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Visual Shader Editing for 2D

Editing 2D shaders with visual editor seems to work now.
Juan Linietsky %!s(int64=10) %!d(string=hai) anos
pai
achega
11c1756257

+ 33 - 15
drivers/gles2/rasterizer_gles2.cpp

@@ -4588,6 +4588,9 @@ void RasterizerGLES2::_update_shader( Shader* p_shader) const {
 			enablers.push_back("#define USE_TEXPIXEL_SIZE\n");
 		}
 
+		if (fragment_flags.uses_worldvec) {
+			enablers.push_back("#define USE_WORLD_VEC\n");
+		}
 		canvas_shader.set_custom_shader_code(p_shader->custom_code_id,vertex_code, vertex_globals,fragment_code, light_code, fragment_globals,uniform_names,enablers);
 
 		//postprocess_shader.set_custom_shader_code(p_shader->custom_code_id,vertex_code, vertex_globals,fragment_code, fragment_globals,uniform_names);
@@ -8362,24 +8365,39 @@ void RasterizerGLES2::canvas_render_items(CanvasItem *p_item_list) {
 				int idx=0;
 				for(Map<StringName,ShaderLanguage::Uniform>::Element *E=shader->uniforms.front();E;E=E->next()) {
 
-
 					Map<StringName,Variant>::Element *F=shader_owner->shader_param.find(E->key());
-					Variant &v=F?F->get():E->get().default_value;
-					if (v.get_type()==Variant::_RID || v.get_type()==Variant::OBJECT) {
-						int loc = canvas_shader.get_custom_uniform_location(idx); //should be automatic..
-
-						glActiveTexture(GL_TEXTURE0+tex_id);
-						RID tex = v;
-						Texture *t=texture_owner.get(tex);
-						if (!t)
-							glBindTexture(GL_TEXTURE_2D,white_tex);
-						else
-							glBindTexture(t->target,t->tex_id);
 
-						glUniform1i(loc,tex_id);
-						tex_id++;
+					if ((E->get().type==ShaderLanguage::TYPE_TEXTURE || E->get().type==ShaderLanguage::TYPE_CUBEMAP)) {
 
+						RID rid;
+						if (F) {
+							rid=F->get();
+						}
+
+						if (!rid.is_valid()) {
+
+							Map<StringName,RID>::Element *DT=shader->default_textures.find(E->key());
+							if (DT) {
+								rid=DT->get();
+							}
+						}
+
+						if (rid.is_valid()) {
+
+							int loc = canvas_shader.get_custom_uniform_location(idx); //should be automatic..
+
+							glActiveTexture(GL_TEXTURE0+tex_id);
+							Texture *t=texture_owner.get(rid);
+							if (!t)
+								glBindTexture(GL_TEXTURE_2D,white_tex);
+							else
+								glBindTexture(t->target,t->tex_id);
+
+							glUniform1i(loc,tex_id);
+							tex_id++;
+						}
 					} else {
+						Variant &v=F?F->get():E->get().default_value;
 						canvas_shader.set_custom_uniform(idx,v);
 					}
 
@@ -8403,7 +8421,7 @@ void RasterizerGLES2::canvas_render_items(CanvasItem *p_item_list) {
 #endif
 						glCopyTexSubImage2D(GL_TEXTURE_2D,0,x,y,x,y,viewport.width,viewport.height);
 						if (current_clip) {
-							print_line(" a clip ");
+						//	print_line(" a clip ");
 						}
 
 						canvas_texscreen_used=true;

+ 7 - 0
drivers/gles2/shader_compiler_gles2.cpp

@@ -239,6 +239,9 @@ String ShaderCompilerGLES2::dump_node_code(SL::Node *p_node,int p_level,bool p_a
 				if (vnode->name==vname_normal) {
 					uses_normal=true;
 				}
+				if (vnode->name==vname_world_vec) {
+					uses_worldvec=true;
+				}
 
 				if (vnode->name==vname_screen_uv) {
 					uses_screen_uv=true;
@@ -599,6 +602,7 @@ Error ShaderCompilerGLES2::compile(const String& p_code, ShaderLanguage::ShaderT
 	uses_normalmap=false;
 	uses_normal=false;
 	uses_texpixel_size=false;
+	uses_worldvec=false;
 	vertex_code_writes_vertex=false;
 	uniforms=r_uniforms;
 	flags=&r_flags;
@@ -634,6 +638,7 @@ Error ShaderCompilerGLES2::compile(const String& p_code, ShaderLanguage::ShaderT
 	r_flags.uses_normalmap=uses_normalmap;
 	r_flags.uses_normal=uses_normalmap;
 	r_flags.uses_texpixel_size=uses_texpixel_size;
+	r_flags.uses_worldvec=uses_worldvec;
 	r_code_line=code;
 	r_globals_line=global_code;
 
@@ -774,6 +779,7 @@ ShaderCompilerGLES2::ShaderCompilerGLES2() {
 
 	mode_replace_table[3]["SRC_VERTEX"]="src_vtx";
 	mode_replace_table[3]["VERTEX"]="outvec.xy";
+	mode_replace_table[3]["WORLD_VERTEX"]="outvec.xy";
 	mode_replace_table[3]["UV"]="uv_interp";
 	mode_replace_table[3]["COLOR"]="color_interp";
 	mode_replace_table[3]["VAR1"]="var1_interp";
@@ -830,5 +836,6 @@ ShaderCompilerGLES2::ShaderCompilerGLES2() {
 	vname_normalmap="NORMALMAP";
 	vname_normal="NORMAL";
 	vname_texpixel_size="TEXTURE_PIXEL_SIZE";
+	vname_world_vec="WORLD_VERTEX";
 
 }

+ 3 - 0
drivers/gles2/shader_compiler_gles2.h

@@ -53,6 +53,7 @@ private:
 	bool uses_normalmap;
 	bool uses_normal;
 	bool uses_texpixel_size;
+	bool uses_worldvec;
 	bool vertex_code_writes_vertex;
 	Flags *flags;
 
@@ -72,6 +73,7 @@ private:
 	StringName vname_normalmap;
 	StringName vname_normal;
 	StringName vname_texpixel_size;
+	StringName vname_world_vec;
 
 	Map<StringName,ShaderLanguage::Uniform> *uniforms;
 
@@ -107,6 +109,7 @@ public:
 		bool uses_time;
 		bool uses_normal;
 		bool uses_texpixel_size;
+		bool uses_worldvec;
 	};
 
 	Error compile(const String& p_code, ShaderLanguage::ShaderType p_type, String& r_code_line, String& r_globals_line, Flags& r_flags, Map<StringName,ShaderLanguage::Uniform> *r_uniforms=NULL);

+ 5 - 3
drivers/gles2/shaders/canvas.glsl

@@ -52,8 +52,10 @@ void main() {
 VERTEX_SHADER_CODE
 
 }
+#if !defined(USE_WORLD_VEC)
         outvec = extra_matrix * outvec;
         outvec = modelview_matrix * outvec;
+#endif
 
 #ifdef USE_PIXEL_SNAP
 
@@ -61,15 +63,15 @@ VERTEX_SHADER_CODE
 #endif
 
 
+	gl_Position = projection_matrix * outvec;
+
 #ifdef USE_LIGHTING
 
-	light_tex_pos.xy = light_matrix * outvec;
+	light_tex_pos.xy = light_matrix * gl_Position;
 	light_tex_pos.zw=outvec.xy - light_matrix[4].xy; //likely wrong
 
 #endif
 
-
-	gl_Position = projection_matrix * outvec;
 }
 
 [fragment]

+ 1 - 1
scene/2d/canvas_item.cpp

@@ -969,7 +969,7 @@ CanvasItem::CanvasItem() : xform_change(this) {
 	block_transform_notify=false;
 //	viewport=NULL;
 	canvas_layer=NULL;
-	use_parent_shader;
+	use_parent_shader=false;
 	global_invalid=true;
 
 	C=NULL;

+ 1 - 0
scene/register_scene_types.cpp

@@ -499,6 +499,7 @@ void register_scene_types() {
 	ObjectTypeDB::register_virtual_type<Shader>();
 	ObjectTypeDB::register_virtual_type<ShaderGraph>();
 	ObjectTypeDB::register_type<CanvasItemShader>();
+	ObjectTypeDB::register_type<CanvasItemShaderGraph>();
 
 #ifndef _3D_DISABLED
 	ObjectTypeDB::register_type<Mesh>();

+ 48 - 1
scene/resources/shader_graph.cpp

@@ -1320,6 +1320,43 @@ const ShaderGraph::InOutParamInfo ShaderGraph::inout_param_info[]={
 	{MODE_MATERIAL,SHADER_TYPE_LIGHT,"ShadeParam","SHADE_PARAM","",SLOT_TYPE_SCALAR,SLOT_IN},
 	//light out
 	{MODE_MATERIAL,SHADER_TYPE_LIGHT,"Light","LIGHT","",SLOT_TYPE_VEC,SLOT_OUT},
+	//canvas item vertex in
+	{MODE_CANVAS_ITEM,SHADER_TYPE_VERTEX,"Vertex","vec3(SRC_VERTEX,0)","",SLOT_TYPE_VEC,SLOT_IN},
+	{MODE_CANVAS_ITEM,SHADER_TYPE_VERTEX,"UV","SRC_UV","",SLOT_TYPE_VEC,SLOT_IN},
+	{MODE_CANVAS_ITEM,SHADER_TYPE_VERTEX,"Color","SRC_COLOR.rgb","",SLOT_TYPE_VEC,SLOT_IN},
+	{MODE_CANVAS_ITEM,SHADER_TYPE_VERTEX,"Alpha","SRC_COLOR.a","",SLOT_TYPE_SCALAR,SLOT_IN},
+	{MODE_CANVAS_ITEM,SHADER_TYPE_VERTEX,"WorldMatrix","WORLD_MATRIX","",SLOT_TYPE_XFORM,SLOT_IN},
+	{MODE_CANVAS_ITEM,SHADER_TYPE_VERTEX,"ExtraMatrix","EXTRA_MATRIX","",SLOT_TYPE_XFORM,SLOT_IN},
+	{MODE_CANVAS_ITEM,SHADER_TYPE_VERTEX,"ProjectionMatrix","PROJECTION_MATRIX","",SLOT_TYPE_XFORM,SLOT_IN},
+	//canvas item vertex out
+	{MODE_CANVAS_ITEM,SHADER_TYPE_VERTEX,"Vertex","VERTEX",".xy",SLOT_TYPE_VEC,SLOT_OUT},
+	{MODE_CANVAS_ITEM,SHADER_TYPE_VERTEX,"UV","UV",".xy",SLOT_TYPE_VEC,SLOT_OUT},
+	{MODE_CANVAS_ITEM,SHADER_TYPE_VERTEX,"Color","COLOR.rgb","",SLOT_TYPE_VEC,SLOT_OUT},
+	{MODE_CANVAS_ITEM,SHADER_TYPE_VERTEX,"Alpha","COLOR.a","",SLOT_TYPE_SCALAR,SLOT_OUT},
+	{MODE_CANVAS_ITEM,SHADER_TYPE_VERTEX,"Var1","VAR1.rgb","",SLOT_TYPE_VEC,SLOT_OUT},
+	{MODE_CANVAS_ITEM,SHADER_TYPE_VERTEX,"Var2","VAR2.rgb","",SLOT_TYPE_VEC,SLOT_OUT},
+	{MODE_CANVAS_ITEM,SHADER_TYPE_VERTEX,"PointSize","POINT_SIZE","",SLOT_TYPE_SCALAR,SLOT_OUT},
+	//canvas item fragment in
+	{MODE_CANVAS_ITEM,SHADER_TYPE_FRAGMENT,"Color","SRC_COLOR.rgb","",SLOT_TYPE_VEC,SLOT_IN},
+	{MODE_CANVAS_ITEM,SHADER_TYPE_FRAGMENT,"Alpha","SRC_COLOR.a","",SLOT_TYPE_SCALAR,SLOT_IN},
+	{MODE_CANVAS_ITEM,SHADER_TYPE_FRAGMENT,"UV","vec3(UV,0)","",SLOT_TYPE_VEC,SLOT_IN},
+	{MODE_CANVAS_ITEM,SHADER_TYPE_FRAGMENT,"UVScreen","vec3(SCREEN_UV,0)","",SLOT_TYPE_VEC,SLOT_IN},
+	{MODE_CANVAS_ITEM,SHADER_TYPE_FRAGMENT,"TexPixelSize","vec3(TEXTURE_PIXEL_SIZE,0)","",SLOT_TYPE_VEC,SLOT_IN},
+	{MODE_CANVAS_ITEM,SHADER_TYPE_FRAGMENT,"Var1","VAR1.rgb","",SLOT_TYPE_VEC,SLOT_IN},
+	{MODE_CANVAS_ITEM,SHADER_TYPE_FRAGMENT,"Var2","VAR2.rgb","",SLOT_TYPE_VEC,SLOT_IN},
+	{MODE_CANVAS_ITEM,SHADER_TYPE_FRAGMENT,"PointCoord","POINT_COORD","",SLOT_TYPE_VEC,SLOT_IN},
+	//canvas item fragment out
+	{MODE_CANVAS_ITEM,SHADER_TYPE_FRAGMENT,"Color","COLOR.rgb","",SLOT_TYPE_VEC,SLOT_OUT},
+	{MODE_CANVAS_ITEM,SHADER_TYPE_FRAGMENT,"Alpha","COLOR.a","",SLOT_TYPE_SCALAR,SLOT_OUT},
+	{MODE_CANVAS_ITEM,SHADER_TYPE_FRAGMENT,"Normal","NORMAL","",SLOT_TYPE_VEC,SLOT_OUT},
+	//canvas item light in
+	{MODE_CANVAS_ITEM,SHADER_TYPE_LIGHT,"Color","COLOR.rgb","",SLOT_TYPE_VEC,SLOT_IN},
+	{MODE_CANVAS_ITEM,SHADER_TYPE_LIGHT,"Normal","NORMAL","",SLOT_TYPE_VEC,SLOT_IN},
+	{MODE_CANVAS_ITEM,SHADER_TYPE_LIGHT,"LightDist","LIGHT_DISTANCE","",SLOT_TYPE_SCALAR,SLOT_IN},
+	{MODE_CANVAS_ITEM,SHADER_TYPE_LIGHT,"LightDir","vec3(LIGHT_DIR,0)","",SLOT_TYPE_VEC,SLOT_IN},
+	{MODE_CANVAS_ITEM,SHADER_TYPE_LIGHT,"PointCoord","POINT_COORD","",SLOT_TYPE_VEC,SLOT_IN},
+	//canvas item light out
+	{MODE_CANVAS_ITEM,SHADER_TYPE_LIGHT,"Light","LIGHT","",SLOT_TYPE_VEC,SLOT_OUT},
 	//end
 	{MODE_MATERIAL,SHADER_TYPE_FRAGMENT,NULL,NULL,NULL,SLOT_TYPE_SCALAR,SLOT_OUT},
 
@@ -1373,6 +1410,7 @@ const ShaderGraph::NodeSlotInfo ShaderGraph::node_slot_info[]= {
 		{NODE_XFORM_INPUT,{SLOT_MAX},{SLOT_TYPE_XFORM,SLOT_MAX}}, // mat4 uniform (assignable in material)
 		{NODE_TEXTURE_INPUT,{SLOT_TYPE_VEC,SLOT_MAX},{SLOT_TYPE_VEC,SLOT_TYPE_SCALAR,SLOT_MAX}}, // texture input (assignable in material)
 		{NODE_CUBEMAP_INPUT,{SLOT_TYPE_VEC,SLOT_MAX},{SLOT_TYPE_VEC,SLOT_TYPE_SCALAR,SLOT_MAX}}, // cubemap input (assignable in material)
+		{NODE_DEFAULT_TEXTURE,{SLOT_TYPE_VEC,SLOT_MAX},{SLOT_TYPE_VEC,SLOT_TYPE_SCALAR,SLOT_MAX}}, // cubemap input (assignable in material)
 		{NODE_COMMENT,{SLOT_MAX},{SLOT_MAX}}, // comment
 		{NODE_TYPE_MAX,{SLOT_MAX},{SLOT_MAX}}
 };
@@ -1731,6 +1769,11 @@ void ShaderGraph::_update_shader() {
 			} else if (i==SHADER_TYPE_FRAGMENT && get_mode()==MODE_MATERIAL) {
 				if (name==("IN_NORMAL"))
 					code[i]="vec3 IN_NORMAL=NORMAL;\n"+code[i];
+			} else if (i==SHADER_TYPE_VERTEX && get_mode()==MODE_CANVAS_ITEM) {
+				if (name==("SRC_COLOR"))
+					code[i]="vec3 SRC_COLOR=COLOR.rgb;\n"+code[i];
+				if (name==("SRC_UV"))
+					code[i]="vec3 SRC_UV=vec3(UV,0);\n"+code[i];
 			}
 
 		}
@@ -1747,6 +1790,10 @@ void ShaderGraph::_update_shader() {
 			all_ok=false;
 	}
 
+/*	print_line("VERTEX: \n"+code[0]);
+	print_line("FRAGMENT: \n"+code[1]);
+	print_line("LIGHT: \n"+code[2]);*/
+
 	if (all_ok) {
 		set_code(code[0],code[1],code[2]);
 	}
@@ -2372,7 +2419,7 @@ void ShaderGraph::_add_node_code(ShaderType p_type,Node *p_node,const Vector<Str
 				code += OUTNAME(p_node->id,1)+"="+rname+".a;\n";
 
 			} else {
-
+				//not supported
 				code += OUTNAME(p_node->id,0)+"=vec3(0,0,0);\n";
 				code += OUTNAME(p_node->id,1)+"=1.0;\n";
 

+ 13 - 1
scene/resources/shader_graph.h

@@ -406,7 +406,6 @@ VARIANT_ENUM_CAST( ShaderGraph::GraphError );
 class MaterialShaderGraph : public ShaderGraph {
 
 	OBJ_TYPE( MaterialShaderGraph, ShaderGraph );
-	RES_BASE_EXTENSION("sgp");
 
 public:
 
@@ -416,4 +415,17 @@ public:
 	}
 };
 
+class CanvasItemShaderGraph : public ShaderGraph {
+
+	OBJ_TYPE( CanvasItemShaderGraph, ShaderGraph );
+
+public:
+
+
+	CanvasItemShaderGraph() : ShaderGraph(MODE_CANVAS_ITEM) {
+
+	}
+};
+
+
 #endif // SHADER_GRAPH_H

+ 1 - 0
servers/visual/shader_language.cpp

@@ -1112,6 +1112,7 @@ const ShaderLanguage::BuiltinsDef ShaderLanguage::ci_vertex_builtins_defs[]={
 
 	{ "SRC_VERTEX", TYPE_VEC2},
 	{ "VERTEX", TYPE_VEC2},
+	{ "WORLD_VERTEX", TYPE_VEC2},
 	{ "UV", TYPE_VEC2},
 	{ "COLOR", TYPE_VEC4},
 	{ "VAR1", TYPE_VEC4},

+ 2 - 1
tools/editor/editor_node.cpp

@@ -4035,7 +4035,8 @@ EditorNode::EditorNode() {
 	add_editor_plugin( memnew( ScriptEditorPlugin(this) ) );
 	add_editor_plugin( memnew( EditorHelpPlugin(this) ) );
 	add_editor_plugin( memnew( AnimationPlayerEditorPlugin(this) ) );
-	add_editor_plugin( memnew( ShaderGraphEditorPlugin(this) ) );
+	add_editor_plugin( memnew( ShaderGraphEditorPlugin(this,true) ) );
+	add_editor_plugin( memnew( ShaderGraphEditorPlugin(this,false) ) );
 	add_editor_plugin( memnew( ShaderEditorPlugin(this,true) ) );
 	add_editor_plugin( memnew( ShaderEditorPlugin(this,false) ) );
 	add_editor_plugin( memnew( CameraEditorPlugin(this) ) );

+ 20 - 6
tools/editor/plugins/shader_graph_editor_plugin.cpp

@@ -33,7 +33,7 @@
 #include "scene/gui/panel.h"
 #include "spatial_editor_plugin.h"
 #include "os/keyboard.h"
-
+#include "canvas_item_editor_plugin.h"
 
 void GraphColorRampEdit::_input_event(const InputEvent& p_event) {
 
@@ -2234,6 +2234,9 @@ void ShaderGraphEditor::_notification(int p_what) {
 
 			if (i==ShaderGraph::NODE_OUTPUT)
 				continue;
+			if (!_2d && i==ShaderGraph::NODE_DEFAULT_TEXTURE)
+				continue;
+
 			String nn = node_names[i];
 			String ic = nn.get_slice(":",0);
 			String v = nn.get_slice(":",1);
@@ -2297,7 +2300,8 @@ const char* ShaderGraphEditor::node_names[ShaderGraph::NODE_TYPE_MAX]={
 
 
 };
-ShaderGraphEditor::ShaderGraphEditor() {
+ShaderGraphEditor::ShaderGraphEditor(bool p_2d) {
+	_2d=p_2d;
 
 	HBoxContainer *hbc = memnew( HBoxContainer );
 	menu = memnew( MenuButton );
@@ -2339,7 +2343,13 @@ void ShaderGraphEditorPlugin::edit(Object *p_object) {
 
 bool ShaderGraphEditorPlugin::handles(Object *p_object) const {
 
-	return p_object->is_type("ShaderGraph");
+	ShaderGraph *shader=p_object->cast_to<ShaderGraph>();
+	if (!shader)
+		return false;
+	if (_2d)
+		return shader->get_mode()==Shader::MODE_CANVAS_ITEM;
+	else
+		return shader->get_mode()==Shader::MODE_MATERIAL;
 }
 
 void ShaderGraphEditorPlugin::make_visible(bool p_visible) {
@@ -2353,12 +2363,16 @@ void ShaderGraphEditorPlugin::make_visible(bool p_visible) {
 
 }
 
-ShaderGraphEditorPlugin::ShaderGraphEditorPlugin(EditorNode *p_node) {
+ShaderGraphEditorPlugin::ShaderGraphEditorPlugin(EditorNode *p_node, bool p_2d) {
 
+	_2d=p_2d;
 	editor=p_node;
-	shader_editor = memnew( ShaderGraphEditor );
+	shader_editor = memnew( ShaderGraphEditor(p_2d) );
 	shader_editor->hide();
-	SpatialEditor::get_singleton()->get_shader_split()->add_child(shader_editor);
+	if (p_2d)
+		CanvasItemEditor::get_singleton()->get_bottom_split()->add_child(shader_editor);
+	else
+		SpatialEditor::get_singleton()->get_shader_split()->add_child(shader_editor);
 
 
 //	editor->get_viewport()->add_child(shader_editor);

+ 4 - 2
tools/editor/plugins/shader_graph_editor_plugin.h

@@ -191,6 +191,7 @@ class ShaderGraphEditor : public VBoxContainer {
 	ShaderGraphView *graph_edits[ShaderGraph::SHADER_TYPE_MAX];
 	static const char* node_names[ShaderGraph::NODE_TYPE_MAX];
 
+	bool _2d;
 	void _add_node(int p_type);
 protected:
 	void _notification(int p_what);
@@ -198,13 +199,14 @@ protected:
 public:
 
 	void edit(Ref<ShaderGraph> p_shader);
-	ShaderGraphEditor();
+	ShaderGraphEditor(bool p_2d);
 };
 
 class ShaderGraphEditorPlugin : public EditorPlugin {
 
 	OBJ_TYPE( ShaderGraphEditorPlugin, EditorPlugin );
 
+	bool _2d;
 	ShaderGraphEditor *shader_editor;
 	EditorNode *editor;
 
@@ -216,7 +218,7 @@ public:
 	virtual bool handles(Object *p_node) const;
 	virtual void make_visible(bool p_visible);
 
-	ShaderGraphEditorPlugin(EditorNode *p_node);
+	ShaderGraphEditorPlugin(EditorNode *p_node,bool p_2d);
 	~ShaderGraphEditorPlugin();
 
 };