Forráskód Böngészése

-the new shader language seems to work
-shader editor plugin can edit shaders
-code completion in shader editor plugin

Juan Linietsky 9 éve
szülő
commit
850eaf7ed7

+ 135 - 126
bin/tests/test_shader_lang.cpp

@@ -39,7 +39,7 @@
 #include "servers/visual/shader_language.h"
 //#include "drivers/gles2/shader_compiler_gles2.h"
 
-#if 0
+
 typedef ShaderLanguage SL;
 
 namespace TestShaderLang {
@@ -57,50 +57,54 @@ static String _mktab(int p_level) {
 
 static String _typestr(SL::DataType p_type) {
 
-	switch(p_type) {
+	return ShaderLanguage::get_datatype_name(p_type);
+
+	return "";
+}
+
+
+static String _prestr(SL::DataPrecision p_pres) {
 
-		case SL::TYPE_VOID: return "void";
-		case SL::TYPE_BOOL: return "bool";
-		case SL::TYPE_FLOAT: return "float";
-		case SL::TYPE_VEC2: return "vec2";
-		case SL::TYPE_VEC3: return "vec3";
-		case SL::TYPE_VEC4: return "vec4";
-		case SL::TYPE_MAT3: return "mat3";
-		case SL::TYPE_MAT4: return "mat4";
-		case SL::TYPE_TEXTURE: return "texture";
-		case SL::TYPE_CUBEMAP: return "cubemap";
-		default: {}
-	}
 
+	switch(p_pres) {
+		case SL::PRECISION_LOWP: return "lowp ";
+		case SL::PRECISION_MEDIUMP: return "mediump ";
+		case SL::PRECISION_HIGHP: return "highp ";
+		case SL::PRECISION_DEFAULT: return "";
+	}
 	return "";
 }
 
+
 static String _opstr(SL::Operator p_op) {
 
-	switch(p_op) {
-		case SL::OP_ASSIGN: return "=";
-		case SL::OP_ADD: return "+";
-		case SL::OP_SUB: return "-";
-		case SL::OP_MUL: return "*";
-		case SL::OP_DIV: return "/";
-		case SL::OP_ASSIGN_ADD: return "+=";
-		case SL::OP_ASSIGN_SUB: return "-=";
-		case SL::OP_ASSIGN_MUL: return "*=";
-		case SL::OP_ASSIGN_DIV: return "/=";
-		case SL::OP_NEG: return "-";
-		case SL::OP_NOT: return "!";
-		case SL::OP_CMP_EQ: return "==";
-		case SL::OP_CMP_NEQ: return "!=";
-		case SL::OP_CMP_LEQ: return "<=";
-		case SL::OP_CMP_GEQ: return ">=";
-		case SL::OP_CMP_LESS: return "<";
-		case SL::OP_CMP_GREATER: return ">";
-		case SL::OP_CMP_OR: return "||";
-		case SL::OP_CMP_AND: return "&&";
-		default: return "";
-	}
+	return ShaderLanguage::get_operator_text(p_op);
 
-	return "";
+
+}
+
+
+static String get_constant_text(SL::DataType p_type, const Vector<SL::ConstantNode::Value>& p_values) {
+
+	switch(p_type) {
+		case SL::TYPE_BOOL:  return p_values[0].boolean?"true":"false";
+		case SL::TYPE_BVEC2:  return String()+"bvec2("+(p_values[0].boolean?"true":"false")+(p_values[1].boolean?"true":"false")+")";
+		case SL::TYPE_BVEC3:  return String()+"bvec3("+(p_values[0].boolean?"true":"false")+","+(p_values[1].boolean?"true":"false")+","+(p_values[2].boolean?"true":"false")+")";
+		case SL::TYPE_BVEC4:  return String()+"bvec4("+(p_values[0].boolean?"true":"false")+","+(p_values[1].boolean?"true":"false")+","+(p_values[2].boolean?"true":"false")+","+(p_values[3].boolean?"true":"false")+")";
+		case SL::TYPE_INT:  return rtos(p_values[0].sint);
+		case SL::TYPE_IVEC2:  return String()+"ivec2("+rtos(p_values[0].sint)+","+rtos(p_values[1].sint)+")";
+		case SL::TYPE_IVEC3:  return String()+"ivec3("+rtos(p_values[0].sint)+","+rtos(p_values[1].sint)+","+rtos(p_values[2].sint)+")";
+		case SL::TYPE_IVEC4:  return String()+"ivec4("+rtos(p_values[0].sint)+","+rtos(p_values[1].sint)+","+rtos(p_values[2].sint)+","+rtos(p_values[3].sint)+")";
+		case SL::TYPE_UINT:  return rtos(p_values[0].real);
+		case SL::TYPE_UVEC2:  return String()+"uvec2("+rtos(p_values[0].real)+","+rtos(p_values[1].real)+")";
+		case SL::TYPE_UVEC3:  return String()+"uvec3("+rtos(p_values[0].real)+","+rtos(p_values[1].real)+","+rtos(p_values[2].real)+")";
+		case SL::TYPE_UVEC4:  return String()+"uvec4("+rtos(p_values[0].real)+","+rtos(p_values[1].real)+","+rtos(p_values[2].real)+","+rtos(p_values[3].real)+")";
+		case SL::TYPE_FLOAT:  return rtos(p_values[0].real);
+		case SL::TYPE_VEC2:  return String()+"vec2("+rtos(p_values[0].real)+","+rtos(p_values[1].real)+")";
+		case SL::TYPE_VEC3:  return String()+"vec3("+rtos(p_values[0].real)+","+rtos(p_values[1].real)+","+rtos(p_values[2].real)+")";
+		case SL::TYPE_VEC4:  return String()+"vec4("+rtos(p_values[0].real)+","+rtos(p_values[1].real)+","+rtos(p_values[2].real)+","+rtos(p_values[3].real)+")";
+		default: ERR_FAIL_V(String());
+	}
 }
 
 static String dump_node_code(SL::Node *p_node,int p_level) {
@@ -109,18 +113,48 @@ static String dump_node_code(SL::Node *p_node,int p_level) {
 
 	switch(p_node->type) {
 
-		case SL::Node::TYPE_PROGRAM: {
+		case SL::Node::TYPE_SHADER: {
 
-			SL::ProgramNode *pnode=(SL::ProgramNode*)p_node;
+			SL::ShaderNode *pnode=(SL::ShaderNode*)p_node;
 
-			for(Map<StringName,SL::Uniform>::Element *E=pnode->uniforms.front();E;E=E->next()) {
+			for(Map<StringName,SL::ShaderNode::Uniform>::Element *E=pnode->uniforms.front();E;E=E->next()) {
 
 				String ucode="uniform ";
-				ucode+=_typestr(E->get().type)+"="+String(E->get().default_value)+"\n";
-				code+=ucode;
+				ucode+=_prestr(E->get().precission);
+				ucode+=_typestr(E->get().type);
+				ucode+=" "+String(E->key());
+
+				if (E->get().default_value.size()) {
+					ucode+=" = "+get_constant_text(E->get().type,E->get().default_value);
+				}
+
+				static const char*hint_name[SL::ShaderNode::Uniform::HINT_MAX]={
+					"",
+					"color",
+					"range",
+					"albedo",
+					"normal",
+					"black",
+					"white"
+				};
+
+				if (E->get().hint)
+					ucode+=" : "+String(hint_name[E->get().hint]);
+
+				code+=ucode+"\n";
 
 			}
 
+			for(Map<StringName,SL::ShaderNode::Varying>::Element *E=pnode->varyings.front();E;E=E->next()) {
+
+				String vcode="varying ";
+				vcode+=_prestr(E->get().precission);
+				vcode+=_typestr(E->get().type);
+				vcode+=" "+String(E->key());
+
+				code+=vcode+"\n";
+
+			}
 			for(int i=0;i<pnode->functions.size();i++) {
 
 				SL::FunctionNode *fnode=pnode->functions[i].function;
@@ -131,16 +165,15 @@ static String dump_node_code(SL::Node *p_node,int p_level) {
 
 					if (i>0)
 						header+=", ";
-					header+=_typestr(fnode->arguments[i].type)+" "+fnode->arguments[i].name;
+					header+=_prestr(fnode->arguments[i].precision)+_typestr(fnode->arguments[i].type)+" "+fnode->arguments[i].name;
 				}
 
-				header+=") {\n";
+				header+=")\n";
 				code+=header;
 				code+=dump_node_code(fnode->body,p_level+1);
-				code+="}\n";
 			}
 
-			code+=dump_node_code(pnode->body,p_level);
+			//code+=dump_node_code(pnode->body,p_level);
 		} break;
 		case SL::Node::TYPE_FUNCTION: {
 
@@ -149,15 +182,23 @@ static String dump_node_code(SL::Node *p_node,int p_level) {
 			SL::BlockNode *bnode=(SL::BlockNode*)p_node;
 
 			//variables
-			for(Map<StringName,SL::DataType>::Element *E=bnode->variables.front();E;E=E->next()) {
+			code+=_mktab(p_level-1)+"{\n";
+			for(Map<StringName,SL::BlockNode::Variable>::Element *E=bnode->variables.front();E;E=E->next()) {
 
-				code+=_mktab(p_level)+_typestr(E->value())+" "+E->key()+";\n";
+				code+=_mktab(p_level)+_prestr(E->get().precision)+_typestr(E->get().type)+" "+E->key()+";\n";
 			}
 
 			for(int i=0;i<bnode->statements.size();i++) {
 
-				code+=_mktab(p_level)+dump_node_code(bnode->statements[i],p_level)+";\n";
+				String scode = dump_node_code(bnode->statements[i],p_level);
+
+				if (bnode->statements[i]->type==SL::Node::TYPE_CONTROL_FLOW || bnode->statements[i]->type==SL::Node::TYPE_CONTROL_FLOW) {
+					code+=scode; //use directly
+				} else {
+					code+=_mktab(p_level)+scode+";\n";
+				}
 			}
+			code+=_mktab(p_level-1)+"}\n";
 
 
 		} break;
@@ -168,18 +209,7 @@ static String dump_node_code(SL::Node *p_node,int p_level) {
 		} break;
 		case SL::Node::TYPE_CONSTANT: {
 			SL::ConstantNode *cnode=(SL::ConstantNode*)p_node;
-			switch(cnode->datatype) {
-
-
-				case SL::TYPE_BOOL: code=cnode->value.operator bool()?"true":"false"; break;
-				case SL::TYPE_FLOAT: code=cnode->value; break;
-				case SL::TYPE_VEC2: { Vector2 v = cnode->value; code="vec2("+rtos(v.x)+", "+rtos(v.y)+")"; } break;
-				case SL::TYPE_VEC3: { Vector3 v = cnode->value; code="vec3("+rtos(v.x)+", "+rtos(v.y)+", "+rtos(v.z)+")"; } break;
-				case SL::TYPE_VEC4: { Plane v = cnode->value; code="vec4("+rtos(v.normal.x)+", "+rtos(v.normal.y)+", "+rtos(v.normal.z)+", "+rtos(v.d)+")"; } break;
-				case SL::TYPE_MAT3: { Matrix3 x = cnode->value; code="mat3( vec3("+rtos(x.get_axis(0).x)+", "+rtos(x.get_axis(0).y)+", "+rtos(x.get_axis(0).z)+"), vec3("+rtos(x.get_axis(1).x)+", "+rtos(x.get_axis(1).y)+", "+rtos(x.get_axis(1).z)+"), vec3("+rtos(x.get_axis(2).x)+", "+rtos(x.get_axis(2).y)+", "+rtos(x.get_axis(2).z)+"))"; } break;
-				case SL::TYPE_MAT4: { Transform x = cnode->value; code="mat4( vec3("+rtos(x.basis.get_axis(0).x)+", "+rtos(x.basis.get_axis(0).y)+", "+rtos(x.basis.get_axis(0).z)+"), vec3("+rtos(x.basis.get_axis(1).x)+", "+rtos(x.basis.get_axis(1).y)+", "+rtos(x.basis.get_axis(1).z)+"), vec3("+rtos(x.basis.get_axis(2).x)+", "+rtos(x.basis.get_axis(2).y)+", "+rtos(x.basis.get_axis(2).z)+"), vec3("+rtos(x.origin.x)+", "+rtos(x.origin.y)+", "+rtos(x.origin.z)+"))"; } break;
-				default: code="<error: "+Variant::get_type_name(cnode->value.get_type())+" ("+itos(cnode->datatype)+">";
-			}
+			return get_constant_text(cnode->datatype,cnode->values);
 
 		} break;
 		case SL::Node::TYPE_OPERATOR: {
@@ -193,28 +223,25 @@ static String dump_node_code(SL::Node *p_node,int p_level) {
 				case SL::OP_ASSIGN_SUB:
 				case SL::OP_ASSIGN_MUL:
 				case SL::OP_ASSIGN_DIV:
+				case SL::OP_ASSIGN_SHIFT_LEFT:
+				case SL::OP_ASSIGN_SHIFT_RIGHT:
+				case SL::OP_ASSIGN_MOD:
+				case SL::OP_ASSIGN_BIT_AND:
+				case SL::OP_ASSIGN_BIT_OR:
+				case SL::OP_ASSIGN_BIT_XOR:
 					code=dump_node_code(onode->arguments[0],p_level)+_opstr(onode->op)+dump_node_code(onode->arguments[1],p_level);
 					break;
-
-				case SL::OP_ADD:
-				case SL::OP_SUB:
-				case SL::OP_MUL:
-				case SL::OP_DIV:
-				case SL::OP_CMP_EQ:
-				case SL::OP_CMP_NEQ:
-				case SL::OP_CMP_LEQ:
-				case SL::OP_CMP_GEQ:
-				case SL::OP_CMP_LESS:
-				case SL::OP_CMP_GREATER:
-				case SL::OP_CMP_OR:
-				case SL::OP_CMP_AND:
-
-					code="("+dump_node_code(onode->arguments[0],p_level)+_opstr(onode->op)+dump_node_code(onode->arguments[1],p_level)+")";
-					break;
-				case SL::OP_NEG:
+				case SL::OP_BIT_INVERT:
+				case SL::OP_NEGATE:
 				case SL::OP_NOT:
+				case SL::OP_DECREMENT:
+				case SL::OP_INCREMENT:
 					code=_opstr(onode->op)+dump_node_code(onode->arguments[0],p_level);
 					break;
+				case SL::OP_POST_DECREMENT:
+				case SL::OP_POST_INCREMENT:
+					code=dump_node_code(onode->arguments[0],p_level)+_opstr(onode->op);
+					break;
 				case SL::OP_CALL:
 				case SL::OP_CONSTRUCT:
 					code=dump_node_code(onode->arguments[0],p_level)+"(";
@@ -225,7 +252,12 @@ static String dump_node_code(SL::Node *p_node,int p_level) {
 					}
 					code+=")";
 					break;
-				default: {}
+				default: {
+
+					code="("+dump_node_code(onode->arguments[0],p_level)+_opstr(onode->op)+dump_node_code(onode->arguments[1],p_level)+")";
+					break;
+
+				}
 			}
 
 		} break;
@@ -233,20 +265,19 @@ static String dump_node_code(SL::Node *p_node,int p_level) {
 			SL::ControlFlowNode *cfnode=(SL::ControlFlowNode*)p_node;
 			if (cfnode->flow_op==SL::FLOW_OP_IF) {
 
-				code+="if ("+dump_node_code(cfnode->statements[0],p_level)+") {\n";
-				code+=dump_node_code(cfnode->statements[1],p_level+1);
-				if (cfnode->statements.size()==3) {
+				code+=_mktab(p_level)+"if ("+dump_node_code(cfnode->expressions[0],p_level)+")\n";
+				code+=dump_node_code(cfnode->blocks[0],p_level+1);
+				if (cfnode->blocks.size()==2) {
 
-					code+="} else {\n";
-					code+=dump_node_code(cfnode->statements[2],p_level+1);
+					code+=_mktab(p_level)+"else\n";
+					code+=dump_node_code(cfnode->blocks[1],p_level+1);
 				}
 
-				code+="}\n";
 
 			} else if (cfnode->flow_op==SL::FLOW_OP_RETURN) {
 
-				if (cfnode->statements.size()) {
-					code="return "+dump_node_code(cfnode->statements[0],p_level);
+				if (cfnode->blocks.size()) {
+					code="return "+dump_node_code(cfnode->blocks[0],p_level);
 				} else {
 					code="return";
 				}
@@ -264,16 +295,14 @@ static String dump_node_code(SL::Node *p_node,int p_level) {
 
 }
 
-static Error recreate_code(void *p_str,SL::ProgramNode *p_program) {
+static Error recreate_code(void *p_str,SL::ShaderNode *p_program) {
+
 
-	print_line("recr");
 	String *str=(String*)p_str;
 
 	*str=dump_node_code(p_program,0);
 
 	return OK;
-
-
 }
 
 
@@ -283,6 +312,7 @@ MainLoop* test() {
 
 	if (cmdlargs.empty()) {
 		//try editor!
+		print_line("usage: godot -test shader_lang <shader>");
 		return NULL;
 	}
 
@@ -303,50 +333,29 @@ MainLoop* test() {
 		code+=c;
 	}
 
-	int errline;
-	int errcol;
-	String error;
-	print_line(SL::lex_debug(code));
-	Error err = SL::compile(code,ShaderLanguage::SHADER_MATERIAL_FRAGMENT,NULL,NULL,&error,&errline,&errcol);
+	SL sl;
+	print_line("tokens:\n\n"+sl.token_debug(code));
 
-	if (err) {
+	Map<StringName,Map<StringName,SL::DataType> > dt;
+	dt["fragment"]["ALBEDO"]=SL::TYPE_VEC3;
 
-		print_line("Error: "+itos(errline)+":"+itos(errcol)+" "+error);
-		return NULL;
-	}
+	Set<String> rm;
+	rm.insert("popo");
 
-	print_line("Compile OK! - pretty printing");
+	Error err = sl.compile(code,dt,rm);
 
-	String rcode;
-	err = SL::compile(code,ShaderLanguage::SHADER_MATERIAL_FRAGMENT,recreate_code,&rcode,&error,&errline,&errcol);
+	if (err) {
 
-	if (!err) {
-		print_line(rcode);
+		print_line("Error at line: "+rtos(sl.get_error_line())+": "+sl.get_error_text());
+		return NULL;
+	} else {
+		String code;
+		recreate_code(&code,sl.get_shader());
+		print_line("code:\n\n"+code);
 	}
-#if 0
-	ShaderCompilerGLES2 comp;
-	String codeline,globalsline;
-	SL::VarInfo vi;
-	vi.name="mongs";
-	vi.type=SL::TYPE_VEC3;
 
-
-	ShaderCompilerGLES2::Flags fl;
-	comp.compile(code,ShaderLanguage::SHADER_MATERIAL_FRAGMENT,codeline,globalsline,fl);
-#endif
 	return NULL;
 }
 
-}
-#endif
-
-typedef ShaderLanguage SL;
-
-namespace TestShaderLang {
-
-MainLoop* test() {
-
-	return NULL;
-}
 
 }

+ 1 - 1
scene/register_scene_types.cpp

@@ -548,7 +548,7 @@ void register_scene_types() {
 //	ObjectTypeDB::register_type<ShaderMaterial>();
 	ObjectTypeDB::register_type<RoomBounds>();
 //	ObjectTypeDB::register_type<MaterialShaderGraph>();
-	ObjectTypeDB::register_type<MaterialShader>();
+	ObjectTypeDB::register_type<SpatialShader>();
 	ObjectTypeDB::add_compatibility_type("Shader","MaterialShader");
 	ObjectTypeDB::add_compatibility_type("ParticleSystemMaterial","FixedMaterial");
 	ObjectTypeDB::add_compatibility_type("UnshadedMaterial","FixedMaterial");

+ 1 - 1
scene/resources/shader.cpp

@@ -131,7 +131,7 @@ void Shader::_bind_methods() {
 
 	ADD_PROPERTY( PropertyInfo(Variant::STRING, "code",PROPERTY_HINT_NONE,"",PROPERTY_USAGE_NOEDITOR), _SCS("set_code"), _SCS("get_code") );
 
-	BIND_CONSTANT( MODE_MATERIAL );
+	BIND_CONSTANT( MODE_SPATIAL);
 	BIND_CONSTANT( MODE_CANVAS_ITEM );
 	BIND_CONSTANT( MODE_POST_PROCESS );
 

+ 4 - 4
scene/resources/shader.h

@@ -42,7 +42,7 @@ class Shader : public Resource {
 public:
 	enum Mode {
 
-		MODE_MATERIAL,
+		MODE_SPATIAL,
 		MODE_CANVAS_ITEM,
 		MODE_POST_PROCESS,
 		MODE_MAX
@@ -100,13 +100,13 @@ public:
 
 VARIANT_ENUM_CAST( Shader::Mode );
 
-class MaterialShader : public Shader {
+class SpatialShader : public Shader {
 
-	OBJ_TYPE(MaterialShader,Shader);
+	OBJ_TYPE(SpatialShader,Shader);
 
 public:
 
-	MaterialShader() : Shader(MODE_MATERIAL) {};
+	SpatialShader() : Shader(MODE_SPATIAL) {};
 };
 
 class CanvasItemShader : public Shader {

+ 6 - 2
servers/register_server_types.cpp

@@ -36,7 +36,7 @@
 #include "spatial_sound_server.h"
 #include "spatial_sound_2d_server.h"
 #include "script_debugger_remote.h"
-
+#include "visual/shader_types.h"
 static void _debugger_get_resource_usage(List<ScriptDebuggerRemote::ResourceUsage>* r_usage) {
 
 	List<VS::TextureInfo> tinfo;
@@ -55,6 +55,8 @@ static void _debugger_get_resource_usage(List<ScriptDebuggerRemote::ResourceUsag
 
 }
 
+ShaderTypes *shader_types=NULL;
+
 void register_server_types() {
 
 	Globals::get_singleton()->add_singleton( Globals::Singleton("VisualServer",VisualServer::get_singleton()) );
@@ -70,6 +72,8 @@ void register_server_types() {
 	Globals::get_singleton()->add_singleton( Globals::Singleton("SpatialSound2DServer",SpatialSound2DServer::get_singleton()) );
 	Globals::get_singleton()->add_singleton( Globals::Singleton("SS2D",SpatialSound2DServer::get_singleton()) );
 
+	shader_types = memnew( ShaderTypes );
+
 
 	ObjectTypeDB::register_virtual_type<Physics2DDirectBodyState>();
 	ObjectTypeDB::register_virtual_type<Physics2DDirectSpaceState>();
@@ -87,5 +91,5 @@ void register_server_types() {
 
 void unregister_server_types(){
 
-
+	memdelete( shader_types );
 }

A különbségek nem kerülnek megjelenítésre, a fájl túl nagy
+ 483 - 132
servers/visual/shader_language.cpp


+ 73 - 15
servers/visual/shader_language.h

@@ -138,7 +138,10 @@ public:
 		TK_HINT_WHITE_TEXTURE,
 		TK_HINT_BLACK_TEXTURE,
 		TK_HINT_NORMAL_TEXTURE,
+		TK_HINT_ALBEDO_TEXTURE,
+		TK_HINT_COLOR,
 		TK_HINT_RANGE,
+		TK_CURSOR,
 		TK_ERROR,
 		TK_EOF,
 		TK_MAX
@@ -291,7 +294,15 @@ public:
 	struct ConstantNode : public Node {
 
 		DataType datatype;
-		Variant value;
+
+		union Value {
+			bool boolean;
+			float real;
+			int32_t sint;
+			uint32_t uint;
+		};
+
+		Vector<Value> values;
 		virtual DataType get_datatype() const { return datatype; }
 
 		ConstantNode() { type=TYPE_CONSTANT; }
@@ -306,6 +317,7 @@ public:
 		struct Variable {
 			DataType type;
 			DataPrecision precision;
+			int line; //for completion
 		};
 
 		Map<StringName,Variable> variables;
@@ -316,6 +328,7 @@ public:
 	struct ControlFlowNode : public Node {
 
 		FlowOperation flow_op;
+		Vector<Node*> expressions;
 		Vector<BlockNode*> blocks;
 		ControlFlowNode() { type=TYPE_CONTROL_FLOW; flow_op=FLOW_OP_IF;}
 	};
@@ -368,16 +381,19 @@ public:
 		struct Uniform {
 			enum Hint {
 				HINT_NONE,
-				HINT_WHITE_TEXTURE,
-				HINT_BLACK_TEXTURE,
-				HINT_NORMAL_TEXTURE,
+				HINT_COLOR,
 				HINT_RANGE,
+				HINT_ALBEDO,
+				HINT_NORMAL,
+				HINT_BLACK,
+				HINT_WHITE,
+				HINT_MAX
 			};
 
 			int order;
 			DataType type;
 			DataPrecision precission;
-			Variant default_value;
+			Vector<ConstantNode::Value> default_value;
 			Hint hint;
 			float hint_range[3];
 
@@ -414,15 +430,12 @@ public:
 
 	enum CompletionType {
 		COMPLETION_NONE,
-		COMPLETION_BUILT_IN_TYPE_CONSTANT,
-		COMPLETION_FUNCTION,
+		COMPLETION_RENDER_MODE,
+		COMPLETION_MAIN_FUNCTION,
 		COMPLETION_IDENTIFIER,
-		COMPLETION_PARENT_FUNCTION,
-		COMPLETION_METHOD,
+		COMPLETION_FUNCTION_CALL,
 		COMPLETION_CALL_ARGUMENTS,
 		COMPLETION_INDEX,
-		COMPLETION_VIRTUAL_FUNC,
-		COMPLETION_YIELD,
 	};
 
 	struct Token {
@@ -433,7 +446,10 @@ public:
 		uint16_t line;
 	};
 
+
+	static String get_operator_text(Operator p_op);
 	static String get_token_text(Token p_token);
+
 	static bool is_token_datatype(TokenType p_type);
 	static DataType get_token_datatype(TokenType p_type);
 	static bool is_token_precision(TokenType p_type);
@@ -442,8 +458,16 @@ public:
 	static bool is_token_nonvoid_datatype(TokenType p_type);
 	static bool is_token_operator(TokenType p_type);
 
+	static bool convert_constant(ConstantNode* p_constant, DataType p_to_type,ConstantNode::Value *p_value=NULL);
+	static DataType get_scalar_type(DataType p_type);
+	static bool is_scalar_type(DataType p_type);
+
+	static void get_keyword_list(List<String> *r_keywords);
 private:
 
+	struct KeyWord { TokenType token; const char *text;};
+	static const KeyWord keyword_list[];
+
 	bool error_set;
 	String error_str;
 	int error_line;
@@ -452,10 +476,29 @@ private:
 	int char_idx;
 	int tk_line;
 
+	struct TkPos {
+		int char_idx;
+		int tk_line;
+	};
+
+	TkPos _get_tkpos() {
+		TkPos tkp;
+		tkp.char_idx=char_idx;
+		tkp.tk_line=tk_line;
+		return tkp;
+	}
+
+
+	void _set_tkpos(TkPos p_pos) {
+		char_idx=p_pos.char_idx;
+		tk_line=p_pos.tk_line;
+	}
 
 	void _set_error(const String& p_str) {
 		if (error_set)
 			return;
+
+		error_line=tk_line;
 		error_set=true;
 		error_str=p_str;
 	}
@@ -485,7 +528,7 @@ private:
 	bool _validate_operator(OperatorNode *p_op,DataType *r_ret_type=NULL);
 
 
-	struct IntrinsicFuncDef {
+	struct BuiltinFuncDef {
 
 		enum { MAX_ARGS=5 };
 		const char* name;
@@ -494,11 +537,20 @@ private:
 
 	};
 
+	CompletionType completion_type;
+	int completion_line;
+	BlockNode *completion_block;
+	DataType completion_base;
+	StringName completion_function;
+	int completion_argument;
+
 
-	static const IntrinsicFuncDef intrinsic_func_defs[];
+	bool _get_completable_identifier(BlockNode *p_block, CompletionType p_type, StringName& identifier);
+
+	static const BuiltinFuncDef builtin_func_defs[];
 	bool _validate_function_call(BlockNode* p_block, OperatorNode *p_func,DataType *r_ret_type);
 
-	bool _parse_function_arguments(BlockNode *p_block, const Map<StringName,DataType>  &p_builtin_types, OperatorNode* p_func);
+	bool _parse_function_arguments(BlockNode *p_block, const Map<StringName,DataType>  &p_builtin_types, OperatorNode* p_func, int *r_complete_arg=NULL);
 
 	Node* _parse_expression(BlockNode *p_block, const Map<StringName,DataType>  &p_builtin_types);
 
@@ -516,10 +568,16 @@ public:
 
 	void clear();
 	Error compile(const String& p_code,const Map< StringName, Map<StringName,DataType> > &p_functions,const Set<String>& p_render_modes);
+	Error complete(const String& p_code,const Map< StringName, Map<StringName,DataType> > &p_functions,const Set<String>& p_render_modes,List<String>* r_options,String& r_call_hint);
+
+
+
 	String get_error_text();
 	int get_error_line();
 
-	static String lex_debug(const String& p_code);
+	ShaderNode *get_shader();
+
+	String token_debug(const String& p_code);
 
 	ShaderLanguage();
 	~ShaderLanguage();

+ 99 - 0
servers/visual/shader_types.cpp

@@ -0,0 +1,99 @@
+#include "shader_types.h"
+
+
+const Map< StringName, Map<StringName,ShaderLanguage::DataType> >& ShaderTypes::get_functions(VS::ShaderMode p_mode) {
+
+	return shader_modes[p_mode].functions;
+}
+
+const Set<String>& ShaderTypes::get_modes(VS::ShaderMode p_mode) {
+
+	return shader_modes[p_mode].modes;
+}
+
+
+ShaderTypes *ShaderTypes::singleton=NULL;
+
+ShaderTypes::ShaderTypes()
+{
+	singleton=this;
+
+
+	shader_modes[VS::SHADER_SPATIAL].functions["vertex"]["SRC_VERTEX"]=ShaderLanguage::TYPE_VEC3;
+	shader_modes[VS::SHADER_SPATIAL].functions["vertex"]["SRC_NORMAL"]=ShaderLanguage::TYPE_VEC3;
+	shader_modes[VS::SHADER_SPATIAL].functions["vertex"]["SRC_TANGENT"]=ShaderLanguage::TYPE_VEC4;
+	shader_modes[VS::SHADER_SPATIAL].functions["vertex"]["SRC_BONES"]=ShaderLanguage::TYPE_IVEC4;
+	shader_modes[VS::SHADER_SPATIAL].functions["vertex"]["SRC_WEIGHTS"]=ShaderLanguage::TYPE_VEC4;
+
+	shader_modes[VS::SHADER_SPATIAL].functions["vertex"]["POSITION"]=ShaderLanguage::TYPE_VEC4 ;
+	shader_modes[VS::SHADER_SPATIAL].functions["vertex"]["VERTEX"]=ShaderLanguage::TYPE_VEC3;
+	shader_modes[VS::SHADER_SPATIAL].functions["vertex"]["NORMAL"]=ShaderLanguage::TYPE_VEC3;
+	shader_modes[VS::SHADER_SPATIAL].functions["vertex"]["TANGENT"]=ShaderLanguage::TYPE_VEC3;
+	shader_modes[VS::SHADER_SPATIAL].functions["vertex"]["BINORMAL"]=ShaderLanguage::TYPE_VEC3;
+	shader_modes[VS::SHADER_SPATIAL].functions["vertex"]["UV"]=ShaderLanguage::TYPE_VEC2;
+	shader_modes[VS::SHADER_SPATIAL].functions["vertex"]["UV2"]=ShaderLanguage::TYPE_VEC2;
+	shader_modes[VS::SHADER_SPATIAL].functions["vertex"]["COLOR"]=ShaderLanguage::TYPE_VEC4;
+	shader_modes[VS::SHADER_SPATIAL].functions["vertex"]["POINT_SIZE"]=ShaderLanguage::TYPE_FLOAT;
+	shader_modes[VS::SHADER_SPATIAL].functions["vertex"]["INSTANCE_ID"]=ShaderLanguage::TYPE_INT;
+
+	//builtins
+	shader_modes[VS::SHADER_SPATIAL].functions["vertex"]["WORLD_MATRIX"]=ShaderLanguage::TYPE_MAT4;
+	shader_modes[VS::SHADER_SPATIAL].functions["vertex"]["INV_CAMERA_MATRIX"]=ShaderLanguage::TYPE_MAT4;
+	shader_modes[VS::SHADER_SPATIAL].functions["vertex"]["PROJECTION_MATRIX"]=ShaderLanguage::TYPE_MAT4;
+	shader_modes[VS::SHADER_SPATIAL].functions["vertex"]["TIME"]=ShaderLanguage::TYPE_FLOAT;
+	shader_modes[VS::SHADER_SPATIAL].functions["vertex"]["VIEWPORT_SIZE"]=ShaderLanguage::TYPE_VEC2;
+
+	shader_modes[VS::SHADER_SPATIAL].functions["fragment"]["VERTEX"]=ShaderLanguage::TYPE_VEC3;
+	shader_modes[VS::SHADER_SPATIAL].functions["fragment"]["FRAGCOORD"]=ShaderLanguage::TYPE_VEC4;
+	shader_modes[VS::SHADER_SPATIAL].functions["fragment"]["FRONT_FACING"]=ShaderLanguage::TYPE_BOOL;
+	shader_modes[VS::SHADER_SPATIAL].functions["fragment"]["NORMAL"]=ShaderLanguage::TYPE_VEC3;
+	shader_modes[VS::SHADER_SPATIAL].functions["fragment"]["TANGENT"]=ShaderLanguage::TYPE_VEC3;
+	shader_modes[VS::SHADER_SPATIAL].functions["fragment"]["BINORMAL"]=ShaderLanguage::TYPE_VEC3;
+	shader_modes[VS::SHADER_SPATIAL].functions["fragment"]["NORMALMAP"]=ShaderLanguage::TYPE_VEC3;
+	shader_modes[VS::SHADER_SPATIAL].functions["fragment"]["NORMALMAP_DEPTH"]=ShaderLanguage::TYPE_FLOAT;
+	shader_modes[VS::SHADER_SPATIAL].functions["fragment"]["UV"]=ShaderLanguage::TYPE_VEC2;
+	shader_modes[VS::SHADER_SPATIAL].functions["fragment"]["UV2"]=ShaderLanguage::TYPE_VEC2;
+	shader_modes[VS::SHADER_SPATIAL].functions["fragment"]["COLOR"]=ShaderLanguage::TYPE_VEC4;
+	shader_modes[VS::SHADER_SPATIAL].functions["fragment"]["NORMAL"]=ShaderLanguage::TYPE_VEC3;
+	shader_modes[VS::SHADER_SPATIAL].functions["fragment"]["ALBEDO"]=ShaderLanguage::TYPE_VEC3;
+	shader_modes[VS::SHADER_SPATIAL].functions["fragment"]["ALPHA"]=ShaderLanguage::TYPE_FLOAT;
+	shader_modes[VS::SHADER_SPATIAL].functions["fragment"]["METAL"]=ShaderLanguage::TYPE_FLOAT;
+	shader_modes[VS::SHADER_SPATIAL].functions["fragment"]["ROUGH"]=ShaderLanguage::TYPE_FLOAT;
+	shader_modes[VS::SHADER_SPATIAL].functions["fragment"]["EMISSION"]=ShaderLanguage::TYPE_VEC3;
+	shader_modes[VS::SHADER_SPATIAL].functions["fragment"]["SPECIAL"]=ShaderLanguage::TYPE_FLOAT;
+	shader_modes[VS::SHADER_SPATIAL].functions["fragment"]["DISCARD"]=ShaderLanguage::TYPE_BOOL;
+	shader_modes[VS::SHADER_SPATIAL].functions["fragment"]["SCREEN_UV"]=ShaderLanguage::TYPE_VEC2;
+	shader_modes[VS::SHADER_SPATIAL].functions["fragment"]["POINT_COORD"]=ShaderLanguage::TYPE_VEC2;
+
+	shader_modes[VS::SHADER_SPATIAL].functions["fragment"]["WORLD_MATRIX"]=ShaderLanguage::TYPE_MAT4;
+	shader_modes[VS::SHADER_SPATIAL].functions["fragment"]["INV_CAMERA_MATRIX"]=ShaderLanguage::TYPE_MAT4;
+	shader_modes[VS::SHADER_SPATIAL].functions["fragment"]["PROJECTION_MATRIX"]=ShaderLanguage::TYPE_MAT4;
+	shader_modes[VS::SHADER_SPATIAL].functions["fragment"]["TIME"]=ShaderLanguage::TYPE_FLOAT;
+	shader_modes[VS::SHADER_SPATIAL].functions["fragment"]["VIEWPORT_SIZE"]=ShaderLanguage::TYPE_VEC2;
+
+	shader_modes[VS::SHADER_SPATIAL].modes.insert("blend_mix");
+	shader_modes[VS::SHADER_SPATIAL].modes.insert("blend_add");
+	shader_modes[VS::SHADER_SPATIAL].modes.insert("blend_sub");
+	shader_modes[VS::SHADER_SPATIAL].modes.insert("blend_mul");
+
+	shader_modes[VS::SHADER_SPATIAL].modes.insert("special_glow");
+	shader_modes[VS::SHADER_SPATIAL].modes.insert("special_subsurf");
+	shader_modes[VS::SHADER_SPATIAL].modes.insert("special_specular");
+
+	shader_modes[VS::SHADER_SPATIAL].modes.insert("depth_draw_opaque");
+	shader_modes[VS::SHADER_SPATIAL].modes.insert("depth_draw_always");
+	shader_modes[VS::SHADER_SPATIAL].modes.insert("depth_draw_never");
+	shader_modes[VS::SHADER_SPATIAL].modes.insert("depth_draw_alpha_prepass");
+
+	shader_modes[VS::SHADER_SPATIAL].modes.insert("cull_front");
+	shader_modes[VS::SHADER_SPATIAL].modes.insert("cull_back");
+	shader_modes[VS::SHADER_SPATIAL].modes.insert("cull_disable");
+
+	shader_modes[VS::SHADER_SPATIAL].modes.insert("lightmap_on_uv2");
+	shader_modes[VS::SHADER_SPATIAL].modes.insert("unshaded");
+	shader_modes[VS::SHADER_SPATIAL].modes.insert("ontop");
+
+	shader_modes[VS::SHADER_SPATIAL].modes.insert("vertex_model_space");
+	shader_modes[VS::SHADER_SPATIAL].modes.insert("vertex_camera_space");
+
+}

+ 27 - 0
servers/visual/shader_types.h

@@ -0,0 +1,27 @@
+#ifndef SHADERTYPES_H
+#define SHADERTYPES_H
+
+#include "shader_language.h"
+#include "servers/visual_server.h"
+class ShaderTypes {
+
+
+	struct Type {
+
+		 Map< StringName, Map<StringName,ShaderLanguage::DataType> > functions;
+		 Set<String> modes;
+	};
+
+	Map<VS::ShaderMode,Type> shader_modes;
+
+	static ShaderTypes *singleton;
+public:
+	static ShaderTypes *get_singleton() { return singleton; }
+
+	const Map< StringName, Map<StringName,ShaderLanguage::DataType> >& get_functions(VS::ShaderMode p_mode);
+	const Set<String>& get_modes(VS::ShaderMode p_mode);
+
+	ShaderTypes();
+};
+
+#endif // SHADERTYPES_H

+ 2 - 1
tools/editor/editor_node.cpp

@@ -6540,9 +6540,10 @@ EditorNode::EditorNode() {
 	//more visually meaningful to have this later
 	raise_bottom_panel_item(AnimationPlayerEditor::singleton);
 
+	add_editor_plugin( memnew( ShaderEditorPlugin(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) ) );
 	add_editor_plugin( memnew( SampleEditorPlugin(this) ) );

+ 84 - 154
tools/editor/plugins/shader_editor_plugin.cpp

@@ -37,8 +37,8 @@
 #include "tools/editor/editor_node.h"
 #include "tools/editor/property_editor.h"
 #include "os/os.h"
+#include "servers/visual/shader_types.h"
 
-#if 0
 /*** SETTINGS EDITOR ****/
 
 
@@ -51,19 +51,14 @@ Ref<Shader> ShaderTextEditor::get_edited_shader() const {
 
 	return shader;
 }
-void ShaderTextEditor::set_edited_shader(const Ref<Shader>& p_shader,ShaderLanguage::ShaderType p_type) {
+void ShaderTextEditor::set_edited_shader(const Ref<Shader>& p_shader) {
 
 	shader=p_shader;
-	type=p_type;
+
 
 	_load_theme_settings();
 
-	if (p_type==ShaderLanguage::SHADER_MATERIAL_LIGHT || p_type==ShaderLanguage::SHADER_CANVAS_ITEM_LIGHT)
-		get_text_edit()->set_text(shader->get_light_code());
-	else if (p_type==ShaderLanguage::SHADER_MATERIAL_VERTEX || p_type==ShaderLanguage::SHADER_CANVAS_ITEM_VERTEX)
-		get_text_edit()->set_text(shader->get_vertex_code());
-	else
-		get_text_edit()->set_text(shader->get_fragment_code());
+	get_text_edit()->set_text(p_shader->get_code());
 
 	_line_col_changed();
 
@@ -104,7 +99,25 @@ void ShaderTextEditor::_load_theme_settings() {
 
 
 	List<String> keywords;
-	ShaderLanguage::get_keyword_list(type,&keywords);
+	ShaderLanguage::get_keyword_list(&keywords);
+
+	if (shader.is_valid()) {
+
+
+		for(const Map< StringName, Map<StringName,ShaderLanguage::DataType> >::Element *E=ShaderTypes::get_singleton()->get_functions(VisualServer::ShaderMode(shader->get_mode())).front();E;E=E->next()) {
+
+			for (const Map<StringName,ShaderLanguage::DataType>::Element *F=E->get().front();F;F=F->next()) {
+				keywords.push_back(F->key());
+			}
+
+		}
+
+		for(const Set<String>::Element *E =ShaderTypes::get_singleton()->get_modes(VisualServer::ShaderMode(shader->get_mode())).front();E;E=E->next()) {
+
+			keywords.push_back(E->get());
+
+		}
+	}
 
 
 	for(List<String>::Element *E=keywords.front();E;E=E->next()) {
@@ -142,22 +155,34 @@ void ShaderTextEditor::_load_theme_settings() {
 
 }
 
+void ShaderTextEditor::_code_complete_script(const String& p_code, List<String>* r_options) {
 
-void ShaderTextEditor::_validate_script() {
+	print_line("code complete");
 
-	String errortxt;
-	int line,col;
+	ShaderLanguage sl;
+	String calltip;
+
+	Error err =  sl.complete(p_code,ShaderTypes::get_singleton()->get_functions(VisualServer::ShaderMode(shader->get_mode())),ShaderTypes::get_singleton()->get_modes(VisualServer::ShaderMode(shader->get_mode())),r_options,calltip);
+
+	if (calltip!="") {
+		get_text_edit()->set_code_hint(calltip);
+	}
+}
+
+void ShaderTextEditor::_validate_script() {
 
 	String code=get_text_edit()->get_text();
 	//List<StringName> params;
 	//shader->get_param_list(&params);
 
-	Error err = ShaderLanguage::compile(code,type,NULL,NULL,&errortxt,&line,&col);
+	ShaderLanguage sl;
+
+	Error err =  sl.compile(code,ShaderTypes::get_singleton()->get_functions(VisualServer::ShaderMode(shader->get_mode())),ShaderTypes::get_singleton()->get_modes(VisualServer::ShaderMode(shader->get_mode())));
 
 	if (err!=OK) {
-		String error_text="error("+itos(line+1)+","+itos(col)+"): "+errortxt;
+		String error_text="error("+itos(sl.get_error_line())+"): "+sl.get_error_text();
 		set_error(error_text);
-		get_text_edit()->set_line_as_marked(line,true);
+		get_text_edit()->set_line_as_marked(sl.get_error_line(),true);
 
 	} else {
 		for(int i=0;i<get_text_edit()->get_line_count();i++)
@@ -187,9 +212,7 @@ ShaderTextEditor::ShaderTextEditor() {
 void ShaderEditor::_menu_option(int p_option) {
 
 
-	ShaderTextEditor *current = tab_container->get_current_tab_control()->cast_to<ShaderTextEditor>();
-	if (!current)
-		return;
+	ShaderTextEditor *current = shader_editor;
 
 	switch(p_option) {
 		case EDIT_UNDO: {
@@ -245,24 +268,11 @@ void ShaderEditor::_menu_option(int p_option) {
 	}
 }
 
-void ShaderEditor::_tab_changed(int p_which) {
-
-	ShaderTextEditor *shader_editor = tab_container->get_tab_control(p_which)->cast_to<ShaderTextEditor>();
-
-	if (shader_editor && is_inside_tree())
-		shader_editor->get_text_edit()->grab_focus();
-
-	ensure_select_current();
-}
 
 void ShaderEditor::_notification(int p_what) {
 
 	if (p_what==NOTIFICATION_ENTER_TREE) {
 
-		close->set_normal_texture( get_icon("Close","EditorIcons"));
-		close->set_hover_texture( get_icon("CloseHover","EditorIcons"));
-		close->set_pressed_texture( get_icon("Close","EditorIcons"));
-		close->connect("pressed",this,"_close_callback");
 
 	}
 	if (p_what==NOTIFICATION_DRAW) {
@@ -365,57 +375,31 @@ void ShaderEditor::clear() {
 void ShaderEditor::_params_changed() {
 
 
-	fragment_editor->_validate_script();
-	vertex_editor->_validate_script();
-	light_editor->_validate_script();
+	shader_editor->_validate_script();
 }
 
 void ShaderEditor::_editor_settings_changed() {
 
-		vertex_editor->get_text_edit()->set_auto_brace_completion(EditorSettings::get_singleton()->get("text_editor/auto_brace_complete"));
-		vertex_editor->get_text_edit()->set_scroll_pass_end_of_file(EditorSettings::get_singleton()->get("text_editor/scroll_past_end_of_file"));
-		vertex_editor->get_text_edit()->set_tab_size(EditorSettings::get_singleton()->get("text_editor/tab_size"));
-		vertex_editor->get_text_edit()->set_draw_tabs(EditorSettings::get_singleton()->get("text_editor/draw_tabs"));
-		vertex_editor->get_text_edit()->set_show_line_numbers(EditorSettings::get_singleton()->get("text_editor/show_line_numbers"));
-		vertex_editor->get_text_edit()->set_syntax_coloring(EditorSettings::get_singleton()->get("text_editor/syntax_highlighting"));
-		vertex_editor->get_text_edit()->set_highlight_all_occurrences(EditorSettings::get_singleton()->get("text_editor/highlight_all_occurrences"));
-		vertex_editor->get_text_edit()->cursor_set_blink_enabled(EditorSettings::get_singleton()->get("text_editor/caret_blink"));
-		vertex_editor->get_text_edit()->cursor_set_blink_speed(EditorSettings::get_singleton()->get("text_editor/caret_blink_speed"));
-		vertex_editor->get_text_edit()->add_constant_override("line_spacing", EditorSettings::get_singleton()->get("text_editor/line_spacing"));
-		vertex_editor->get_text_edit()->cursor_set_block_mode(EditorSettings::get_singleton()->get("text_editor/block_caret"));
-
-		fragment_editor->get_text_edit()->set_auto_brace_completion(EditorSettings::get_singleton()->get("text_editor/auto_brace_complete"));
-		fragment_editor->get_text_edit()->set_scroll_pass_end_of_file(EditorSettings::get_singleton()->get("text_editor/scroll_past_end_of_file"));
-		fragment_editor->get_text_edit()->set_tab_size(EditorSettings::get_singleton()->get("text_editor/tab_size"));
-		fragment_editor->get_text_edit()->set_draw_tabs(EditorSettings::get_singleton()->get("text_editor/draw_tabs"));
-		fragment_editor->get_text_edit()->set_show_line_numbers(EditorSettings::get_singleton()->get("text_editor/show_line_numbers"));
-		fragment_editor->get_text_edit()->set_syntax_coloring(EditorSettings::get_singleton()->get("text_editor/syntax_highlighting"));
-		fragment_editor->get_text_edit()->set_highlight_all_occurrences(EditorSettings::get_singleton()->get("text_editor/highlight_all_occurrences"));
-		fragment_editor->get_text_edit()->cursor_set_blink_enabled(EditorSettings::get_singleton()->get("text_editor/caret_blink"));
-		fragment_editor->get_text_edit()->cursor_set_blink_speed(EditorSettings::get_singleton()->get("text_editor/caret_blink_speed"));
-		fragment_editor->get_text_edit()->add_constant_override("line_spacing", EditorSettings::get_singleton()->get("text_editor/line_spacing"));
-		fragment_editor->get_text_edit()->cursor_set_block_mode(EditorSettings::get_singleton()->get("text_editor/block_caret"));
-
-		light_editor->get_text_edit()->set_auto_brace_completion(EditorSettings::get_singleton()->get("text_editor/auto_brace_complete"));
-		light_editor->get_text_edit()->set_scroll_pass_end_of_file(EditorSettings::get_singleton()->get("text_editor/scroll_past_end_of_file"));
-		light_editor->get_text_edit()->set_tab_size(EditorSettings::get_singleton()->get("text_editor/tab_size"));
-		light_editor->get_text_edit()->set_draw_tabs(EditorSettings::get_singleton()->get("text_editor/draw_tabs"));
-		light_editor->get_text_edit()->set_show_line_numbers(EditorSettings::get_singleton()->get("text_editor/show_line_numbers"));
-		light_editor->get_text_edit()->set_syntax_coloring(EditorSettings::get_singleton()->get("text_editor/syntax_highlighting"));
-		light_editor->get_text_edit()->set_highlight_all_occurrences(EditorSettings::get_singleton()->get("text_editor/highlight_all_occurrences"));
-		light_editor->get_text_edit()->cursor_set_blink_enabled(EditorSettings::get_singleton()->get("text_editor/caret_blink"));
-		light_editor->get_text_edit()->cursor_set_blink_speed(EditorSettings::get_singleton()->get("text_editor/caret_blink_speed"));
-		light_editor->get_text_edit()->add_constant_override("line_spacing", EditorSettings::get_singleton()->get("text_editor/line_spacing"));
-		light_editor->get_text_edit()->cursor_set_block_mode(EditorSettings::get_singleton()->get("text_editor/block_caret"));
+		shader_editor->get_text_edit()->set_auto_brace_completion(EditorSettings::get_singleton()->get("text_editor/auto_brace_complete"));
+		shader_editor->get_text_edit()->set_scroll_pass_end_of_file(EditorSettings::get_singleton()->get("text_editor/scroll_past_end_of_file"));
+		shader_editor->get_text_edit()->set_tab_size(EditorSettings::get_singleton()->get("text_editor/tab_size"));
+		shader_editor->get_text_edit()->set_draw_tabs(EditorSettings::get_singleton()->get("text_editor/draw_tabs"));
+		shader_editor->get_text_edit()->set_show_line_numbers(EditorSettings::get_singleton()->get("text_editor/show_line_numbers"));
+		shader_editor->get_text_edit()->set_syntax_coloring(EditorSettings::get_singleton()->get("text_editor/syntax_highlighting"));
+		shader_editor->get_text_edit()->set_highlight_all_occurrences(EditorSettings::get_singleton()->get("text_editor/highlight_all_occurrences"));
+		shader_editor->get_text_edit()->cursor_set_blink_enabled(EditorSettings::get_singleton()->get("text_editor/caret_blink"));
+		shader_editor->get_text_edit()->cursor_set_blink_speed(EditorSettings::get_singleton()->get("text_editor/caret_blink_speed"));
+		shader_editor->get_text_edit()->add_constant_override("line_spacing", EditorSettings::get_singleton()->get("text_editor/line_spacing"));
+		shader_editor->get_text_edit()->cursor_set_block_mode(EditorSettings::get_singleton()->get("text_editor/block_caret"));
+
 }
 
 void ShaderEditor::_bind_methods() {
 
 	ObjectTypeDB::bind_method("_editor_settings_changed",&ShaderEditor::_editor_settings_changed);
-	ObjectTypeDB::bind_method("_tab_changed",&ShaderEditor::_tab_changed);
+
 	ObjectTypeDB::bind_method("_menu_option",&ShaderEditor::_menu_option);
 	ObjectTypeDB::bind_method("_params_changed",&ShaderEditor::_params_changed);
-	ObjectTypeDB::bind_method("_close_callback",&ShaderEditor::_close_callback);
 	ObjectTypeDB::bind_method("apply_shaders",&ShaderEditor::apply_shaders);
 //	ObjectTypeDB::bind_method("_close_current_tab",&ShaderEditor::_close_current_tab);
 }
@@ -441,16 +425,7 @@ void ShaderEditor::edit(const Ref<Shader>& p_shader) {
 
 	shader=p_shader;
 
-	if (shader->get_mode()==Shader::MODE_MATERIAL) {
-		vertex_editor->set_edited_shader(p_shader,ShaderLanguage::SHADER_MATERIAL_VERTEX);
-		fragment_editor->set_edited_shader(p_shader,ShaderLanguage::SHADER_MATERIAL_FRAGMENT);
-		light_editor->set_edited_shader(shader,ShaderLanguage::SHADER_MATERIAL_LIGHT);
-	} else if (shader->get_mode()==Shader::MODE_CANVAS_ITEM) {
-
-		vertex_editor->set_edited_shader(p_shader,ShaderLanguage::SHADER_CANVAS_ITEM_VERTEX);
-		fragment_editor->set_edited_shader(p_shader,ShaderLanguage::SHADER_CANVAS_ITEM_FRAGMENT);
-		light_editor->set_edited_shader(shader,ShaderLanguage::SHADER_CANVAS_ITEM_LIGHT);
-	}
+	shader_editor->set_edited_shader(p_shader);
 
 	//vertex_editor->set_edited_shader(shader,ShaderLanguage::SHADER_MATERIAL_VERTEX);
 	// see if already has it
@@ -474,35 +449,21 @@ void ShaderEditor::apply_shaders()  {
 
 
 	if (shader.is_valid()) {
-		shader->set_code(vertex_editor->get_text_edit()->get_text(),fragment_editor->get_text_edit()->get_text(),light_editor->get_text_edit()->get_text(),0,0);
+		shader->set_code(shader_editor->get_text_edit()->get_text());
 		shader->set_edited(true);
 	}
 }
 
-void ShaderEditor::_close_callback() {
-
-	hide();
-}
-
 
 ShaderEditor::ShaderEditor() {
 
-	tab_container = memnew( TabContainer );
-	add_child(tab_container);
-	tab_container->set_area_as_parent_rect();
-	tab_container->set_begin(Point2(0,0));
-	//tab_container->set_begin(Point2(0,0));
-
-	close = memnew( TextureButton );
-	close->set_anchor_and_margin(MARGIN_LEFT,ANCHOR_END,20);
-	close->set_anchor_and_margin(MARGIN_RIGHT,ANCHOR_END,4);
-	close->set_anchor_and_margin(MARGIN_TOP,ANCHOR_BEGIN,2);
-	add_child(close);
 
+	HBoxContainer *hbc = memnew( HBoxContainer);
 
+	add_child(hbc);
 
 	edit_menu = memnew( MenuButton );
-	add_child(edit_menu);
+	hbc->add_child(edit_menu);
 	edit_menu->set_pos(Point2(5,-1));
 	edit_menu->set_text(TTR("Edit"));
 	edit_menu->get_popup()->add_shortcut(ED_SHORTCUT("script_editor/undo", TTR("Undo"), KEY_MASK_CMD|KEY_Z), EDIT_UNDO);
@@ -517,7 +478,7 @@ ShaderEditor::ShaderEditor() {
 
 
 	search_menu = memnew( MenuButton );
-	add_child(search_menu);
+	hbc->add_child(search_menu);
 	search_menu->set_pos(Point2(38,-1));
 	search_menu->set_text(TTR("Search"));
 	search_menu->get_popup()->add_shortcut(ED_SHORTCUT("script_editor/find", TTR("Find.."), KEY_MASK_CMD|KEY_F), SEARCH_FIND);
@@ -530,34 +491,15 @@ ShaderEditor::ShaderEditor() {
 	search_menu->get_popup()->connect("item_pressed", this,"_menu_option");
 
 
-	tab_container->connect("tab_changed", this,"_tab_changed");
-
-	erase_tab_confirm = memnew( ConfirmationDialog );
-	add_child(erase_tab_confirm);
-	erase_tab_confirm->connect("confirmed", this,"_close_current_tab");
-
-
 	goto_line_dialog = memnew(GotoLineDialog);
 	add_child(goto_line_dialog);
 
-	vertex_editor = memnew( ShaderTextEditor );
-	tab_container->add_child(vertex_editor);
-	vertex_editor->set_name(TTR("Vertex"));
-
-	fragment_editor = memnew( ShaderTextEditor );
-	tab_container->add_child(fragment_editor);
-	fragment_editor->set_name(TTR("Fragment"));
+	shader_editor = memnew( ShaderTextEditor );
+	add_child(shader_editor);
+	shader_editor->set_v_size_flags(SIZE_EXPAND_FILL);
 
-	light_editor = memnew( ShaderTextEditor );
-	tab_container->add_child(light_editor);
-	light_editor->set_name(TTR("Lighting"));
 
-	tab_container->set_current_tab(1);
-
-
-	vertex_editor->connect("script_changed", this,"apply_shaders");
-	fragment_editor->connect("script_changed", this,"apply_shaders");
-	light_editor->connect("script_changed", this,"apply_shaders");
+	shader_editor->connect("script_changed", this,"apply_shaders");
 	EditorSettings::get_singleton()->connect("settings_changed",this,"_editor_settings_changed");
 
 	_editor_settings_changed();
@@ -567,15 +509,7 @@ ShaderEditor::ShaderEditor() {
 void ShaderEditorPlugin::edit(Object *p_object) {
 
 	Shader* s = p_object->cast_to<Shader>();
-	if (!s || s->cast_to<ShaderGraph>()) {
-		shader_editor->hide(); //Dont edit ShaderGraph
-		return;
-	}
-
-	if (_2d && s->get_mode()==Shader::MODE_CANVAS_ITEM)
-		shader_editor->edit(s);
-	else if (!_2d && s->get_mode()==Shader::MODE_MATERIAL)
-		shader_editor->edit(s);
+	shader_editor->edit(s);
 
 }
 
@@ -583,24 +517,25 @@ bool ShaderEditorPlugin::handles(Object *p_object) const {
 
 	bool handles = true;
 	Shader *shader=p_object->cast_to<Shader>();
-	if (!shader || shader->cast_to<ShaderGraph>()) // Dont handle ShaderGraph's
-		handles = false;
-	if (handles && _2d)
-		handles = shader->get_mode()==Shader::MODE_CANVAS_ITEM;
-	else if (handles && !_2d)
-		return shader->get_mode()==Shader::MODE_MATERIAL;
-
-	if (!handles)
-		shader_editor->hide();
-	return handles;
+	//if (!shader || shader->cast_to<ShaderGraph>()) // Dont handle ShaderGraph's
+	//	handles = false;
+
+	return shader!=NULL;
 }
 
 void ShaderEditorPlugin::make_visible(bool p_visible) {
 
 	if (p_visible) {
-		shader_editor->show();
+		button->show();
+		editor->make_bottom_panel_item_visible(shader_editor);
+
 	} else {
+
+		button->hide();
+		if (shader_editor->is_visible())
+			editor->hide_bottom_panel();
 		shader_editor->apply_shaders();
+
 	}
 
 }
@@ -634,19 +569,14 @@ void ShaderEditorPlugin::apply_changes() {
 	shader_editor->apply_shaders();
 }
 
-ShaderEditorPlugin::ShaderEditorPlugin(EditorNode *p_node, bool p_2d) {
+ShaderEditorPlugin::ShaderEditorPlugin(EditorNode *p_node) {
+
 
 	editor=p_node;
 	shader_editor = memnew( ShaderEditor );
-	_2d=p_2d;
-	if (p_2d)
-		add_control_to_container(CONTAINER_CANVAS_EDITOR_BOTTOM,shader_editor);
-	else
-		add_control_to_container(CONTAINER_SPATIAL_EDITOR_BOTTOM,shader_editor);
-//	editor->get_viewport()->add_child(shader_editor);
-//	shader_editor->set_area_as_parent_rect();
 
-	shader_editor->hide();
+	shader_editor->set_custom_minimum_size(Size2(0,300));
+	button=editor->add_bottom_panel_item("Shader",shader_editor);
 
 }
 
@@ -654,4 +584,4 @@ ShaderEditorPlugin::ShaderEditorPlugin(EditorNode *p_node, bool p_2d) {
 ShaderEditorPlugin::~ShaderEditorPlugin() {
 }
 
-#endif
+

+ 11 - 14
tools/editor/plugins/shader_editor_plugin.h

@@ -38,33 +38,34 @@
 #include "scene/resources/shader.h"
 #include "servers/visual/shader_language.h"
 
-#if 0
 class ShaderTextEditor : public CodeTextEditor {
 
 	OBJ_TYPE( ShaderTextEditor, CodeTextEditor );
 
 	Ref<Shader> shader;
-	ShaderLanguage::ShaderType type;
 
 protected:
 
 	static void _bind_methods();
 	virtual void _load_theme_settings();
+
+	virtual void _code_complete_script(const String& p_code, List<String>* r_options);
+
 public:
 
 	virtual void _validate_script();
 
 
 	Ref<Shader> get_edited_shader() const;
-	void set_edited_shader(const Ref<Shader>& p_shader,ShaderLanguage::ShaderType p_type);
+	void set_edited_shader(const Ref<Shader>& p_shader);
 	ShaderTextEditor();
 
 };
 
 
-class ShaderEditor : public Control {
+class ShaderEditor : public VBoxContainer {
 
-	OBJ_TYPE(ShaderEditor, Control );
+	OBJ_TYPE(ShaderEditor, VBoxContainer );
 
 	enum {
 
@@ -88,22 +89,17 @@ class ShaderEditor : public Control {
 	MenuButton *settings_menu;
 	uint64_t idle;
 
-	TabContainer *tab_container;
 	GotoLineDialog *goto_line_dialog;
 	ConfirmationDialog *erase_tab_confirm;
 
-	TextureButton *close;
 
-	ShaderTextEditor *vertex_editor;
-	ShaderTextEditor *fragment_editor;
-	ShaderTextEditor *light_editor;
+	ShaderTextEditor *shader_editor;
+
 
-	void _tab_changed(int p_which);
 	void _menu_option(int p_optin);
 	void _params_changed();
 	mutable Ref<Shader> shader;
 
-	void _close_callback();
 
 	void _editor_settings_changed();
 
@@ -134,6 +130,8 @@ class ShaderEditorPlugin : public EditorPlugin {
 	bool _2d;
 	ShaderEditor *shader_editor;
 	EditorNode *editor;
+	Button *button;
+
 public:
 
 	virtual String get_name() const { return "Shader"; }
@@ -150,10 +148,9 @@ public:
 	virtual void save_external_data();
 	virtual void apply_changes();
 
-	ShaderEditorPlugin(EditorNode *p_node,bool p_2d);
+	ShaderEditorPlugin(EditorNode *p_node);
 	~ShaderEditorPlugin();
 
 };
 
 #endif
-#endif

Nem az összes módosított fájl került megjelenítésre, mert túl sok fájl változott