode, "light1_enabled"), { "light1_enabled" }, VisualShaderNode::PORT_TYPE_BOOLEAN, TYPE_FLAGS_SKY, Shader::MODE_SKY));
 | |
| 	add_options.push_back(AddOption("Light1Energy", "Input", "Sky", "VisualShaderNodeInput", vformat(input_param_for_sky_shader_mode, "light1_energy"), { "light1_energy" }, VisualShaderNode::PORT_TYPE_SCALAR, TYPE_FLAGS_SKY, Shader::MODE_SKY));
 | |
| 	add_options.push_back(AddOption("Light2Color", "Input", "Sky", "VisualShaderNodeInput", vformat(input_param_for_sky_shader_mode, "light2_color"), { "light2_color" }, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_SKY, Shader::MODE_SKY));
 | |
| 	add_options.push_back(AddOption("Light2Direction", "Input", "Sky", "VisualShaderNodeInput", vformat(input_param_for_sky_shader_mode, "light2_direction"), { "light2_direction" }, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_SKY, Shader::MODE_SKY));
 | |
| 	add_options.push_back(AddOption("Light2Enabled", "Input", "Sky", "VisualShaderNodeInput", vformat(input_param_for_sky_shader_mode, "light2_enabled"), { "light2_enabled" }, VisualShaderNode::PORT_TYPE_BOOLEAN, TYPE_FLAGS_SKY, Shader::MODE_SKY));
 | |
| 	add_options.push_back(AddOption("Light2Energy", "Input", "Sky", "VisualShaderNodeInput", vformat(input_param_for_sky_shader_mode, "light2_energy"), { "light2_energy" }, VisualShaderNode::PORT_TYPE_SCALAR, TYPE_FLAGS_SKY, Shader::MODE_SKY));
 | |
| 	add_options.push_back(AddOption("Light3Color", "Input", "Sky", "VisualShaderNodeInput", vformat(input_param_for_sky_shader_mode, "light3_color"), { "light3_color" }, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_SKY, Shader::MODE_SKY));
 | |
| 	add_options.push_back(AddOption("Light3Direction", "Input", "Sky", "VisualShaderNodeInput", vformat(input_param_for_sky_shader_mode, "light3_direction"), { "light3_direction" }, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_SKY, Shader::MODE_SKY));
 | |
| 	add_options.push_back(AddOption("Light3Enabled", "Input", "Sky", "VisualShaderNodeInput", vformat(input_param_for_sky_shader_mode, "light3_enabled"), { "light3_enabled" }, VisualShaderNode::PORT_TYPE_BOOLEAN, TYPE_FLAGS_SKY, Shader::MODE_SKY));
 | |
| 	add_options.push_back(AddOption("Light3Energy", "Input", "Sky", "VisualShaderNodeInput", vformat(input_param_for_sky_shader_mode, "light3_energy"), { "light3_energy" }, VisualShaderNode::PORT_TYPE_SCALAR, TYPE_FLAGS_SKY, Shader::MODE_SKY));
 | |
| 	add_options.push_back(AddOption("Position", "Input", "Sky", "VisualShaderNodeInput", vformat(input_param_for_sky_shader_mode, "position"), { "position" }, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_SKY, Shader::MODE_SKY));
 | |
| 	add_options.push_back(AddOption("QuarterResColor", "Input", "Sky", "VisualShaderNodeInput", vformat(input_param_for_sky_shader_mode, "quarter_res_color"), { "quarter_res_color" }, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_SKY, Shader::MODE_SKY));
 | |
| 	add_options.push_back(AddOption("QuarterResAlpha", "Input", "Sky", "VisualShaderNodeInput", vformat(input_param_for_sky_shader_mode, "quarter_res_alpha"), { "quarter_res_alpha" }, VisualShaderNode::PORT_TYPE_SCALAR, TYPE_FLAGS_SKY, Shader::MODE_SKY));
 | |
| 	add_options.push_back(AddOption("Radiance", "Input", "Sky", "VisualShaderNodeInput", vformat(input_param_for_sky_shader_mode, "radiance"), { "radiance" }, VisualShaderNode::PORT_TYPE_SAMPLER, TYPE_FLAGS_SKY, Shader::MODE_SKY));
 | |
| 	add_options.push_back(AddOption("ScreenUV", "Input", "Sky", "VisualShaderNodeInput", vformat(input_param_for_sky_shader_mode, "screen_uv"), { "screen_uv" }, VisualShaderNode::PORT_TYPE_VECTOR_2D, TYPE_FLAGS_SKY, Shader::MODE_SKY));
 | |
| 	add_options.push_back(AddOption("SkyCoords", "Input", "Sky", "VisualShaderNodeInput", vformat(input_param_for_sky_shader_mode, "sky_coords"), { "sky_coords" }, VisualShaderNode::PORT_TYPE_VECTOR_2D, TYPE_FLAGS_SKY, Shader::MODE_SKY));
 | |
| 	add_options.push_back(AddOption("Time", "Input", "Sky", "VisualShaderNodeInput", vformat(input_param_for_sky_shader_mode, "time"), { "time" }, VisualShaderNode::PORT_TYPE_SCALAR, TYPE_FLAGS_SKY, Shader::MODE_SKY));
 | |
| 
 | |
| 	// FOG INPUTS
 | |
| 
 | |
| 	add_options.push_back(AddOption("WorldPosition", "Input", "Fog", "VisualShaderNodeInput", vformat(input_param_for_fog_shader_mode, "world_position"), { "world_position" }, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_FOG, Shader::MODE_FOG));
 | |
| 	add_options.push_back(AddOption("ObjectPosition", "Input", "Fog", "VisualShaderNodeInput", vformat(input_param_for_fog_shader_mode, "object_position"), { "object_position" }, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_FOG, Shader::MODE_FOG));
 | |
| 	add_options.push_back(AddOption("UVW", "Input", "Fog", "VisualShaderNodeInput", vformat(input_param_for_fog_shader_mode, "uvw"), { "uvw" }, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_FOG, Shader::MODE_FOG));
 | |
| 	add_options.push_back(AddOption("Extents", "Input", "Fog", "VisualShaderNodeInput", vformat(input_param_for_fog_shader_mode, "extents"), { "extents" }, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_FOG, Shader::MODE_FOG));
 | |
| 	add_options.push_back(AddOption("SDF", "Input", "Fog", "VisualShaderNodeInput", vformat(input_param_for_fog_shader_mode, "sdf"), { "sdf" }, VisualShaderNode::PORT_TYPE_SCALAR, TYPE_FLAGS_FOG, Shader::MODE_FOG));
 | |
| 	add_options.push_back(AddOption("Time", "Input", "Fog", "VisualShaderNodeInput", vformat(input_param_for_fog_shader_mode, "time"), { "time" }, VisualShaderNode::PORT_TYPE_SCALAR, TYPE_FLAGS_FOG, Shader::MODE_FOG));
 | |
| 
 | |
| 	// PARTICLES INPUTS
 | |
| 
 | |
| 	add_options.push_back(AddOption("CollisionDepth", "Input", "Collide", "VisualShaderNodeInput", vformat(input_param_for_collide_shader_mode, "collision_depth"), { "collision_depth" }, VisualShaderNode::PORT_TYPE_SCALAR, TYPE_FLAGS_COLLIDE, Shader::MODE_PARTICLES));
 | |
| 	add_options.push_back(AddOption("CollisionNormal", "Input", "Collide", "VisualShaderNodeInput", vformat(input_param_for_collide_shader_mode, "collision_normal"), { "collision_normal" }, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_COLLIDE, Shader::MODE_PARTICLES));
 | |
| 
 | |
| 	// PARTICLES
 | |
| 
 | |
| 	add_options.push_back(AddOption("EmitParticle", "Particles", "", "VisualShaderNodeParticleEmit", "", {}, -1, TYPE_FLAGS_PROCESS | TYPE_FLAGS_PROCESS_CUSTOM | TYPE_FLAGS_COLLIDE, Shader::MODE_PARTICLES));
 | |
| 	add_options.push_back(AddOption("ParticleAccelerator", "Particles", "", "VisualShaderNodeParticleAccelerator", "", {}, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_PROCESS, Shader::MODE_PARTICLES));
 | |
| 	add_options.push_back(AddOption("ParticleRandomness", "Particles", "", "VisualShaderNodeParticleRandomness", "", {}, VisualShaderNode::PORT_TYPE_SCALAR, TYPE_FLAGS_EMIT | TYPE_FLAGS_PROCESS | TYPE_FLAGS_COLLIDE, Shader::MODE_PARTICLES));
 | |
| 	add_options.push_back(AddOption("MultiplyByAxisAngle", "Particles", "Transform", "VisualShaderNodeParticleMultiplyByAxisAngle", TTR("A node for help to multiply a position input vector by rotation using specific axis. Intended to work with emitters."), {}, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_EMIT | TYPE_FLAGS_PROCESS | TYPE_FLAGS_COLLIDE, Shader::MODE_PARTICLES));
 | |
| 
 | |
| 	add_options.push_back(AddOption("BoxEmitter", "Particles", "Emitters", "VisualShaderNodeParticleBoxEmitter", "", {}, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_EMIT, Shader::MODE_PARTICLES));
 | |
| 	add_options.push_back(AddOption("MeshEmitter", "Particles", "Emitters", "VisualShaderNodeParticleMeshEmitter", "", {}, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_EMIT, Shader::MODE_PARTICLES));
 | |
| 	add_options.push_back(AddOption("RingEmitter", "Particles", "Emitters", "VisualShaderNodeParticleRingEmitter", "", {}, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_EMIT, Shader::MODE_PARTICLES));
 | |
| 	add_options.push_back(AddOption("SphereEmitter", "Particles", "Emitters", "VisualShaderNodeParticleSphereEmitter", "", {}, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_EMIT, Shader::MODE_PARTICLES));
 | |
| 
 | |
| 	add_options.push_back(AddOption("ConeVelocity", "Particles", "Velocity", "VisualShaderNodeParticleConeVelocity", "", {}, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_EMIT, Shader::MODE_PARTICLES));
 | |
| 
 | |
| 	// SCALAR
 | |
| 
 | |
| 	add_options.push_back(AddOption("FloatFunc", "Scalar", "Common", "VisualShaderNodeFloatFunc", TTR("Float function."), {}, VisualShaderNode::PORT_TYPE_SCALAR));
 | |
| 	add_options.push_back(AddOption("FloatOp", "Scalar", "Common", "VisualShaderNodeFloatOp", TTR("Float operator."), {}, VisualShaderNode::PORT_TYPE_SCALAR));
 | |
| 	add_options.push_back(AddOption("IntFunc", "Scalar", "Common", "VisualShaderNodeIntFunc", TTR("Integer function."), {}, VisualShaderNode::PORT_TYPE_SCALAR_INT));
 | |
| 	add_options.push_back(AddOption("IntOp", "Scalar", "Common", "VisualShaderNodeIntOp", TTR("Integer operator."), {}, VisualShaderNode::PORT_TYPE_SCALAR_INT));
 | |
| 
 | |
| 	// CONSTANTS
 | |
| 
 | |
| 	for (int i = 0; i < MAX_FLOAT_CONST_DEFS; i++) {
 | |
| 		add_options.push_back(AddOption(float_constant_defs[i].name, "Scalar", "Constants", "VisualShaderNodeFloatConstant", float_constant_defs[i].desc, { float_constant_defs[i].value }, VisualShaderNode::PORT_TYPE_SCALAR));
 | |
| 	}
 | |
| 	// FUNCTIONS
 | |
| 
 | |
| 	add_options.push_back(AddOption("Abs", "Scalar", "Functions", "VisualShaderNodeFloatFunc", TTR("Returns the absolute value of the parameter."), { VisualShaderNodeFloatFunc::FUNC_ABS }, VisualShaderNode::PORT_TYPE_SCALAR));
 | |
| 	add_options.push_back(AddOption("Abs", "Scalar", "Functions", "VisualShaderNodeIntFunc", TTR("Returns the absolute value of the parameter."), { VisualShaderNodeIntFunc::FUNC_ABS }, VisualShaderNode::PORT_TYPE_SCALAR_INT));
 | |
| 	add_options.push_back(AddOption("ACos", "Scalar", "Functions", "VisualShaderNodeFloatFunc", TTR("Returns the arc-cosine of the parameter."), { VisualShaderNodeFloatFunc::FUNC_ACOS }, VisualShaderNode::PORT_TYPE_SCALAR));
 | |
| 	add_options.push_back(AddOption("ACosH", "Scalar", "Functions", "VisualShaderNodeFloatFunc", TTR("Returns the inverse hyperbolic cosine of the parameter."), { VisualShaderNodeFloatFunc::FUNC_ACOSH }, VisualShaderNode::PORT_TYPE_SCALAR));
 | |
| 	add_options.push_back(AddOption("ASin", "Scalar", "Functions", "VisualShaderNodeFloatFunc", TTR("Returns the arc-sine of the parameter."), { VisualShaderNodeFloatFunc::FUNC_ASIN }, VisualShaderNode::PORT_TYPE_SCALAR));
 | |
| 	add_options.push_back(AddOption("ASinH", "Scalar", "Functions", "VisualShaderNodeFloatFunc", TTR("Returns the inverse hyperbolic sine of the parameter."), { VisualShaderNodeFloatFunc::FUNC_ASINH }, VisualShaderNode::PORT_TYPE_SCALAR));
 | |
| 	add_options.push_back(AddOption("ATan", "Scalar", "Functions", "VisualShaderNodeFloatFunc", TTR("Returns the arc-tangent of the parameter."), { VisualShaderNodeFloatFunc::FUNC_ATAN }, VisualShaderNode::PORT_TYPE_SCALAR));
 | |
| 	add_options.push_back(AddOption("ATan2", "Scalar", "Functions", "VisualShaderNodeFloatOp", TTR("Returns the arc-tangent of the parameters."), { VisualShaderNodeFloatOp::OP_ATAN2 }, VisualShaderNode::PORT_TYPE_SCALAR));
 | |
| 	add_options.push_back(AddOption("ATanH", "Scalar", "Functions", "VisualShaderNodeFloatFunc", TTR("Returns the inverse hyperbolic tangent of the parameter."), { VisualShaderNodeFloatFunc::FUNC_ATANH }, VisualShaderNode::PORT_TYPE_SCALAR));
 | |
| 	add_options.push_back(AddOption("BitwiseNOT", "Scalar", "Functions", "VisualShaderNodeIntFunc", TTR("Returns the result of bitwise NOT (~a) operation on the integer."), { VisualShaderNodeIntFunc::FUNC_BITWISE_NOT }, VisualShaderNode::PORT_TYPE_SCALAR_INT));
 | |
| 	add_options.push_back(AddOption("Ceil", "Scalar", "Functions", "VisualShaderNodeFloatFunc", TTR("Finds the nearest integer that is greater than or equal to the parameter."), { VisualShaderNodeFloatFunc::FUNC_CEIL }, VisualShaderNode::PORT_TYPE_SCALAR));
 | |
| 	add_options.push_back(AddOption("Clamp", "Scalar", "Functions", "VisualShaderNodeClamp", TTR("Constrains a value to lie between two further values."), { VisualShaderNodeClamp::OP_TYPE_FLOAT }, VisualShaderNode::PORT_TYPE_SCALAR));
 | |
| 	add_options.push_back(AddOption("Clamp", "Scalar", "Functions", "VisualShaderNodeClamp", TTR("Constrains a value to lie between two further values."), { VisualShaderNodeClamp::OP_TYPE_INT }, VisualShaderNode::PORT_TYPE_SCALAR_INT));
 | |
| 	add_options.push_back(AddOption("Cos", "Scalar", "Functions", "VisualShaderNodeFloatFunc", TTR("Returns the cosine of the parameter."), { VisualShaderNodeFloatFunc::FUNC_COS }, VisualShaderNode::PORT_TYPE_SCALAR));
 | |
| 	add_options.push_back(AddOption("CosH", "Scalar", "Functions", "VisualShaderNodeFloatFunc", TTR("Returns the hyperbolic cosine of the parameter."), { VisualShaderNodeFloatFunc::FUNC_COSH }, VisualShaderNode::PORT_TYPE_SCALAR));
 | |
| 	add_options.push_back(AddOption("Degrees", "Scalar", "Functions", "VisualShaderNodeFloatFunc", TTR("Converts a quantity in radians to degrees."), { VisualShaderNodeFloatFunc::FUNC_DEGREES }, VisualShaderNode::PORT_TYPE_SCALAR));
 | |
| 	add_options.push_back(AddOption("DFdX", "Scalar", "Functions", "VisualShaderNodeDerivativeFunc", TTR("(Fragment/Light mode only) (Scalar) Derivative in 'x' using local differencing."), { VisualShaderNodeDerivativeFunc::FUNC_X, VisualShaderNodeDerivativeFunc::OP_TYPE_SCALAR }, VisualShaderNode::PORT_TYPE_SCALAR, TYPE_FLAGS_FRAGMENT | TYPE_FLAGS_LIGHT, -1, true));
 | |
| 	add_options.push_back(AddOption("DFdY", "Scalar", "Functions", "VisualShaderNodeDerivativeFunc", TTR("(Fragment/Light mode only) (Scalar) Derivative in 'y' using local differencing."), { VisualShaderNodeDerivativeFunc::FUNC_Y, VisualShaderNodeDerivativeFunc::OP_TYPE_SCALAR }, VisualShaderNode::PORT_TYPE_SCALAR, TYPE_FLAGS_FRAGMENT | TYPE_FLAGS_LIGHT, -1, true));
 | |
| 	add_options.push_back(AddOption("Exp", "Scalar", "Functions", "VisualShaderNodeFloatFunc", TTR("Base-e Exponential."), { VisualShaderNodeFloatFunc::FUNC_EXP }, VisualShaderNode::PORT_TYPE_SCALAR));
 | |
| 	add_options.push_back(AddOption("Exp2", "Scalar", "Functions", "VisualShaderNodeFloatFunc", TTR("Base-2 Exponential."), { VisualShaderNodeFloatFunc::FUNC_EXP2 }, VisualShaderNode::PORT_TYPE_SCALAR));
 | |
| 	add_options.push_back(AddOption("Floor", "Scalar", "Functions", "VisualShaderNodeFloatFunc", TTR("Finds the nearest integer less than or equal to the parameter."), { VisualShaderNodeFloatFunc::FUNC_FLOOR }, VisualShaderNode::PORT_TYPE_SCALAR));
 | |
| 	add_options.push_back(AddOption("Fract", "Scalar", "Functions", "VisualShaderNodeFloatFunc", TTR("Computes the fractional part of the argument."), { VisualShaderNodeFloatFunc::FUNC_FRAC }, VisualShaderNode::PORT_TYPE_SCALAR));
 | |
| 	add_options.push_back(AddOption("InverseSqrt", "Scalar", "Functions", "VisualShaderNodeFloatFunc", TTR("Returns the inverse of the square root of the parameter."), { VisualShaderNodeFloatFunc::FUNC_INVERSE_SQRT }, VisualShaderNode::PORT_TYPE_SCALAR));
 | |
| 	add_options.push_back(AddOption("Log", "Scalar", "Functions", "VisualShaderNodeFloatFunc", TTR("Natural logarithm."), { VisualShaderNodeFloatFunc::FUNC_LOG }, VisualShaderNode::PORT_TYPE_SCALAR));
 | |
| 	add_options.push_back(AddOption("Log2", "Scalar", "Functions", "VisualShaderNodeFloatFunc", TTR("Base-2 logarithm."), { VisualShaderNodeFloatFunc::FUNC_LOG2 }, VisualShaderNode::PORT_TYPE_SCALAR));
 | |
| 	add_options.push_back(AddOption("Max", "Scalar", "Functions", "VisualShaderNodeFloatOp", TTR("Returns the greater of two values."), { VisualShaderNodeFloatOp::OP_MAX }, VisualShaderNode::PORT_TYPE_SCALAR));
 | |
| 	add_options.push_back(AddOption("Min", "Scalar", "Functions", "VisualShaderNodeFloatOp", TTR("Returns the lesser of two values."), { VisualShaderNodeFloatOp::OP_MIN }, VisualShaderNode::PORT_TYPE_SCALAR));
 | |
| 	add_options.push_back(AddOption("Mix", "Scalar", "Functions", "VisualShaderNodeMix", TTR("Linear interpolation between two scalars."), { VisualShaderNodeMix::OP_TYPE_SCALAR }, VisualShaderNode::PORT_TYPE_SCALAR));
 | |
| 	add_options.push_back(AddOption("MultiplyAdd", "Scalar", "Functions", "VisualShaderNodeMultiplyAdd", TTR("Performs a fused multiply-add operation (a * b + c) on scalars."), { VisualShaderNodeMultiplyAdd::OP_TYPE_SCALAR }, VisualShaderNode::PORT_TYPE_SCALAR));
 | |
| 	add_options.push_back(AddOption("Negate", "Scalar", "Functions", "VisualShaderNodeFloatFunc", TTR("Returns the opposite value of the parameter."), { VisualShaderNodeFloatFunc::FUNC_NEGATE }, VisualShaderNode::PORT_TYPE_SCALAR));
 | |
| 	add_options.push_back(AddOption("Negate", "Scalar", "Functions", "VisualShaderNodeIntFunc", TTR("Returns the opposite value of the parameter."), { VisualShaderNodeIntFunc::FUNC_NEGATE }, VisualShaderNode::PORT_TYPE_SCALAR_INT));
 | |
| 	add_options.push_back(AddOption("OneMinus", "Scalar", "Functions", "VisualShaderNodeFloatFunc", TTR("1.0 - scalar"), { VisualShaderNodeFloatFunc::FUNC_ONEMINUS }, VisualShaderNode::PORT_TYPE_SCALAR));
 | |
| 	add_options.push_back(AddOption("Pow", "Scalar", "Functions", "VisualShaderNodeFloatOp", TTR("Returns the value of the first parameter raised to the power of the second."), { VisualShaderNodeFloatOp::OP_POW }, VisualShaderNode::PORT_TYPE_SCALAR));
 | |
| 	add_options.push_back(AddOption("Radians", "Scalar", "Functions", "VisualShaderNodeFloatFunc", TTR("Converts a quantity in degrees to radians."), { VisualShaderNodeFloatFunc::FUNC_RADIANS }, VisualShaderNode::PORT_TYPE_SCALAR));
 | |
| 	add_options.push_back(AddOption("Reciprocal", "Scalar", "Functions", "VisualShaderNodeFloatFunc", TTR("1.0 / scalar"), { VisualShaderNodeFloatFunc::FUNC_RECIPROCAL }, VisualShaderNode::PORT_TYPE_SCALAR));
 | |
| 	add_options.push_back(AddOption("Round", "Scalar", "Functions", "VisualShaderNodeFloatFunc", TTR("Finds the nearest integer to the parameter."), { VisualShaderNodeFloatFunc::FUNC_ROUND }, VisualShaderNode::PORT_TYPE_SCALAR));
 | |
| 	add_options.push_back(AddOption("RoundEven", "Scalar", "Functions", "VisualShaderNodeFloatFunc", TTR("Finds the nearest even integer to the parameter."), { VisualShaderNodeFloatFunc::FUNC_ROUNDEVEN }, VisualShaderNode::PORT_TYPE_SCALAR));
 | |
| 	add_options.push_back(AddOption("Saturate", "Scalar", "Functions", "VisualShaderNodeFloatFunc", TTR("Clamps the value between 0.0 and 1.0."), { VisualShaderNodeFloatFunc::FUNC_SATURATE }, VisualShaderNode::PORT_TYPE_SCALAR));
 | |
| 	add_options.push_back(AddOption("Sign", "Scalar", "Functions", "VisualShaderNodeFloatFunc", TTR("Extracts the sign of the parameter."), { VisualShaderNodeFloatFunc::FUNC_SIGN }, VisualShaderNode::PORT_TYPE_SCALAR));
 | |
| 	add_options.push_back(AddOption("Sign", "Scalar", "Functions", "VisualShaderNodeIntFunc", TTR("Extracts the sign of the parameter."), { VisualShaderNodeIntFunc::FUNC_SIGN }, VisualShaderNode::PORT_TYPE_SCALAR_INT));
 | |
| 	add_options.push_back(AddOption("Sin", "Scalar", "Functions", "VisualShaderNodeFloatFunc", TTR("Returns the sine of the parameter."), { VisualShaderNodeFloatFunc::FUNC_SIN }, VisualShaderNode::PORT_TYPE_SCALAR));
 | |
| 	add_options.push_back(AddOption("SinH", "Scalar", "Functions", "VisualShaderNodeFloatFunc", TTR("Returns the hyperbolic sine of the parameter."), { VisualShaderNodeFloatFunc::FUNC_SINH }, VisualShaderNode::PORT_TYPE_SCALAR));
 | |
| 	add_options.push_back(AddOption("Sqrt", "Scalar", "Functions", "VisualShaderNodeFloatFunc", TTR("Returns the square root of the parameter."), { VisualShaderNodeFloatFunc::FUNC_SQRT }, VisualShaderNode::PORT_TYPE_SCALAR));
 | |
| 	add_options.push_back(AddOption("SmoothStep", "Scalar", "Functions", "VisualShaderNodeSmoothStep", TTR("SmoothStep function( scalar(edge0), scalar(edge1), scalar(x) ).\n\nReturns 0.0 if 'x' is smaller than 'edge0' and 1.0 if x is larger than 'edge1'. Otherwise the return value is interpolated between 0.0 and 1.0 using Hermite polynomials."), { VisualShaderNodeSmoothStep::OP_TYPE_SCALAR }, VisualShaderNode::PORT_TYPE_SCALAR));
 | |
| 	add_options.push_back(AddOption("Step", "Scalar", "Functions", "VisualShaderNodeStep", TTR("Step function( scalar(edge), scalar(x) ).\n\nReturns 0.0 if 'x' is smaller than 'edge' and otherwise 1.0."), { VisualShaderNodeStep::OP_TYPE_SCALAR }, VisualShaderNode::PORT_TYPE_SCALAR));
 | |
| 	add_options.push_back(AddOption("Sum", "Scalar", "Functions", "VisualShaderNodeDerivativeFunc", TTR("(Fragment/Light mode only) (Scalar) Sum of absolute derivative in 'x' and 'y'."), { VisualShaderNodeDerivativeFunc::FUNC_SUM, VisualShaderNodeDerivativeFunc::OP_TYPE_SCALAR }, VisualShaderNode::PORT_TYPE_SCALAR, TYPE_FLAGS_FRAGMENT | TYPE_FLAGS_LIGHT, -1, true));
 | |
| 	add_options.push_back(AddOption("Tan", "Scalar", "Functions", "VisualShaderNodeFloatFunc", TTR("Returns the tangent of the parameter."), { VisualShaderNodeFloatFunc::FUNC_TAN }, VisualShaderNode::PORT_TYPE_SCALAR));
 | |
| 	add_options.push_back(AddOption("TanH", "Scalar", "Functions", "VisualShaderNodeFloatFunc", TTR("Returns the hyperbolic tangent of the parameter."), { VisualShaderNodeFloatFunc::FUNC_TANH }, VisualShaderNode::PORT_TYPE_SCALAR));
 | |
| 	add_options.push_back(AddOption("Trunc", "Scalar", "Functions", "VisualShaderNodeFloatFunc", TTR("Finds the truncated value of the parameter."), { VisualShaderNodeFloatFunc::FUNC_TRUNC }, VisualShaderNode::PORT_TYPE_SCALAR));
 | |
| 
 | |
| 	add_options.push_back(AddOption("Add", "Scalar", "Operators", "VisualShaderNodeFloatOp", TTR("Sums two floating-point scalars."), { VisualShaderNodeFloatOp::OP_ADD }, VisualShaderNode::PORT_TYPE_SCALAR));
 | |
| 	add_options.push_back(AddOption("Add", "Scalar", "Operators", "VisualShaderNodeIntOp", TTR("Sums two integer scalars."), { VisualShaderNodeIntOp::OP_ADD }, VisualShaderNode::PORT_TYPE_SCALAR_INT));
 | |
| 	add_options.push_back(AddOption("BitwiseAND", "Scalar", "Operators", "VisualShaderNodeIntOp", TTR("Returns the result of bitwise AND (a & b) operation for two integers."), { VisualShaderNodeIntOp::OP_BITWISE_AND }, VisualShaderNode::PORT_TYPE_SCALAR_INT));
 | |
| 	add_options.push_back(AddOption("BitwiseLeftShift", "Scalar", "Operators", "VisualShaderNodeIntOp", TTR("Returns the result of bitwise left shift (a << b) operation on the integer."), { VisualShaderNodeIntOp::OP_BITWISE_LEFT_SHIFT }, VisualShaderNode::PORT_TYPE_SCALAR_INT));
 | |
| 	add_options.push_back(AddOption("BitwiseOR", "Scalar", "Operators", "VisualShaderNodeIntOp", TTR("Returns the result of bitwise OR (a | b) operation for two integers."), { VisualShaderNodeIntOp::OP_BITWISE_OR }, VisualShaderNode::PORT_TYPE_SCALAR_INT));
 | |
| 	add_options.push_back(AddOption("BitwiseRightShift", "Scalar", "Operators", "VisualShaderNodeIntOp", TTR("Returns the result of bitwise right shift (a >> b) operation on the integer."), { VisualShaderNodeIntOp::OP_BITWISE_RIGHT_SHIFT }, VisualShaderNode::PORT_TYPE_SCALAR_INT));
 | |
| 	add_options.push_back(AddOption("BitwiseXOR", "Scalar", "Operators", "VisualShaderNodeIntOp", TTR("Returns the result of bitwise XOR (a ^ b) operation on the integer."), { VisualShaderNodeIntOp::OP_BITWISE_XOR }, VisualShaderNode::PORT_TYPE_SCALAR_INT));
 | |
| 	add_options.push_back(AddOption("Divide", "Scalar", "Operators", "VisualShaderNodeFloatOp", TTR("Divides two floating-point scalars."), { VisualShaderNodeFloatOp::OP_DIV }, VisualShaderNode::PORT_TYPE_SCALAR));
 | |
| 	add_options.push_back(AddOption("Divide", "Scalar", "Operators", "VisualShaderNodeIntOp", TTR("Divides two integer scalars."), { VisualShaderNodeIntOp::OP_DIV }, VisualShaderNode::PORT_TYPE_SCALAR_INT));
 | |
| 	add_options.push_back(AddOption("Multiply", "Scalar", "Operators", "VisualShaderNodeFloatOp", TTR("Multiplies two floating-point scalars."), { VisualShaderNodeFloatOp::OP_MUL }, VisualShaderNode::PORT_TYPE_SCALAR));
 | |
| 	add_options.push_back(AddOption("Multiply", "Scalar", "Operators", "VisualShaderNodeIntOp", TTR("Multiplies two integer scalars."), { VisualShaderNodeIntOp::OP_MUL }, VisualShaderNode::PORT_TYPE_SCALAR_INT));
 | |
| 	add_options.push_back(AddOption("Remainder", "Scalar", "Operators", "VisualShaderNodeFloatOp", TTR("Returns the remainder of the two floating-point scalars."), { VisualShaderNodeFloatOp::OP_MOD }, VisualShaderNode::PORT_TYPE_SCALAR));
 | |
| 	add_options.push_back(AddOption("Remainder", "Scalar", "Operators", "VisualShaderNodeIntOp", TTR("Returns the remainder of the two integer scalars."), { VisualShaderNodeIntOp::OP_MOD }, VisualShaderNode::PORT_TYPE_SCALAR_INT));
 | |
| 	add_options.push_back(AddOption("Subtract", "Scalar", "Operators", "VisualShaderNodeFloatOp", TTR("Subtracts two floating-point scalars."), { VisualShaderNodeFloatOp::OP_SUB }, VisualShaderNode::PORT_TYPE_SCALAR));
 | |
| 	add_options.push_back(AddOption("Subtract", "Scalar", "Operators", "VisualShaderNodeIntOp", TTR("Subtracts two integer scalars."), { VisualShaderNodeIntOp::OP_SUB }, VisualShaderNode::PORT_TYPE_SCALAR_INT));
 | |
| 
 | |
| 	add_options.push_back(AddOption("FloatConstant", "Scalar", "Variables", "VisualShaderNodeFloatConstant", TTR("Scalar floating-point constant."), {}, VisualShaderNode::PORT_TYPE_SCALAR));
 | |
| 	add_options.push_back(AddOption("IntConstant", "Scalar", "Variables", "VisualShaderNodeIntConstant", TTR("Scalar integer constant."), {}, VisualShaderNode::PORT_TYPE_SCALAR_INT));
 | |
| 	add_options.push_back(AddOption("FloatUniform", "Scalar", "Variables", "VisualShaderNodeFloatUniform", TTR("Scalar floating-point uniform."), {}, VisualShaderNode::PORT_TYPE_SCALAR));
 | |
| 	add_options.push_back(AddOption("IntUniform", "Scalar", "Variables", "VisualShaderNodeIntUniform", TTR("Scalar integer uniform."), {}, VisualShaderNode::PORT_TYPE_SCALAR_INT));
 | |
| 
 | |
| 	// SDF
 | |
| 	{
 | |
| 		add_options.push_back(AddOption("ScreenUVToSDF", "SDF", "", "VisualShaderNodeScreenUVToSDF", TTR("Converts screen UV to a SDF."), {}, VisualShaderNode::PORT_TYPE_VECTOR_2D, TYPE_FLAGS_FRAGMENT | TYPE_FLAGS_LIGHT, Shader::MODE_CANVAS_ITEM));
 | |
| 		add_options.push_back(AddOption("SDFRaymarch", "SDF", "", "VisualShaderNodeSDFRaymarch", TTR("Casts a ray against the screen SDF and returns the distance travelled."), {}, -1, TYPE_FLAGS_FRAGMENT | TYPE_FLAGS_LIGHT, Shader::MODE_CANVAS_ITEM));
 | |
| 		add_options.push_back(AddOption("SDFToScreenUV", "SDF", "", "VisualShaderNodeSDFToScreenUV", TTR("Converts a SDF to screen UV."), {}, VisualShaderNode::PORT_TYPE_VECTOR_2D, TYPE_FLAGS_FRAGMENT | TYPE_FLAGS_LIGHT, Shader::MODE_CANVAS_ITEM));
 | |
| 		add_options.push_back(AddOption("TextureSDF", "SDF", "", "VisualShaderNodeTextureSDF", TTR("Performs a SDF texture lookup."), {}, VisualShaderNode::PORT_TYPE_SCALAR, TYPE_FLAGS_FRAGMENT | TYPE_FLAGS_LIGHT, Shader::MODE_CANVAS_ITEM));
 | |
| 		add_options.push_back(AddOption("TextureSDFNormal", "SDF", "", "VisualShaderNodeTextureSDFNormal", TTR("Performs a SDF normal texture lookup."), {}, VisualShaderNode::PORT_TYPE_VECTOR_2D, TYPE_FLAGS_FRAGMENT | TYPE_FLAGS_LIGHT, Shader::MODE_CANVAS_ITEM));
 | |
| 	}
 | |
| 
 | |
| 	// TEXTURES
 | |
| 
 | |
| 	add_options.push_back(AddOption("UVFunc", "Textures", "Common", "VisualShaderNodeUVFunc", TTR("Function to be applied on texture coordinates."), {}, VisualShaderNode::PORT_TYPE_VECTOR_2D));
 | |
| 
 | |
| 	cubemap_node_option_idx = add_options.size();
 | |
| 	add_options.push_back(AddOption("CubeMap", "Textures", "Functions", "VisualShaderNodeCubemap", TTR("Perform the cubic texture lookup.")));
 | |
| 	curve_node_option_idx = add_options.size();
 | |
| 	add_options.push_back(AddOption("CurveTexture", "Textures", "Functions", "VisualShaderNodeCurveTexture", TTR("Perform the curve texture lookup.")));
 | |
| 	curve_xyz_node_option_idx = add_options.size();
 | |
| 	add_options.push_back(AddOption("CurveXYZTexture", "Textures", "Functions", "VisualShaderNodeCurveXYZTexture", TTR("Perform the three components curve texture lookup.")));
 | |
| 	texture2d_node_option_idx = add_options.size();
 | |
| 	add_options.push_back(AddOption("Texture2D", "Textures", "Functions", "VisualShaderNodeTexture", TTR("Perform the 2D texture lookup.")));
 | |
| 	texture2d_array_node_option_idx = add_options.size();
 | |
| 	add_options.push_back(AddOption("Texture2DArray", "Textures", "Functions", "VisualShaderNodeTexture2DArray", TTR("Perform the 2D-array texture lookup.")));
 | |
| 	texture3d_node_option_idx = add_options.size();
 | |
| 	add_options.push_back(AddOption("Texture3D", "Textures", "Functions", "VisualShaderNodeTexture3D", TTR("Perform the 3D texture lookup.")));
 | |
| 	add_options.push_back(AddOption("UVPanning", "Textures", "Functions", "VisualShaderNodeUVFunc", TTR("Apply panning function on texture coordinates."), { VisualShaderNodeUVFunc::FUNC_PANNING }, VisualShaderNode::PORT_TYPE_VECTOR_2D));
 | |
| 	add_options.push_back(AddOption("UVScaling", "Textures", "Functions", "VisualShaderNodeUVFunc", TTR("Apply scaling function on texture coordinates."), { VisualShaderNodeUVFunc::FUNC_SCALING }, VisualShaderNode::PORT_TYPE_VECTOR_2D));
 | |
| 
 | |
| 	add_options.push_back(AddOption("CubeMapUniform", "Textures", "Variables", "VisualShaderNodeCubemapUniform", TTR("Cubic texture uniform lookup.")));
 | |
| 	add_options.push_back(AddOption("TextureUniform", "Textures", "Variables", "VisualShaderNodeTextureUniform", TTR("2D texture uniform lookup.")));
 | |
| 	add_options.push_back(AddOption("TextureUniformTriplanar", "Textures", "Variables", "VisualShaderNodeTextureUniformTriplanar", TTR("2D texture uniform lookup with triplanar."), {}, -1, TYPE_FLAGS_FRAGMENT | TYPE_FLAGS_LIGHT, Shader::MODE_SPATIAL));
 | |
| 	add_options.push_back(AddOption("Texture2DArrayUniform", "Textures", "Variables", "VisualShaderNodeTexture2DArrayUniform", TTR("2D array of textures uniform lookup.")));
 | |
| 	add_options.push_back(AddOption("Texture3DUniform", "Textures", "Variables", "VisualShaderNodeTexture3DUniform", TTR("3D texture uniform lookup.")));
 | |
| 
 | |
| 	// TRANSFORM
 | |
| 
 | |
| 	add_options.push_back(AddOption("TransformFunc", "Transform", "Common", "VisualShaderNodeTransformFunc", TTR("Transform function."), {}, VisualShaderNode::PORT_TYPE_TRANSFORM));
 | |
| 	add_options.push_back(AddOption("TransformOp", "Transform", "Common", "VisualShaderNodeTransformOp", TTR("Transform operator."), {}, 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'."), {}, VisualShaderNode::PORT_TYPE_TRANSFORM));
 | |
| 	add_options.push_back(AddOption("TransformCompose", "Transform", "Composition", "VisualShaderNodeTransformCompose", TTR("Composes transform from four vectors."), {}, VisualShaderNode::PORT_TYPE_TRANSFORM));
 | |
| 	add_options.push_back(AddOption("TransformDecompose", "Transform", "Composition", "VisualShaderNodeTransformDecompose", TTR("Decomposes transform to four vectors.")));
 | |
| 
 | |
| 	add_options.push_back(AddOption("Determinant", "Transform", "Functions", "VisualShaderNodeDeterminant", TTR("Calculates the determinant of a transform."), {}, VisualShaderNode::PORT_TYPE_SCALAR));
 | |
| 	add_options.push_back(AddOption("GetBillboardMatrix", "Transform", "Functions", "VisualShaderNodeBillboard", TTR("Calculates how the object should face the camera to be applied on Model View Matrix output port for 3D objects."), {}, VisualShaderNode::PORT_TYPE_TRANSFORM, TYPE_FLAGS_VERTEX, Shader::MODE_SPATIAL));
 | |
| 	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("Add", "Transform", "Operators", "VisualShaderNodeTransformOp", TTR("Sums two transforms."), { VisualShaderNodeTransformOp::OP_ADD }, VisualShaderNode::PORT_TYPE_TRANSFORM));
 | |
| 	add_options.push_back(AddOption("Divide", "Transform", "Operators", "VisualShaderNodeTransformOp", TTR("Divides two transforms."), { VisualShaderNodeTransformOp::OP_A_DIV_B }, VisualShaderNode::PORT_TYPE_TRANSFORM));
 | |
| 	add_options.push_back(AddOption("Multiply", "Transform", "Operators", "VisualShaderNodeTransformOp", TTR("Multiplies two transforms."), { VisualShaderNodeTransformOp::OP_AxB }, VisualShaderNode::PORT_TYPE_TRANSFORM));
 | |
| 	add_options.push_back(AddOption("MultiplyComp", "Transform", "Operators", "VisualShaderNodeTransformOp", TTR("Performs per-component multiplication of two transforms."), { VisualShaderNodeTransformOp::OP_AxB_COMP }, VisualShaderNode::PORT_TYPE_TRANSFORM));
 | |
| 	add_options.push_back(AddOption("Subtract", "Transform", "Operators", "VisualShaderNodeTransformOp", TTR("Subtracts two transforms."), { VisualShaderNodeTransformOp::OP_A_MINUS_B }, VisualShaderNode::PORT_TYPE_TRANSFORM));
 | |
| 	add_options.push_back(AddOption("TransformVectorMult", "Transform", "Operators", "VisualShaderNodeTransformVecMult", TTR("Multiplies vector by transform."), {}, VisualShaderNode::PORT_TYPE_VECTOR_3D));
 | |
| 
 | |
| 	add_options.push_back(AddOption("TransformConstant", "Transform", "Variables", "VisualShaderNodeTransformConstant", TTR("Transform constant."), {}, VisualShaderNode::PORT_TYPE_TRANSFORM));
 | |
| 	add_options.push_back(AddOption("TransformUniform", "Transform", "Variables", "VisualShaderNodeTransformUniform", TTR("Transform uniform."), {}, VisualShaderNode::PORT_TYPE_TRANSFORM));
 | |
| 
 | |
| 	// VECTOR
 | |
| 
 | |
| 	add_options.push_back(AddOption("VectorFunc", "Vector", "Common", "VisualShaderNodeVectorFunc", TTR("Vector function."), {}, VisualShaderNode::PORT_TYPE_VECTOR_3D));
 | |
| 	add_options.push_back(AddOption("VectorOp", "Vector", "Common", "VisualShaderNodeVectorOp", TTR("Vector operator."), {}, VisualShaderNode::PORT_TYPE_VECTOR_3D));
 | |
| 	add_options.push_back(AddOption("VectorCompose", "Vector", "Common", "VisualShaderNodeVectorCompose", TTR("Composes vector from three scalars.")));
 | |
| 	add_options.push_back(AddOption("VectorDecompose", "Vector", "Common", "VisualShaderNodeVectorDecompose", TTR("Decomposes vector to three scalars.")));
 | |
| 
 | |
| 	add_options.push_back(AddOption("Vector2Compose", "Vector", "Composition", "VisualShaderNodeVectorCompose", TTR("Composes 2D vector from three scalars."), { VisualShaderNodeVectorCompose::OP_TYPE_VECTOR_2D }, VisualShaderNode::PORT_TYPE_VECTOR_2D));
 | |
| 	add_options.push_back(AddOption("Vector2Decompose", "Vector", "Composition", "VisualShaderNodeVectorDecompose", TTR("Decomposes 2D vector to three scalars."), { VisualShaderNodeVectorCompose::OP_TYPE_VECTOR_2D }));
 | |
| 	add_options.push_back(AddOption("Vector3Compose", "Vector", "Composition", "VisualShaderNodeVectorCompose", TTR("Composes 3D vector from three scalars."), { VisualShaderNodeVectorCompose::OP_TYPE_VECTOR_3D }, VisualShaderNode::PORT_TYPE_VECTOR_3D));
 | |
| 	add_options.push_back(AddOption("Vector3Decompose", "Vector", "Composition", "VisualShaderNodeVectorDecompose", TTR("Decomposes 3D vector to three scalars."), { VisualShaderNodeVectorCompose::OP_TYPE_VECTOR_3D }));
 | |
| 
 | |
| 	add_options.push_back(AddOption("Abs", "Vector", "Functions", "VisualShaderNodeVectorFunc", TTR("Returns the absolute value of the parameter."), { VisualShaderNodeVectorFunc::FUNC_ABS, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_2D }, VisualShaderNode::PORT_TYPE_VECTOR_2D));
 | |
| 	add_options.push_back(AddOption("Abs", "Vector", "Functions", "VisualShaderNodeVectorFunc", TTR("Returns the absolute value of the parameter."), { VisualShaderNodeVectorFunc::FUNC_ABS, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_3D }, VisualShaderNode::PORT_TYPE_VECTOR_3D));
 | |
| 	add_options.push_back(AddOption("ACos", "Vector", "Functions", "VisualShaderNodeVectorFunc", TTR("Returns the arc-cosine of the parameter."), { VisualShaderNodeVectorFunc::FUNC_ACOS, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_2D }, VisualShaderNode::PORT_TYPE_VECTOR_2D));
 | |
| 	add_options.push_back(AddOption("ACos", "Vector", "Functions", "VisualShaderNodeVectorFunc", TTR("Returns the arc-cosine of the parameter."), { VisualShaderNodeVectorFunc::FUNC_ACOS, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_3D }, VisualShaderNode::PORT_TYPE_VECTOR_3D));
 | |
| 	add_options.push_back(AddOption("ACosH", "Vector", "Functions", "VisualShaderNodeVectorFunc", TTR("Returns the inverse hyperbolic cosine of the parameter."), { VisualShaderNodeVectorFunc::FUNC_ACOSH, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_2D }, VisualShaderNode::PORT_TYPE_VECTOR_2D));
 | |
| 	add_options.push_back(AddOption("ACosH", "Vector", "Functions", "VisualShaderNodeVectorFunc", TTR("Returns the inverse hyperbolic cosine of the parameter."), { VisualShaderNodeVectorFunc::FUNC_ACOSH, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_3D }, VisualShaderNode::PORT_TYPE_VECTOR_3D));
 | |
| 	add_options.push_back(AddOption("ASin", "Vector", "Functions", "VisualShaderNodeVectorFunc", TTR("Returns the arc-sine of the parameter."), { VisualShaderNodeVectorFunc::FUNC_ASIN, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_2D }, VisualShaderNode::PORT_TYPE_VECTOR_2D));
 | |
| 	add_options.push_back(AddOption("ASin", "Vector", "Functions", "VisualShaderNodeVectorFunc", TTR("Returns the arc-sine of the parameter."), { VisualShaderNodeVectorFunc::FUNC_ASIN, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_3D }, VisualShaderNode::PORT_TYPE_VECTOR_3D));
 | |
| 	add_options.push_back(AddOption("ASinH", "Vector", "Functions", "VisualShaderNodeVectorFunc", TTR("Returns the inverse hyperbolic sine of the parameter."), { VisualShaderNodeVectorFunc::FUNC_ASINH, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_2D }, VisualShaderNode::PORT_TYPE_VECTOR_2D));
 | |
| 	add_options.push_back(AddOption("ASinH", "Vector", "Functions", "VisualShaderNodeVectorFunc", TTR("Returns the inverse hyperbolic sine of the parameter."), { VisualShaderNodeVectorFunc::FUNC_ASINH, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_3D }, VisualShaderNode::PORT_TYPE_VECTOR_3D));
 | |
| 	add_options.push_back(AddOption("ATan", "Vector", "Functions", "VisualShaderNodeVectorFunc", TTR("Returns the arc-tangent of the parameter."), { VisualShaderNodeVectorFunc::FUNC_ATAN, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_2D }, VisualShaderNode::PORT_TYPE_VECTOR_2D));
 | |
| 	add_options.push_back(AddOption("ATan", "Vector", "Functions", "VisualShaderNodeVectorFunc", TTR("Returns the arc-tangent of the parameter."), { VisualShaderNodeVectorFunc::FUNC_ATAN, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_3D }, VisualShaderNode::PORT_TYPE_VECTOR_3D));
 | |
| 	add_options.push_back(AddOption("ATan2", "Vector", "Functions", "VisualShaderNodeVectorOp", TTR("Returns the arc-tangent of the parameters."), { VisualShaderNodeVectorOp::OP_ATAN2, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_2D }, VisualShaderNode::PORT_TYPE_VECTOR_2D));
 | |
| 	add_options.push_back(AddOption("ATan2", "Vector", "Functions", "VisualShaderNodeVectorOp", TTR("Returns the arc-tangent of the parameters."), { VisualShaderNodeVectorOp::OP_ATAN2, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_3D }, VisualShaderNode::PORT_TYPE_VECTOR_3D));
 | |
| 	add_options.push_back(AddOption("ATanH", "Vector", "Functions", "VisualShaderNodeVectorFunc", TTR("Returns the inverse hyperbolic tangent of the parameter."), { VisualShaderNodeVectorFunc::FUNC_ATANH, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_2D }, VisualShaderNode::PORT_TYPE_VECTOR_2D));
 | |
| 	add_options.push_back(AddOption("ATanH", "Vector", "Functions", "VisualShaderNodeVectorFunc", TTR("Returns the inverse hyperbolic tangent of the parameter."), { VisualShaderNodeVectorFunc::FUNC_ATANH, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_3D }, VisualShaderNode::PORT_TYPE_VECTOR_3D));
 | |
| 	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_2D));
 | |
| 	add_options.push_back(AddOption("Ceil", "Vector", "Functions", "VisualShaderNodeVectorFunc", TTR("Finds the nearest integer that is greater than or equal to the parameter."), { VisualShaderNodeVectorFunc::FUNC_CEIL, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_3D }, VisualShaderNode::PORT_TYPE_VECTOR_3D));
 | |
| 	add_options.push_back(AddOption("Clamp", "Vector", "Functions", "VisualShaderNodeClamp", TTR("Constrains a value to lie between two further values."), { VisualShaderNodeClamp::OP_TYPE_VECTOR_2D }, VisualShaderNode::PORT_TYPE_VECTOR_2D));
 | |
| 	add_options.push_back(AddOption("Clamp", "Vector", "Functions", "VisualShaderNodeClamp", TTR("Constrains a value to lie between two further values."), { VisualShaderNodeClamp::OP_TYPE_VECTOR_3D }, VisualShaderNode::PORT_TYPE_VECTOR_3D));
 | |
| 	add_options.push_back(AddOption("Cos", "Vector", "Functions", "VisualShaderNodeVectorFunc", TTR("Returns the cosine of the parameter."), { VisualShaderNodeVectorFunc::FUNC_COS, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_2D }, VisualShaderNode::PORT_TYPE_VECTOR_2D));
 | |
| 	add_options.push_back(AddOption("Cos", "Vector", "Functions", "VisualShaderNodeVectorFunc", TTR("Returns the cosine of the parameter."), { VisualShaderNodeVectorFunc::FUNC_COS, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_3D }, VisualShaderNode::PORT_TYPE_VECTOR_3D));
 | |
| 	add_options.push_back(AddOption("CosH", "Vector", "Functions", "VisualShaderNodeVectorFunc", TTR("Returns the hyperbolic cosine of the parameter."), { VisualShaderNodeVectorFunc::FUNC_COSH, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_2D }, VisualShaderNode::PORT_TYPE_VECTOR_2D));
 | |
| 	add_options.push_back(AddOption("CosH", "Vector", "Functions", "VisualShaderNodeVectorFunc", TTR("Returns the hyperbolic cosine of the parameter."), { VisualShaderNodeVectorFunc::FUNC_COSH, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_3D }, VisualShaderNode::PORT_TYPE_VECTOR_3D));
 | |
| 	add_options.push_back(AddOption("Cross", "Vector", "Functions", "VisualShaderNodeVectorOp", TTR("Calculates the cross product of two vectors."), { VisualShaderNodeVectorOp::OP_CROSS, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_3D }, VisualShaderNode::PORT_TYPE_VECTOR_3D));
 | |
| 	add_options.push_back(AddOption("Degrees", "Vector", "Functions", "VisualShaderNodeVectorFunc", TTR("Converts a quantity in radians to degrees."), { VisualShaderNodeVectorFunc::FUNC_DEGREES, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_2D }, VisualShaderNode::PORT_TYPE_VECTOR_2D));
 | |
| 	add_options.push_back(AddOption("Degrees", "Vector", "Functions", "VisualShaderNodeVectorFunc", TTR("Converts a quantity in radians to degrees."), { VisualShaderNodeVectorFunc::FUNC_DEGREES, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_3D }, VisualShaderNode::PORT_TYPE_VECTOR_3D));
 | |
| 	add_options.push_back(AddOption("DFdX", "Vector", "Functions", "VisualShaderNodeDerivativeFunc", TTR("(Fragment/Light mode only) (Vector) Derivative in 'x' using local differencing."), { VisualShaderNodeDerivativeFunc::FUNC_X, VisualShaderNodeDerivativeFunc::OP_TYPE_VECTOR_2D }, VisualShaderNode::PORT_TYPE_VECTOR_2D, TYPE_FLAGS_FRAGMENT | TYPE_FLAGS_LIGHT, -1, true));
 | |
| 	add_options.push_back(AddOption("DFdX", "Vector", "Functions", "VisualShaderNodeDerivativeFunc", TTR("(Fragment/Light mode only) (Vector) Derivative in 'x' using local differencing."), { VisualShaderNodeDerivativeFunc::FUNC_X, VisualShaderNodeDerivativeFunc::OP_TYPE_VECTOR_3D }, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_FRAGMENT | TYPE_FLAGS_LIGHT, -1, true));
 | |
| 	add_options.push_back(AddOption("DFdY", "Vector", "Functions", "VisualShaderNodeDerivativeFunc", TTR("(Fragment/Light mode only) (Vector) Derivative in 'y' using local differencing."), { VisualShaderNodeDerivativeFunc::FUNC_Y, VisualShaderNodeDerivativeFunc::OP_TYPE_VECTOR_2D }, VisualShaderNode::PORT_TYPE_VECTOR_2D, TYPE_FLAGS_FRAGMENT | TYPE_FLAGS_LIGHT, -1, true));
 | |
| 	add_options.push_back(AddOption("DFdY", "Vector", "Functions", "VisualShaderNodeDerivativeFunc", TTR("(Fragment/Light mode only) (Vector) Derivative in 'y' using local differencing."), { VisualShaderNodeDerivativeFunc::FUNC_Y, VisualShaderNodeDerivativeFunc::OP_TYPE_VECTOR_3D }, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_FRAGMENT | TYPE_FLAGS_LIGHT, -1, true));
 | |
| 	add_options.push_back(AddOption("Distance2D", "Vector", "Functions", "VisualShaderNodeVectorDistance", TTR("Returns the distance between two points."), { VisualShaderNodeVectorDistance::OP_TYPE_VECTOR_2D }, VisualShaderNode::PORT_TYPE_SCALAR));
 | |
| 	add_options.push_back(AddOption("Distance3D", "Vector", "Functions", "VisualShaderNodeVectorDistance", TTR("Returns the distance between two points."), { VisualShaderNodeVectorDistance::OP_TYPE_VECTOR_3D }, VisualShaderNode::PORT_TYPE_SCALAR));
 | |
| 	add_options.push_back(AddOption("Dot", "Vector", "Functions", "VisualShaderNodeDotProduct", TTR("Calculates the dot product of two vectors."), {}, VisualShaderNode::PORT_TYPE_SCALAR));
 | |
| 	add_options.push_back(AddOption("Exp", "Vector", "Functions", "VisualShaderNodeVectorFunc", TTR("Base-e Exponential."), { VisualShaderNodeVectorFunc::FUNC_EXP, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_2D }, VisualShaderNode::PORT_TYPE_VECTOR_2D));
 | |
| 	add_options.push_back(AddOption("Exp", "Vector", "Functions", "VisualShaderNodeVectorFunc", TTR("Base-e Exponential."), { VisualShaderNodeVectorFunc::FUNC_EXP, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_3D }, VisualShaderNode::PORT_TYPE_VECTOR_3D));
 | |
| 	add_options.push_back(AddOption("Exp2", "Vector", "Functions", "VisualShaderNodeVectorFunc", TTR("Base-2 Exponential."), { VisualShaderNodeVectorFunc::FUNC_EXP2, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_2D }, VisualShaderNode::PORT_TYPE_VECTOR_2D));
 | |
| 	add_options.push_back(AddOption("Exp2", "Vector", "Functions", "VisualShaderNodeVectorFunc", TTR("Base-2 Exponential."), { VisualShaderNodeVectorFunc::FUNC_EXP2, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_3D }, VisualShaderNode::PORT_TYPE_VECTOR_3D));
 | |
| 	add_options.push_back(AddOption("FaceForward", "Vector", "Functions", "VisualShaderNodeFaceForward", TTR("Returns the vector that points in the same direction as a reference vector. The function has three vector parameters : N, the vector to orient, I, the incident vector, and Nref, the reference vector. If the dot product of I and Nref is smaller than zero the return value is N. Otherwise -N is returned."), { VisualShaderNodeFaceForward::OP_TYPE_VECTOR_2D }, VisualShaderNode::PORT_TYPE_VECTOR_2D));
 | |
| 	add_options.push_back(AddOption("FaceForward", "Vector", "Functions", "VisualShaderNodeFaceForward", TTR("Returns the vector that points in the same direction as a reference vector. The function has three vector parameters : N, the vector to orient, I, the incident vector, and Nref, the reference vector. If the dot product of I and Nref is smaller than zero the return value is N. Otherwise -N is returned."), { VisualShaderNodeFaceForward::OP_TYPE_VECTOR_3D }, VisualShaderNode::PORT_TYPE_VECTOR_3D));
 | |
| 	add_options.push_back(AddOption("Floor", "Vector", "Functions", "VisualShaderNodeVectorFunc", TTR("Finds the nearest integer less than or equal to the parameter."), { VisualShaderNodeVectorFunc::FUNC_FLOOR, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_2D }, VisualShaderNode::PORT_TYPE_VECTOR_2D));
 | |
| 	add_options.push_back(AddOption("Floor", "Vector", "Functions", "VisualShaderNodeVectorFunc", TTR("Finds the nearest integer less than or equal to the parameter."), { VisualShaderNodeVectorFunc::FUNC_FLOOR, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_3D }, VisualShaderNode::PORT_TYPE_VECTOR_3D));
 | |
| 	add_options.push_back(AddOption("Fract", "Vector", "Functions", "VisualShaderNodeVectorFunc", TTR("Computes the fractional part of the argument."), { VisualShaderNodeVectorFunc::FUNC_FRAC, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_2D }, VisualShaderNode::PORT_TYPE_VECTOR_2D));
 | |
| 	add_options.push_back(AddOption("Fract", "Vector", "Functions", "VisualShaderNodeVectorFunc", TTR("Computes the fractional part of the argument."), { VisualShaderNodeVectorFunc::FUNC_FRAC, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_3D }, VisualShaderNode::PORT_TYPE_VECTOR_3D));
 | |
| 	add_options.push_back(AddOption("Fresnel", "Vector", "Functions", "VisualShaderNodeFresnel", TTR("Returns falloff based on the dot product of surface normal and view direction of camera (pass associated inputs to it)."), {}, VisualShaderNode::PORT_TYPE_SCALAR));
 | |
| 	add_options.push_back(AddOption("InverseSqrt", "Vector", "Functions", "VisualShaderNodeVectorFunc", TTR("Returns the inverse of the square root of the parameter."), { VisualShaderNodeVectorFunc::FUNC_INVERSE_SQRT, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_2D }, VisualShaderNode::PORT_TYPE_VECTOR_2D));
 | |
| 	add_options.push_back(AddOption("InverseSqrt", "Vector", "Functions", "VisualShaderNodeVectorFunc", TTR("Returns the inverse of the square root of the parameter."), { VisualShaderNodeVectorFunc::FUNC_INVERSE_SQRT, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_3D }, VisualShaderNode::PORT_TYPE_VECTOR_3D));
 | |
| 	add_options.push_back(AddOption("Length", "Vector", "Functions", "VisualShaderNodeVectorLen", TTR("Calculates the length of a vector."), { VisualShaderNodeVectorLen::OP_TYPE_VECTOR_2D }, VisualShaderNode::PORT_TYPE_SCALAR));
 | |
| 	add_options.push_back(AddOption("Length", "Vector", "Functions", "VisualShaderNodeVectorLen", TTR("Calculates the length of a vector."), { VisualShaderNodeVectorLen::OP_TYPE_VECTOR_3D }, VisualShaderNode::PORT_TYPE_SCALAR));
 | |
| 	add_options.push_back(AddOption("Log", "Vector", "Functions", "VisualShaderNodeVectorFunc", TTR("Natural logarithm."), { VisualShaderNodeVectorFunc::FUNC_LOG, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_2D }, VisualShaderNode::PORT_TYPE_VECTOR_2D));
 | |
| 	add_options.push_back(AddOption("Log", "Vector", "Functions", "VisualShaderNodeVectorFunc", TTR("Natural logarithm."), { VisualShaderNodeVectorFunc::FUNC_LOG, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_3D }, VisualShaderNode::PORT_TYPE_VECTOR_3D));
 | |
| 	add_options.push_back(AddOption("Log2", "Vector", "Functions", "VisualShaderNodeVectorFunc", TTR("Base-2 logarithm."), { VisualShaderNodeVectorFunc::FUNC_LOG2, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_2D }, VisualShaderNode::PORT_TYPE_VECTOR_2D));
 | |
| 	add_options.push_back(AddOption("Log2", "Vector", "Functions", "VisualShaderNodeVectorFunc", TTR("Base-2 logarithm."), { VisualShaderNodeVectorFunc::FUNC_LOG2, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_3D }, VisualShaderNode::PORT_TYPE_VECTOR_3D));
 | |
| 	add_options.push_back(AddOption("Max", "Vector", "Functions", "VisualShaderNodeVectorOp", TTR("Returns the greater of two values."), { VisualShaderNodeVectorOp::OP_MAX, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_2D }, VisualShaderNode::PORT_TYPE_VECTOR_2D));
 | |
| 	add_options.push_back(AddOption("Max", "Vector", "Functions", "VisualShaderNodeVectorOp", TTR("Returns the greater of two values."), { VisualShaderNodeVectorOp::OP_MAX, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_3D }, VisualShaderNode::PORT_TYPE_VECTOR_3D));
 | |
| 	add_options.push_back(AddOption("Min", "Vector", "Functions", "VisualShaderNodeVectorOp", TTR("Returns the lesser of two values."), { VisualShaderNodeVectorOp::OP_MIN, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_2D }, VisualShaderNode::PORT_TYPE_VECTOR_2D));
 | |
| 	add_options.push_back(AddOption("Min", "Vector", "Functions", "VisualShaderNodeVectorOp", TTR("Returns the lesser of two values."), { VisualShaderNodeVectorOp::OP_MIN, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_3D }, VisualShaderNode::PORT_TYPE_VECTOR_3D));
 | |
| 	add_options.push_back(AddOption("Mix", "Vector", "Functions", "VisualShaderNodeMix", TTR("Linear interpolation between two vectors."), { VisualShaderNodeMix::OP_TYPE_VECTOR_2D }, VisualShaderNode::PORT_TYPE_VECTOR_2D));
 | |
| 	add_options.push_back(AddOption("Mix", "Vector", "Functions", "VisualShaderNodeMix", TTR("Linear interpolation between two vectors."), { VisualShaderNodeMix::OP_TYPE_VECTOR_3D }, VisualShaderNode::PORT_TYPE_VECTOR_3D));
 | |
| 	add_options.push_back(AddOption("MixS", "Vector", "Functions", "VisualShaderNodeMix", TTR("Linear interpolation between two vectors using scalar."), { VisualShaderNodeMix::OP_TYPE_VECTOR_2D_SCALAR }, VisualShaderNode::PORT_TYPE_VECTOR_2D));
 | |
| 	add_options.push_back(AddOption("MixS", "Vector", "Functions", "VisualShaderNodeMix", TTR("Linear interpolation between two vectors using scalar."), { VisualShaderNodeMix::OP_TYPE_VECTOR_3D_SCALAR }, VisualShaderNode::PORT_TYPE_VECTOR_3D));
 | |
| 	add_options.push_back(AddOption("MultiplyAdd", "Vector", "Functions", "VisualShaderNodeMultiplyAdd", TTR("Performs a fused multiply-add operation (a * b + c) on vectors."), { VisualShaderNodeMultiplyAdd::OP_TYPE_VECTOR_2D }, VisualShaderNode::PORT_TYPE_VECTOR_2D));
 | |
| 	add_options.push_back(AddOption("MultiplyAdd", "Vector", "Functions", "VisualShaderNodeMultiplyAdd", TTR("Performs a fused multiply-add operation (a * b + c) on vectors."), { VisualShaderNodeMultiplyAdd::OP_TYPE_VECTOR_3D }, VisualShaderNode::PORT_TYPE_VECTOR_3D));
 | |
| 	add_options.push_back(AddOption("Negate", "Vector", "Functions", "VisualShaderNodeVectorFunc", TTR("Returns the opposite value of the parameter."), { VisualShaderNodeVectorFunc::FUNC_NEGATE, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_2D }, VisualShaderNode::PORT_TYPE_VECTOR_2D));
 | |
| 	add_options.push_back(AddOption("Negate", "Vector", "Functions", "VisualShaderNodeVectorFunc", TTR("Returns the opposite value of the parameter."), { VisualShaderNodeVectorFunc::FUNC_NEGATE, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_3D }, VisualShaderNode::PORT_TYPE_VECTOR_3D));
 | |
| 	add_options.push_back(AddOption("Normalize", "Vector", "Functions", "VisualShaderNodeVectorFunc", TTR("Calculates the normalize product of vector."), { VisualShaderNodeVectorFunc::FUNC_NORMALIZE, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_2D }, VisualShaderNode::PORT_TYPE_VECTOR_2D));
 | |
| 	add_options.push_back(AddOption("Normalize", "Vector", "Functions", "VisualShaderNodeVectorFunc", TTR("Calculates the normalize product of vector."), { VisualShaderNodeVectorFunc::FUNC_NORMALIZE, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_3D }, VisualShaderNode::PORT_TYPE_VECTOR_3D));
 | |
| 	add_options.push_back(AddOption("OneMinus", "Vector", "Functions", "VisualShaderNodeVectorFunc", TTR("1.0 - vector"), { VisualShaderNodeVectorFunc::FUNC_ONEMINUS, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_2D }, VisualShaderNode::PORT_TYPE_VECTOR_2D));
 | |
| 	add_options.push_back(AddOption("OneMinus", "Vector", "Functions", "VisualShaderNodeVectorFunc", TTR("1.0 - vector"), { VisualShaderNodeVectorFunc::FUNC_ONEMINUS, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_3D }, VisualShaderNode::PORT_TYPE_VECTOR_3D));
 | |
| 	add_options.push_back(AddOption("Pow", "Vector", "Functions", "VisualShaderNodeVectorOp", TTR("Returns the value of the first parameter raised to the power of the second."), { VisualShaderNodeVectorOp::OP_POW, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_2D }, VisualShaderNode::PORT_TYPE_VECTOR_2D));
 | |
| 	add_options.push_back(AddOption("Pow", "Vector", "Functions", "VisualShaderNodeVectorOp", TTR("Returns the value of the first parameter raised to the power of the second."), { VisualShaderNodeVectorOp::OP_POW, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_3D }, VisualShaderNode::PORT_TYPE_VECTOR_3D));
 | |
| 	add_options.push_back(AddOption("Radians", "Vector", "Functions", "VisualShaderNodeVectorFunc", TTR("Converts a quantity in degrees to radians."), { VisualShaderNodeVectorFunc::FUNC_RADIANS, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_2D }, VisualShaderNode::PORT_TYPE_VECTOR_2D));
 | |
| 	add_options.push_back(AddOption("Radians", "Vector", "Functions", "VisualShaderNodeVectorFunc", TTR("Converts a quantity in degrees to radians."), { VisualShaderNodeVectorFunc::FUNC_RADIANS, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_3D }, VisualShaderNode::PORT_TYPE_VECTOR_3D));
 | |
| 	add_options.push_back(AddOption("Reciprocal", "Vector", "Functions", "VisualShaderNodeVectorFunc", TTR("1.0 / vector"), { VisualShaderNodeVectorFunc::FUNC_RECIPROCAL, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_2D }, VisualShaderNode::PORT_TYPE_VECTOR_2D));
 | |
| 	add_options.push_back(AddOption("Reciprocal", "Vector", "Functions", "VisualShaderNodeVectorFunc", TTR("1.0 / vector"), { VisualShaderNodeVectorFunc::FUNC_RECIPROCAL, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_3D }, VisualShaderNode::PORT_TYPE_VECTOR_3D));
 | |
| 	add_options.push_back(AddOption("Reflect", "Vector", "Functions", "VisualShaderNodeVectorOp", TTR("Returns the vector that points in the direction of reflection ( a : incident vector, b : normal vector )."), { VisualShaderNodeVectorOp::OP_REFLECT, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_3D }, VisualShaderNode::PORT_TYPE_VECTOR_3D));
 | |
| 	add_options.push_back(AddOption("Refract", "Vector", "Functions", "VisualShaderNodeVectorRefract", TTR("Returns the vector that points in the direction of refraction."), {}, VisualShaderNode::PORT_TYPE_VECTOR_3D));
 | |
| 	add_options.push_back(AddOption("Round", "Vector", "Functions", "VisualShaderNodeVectorFunc", TTR("Finds the nearest integer to the parameter."), { VisualShaderNodeVectorFunc::FUNC_ROUND, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_2D }, VisualShaderNode::PORT_TYPE_VECTOR_2D));
 | |
| 	add_options.push_back(AddOption("Round", "Vector", "Functions", "VisualShaderNodeVectorFunc", TTR("Finds the nearest integer to the parameter."), { VisualShaderNodeVectorFunc::FUNC_ROUND, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_3D }, VisualShaderNode::PORT_TYPE_VECTOR_3D));
 | |
| 	add_options.push_back(AddOption("RoundEven", "Vector", "Functions", "VisualShaderNodeVectorFunc", TTR("Finds the nearest even integer to the parameter."), { VisualShaderNodeVectorFunc::FUNC_ROUNDEVEN, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_2D }, VisualShaderNode::PORT_TYPE_VECTOR_2D));
 | |
| 	add_options.push_back(AddOption("RoundEven", "Vector", "Functions", "VisualShaderNodeVectorFunc", TTR("Finds the nearest even integer to the parameter."), { VisualShaderNodeVectorFunc::FUNC_ROUNDEVEN, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_3D }, VisualShaderNode::PORT_TYPE_VECTOR_3D));
 | |
| 	add_options.push_back(AddOption("Saturate", "Vector", "Functions", "VisualShaderNodeVectorFunc", TTR("Clamps the value between 0.0 and 1.0."), { VisualShaderNodeVectorFunc::FUNC_SATURATE, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_2D }, VisualShaderNode::PORT_TYPE_VECTOR_2D));
 | |
| 	add_options.push_back(AddOption("Saturate", "Vector", "Functions", "VisualShaderNodeVectorFunc", TTR("Clamps the value between 0.0 and 1.0."), { VisualShaderNodeVectorFunc::FUNC_SATURATE, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_3D }, VisualShaderNode::PORT_TYPE_VECTOR_3D));
 | |
| 	add_options.push_back(AddOption("Sign", "Vector", "Functions", "VisualShaderNodeVectorFunc", TTR("Extracts the sign of the parameter."), { VisualShaderNodeVectorFunc::FUNC_SIGN, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_2D }, VisualShaderNode::PORT_TYPE_VECTOR_2D));
 | |
| 	add_options.push_back(AddOption("Sign", "Vector", "Functions", "VisualShaderNodeVectorFunc", TTR("Extracts the sign of the parameter."), { VisualShaderNodeVectorFunc::FUNC_SIGN, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_3D }, VisualShaderNode::PORT_TYPE_VECTOR_3D));
 | |
| 	add_options.push_back(AddOption("Sin", "Vector", "Functions", "VisualShaderNodeVectorFunc", TTR("Returns the sine of the parameter."), { VisualShaderNodeVectorFunc::FUNC_SIN, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_2D }, VisualShaderNode::PORT_TYPE_VECTOR_2D));
 | |
| 	add_options.push_back(AddOption("Sin", "Vector", "Functions", "VisualShaderNodeVectorFunc", TTR("Returns the sine of the parameter."), { VisualShaderNodeVectorFunc::FUNC_SIN, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_3D }, VisualShaderNode::PORT_TYPE_VECTOR_3D));
 | |
| 	add_options.push_back(AddOption("SinH", "Vector", "Functions", "VisualShaderNodeVectorFunc", TTR("Returns the hyperbolic sine of the parameter."), { VisualShaderNodeVectorFunc::FUNC_SINH, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_2D }, VisualShaderNode::PORT_TYPE_VECTOR_2D));
 | |
| 	add_options.push_back(AddOption("SinH", "Vector", "Functions", "VisualShaderNodeVectorFunc", TTR("Returns the hyperbolic sine of the parameter."), { VisualShaderNodeVectorFunc::FUNC_SINH, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_3D }, VisualShaderNode::PORT_TYPE_VECTOR_3D));
 | |
| 	add_options.push_back(AddOption("Sqrt", "Vector", "Functions", "VisualShaderNodeVectorFunc", TTR("Returns the square root of the parameter."), { VisualShaderNodeVectorFunc::FUNC_SQRT, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_2D }, VisualShaderNode::PORT_TYPE_VECTOR_2D));
 | |
| 	add_options.push_back(AddOption("Sqrt", "Vector", "Functions", "VisualShaderNodeVectorFunc", TTR("Returns the square root of the parameter."), { VisualShaderNodeVectorFunc::FUNC_SQRT, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_3D }, VisualShaderNode::PORT_TYPE_VECTOR_3D));
 | |
| 	add_options.push_back(AddOption("SmoothStep", "Vector", "Functions", "VisualShaderNodeSmoothStep", TTR("SmoothStep function( vector(edge0), vector(edge1), vector(x) ).\n\nReturns 0.0 if 'x' is smaller than 'edge0' and 1.0 if 'x' is larger than 'edge1'. Otherwise the return value is interpolated between 0.0 and 1.0 using Hermite polynomials."), { VisualShaderNodeSmoothStep::OP_TYPE_VECTOR_2D }, VisualShaderNode::PORT_TYPE_VECTOR_2D));
 | |
| 	add_options.push_back(AddOption("SmoothStep", "Vector", "Functions", "VisualShaderNodeSmoothStep", TTR("SmoothStep function( vector(edge0), vector(edge1), vector(x) ).\n\nReturns 0.0 if 'x' is smaller than 'edge0' and 1.0 if 'x' is larger than 'edge1'. Otherwise the return value is interpolated between 0.0 and 1.0 using Hermite polynomials."), { VisualShaderNodeSmoothStep::OP_TYPE_VECTOR_3D }, VisualShaderNode::PORT_TYPE_VECTOR_3D));
 | |
| 	add_options.push_back(AddOption("SmoothStepS", "Vector", "Functions", "VisualShaderNodeSmoothStep", TTR("SmoothStep function( scalar(edge0), scalar(edge1), vector(x) ).\n\nReturns 0.0 if 'x' is smaller than 'edge0' and 1.0 if 'x' is larger than 'edge1'. Otherwise the return value is interpolated between 0.0 and 1.0 using Hermite polynomials."), { VisualShaderNodeSmoothStep::OP_TYPE_VECTOR_2D_SCALAR }, VisualShaderNode::PORT_TYPE_VECTOR_2D));
 | |
| 	add_options.push_back(AddOption("SmoothStepS", "Vector", "Functions", "VisualShaderNodeSmoothStep", TTR("SmoothStep function( scalar(edge0), scalar(edge1), vector(x) ).\n\nReturns 0.0 if 'x' is smaller than 'edge0' and 1.0 if 'x' is larger than 'edge1'. Otherwise the return value is interpolated between 0.0 and 1.0 using Hermite polynomials."), { VisualShaderNodeSmoothStep::OP_TYPE_VECTOR_3D_SCALAR }, VisualShaderNode::PORT_TYPE_VECTOR_3D));
 | |
| 	add_options.push_back(AddOption("Step", "Vector", "Functions", "VisualShaderNodeStep", TTR("Step function( vector(edge), vector(x) ).\n\nReturns 0.0 if 'x' is smaller than 'edge' and otherwise 1.0."), { VisualShaderNodeStep::OP_TYPE_VECTOR_2D }, VisualShaderNode::PORT_TYPE_VECTOR_2D));
 | |
| 	add_options.push_back(AddOption("Step", "Vector", "Functions", "VisualShaderNodeStep", TTR("Step function( vector(edge), vector(x) ).\n\nReturns 0.0 if 'x' is smaller than 'edge' and otherwise 1.0."), { VisualShaderNodeStep::OP_TYPE_VECTOR_3D }, VisualShaderNode::PORT_TYPE_VECTOR_3D));
 | |
| 	add_options.push_back(AddOption("StepS", "Vector", "Functions", "VisualShaderNodeStep", TTR("Step function( scalar(edge), vector(x) ).\n\nReturns 0.0 if 'x' is smaller than 'edge' and otherwise 1.0."), { VisualShaderNodeStep::OP_TYPE_VECTOR_2D_SCALAR }, VisualShaderNode::PORT_TYPE_VECTOR_2D));
 | |
| 	add_options.push_back(AddOption("StepS", "Vector", "Functions", "VisualShaderNodeStep", TTR("Step function( scalar(edge), vector(x) ).\n\nReturns 0.0 if 'x' is smaller than 'edge' and otherwise 1.0."), { VisualShaderNodeStep::OP_TYPE_VECTOR_3D_SCALAR }, VisualShaderNode::PORT_TYPE_VECTOR_3D));
 | |
| 	add_options.push_back(AddOption("Sum", "Vector", "Functions", "VisualShaderNodeDerivativeFunc", TTR("(Fragment/Light mode only) (Vector) Sum of absolute derivative in 'x' and 'y'."), { VisualShaderNodeDerivativeFunc::FUNC_SUM, VisualShaderNodeDerivativeFunc::OP_TYPE_VECTOR_2D }, VisualShaderNode::PORT_TYPE_VECTOR_2D, TYPE_FLAGS_FRAGMENT | TYPE_FLAGS_LIGHT, -1, true));
 | |
| 	add_options.push_back(AddOption("Sum", "Vector", "Functions", "VisualShaderNodeDerivativeFunc", TTR("(Fragment/Light mode only) (Vector) Sum of absolute derivative in 'x' and 'y'."), { VisualShaderNodeDerivativeFunc::FUNC_SUM, VisualShaderNodeDerivativeFunc::OP_TYPE_VECTOR_3D }, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_FRAGMENT | TYPE_FLAGS_LIGHT, -1, true));
 | |
| 	add_options.push_back(AddOption("Tan", "Vector", "Functions", "VisualShaderNodeVectorFunc", TTR("Returns the tangent of the parameter."), { VisualShaderNodeVectorFunc::FUNC_TAN, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_2D }, VisualShaderNode::PORT_TYPE_VECTOR_2D));
 | |
| 	add_options.push_back(AddOption("Tan", "Vector", "Functions", "VisualShaderNodeVectorFunc", TTR("Returns the tangent of the parameter."), { VisualShaderNodeVectorFunc::FUNC_TAN, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_3D }, VisualShaderNode::PORT_TYPE_VECTOR_3D));
 | |
| 	add_options.push_back(AddOption("TanH", "Vector", "Functions", "VisualShaderNodeVectorFunc", TTR("Returns the hyperbolic tangent of the parameter."), { VisualShaderNodeVectorFunc::FUNC_TANH, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_2D }, VisualShaderNode::PORT_TYPE_VECTOR_2D));
 | |
| 	add_options.push_back(AddOption("TanH", "Vector", "Functions", "VisualShaderNodeVectorFunc", TTR("Returns the hyperbolic tangent of the parameter."), { VisualShaderNodeVectorFunc::FUNC_TANH, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_3D }, VisualShaderNode::PORT_TYPE_VECTOR_3D));
 | |
| 	add_options.push_back(AddOption("Trunc", "Vector", "Functions", "VisualShaderNodeVectorFunc", TTR("Finds the truncated value of the parameter."), { VisualShaderNodeVectorFunc::FUNC_TRUNC, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_2D }, VisualShaderNode::PORT_TYPE_VECTOR_2D));
 | |
| 	add_options.push_back(AddOption("Trunc", "Vector", "Functions", "VisualShaderNodeVectorFunc", TTR("Finds the truncated value of the parameter."), { VisualShaderNodeVectorFunc::FUNC_TRUNC, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_3D }, VisualShaderNode::PORT_TYPE_VECTOR_3D));
 | |
| 
 | |
| 	add_options.push_back(AddOption("Add", "Vector", "Operators", "VisualShaderNodeVectorOp", TTR("Adds 2D vector to 2D vector."), { VisualShaderNodeVectorOp::OP_ADD, VisualShaderNodeVectorOp::OP_TYPE_VECTOR_2D }, VisualShaderNode::PORT_TYPE_VECTOR_2D));
 | |
| 	add_options.push_back(AddOption("Add", "Vector", "Operators", "VisualShaderNodeVectorOp", TTR("Adds 3D vector to 3D vector."), { VisualShaderNodeVectorOp::OP_ADD, VisualShaderNodeVectorOp::OP_TYPE_VECTOR_3D }, VisualShaderNode::PORT_TYPE_VECTOR_3D));
 | |
| 	add_options.push_back(AddOption("Divide", "Vector", "Operators", "VisualShaderNodeVectorOp", TTR("Divides 2D vector by 2D vector."), { VisualShaderNodeVectorOp::OP_DIV, VisualShaderNodeVectorOp::OP_TYPE_VECTOR_2D }, VisualShaderNode::PORT_TYPE_VECTOR_2D));
 | |
| 	add_options.push_back(AddOption("Divide", "Vector", "Operators", "VisualShaderNodeVectorOp", TTR("Divides 3D vector by 3D vector."), { VisualShaderNodeVectorOp::OP_DIV, VisualShaderNodeVectorOp::OP_TYPE_VECTOR_3D }, VisualShaderNode::PORT_TYPE_VECTOR_3D));
 | |
| 	add_options.push_back(AddOption("Multiply", "Vector", "Operators", "VisualShaderNodeVectorOp", TTR("Multiplies 2D vector by 2D vector."), { VisualShaderNodeVectorOp::OP_MUL, VisualShaderNodeVectorOp::OP_TYPE_VECTOR_2D }, VisualShaderNode::PORT_TYPE_VECTOR_2D));
 | |
| 	add_options.push_back(AddOption("Multiply", "Vector", "Operators", "VisualShaderNodeVectorOp", TTR("Multiplies 3D vector by 3D vector."), { VisualShaderNodeVectorOp::OP_MUL, VisualShaderNodeVectorOp::OP_TYPE_VECTOR_3D }, VisualShaderNode::PORT_TYPE_VECTOR_3D));
 | |
| 	add_options.push_back(AddOption("Remainder", "Vector", "Operators", "VisualShaderNodeVectorOp", TTR("Returns the remainder of the two 2D vectors."), { VisualShaderNodeVectorOp::OP_MOD, VisualShaderNodeVectorOp::OP_TYPE_VECTOR_2D }, VisualShaderNode::PORT_TYPE_VECTOR_2D));
 | |
| 	add_options.push_back(AddOption("Remainder", "Vector", "Operators", "VisualShaderNodeVectorOp", TTR("Returns the remainder of the two 3D vectors."), { VisualShaderNodeVectorOp::OP_MOD, VisualShaderNodeVectorOp::OP_TYPE_VECTOR_3D }, VisualShaderNode::PORT_TYPE_VECTOR_3D));
 | |
| 	add_options.push_back(AddOption("Subtract", "Vector", "Operators", "VisualShaderNodeVectorOp", TTR("Subtracts 2D vector from 2D vector."), { VisualShaderNodeVectorOp::OP_SUB, VisualShaderNodeVectorOp::OP_TYPE_VECTOR_2D }, VisualShaderNode::PORT_TYPE_VECTOR_2D));
 | |
| 	add_options.push_back(AddOption("Subtract", "Vector", "Operators", "VisualShaderNodeVectorOp", TTR("Subtracts 3D vector from 3D vector."), { VisualShaderNodeVectorOp::OP_SUB, VisualShaderNodeVectorOp::OP_TYPE_VECTOR_3D }, VisualShaderNode::PORT_TYPE_VECTOR_3D));
 | |
| 
 | |
| 	add_options.push_back(AddOption("Vector2Constant", "Vector", "Variables", "VisualShaderNodeVec2Constant", TTR("2D vector constant."), {}, VisualShaderNode::PORT_TYPE_VECTOR_2D));
 | |
| 	add_options.push_back(AddOption("Vector2Uniform", "Vector", "Variables", "VisualShaderNodeVec2Uniform", TTR("2D vector uniform."), {}, VisualShaderNode::PORT_TYPE_VECTOR_2D));
 | |
| 	add_options.push_back(AddOption("Vector3Constant", "Vector", "Variables", "VisualShaderNodeVec3Constant", TTR("3D vector constant."), {}, VisualShaderNode::PORT_TYPE_VECTOR_3D));
 | |
| 	add_options.push_back(AddOption("Vector3Uniform", "Vector", "Variables", "VisualShaderNodeVec3Uniform", TTR("3D vector uniform."), {}, VisualShaderNode::PORT_TYPE_VECTOR_3D));
 | |
| 
 | |
| 	// SPECIAL
 | |
| 
 | |
| 	add_options.push_back(AddOption("Comment", "Special", "", "VisualShaderNodeComment", TTR("A rectangular area with a description string for better graph organization.")));
 | |
| 	add_options.push_back(AddOption("Expression", "Special", "", "VisualShaderNodeExpression", TTR("Custom Godot Shader Language expression, with custom amount of input and output ports. This is a direct injection of code into the vertex/fragment/light function, do not use it to write the function declarations inside.")));
 | |
| 	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("UniformRef", "Special", "", "VisualShaderNodeUniformRef", TTR("A reference to an existing uniform.")));
 | |
| 
 | |
| 	custom_node_option_idx = add_options.size();
 | |
| 
 | |
| 	/////////////////////////////////////////////////////////////////////
 | |
| 
 | |
| 	_update_options_menu();
 | |
| 
 | |
| 	undo_redo = EditorNode::get_singleton()->get_undo_redo();
 | |
| 
 | |
| 	Ref<VisualShaderNodePluginDefault> default_plugin;
 | |
| 	default_plugin.instantiate();
 | |
| 	add_plugin(default_plugin);
 | |
| 
 | |
| 	graph_plugin.instantiate();
 | |
| 
 | |
| 	property_editor = memnew(CustomPropertyEditor);
 | |
| 	add_child(property_editor);
 | |
| 
 | |
| 	property_editor->connect("variant_changed", callable_mp(this, &VisualShaderEditor::_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;
 | |
| 
 | |
| public:
 | |
| 	void _notification(int p_what) {
 | |
| 		if (p_what == NOTIFICATION_READY) {
 | |
| 			connect("item_selected", callable_mp(this, &VisualShaderNodePluginInputEditor::_item_selected));
 | |
| 		}
 | |
| 	}
 | |
| 
 | |
| 	void _item_selected(int p_item) {
 | |
| 		VisualShaderEditor *editor = VisualShaderEditor::get_singleton();
 | |
| 		if (editor) {
 | |
| 			editor->call_deferred(SNAME("_input_select_item"), input, get_item_text(p_item));
 | |
| 		}
 | |
| 	}
 | |
| 
 | |
| 	void setup(const Ref<VisualShaderNodeInput> &p_input) {
 | |
| 		input = p_input;
 | |
| 		Ref<Texture2D> type_icon[7] = {
 | |
| 			EditorNode::get_singleton()->get_gui_base()->get_theme_icon(SNAME("float"), SNAME("EditorIcons")),
 | |
| 			EditorNode::get_singleton()->get_gui_base()->get_theme_icon(SNAME("int"), SNAME("EditorIcons")),
 | |
| 			EditorNode::get_singleton()->get_gui_base()->get_theme_icon(SNAME("Vector2"), SNAME("EditorIcons")),
 | |
| 			EditorNode::get_singleton()->get_gui_base()->get_theme_icon(SNAME("Vector3"), SNAME("EditorIcons")),
 | |
| 			EditorNode::get_singleton()->get_gui_base()->get_theme_icon(SNAME("bool"), SNAME("EditorIcons")),
 | |
| 			EditorNode::get_singleton()->get_gui_base()->get_theme_icon(SNAME("Transform3D"), SNAME("EditorIcons")),
 | |
| 			EditorNode::get_singleton()->get_gui_base()->get_theme_icon(SNAME("ImageTexture"), SNAME("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 VisualShaderNodePluginUniformRefEditor : public OptionButton {
 | |
| 	GDCLASS(VisualShaderNodePluginUniformRefEditor, OptionButton);
 | |
| 
 | |
| 	Ref<VisualShaderNodeUniformRef> uniform_ref;
 | |
| 
 | |
| public:
 | |
| 	void _notification(int p_what) {
 | |
| 		if (p_what == NOTIFICATION_READY) {
 | |
| 			connect("item_selected", callable_mp(this, &VisualShaderNodePluginUniformRefEditor::_item_selected));
 | |
| 		}
 | |
| 	}
 | |
| 
 | |
| 	void _item_selected(int p_item) {
 | |
| 		VisualShaderEditor *editor = VisualShaderEditor::get_singleton();
 | |
| 		if (editor) {
 | |
| 			editor->call_deferred(SNAME("_uniform_select_item"), uniform_ref, get_item_text(p_item));
 | |
| 		}
 | |
| 	}
 | |
| 
 | |
| 	void setup(const Ref<VisualShaderNodeUniformRef> &p_uniform_ref) {
 | |
| 		uniform_ref = p_uniform_ref;
 | |
| 
 | |
| 		Ref<Texture2D> type_icon[8] = {
 | |
| 			EditorNode::get_singleton()->get_gui_base()->get_theme_icon(SNAME("float"), SNAME("EditorIcons")),
 | |
| 			EditorNode::get_singleton()->get_gui_base()->get_theme_icon(SNAME("int"), SNAME("EditorIcons")),
 | |
| 			EditorNode::get_singleton()->get_gui_base()->get_theme_icon(SNAME("bool"), SNAME("EditorIcons")),
 | |
| 			EditorNode::get_singleton()->get_gui_base()->get_theme_icon(SNAME("Vector2"), SNAME("EditorIcons")),
 | |
| 			EditorNode::get_singleton()->get_gui_base()->get_theme_icon(SNAME("Vector3"), SNAME("EditorIcons")),
 | |
| 			EditorNode::get_singleton()->get_gui_base()->get_theme_icon(SNAME("Transform3D"), SNAME("EditorIcons")),
 | |
| 			EditorNode::get_singleton()->get_gui_base()->get_theme_icon(SNAME("Color"), SNAME("EditorIcons")),
 | |
| 			EditorNode::get_singleton()->get_gui_base()->get_theme_icon(SNAME("ImageTexture"), SNAME("EditorIcons")),
 | |
| 		};
 | |
| 
 | |
| 		add_item("[None]");
 | |
| 		int to_select = -1;
 | |
| 		for (int i = 0; i < p_uniform_ref->get_uniforms_count(); i++) {
 | |
| 			if (p_uniform_ref->get_uniform_name() == p_uniform_ref->get_uniform_name_by_index(i)) {
 | |
| 				to_select = i + 1;
 | |
| 			}
 | |
| 			add_icon_item(type_icon[p_uniform_ref->get_uniform_type_by_index(i)], p_uniform_ref->get_uniform_name_by_index(i));
 | |
| 		}
 | |
| 
 | |
| 		if (to_select >= 0) {
 | |
| 			select(to_select);
 | |
| 		}
 | |
| 	}
 | |
| };
 | |
| 
 | |
| ////////////////
 | |
| 
 | |
| class VisualShaderNodePluginDefaultEditor : public VBoxContainer {
 | |
| 	GDCLASS(VisualShaderNodePluginDefaultEditor, VBoxContainer);
 | |
| 	Ref<Resource> parent_resource;
 | |
| 	int node_id;
 | |
| 	VisualShader::Type shader_type;
 | |
| 
 | |
| public:
 | |
| 	void _property_changed(const String &p_property, const Variant &p_value, const String &p_field = "", bool p_changing = false) {
 | |
| 		if (p_changing) {
 | |
| 			return;
 | |
| 		}
 | |
| 
 | |
| 		UndoRedo *undo_redo = EditorNode::get_singleton()->get_undo_redo();
 | |
| 
 | |
| 		updating = true;
 | |
| 		undo_redo->create_action(TTR("Edit Visual Property:") + " " + p_property, UndoRedo::MERGE_ENDS);
 | |
| 		undo_redo->add_do_property(node.ptr(), p_property, p_value);
 | |
| 		undo_redo->add_undo_property(node.ptr(), p_property, node->get(p_property));
 | |
| 
 | |
| 		if (p_value.get_type() == Variant::OBJECT) {
 | |
| 			RES prev_res = node->get(p_property);
 | |
| 			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());
 | |
| 			}
 | |
| 		}
 | |
| 		if (p_property != "constant") {
 | |
| 			VisualShaderEditor *editor = VisualShaderEditor::get_singleton();
 | |
| 			if (editor) {
 | |
| 				VisualShaderGraphPlugin *graph_plugin = editor->get_graph_plugin();
 | |
| 				if (graph_plugin) {
 | |
| 					undo_redo->add_do_method(graph_plugin, "update_node_deferred", shader_type, node_id);
 | |
| 					undo_redo->add_undo_method(graph_plugin, "update_node_deferred", shader_type, node_id);
 | |
| 				}
 | |
| 			}
 | |
| 		}
 | |
| 		undo_redo->commit_action();
 | |
| 
 | |
| 		updating = false;
 | |
| 	}
 | |
| 
 | |
| 	void _node_changed() {
 | |
| 		if (updating) {
 | |
| 			return;
 | |
| 		}
 | |
| 		for (int i = 0; i < properties.size(); i++) {
 | |
| 			properties[i]->update_property();
 | |
| 		}
 | |
| 	}
 | |
| 
 | |
| 	void _resource_selected(const String &p_path, RES p_resource) {
 | |
| 		_open_inspector(p_resource);
 | |
| 	}
 | |
| 
 | |
| 	void _open_inspector(RES p_resource) {
 | |
| 		InspectorDock::get_inspector_singleton()->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, const Map<StringName, String> &p_overrided_names, Ref<VisualShaderNode> p_node) {
 | |
| 		parent_resource = p_parent_resource;
 | |
| 		updating = false;
 | |
| 		node = p_node;
 | |
| 		properties = p_properties;
 | |
| 
 | |
| 		node_id = (int)p_node->get_meta("id");
 | |
| 		shader_type = VisualShader::Type((int)p_node->get_meta("shader_type"));
 | |
| 
 | |
| 		for (int i = 0; i < p_properties.size(); i++) {
 | |
| 			HBoxContainer *hbox = memnew(HBoxContainer);
 | |
| 			hbox->set_h_size_flags(SIZE_EXPAND_FILL);
 | |
| 			add_child(hbox);
 | |
| 
 | |
| 			Label *prop_name = memnew(Label);
 | |
| 			String prop_name_str = p_names[i];
 | |
| 			if (p_overrided_names.has(p_names[i])) {
 | |
| 				prop_name_str = p_overrided_names[p_names[i]] + ":";
 | |
| 			} else {
 | |
| 				prop_name_str = prop_name_str.capitalize() + ":";
 | |
| 			}
 | |
| 			prop_name->set_text(prop_name_str);
 | |
| 			prop_name->set_visible(false);
 | |
| 			hbox->add_child(prop_name);
 | |
| 			prop_names.push_back(prop_name);
 | |
| 
 | |
| 			p_properties[i]->set_h_size_flags(SIZE_EXPAND_FILL);
 | |
| 			hbox->add_child(p_properties[i]);
 | |
| 
 | |
| 			bool res_prop = Object::cast_to<EditorPropertyResource>(p_properties[i]);
 | |
| 			if (res_prop) {
 | |
| 				p_properties[i]->connect("resource_selected", callable_mp(this, &VisualShaderNodePluginDefaultEditor::_resource_selected));
 | |
| 			}
 | |
| 
 | |
| 			properties[i]->connect("property_changed", callable_mp(this, &VisualShaderNodePluginDefaultEditor::_property_changed));
 | |
| 			properties[i]->set_object_and_property(node.ptr(), p_names[i]);
 | |
| 			properties[i]->update_property();
 | |
| 			properties[i]->set_name_split_ratio(0);
 | |
| 		}
 | |
| 		node->connect("changed", callable_mp(this, &VisualShaderNodePluginDefaultEditor::_node_changed));
 | |
| 	}
 | |
| 
 | |
| 	static void _bind_methods() {
 | |
| 		ClassDB::bind_method("_open_inspector", &VisualShaderNodePluginDefaultEditor::_open_inspector); // Used by UndoRedo.
 | |
| 		ClassDB::bind_method("_show_prop_names", &VisualShaderNodePluginDefaultEditor::_show_prop_names); // Used with call_deferred.
 | |
| 	}
 | |
| };
 | |
| 
 | |
| Control *VisualShaderNodePluginDefault::create_editor(const Ref<Resource> &p_parent_resource, const Ref<VisualShaderNode> &p_node) {
 | |
| 	if (p_node->is_class("VisualShaderNodeUniformRef")) {
 | |
| 		//create input
 | |
| 		VisualShaderNodePluginUniformRefEditor *uniform_editor = memnew(VisualShaderNodePluginUniformRefEditor);
 | |
| 		uniform_editor->setup(p_node);
 | |
| 		return uniform_editor;
 | |
| 	}
 | |
| 
 | |
| 	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 nullptr;
 | |
| 	}
 | |
| 
 | |
| 	List<PropertyInfo> props;
 | |
| 	p_node->get_property_list(&props);
 | |
| 
 | |
| 	Vector<PropertyInfo> pinfo;
 | |
| 
 | |
| 	for (const PropertyInfo &E : props) {
 | |
| 		for (int i = 0; i < properties.size(); i++) {
 | |
| 			if (E.name == String(properties[i])) {
 | |
| 				pinfo.push_back(E);
 | |
| 			}
 | |
| 		}
 | |
| 	}
 | |
| 
 | |
| 	if (pinfo.size() == 0) {
 | |
| 		return nullptr;
 | |
| 	}
 | |
| 
 | |
| 	properties.clear();
 | |
| 
 | |
| 	Ref<VisualShaderNode> node = p_node;
 | |
| 	Vector<EditorProperty *> editors;
 | |
| 
 | |
| 	for (int i = 0; i < pinfo.size(); i++) {
 | |
| 		EditorProperty *prop = EditorInspector::instantiate_property_editor(node.ptr(), pinfo[i].type, pinfo[i].name, pinfo[i].hint, pinfo[i].hint_string, pinfo[i].usage);
 | |
| 		if (!prop) {
 | |
| 			return nullptr;
 | |
| 		}
 | |
| 
 | |
| 		if (Object::cast_to<EditorPropertyResource>(prop)) {
 | |
| 			Object::cast_to<EditorPropertyResource>(prop)->set_use_sub_inspector(false);
 | |
| 			prop->set_custom_minimum_size(Size2(100 * EDSCALE, 0));
 | |
| 		} else if (Object::cast_to<EditorPropertyTransform3D>(prop) || Object::cast_to<EditorPropertyVector3>(prop)) {
 | |
| 			prop->set_custom_minimum_size(Size2(250 * EDSCALE, 0));
 | |
| 		} else if (Object::cast_to<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->get_editable_properties_names(), p_node);
 | |
| 	return editor;
 | |
| }
 | |
| 
 | |
| void EditorPropertyShaderMode::_option_selected(int p_which) {
 | |
| 	VisualShaderEditor *editor = VisualShaderEditor::get_singleton();
 | |
| 	if (!editor) {
 | |
| 		return;
 | |
| 	}
 | |
| 
 | |
| 	//will not use this, instead will do all the logic setting manually
 | |
| 	//emit_signal(SNAME("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());
 | |
| 
 | |
| 	undo_redo->add_do_method(editor, "_set_mode", p_which);
 | |
| 	undo_redo->add_undo_method(editor, "_set_mode", visual_shader->get_mode());
 | |
| 
 | |
| 	//now undo is hell
 | |
| 
 | |
| 	//1. restore connections to output
 | |
| 	for (int i = 0; i < VisualShader::TYPE_MAX; i++) {
 | |
| 		VisualShader::Type type = VisualShader::Type(i);
 | |
| 		List<VisualShader::Connection> conns;
 | |
| 		visual_shader->get_node_connections(type, &conns);
 | |
| 		for (const VisualShader::Connection &E : conns) {
 | |
| 			if (E.to_node == VisualShader::NODE_ID_OUTPUT) {
 | |
| 				undo_redo->add_undo_method(visual_shader.ptr(), "connect_nodes", type, E.from_node, E.from_port, E.to_node, E.to_port);
 | |
| 			}
 | |
| 		}
 | |
| 	}
 | |
| 	//2. restore input indices
 | |
| 	for (int i = 0; i < VisualShader::TYPE_MAX; i++) {
 | |
| 		VisualShader::Type type = VisualShader::Type(i);
 | |
| 		Vector<int> nodes = visual_shader->get_node_list(type);
 | |
| 		for (int j = 0; j < nodes.size(); j++) {
 | |
| 			Ref<VisualShaderNodeInput> input = visual_shader->get_node(type, nodes[j]);
 | |
| 			if (!input.is_valid()) {
 | |
| 				continue;
 | |
| 			}
 | |
| 
 | |
| 			undo_redo->add_undo_method(input.ptr(), "set_input_name", input->get_input_name());
 | |
| 		}
 | |
| 	}
 | |
| 
 | |
| 	//3. restore enums and flags
 | |
| 	List<PropertyInfo> props;
 | |
| 	visual_shader->get_property_list(&props);
 | |
| 
 | |
| 	for (const PropertyInfo &E : props) {
 | |
| 		if (E.name.begins_with("flags/") || E.name.begins_with("modes/")) {
 | |
| 			undo_redo->add_undo_property(visual_shader.ptr(), E.name, visual_shader->get(E.name));
 | |
| 		}
 | |
| 	}
 | |
| 
 | |
| 	undo_redo->add_do_method(editor, "_update_options_menu");
 | |
| 	undo_redo->add_undo_method(editor, "_update_options_menu");
 | |
| 
 | |
| 	undo_redo->add_do_method(editor, "_update_graph");
 | |
| 	undo_redo->add_undo_method(editor, "_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() {
 | |
| }
 | |
| 
 | |
| EditorPropertyShaderMode::EditorPropertyShaderMode() {
 | |
| 	options = memnew(OptionButton);
 | |
| 	options->set_clip_text(true);
 | |
| 	add_child(options);
 | |
| 	add_focusable(options);
 | |
| 	options->connect("item_selected", callable_mp(this, &EditorPropertyShaderMode::_option_selected));
 | |
| }
 | |
| 
 | |
| bool EditorInspectorShaderModePlugin::can_handle(Object *p_object) {
 | |
| 	return true; // Can handle everything.
 | |
| }
 | |
| 
 | |
| bool EditorInspectorShaderModePlugin::parse_property(Object *p_object, const Variant::Type p_type, const String &p_path, const PropertyHint p_hint, const String &p_hint_text, const uint32_t p_usage, const bool p_wide) {
 | |
| 	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;
 | |
| }
 | |
| 
 | |
| //////////////////////////////////
 | |
| 
 | |
| 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.instantiate();
 | |
| 	preview_shader->set_code(shader_code);
 | |
| 	for (int i = 0; i < default_textures.size(); i++) {
 | |
| 		for (int j = 0; j < default_textures[i].params.size(); j++) {
 | |
| 			preview_shader->set_default_texture_param(default_textures[i].name, default_textures[i].params[j], j);
 | |
| 		}
 | |
| 	}
 | |
| 
 | |
| 	Ref<ShaderMaterial> material;
 | |
| 	material.instantiate();
 | |
| 	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));
 | |
| 		ShaderMaterial *src_mat;
 | |
| 		if (!object) {
 | |
| 			continue;
 | |
| 		}
 | |
| 		if (object->has_method("get_material_override")) { // trying getting material from MeshInstance
 | |
| 			src_mat = Object::cast_to<ShaderMaterial>(object->call("get_material_override"));
 | |
| 		} else if (object->has_method("get_material")) { // from CanvasItem/Node2D
 | |
| 			src_mat = Object::cast_to<ShaderMaterial>(object->call("get_material"));
 | |
| 		} else {
 | |
| 			src_mat = Object::cast_to<ShaderMaterial>(object);
 | |
| 		}
 | |
| 		if (src_mat && src_mat->get_shader().is_valid()) {
 | |
| 			List<PropertyInfo> params;
 | |
| 			src_mat->get_shader()->get_param_list(¶ms);
 | |
| 			for (const PropertyInfo &E : params) {
 | |
| 				material->set(E.name, src_mat->get(E.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", callable_mp(this, &VisualShaderNodePortPreview::_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 = {
 | |
| 			Vector2(),
 | |
| 			Vector2(get_size().width, 0),
 | |
| 			get_size(),
 | |
| 			Vector2(0, get_size().height)
 | |
| 		};
 | |
| 
 | |
| 		Vector<Vector2> uvs = {
 | |
| 			Vector2(0, 0),
 | |
| 			Vector2(1, 0),
 | |
| 			Vector2(1, 1),
 | |
| 			Vector2(0, 1)
 | |
| 		};
 | |
| 
 | |
| 		Vector<Color> colors = {
 | |
| 			Color(1, 1, 1, 1),
 | |
| 			Color(1, 1, 1, 1),
 | |
| 			Color(1, 1, 1, 1),
 | |
| 			Color(1, 1, 1, 1)
 | |
| 		};
 | |
| 
 | |
| 		draw_primitive(points, colors, uvs);
 | |
| 	}
 | |
| }
 | |
| 
 | |
| void VisualShaderNodePortPreview::_bind_methods() {
 | |
| }
 | |
| 
 | |
| //////////////////////////////////
 | |
| 
 | |
| String VisualShaderConversionPlugin::converts_to() const {
 | |
| 	return "Shader";
 | |
| }
 | |
| 
 | |
| bool VisualShaderConversionPlugin::handles(const Ref<Resource> &p_resource) const {
 | |
| 	Ref<VisualShader> vshader = p_resource;
 | |
| 	return vshader.is_valid();
 | |
| }
 | |
| 
 | |
| Ref<Resource> VisualShaderConversionPlugin::convert(const Ref<Resource> &p_resource) const {
 | |
| 	Ref<VisualShader> vshader = p_resource;
 | |
| 	ERR_FAIL_COND_V(!vshader.is_valid(), Ref<Resource>());
 | |
| 
 | |
| 	Ref<Shader> shader;
 | |
| 	shader.instantiate();
 | |
| 
 | |
| 	String code = vshader->get_code();
 | |
| 	shader->set_code(code);
 | |
| 
 | |
| 	return shader;
 | |
| }
 | 
