visual_shader_editor_plugin.cpp 385 KB

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  1. /**************************************************************************/
  2. /* visual_shader_editor_plugin.cpp */
  3. /**************************************************************************/
  4. /* This file is part of: */
  5. /* GODOT ENGINE */
  6. /* https://godotengine.org */
  7. /**************************************************************************/
  8. /* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
  9. /* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
  10. /* */
  11. /* Permission is hereby granted, free of charge, to any person obtaining */
  12. /* a copy of this software and associated documentation files (the */
  13. /* "Software"), to deal in the Software without restriction, including */
  14. /* without limitation the rights to use, copy, modify, merge, publish, */
  15. /* distribute, sublicense, and/or sell copies of the Software, and to */
  16. /* permit persons to whom the Software is furnished to do so, subject to */
  17. /* the following conditions: */
  18. /* */
  19. /* The above copyright notice and this permission notice shall be */
  20. /* included in all copies or substantial portions of the Software. */
  21. /* */
  22. /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
  23. /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
  24. /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
  25. /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
  26. /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
  27. /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
  28. /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
  29. /**************************************************************************/
  30. #include "visual_shader_editor_plugin.h"
  31. #include "core/config/project_settings.h"
  32. #include "core/io/resource_loader.h"
  33. #include "core/math/math_defs.h"
  34. #include "core/os/keyboard.h"
  35. #include "editor/editor_node.h"
  36. #include "editor/editor_properties.h"
  37. #include "editor/editor_properties_vector.h"
  38. #include "editor/editor_settings.h"
  39. #include "editor/editor_string_names.h"
  40. #include "editor/editor_undo_redo_manager.h"
  41. #include "editor/filesystem_dock.h"
  42. #include "editor/inspector_dock.h"
  43. #include "editor/plugins/curve_editor_plugin.h"
  44. #include "editor/plugins/shader_editor_plugin.h"
  45. #include "editor/themes/editor_scale.h"
  46. #include "scene/gui/button.h"
  47. #include "scene/gui/check_box.h"
  48. #include "scene/gui/code_edit.h"
  49. #include "scene/gui/graph_edit.h"
  50. #include "scene/gui/menu_button.h"
  51. #include "scene/gui/option_button.h"
  52. #include "scene/gui/popup.h"
  53. #include "scene/gui/rich_text_label.h"
  54. #include "scene/gui/separator.h"
  55. #include "scene/gui/tree.h"
  56. #include "scene/gui/view_panner.h"
  57. #include "scene/main/window.h"
  58. #include "scene/resources/curve_texture.h"
  59. #include "scene/resources/image_texture.h"
  60. #include "scene/resources/style_box_flat.h"
  61. #include "scene/resources/visual_shader_nodes.h"
  62. #include "scene/resources/visual_shader_particle_nodes.h"
  63. #include "servers/display_server.h"
  64. #include "servers/rendering/shader_preprocessor.h"
  65. #include "servers/rendering/shader_types.h"
  66. struct FloatConstantDef {
  67. String name;
  68. float value = 0;
  69. String desc;
  70. };
  71. static FloatConstantDef float_constant_defs[] = {
  72. { "E", Math_E, TTR("E constant (2.718282). Represents the base of the natural logarithm.") },
  73. { "Epsilon", CMP_EPSILON, TTR("Epsilon constant (0.00001). Smallest possible scalar number.") },
  74. { "Phi", 1.618034f, TTR("Phi constant (1.618034). Golden ratio.") },
  75. { "Pi/4", Math_PI / 4, TTR("Pi/4 constant (0.785398) or 45 degrees.") },
  76. { "Pi/2", Math_PI / 2, TTR("Pi/2 constant (1.570796) or 90 degrees.") },
  77. { "Pi", Math_PI, TTR("Pi constant (3.141593) or 180 degrees.") },
  78. { "Tau", Math_TAU, TTR("Tau constant (6.283185) or 360 degrees.") },
  79. { "Sqrt2", Math_SQRT2, TTR("Sqrt2 constant (1.414214). Square root of 2.") }
  80. };
  81. const int MAX_FLOAT_CONST_DEFS = sizeof(float_constant_defs) / sizeof(FloatConstantDef);
  82. ///////////////////
  83. void VisualShaderNodePlugin::set_editor(VisualShaderEditor *p_editor) {
  84. vseditor = p_editor;
  85. }
  86. Control *VisualShaderNodePlugin::create_editor(const Ref<Resource> &p_parent_resource, const Ref<VisualShaderNode> &p_node) {
  87. Object *ret = nullptr;
  88. GDVIRTUAL_CALL(_create_editor, p_parent_resource, p_node, ret);
  89. return Object::cast_to<Control>(ret);
  90. }
  91. void VisualShaderNodePlugin::_bind_methods() {
  92. GDVIRTUAL_BIND(_create_editor, "parent_resource", "visual_shader_node");
  93. }
  94. ///////////////////
  95. VisualShaderGraphPlugin::VisualShaderGraphPlugin() {
  96. vs_msdf_fonts_theme.instantiate();
  97. }
  98. void VisualShaderGraphPlugin::_bind_methods() {
  99. ClassDB::bind_method("add_node", &VisualShaderGraphPlugin::add_node);
  100. ClassDB::bind_method("remove_node", &VisualShaderGraphPlugin::remove_node);
  101. ClassDB::bind_method("connect_nodes", &VisualShaderGraphPlugin::connect_nodes);
  102. ClassDB::bind_method("disconnect_nodes", &VisualShaderGraphPlugin::disconnect_nodes);
  103. ClassDB::bind_method("set_node_position", &VisualShaderGraphPlugin::set_node_position);
  104. ClassDB::bind_method("update_node", &VisualShaderGraphPlugin::update_node);
  105. ClassDB::bind_method("update_node_deferred", &VisualShaderGraphPlugin::update_node_deferred);
  106. ClassDB::bind_method("set_input_port_default_value", &VisualShaderGraphPlugin::set_input_port_default_value);
  107. ClassDB::bind_method("set_parameter_name", &VisualShaderGraphPlugin::set_parameter_name);
  108. ClassDB::bind_method("set_expression", &VisualShaderGraphPlugin::set_expression);
  109. ClassDB::bind_method("update_curve", &VisualShaderGraphPlugin::update_curve);
  110. ClassDB::bind_method("update_curve_xyz", &VisualShaderGraphPlugin::update_curve_xyz);
  111. }
  112. void VisualShaderGraphPlugin::set_editor(VisualShaderEditor *p_editor) {
  113. editor = p_editor;
  114. }
  115. void VisualShaderGraphPlugin::register_shader(VisualShader *p_shader) {
  116. visual_shader = Ref<VisualShader>(p_shader);
  117. }
  118. void VisualShaderGraphPlugin::set_connections(const List<VisualShader::Connection> &p_connections) {
  119. connections = p_connections;
  120. }
  121. void VisualShaderGraphPlugin::show_port_preview(VisualShader::Type p_type, int p_node_id, int p_port_id, bool p_is_valid) {
  122. if (visual_shader->get_shader_type() == p_type && links.has(p_node_id) && links[p_node_id].output_ports.has(p_port_id)) {
  123. Link &link = links[p_node_id];
  124. for (const KeyValue<int, Port> &E : link.output_ports) {
  125. if (E.value.preview_button != nullptr) {
  126. E.value.preview_button->set_pressed(false);
  127. }
  128. }
  129. bool is_dirty = link.preview_pos < 0;
  130. if (!is_dirty && link.preview_visible && link.preview_box != nullptr) {
  131. link.graph_element->remove_child(link.preview_box);
  132. memdelete(link.preview_box);
  133. link.preview_box = nullptr;
  134. link.graph_element->reset_size();
  135. link.preview_visible = false;
  136. }
  137. if (p_port_id != -1 && link.output_ports[p_port_id].preview_button != nullptr) {
  138. if (is_dirty) {
  139. link.preview_pos = link.graph_element->get_child_count();
  140. }
  141. VBoxContainer *vbox = memnew(VBoxContainer);
  142. link.graph_element->add_child(vbox);
  143. link.graph_element->move_child(vbox, link.preview_pos);
  144. GraphNode *graph_node = Object::cast_to<GraphNode>(link.graph_element);
  145. if (graph_node) {
  146. graph_node->set_slot_draw_stylebox(vbox->get_index(false), false);
  147. }
  148. Control *offset = memnew(Control);
  149. offset->set_custom_minimum_size(Size2(0, 5 * EDSCALE));
  150. vbox->add_child(offset);
  151. VisualShaderNodePortPreview *port_preview = memnew(VisualShaderNodePortPreview);
  152. port_preview->setup(visual_shader, visual_shader->get_shader_type(), p_node_id, p_port_id, p_is_valid);
  153. port_preview->set_h_size_flags(Control::SIZE_SHRINK_CENTER);
  154. vbox->add_child(port_preview);
  155. link.preview_visible = true;
  156. link.preview_box = vbox;
  157. link.output_ports[p_port_id].preview_button->set_pressed(true);
  158. }
  159. }
  160. }
  161. void VisualShaderGraphPlugin::update_node_deferred(VisualShader::Type p_type, int p_node_id) {
  162. callable_mp(this, &VisualShaderGraphPlugin::update_node).call_deferred(p_type, p_node_id);
  163. }
  164. void VisualShaderGraphPlugin::update_node(VisualShader::Type p_type, int p_node_id) {
  165. if (p_type != visual_shader->get_shader_type() || !links.has(p_node_id)) {
  166. return;
  167. }
  168. remove_node(p_type, p_node_id, true);
  169. add_node(p_type, p_node_id, true);
  170. }
  171. void VisualShaderGraphPlugin::set_input_port_default_value(VisualShader::Type p_type, int p_node_id, int p_port_id, Variant p_value) {
  172. if (p_type != visual_shader->get_shader_type() || !links.has(p_node_id)) {
  173. return;
  174. }
  175. Button *button = links[p_node_id].input_ports[p_port_id].default_input_button;
  176. switch (p_value.get_type()) {
  177. case Variant::COLOR: {
  178. button->set_custom_minimum_size(Size2(30, 0) * EDSCALE);
  179. Callable ce = callable_mp(editor, &VisualShaderEditor::_draw_color_over_button);
  180. if (!button->is_connected("draw", ce)) {
  181. button->connect("draw", ce.bind(button, p_value));
  182. }
  183. } break;
  184. case Variant::BOOL: {
  185. button->set_text(((bool)p_value) ? "true" : "false");
  186. } break;
  187. case Variant::INT:
  188. case Variant::FLOAT: {
  189. button->set_text(String::num(p_value, 4));
  190. } break;
  191. case Variant::VECTOR2: {
  192. Vector2 v = p_value;
  193. button->set_text(String::num(v.x, 3) + "," + String::num(v.y, 3));
  194. } break;
  195. case Variant::VECTOR3: {
  196. Vector3 v = p_value;
  197. button->set_text(String::num(v.x, 3) + "," + String::num(v.y, 3) + "," + String::num(v.z, 3));
  198. } break;
  199. case Variant::QUATERNION: {
  200. Quaternion v = p_value;
  201. button->set_text(String::num(v.x, 3) + "," + String::num(v.y, 3) + "," + String::num(v.z, 3) + "," + String::num(v.w, 3));
  202. } break;
  203. default: {
  204. }
  205. }
  206. }
  207. void VisualShaderGraphPlugin::set_parameter_name(VisualShader::Type p_type, int p_node_id, const String &p_name) {
  208. if (visual_shader->get_shader_type() == p_type && links.has(p_node_id) && links[p_node_id].parameter_name != nullptr) {
  209. links[p_node_id].parameter_name->set_text(p_name);
  210. }
  211. }
  212. void VisualShaderGraphPlugin::update_curve(int p_node_id) {
  213. if (links.has(p_node_id) && links[p_node_id].curve_editors[0]) {
  214. Ref<VisualShaderNodeCurveTexture> tex = Object::cast_to<VisualShaderNodeCurveTexture>(links[p_node_id].visual_node);
  215. ERR_FAIL_COND(!tex.is_valid());
  216. if (tex->get_texture().is_valid()) {
  217. links[p_node_id].curve_editors[0]->set_curve(tex->get_texture()->get_curve());
  218. }
  219. tex->emit_changed();
  220. }
  221. }
  222. void VisualShaderGraphPlugin::update_curve_xyz(int p_node_id) {
  223. 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]) {
  224. Ref<VisualShaderNodeCurveXYZTexture> tex = Object::cast_to<VisualShaderNodeCurveXYZTexture>(links[p_node_id].visual_node);
  225. ERR_FAIL_COND(!tex.is_valid());
  226. if (tex->get_texture().is_valid()) {
  227. links[p_node_id].curve_editors[0]->set_curve(tex->get_texture()->get_curve_x());
  228. links[p_node_id].curve_editors[1]->set_curve(tex->get_texture()->get_curve_y());
  229. links[p_node_id].curve_editors[2]->set_curve(tex->get_texture()->get_curve_z());
  230. }
  231. tex->emit_changed();
  232. }
  233. }
  234. int VisualShaderGraphPlugin::get_constant_index(float p_constant) const {
  235. for (int i = 0; i < MAX_FLOAT_CONST_DEFS; i++) {
  236. if (Math::is_equal_approx(p_constant, float_constant_defs[i].value)) {
  237. return i + 1;
  238. }
  239. }
  240. return 0;
  241. }
  242. void VisualShaderGraphPlugin::set_expression(VisualShader::Type p_type, int p_node_id, const String &p_expression) {
  243. if (p_type != visual_shader->get_shader_type() || !links.has(p_node_id) || !links[p_node_id].expression_edit) {
  244. return;
  245. }
  246. links[p_node_id].expression_edit->set_text(p_expression);
  247. }
  248. Ref<Script> VisualShaderGraphPlugin::get_node_script(int p_node_id) const {
  249. if (!links.has(p_node_id)) {
  250. return Ref<Script>();
  251. }
  252. Ref<VisualShaderNodeCustom> custom = Ref<VisualShaderNodeCustom>(links[p_node_id].visual_node);
  253. if (custom.is_valid()) {
  254. return custom->get_script();
  255. }
  256. return Ref<Script>();
  257. }
  258. void VisualShaderGraphPlugin::update_node_size(int p_node_id) {
  259. if (!links.has(p_node_id)) {
  260. return;
  261. }
  262. links[p_node_id].graph_element->reset_size();
  263. }
  264. void VisualShaderGraphPlugin::register_default_input_button(int p_node_id, int p_port_id, Button *p_button) {
  265. links[p_node_id].input_ports.insert(p_port_id, { p_button });
  266. }
  267. void VisualShaderGraphPlugin::register_expression_edit(int p_node_id, CodeEdit *p_expression_edit) {
  268. links[p_node_id].expression_edit = p_expression_edit;
  269. }
  270. void VisualShaderGraphPlugin::register_curve_editor(int p_node_id, int p_index, CurveEditor *p_curve_editor) {
  271. links[p_node_id].curve_editors[p_index] = p_curve_editor;
  272. }
  273. void VisualShaderGraphPlugin::update_parameter_refs() {
  274. for (KeyValue<int, Link> &E : links) {
  275. VisualShaderNodeParameterRef *ref = Object::cast_to<VisualShaderNodeParameterRef>(E.value.visual_node);
  276. if (ref) {
  277. remove_node(E.value.type, E.key, true);
  278. add_node(E.value.type, E.key, true);
  279. }
  280. }
  281. }
  282. VisualShader::Type VisualShaderGraphPlugin::get_shader_type() const {
  283. return visual_shader->get_shader_type();
  284. }
  285. void VisualShaderGraphPlugin::set_node_position(VisualShader::Type p_type, int p_id, const Vector2 &p_position) {
  286. if (visual_shader->get_shader_type() == p_type && links.has(p_id)) {
  287. links[p_id].graph_element->set_position_offset(p_position);
  288. }
  289. }
  290. bool VisualShaderGraphPlugin::is_preview_visible(int p_id) const {
  291. return links[p_id].preview_visible;
  292. }
  293. void VisualShaderGraphPlugin::clear_links() {
  294. links.clear();
  295. }
  296. void VisualShaderGraphPlugin::register_link(VisualShader::Type p_type, int p_id, VisualShaderNode *p_visual_node, GraphElement *p_graph_element) {
  297. links.insert(p_id, { p_type, p_visual_node, p_graph_element, p_visual_node->get_output_port_for_preview() != -1, -1, HashMap<int, InputPort>(), HashMap<int, Port>(), nullptr, nullptr, nullptr, { nullptr, nullptr, nullptr } });
  298. }
  299. void VisualShaderGraphPlugin::register_output_port(int p_node_id, int p_port, TextureButton *p_button) {
  300. links[p_node_id].output_ports.insert(p_port, { p_button });
  301. }
  302. void VisualShaderGraphPlugin::register_parameter_name(int p_node_id, LineEdit *p_parameter_name) {
  303. links[p_node_id].parameter_name = p_parameter_name;
  304. }
  305. void VisualShaderGraphPlugin::update_theme() {
  306. vector_expanded_color[0] = editor->get_theme_color(SNAME("axis_x_color"), EditorStringName(Editor)); // red
  307. vector_expanded_color[1] = editor->get_theme_color(SNAME("axis_y_color"), EditorStringName(Editor)); // green
  308. vector_expanded_color[2] = editor->get_theme_color(SNAME("axis_z_color"), EditorStringName(Editor)); // blue
  309. vector_expanded_color[3] = editor->get_theme_color(SNAME("axis_w_color"), EditorStringName(Editor)); // alpha
  310. Ref<Font> label_font = EditorNode::get_singleton()->get_editor_theme()->get_font("main_msdf", EditorStringName(EditorFonts));
  311. Ref<Font> label_bold_font = EditorNode::get_singleton()->get_editor_theme()->get_font("main_bold_msdf", EditorStringName(EditorFonts));
  312. vs_msdf_fonts_theme->set_font("font", "Label", label_font);
  313. vs_msdf_fonts_theme->set_font("font", "GraphNodeTitleLabel", label_bold_font);
  314. vs_msdf_fonts_theme->set_font("font", "LineEdit", label_font);
  315. vs_msdf_fonts_theme->set_font("font", "Button", label_font);
  316. }
  317. bool VisualShaderGraphPlugin::is_node_has_parameter_instances_relatively(VisualShader::Type p_type, int p_node) const {
  318. bool result = false;
  319. Ref<VisualShaderNodeParameter> parameter_node = Object::cast_to<VisualShaderNodeParameter>(visual_shader->get_node_unchecked(p_type, p_node).ptr());
  320. if (parameter_node.is_valid()) {
  321. if (parameter_node->get_qualifier() == VisualShaderNodeParameter::QUAL_INSTANCE) {
  322. return true;
  323. }
  324. }
  325. const LocalVector<int> &prev_connected_nodes = visual_shader->get_prev_connected_nodes(p_type, p_node);
  326. for (const int &E : prev_connected_nodes) {
  327. result = is_node_has_parameter_instances_relatively(p_type, E);
  328. if (result) {
  329. break;
  330. }
  331. }
  332. return result;
  333. }
  334. void VisualShaderGraphPlugin::add_node(VisualShader::Type p_type, int p_id, bool p_just_update) {
  335. if (!visual_shader.is_valid() || p_type != visual_shader->get_shader_type()) {
  336. return;
  337. }
  338. GraphEdit *graph = editor->graph;
  339. if (!graph) {
  340. return;
  341. }
  342. VisualShaderGraphPlugin *graph_plugin = editor->get_graph_plugin();
  343. if (!graph_plugin) {
  344. return;
  345. }
  346. Shader::Mode mode = visual_shader->get_mode();
  347. Control *offset;
  348. const Color type_color[] = {
  349. EDITOR_GET("editors/visual_editors/connection_colors/scalar_color"),
  350. EDITOR_GET("editors/visual_editors/connection_colors/scalar_color"),
  351. EDITOR_GET("editors/visual_editors/connection_colors/scalar_color"),
  352. EDITOR_GET("editors/visual_editors/connection_colors/vector2_color"),
  353. EDITOR_GET("editors/visual_editors/connection_colors/vector3_color"),
  354. EDITOR_GET("editors/visual_editors/connection_colors/vector4_color"),
  355. EDITOR_GET("editors/visual_editors/connection_colors/boolean_color"),
  356. EDITOR_GET("editors/visual_editors/connection_colors/transform_color"),
  357. EDITOR_GET("editors/visual_editors/connection_colors/sampler_color"),
  358. };
  359. // Keep in sync with VisualShaderNode::Category.
  360. const Color category_color[VisualShaderNode::Category::CATEGORY_MAX] = {
  361. Color(0.0, 0.0, 0.0), // None (default, not used)
  362. EDITOR_GET("editors/visual_editors/category_colors/output_color"),
  363. EDITOR_GET("editors/visual_editors/category_colors/color_color"),
  364. EDITOR_GET("editors/visual_editors/category_colors/conditional_color"),
  365. EDITOR_GET("editors/visual_editors/category_colors/input_color"),
  366. EDITOR_GET("editors/visual_editors/category_colors/scalar_color"),
  367. EDITOR_GET("editors/visual_editors/category_colors/textures_color"),
  368. EDITOR_GET("editors/visual_editors/category_colors/transform_color"),
  369. EDITOR_GET("editors/visual_editors/category_colors/utility_color"),
  370. EDITOR_GET("editors/visual_editors/category_colors/vector_color"),
  371. EDITOR_GET("editors/visual_editors/category_colors/special_color"),
  372. EDITOR_GET("editors/visual_editors/category_colors/particle_color"),
  373. };
  374. static const String vector_expanded_name[4] = { "red", "green", "blue", "alpha" };
  375. Ref<VisualShaderNode> vsnode = visual_shader->get_node(p_type, p_id);
  376. Ref<VisualShaderNodeResizableBase> resizable_node = vsnode;
  377. bool is_resizable = resizable_node.is_valid();
  378. Size2 size = Size2(0, 0);
  379. Ref<VisualShaderNodeGroupBase> group_node = vsnode;
  380. bool is_group = group_node.is_valid();
  381. Ref<VisualShaderNodeComment> comment_node = vsnode;
  382. bool is_comment = comment_node.is_valid();
  383. Ref<VisualShaderNodeExpression> expression_node = group_node;
  384. bool is_expression = expression_node.is_valid();
  385. String expression = "";
  386. Ref<VisualShaderNodeCustom> custom_node = vsnode;
  387. if (custom_node.is_valid()) {
  388. custom_node->_set_initialized(true);
  389. }
  390. GraphNode *node = memnew(GraphNode);
  391. node->set_title(vsnode->get_caption());
  392. // All nodes are closable except the output node.
  393. if (p_id >= 2) {
  394. vsnode->set_closable(true);
  395. node->connect("delete_request", callable_mp(editor, &VisualShaderEditor::_delete_node_request).bind(p_type, p_id), CONNECT_DEFERRED);
  396. }
  397. graph->add_child(node);
  398. node->set_theme(vs_msdf_fonts_theme);
  399. // Set the node's titlebar color based on its category.
  400. if (vsnode->get_category() != VisualShaderNode::CATEGORY_NONE) {
  401. Ref<StyleBoxFlat> sb_colored = editor->get_theme_stylebox("titlebar", "GraphNode")->duplicate();
  402. sb_colored->set_bg_color(category_color[vsnode->get_category()]);
  403. node->add_theme_style_override("titlebar", sb_colored);
  404. Ref<StyleBoxFlat> sb_colored_selected = editor->get_theme_stylebox("titlebar_selected", "GraphNode")->duplicate();
  405. sb_colored_selected->set_bg_color(category_color[vsnode->get_category()].lightened(0.2));
  406. node->add_theme_style_override("titlebar_selected", sb_colored_selected);
  407. }
  408. if (p_just_update) {
  409. Link &link = links[p_id];
  410. link.graph_element = node;
  411. link.preview_box = nullptr;
  412. link.preview_pos = -1;
  413. link.output_ports.clear();
  414. link.input_ports.clear();
  415. } else {
  416. register_link(p_type, p_id, vsnode.ptr(), node);
  417. }
  418. if (is_resizable) {
  419. size = resizable_node->get_size();
  420. node->set_resizable(true);
  421. node->connect("resize_request", callable_mp(editor, &VisualShaderEditor::_node_resized).bind((int)p_type, p_id));
  422. }
  423. if (is_expression) {
  424. expression = expression_node->get_expression();
  425. }
  426. if (is_comment) {
  427. node->set_visible(false);
  428. }
  429. node->set_position_offset(visual_shader->get_node_position(p_type, p_id));
  430. node->set_name(itos(p_id));
  431. node->connect("dragged", callable_mp(editor, &VisualShaderEditor::_node_dragged).bind(p_id));
  432. Control *custom_editor = nullptr;
  433. int port_offset = 1;
  434. if (is_resizable) {
  435. editor->call_deferred(SNAME("_set_node_size"), (int)p_type, p_id, size);
  436. }
  437. Control *content_offset = memnew(Control);
  438. content_offset->set_custom_minimum_size(Size2(0, 5 * EDSCALE));
  439. node->add_child(content_offset);
  440. if (is_group) {
  441. port_offset += 1;
  442. }
  443. // Set the minimum width of a node based on the preview size to avoid a resize when toggling the preview.
  444. Ref<StyleBoxFlat> graph_node_stylebox = graph->get_theme_stylebox("panel", "GraphNode");
  445. int port_preview_size = EDITOR_GET("editors/visual_editors/visual_shader/port_preview_size");
  446. node->set_custom_minimum_size(Size2((Math::ceil(graph_node_stylebox->get_minimum_size().width) + port_preview_size) * EDSCALE, 0));
  447. Ref<VisualShaderNodeParticleEmit> emit = vsnode;
  448. if (emit.is_valid()) {
  449. node->set_custom_minimum_size(Size2(200 * EDSCALE, 0));
  450. }
  451. Ref<VisualShaderNodeParameterRef> parameter_ref = vsnode;
  452. if (parameter_ref.is_valid()) {
  453. parameter_ref->set_shader_rid(visual_shader->get_rid());
  454. parameter_ref->update_parameter_type();
  455. }
  456. Ref<VisualShaderNodeParameter> parameter = vsnode;
  457. HBoxContainer *hb = nullptr;
  458. if (parameter.is_valid()) {
  459. LineEdit *parameter_name = memnew(LineEdit);
  460. register_parameter_name(p_id, parameter_name);
  461. parameter_name->set_h_size_flags(Control::SIZE_EXPAND_FILL);
  462. parameter_name->set_text(parameter->get_parameter_name());
  463. parameter_name->connect("text_submitted", callable_mp(editor, &VisualShaderEditor::_parameter_line_edit_changed).bind(p_id));
  464. parameter_name->connect("focus_exited", callable_mp(editor, &VisualShaderEditor::_parameter_line_edit_focus_out).bind(parameter_name, p_id));
  465. if (vsnode->get_output_port_count() == 1 && vsnode->get_output_port_name(0) == "") {
  466. hb = memnew(HBoxContainer);
  467. hb->add_child(parameter_name);
  468. node->add_child(hb);
  469. } else {
  470. node->add_child(parameter_name);
  471. }
  472. port_offset++;
  473. }
  474. for (int i = 0; i < editor->plugins.size(); i++) {
  475. vsnode->set_meta("id", p_id);
  476. vsnode->set_meta("shader_type", (int)p_type);
  477. custom_editor = editor->plugins.write[i]->create_editor(visual_shader, vsnode);
  478. vsnode->remove_meta("id");
  479. vsnode->remove_meta("shader_type");
  480. if (custom_editor) {
  481. if (vsnode->is_show_prop_names()) {
  482. custom_editor->call_deferred(SNAME("_show_prop_names"), true);
  483. }
  484. break;
  485. }
  486. }
  487. if (custom_node.is_valid()) {
  488. bool first = true;
  489. VBoxContainer *vbox = nullptr;
  490. for (int i = 0; i < custom_node->dp_props.size(); i++) {
  491. const VisualShaderNodeCustom::DropDownListProperty &dp = custom_node->dp_props[i];
  492. if (first) {
  493. first = false;
  494. vbox = memnew(VBoxContainer);
  495. node->add_child(vbox);
  496. port_offset++;
  497. }
  498. HBoxContainer *hbox = memnew(HBoxContainer);
  499. vbox->add_child(hbox);
  500. hbox->set_h_size_flags(Control::SIZE_EXPAND_FILL);
  501. String prop_name = dp.name.strip_edges();
  502. if (!prop_name.is_empty()) {
  503. Label *label = memnew(Label);
  504. label->set_auto_translate_mode(Node::AUTO_TRANSLATE_MODE_DISABLED); // TODO: Implement proper translation switch.
  505. label->set_text(prop_name + ":");
  506. hbox->add_child(label);
  507. }
  508. OptionButton *op = memnew(OptionButton);
  509. hbox->add_child(op);
  510. op->set_h_size_flags(Control::SIZE_EXPAND_FILL);
  511. op->connect("item_selected", callable_mp(editor, &VisualShaderEditor::_set_custom_node_option).bind(p_id, i), CONNECT_DEFERRED);
  512. for (const String &s : dp.options) {
  513. op->add_item(s);
  514. }
  515. if (custom_node->dp_selected_cache.has(i)) {
  516. op->select(custom_node->dp_selected_cache[i]);
  517. } else {
  518. op->select(0);
  519. }
  520. }
  521. }
  522. Ref<VisualShaderNodeCurveTexture> curve = vsnode;
  523. Ref<VisualShaderNodeCurveXYZTexture> curve_xyz = vsnode;
  524. bool is_curve = curve.is_valid() || curve_xyz.is_valid();
  525. if (is_curve) {
  526. hb = memnew(HBoxContainer);
  527. node->add_child(hb);
  528. }
  529. if (curve.is_valid()) {
  530. custom_editor->set_h_size_flags(Control::SIZE_EXPAND_FILL);
  531. if (curve->get_texture().is_valid()) {
  532. curve->get_texture()->connect_changed(callable_mp(graph_plugin, &VisualShaderGraphPlugin::update_curve).bind(p_id));
  533. }
  534. CurveEditor *curve_editor = memnew(CurveEditor);
  535. node->add_child(curve_editor);
  536. register_curve_editor(p_id, 0, curve_editor);
  537. curve_editor->set_custom_minimum_size(Size2(300, 0));
  538. curve_editor->set_h_size_flags(Control::SIZE_EXPAND_FILL);
  539. if (curve->get_texture().is_valid()) {
  540. curve_editor->set_curve(curve->get_texture()->get_curve());
  541. }
  542. }
  543. if (curve_xyz.is_valid()) {
  544. custom_editor->set_h_size_flags(Control::SIZE_EXPAND_FILL);
  545. if (curve_xyz->get_texture().is_valid()) {
  546. curve_xyz->get_texture()->connect_changed(callable_mp(graph_plugin, &VisualShaderGraphPlugin::update_curve_xyz).bind(p_id));
  547. }
  548. CurveEditor *curve_editor_x = memnew(CurveEditor);
  549. node->add_child(curve_editor_x);
  550. register_curve_editor(p_id, 0, curve_editor_x);
  551. curve_editor_x->set_custom_minimum_size(Size2(300, 0));
  552. curve_editor_x->set_h_size_flags(Control::SIZE_EXPAND_FILL);
  553. if (curve_xyz->get_texture().is_valid()) {
  554. curve_editor_x->set_curve(curve_xyz->get_texture()->get_curve_x());
  555. }
  556. CurveEditor *curve_editor_y = memnew(CurveEditor);
  557. node->add_child(curve_editor_y);
  558. register_curve_editor(p_id, 1, curve_editor_y);
  559. curve_editor_y->set_custom_minimum_size(Size2(300, 0));
  560. curve_editor_y->set_h_size_flags(Control::SIZE_EXPAND_FILL);
  561. if (curve_xyz->get_texture().is_valid()) {
  562. curve_editor_y->set_curve(curve_xyz->get_texture()->get_curve_y());
  563. }
  564. CurveEditor *curve_editor_z = memnew(CurveEditor);
  565. node->add_child(curve_editor_z);
  566. register_curve_editor(p_id, 2, curve_editor_z);
  567. curve_editor_z->set_custom_minimum_size(Size2(300, 0));
  568. curve_editor_z->set_h_size_flags(Control::SIZE_EXPAND_FILL);
  569. if (curve_xyz->get_texture().is_valid()) {
  570. curve_editor_z->set_curve(curve_xyz->get_texture()->get_curve_z());
  571. }
  572. }
  573. if (custom_editor) {
  574. 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) == ""))) {
  575. // Will be embedded in first port.
  576. } else {
  577. port_offset++;
  578. node->add_child(custom_editor);
  579. custom_editor = nullptr;
  580. }
  581. }
  582. if (is_group) {
  583. if (group_node->is_editable()) {
  584. HBoxContainer *hb2 = memnew(HBoxContainer);
  585. String input_port_name = "input" + itos(group_node->get_free_input_port_id());
  586. String output_port_name = "output" + itos(group_node->get_free_output_port_id());
  587. for (int i = 0; i < MAX(vsnode->get_input_port_count(), vsnode->get_output_port_count()); i++) {
  588. if (i < vsnode->get_input_port_count()) {
  589. if (input_port_name == vsnode->get_input_port_name(i)) {
  590. input_port_name = "_" + input_port_name;
  591. }
  592. }
  593. if (i < vsnode->get_output_port_count()) {
  594. if (output_port_name == vsnode->get_output_port_name(i)) {
  595. output_port_name = "_" + output_port_name;
  596. }
  597. }
  598. }
  599. Button *add_input_btn = memnew(Button);
  600. add_input_btn->set_text(TTR("Add Input"));
  601. add_input_btn->connect("pressed", callable_mp(editor, &VisualShaderEditor::_add_input_port).bind(p_id, group_node->get_free_input_port_id(), VisualShaderNode::PORT_TYPE_VECTOR_3D, input_port_name), CONNECT_DEFERRED);
  602. hb2->add_child(add_input_btn);
  603. hb2->add_spacer();
  604. Button *add_output_btn = memnew(Button);
  605. add_output_btn->set_text(TTR("Add Output"));
  606. add_output_btn->connect("pressed", callable_mp(editor, &VisualShaderEditor::_add_output_port).bind(p_id, group_node->get_free_output_port_id(), VisualShaderNode::PORT_TYPE_VECTOR_3D, output_port_name), CONNECT_DEFERRED);
  607. hb2->add_child(add_output_btn);
  608. node->add_child(hb2);
  609. }
  610. }
  611. int output_port_count = 0;
  612. for (int i = 0; i < vsnode->get_output_port_count(); i++) {
  613. if (vsnode->_is_output_port_expanded(i)) {
  614. switch (vsnode->get_output_port_type(i)) {
  615. case VisualShaderNode::PORT_TYPE_VECTOR_2D: {
  616. output_port_count += 2;
  617. } break;
  618. case VisualShaderNode::PORT_TYPE_VECTOR_3D: {
  619. output_port_count += 3;
  620. } break;
  621. case VisualShaderNode::PORT_TYPE_VECTOR_4D: {
  622. output_port_count += 4;
  623. } break;
  624. default:
  625. break;
  626. }
  627. }
  628. output_port_count++;
  629. }
  630. int max_ports = MAX(vsnode->get_input_port_count(), output_port_count);
  631. VisualShaderNode::PortType expanded_type = VisualShaderNode::PORT_TYPE_SCALAR;
  632. int expanded_port_counter = 0;
  633. for (int i = 0, j = 0; i < max_ports; i++, j++) {
  634. switch (expanded_type) {
  635. case VisualShaderNode::PORT_TYPE_VECTOR_2D: {
  636. if (expanded_port_counter >= 2) {
  637. expanded_type = VisualShaderNode::PORT_TYPE_SCALAR;
  638. expanded_port_counter = 0;
  639. i -= 2;
  640. }
  641. } break;
  642. case VisualShaderNode::PORT_TYPE_VECTOR_3D: {
  643. if (expanded_port_counter >= 3) {
  644. expanded_type = VisualShaderNode::PORT_TYPE_SCALAR;
  645. expanded_port_counter = 0;
  646. i -= 3;
  647. }
  648. } break;
  649. case VisualShaderNode::PORT_TYPE_VECTOR_4D: {
  650. if (expanded_port_counter >= 4) {
  651. expanded_type = VisualShaderNode::PORT_TYPE_SCALAR;
  652. expanded_port_counter = 0;
  653. i -= 4;
  654. }
  655. } break;
  656. default:
  657. break;
  658. }
  659. if (vsnode->is_port_separator(i)) {
  660. node->add_child(memnew(HSeparator));
  661. port_offset++;
  662. }
  663. bool valid_left = j < vsnode->get_input_port_count();
  664. VisualShaderNode::PortType port_left = VisualShaderNode::PORT_TYPE_SCALAR;
  665. bool port_left_used = false;
  666. String name_left;
  667. if (valid_left) {
  668. name_left = vsnode->get_input_port_name(i);
  669. port_left = vsnode->get_input_port_type(i);
  670. for (const VisualShader::Connection &E : connections) {
  671. if (E.to_node == p_id && E.to_port == j) {
  672. port_left_used = true;
  673. break;
  674. }
  675. }
  676. }
  677. bool valid_right = true;
  678. VisualShaderNode::PortType port_right = VisualShaderNode::PORT_TYPE_SCALAR;
  679. String name_right;
  680. if (expanded_type == VisualShaderNode::PORT_TYPE_SCALAR) {
  681. valid_right = i < vsnode->get_output_port_count();
  682. if (valid_right) {
  683. name_right = vsnode->get_output_port_name(i);
  684. port_right = vsnode->get_output_port_type(i);
  685. }
  686. } else {
  687. name_right = vector_expanded_name[expanded_port_counter++];
  688. }
  689. bool is_first_hbox = false;
  690. if (i == 0 && hb != nullptr) {
  691. is_first_hbox = true;
  692. } else {
  693. hb = memnew(HBoxContainer);
  694. }
  695. hb->add_theme_constant_override("separation", 7 * EDSCALE);
  696. Variant default_value;
  697. if (valid_left && !port_left_used) {
  698. default_value = vsnode->get_input_port_default_value(i);
  699. }
  700. Button *button = memnew(Button);
  701. hb->add_child(button);
  702. register_default_input_button(p_id, i, button);
  703. button->connect("pressed", callable_mp(editor, &VisualShaderEditor::_edit_port_default_input).bind(button, p_id, i));
  704. if (default_value.get_type() != Variant::NIL) { // only a label
  705. set_input_port_default_value(p_type, p_id, i, default_value);
  706. } else {
  707. button->hide();
  708. }
  709. if (i == 0 && custom_editor) {
  710. hb->add_child(custom_editor);
  711. custom_editor->set_h_size_flags(Control::SIZE_EXPAND_FILL);
  712. } else {
  713. if (valid_left) {
  714. if (is_group) {
  715. OptionButton *type_box = memnew(OptionButton);
  716. hb->add_child(type_box);
  717. type_box->add_item(TTR("Float"));
  718. type_box->add_item(TTR("Int"));
  719. type_box->add_item(TTR("UInt"));
  720. type_box->add_item(TTR("Vector2"));
  721. type_box->add_item(TTR("Vector3"));
  722. type_box->add_item(TTR("Vector4"));
  723. type_box->add_item(TTR("Boolean"));
  724. type_box->add_item(TTR("Transform"));
  725. type_box->add_item(TTR("Sampler"));
  726. type_box->select(group_node->get_input_port_type(i));
  727. type_box->set_custom_minimum_size(Size2(100 * EDSCALE, 0));
  728. type_box->connect("item_selected", callable_mp(editor, &VisualShaderEditor::_change_input_port_type).bind(p_id, i), CONNECT_DEFERRED);
  729. LineEdit *name_box = memnew(LineEdit);
  730. hb->add_child(name_box);
  731. name_box->set_custom_minimum_size(Size2(65 * EDSCALE, 0));
  732. name_box->set_h_size_flags(Control::SIZE_EXPAND_FILL);
  733. name_box->set_text(name_left);
  734. name_box->connect("text_submitted", callable_mp(editor, &VisualShaderEditor::_change_input_port_name).bind(name_box, p_id, i), CONNECT_DEFERRED);
  735. name_box->connect("focus_exited", callable_mp(editor, &VisualShaderEditor::_port_name_focus_out).bind(name_box, p_id, i, false), CONNECT_DEFERRED);
  736. Button *remove_btn = memnew(Button);
  737. remove_btn->set_icon(EditorNode::get_singleton()->get_editor_theme()->get_icon(SNAME("Remove"), EditorStringName(EditorIcons)));
  738. remove_btn->set_tooltip_text(TTR("Remove") + " " + name_left);
  739. remove_btn->connect("pressed", callable_mp(editor, &VisualShaderEditor::_remove_input_port).bind(p_id, i), CONNECT_DEFERRED);
  740. hb->add_child(remove_btn);
  741. } else {
  742. Label *label = memnew(Label);
  743. label->set_auto_translate_mode(Node::AUTO_TRANSLATE_MODE_DISABLED); // TODO: Implement proper translation switch.
  744. label->set_text(name_left);
  745. label->add_theme_style_override("normal", editor->get_theme_stylebox(SNAME("label_style"), SNAME("VShaderEditor"))); //more compact
  746. hb->add_child(label);
  747. if (vsnode->is_input_port_default(i, mode) && !port_left_used) {
  748. Label *hint_label = memnew(Label);
  749. hint_label->set_text(TTR("[default]"));
  750. hint_label->add_theme_color_override("font_color", editor->get_theme_color(SNAME("font_readonly_color"), SNAME("TextEdit")));
  751. hint_label->add_theme_style_override("normal", editor->get_theme_stylebox(SNAME("label_style"), SNAME("VShaderEditor")));
  752. hb->add_child(hint_label);
  753. }
  754. }
  755. }
  756. if (!is_group && !is_first_hbox) {
  757. hb->add_spacer();
  758. }
  759. if (valid_right) {
  760. if (is_group) {
  761. Button *remove_btn = memnew(Button);
  762. remove_btn->set_icon(EditorNode::get_singleton()->get_editor_theme()->get_icon(SNAME("Remove"), EditorStringName(EditorIcons)));
  763. remove_btn->set_tooltip_text(TTR("Remove") + " " + name_left);
  764. remove_btn->connect("pressed", callable_mp(editor, &VisualShaderEditor::_remove_output_port).bind(p_id, i), CONNECT_DEFERRED);
  765. hb->add_child(remove_btn);
  766. LineEdit *name_box = memnew(LineEdit);
  767. hb->add_child(name_box);
  768. name_box->set_custom_minimum_size(Size2(65 * EDSCALE, 0));
  769. name_box->set_h_size_flags(Control::SIZE_EXPAND_FILL);
  770. name_box->set_text(name_right);
  771. name_box->connect("text_submitted", callable_mp(editor, &VisualShaderEditor::_change_output_port_name).bind(name_box, p_id, i), CONNECT_DEFERRED);
  772. name_box->connect("focus_exited", callable_mp(editor, &VisualShaderEditor::_port_name_focus_out).bind(name_box, p_id, i, true), CONNECT_DEFERRED);
  773. OptionButton *type_box = memnew(OptionButton);
  774. hb->add_child(type_box);
  775. type_box->add_item(TTR("Float"));
  776. type_box->add_item(TTR("Int"));
  777. type_box->add_item(TTR("UInt"));
  778. type_box->add_item(TTR("Vector2"));
  779. type_box->add_item(TTR("Vector3"));
  780. type_box->add_item(TTR("Vector4"));
  781. type_box->add_item(TTR("Boolean"));
  782. type_box->add_item(TTR("Transform"));
  783. type_box->select(group_node->get_output_port_type(i));
  784. type_box->set_custom_minimum_size(Size2(100 * EDSCALE, 0));
  785. type_box->connect("item_selected", callable_mp(editor, &VisualShaderEditor::_change_output_port_type).bind(p_id, i), CONNECT_DEFERRED);
  786. } else {
  787. Label *label = memnew(Label);
  788. label->set_auto_translate_mode(Node::AUTO_TRANSLATE_MODE_DISABLED); // TODO: Implement proper translation switch.
  789. label->set_text(name_right);
  790. label->add_theme_style_override("normal", editor->get_theme_stylebox(SNAME("label_style"), SNAME("VShaderEditor"))); //more compact
  791. hb->add_child(label);
  792. }
  793. }
  794. }
  795. if (valid_right) {
  796. if (expanded_port_counter == 0 && vsnode->is_output_port_expandable(i)) {
  797. TextureButton *expand = memnew(TextureButton);
  798. expand->set_toggle_mode(true);
  799. expand->set_texture_normal(editor->get_editor_theme_icon(SNAME("GuiTreeArrowRight")));
  800. expand->set_texture_pressed(editor->get_editor_theme_icon(SNAME("GuiTreeArrowDown")));
  801. expand->set_v_size_flags(Control::SIZE_SHRINK_CENTER);
  802. expand->set_pressed(vsnode->_is_output_port_expanded(i));
  803. expand->connect("pressed", callable_mp(editor, &VisualShaderEditor::_expand_output_port).bind(p_id, i, !vsnode->_is_output_port_expanded(i)), CONNECT_DEFERRED);
  804. hb->add_child(expand);
  805. }
  806. if (vsnode->has_output_port_preview(i) && port_right != VisualShaderNode::PORT_TYPE_TRANSFORM && port_right != VisualShaderNode::PORT_TYPE_SAMPLER) {
  807. TextureButton *preview = memnew(TextureButton);
  808. preview->set_toggle_mode(true);
  809. preview->set_texture_normal(editor->get_editor_theme_icon(SNAME("GuiVisibilityHidden")));
  810. preview->set_texture_pressed(editor->get_editor_theme_icon(SNAME("GuiVisibilityVisible")));
  811. preview->set_v_size_flags(Control::SIZE_SHRINK_CENTER);
  812. register_output_port(p_id, j, preview);
  813. preview->connect("pressed", callable_mp(editor, &VisualShaderEditor::_preview_select_port).bind(p_id, j), CONNECT_DEFERRED);
  814. hb->add_child(preview);
  815. }
  816. }
  817. if (is_group) {
  818. offset = memnew(Control);
  819. offset->set_custom_minimum_size(Size2(0, 5 * EDSCALE));
  820. node->add_child(offset);
  821. port_offset++;
  822. }
  823. if (!is_first_hbox) {
  824. node->add_child(hb);
  825. if (curve_xyz.is_valid()) {
  826. node->move_child(hb, 1 + expanded_port_counter);
  827. }
  828. }
  829. if (expanded_type != VisualShaderNode::PORT_TYPE_SCALAR) {
  830. continue;
  831. }
  832. int idx = 1;
  833. if (!is_first_hbox) {
  834. idx = i + port_offset;
  835. }
  836. if (!is_comment) {
  837. GraphNode *graph_node = Object::cast_to<GraphNode>(node);
  838. graph_node->set_slot(idx, valid_left, port_left, type_color[port_left], valid_right, port_right, type_color[port_right]);
  839. if (vsnode->_is_output_port_expanded(i)) {
  840. switch (vsnode->get_output_port_type(i)) {
  841. case VisualShaderNode::PORT_TYPE_VECTOR_2D: {
  842. port_offset++;
  843. valid_left = (i + 1) < vsnode->get_input_port_count();
  844. port_left = VisualShaderNode::PORT_TYPE_SCALAR;
  845. if (valid_left) {
  846. port_left = vsnode->get_input_port_type(i + 1);
  847. }
  848. graph_node->set_slot(i + port_offset, valid_left, port_left, type_color[port_left], true, VisualShaderNode::PORT_TYPE_SCALAR, vector_expanded_color[0]);
  849. port_offset++;
  850. valid_left = (i + 2) < vsnode->get_input_port_count();
  851. port_left = VisualShaderNode::PORT_TYPE_SCALAR;
  852. if (valid_left) {
  853. port_left = vsnode->get_input_port_type(i + 2);
  854. }
  855. graph_node->set_slot(i + port_offset, valid_left, port_left, type_color[port_left], true, VisualShaderNode::PORT_TYPE_SCALAR, vector_expanded_color[1]);
  856. expanded_type = VisualShaderNode::PORT_TYPE_VECTOR_2D;
  857. } break;
  858. case VisualShaderNode::PORT_TYPE_VECTOR_3D: {
  859. port_offset++;
  860. valid_left = (i + 1) < vsnode->get_input_port_count();
  861. port_left = VisualShaderNode::PORT_TYPE_SCALAR;
  862. if (valid_left) {
  863. port_left = vsnode->get_input_port_type(i + 1);
  864. }
  865. graph_node->set_slot(i + port_offset, valid_left, port_left, type_color[port_left], true, VisualShaderNode::PORT_TYPE_SCALAR, vector_expanded_color[0]);
  866. port_offset++;
  867. valid_left = (i + 2) < vsnode->get_input_port_count();
  868. port_left = VisualShaderNode::PORT_TYPE_SCALAR;
  869. if (valid_left) {
  870. port_left = vsnode->get_input_port_type(i + 2);
  871. }
  872. graph_node->set_slot(i + port_offset, valid_left, port_left, type_color[port_left], true, VisualShaderNode::PORT_TYPE_SCALAR, vector_expanded_color[1]);
  873. port_offset++;
  874. valid_left = (i + 3) < vsnode->get_input_port_count();
  875. port_left = VisualShaderNode::PORT_TYPE_SCALAR;
  876. if (valid_left) {
  877. port_left = vsnode->get_input_port_type(i + 3);
  878. }
  879. graph_node->set_slot(i + port_offset, valid_left, port_left, type_color[port_left], true, VisualShaderNode::PORT_TYPE_SCALAR, vector_expanded_color[2]);
  880. expanded_type = VisualShaderNode::PORT_TYPE_VECTOR_3D;
  881. } break;
  882. case VisualShaderNode::PORT_TYPE_VECTOR_4D: {
  883. port_offset++;
  884. valid_left = (i + 1) < vsnode->get_input_port_count();
  885. port_left = VisualShaderNode::PORT_TYPE_SCALAR;
  886. if (valid_left) {
  887. port_left = vsnode->get_input_port_type(i + 1);
  888. }
  889. graph_node->set_slot(i + port_offset, valid_left, port_left, type_color[port_left], true, VisualShaderNode::PORT_TYPE_SCALAR, vector_expanded_color[0]);
  890. port_offset++;
  891. valid_left = (i + 2) < vsnode->get_input_port_count();
  892. port_left = VisualShaderNode::PORT_TYPE_SCALAR;
  893. if (valid_left) {
  894. port_left = vsnode->get_input_port_type(i + 2);
  895. }
  896. graph_node->set_slot(i + port_offset, valid_left, port_left, type_color[port_left], true, VisualShaderNode::PORT_TYPE_SCALAR, vector_expanded_color[1]);
  897. port_offset++;
  898. valid_left = (i + 3) < vsnode->get_input_port_count();
  899. port_left = VisualShaderNode::PORT_TYPE_SCALAR;
  900. if (valid_left) {
  901. port_left = vsnode->get_input_port_type(i + 3);
  902. }
  903. graph_node->set_slot(i + port_offset, valid_left, port_left, type_color[port_left], true, VisualShaderNode::PORT_TYPE_SCALAR, vector_expanded_color[2]);
  904. port_offset++;
  905. valid_left = (i + 4) < vsnode->get_input_port_count();
  906. port_left = VisualShaderNode::PORT_TYPE_SCALAR;
  907. if (valid_left) {
  908. port_left = vsnode->get_input_port_type(i + 4);
  909. }
  910. graph_node->set_slot(i + port_offset, valid_left, port_left, type_color[port_left], true, VisualShaderNode::PORT_TYPE_SCALAR, vector_expanded_color[3]);
  911. expanded_type = VisualShaderNode::PORT_TYPE_VECTOR_4D;
  912. } break;
  913. default:
  914. break;
  915. }
  916. }
  917. }
  918. }
  919. bool has_relative_parameter_instances = false;
  920. if (vsnode->get_output_port_for_preview() >= 0) {
  921. has_relative_parameter_instances = is_node_has_parameter_instances_relatively(p_type, p_id);
  922. show_port_preview(p_type, p_id, vsnode->get_output_port_for_preview(), !has_relative_parameter_instances);
  923. } else {
  924. offset = memnew(Control);
  925. offset->set_custom_minimum_size(Size2(0, 4 * EDSCALE));
  926. node->add_child(offset);
  927. }
  928. String error = vsnode->get_warning(mode, p_type);
  929. if (has_relative_parameter_instances) {
  930. error += "\n" + TTR("The 2D preview cannot correctly show the result retrieved from instance parameter.");
  931. }
  932. if (!error.is_empty()) {
  933. Label *error_label = memnew(Label);
  934. error_label->add_theme_color_override("font_color", editor->get_theme_color(SNAME("error_color"), EditorStringName(Editor)));
  935. error_label->set_text(error);
  936. error_label->set_autowrap_mode(TextServer::AUTOWRAP_WORD);
  937. node->add_child(error_label);
  938. }
  939. if (is_expression) {
  940. CodeEdit *expression_box = memnew(CodeEdit);
  941. Ref<CodeHighlighter> expression_syntax_highlighter;
  942. expression_syntax_highlighter.instantiate();
  943. expression_node->set_ctrl_pressed(expression_box, 0);
  944. node->add_child(expression_box);
  945. register_expression_edit(p_id, expression_box);
  946. Color background_color = EDITOR_GET("text_editor/theme/highlighting/background_color");
  947. Color text_color = EDITOR_GET("text_editor/theme/highlighting/text_color");
  948. Color keyword_color = EDITOR_GET("text_editor/theme/highlighting/keyword_color");
  949. Color control_flow_keyword_color = EDITOR_GET("text_editor/theme/highlighting/control_flow_keyword_color");
  950. Color comment_color = EDITOR_GET("text_editor/theme/highlighting/comment_color");
  951. Color symbol_color = EDITOR_GET("text_editor/theme/highlighting/symbol_color");
  952. Color function_color = EDITOR_GET("text_editor/theme/highlighting/function_color");
  953. Color number_color = EDITOR_GET("text_editor/theme/highlighting/number_color");
  954. Color members_color = EDITOR_GET("text_editor/theme/highlighting/member_variable_color");
  955. expression_box->set_syntax_highlighter(expression_syntax_highlighter);
  956. expression_box->add_theme_color_override("background_color", background_color);
  957. for (const String &E : editor->keyword_list) {
  958. if (ShaderLanguage::is_control_flow_keyword(E)) {
  959. expression_syntax_highlighter->add_keyword_color(E, control_flow_keyword_color);
  960. } else {
  961. expression_syntax_highlighter->add_keyword_color(E, keyword_color);
  962. }
  963. }
  964. expression_box->begin_bulk_theme_override();
  965. expression_box->add_theme_font_override("font", editor->get_theme_font(SNAME("expression"), EditorStringName(EditorFonts)));
  966. expression_box->add_theme_font_size_override("font_size", editor->get_theme_font_size(SNAME("expression_size"), EditorStringName(EditorFonts)));
  967. expression_box->add_theme_color_override("font_color", text_color);
  968. expression_box->end_bulk_theme_override();
  969. expression_syntax_highlighter->set_number_color(number_color);
  970. expression_syntax_highlighter->set_symbol_color(symbol_color);
  971. expression_syntax_highlighter->set_function_color(function_color);
  972. expression_syntax_highlighter->set_member_variable_color(members_color);
  973. expression_syntax_highlighter->add_color_region("/*", "*/", comment_color, false);
  974. expression_syntax_highlighter->add_color_region("//", "", comment_color, true);
  975. expression_box->clear_comment_delimiters();
  976. expression_box->add_comment_delimiter("/*", "*/", false);
  977. expression_box->add_comment_delimiter("//", "", true);
  978. if (!expression_box->has_auto_brace_completion_open_key("/*")) {
  979. expression_box->add_auto_brace_completion_pair("/*", "*/");
  980. }
  981. expression_box->set_text(expression);
  982. expression_box->set_context_menu_enabled(false);
  983. expression_box->set_draw_line_numbers(true);
  984. expression_box->connect("focus_exited", callable_mp(editor, &VisualShaderEditor::_expression_focus_out).bind(expression_box, p_id));
  985. }
  986. }
  987. void VisualShaderGraphPlugin::remove_node(VisualShader::Type p_type, int p_id, bool p_just_update) {
  988. if (visual_shader->get_shader_type() == p_type && links.has(p_id)) {
  989. Node *graph_edit_node = links[p_id].graph_element->get_parent();
  990. graph_edit_node->remove_child(links[p_id].graph_element);
  991. memdelete(links[p_id].graph_element);
  992. if (!p_just_update) {
  993. links.erase(p_id);
  994. }
  995. }
  996. }
  997. void VisualShaderGraphPlugin::connect_nodes(VisualShader::Type p_type, int p_from_node, int p_from_port, int p_to_node, int p_to_port) {
  998. GraphEdit *graph = editor->graph;
  999. if (!graph) {
  1000. return;
  1001. }
  1002. if (visual_shader.is_valid() && visual_shader->get_shader_type() == p_type) {
  1003. graph->connect_node(itos(p_from_node), p_from_port, itos(p_to_node), p_to_port);
  1004. connections.push_back({ p_from_node, p_from_port, p_to_node, p_to_port });
  1005. if (links[p_to_node].input_ports.has(p_to_port) && links[p_to_node].input_ports[p_to_port].default_input_button != nullptr) {
  1006. links[p_to_node].input_ports[p_to_port].default_input_button->hide();
  1007. }
  1008. }
  1009. }
  1010. void VisualShaderGraphPlugin::disconnect_nodes(VisualShader::Type p_type, int p_from_node, int p_from_port, int p_to_node, int p_to_port) {
  1011. GraphEdit *graph = editor->graph;
  1012. if (!graph) {
  1013. return;
  1014. }
  1015. if (visual_shader.is_valid() && visual_shader->get_shader_type() == p_type) {
  1016. graph->disconnect_node(itos(p_from_node), p_from_port, itos(p_to_node), p_to_port);
  1017. for (const List<VisualShader::Connection>::Element *E = connections.front(); E; E = E->next()) {
  1018. 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) {
  1019. connections.erase(E);
  1020. break;
  1021. }
  1022. }
  1023. 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) {
  1024. links[p_to_node].input_ports[p_to_port].default_input_button->show();
  1025. 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));
  1026. }
  1027. }
  1028. }
  1029. VisualShaderGraphPlugin::~VisualShaderGraphPlugin() {
  1030. }
  1031. /////////////////
  1032. void VisualShaderEditedProperty::_bind_methods() {
  1033. ClassDB::bind_method(D_METHOD("set_edited_property", "value"), &VisualShaderEditedProperty::set_edited_property);
  1034. ClassDB::bind_method(D_METHOD("get_edited_property"), &VisualShaderEditedProperty::get_edited_property);
  1035. ADD_PROPERTY(PropertyInfo(Variant::NIL, "edited_property", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NIL_IS_VARIANT), "set_edited_property", "get_edited_property");
  1036. }
  1037. void VisualShaderEditedProperty::set_edited_property(Variant p_variant) {
  1038. edited_property = p_variant;
  1039. }
  1040. Variant VisualShaderEditedProperty::get_edited_property() const {
  1041. return edited_property;
  1042. }
  1043. /////////////////
  1044. Vector2 VisualShaderEditor::selection_center;
  1045. List<VisualShaderEditor::CopyItem> VisualShaderEditor::copy_items_buffer;
  1046. List<VisualShader::Connection> VisualShaderEditor::copy_connections_buffer;
  1047. void VisualShaderEditor::edit(VisualShader *p_visual_shader) {
  1048. bool changed = false;
  1049. if (p_visual_shader) {
  1050. if (visual_shader.is_null()) {
  1051. changed = true;
  1052. } else {
  1053. if (visual_shader.ptr() != p_visual_shader) {
  1054. changed = true;
  1055. }
  1056. }
  1057. visual_shader = Ref<VisualShader>(p_visual_shader);
  1058. graph_plugin->register_shader(visual_shader.ptr());
  1059. visual_shader->connect_changed(callable_mp(this, &VisualShaderEditor::_update_preview));
  1060. visual_shader->set_graph_offset(graph->get_scroll_offset() / EDSCALE);
  1061. _set_mode(visual_shader->get_mode());
  1062. _update_nodes();
  1063. } else {
  1064. if (visual_shader.is_valid()) {
  1065. visual_shader->disconnect_changed(callable_mp(this, &VisualShaderEditor::_update_preview));
  1066. }
  1067. visual_shader.unref();
  1068. }
  1069. if (visual_shader.is_null()) {
  1070. hide();
  1071. } else {
  1072. if (changed) { // to avoid tree collapse
  1073. _update_varying_tree();
  1074. _update_options_menu();
  1075. _update_preview();
  1076. _update_graph();
  1077. }
  1078. }
  1079. }
  1080. void VisualShaderEditor::add_plugin(const Ref<VisualShaderNodePlugin> &p_plugin) {
  1081. if (plugins.has(p_plugin)) {
  1082. return;
  1083. }
  1084. plugins.push_back(p_plugin);
  1085. }
  1086. void VisualShaderEditor::remove_plugin(const Ref<VisualShaderNodePlugin> &p_plugin) {
  1087. plugins.erase(p_plugin);
  1088. }
  1089. void VisualShaderEditor::clear_custom_types() {
  1090. for (int i = 0; i < add_options.size(); i++) {
  1091. if (add_options[i].is_custom) {
  1092. add_options.remove_at(i);
  1093. i--;
  1094. }
  1095. }
  1096. }
  1097. void VisualShaderEditor::add_custom_type(const String &p_name, const String &p_type, const Ref<Script> &p_script, const String &p_description, int p_return_icon_type, const String &p_category, bool p_highend) {
  1098. ERR_FAIL_COND(!p_name.is_valid_identifier());
  1099. ERR_FAIL_COND(p_type.is_empty() && !p_script.is_valid());
  1100. for (int i = 0; i < add_options.size(); i++) {
  1101. const AddOption &op = add_options[i];
  1102. if (op.is_custom) {
  1103. if (!p_type.is_empty()) {
  1104. if (op.type == p_type) {
  1105. return;
  1106. }
  1107. } else if (op.script == p_script) {
  1108. return;
  1109. }
  1110. }
  1111. }
  1112. AddOption ao;
  1113. ao.name = p_name;
  1114. ao.type = p_type;
  1115. ao.script = p_script;
  1116. ao.return_type = p_return_icon_type;
  1117. ao.description = p_description;
  1118. ao.category = p_category;
  1119. ao.highend = p_highend;
  1120. ao.is_custom = true;
  1121. ao.is_native = !p_type.is_empty();
  1122. bool begin = false;
  1123. String root = p_category.split("/")[0];
  1124. for (int i = 0; i < add_options.size(); i++) {
  1125. if (add_options[i].is_custom) {
  1126. if (add_options[i].category == root) {
  1127. if (!begin) {
  1128. begin = true;
  1129. }
  1130. } else {
  1131. if (begin) {
  1132. add_options.insert(i, ao);
  1133. return;
  1134. }
  1135. }
  1136. }
  1137. }
  1138. add_options.push_back(ao);
  1139. }
  1140. Dictionary VisualShaderEditor::get_custom_node_data(Ref<VisualShaderNodeCustom> &p_custom_node) {
  1141. Dictionary dict;
  1142. dict["script"] = p_custom_node->get_script();
  1143. dict["name"] = p_custom_node->_get_name();
  1144. dict["description"] = p_custom_node->_get_description();
  1145. dict["return_icon_type"] = p_custom_node->_get_return_icon_type();
  1146. dict["highend"] = p_custom_node->_is_highend();
  1147. String category = p_custom_node->_get_category();
  1148. category = category.rstrip("/");
  1149. category = category.lstrip("/");
  1150. category = "Addons/" + category;
  1151. if (p_custom_node->has_method("_get_subcategory")) {
  1152. String subcategory = (String)p_custom_node->call("_get_subcategory");
  1153. if (!subcategory.is_empty()) {
  1154. category += "/" + subcategory;
  1155. }
  1156. }
  1157. dict["category"] = category;
  1158. return dict;
  1159. }
  1160. void VisualShaderEditor::_get_current_mode_limits(int &r_begin_type, int &r_end_type) const {
  1161. switch (visual_shader->get_mode()) {
  1162. case Shader::MODE_CANVAS_ITEM:
  1163. case Shader::MODE_SPATIAL: {
  1164. r_begin_type = 0;
  1165. r_end_type = 3;
  1166. } break;
  1167. case Shader::MODE_PARTICLES: {
  1168. r_begin_type = 3;
  1169. r_end_type = 5 + r_begin_type;
  1170. } break;
  1171. case Shader::MODE_SKY: {
  1172. r_begin_type = 8;
  1173. r_end_type = 1 + r_begin_type;
  1174. } break;
  1175. case Shader::MODE_FOG: {
  1176. r_begin_type = 9;
  1177. r_end_type = 1 + r_begin_type;
  1178. } break;
  1179. default: {
  1180. } break;
  1181. }
  1182. }
  1183. void VisualShaderEditor::_script_created(const Ref<Script> &p_script) {
  1184. if (p_script.is_null() || p_script->get_instance_base_type() != "VisualShaderNodeCustom") {
  1185. return;
  1186. }
  1187. Ref<VisualShaderNodeCustom> ref;
  1188. ref.instantiate();
  1189. ref->set_script(p_script);
  1190. Dictionary dict = get_custom_node_data(ref);
  1191. add_custom_type(dict["name"], String(), dict["script"], dict["description"], dict["return_icon_type"], dict["category"], dict["highend"]);
  1192. _update_options_menu();
  1193. }
  1194. void VisualShaderEditor::_update_custom_script(const Ref<Script> &p_script) {
  1195. if (p_script.is_null() || p_script->get_instance_base_type() != "VisualShaderNodeCustom") {
  1196. return;
  1197. }
  1198. Ref<VisualShaderNodeCustom> ref;
  1199. ref.instantiate();
  1200. ref->set_script(p_script);
  1201. if (!ref->is_available(visual_shader->get_mode(), visual_shader->get_shader_type())) {
  1202. for (int i = 0; i < add_options.size(); i++) {
  1203. if (add_options[i].is_custom && add_options[i].script == p_script) {
  1204. add_options.remove_at(i);
  1205. _update_options_menu();
  1206. // TODO: Make indication for the existed custom nodes with that script on graph to be disabled.
  1207. break;
  1208. }
  1209. }
  1210. return;
  1211. }
  1212. Dictionary dict = get_custom_node_data(ref);
  1213. bool found_type = false;
  1214. bool need_rebuild = false;
  1215. for (int i = custom_node_option_idx; i < add_options.size(); i++) {
  1216. if (add_options[i].script == p_script) {
  1217. found_type = true;
  1218. add_options.write[i].name = dict["name"];
  1219. add_options.write[i].return_type = dict["return_icon_type"];
  1220. add_options.write[i].description = dict["description"];
  1221. add_options.write[i].category = dict["category"];
  1222. add_options.write[i].highend = dict["highend"];
  1223. int begin_type = 0;
  1224. int end_type = 0;
  1225. _get_current_mode_limits(begin_type, end_type);
  1226. for (int t = begin_type; t < end_type; t++) {
  1227. VisualShader::Type type = (VisualShader::Type)t;
  1228. Vector<int> nodes = visual_shader->get_node_list(type);
  1229. List<VisualShader::Connection> node_connections;
  1230. visual_shader->get_node_connections(type, &node_connections);
  1231. List<VisualShader::Connection> custom_node_input_connections;
  1232. List<VisualShader::Connection> custom_node_output_connections;
  1233. for (const VisualShader::Connection &E : node_connections) {
  1234. int from = E.from_node;
  1235. int from_port = E.from_port;
  1236. int to = E.to_node;
  1237. int to_port = E.to_port;
  1238. if (graph_plugin->get_node_script(from) == p_script) {
  1239. custom_node_output_connections.push_back({ from, from_port, to, to_port });
  1240. } else if (graph_plugin->get_node_script(to) == p_script) {
  1241. custom_node_input_connections.push_back({ from, from_port, to, to_port });
  1242. }
  1243. }
  1244. for (int node_id : nodes) {
  1245. Ref<VisualShaderNode> vsnode = visual_shader->get_node(type, node_id);
  1246. if (vsnode.is_null()) {
  1247. continue;
  1248. }
  1249. Ref<VisualShaderNodeCustom> custom_node = vsnode;
  1250. if (custom_node.is_null() || custom_node->get_script() != p_script) {
  1251. continue;
  1252. }
  1253. need_rebuild = true;
  1254. // Removes invalid connections.
  1255. {
  1256. int prev_input_port_count = custom_node->get_input_port_count();
  1257. int prev_output_port_count = custom_node->get_output_port_count();
  1258. custom_node->update_ports();
  1259. int input_port_count = custom_node->get_input_port_count();
  1260. int output_port_count = custom_node->get_output_port_count();
  1261. if (output_port_count != prev_output_port_count) {
  1262. for (const VisualShader::Connection &E : custom_node_output_connections) {
  1263. int from = E.from_node;
  1264. int from_idx = E.from_port;
  1265. int to = E.to_node;
  1266. int to_idx = E.to_port;
  1267. if (from_idx >= output_port_count) {
  1268. visual_shader->disconnect_nodes(type, from, from_idx, to, to_idx);
  1269. graph_plugin->disconnect_nodes(type, from, from_idx, to, to_idx);
  1270. }
  1271. }
  1272. }
  1273. if (input_port_count != prev_input_port_count) {
  1274. for (const VisualShader::Connection &E : custom_node_input_connections) {
  1275. int from = E.from_node;
  1276. int from_idx = E.from_port;
  1277. int to = E.to_node;
  1278. int to_idx = E.to_port;
  1279. if (to_idx >= input_port_count) {
  1280. visual_shader->disconnect_nodes(type, from, from_idx, to, to_idx);
  1281. graph_plugin->disconnect_nodes(type, from, from_idx, to, to_idx);
  1282. }
  1283. }
  1284. }
  1285. }
  1286. graph_plugin->update_node(type, node_id);
  1287. }
  1288. }
  1289. break;
  1290. }
  1291. }
  1292. if (!found_type) {
  1293. add_custom_type(dict["name"], String(), dict["script"], dict["description"], dict["return_icon_type"], dict["category"], dict["highend"]);
  1294. }
  1295. // To prevent updating options multiple times when multiple scripts are saved.
  1296. if (!_block_update_options_menu) {
  1297. _block_update_options_menu = true;
  1298. callable_mp(this, &VisualShaderEditor::_update_options_menu_deferred);
  1299. }
  1300. // To prevent rebuilding the shader multiple times when multiple scripts are saved.
  1301. if (need_rebuild && !_block_rebuild_shader) {
  1302. _block_rebuild_shader = true;
  1303. callable_mp(this, &VisualShaderEditor::_rebuild_shader_deferred);
  1304. }
  1305. }
  1306. void VisualShaderEditor::_resource_saved(const Ref<Resource> &p_resource) {
  1307. _update_custom_script(Ref<Script>(p_resource.ptr()));
  1308. }
  1309. void VisualShaderEditor::_resources_removed() {
  1310. bool has_any_instance = false;
  1311. for (const Ref<Script> &scr : custom_scripts_to_delete) {
  1312. for (int i = custom_node_option_idx; i < add_options.size(); i++) {
  1313. if (add_options[i].script == scr) {
  1314. add_options.remove_at(i);
  1315. // Removes all node instances using that script from the graph.
  1316. {
  1317. int begin_type = 0;
  1318. int end_type = 0;
  1319. _get_current_mode_limits(begin_type, end_type);
  1320. for (int t = begin_type; t < end_type; t++) {
  1321. VisualShader::Type type = (VisualShader::Type)t;
  1322. List<VisualShader::Connection> node_connections;
  1323. visual_shader->get_node_connections(type, &node_connections);
  1324. for (const VisualShader::Connection &E : node_connections) {
  1325. int from = E.from_node;
  1326. int from_port = E.from_port;
  1327. int to = E.to_node;
  1328. int to_port = E.to_port;
  1329. if (graph_plugin->get_node_script(from) == scr || graph_plugin->get_node_script(to) == scr) {
  1330. visual_shader->disconnect_nodes(type, from, from_port, to, to_port);
  1331. graph_plugin->disconnect_nodes(type, from, from_port, to, to_port);
  1332. }
  1333. }
  1334. Vector<int> nodes = visual_shader->get_node_list(type);
  1335. for (int node_id : nodes) {
  1336. Ref<VisualShaderNode> vsnode = visual_shader->get_node(type, node_id);
  1337. if (vsnode.is_null()) {
  1338. continue;
  1339. }
  1340. Ref<VisualShaderNodeCustom> custom_node = vsnode;
  1341. if (custom_node.is_null() || custom_node->get_script() != scr) {
  1342. continue;
  1343. }
  1344. visual_shader->remove_node(type, node_id);
  1345. graph_plugin->remove_node(type, node_id, false);
  1346. has_any_instance = true;
  1347. }
  1348. }
  1349. }
  1350. break;
  1351. }
  1352. }
  1353. }
  1354. if (has_any_instance) {
  1355. EditorUndoRedoManager::get_singleton()->clear_history(); // Need to clear undo history, otherwise it may lead to hard-detected errors and crashes (since the script was removed).
  1356. ResourceSaver::save(visual_shader, visual_shader->get_path());
  1357. }
  1358. _update_options_menu();
  1359. custom_scripts_to_delete.clear();
  1360. pending_custom_scripts_to_delete = false;
  1361. }
  1362. void VisualShaderEditor::_resource_removed(const Ref<Resource> &p_resource) {
  1363. Ref<Script> scr = Ref<Script>(p_resource.ptr());
  1364. if (scr.is_null() || scr->get_instance_base_type() != "VisualShaderNodeCustom") {
  1365. return;
  1366. }
  1367. custom_scripts_to_delete.push_back(scr);
  1368. if (!pending_custom_scripts_to_delete) {
  1369. pending_custom_scripts_to_delete = true;
  1370. callable_mp(this, &VisualShaderEditor::_resources_removed).call_deferred();
  1371. }
  1372. }
  1373. void VisualShaderEditor::_update_options_menu_deferred() {
  1374. _update_options_menu();
  1375. _block_update_options_menu = false;
  1376. }
  1377. void VisualShaderEditor::_rebuild_shader_deferred() {
  1378. if (visual_shader.is_valid()) {
  1379. visual_shader->rebuild();
  1380. }
  1381. _block_rebuild_shader = false;
  1382. }
  1383. bool VisualShaderEditor::_is_available(int p_mode) {
  1384. int current_mode = edit_type->get_selected();
  1385. if (p_mode != -1) {
  1386. switch (current_mode) {
  1387. case 0: // Vertex / Emit
  1388. current_mode = 1;
  1389. break;
  1390. case 1: // Fragment / Process
  1391. current_mode = 2;
  1392. break;
  1393. case 2: // Light / Collide
  1394. current_mode = 4;
  1395. break;
  1396. default:
  1397. break;
  1398. }
  1399. }
  1400. return (p_mode == -1 || (p_mode & current_mode) != 0);
  1401. }
  1402. void VisualShaderEditor::_update_nodes() {
  1403. clear_custom_types();
  1404. Dictionary added;
  1405. // Add GDScript classes.
  1406. {
  1407. List<StringName> class_list;
  1408. ScriptServer::get_global_class_list(&class_list);
  1409. for (int i = 0; i < class_list.size(); i++) {
  1410. if (ScriptServer::get_global_class_native_base(class_list[i]) == "VisualShaderNodeCustom") {
  1411. String script_path = ScriptServer::get_global_class_path(class_list[i]);
  1412. Ref<Resource> res = ResourceLoader::load(script_path);
  1413. ERR_CONTINUE(res.is_null());
  1414. ERR_CONTINUE(!res->is_class("Script"));
  1415. Ref<Script> scr = Ref<Script>(res);
  1416. Ref<VisualShaderNodeCustom> ref;
  1417. ref.instantiate();
  1418. ref->set_script(scr);
  1419. if (!ref->is_available(visual_shader->get_mode(), visual_shader->get_shader_type())) {
  1420. continue;
  1421. }
  1422. Dictionary dict = get_custom_node_data(ref);
  1423. dict["type"] = String();
  1424. String key;
  1425. key = String(dict["category"]) + "/" + String(dict["name"]);
  1426. added[key] = dict;
  1427. }
  1428. }
  1429. }
  1430. // Add GDExtension classes.
  1431. {
  1432. List<StringName> class_list;
  1433. ClassDB::get_class_list(&class_list);
  1434. for (int i = 0; i < class_list.size(); i++) {
  1435. if (ClassDB::get_parent_class(class_list[i]) == "VisualShaderNodeCustom") {
  1436. Object *instance = ClassDB::instantiate(class_list[i]);
  1437. Ref<VisualShaderNodeCustom> ref = Object::cast_to<VisualShaderNodeCustom>(instance);
  1438. ERR_CONTINUE(ref.is_null());
  1439. if (!ref->is_available(visual_shader->get_mode(), visual_shader->get_shader_type())) {
  1440. continue;
  1441. }
  1442. Dictionary dict = get_custom_node_data(ref);
  1443. dict["type"] = class_list[i];
  1444. dict["script"] = Ref<Script>();
  1445. String key;
  1446. key = String(dict["category"]) + "/" + String(dict["name"]);
  1447. added[key] = dict;
  1448. }
  1449. }
  1450. }
  1451. // Disables not-supported copied items.
  1452. {
  1453. for (CopyItem &item : copy_items_buffer) {
  1454. Ref<VisualShaderNodeCustom> custom = Object::cast_to<VisualShaderNodeCustom>(item.node.ptr());
  1455. if (custom.is_valid()) {
  1456. if (!custom->is_available(visual_shader->get_mode(), visual_shader->get_shader_type())) {
  1457. item.disabled = true;
  1458. } else {
  1459. item.disabled = false;
  1460. }
  1461. } else {
  1462. for (int i = 0; i < add_options.size(); i++) {
  1463. if (add_options[i].type == item.node->get_class_name()) {
  1464. if ((add_options[i].func != visual_shader->get_mode() && add_options[i].func != -1) || !_is_available(add_options[i].mode)) {
  1465. item.disabled = true;
  1466. } else {
  1467. item.disabled = false;
  1468. }
  1469. break;
  1470. }
  1471. }
  1472. }
  1473. }
  1474. }
  1475. Array keys = added.keys();
  1476. keys.sort();
  1477. for (int i = 0; i < keys.size(); i++) {
  1478. const Variant &key = keys.get(i);
  1479. const Dictionary &value = (Dictionary)added[key];
  1480. add_custom_type(value["name"], value["type"], value["script"], value["description"], value["return_icon_type"], value["category"], value["highend"]);
  1481. }
  1482. _update_options_menu();
  1483. }
  1484. String VisualShaderEditor::_get_description(int p_idx) {
  1485. return add_options[p_idx].description;
  1486. }
  1487. void VisualShaderEditor::_update_options_menu() {
  1488. node_desc->set_text("");
  1489. members_dialog->get_ok_button()->set_disabled(true);
  1490. members->clear();
  1491. TreeItem *root = members->create_item();
  1492. String filter = node_filter->get_text().strip_edges();
  1493. bool use_filter = !filter.is_empty();
  1494. bool is_first_item = true;
  1495. Color unsupported_color = get_theme_color(SNAME("error_color"), EditorStringName(Editor));
  1496. Color supported_color = get_theme_color(SNAME("warning_color"), EditorStringName(Editor));
  1497. static bool low_driver = GLOBAL_GET("rendering/renderer/rendering_method") == "gl_compatibility";
  1498. HashMap<String, TreeItem *> folders;
  1499. int current_func = -1;
  1500. if (!visual_shader.is_null()) {
  1501. current_func = visual_shader->get_mode();
  1502. }
  1503. Vector<AddOption> custom_options;
  1504. Vector<AddOption> embedded_options;
  1505. static Vector<String> type_filter_exceptions;
  1506. if (type_filter_exceptions.is_empty()) {
  1507. type_filter_exceptions.append("VisualShaderNodeExpression");
  1508. }
  1509. for (int i = 0; i < add_options.size(); i++) {
  1510. if (!use_filter || add_options[i].name.findn(filter) != -1) {
  1511. // port type filtering
  1512. if (members_output_port_type != VisualShaderNode::PORT_TYPE_MAX || members_input_port_type != VisualShaderNode::PORT_TYPE_MAX) {
  1513. Ref<VisualShaderNode> vsn;
  1514. int check_result = 0;
  1515. if (!add_options[i].is_custom) {
  1516. vsn = Ref<VisualShaderNode>(Object::cast_to<VisualShaderNode>(ClassDB::instantiate(add_options[i].type)));
  1517. if (!vsn.is_valid()) {
  1518. continue;
  1519. }
  1520. if (type_filter_exceptions.has(add_options[i].type)) {
  1521. check_result = 1;
  1522. }
  1523. Ref<VisualShaderNodeInput> input = Object::cast_to<VisualShaderNodeInput>(vsn.ptr());
  1524. if (input.is_valid()) {
  1525. input->set_shader_mode(visual_shader->get_mode());
  1526. input->set_shader_type(visual_shader->get_shader_type());
  1527. if (!add_options[i].ops.is_empty() && add_options[i].ops[0].get_type() == Variant::STRING) {
  1528. input->set_input_name((String)add_options[i].ops[0]);
  1529. }
  1530. }
  1531. Ref<VisualShaderNodeExpression> expression = Object::cast_to<VisualShaderNodeExpression>(vsn.ptr());
  1532. if (expression.is_valid()) {
  1533. if (members_input_port_type == VisualShaderNode::PORT_TYPE_SAMPLER) {
  1534. check_result = -1; // expressions creates a port with required type automatically (except for sampler output)
  1535. }
  1536. }
  1537. Ref<VisualShaderNodeParameterRef> parameter_ref = Object::cast_to<VisualShaderNodeParameterRef>(vsn.ptr());
  1538. if (parameter_ref.is_valid() && parameter_ref->is_shader_valid()) {
  1539. check_result = -1;
  1540. if (members_input_port_type != VisualShaderNode::PORT_TYPE_MAX) {
  1541. for (int j = 0; j < parameter_ref->get_parameters_count(); j++) {
  1542. if (visual_shader->is_port_types_compatible(parameter_ref->get_port_type_by_index(j), members_input_port_type)) {
  1543. check_result = 1;
  1544. break;
  1545. }
  1546. }
  1547. }
  1548. }
  1549. } else {
  1550. check_result = 1;
  1551. }
  1552. if (members_output_port_type != VisualShaderNode::PORT_TYPE_MAX) {
  1553. if (check_result == 0) {
  1554. for (int j = 0; j < vsn->get_input_port_count(); j++) {
  1555. if (visual_shader->is_port_types_compatible(vsn->get_input_port_type(j), members_output_port_type)) {
  1556. check_result = 1;
  1557. break;
  1558. }
  1559. }
  1560. }
  1561. if (check_result != 1) {
  1562. continue;
  1563. }
  1564. }
  1565. if (members_input_port_type != VisualShaderNode::PORT_TYPE_MAX) {
  1566. if (check_result == 0) {
  1567. for (int j = 0; j < vsn->get_output_port_count(); j++) {
  1568. if (visual_shader->is_port_types_compatible(vsn->get_output_port_type(j), members_input_port_type)) {
  1569. check_result = 1;
  1570. break;
  1571. }
  1572. }
  1573. }
  1574. if (check_result != 1) {
  1575. continue;
  1576. }
  1577. }
  1578. }
  1579. if ((add_options[i].func != current_func && add_options[i].func != -1) || !_is_available(add_options[i].mode)) {
  1580. continue;
  1581. }
  1582. const_cast<AddOption &>(add_options[i]).temp_idx = i; // save valid id
  1583. if (add_options[i].is_custom) {
  1584. custom_options.push_back(add_options[i]);
  1585. } else {
  1586. embedded_options.push_back(add_options[i]);
  1587. }
  1588. }
  1589. }
  1590. Vector<AddOption> options;
  1591. SortArray<AddOption, _OptionComparator> sorter;
  1592. sorter.sort(custom_options.ptrw(), custom_options.size());
  1593. options.append_array(custom_options);
  1594. options.append_array(embedded_options);
  1595. for (int i = 0; i < options.size(); i++) {
  1596. String path = options[i].category;
  1597. Vector<String> subfolders = path.split("/");
  1598. TreeItem *category = nullptr;
  1599. if (!folders.has(path)) {
  1600. category = root;
  1601. String path_temp = "";
  1602. for (int j = 0; j < subfolders.size(); j++) {
  1603. path_temp += subfolders[j];
  1604. if (!folders.has(path_temp)) {
  1605. category = members->create_item(category);
  1606. category->set_selectable(0, false);
  1607. category->set_collapsed(!use_filter);
  1608. category->set_text(0, subfolders[j]);
  1609. folders.insert(path_temp, category);
  1610. } else {
  1611. category = folders[path_temp];
  1612. }
  1613. }
  1614. } else {
  1615. category = folders[path];
  1616. }
  1617. TreeItem *item = members->create_item(category);
  1618. if (options[i].highend && low_driver) {
  1619. item->set_custom_color(0, unsupported_color);
  1620. } else if (options[i].highend) {
  1621. item->set_custom_color(0, supported_color);
  1622. }
  1623. item->set_text(0, options[i].name);
  1624. if (is_first_item && use_filter) {
  1625. item->select(0);
  1626. node_desc->set_text(options[i].description);
  1627. is_first_item = false;
  1628. }
  1629. switch (options[i].return_type) {
  1630. case VisualShaderNode::PORT_TYPE_SCALAR:
  1631. item->set_icon(0, get_editor_theme_icon(SNAME("float")));
  1632. break;
  1633. case VisualShaderNode::PORT_TYPE_SCALAR_INT:
  1634. item->set_icon(0, get_editor_theme_icon(SNAME("int")));
  1635. break;
  1636. case VisualShaderNode::PORT_TYPE_SCALAR_UINT:
  1637. item->set_icon(0, get_editor_theme_icon(SNAME("uint")));
  1638. break;
  1639. case VisualShaderNode::PORT_TYPE_VECTOR_2D:
  1640. item->set_icon(0, get_editor_theme_icon(SNAME("Vector2")));
  1641. break;
  1642. case VisualShaderNode::PORT_TYPE_VECTOR_3D:
  1643. item->set_icon(0, get_editor_theme_icon(SNAME("Vector3")));
  1644. break;
  1645. case VisualShaderNode::PORT_TYPE_VECTOR_4D:
  1646. item->set_icon(0, get_editor_theme_icon(SNAME("Vector4")));
  1647. break;
  1648. case VisualShaderNode::PORT_TYPE_BOOLEAN:
  1649. item->set_icon(0, get_editor_theme_icon(SNAME("bool")));
  1650. break;
  1651. case VisualShaderNode::PORT_TYPE_TRANSFORM:
  1652. item->set_icon(0, get_editor_theme_icon(SNAME("Transform3D")));
  1653. break;
  1654. case VisualShaderNode::PORT_TYPE_SAMPLER:
  1655. item->set_icon(0, get_editor_theme_icon(SNAME("ImageTexture")));
  1656. break;
  1657. default:
  1658. break;
  1659. }
  1660. item->set_meta("id", options[i].temp_idx);
  1661. }
  1662. }
  1663. void VisualShaderEditor::_set_mode(int p_which) {
  1664. if (p_which == VisualShader::MODE_SKY) {
  1665. edit_type_standard->set_visible(false);
  1666. edit_type_particles->set_visible(false);
  1667. edit_type_sky->set_visible(true);
  1668. edit_type_fog->set_visible(false);
  1669. edit_type = edit_type_sky;
  1670. custom_mode_box->set_visible(false);
  1671. varying_button->hide();
  1672. mode = MODE_FLAGS_SKY;
  1673. } else if (p_which == VisualShader::MODE_FOG) {
  1674. edit_type_standard->set_visible(false);
  1675. edit_type_particles->set_visible(false);
  1676. edit_type_sky->set_visible(false);
  1677. edit_type_fog->set_visible(true);
  1678. edit_type = edit_type_fog;
  1679. custom_mode_box->set_visible(false);
  1680. varying_button->hide();
  1681. mode = MODE_FLAGS_FOG;
  1682. } else if (p_which == VisualShader::MODE_PARTICLES) {
  1683. edit_type_standard->set_visible(false);
  1684. edit_type_particles->set_visible(true);
  1685. edit_type_sky->set_visible(false);
  1686. edit_type_fog->set_visible(false);
  1687. edit_type = edit_type_particles;
  1688. if ((edit_type->get_selected() + 3) > VisualShader::TYPE_PROCESS) {
  1689. custom_mode_box->set_visible(false);
  1690. } else {
  1691. custom_mode_box->set_visible(true);
  1692. }
  1693. varying_button->hide();
  1694. mode = MODE_FLAGS_PARTICLES;
  1695. } else {
  1696. edit_type_particles->set_visible(false);
  1697. edit_type_standard->set_visible(true);
  1698. edit_type_sky->set_visible(false);
  1699. edit_type_fog->set_visible(false);
  1700. edit_type = edit_type_standard;
  1701. custom_mode_box->set_visible(false);
  1702. varying_button->show();
  1703. mode = MODE_FLAGS_SPATIAL_CANVASITEM;
  1704. }
  1705. visual_shader->set_shader_type(get_current_shader_type());
  1706. }
  1707. Size2 VisualShaderEditor::get_minimum_size() const {
  1708. return Size2(10, 200);
  1709. }
  1710. void VisualShaderEditor::_draw_color_over_button(Object *p_obj, Color p_color) {
  1711. Button *button = Object::cast_to<Button>(p_obj);
  1712. if (!button) {
  1713. return;
  1714. }
  1715. Ref<StyleBox> normal = get_theme_stylebox(SNAME("normal"), SNAME("Button"));
  1716. button->draw_rect(Rect2(normal->get_offset(), button->get_size() - normal->get_minimum_size()), p_color);
  1717. }
  1718. void VisualShaderEditor::_update_parameters(bool p_update_refs) {
  1719. VisualShaderNodeParameterRef::clear_parameters(visual_shader->get_rid());
  1720. for (int t = 0; t < VisualShader::TYPE_MAX; t++) {
  1721. Vector<int> tnodes = visual_shader->get_node_list((VisualShader::Type)t);
  1722. for (int i = 0; i < tnodes.size(); i++) {
  1723. Ref<VisualShaderNode> vsnode = visual_shader->get_node((VisualShader::Type)t, tnodes[i]);
  1724. Ref<VisualShaderNodeParameter> parameter = vsnode;
  1725. if (parameter.is_valid()) {
  1726. Ref<VisualShaderNodeFloatParameter> float_parameter = vsnode;
  1727. Ref<VisualShaderNodeIntParameter> int_parameter = vsnode;
  1728. Ref<VisualShaderNodeUIntParameter> uint_parameter = vsnode;
  1729. Ref<VisualShaderNodeVec2Parameter> vec2_parameter = vsnode;
  1730. Ref<VisualShaderNodeVec3Parameter> vec3_parameter = vsnode;
  1731. Ref<VisualShaderNodeVec4Parameter> vec4_parameter = vsnode;
  1732. Ref<VisualShaderNodeColorParameter> color_parameter = vsnode;
  1733. Ref<VisualShaderNodeBooleanParameter> boolean_parameter = vsnode;
  1734. Ref<VisualShaderNodeTransformParameter> transform_parameter = vsnode;
  1735. VisualShaderNodeParameterRef::ParameterType parameter_type;
  1736. if (float_parameter.is_valid()) {
  1737. parameter_type = VisualShaderNodeParameterRef::PARAMETER_TYPE_FLOAT;
  1738. } else if (int_parameter.is_valid()) {
  1739. parameter_type = VisualShaderNodeParameterRef::PARAMETER_TYPE_INT;
  1740. } else if (uint_parameter.is_valid()) {
  1741. parameter_type = VisualShaderNodeParameterRef::PARAMETER_TYPE_UINT;
  1742. } else if (boolean_parameter.is_valid()) {
  1743. parameter_type = VisualShaderNodeParameterRef::PARAMETER_TYPE_BOOLEAN;
  1744. } else if (vec2_parameter.is_valid()) {
  1745. parameter_type = VisualShaderNodeParameterRef::PARAMETER_TYPE_VECTOR2;
  1746. } else if (vec3_parameter.is_valid()) {
  1747. parameter_type = VisualShaderNodeParameterRef::PARAMETER_TYPE_VECTOR3;
  1748. } else if (vec4_parameter.is_valid()) {
  1749. parameter_type = VisualShaderNodeParameterRef::PARAMETER_TYPE_VECTOR4;
  1750. } else if (transform_parameter.is_valid()) {
  1751. parameter_type = VisualShaderNodeParameterRef::PARAMETER_TYPE_TRANSFORM;
  1752. } else if (color_parameter.is_valid()) {
  1753. parameter_type = VisualShaderNodeParameterRef::PARAMETER_TYPE_COLOR;
  1754. } else {
  1755. parameter_type = VisualShaderNodeParameterRef::UNIFORM_TYPE_SAMPLER;
  1756. }
  1757. VisualShaderNodeParameterRef::add_parameter(visual_shader->get_rid(), parameter->get_parameter_name(), parameter_type);
  1758. }
  1759. }
  1760. }
  1761. if (p_update_refs) {
  1762. graph_plugin->update_parameter_refs();
  1763. }
  1764. }
  1765. void VisualShaderEditor::_update_parameter_refs(HashSet<String> &p_deleted_names) {
  1766. EditorUndoRedoManager *undo_redo = EditorUndoRedoManager::get_singleton();
  1767. for (int i = 0; i < VisualShader::TYPE_MAX; i++) {
  1768. VisualShader::Type type = VisualShader::Type(i);
  1769. Vector<int> nodes = visual_shader->get_node_list(type);
  1770. for (int j = 0; j < nodes.size(); j++) {
  1771. if (j > 0) {
  1772. Ref<VisualShaderNodeParameterRef> ref = visual_shader->get_node(type, nodes[j]);
  1773. if (ref.is_valid()) {
  1774. if (p_deleted_names.has(ref->get_parameter_name())) {
  1775. undo_redo->add_do_method(ref.ptr(), "set_parameter_name", "[None]");
  1776. undo_redo->add_undo_method(ref.ptr(), "set_parameter_name", ref->get_parameter_name());
  1777. undo_redo->add_do_method(graph_plugin.ptr(), "update_node", VisualShader::Type(i), nodes[j]);
  1778. undo_redo->add_undo_method(graph_plugin.ptr(), "update_node", VisualShader::Type(i), nodes[j]);
  1779. }
  1780. }
  1781. }
  1782. }
  1783. }
  1784. }
  1785. void VisualShaderEditor::_update_graph() {
  1786. if (updating) {
  1787. return;
  1788. }
  1789. if (visual_shader.is_null()) {
  1790. return;
  1791. }
  1792. graph->set_scroll_offset(visual_shader->get_graph_offset() * EDSCALE);
  1793. VisualShader::Type type = get_current_shader_type();
  1794. graph->clear_connections();
  1795. // Remove all nodes.
  1796. for (int i = 0; i < graph->get_child_count(); i++) {
  1797. if (Object::cast_to<GraphElement>(graph->get_child(i))) {
  1798. Node *node = graph->get_child(i);
  1799. graph->remove_child(node);
  1800. memdelete(node);
  1801. i--;
  1802. }
  1803. }
  1804. List<VisualShader::Connection> node_connections;
  1805. visual_shader->get_node_connections(type, &node_connections);
  1806. graph_plugin->set_connections(node_connections);
  1807. Vector<int> nodes = visual_shader->get_node_list(type);
  1808. _update_parameters(false);
  1809. _update_varyings();
  1810. graph_plugin->clear_links();
  1811. graph_plugin->update_theme();
  1812. for (int n_i = 0; n_i < nodes.size(); n_i++) {
  1813. graph_plugin->add_node(type, nodes[n_i], false);
  1814. }
  1815. for (const VisualShader::Connection &E : node_connections) {
  1816. int from = E.from_node;
  1817. int from_idx = E.from_port;
  1818. int to = E.to_node;
  1819. int to_idx = E.to_port;
  1820. graph->connect_node(itos(from), from_idx, itos(to), to_idx);
  1821. }
  1822. float graph_minimap_opacity = EDITOR_GET("editors/visual_editors/minimap_opacity");
  1823. graph->set_minimap_opacity(graph_minimap_opacity);
  1824. float graph_lines_curvature = EDITOR_GET("editors/visual_editors/lines_curvature");
  1825. graph->set_connection_lines_curvature(graph_lines_curvature);
  1826. }
  1827. VisualShader::Type VisualShaderEditor::get_current_shader_type() const {
  1828. VisualShader::Type type;
  1829. if (mode & MODE_FLAGS_PARTICLES) {
  1830. type = VisualShader::Type(edit_type->get_selected() + 3 + (custom_mode_enabled ? 3 : 0));
  1831. } else if (mode & MODE_FLAGS_SKY) {
  1832. type = VisualShader::Type(edit_type->get_selected() + 8);
  1833. } else if (mode & MODE_FLAGS_FOG) {
  1834. type = VisualShader::Type(edit_type->get_selected() + 9);
  1835. } else {
  1836. type = VisualShader::Type(edit_type->get_selected());
  1837. }
  1838. return type;
  1839. }
  1840. void VisualShaderEditor::_add_input_port(int p_node, int p_port, int p_port_type, const String &p_name) {
  1841. VisualShader::Type type = get_current_shader_type();
  1842. Ref<VisualShaderNodeExpression> node = visual_shader->get_node(type, p_node);
  1843. if (node.is_null()) {
  1844. return;
  1845. }
  1846. EditorUndoRedoManager *undo_redo = EditorUndoRedoManager::get_singleton();
  1847. undo_redo->create_action(TTR("Add Input Port"));
  1848. undo_redo->add_do_method(node.ptr(), "add_input_port", p_port, p_port_type, p_name);
  1849. undo_redo->add_undo_method(node.ptr(), "remove_input_port", p_port);
  1850. undo_redo->add_do_method(graph_plugin.ptr(), "update_node", type, p_node);
  1851. undo_redo->add_undo_method(graph_plugin.ptr(), "update_node", type, p_node);
  1852. undo_redo->commit_action();
  1853. }
  1854. void VisualShaderEditor::_add_output_port(int p_node, int p_port, int p_port_type, const String &p_name) {
  1855. VisualShader::Type type = get_current_shader_type();
  1856. Ref<VisualShaderNodeGroupBase> node = visual_shader->get_node(type, p_node);
  1857. if (node.is_null()) {
  1858. return;
  1859. }
  1860. EditorUndoRedoManager *undo_redo = EditorUndoRedoManager::get_singleton();
  1861. undo_redo->create_action(TTR("Add Output Port"));
  1862. undo_redo->add_do_method(node.ptr(), "add_output_port", p_port, p_port_type, p_name);
  1863. undo_redo->add_undo_method(node.ptr(), "remove_output_port", p_port);
  1864. undo_redo->add_do_method(graph_plugin.ptr(), "update_node", type, p_node);
  1865. undo_redo->add_undo_method(graph_plugin.ptr(), "update_node", type, p_node);
  1866. undo_redo->commit_action();
  1867. }
  1868. void VisualShaderEditor::_change_input_port_type(int p_type, int p_node, int p_port) {
  1869. VisualShader::Type type = get_current_shader_type();
  1870. Ref<VisualShaderNodeGroupBase> node = visual_shader->get_node(type, p_node);
  1871. if (node.is_null()) {
  1872. return;
  1873. }
  1874. EditorUndoRedoManager *undo_redo = EditorUndoRedoManager::get_singleton();
  1875. undo_redo->create_action(TTR("Change Input Port Type"));
  1876. undo_redo->add_do_method(node.ptr(), "set_input_port_type", p_port, p_type);
  1877. undo_redo->add_undo_method(node.ptr(), "set_input_port_type", p_port, node->get_input_port_type(p_port));
  1878. undo_redo->add_do_method(graph_plugin.ptr(), "update_node", type, p_node);
  1879. undo_redo->add_undo_method(graph_plugin.ptr(), "update_node", type, p_node);
  1880. undo_redo->commit_action();
  1881. }
  1882. void VisualShaderEditor::_change_output_port_type(int p_type, int p_node, int p_port) {
  1883. VisualShader::Type type = get_current_shader_type();
  1884. Ref<VisualShaderNodeGroupBase> node = visual_shader->get_node(type, p_node);
  1885. if (node.is_null()) {
  1886. return;
  1887. }
  1888. EditorUndoRedoManager *undo_redo = EditorUndoRedoManager::get_singleton();
  1889. undo_redo->create_action(TTR("Change Output Port Type"));
  1890. undo_redo->add_do_method(node.ptr(), "set_output_port_type", p_port, p_type);
  1891. undo_redo->add_undo_method(node.ptr(), "set_output_port_type", p_port, node->get_output_port_type(p_port));
  1892. undo_redo->add_do_method(graph_plugin.ptr(), "update_node", type, p_node);
  1893. undo_redo->add_undo_method(graph_plugin.ptr(), "update_node", type, p_node);
  1894. undo_redo->commit_action();
  1895. }
  1896. void VisualShaderEditor::_change_input_port_name(const String &p_text, Object *p_line_edit, int p_node_id, int p_port_id) {
  1897. VisualShader::Type type = get_current_shader_type();
  1898. Ref<VisualShaderNodeGroupBase> node = visual_shader->get_node(type, p_node_id);
  1899. ERR_FAIL_COND(!node.is_valid());
  1900. String prev_name = node->get_input_port_name(p_port_id);
  1901. if (prev_name == p_text) {
  1902. return;
  1903. }
  1904. LineEdit *line_edit = Object::cast_to<LineEdit>(p_line_edit);
  1905. ERR_FAIL_NULL(line_edit);
  1906. String validated_name = visual_shader->validate_port_name(p_text, node.ptr(), p_port_id, false);
  1907. if (validated_name.is_empty() || prev_name == validated_name) {
  1908. line_edit->set_text(node->get_input_port_name(p_port_id));
  1909. return;
  1910. }
  1911. EditorUndoRedoManager *undo_redo = EditorUndoRedoManager::get_singleton();
  1912. undo_redo->create_action(TTR("Change Input Port Name"));
  1913. undo_redo->add_do_method(node.ptr(), "set_input_port_name", p_port_id, validated_name);
  1914. undo_redo->add_undo_method(node.ptr(), "set_input_port_name", p_port_id, node->get_input_port_name(p_port_id));
  1915. undo_redo->commit_action();
  1916. }
  1917. void VisualShaderEditor::_change_output_port_name(const String &p_text, Object *p_line_edit, int p_node_id, int p_port_id) {
  1918. VisualShader::Type type = get_current_shader_type();
  1919. Ref<VisualShaderNodeGroupBase> node = visual_shader->get_node(type, p_node_id);
  1920. ERR_FAIL_COND(!node.is_valid());
  1921. String prev_name = node->get_output_port_name(p_port_id);
  1922. if (prev_name == p_text) {
  1923. return;
  1924. }
  1925. LineEdit *line_edit = Object::cast_to<LineEdit>(p_line_edit);
  1926. ERR_FAIL_NULL(line_edit);
  1927. String validated_name = visual_shader->validate_port_name(p_text, node.ptr(), p_port_id, true);
  1928. if (validated_name.is_empty() || prev_name == validated_name) {
  1929. line_edit->set_text(node->get_output_port_name(p_port_id));
  1930. return;
  1931. }
  1932. EditorUndoRedoManager *undo_redo = EditorUndoRedoManager::get_singleton();
  1933. undo_redo->create_action(TTR("Change Output Port Name"));
  1934. undo_redo->add_do_method(node.ptr(), "set_output_port_name", p_port_id, validated_name);
  1935. undo_redo->add_undo_method(node.ptr(), "set_output_port_name", p_port_id, prev_name);
  1936. undo_redo->commit_action();
  1937. }
  1938. void VisualShaderEditor::_expand_output_port(int p_node, int p_port, bool p_expand) {
  1939. VisualShader::Type type = get_current_shader_type();
  1940. Ref<VisualShaderNode> node = visual_shader->get_node(type, p_node);
  1941. ERR_FAIL_COND(!node.is_valid());
  1942. EditorUndoRedoManager *undo_redo = EditorUndoRedoManager::get_singleton();
  1943. if (p_expand) {
  1944. undo_redo->create_action(TTR("Expand Output Port"));
  1945. } else {
  1946. undo_redo->create_action(TTR("Shrink Output Port"));
  1947. }
  1948. undo_redo->add_do_method(node.ptr(), "_set_output_port_expanded", p_port, p_expand);
  1949. undo_redo->add_undo_method(node.ptr(), "_set_output_port_expanded", p_port, !p_expand);
  1950. int type_size = 0;
  1951. switch (node->get_output_port_type(p_port)) {
  1952. case VisualShaderNode::PORT_TYPE_VECTOR_2D: {
  1953. type_size = 2;
  1954. } break;
  1955. case VisualShaderNode::PORT_TYPE_VECTOR_3D: {
  1956. type_size = 3;
  1957. } break;
  1958. case VisualShaderNode::PORT_TYPE_VECTOR_4D: {
  1959. type_size = 4;
  1960. } break;
  1961. default:
  1962. break;
  1963. }
  1964. List<VisualShader::Connection> conns;
  1965. visual_shader->get_node_connections(type, &conns);
  1966. for (const VisualShader::Connection &E : conns) {
  1967. int cn_from_node = E.from_node;
  1968. int cn_from_port = E.from_port;
  1969. int cn_to_node = E.to_node;
  1970. int cn_to_port = E.to_port;
  1971. if (cn_from_node == p_node) {
  1972. if (p_expand) {
  1973. if (cn_from_port > p_port) { // reconnect ports after expanded ports
  1974. undo_redo->add_do_method(visual_shader.ptr(), "disconnect_nodes", type, cn_from_node, cn_from_port, cn_to_node, cn_to_port);
  1975. undo_redo->add_undo_method(visual_shader.ptr(), "connect_nodes_forced", type, cn_from_node, cn_from_port, cn_to_node, cn_to_port);
  1976. undo_redo->add_do_method(graph_plugin.ptr(), "disconnect_nodes", type, cn_from_node, cn_from_port, cn_to_node, cn_to_port);
  1977. undo_redo->add_undo_method(graph_plugin.ptr(), "connect_nodes", type, cn_from_node, cn_from_port, cn_to_node, cn_to_port);
  1978. undo_redo->add_do_method(visual_shader.ptr(), "connect_nodes_forced", type, cn_from_node, cn_from_port + type_size, cn_to_node, cn_to_port);
  1979. undo_redo->add_undo_method(visual_shader.ptr(), "disconnect_nodes", type, cn_from_node, cn_from_port + type_size, cn_to_node, cn_to_port);
  1980. undo_redo->add_do_method(graph_plugin.ptr(), "connect_nodes", type, cn_from_node, cn_from_port + type_size, cn_to_node, cn_to_port);
  1981. undo_redo->add_undo_method(graph_plugin.ptr(), "disconnect_nodes", type, cn_from_node, cn_from_port + type_size, cn_to_node, cn_to_port);
  1982. }
  1983. } else {
  1984. if (cn_from_port > p_port + type_size) { // reconnect ports after expanded ports
  1985. undo_redo->add_do_method(visual_shader.ptr(), "disconnect_nodes", type, cn_from_node, cn_from_port, cn_to_node, cn_to_port);
  1986. undo_redo->add_undo_method(visual_shader.ptr(), "connect_nodes_forced", type, cn_from_node, cn_from_port, cn_to_node, cn_to_port);
  1987. undo_redo->add_do_method(graph_plugin.ptr(), "disconnect_nodes", type, cn_from_node, cn_from_port, cn_to_node, cn_to_port);
  1988. undo_redo->add_undo_method(graph_plugin.ptr(), "connect_nodes", type, cn_from_node, cn_from_port, cn_to_node, cn_to_port);
  1989. undo_redo->add_do_method(visual_shader.ptr(), "connect_nodes", type, cn_from_node, cn_from_port - type_size, cn_to_node, cn_to_port);
  1990. undo_redo->add_undo_method(visual_shader.ptr(), "disconnect_nodes", type, cn_from_node, cn_from_port - type_size, cn_to_node, cn_to_port);
  1991. undo_redo->add_do_method(graph_plugin.ptr(), "connect_nodes", type, cn_from_node, cn_from_port - type_size, cn_to_node, cn_to_port);
  1992. undo_redo->add_undo_method(graph_plugin.ptr(), "disconnect_nodes", type, cn_from_node, cn_from_port - type_size, cn_to_node, cn_to_port);
  1993. } else if (cn_from_port > p_port) { // disconnect component ports
  1994. undo_redo->add_do_method(visual_shader.ptr(), "disconnect_nodes", type, cn_from_node, cn_from_port, cn_to_node, cn_to_port);
  1995. undo_redo->add_undo_method(visual_shader.ptr(), "connect_nodes_forced", type, cn_from_node, cn_from_port, cn_to_node, cn_to_port);
  1996. undo_redo->add_do_method(graph_plugin.ptr(), "disconnect_nodes", type, cn_from_node, cn_from_port, cn_to_node, cn_to_port);
  1997. undo_redo->add_undo_method(graph_plugin.ptr(), "connect_nodes", type, cn_from_node, cn_from_port, cn_to_node, cn_to_port);
  1998. }
  1999. }
  2000. }
  2001. }
  2002. int preview_port = node->get_output_port_for_preview();
  2003. if (p_expand) {
  2004. if (preview_port > p_port) {
  2005. undo_redo->add_do_method(node.ptr(), "set_output_port_for_preview", preview_port + type_size);
  2006. undo_redo->add_undo_method(node.ptr(), "set_output_port_for_preview", preview_port);
  2007. }
  2008. } else {
  2009. if (preview_port > p_port + type_size) {
  2010. undo_redo->add_do_method(node.ptr(), "set_output_port_for_preview", preview_port - type_size);
  2011. undo_redo->add_undo_method(node.ptr(), "set_output_port_for_preview", preview_port);
  2012. }
  2013. }
  2014. undo_redo->add_do_method(graph_plugin.ptr(), "update_node", type, p_node);
  2015. undo_redo->add_undo_method(graph_plugin.ptr(), "update_node", type, p_node);
  2016. undo_redo->commit_action();
  2017. }
  2018. void VisualShaderEditor::_remove_input_port(int p_node, int p_port) {
  2019. VisualShader::Type type = get_current_shader_type();
  2020. Ref<VisualShaderNodeGroupBase> node = visual_shader->get_node(type, p_node);
  2021. if (node.is_null()) {
  2022. return;
  2023. }
  2024. EditorUndoRedoManager *undo_redo = EditorUndoRedoManager::get_singleton();
  2025. undo_redo->create_action(TTR("Remove Input Port"));
  2026. List<VisualShader::Connection> conns;
  2027. visual_shader->get_node_connections(type, &conns);
  2028. for (const VisualShader::Connection &E : conns) {
  2029. int cn_from_node = E.from_node;
  2030. int cn_from_port = E.from_port;
  2031. int cn_to_node = E.to_node;
  2032. int cn_to_port = E.to_port;
  2033. if (cn_to_node == p_node) {
  2034. if (cn_to_port == p_port) {
  2035. undo_redo->add_do_method(visual_shader.ptr(), "disconnect_nodes", type, cn_from_node, cn_from_port, cn_to_node, cn_to_port);
  2036. undo_redo->add_undo_method(visual_shader.ptr(), "connect_nodes_forced", type, cn_from_node, cn_from_port, cn_to_node, cn_to_port);
  2037. undo_redo->add_do_method(graph_plugin.ptr(), "disconnect_nodes", type, cn_from_node, cn_from_port, cn_to_node, cn_to_port);
  2038. undo_redo->add_undo_method(graph_plugin.ptr(), "connect_nodes", type, cn_from_node, cn_from_port, cn_to_node, cn_to_port);
  2039. } else if (cn_to_port > p_port) {
  2040. undo_redo->add_do_method(visual_shader.ptr(), "disconnect_nodes", type, cn_from_node, cn_from_port, cn_to_node, cn_to_port);
  2041. undo_redo->add_undo_method(visual_shader.ptr(), "connect_nodes_forced", type, cn_from_node, cn_from_port, cn_to_node, cn_to_port);
  2042. undo_redo->add_do_method(graph_plugin.ptr(), "disconnect_nodes", type, cn_from_node, cn_from_port, cn_to_node, cn_to_port);
  2043. undo_redo->add_undo_method(graph_plugin.ptr(), "connect_nodes", type, cn_from_node, cn_from_port, cn_to_node, cn_to_port);
  2044. undo_redo->add_do_method(visual_shader.ptr(), "connect_nodes_forced", type, cn_from_node, cn_from_port, cn_to_node, cn_to_port - 1);
  2045. undo_redo->add_undo_method(visual_shader.ptr(), "disconnect_nodes", type, cn_from_node, cn_from_port, cn_to_node, cn_to_port - 1);
  2046. undo_redo->add_do_method(graph_plugin.ptr(), "connect_nodes", type, cn_from_node, cn_from_port, cn_to_node, cn_to_port - 1);
  2047. undo_redo->add_undo_method(graph_plugin.ptr(), "disconnect_nodes", type, cn_from_node, cn_from_port, cn_to_node, cn_to_port - 1);
  2048. }
  2049. }
  2050. }
  2051. undo_redo->add_do_method(node.ptr(), "remove_input_port", p_port);
  2052. 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));
  2053. undo_redo->add_do_method(graph_plugin.ptr(), "update_node", type, p_node);
  2054. undo_redo->add_undo_method(graph_plugin.ptr(), "update_node", type, p_node);
  2055. undo_redo->commit_action();
  2056. }
  2057. void VisualShaderEditor::_remove_output_port(int p_node, int p_port) {
  2058. VisualShader::Type type = get_current_shader_type();
  2059. Ref<VisualShaderNodeGroupBase> node = visual_shader->get_node(type, p_node);
  2060. if (node.is_null()) {
  2061. return;
  2062. }
  2063. EditorUndoRedoManager *undo_redo = EditorUndoRedoManager::get_singleton();
  2064. undo_redo->create_action(TTR("Remove Output Port"));
  2065. List<VisualShader::Connection> conns;
  2066. visual_shader->get_node_connections(type, &conns);
  2067. for (const VisualShader::Connection &E : conns) {
  2068. int cn_from_node = E.from_node;
  2069. int cn_from_port = E.from_port;
  2070. int cn_to_node = E.to_node;
  2071. int cn_to_port = E.to_port;
  2072. if (cn_from_node == p_node) {
  2073. if (cn_from_port == p_port) {
  2074. undo_redo->add_do_method(visual_shader.ptr(), "disconnect_nodes", type, cn_from_node, cn_from_port, cn_to_node, cn_to_port);
  2075. undo_redo->add_undo_method(visual_shader.ptr(), "connect_nodes_forced", type, cn_from_node, cn_from_port, cn_to_node, cn_to_port);
  2076. undo_redo->add_do_method(graph_plugin.ptr(), "disconnect_nodes", type, cn_from_node, cn_from_port, cn_to_node, cn_to_port);
  2077. undo_redo->add_undo_method(graph_plugin.ptr(), "connect_nodes", type, cn_from_node, cn_from_port, cn_to_node, cn_to_port);
  2078. } else if (cn_from_port > p_port) {
  2079. undo_redo->add_do_method(visual_shader.ptr(), "disconnect_nodes", type, cn_from_node, cn_from_port, cn_to_node, cn_to_port);
  2080. undo_redo->add_undo_method(visual_shader.ptr(), "connect_nodes_forced", type, cn_from_node, cn_from_port, cn_to_node, cn_to_port);
  2081. undo_redo->add_do_method(graph_plugin.ptr(), "disconnect_nodes", type, cn_from_node, cn_from_port, cn_to_node, cn_to_port);
  2082. undo_redo->add_undo_method(graph_plugin.ptr(), "connect_nodes", type, cn_from_node, cn_from_port, cn_to_node, cn_to_port);
  2083. undo_redo->add_do_method(visual_shader.ptr(), "connect_nodes_forced", type, cn_from_node, cn_from_port - 1, cn_to_node, cn_to_port);
  2084. undo_redo->add_undo_method(visual_shader.ptr(), "disconnect_nodes", type, cn_from_node, cn_from_port - 1, cn_to_node, cn_to_port);
  2085. undo_redo->add_do_method(graph_plugin.ptr(), "connect_nodes", type, cn_from_node, cn_from_port - 1, cn_to_node, cn_to_port);
  2086. undo_redo->add_undo_method(graph_plugin.ptr(), "disconnect_nodes", type, cn_from_node, cn_from_port - 1, cn_to_node, cn_to_port);
  2087. }
  2088. }
  2089. }
  2090. int preview_port = node->get_output_port_for_preview();
  2091. if (preview_port != -1) {
  2092. if (preview_port == p_port) {
  2093. undo_redo->add_do_method(node.ptr(), "set_output_port_for_preview", -1);
  2094. undo_redo->add_undo_method(node.ptr(), "set_output_port_for_preview", preview_port);
  2095. } else if (preview_port > p_port) {
  2096. undo_redo->add_do_method(node.ptr(), "set_output_port_for_preview", preview_port - 1);
  2097. undo_redo->add_undo_method(node.ptr(), "set_output_port_for_preview", preview_port);
  2098. }
  2099. }
  2100. undo_redo->add_do_method(node.ptr(), "remove_output_port", p_port);
  2101. 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));
  2102. undo_redo->add_do_method(graph_plugin.ptr(), "update_node", type, p_node);
  2103. undo_redo->add_undo_method(graph_plugin.ptr(), "update_node", type, p_node);
  2104. undo_redo->commit_action();
  2105. }
  2106. void VisualShaderEditor::_expression_focus_out(Object *p_code_edit, int p_node) {
  2107. VisualShader::Type type = get_current_shader_type();
  2108. Ref<VisualShaderNodeExpression> node = visual_shader->get_node(type, p_node);
  2109. if (node.is_null()) {
  2110. return;
  2111. }
  2112. CodeEdit *expression_box = Object::cast_to<CodeEdit>(p_code_edit);
  2113. if (node->get_expression() == expression_box->get_text()) {
  2114. return;
  2115. }
  2116. EditorUndoRedoManager *undo_redo = EditorUndoRedoManager::get_singleton();
  2117. undo_redo->create_action(TTR("Set VisualShader Expression"));
  2118. undo_redo->add_do_method(node.ptr(), "set_expression", expression_box->get_text());
  2119. undo_redo->add_undo_method(node.ptr(), "set_expression", node->get_expression());
  2120. undo_redo->add_do_method(graph_plugin.ptr(), "set_expression", type, p_node, expression_box->get_text());
  2121. undo_redo->add_undo_method(graph_plugin.ptr(), "set_expression", type, p_node, node->get_expression());
  2122. undo_redo->commit_action();
  2123. }
  2124. void VisualShaderEditor::_set_node_size(int p_type, int p_node, const Vector2 &p_size) {
  2125. VisualShader::Type type = VisualShader::Type(p_type);
  2126. Ref<VisualShaderNodeResizableBase> node = visual_shader->get_node(type, p_node);
  2127. if (node.is_null()) {
  2128. return;
  2129. }
  2130. Size2 size = p_size;
  2131. if (!node->is_allow_v_resize()) {
  2132. size.y = 0;
  2133. }
  2134. node->set_size(size);
  2135. if (get_current_shader_type() == type) {
  2136. Ref<VisualShaderNodeExpression> expression_node = Object::cast_to<VisualShaderNodeExpression>(node.ptr());
  2137. Control *text_box = nullptr;
  2138. if (!expression_node.is_null()) {
  2139. text_box = expression_node->is_ctrl_pressed(0);
  2140. if (text_box) {
  2141. text_box->set_custom_minimum_size(Size2(0, 0));
  2142. }
  2143. }
  2144. GraphElement *graph_element = nullptr;
  2145. Node *node2 = graph->get_node(itos(p_node));
  2146. graph_element = Object::cast_to<GraphElement>(node2);
  2147. if (!graph_element) {
  2148. return;
  2149. }
  2150. graph_element->set_custom_minimum_size(size);
  2151. graph_element->reset_size();
  2152. if (!expression_node.is_null() && text_box) {
  2153. Size2 box_size = size;
  2154. if (box_size.x < 150 * EDSCALE || box_size.y < 0) {
  2155. box_size.x = graph_element->get_size().x;
  2156. }
  2157. box_size.x -= text_box->get_offset(SIDE_LEFT);
  2158. box_size.x -= 28 * EDSCALE;
  2159. box_size.y -= text_box->get_offset(SIDE_TOP);
  2160. box_size.y -= 28 * EDSCALE;
  2161. text_box->set_custom_minimum_size(box_size);
  2162. text_box->reset_size();
  2163. }
  2164. }
  2165. }
  2166. void VisualShaderEditor::_node_resized(const Vector2 &p_new_size, int p_type, int p_node) {
  2167. Ref<VisualShaderNodeResizableBase> node = visual_shader->get_node(VisualShader::Type(p_type), p_node);
  2168. if (node.is_null()) {
  2169. return;
  2170. }
  2171. Vector2 new_size = p_new_size;
  2172. if (graph->is_snapping_enabled() ^ Input::get_singleton()->is_key_pressed(Key::CTRL)) {
  2173. new_size = new_size.snapped(Vector2(graph->get_snapping_distance(), graph->get_snapping_distance()));
  2174. }
  2175. EditorUndoRedoManager *undo_redo = EditorUndoRedoManager::get_singleton();
  2176. undo_redo->create_action(TTR("Resize VisualShader Node"), UndoRedo::MERGE_ENDS);
  2177. undo_redo->add_do_method(this, "_set_node_size", p_type, p_node, new_size);
  2178. undo_redo->add_undo_method(this, "_set_node_size", p_type, p_node, node->get_size());
  2179. undo_redo->commit_action();
  2180. }
  2181. void VisualShaderEditor::_preview_select_port(int p_node, int p_port) {
  2182. VisualShader::Type type = get_current_shader_type();
  2183. Ref<VisualShaderNode> node = visual_shader->get_node(type, p_node);
  2184. if (node.is_null()) {
  2185. return;
  2186. }
  2187. int prev_port = node->get_output_port_for_preview();
  2188. if (node->get_output_port_for_preview() == p_port) {
  2189. p_port = -1; //toggle it
  2190. }
  2191. EditorUndoRedoManager *undo_redo = EditorUndoRedoManager::get_singleton();
  2192. undo_redo->create_action(p_port == -1 ? TTR("Hide Port Preview") : TTR("Show Port Preview"));
  2193. undo_redo->add_do_method(node.ptr(), "set_output_port_for_preview", p_port);
  2194. undo_redo->add_undo_method(node.ptr(), "set_output_port_for_preview", prev_port);
  2195. undo_redo->add_do_method(graph_plugin.ptr(), "update_node", (int)type, p_node);
  2196. undo_redo->add_undo_method(graph_plugin.ptr(), "update_node", (int)type, p_node);
  2197. undo_redo->commit_action();
  2198. }
  2199. void VisualShaderEditor::_comment_title_popup_show(const Point2 &p_position, int p_node_id) {
  2200. VisualShader::Type type = get_current_shader_type();
  2201. Ref<VisualShaderNodeComment> node = visual_shader->get_node(type, p_node_id);
  2202. if (node.is_null()) {
  2203. return;
  2204. }
  2205. comment_title_change_edit->set_text(node->get_title());
  2206. comment_title_change_popup->set_meta("id", p_node_id);
  2207. comment_title_change_popup->popup();
  2208. comment_title_change_popup->set_position(p_position);
  2209. }
  2210. void VisualShaderEditor::_comment_title_text_changed(const String &p_new_text) {
  2211. comment_title_change_edit->reset_size();
  2212. comment_title_change_popup->reset_size();
  2213. }
  2214. void VisualShaderEditor::_comment_title_text_submitted(const String &p_new_text) {
  2215. comment_title_change_popup->hide();
  2216. }
  2217. void VisualShaderEditor::_comment_title_popup_focus_out() {
  2218. comment_title_change_popup->hide();
  2219. }
  2220. void VisualShaderEditor::_comment_title_popup_hide() {
  2221. ERR_FAIL_COND(!comment_title_change_popup->has_meta("id"));
  2222. int node_id = (int)comment_title_change_popup->get_meta("id");
  2223. VisualShader::Type type = get_current_shader_type();
  2224. Ref<VisualShaderNodeComment> node = visual_shader->get_node(type, node_id);
  2225. ERR_FAIL_COND(node.is_null());
  2226. if (node->get_title() == comment_title_change_edit->get_text()) {
  2227. return; // nothing changed - ignored
  2228. }
  2229. EditorUndoRedoManager *undo_redo = EditorUndoRedoManager::get_singleton();
  2230. undo_redo->create_action(TTR("Set Comment Title"));
  2231. undo_redo->add_do_method(node.ptr(), "set_title", comment_title_change_edit->get_text());
  2232. undo_redo->add_undo_method(node.ptr(), "set_title", node->get_title());
  2233. undo_redo->add_do_method(graph_plugin.ptr(), "update_node", (int)type, node_id);
  2234. undo_redo->add_undo_method(graph_plugin.ptr(), "update_node", (int)type, node_id);
  2235. undo_redo->commit_action();
  2236. }
  2237. void VisualShaderEditor::_comment_desc_popup_show(const Point2 &p_position, int p_node_id) {
  2238. VisualShader::Type type = get_current_shader_type();
  2239. Ref<VisualShaderNodeComment> node = visual_shader->get_node(type, p_node_id);
  2240. if (node.is_null()) {
  2241. return;
  2242. }
  2243. comment_desc_change_edit->set_text(node->get_description());
  2244. comment_desc_change_popup->set_meta("id", p_node_id);
  2245. comment_desc_change_popup->reset_size();
  2246. comment_desc_change_popup->popup();
  2247. comment_desc_change_popup->set_position(p_position);
  2248. }
  2249. void VisualShaderEditor::_comment_desc_text_changed() {
  2250. comment_desc_change_edit->reset_size();
  2251. comment_desc_change_popup->reset_size();
  2252. }
  2253. void VisualShaderEditor::_comment_desc_confirm() {
  2254. comment_desc_change_popup->hide();
  2255. }
  2256. void VisualShaderEditor::_comment_desc_popup_hide() {
  2257. ERR_FAIL_COND(!comment_desc_change_popup->has_meta("id"));
  2258. int node_id = (int)comment_desc_change_popup->get_meta("id");
  2259. VisualShader::Type type = get_current_shader_type();
  2260. Ref<VisualShaderNodeComment> node = visual_shader->get_node(type, node_id);
  2261. ERR_FAIL_COND(node.is_null());
  2262. if (node->get_description() == comment_desc_change_edit->get_text()) {
  2263. return; // nothing changed - ignored
  2264. }
  2265. EditorUndoRedoManager *undo_redo = EditorUndoRedoManager::get_singleton();
  2266. undo_redo->create_action(TTR("Set Comment Description"));
  2267. undo_redo->add_do_method(node.ptr(), "set_description", comment_desc_change_edit->get_text());
  2268. undo_redo->add_undo_method(node.ptr(), "set_description", node->get_title());
  2269. undo_redo->add_do_method(graph_plugin.ptr(), "update_node", (int)type, node_id);
  2270. undo_redo->add_undo_method(graph_plugin.ptr(), "update_node", (int)type, node_id);
  2271. undo_redo->commit_action();
  2272. }
  2273. void VisualShaderEditor::_parameter_line_edit_changed(const String &p_text, int p_node_id) {
  2274. VisualShader::Type type = get_current_shader_type();
  2275. Ref<VisualShaderNodeParameter> node = visual_shader->get_node(type, p_node_id);
  2276. ERR_FAIL_COND(!node.is_valid());
  2277. String validated_name = visual_shader->validate_parameter_name(p_text, node);
  2278. if (validated_name == node->get_parameter_name()) {
  2279. return;
  2280. }
  2281. EditorUndoRedoManager *undo_redo = EditorUndoRedoManager::get_singleton();
  2282. undo_redo->create_action(TTR("Set Parameter Name"));
  2283. undo_redo->add_do_method(node.ptr(), "set_parameter_name", validated_name);
  2284. undo_redo->add_undo_method(node.ptr(), "set_parameter_name", node->get_parameter_name());
  2285. undo_redo->add_do_method(graph_plugin.ptr(), "set_parameter_name", type, p_node_id, validated_name);
  2286. undo_redo->add_undo_method(graph_plugin.ptr(), "set_parameter_name", type, p_node_id, node->get_parameter_name());
  2287. undo_redo->add_do_method(graph_plugin.ptr(), "update_node_deferred", type, p_node_id);
  2288. undo_redo->add_undo_method(graph_plugin.ptr(), "update_node_deferred", type, p_node_id);
  2289. undo_redo->add_do_method(this, "_update_parameters", true);
  2290. undo_redo->add_undo_method(this, "_update_parameters", true);
  2291. HashSet<String> changed_names;
  2292. changed_names.insert(node->get_parameter_name());
  2293. _update_parameter_refs(changed_names);
  2294. undo_redo->commit_action();
  2295. }
  2296. void VisualShaderEditor::_parameter_line_edit_focus_out(Object *line_edit, int p_node_id) {
  2297. _parameter_line_edit_changed(Object::cast_to<LineEdit>(line_edit)->get_text(), p_node_id);
  2298. }
  2299. void VisualShaderEditor::_port_name_focus_out(Object *line_edit, int p_node_id, int p_port_id, bool p_output) {
  2300. if (!p_output) {
  2301. _change_input_port_name(Object::cast_to<LineEdit>(line_edit)->get_text(), line_edit, p_node_id, p_port_id);
  2302. } else {
  2303. _change_output_port_name(Object::cast_to<LineEdit>(line_edit)->get_text(), line_edit, p_node_id, p_port_id);
  2304. }
  2305. }
  2306. void VisualShaderEditor::_port_edited(const StringName &p_property, const Variant &p_value, const String &p_field, bool p_changing) {
  2307. VisualShader::Type type = get_current_shader_type();
  2308. Ref<VisualShaderNode> vsn = visual_shader->get_node(type, editing_node);
  2309. ERR_FAIL_COND(!vsn.is_valid());
  2310. EditorUndoRedoManager *undo_redo = EditorUndoRedoManager::get_singleton();
  2311. undo_redo->create_action(TTR("Set Input Default Port"));
  2312. Ref<VisualShaderNodeCustom> custom = Object::cast_to<VisualShaderNodeCustom>(vsn.ptr());
  2313. if (custom.is_valid()) {
  2314. undo_redo->add_do_method(custom.ptr(), "_set_input_port_default_value", editing_port, p_value);
  2315. undo_redo->add_undo_method(custom.ptr(), "_set_input_port_default_value", editing_port, vsn->get_input_port_default_value(editing_port));
  2316. } else {
  2317. undo_redo->add_do_method(vsn.ptr(), "set_input_port_default_value", editing_port, p_value);
  2318. undo_redo->add_undo_method(vsn.ptr(), "set_input_port_default_value", editing_port, vsn->get_input_port_default_value(editing_port));
  2319. }
  2320. undo_redo->add_do_method(graph_plugin.ptr(), "set_input_port_default_value", type, editing_node, editing_port, p_value);
  2321. 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));
  2322. undo_redo->commit_action();
  2323. }
  2324. void VisualShaderEditor::_edit_port_default_input(Object *p_button, int p_node, int p_port) {
  2325. VisualShader::Type type = get_current_shader_type();
  2326. Ref<VisualShaderNode> vs_node = visual_shader->get_node(type, p_node);
  2327. Variant value = vs_node->get_input_port_default_value(p_port);
  2328. edited_property_holder->set_edited_property(value);
  2329. if (property_editor) {
  2330. property_editor->disconnect("property_changed", callable_mp(this, &VisualShaderEditor::_port_edited));
  2331. property_editor_popup->remove_child(property_editor);
  2332. }
  2333. // TODO: Define these properties with actual PropertyInfo and feed it to the property editor widget.
  2334. property_editor = EditorInspector::instantiate_property_editor(edited_property_holder.ptr(), value.get_type(), "edited_property", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NONE);
  2335. if (property_editor) {
  2336. property_editor->set_object_and_property(edited_property_holder.ptr(), "edited_property");
  2337. property_editor->update_property();
  2338. property_editor->set_name_split_ratio(0);
  2339. property_editor_popup->add_child(property_editor);
  2340. property_editor->connect("property_changed", callable_mp(this, &VisualShaderEditor::_port_edited));
  2341. Button *button = Object::cast_to<Button>(p_button);
  2342. if (button) {
  2343. property_editor_popup->set_position(button->get_screen_position() + Vector2(0, button->get_size().height) * graph->get_zoom());
  2344. }
  2345. property_editor_popup->reset_size();
  2346. if (button) {
  2347. property_editor_popup->popup();
  2348. } else {
  2349. property_editor_popup->popup_centered_ratio();
  2350. }
  2351. }
  2352. editing_node = p_node;
  2353. editing_port = p_port;
  2354. }
  2355. void VisualShaderEditor::_set_custom_node_option(int p_index, int p_node, int p_op) {
  2356. VisualShader::Type type = get_current_shader_type();
  2357. Ref<VisualShaderNodeCustom> node = visual_shader->get_node(type, p_node);
  2358. if (node.is_null()) {
  2359. return;
  2360. }
  2361. EditorUndoRedoManager *undo_redo = EditorUndoRedoManager::get_singleton();
  2362. undo_redo->create_action(TTR("Set Custom Node Option"));
  2363. undo_redo->add_do_method(node.ptr(), "_set_option_index", p_op, p_index);
  2364. undo_redo->add_undo_method(node.ptr(), "_set_option_index", p_op, node->get_option_index(p_op));
  2365. undo_redo->add_do_method(graph_plugin.ptr(), "update_node", type, p_node);
  2366. undo_redo->add_undo_method(graph_plugin.ptr(), "update_node", type, p_node);
  2367. undo_redo->commit_action();
  2368. }
  2369. void VisualShaderEditor::_setup_node(VisualShaderNode *p_node, const Vector<Variant> &p_ops) {
  2370. // INPUT
  2371. {
  2372. VisualShaderNodeInput *input = Object::cast_to<VisualShaderNodeInput>(p_node);
  2373. if (input) {
  2374. ERR_FAIL_COND(p_ops[0].get_type() != Variant::STRING);
  2375. input->set_input_name((String)p_ops[0]);
  2376. return;
  2377. }
  2378. }
  2379. // FLOAT_CONST
  2380. {
  2381. VisualShaderNodeFloatConstant *float_const = Object::cast_to<VisualShaderNodeFloatConstant>(p_node);
  2382. if (float_const) {
  2383. ERR_FAIL_COND(p_ops[0].get_type() != Variant::FLOAT);
  2384. float_const->set_constant((float)p_ops[0]);
  2385. return;
  2386. }
  2387. }
  2388. // FLOAT_OP
  2389. {
  2390. VisualShaderNodeFloatOp *floatOp = Object::cast_to<VisualShaderNodeFloatOp>(p_node);
  2391. if (floatOp) {
  2392. ERR_FAIL_COND(p_ops[0].get_type() != Variant::INT);
  2393. floatOp->set_operator((VisualShaderNodeFloatOp::Operator)(int)p_ops[0]);
  2394. return;
  2395. }
  2396. }
  2397. // FLOAT_FUNC
  2398. {
  2399. VisualShaderNodeFloatFunc *floatFunc = Object::cast_to<VisualShaderNodeFloatFunc>(p_node);
  2400. if (floatFunc) {
  2401. ERR_FAIL_COND(p_ops[0].get_type() != Variant::INT);
  2402. floatFunc->set_function((VisualShaderNodeFloatFunc::Function)(int)p_ops[0]);
  2403. return;
  2404. }
  2405. }
  2406. // VECTOR_OP
  2407. {
  2408. VisualShaderNodeVectorOp *vecOp = Object::cast_to<VisualShaderNodeVectorOp>(p_node);
  2409. if (vecOp) {
  2410. ERR_FAIL_COND(p_ops[0].get_type() != Variant::INT);
  2411. ERR_FAIL_COND(p_ops[1].get_type() != Variant::INT);
  2412. vecOp->set_operator((VisualShaderNodeVectorOp::Operator)(int)p_ops[0]);
  2413. vecOp->set_op_type((VisualShaderNodeVectorOp::OpType)(int)p_ops[1]);
  2414. return;
  2415. }
  2416. }
  2417. // VECTOR_FUNC
  2418. {
  2419. VisualShaderNodeVectorFunc *vecFunc = Object::cast_to<VisualShaderNodeVectorFunc>(p_node);
  2420. if (vecFunc) {
  2421. ERR_FAIL_COND(p_ops[0].get_type() != Variant::INT);
  2422. ERR_FAIL_COND(p_ops[1].get_type() != Variant::INT);
  2423. vecFunc->set_function((VisualShaderNodeVectorFunc::Function)(int)p_ops[0]);
  2424. vecFunc->set_op_type((VisualShaderNodeVectorFunc::OpType)(int)p_ops[1]);
  2425. return;
  2426. }
  2427. }
  2428. // COLOR_OP
  2429. {
  2430. VisualShaderNodeColorOp *colorOp = Object::cast_to<VisualShaderNodeColorOp>(p_node);
  2431. if (colorOp) {
  2432. ERR_FAIL_COND(p_ops[0].get_type() != Variant::INT);
  2433. colorOp->set_operator((VisualShaderNodeColorOp::Operator)(int)p_ops[0]);
  2434. return;
  2435. }
  2436. }
  2437. // COLOR_FUNC
  2438. {
  2439. VisualShaderNodeColorFunc *colorFunc = Object::cast_to<VisualShaderNodeColorFunc>(p_node);
  2440. if (colorFunc) {
  2441. ERR_FAIL_COND(p_ops[0].get_type() != Variant::INT);
  2442. colorFunc->set_function((VisualShaderNodeColorFunc::Function)(int)p_ops[0]);
  2443. return;
  2444. }
  2445. }
  2446. // INT_OP
  2447. {
  2448. VisualShaderNodeIntOp *intOp = Object::cast_to<VisualShaderNodeIntOp>(p_node);
  2449. if (intOp) {
  2450. ERR_FAIL_COND(p_ops[0].get_type() != Variant::INT);
  2451. intOp->set_operator((VisualShaderNodeIntOp::Operator)(int)p_ops[0]);
  2452. return;
  2453. }
  2454. }
  2455. // INT_FUNC
  2456. {
  2457. VisualShaderNodeIntFunc *intFunc = Object::cast_to<VisualShaderNodeIntFunc>(p_node);
  2458. if (intFunc) {
  2459. ERR_FAIL_COND(p_ops[0].get_type() != Variant::INT);
  2460. intFunc->set_function((VisualShaderNodeIntFunc::Function)(int)p_ops[0]);
  2461. return;
  2462. }
  2463. }
  2464. // UINT_OP
  2465. {
  2466. VisualShaderNodeUIntOp *uintOp = Object::cast_to<VisualShaderNodeUIntOp>(p_node);
  2467. if (uintOp) {
  2468. ERR_FAIL_COND(p_ops[0].get_type() != Variant::INT);
  2469. uintOp->set_operator((VisualShaderNodeUIntOp::Operator)(int)p_ops[0]);
  2470. return;
  2471. }
  2472. }
  2473. // UINT_FUNC
  2474. {
  2475. VisualShaderNodeUIntFunc *uintFunc = Object::cast_to<VisualShaderNodeUIntFunc>(p_node);
  2476. if (uintFunc) {
  2477. ERR_FAIL_COND(p_ops[0].get_type() != Variant::INT);
  2478. uintFunc->set_function((VisualShaderNodeUIntFunc::Function)(int)p_ops[0]);
  2479. return;
  2480. }
  2481. }
  2482. // TRANSFORM_OP
  2483. {
  2484. VisualShaderNodeTransformOp *matOp = Object::cast_to<VisualShaderNodeTransformOp>(p_node);
  2485. if (matOp) {
  2486. ERR_FAIL_COND(p_ops[0].get_type() != Variant::INT);
  2487. matOp->set_operator((VisualShaderNodeTransformOp::Operator)(int)p_ops[0]);
  2488. return;
  2489. }
  2490. }
  2491. // TRANSFORM_FUNC
  2492. {
  2493. VisualShaderNodeTransformFunc *matFunc = Object::cast_to<VisualShaderNodeTransformFunc>(p_node);
  2494. if (matFunc) {
  2495. ERR_FAIL_COND(p_ops[0].get_type() != Variant::INT);
  2496. matFunc->set_function((VisualShaderNodeTransformFunc::Function)(int)p_ops[0]);
  2497. return;
  2498. }
  2499. }
  2500. // VECTOR_COMPOSE
  2501. {
  2502. VisualShaderNodeVectorCompose *vecCompose = Object::cast_to<VisualShaderNodeVectorCompose>(p_node);
  2503. if (vecCompose) {
  2504. ERR_FAIL_COND(p_ops[0].get_type() != Variant::INT);
  2505. vecCompose->set_op_type((VisualShaderNodeVectorCompose::OpType)(int)p_ops[0]);
  2506. return;
  2507. }
  2508. }
  2509. // VECTOR_DECOMPOSE
  2510. {
  2511. VisualShaderNodeVectorDecompose *vecDecompose = Object::cast_to<VisualShaderNodeVectorDecompose>(p_node);
  2512. if (vecDecompose) {
  2513. ERR_FAIL_COND(p_ops[0].get_type() != Variant::INT);
  2514. vecDecompose->set_op_type((VisualShaderNodeVectorDecompose::OpType)(int)p_ops[0]);
  2515. return;
  2516. }
  2517. }
  2518. // UV_FUNC
  2519. {
  2520. VisualShaderNodeUVFunc *uvFunc = Object::cast_to<VisualShaderNodeUVFunc>(p_node);
  2521. if (uvFunc) {
  2522. ERR_FAIL_COND(p_ops[0].get_type() != Variant::INT);
  2523. uvFunc->set_function((VisualShaderNodeUVFunc::Function)(int)p_ops[0]);
  2524. return;
  2525. }
  2526. }
  2527. // IS
  2528. {
  2529. VisualShaderNodeIs *is = Object::cast_to<VisualShaderNodeIs>(p_node);
  2530. if (is) {
  2531. ERR_FAIL_COND(p_ops[0].get_type() != Variant::INT);
  2532. is->set_function((VisualShaderNodeIs::Function)(int)p_ops[0]);
  2533. return;
  2534. }
  2535. }
  2536. // COMPARE
  2537. {
  2538. VisualShaderNodeCompare *cmp = Object::cast_to<VisualShaderNodeCompare>(p_node);
  2539. if (cmp) {
  2540. ERR_FAIL_COND(p_ops[0].get_type() != Variant::INT);
  2541. cmp->set_function((VisualShaderNodeCompare::Function)(int)p_ops[0]);
  2542. return;
  2543. }
  2544. }
  2545. // DISTANCE
  2546. {
  2547. VisualShaderNodeVectorDistance *dist = Object::cast_to<VisualShaderNodeVectorDistance>(p_node);
  2548. if (dist) {
  2549. ERR_FAIL_COND(p_ops[0].get_type() != Variant::INT);
  2550. dist->set_op_type((VisualShaderNodeVectorDistance::OpType)(int)p_ops[0]);
  2551. return;
  2552. }
  2553. }
  2554. // DERIVATIVE
  2555. {
  2556. VisualShaderNodeDerivativeFunc *derFunc = Object::cast_to<VisualShaderNodeDerivativeFunc>(p_node);
  2557. if (derFunc) {
  2558. ERR_FAIL_COND(p_ops[0].get_type() != Variant::INT);
  2559. ERR_FAIL_COND(p_ops[1].get_type() != Variant::INT);
  2560. derFunc->set_function((VisualShaderNodeDerivativeFunc::Function)(int)p_ops[0]);
  2561. derFunc->set_op_type((VisualShaderNodeDerivativeFunc::OpType)(int)p_ops[1]);
  2562. return;
  2563. }
  2564. }
  2565. // MIX
  2566. {
  2567. VisualShaderNodeMix *mix = Object::cast_to<VisualShaderNodeMix>(p_node);
  2568. if (mix) {
  2569. ERR_FAIL_COND(p_ops[0].get_type() != Variant::INT);
  2570. mix->set_op_type((VisualShaderNodeMix::OpType)(int)p_ops[0]);
  2571. return;
  2572. }
  2573. }
  2574. // CLAMP
  2575. {
  2576. VisualShaderNodeClamp *clampFunc = Object::cast_to<VisualShaderNodeClamp>(p_node);
  2577. if (clampFunc) {
  2578. ERR_FAIL_COND(p_ops[0].get_type() != Variant::INT);
  2579. clampFunc->set_op_type((VisualShaderNodeClamp::OpType)(int)p_ops[0]);
  2580. return;
  2581. }
  2582. }
  2583. // SWITCH
  2584. {
  2585. VisualShaderNodeSwitch *switchFunc = Object::cast_to<VisualShaderNodeSwitch>(p_node);
  2586. if (switchFunc) {
  2587. ERR_FAIL_COND(p_ops[0].get_type() != Variant::INT);
  2588. switchFunc->set_op_type((VisualShaderNodeSwitch::OpType)(int)p_ops[0]);
  2589. return;
  2590. }
  2591. }
  2592. // FACEFORWARD
  2593. {
  2594. VisualShaderNodeFaceForward *faceForward = Object::cast_to<VisualShaderNodeFaceForward>(p_node);
  2595. if (faceForward) {
  2596. ERR_FAIL_COND(p_ops[0].get_type() != Variant::INT);
  2597. faceForward->set_op_type((VisualShaderNodeFaceForward::OpType)(int)p_ops[0]);
  2598. return;
  2599. }
  2600. }
  2601. // LENGTH
  2602. {
  2603. VisualShaderNodeVectorLen *length = Object::cast_to<VisualShaderNodeVectorLen>(p_node);
  2604. if (length) {
  2605. ERR_FAIL_COND(p_ops[0].get_type() != Variant::INT);
  2606. length->set_op_type((VisualShaderNodeVectorLen::OpType)(int)p_ops[0]);
  2607. return;
  2608. }
  2609. }
  2610. // SMOOTHSTEP
  2611. {
  2612. VisualShaderNodeSmoothStep *smoothStepFunc = Object::cast_to<VisualShaderNodeSmoothStep>(p_node);
  2613. if (smoothStepFunc) {
  2614. ERR_FAIL_COND(p_ops[0].get_type() != Variant::INT);
  2615. smoothStepFunc->set_op_type((VisualShaderNodeSmoothStep::OpType)(int)p_ops[0]);
  2616. return;
  2617. }
  2618. }
  2619. // STEP
  2620. {
  2621. VisualShaderNodeStep *stepFunc = Object::cast_to<VisualShaderNodeStep>(p_node);
  2622. if (stepFunc) {
  2623. ERR_FAIL_COND(p_ops[0].get_type() != Variant::INT);
  2624. stepFunc->set_op_type((VisualShaderNodeStep::OpType)(int)p_ops[0]);
  2625. return;
  2626. }
  2627. }
  2628. // MULTIPLY_ADD
  2629. {
  2630. VisualShaderNodeMultiplyAdd *fmaFunc = Object::cast_to<VisualShaderNodeMultiplyAdd>(p_node);
  2631. if (fmaFunc) {
  2632. ERR_FAIL_COND(p_ops[0].get_type() != Variant::INT);
  2633. fmaFunc->set_op_type((VisualShaderNodeMultiplyAdd::OpType)(int)p_ops[0]);
  2634. }
  2635. }
  2636. }
  2637. void VisualShaderEditor::_add_node(int p_idx, const Vector<Variant> &p_ops, String p_resource_path, int p_node_idx) {
  2638. ERR_FAIL_INDEX(p_idx, add_options.size());
  2639. VisualShader::Type type = get_current_shader_type();
  2640. Ref<VisualShaderNode> vsnode;
  2641. bool is_custom = add_options[p_idx].is_custom;
  2642. if (!is_custom && !add_options[p_idx].type.is_empty()) {
  2643. VisualShaderNode *vsn = Object::cast_to<VisualShaderNode>(ClassDB::instantiate(add_options[p_idx].type));
  2644. ERR_FAIL_NULL(vsn);
  2645. if (!p_ops.is_empty()) {
  2646. _setup_node(vsn, p_ops);
  2647. }
  2648. VisualShaderNodeParameterRef *parameter_ref = Object::cast_to<VisualShaderNodeParameterRef>(vsn);
  2649. if (parameter_ref && to_node != -1 && to_slot != -1) {
  2650. VisualShaderNode::PortType input_port_type = visual_shader->get_node(type, to_node)->get_input_port_type(to_slot);
  2651. bool success = false;
  2652. for (int i = 0; i < parameter_ref->get_parameters_count(); i++) {
  2653. if (parameter_ref->get_port_type_by_index(i) == input_port_type) {
  2654. parameter_ref->set_parameter_name(parameter_ref->get_parameter_name_by_index(i));
  2655. success = true;
  2656. break;
  2657. }
  2658. }
  2659. if (!success) {
  2660. for (int i = 0; i < parameter_ref->get_parameters_count(); i++) {
  2661. if (visual_shader->is_port_types_compatible(parameter_ref->get_port_type_by_index(i), input_port_type)) {
  2662. parameter_ref->set_parameter_name(parameter_ref->get_parameter_name_by_index(i));
  2663. break;
  2664. }
  2665. }
  2666. }
  2667. }
  2668. vsnode = Ref<VisualShaderNode>(vsn);
  2669. } else {
  2670. StringName base_type;
  2671. bool is_native = add_options[p_idx].is_native;
  2672. if (is_native) {
  2673. base_type = add_options[p_idx].type;
  2674. } else {
  2675. ERR_FAIL_COND(add_options[p_idx].script.is_null());
  2676. base_type = add_options[p_idx].script->get_instance_base_type();
  2677. }
  2678. VisualShaderNode *vsn = Object::cast_to<VisualShaderNode>(ClassDB::instantiate(base_type));
  2679. ERR_FAIL_NULL(vsn);
  2680. vsnode = Ref<VisualShaderNode>(vsn);
  2681. if (!is_native) {
  2682. vsnode->set_script(add_options[p_idx].script);
  2683. }
  2684. VisualShaderNodeCustom *custom_node = Object::cast_to<VisualShaderNodeCustom>(vsn);
  2685. ERR_FAIL_NULL(custom_node);
  2686. custom_node->update_property_default_values();
  2687. custom_node->update_input_port_default_values();
  2688. custom_node->update_properties();
  2689. }
  2690. bool is_texture2d = (Object::cast_to<VisualShaderNodeTexture>(vsnode.ptr()) != nullptr);
  2691. bool is_texture3d = (Object::cast_to<VisualShaderNodeTexture3D>(vsnode.ptr()) != nullptr);
  2692. bool is_texture2d_array = (Object::cast_to<VisualShaderNodeTexture2DArray>(vsnode.ptr()) != nullptr);
  2693. bool is_cubemap = (Object::cast_to<VisualShaderNodeCubemap>(vsnode.ptr()) != nullptr);
  2694. bool is_curve = (Object::cast_to<VisualShaderNodeCurveTexture>(vsnode.ptr()) != nullptr);
  2695. bool is_curve_xyz = (Object::cast_to<VisualShaderNodeCurveXYZTexture>(vsnode.ptr()) != nullptr);
  2696. bool is_parameter = (Object::cast_to<VisualShaderNodeParameter>(vsnode.ptr()) != nullptr);
  2697. Point2 position = graph->get_scroll_offset();
  2698. if (saved_node_pos_dirty) {
  2699. position += saved_node_pos;
  2700. } else {
  2701. position += graph->get_size() * 0.5;
  2702. position /= EDSCALE;
  2703. }
  2704. position /= graph->get_zoom();
  2705. saved_node_pos_dirty = false;
  2706. int id_to_use = visual_shader->get_valid_node_id(type);
  2707. EditorUndoRedoManager *undo_redo = EditorUndoRedoManager::get_singleton();
  2708. if (p_resource_path.is_empty()) {
  2709. undo_redo->create_action(TTR("Add Node to Visual Shader"));
  2710. } else {
  2711. id_to_use += p_node_idx;
  2712. }
  2713. undo_redo->add_do_method(visual_shader.ptr(), "add_node", type, vsnode, position, id_to_use);
  2714. undo_redo->add_undo_method(visual_shader.ptr(), "remove_node", type, id_to_use);
  2715. undo_redo->add_do_method(graph_plugin.ptr(), "add_node", type, id_to_use, false);
  2716. undo_redo->add_undo_method(graph_plugin.ptr(), "remove_node", type, id_to_use, false);
  2717. VisualShaderNodeExpression *expr = Object::cast_to<VisualShaderNodeExpression>(vsnode.ptr());
  2718. if (expr) {
  2719. expr->set_size(Size2(250 * EDSCALE, 150 * EDSCALE));
  2720. }
  2721. bool created_expression_port = false;
  2722. // A node is inserted in an already present connection.
  2723. if (from_node != -1 && from_slot != -1 && to_node != -1 && to_slot != -1) {
  2724. undo_redo->add_do_method(visual_shader.ptr(), "disconnect_nodes", type, from_node, from_slot, to_node, to_slot);
  2725. undo_redo->add_undo_method(visual_shader.ptr(), "connect_nodes", type, from_node, from_slot, to_node, to_slot);
  2726. undo_redo->add_do_method(graph_plugin.ptr(), "disconnect_nodes", type, from_node, from_slot, to_node, to_slot);
  2727. undo_redo->add_undo_method(graph_plugin.ptr(), "connect_nodes", type, from_node, from_slot, to_node, to_slot);
  2728. }
  2729. // Create a connection from the new node to an input port of an existing one.
  2730. if (to_node != -1 && to_slot != -1) {
  2731. VisualShaderNode::PortType input_port_type = visual_shader->get_node(type, to_node)->get_input_port_type(to_slot);
  2732. if (expr && expr->is_editable() && input_port_type != VisualShaderNode::PORT_TYPE_SAMPLER) {
  2733. expr->add_output_port(0, input_port_type, "output0");
  2734. String initial_expression_code;
  2735. switch (input_port_type) {
  2736. case VisualShaderNode::PORT_TYPE_SCALAR:
  2737. initial_expression_code = "output0 = 1.0;";
  2738. break;
  2739. case VisualShaderNode::PORT_TYPE_SCALAR_INT:
  2740. initial_expression_code = "output0 = 1;";
  2741. break;
  2742. case VisualShaderNode::PORT_TYPE_SCALAR_UINT:
  2743. initial_expression_code = "output0 = 1u;";
  2744. break;
  2745. case VisualShaderNode::PORT_TYPE_VECTOR_2D:
  2746. initial_expression_code = "output0 = vec2(1.0, 1.0);";
  2747. break;
  2748. case VisualShaderNode::PORT_TYPE_VECTOR_3D:
  2749. initial_expression_code = "output0 = vec3(1.0, 1.0, 1.0);";
  2750. break;
  2751. case VisualShaderNode::PORT_TYPE_VECTOR_4D:
  2752. initial_expression_code = "output0 = vec4(1.0, 1.0, 1.0, 1.0);";
  2753. break;
  2754. case VisualShaderNode::PORT_TYPE_BOOLEAN:
  2755. initial_expression_code = "output0 = true;";
  2756. break;
  2757. case VisualShaderNode::PORT_TYPE_TRANSFORM:
  2758. initial_expression_code = "output0 = mat4(1.0);";
  2759. break;
  2760. default:
  2761. break;
  2762. }
  2763. expr->set_expression(initial_expression_code);
  2764. expr->set_size(Size2(500 * EDSCALE, 200 * EDSCALE));
  2765. created_expression_port = true;
  2766. }
  2767. if (vsnode->get_output_port_count() > 0 || created_expression_port) {
  2768. int _from_node = id_to_use;
  2769. if (created_expression_port) {
  2770. int _from_slot = 0;
  2771. undo_redo->add_do_method(visual_shader.ptr(), "connect_nodes", type, _from_node, _from_slot, to_node, to_slot);
  2772. undo_redo->add_undo_method(visual_shader.ptr(), "disconnect_nodes", type, _from_node, _from_slot, to_node, to_slot);
  2773. undo_redo->add_do_method(graph_plugin.ptr(), "connect_nodes", type, _from_node, _from_slot, to_node, to_slot);
  2774. undo_redo->add_undo_method(graph_plugin.ptr(), "disconnect_nodes", type, _from_node, _from_slot, to_node, to_slot);
  2775. } else {
  2776. // Need to setting up Input node properly before committing since `is_port_types_compatible` (calling below) is using `mode` and `shader_type`.
  2777. VisualShaderNodeInput *input = Object::cast_to<VisualShaderNodeInput>(vsnode.ptr());
  2778. if (input) {
  2779. input->set_shader_mode(visual_shader->get_mode());
  2780. input->set_shader_type(visual_shader->get_shader_type());
  2781. }
  2782. // Attempting to connect to the first correct port.
  2783. for (int i = 0; i < vsnode->get_output_port_count(); i++) {
  2784. if (visual_shader->is_port_types_compatible(vsnode->get_output_port_type(i), input_port_type)) {
  2785. undo_redo->add_do_method(visual_shader.ptr(), "connect_nodes", type, _from_node, i, to_node, to_slot);
  2786. undo_redo->add_undo_method(visual_shader.ptr(), "disconnect_nodes", type, _from_node, i, to_node, to_slot);
  2787. undo_redo->add_do_method(graph_plugin.ptr(), "connect_nodes", type, _from_node, i, to_node, to_slot);
  2788. undo_redo->add_undo_method(graph_plugin.ptr(), "disconnect_nodes", type, _from_node, i, to_node, to_slot);
  2789. break;
  2790. }
  2791. }
  2792. }
  2793. }
  2794. }
  2795. // Create a connection from the output port of an existing node to the new one.
  2796. if (from_node != -1 && from_slot != -1) {
  2797. VisualShaderNode::PortType output_port_type = visual_shader->get_node(type, from_node)->get_output_port_type(from_slot);
  2798. if (expr && expr->is_editable()) {
  2799. expr->add_input_port(0, output_port_type, "input0");
  2800. created_expression_port = true;
  2801. }
  2802. if (vsnode->get_input_port_count() > 0 || created_expression_port) {
  2803. int _to_node = id_to_use;
  2804. if (created_expression_port) {
  2805. int _to_slot = 0;
  2806. undo_redo->add_undo_method(visual_shader.ptr(), "disconnect_nodes", type, from_node, from_slot, _to_node, _to_slot);
  2807. undo_redo->add_do_method(visual_shader.ptr(), "connect_nodes", type, from_node, from_slot, _to_node, _to_slot);
  2808. undo_redo->add_undo_method(graph_plugin.ptr(), "disconnect_nodes", type, from_node, from_slot, _to_node, _to_slot);
  2809. undo_redo->add_do_method(graph_plugin.ptr(), "connect_nodes", type, from_node, from_slot, _to_node, _to_slot);
  2810. } else {
  2811. int _to_slot = -1;
  2812. // Attempting to connect to the default input port or to the first correct port (if it's not found).
  2813. for (int i = 0; i < vsnode->get_input_port_count(); i++) {
  2814. if (visual_shader->is_port_types_compatible(output_port_type, vsnode->get_input_port_type(i))) {
  2815. if (i == vsnode->get_default_input_port(output_port_type)) {
  2816. _to_slot = i;
  2817. break;
  2818. } else if (_to_slot == -1) {
  2819. _to_slot = i;
  2820. }
  2821. }
  2822. }
  2823. if (_to_slot >= 0) {
  2824. undo_redo->add_undo_method(visual_shader.ptr(), "disconnect_nodes", type, from_node, from_slot, _to_node, _to_slot);
  2825. undo_redo->add_do_method(visual_shader.ptr(), "connect_nodes", type, from_node, from_slot, _to_node, _to_slot);
  2826. undo_redo->add_undo_method(graph_plugin.ptr(), "disconnect_nodes", type, from_node, from_slot, _to_node, _to_slot);
  2827. undo_redo->add_do_method(graph_plugin.ptr(), "connect_nodes", type, from_node, from_slot, _to_node, _to_slot);
  2828. }
  2829. }
  2830. if (output_port_type == VisualShaderNode::PORT_TYPE_SAMPLER) {
  2831. if (is_texture2d) {
  2832. undo_redo->add_do_method(vsnode.ptr(), "set_source", VisualShaderNodeTexture::SOURCE_PORT);
  2833. }
  2834. if (is_texture3d || is_texture2d_array) {
  2835. undo_redo->add_do_method(vsnode.ptr(), "set_source", VisualShaderNodeSample3D::SOURCE_PORT);
  2836. }
  2837. if (is_cubemap) {
  2838. undo_redo->add_do_method(vsnode.ptr(), "set_source", VisualShaderNodeCubemap::SOURCE_PORT);
  2839. }
  2840. }
  2841. }
  2842. }
  2843. _member_cancel();
  2844. if (is_parameter) {
  2845. undo_redo->add_do_method(this, "_update_parameters", true);
  2846. undo_redo->add_undo_method(this, "_update_parameters", true);
  2847. }
  2848. if (is_curve) {
  2849. callable_mp(graph_plugin.ptr(), &VisualShaderGraphPlugin::update_curve).call_deferred(id_to_use);
  2850. }
  2851. if (is_curve_xyz) {
  2852. callable_mp(graph_plugin.ptr(), &VisualShaderGraphPlugin::update_curve_xyz).call_deferred(id_to_use);
  2853. }
  2854. if (p_resource_path.is_empty()) {
  2855. undo_redo->commit_action();
  2856. } else {
  2857. //post-initialization
  2858. if (is_texture2d || is_texture3d || is_curve || is_curve_xyz) {
  2859. undo_redo->add_do_method(vsnode.ptr(), "set_texture", ResourceLoader::load(p_resource_path));
  2860. return;
  2861. }
  2862. if (is_cubemap) {
  2863. undo_redo->add_do_method(vsnode.ptr(), "set_cube_map", ResourceLoader::load(p_resource_path));
  2864. return;
  2865. }
  2866. if (is_texture2d_array) {
  2867. undo_redo->add_do_method(vsnode.ptr(), "set_texture_array", ResourceLoader::load(p_resource_path));
  2868. }
  2869. }
  2870. }
  2871. void VisualShaderEditor::_add_varying(const String &p_name, VisualShader::VaryingMode p_mode, VisualShader::VaryingType p_type) {
  2872. EditorUndoRedoManager *undo_redo = EditorUndoRedoManager::get_singleton();
  2873. undo_redo->create_action(vformat(TTR("Add Varying to Visual Shader: %s"), p_name));
  2874. undo_redo->add_do_method(visual_shader.ptr(), "add_varying", p_name, p_mode, p_type);
  2875. undo_redo->add_undo_method(visual_shader.ptr(), "remove_varying", p_name);
  2876. undo_redo->add_do_method(this, "_update_varyings");
  2877. undo_redo->add_undo_method(this, "_update_varyings");
  2878. for (int i = 0; i <= VisualShader::TYPE_LIGHT; i++) {
  2879. if (p_mode == VisualShader::VARYING_MODE_FRAG_TO_LIGHT && i == 0) {
  2880. continue;
  2881. }
  2882. VisualShader::Type type = VisualShader::Type(i);
  2883. Vector<int> nodes = visual_shader->get_node_list(type);
  2884. for (int j = 0; j < nodes.size(); j++) {
  2885. int node_id = nodes[j];
  2886. Ref<VisualShaderNode> vsnode = visual_shader->get_node(type, node_id);
  2887. Ref<VisualShaderNodeVarying> var = vsnode;
  2888. if (var.is_valid()) {
  2889. undo_redo->add_do_method(graph_plugin.ptr(), "update_node", type, node_id);
  2890. undo_redo->add_undo_method(graph_plugin.ptr(), "update_node", type, node_id);
  2891. }
  2892. }
  2893. }
  2894. undo_redo->add_do_method(this, "_update_varying_tree");
  2895. undo_redo->add_undo_method(this, "_update_varying_tree");
  2896. undo_redo->commit_action();
  2897. }
  2898. void VisualShaderEditor::_remove_varying(const String &p_name) {
  2899. EditorUndoRedoManager *undo_redo = EditorUndoRedoManager::get_singleton();
  2900. undo_redo->create_action(vformat(TTR("Remove Varying from Visual Shader: %s"), p_name));
  2901. VisualShader::VaryingMode var_mode = visual_shader->get_varying_mode(p_name);
  2902. undo_redo->add_do_method(visual_shader.ptr(), "remove_varying", p_name);
  2903. undo_redo->add_undo_method(visual_shader.ptr(), "add_varying", p_name, var_mode, visual_shader->get_varying_type(p_name));
  2904. undo_redo->add_do_method(this, "_update_varyings");
  2905. undo_redo->add_undo_method(this, "_update_varyings");
  2906. for (int i = 0; i <= VisualShader::TYPE_LIGHT; i++) {
  2907. if (var_mode == VisualShader::VARYING_MODE_FRAG_TO_LIGHT && i == 0) {
  2908. continue;
  2909. }
  2910. VisualShader::Type type = VisualShader::Type(i);
  2911. Vector<int> nodes = visual_shader->get_node_list(type);
  2912. for (int j = 0; j < nodes.size(); j++) {
  2913. int node_id = nodes[j];
  2914. Ref<VisualShaderNode> vsnode = visual_shader->get_node(type, node_id);
  2915. Ref<VisualShaderNodeVarying> var = vsnode;
  2916. if (var.is_valid()) {
  2917. String var_name = var->get_varying_name();
  2918. if (var_name == p_name) {
  2919. undo_redo->add_do_method(var.ptr(), "set_varying_name", "[None]");
  2920. undo_redo->add_undo_method(var.ptr(), "set_varying_name", var_name);
  2921. undo_redo->add_do_method(var.ptr(), "set_varying_type", VisualShader::VARYING_TYPE_FLOAT);
  2922. undo_redo->add_undo_method(var.ptr(), "set_varying_type", var->get_varying_type());
  2923. }
  2924. undo_redo->add_do_method(graph_plugin.ptr(), "update_node", type, node_id);
  2925. undo_redo->add_undo_method(graph_plugin.ptr(), "update_node", type, node_id);
  2926. }
  2927. }
  2928. List<VisualShader::Connection> node_connections;
  2929. visual_shader->get_node_connections(type, &node_connections);
  2930. for (VisualShader::Connection &E : node_connections) {
  2931. Ref<VisualShaderNodeVaryingGetter> var_getter = Object::cast_to<VisualShaderNodeVaryingGetter>(visual_shader->get_node(type, E.from_node).ptr());
  2932. if (var_getter.is_valid() && E.from_port > 0) {
  2933. undo_redo->add_do_method(visual_shader.ptr(), "disconnect_nodes", type, E.from_node, E.from_port, E.to_node, E.to_port);
  2934. undo_redo->add_undo_method(visual_shader.ptr(), "connect_nodes", type, E.from_node, E.from_port, E.to_node, E.to_port);
  2935. undo_redo->add_do_method(graph_plugin.ptr(), "disconnect_nodes", type, E.from_node, E.from_port, E.to_node, E.to_port);
  2936. undo_redo->add_undo_method(graph_plugin.ptr(), "connect_nodes", type, E.from_node, E.from_port, E.to_node, E.to_port);
  2937. }
  2938. Ref<VisualShaderNodeVaryingSetter> var_setter = Object::cast_to<VisualShaderNodeVaryingSetter>(visual_shader->get_node(type, E.to_node).ptr());
  2939. if (var_setter.is_valid() && E.to_port > 0) {
  2940. undo_redo->add_do_method(visual_shader.ptr(), "disconnect_nodes", type, E.from_node, E.from_port, E.to_node, E.to_port);
  2941. undo_redo->add_undo_method(visual_shader.ptr(), "connect_nodes", type, E.from_node, E.from_port, E.to_node, E.to_port);
  2942. undo_redo->add_do_method(graph_plugin.ptr(), "disconnect_nodes", type, E.from_node, E.from_port, E.to_node, E.to_port);
  2943. undo_redo->add_undo_method(graph_plugin.ptr(), "connect_nodes", type, E.from_node, E.from_port, E.to_node, E.to_port);
  2944. }
  2945. }
  2946. }
  2947. undo_redo->add_do_method(this, "_update_varying_tree");
  2948. undo_redo->add_undo_method(this, "_update_varying_tree");
  2949. undo_redo->commit_action();
  2950. }
  2951. void VisualShaderEditor::_update_varyings() {
  2952. VisualShaderNodeVarying::clear_varyings();
  2953. for (int i = 0; i < visual_shader->get_varyings_count(); i++) {
  2954. const VisualShader::Varying *var = visual_shader->get_varying_by_index(i);
  2955. if (var != nullptr) {
  2956. VisualShaderNodeVarying::add_varying(var->name, var->mode, var->type);
  2957. }
  2958. }
  2959. }
  2960. void VisualShaderEditor::_node_dragged(const Vector2 &p_from, const Vector2 &p_to, int p_node) {
  2961. VisualShader::Type type = get_current_shader_type();
  2962. drag_buffer.push_back({ type, p_node, p_from, p_to });
  2963. if (!drag_dirty) {
  2964. callable_mp(this, &VisualShaderEditor::_nodes_dragged).call_deferred();
  2965. }
  2966. drag_dirty = true;
  2967. }
  2968. void VisualShaderEditor::_nodes_dragged() {
  2969. drag_dirty = false;
  2970. EditorUndoRedoManager *undo_redo = EditorUndoRedoManager::get_singleton();
  2971. undo_redo->create_action(TTR("Node(s) Moved"));
  2972. for (const DragOp &E : drag_buffer) {
  2973. undo_redo->add_do_method(visual_shader.ptr(), "set_node_position", E.type, E.node, E.to);
  2974. undo_redo->add_undo_method(visual_shader.ptr(), "set_node_position", E.type, E.node, E.from);
  2975. undo_redo->add_do_method(graph_plugin.ptr(), "set_node_position", E.type, E.node, E.to);
  2976. undo_redo->add_undo_method(graph_plugin.ptr(), "set_node_position", E.type, E.node, E.from);
  2977. }
  2978. undo_redo->commit_action();
  2979. _handle_node_drop_on_connection();
  2980. drag_buffer.clear();
  2981. }
  2982. void VisualShaderEditor::_connection_request(const String &p_from, int p_from_index, const String &p_to, int p_to_index) {
  2983. VisualShader::Type type = get_current_shader_type();
  2984. int from = p_from.to_int();
  2985. int to = p_to.to_int();
  2986. if (!visual_shader->can_connect_nodes(type, from, p_from_index, to, p_to_index)) {
  2987. return;
  2988. }
  2989. EditorUndoRedoManager *undo_redo = EditorUndoRedoManager::get_singleton();
  2990. undo_redo->create_action(TTR("Nodes Connected"));
  2991. List<VisualShader::Connection> conns;
  2992. visual_shader->get_node_connections(type, &conns);
  2993. for (const VisualShader::Connection &E : conns) {
  2994. if (E.to_node == to && E.to_port == p_to_index) {
  2995. undo_redo->add_do_method(visual_shader.ptr(), "disconnect_nodes", type, E.from_node, E.from_port, E.to_node, E.to_port);
  2996. undo_redo->add_undo_method(visual_shader.ptr(), "connect_nodes", type, E.from_node, E.from_port, E.to_node, E.to_port);
  2997. undo_redo->add_do_method(graph_plugin.ptr(), "disconnect_nodes", type, E.from_node, E.from_port, E.to_node, E.to_port);
  2998. undo_redo->add_undo_method(graph_plugin.ptr(), "connect_nodes", type, E.from_node, E.from_port, E.to_node, E.to_port);
  2999. }
  3000. }
  3001. undo_redo->add_do_method(visual_shader.ptr(), "connect_nodes", type, from, p_from_index, to, p_to_index);
  3002. undo_redo->add_undo_method(visual_shader.ptr(), "disconnect_nodes", type, from, p_from_index, to, p_to_index);
  3003. undo_redo->add_do_method(graph_plugin.ptr(), "connect_nodes", type, from, p_from_index, to, p_to_index);
  3004. undo_redo->add_undo_method(graph_plugin.ptr(), "disconnect_nodes", type, from, p_from_index, to, p_to_index);
  3005. undo_redo->add_do_method(graph_plugin.ptr(), "update_node", (int)type, to);
  3006. undo_redo->add_undo_method(graph_plugin.ptr(), "update_node", (int)type, to);
  3007. undo_redo->commit_action();
  3008. }
  3009. void VisualShaderEditor::_disconnection_request(const String &p_from, int p_from_index, const String &p_to, int p_to_index) {
  3010. graph->disconnect_node(p_from, p_from_index, p_to, p_to_index);
  3011. VisualShader::Type type = get_current_shader_type();
  3012. int from = p_from.to_int();
  3013. int to = p_to.to_int();
  3014. EditorUndoRedoManager *undo_redo = EditorUndoRedoManager::get_singleton();
  3015. undo_redo->create_action(TTR("Nodes Disconnected"));
  3016. undo_redo->add_do_method(visual_shader.ptr(), "disconnect_nodes", type, from, p_from_index, to, p_to_index);
  3017. undo_redo->add_undo_method(visual_shader.ptr(), "connect_nodes", type, from, p_from_index, to, p_to_index);
  3018. undo_redo->add_do_method(graph_plugin.ptr(), "disconnect_nodes", type, from, p_from_index, to, p_to_index);
  3019. undo_redo->add_undo_method(graph_plugin.ptr(), "connect_nodes", type, from, p_from_index, to, p_to_index);
  3020. undo_redo->add_do_method(graph_plugin.ptr(), "update_node", (int)type, to);
  3021. undo_redo->add_undo_method(graph_plugin.ptr(), "update_node", (int)type, to);
  3022. undo_redo->commit_action();
  3023. }
  3024. void VisualShaderEditor::_connection_to_empty(const String &p_from, int p_from_slot, const Vector2 &p_release_position) {
  3025. from_node = p_from.to_int();
  3026. from_slot = p_from_slot;
  3027. VisualShaderNode::PortType input_port_type = VisualShaderNode::PORT_TYPE_MAX;
  3028. VisualShaderNode::PortType output_port_type = VisualShaderNode::PORT_TYPE_MAX;
  3029. Ref<VisualShaderNode> node = visual_shader->get_node(get_current_shader_type(), from_node);
  3030. if (node.is_valid()) {
  3031. output_port_type = node->get_output_port_type(from_slot);
  3032. }
  3033. _show_members_dialog(true, input_port_type, output_port_type);
  3034. }
  3035. void VisualShaderEditor::_connection_from_empty(const String &p_to, int p_to_slot, const Vector2 &p_release_position) {
  3036. to_node = p_to.to_int();
  3037. to_slot = p_to_slot;
  3038. VisualShaderNode::PortType input_port_type = VisualShaderNode::PORT_TYPE_MAX;
  3039. VisualShaderNode::PortType output_port_type = VisualShaderNode::PORT_TYPE_MAX;
  3040. Ref<VisualShaderNode> node = visual_shader->get_node(get_current_shader_type(), to_node);
  3041. if (node.is_valid()) {
  3042. input_port_type = node->get_input_port_type(to_slot);
  3043. }
  3044. _show_members_dialog(true, input_port_type, output_port_type);
  3045. }
  3046. bool VisualShaderEditor::_check_node_drop_on_connection(const Vector2 &p_position, Ref<GraphEdit::Connection> *r_closest_connection, int *r_from_port, int *r_to_port) {
  3047. VisualShader::Type shader_type = get_current_shader_type();
  3048. // Get selected graph node.
  3049. Ref<VisualShaderNode> selected_vsnode;
  3050. int selected_node_id = -1;
  3051. int selected_node_count = 0;
  3052. Rect2 selected_node_rect;
  3053. for (int i = 0; i < graph->get_child_count(); i++) {
  3054. GraphNode *graph_node = Object::cast_to<GraphNode>(graph->get_child(i));
  3055. if (graph_node && graph_node->is_selected()) {
  3056. selected_node_id = String(graph_node->get_name()).to_int();
  3057. Ref<VisualShaderNode> vsnode = visual_shader->get_node(shader_type, selected_node_id);
  3058. if (!vsnode->is_closable()) {
  3059. continue;
  3060. }
  3061. selected_node_count += 1;
  3062. Ref<VisualShaderNode> node = visual_shader->get_node(shader_type, selected_node_id);
  3063. selected_vsnode = node;
  3064. selected_node_rect = graph_node->get_rect();
  3065. }
  3066. }
  3067. // Only a single node - which has both input and output ports but is not connected yet - can be inserted.
  3068. if (selected_node_count != 1 || !selected_vsnode.is_valid()) {
  3069. return false;
  3070. }
  3071. // Check whether the dragged node was dropped over a connection.
  3072. List<Ref<GraphEdit::Connection>> intersecting_connections = graph->get_connections_intersecting_with_rect(selected_node_rect);
  3073. if (intersecting_connections.is_empty()) {
  3074. return false;
  3075. }
  3076. Ref<GraphEdit::Connection> intersecting_connection = intersecting_connections.front()->get();
  3077. if (selected_vsnode->is_any_port_connected() || selected_vsnode->get_input_port_count() == 0 || selected_vsnode->get_output_port_count() == 0) {
  3078. return false;
  3079. }
  3080. VisualShaderNode::PortType original_port_type_from = visual_shader->get_node(shader_type, String(intersecting_connection->from_node).to_int())->get_output_port_type(intersecting_connection->from_port);
  3081. VisualShaderNode::PortType original_port_type_to = visual_shader->get_node(shader_type, String(intersecting_connection->to_node).to_int())->get_input_port_type(intersecting_connection->to_port);
  3082. // Searching for the default port or the first compatible input port of the node to insert.
  3083. int _to_port = -1;
  3084. for (int i = 0; i < selected_vsnode->get_input_port_count(); i++) {
  3085. if (visual_shader->is_port_types_compatible(original_port_type_from, selected_vsnode->get_input_port_type(i))) {
  3086. if (i == selected_vsnode->get_default_input_port(original_port_type_from)) {
  3087. _to_port = i;
  3088. break;
  3089. } else if (_to_port == -1) {
  3090. _to_port = i;
  3091. }
  3092. }
  3093. }
  3094. // Searching for the first compatible output port of the node to insert.
  3095. int _from_port = -1;
  3096. for (int i = 0; i < selected_vsnode->get_output_port_count(); i++) {
  3097. if (visual_shader->is_port_types_compatible(selected_vsnode->get_output_port_type(i), original_port_type_to)) {
  3098. _from_port = i;
  3099. break;
  3100. }
  3101. }
  3102. if (_to_port == -1 || _from_port == -1) {
  3103. return false;
  3104. }
  3105. if (r_closest_connection != nullptr) {
  3106. *r_closest_connection = intersecting_connection;
  3107. }
  3108. if (r_from_port != nullptr) {
  3109. *r_from_port = _from_port;
  3110. }
  3111. if (r_to_port != nullptr) {
  3112. *r_to_port = _to_port;
  3113. }
  3114. return true;
  3115. }
  3116. void VisualShaderEditor::_handle_node_drop_on_connection() {
  3117. EditorUndoRedoManager *undo_redo = EditorUndoRedoManager::get_singleton();
  3118. undo_redo->create_action(TTR("Insert node"));
  3119. // Check whether the dragged node was dropped over a connection.
  3120. Ref<GraphEdit::Connection> closest_connection;
  3121. int _from_port = -1;
  3122. int _to_port = -1;
  3123. if (!_check_node_drop_on_connection(graph->get_local_mouse_position(), &closest_connection, &_from_port, &_to_port)) {
  3124. return;
  3125. }
  3126. int selected_node_id = drag_buffer[0].node;
  3127. VisualShader::Type shader_type = get_current_shader_type();
  3128. Ref<VisualShaderNode> selected_vsnode = visual_shader->get_node(shader_type, selected_node_id);
  3129. // Delete the old connection.
  3130. undo_redo->add_do_method(visual_shader.ptr(), "disconnect_nodes", shader_type, String(closest_connection->from_node).to_int(), closest_connection->from_port, String(closest_connection->to_node).to_int(), closest_connection->to_port);
  3131. undo_redo->add_undo_method(visual_shader.ptr(), "connect_nodes", shader_type, String(closest_connection->from_node).to_int(), closest_connection->from_port, String(closest_connection->to_node).to_int(), closest_connection->to_port);
  3132. undo_redo->add_do_method(graph_plugin.ptr(), "disconnect_nodes", shader_type, String(closest_connection->from_node).to_int(), closest_connection->from_port, String(closest_connection->to_node).to_int(), closest_connection->to_port);
  3133. undo_redo->add_undo_method(graph_plugin.ptr(), "connect_nodes", shader_type, String(closest_connection->from_node).to_int(), closest_connection->from_port, String(closest_connection->to_node).to_int(), closest_connection->to_port);
  3134. // Add the connection to the dropped node.
  3135. undo_redo->add_do_method(visual_shader.ptr(), "connect_nodes", shader_type, String(closest_connection->from_node).to_int(), closest_connection->from_port, selected_node_id, _to_port);
  3136. undo_redo->add_undo_method(visual_shader.ptr(), "disconnect_nodes", shader_type, String(closest_connection->from_node).to_int(), closest_connection->from_port, selected_node_id, _to_port);
  3137. undo_redo->add_do_method(graph_plugin.ptr(), "connect_nodes", shader_type, String(closest_connection->from_node).to_int(), closest_connection->from_port, selected_node_id, _to_port);
  3138. undo_redo->add_undo_method(graph_plugin.ptr(), "disconnect_nodes", shader_type, String(closest_connection->from_node).to_int(), closest_connection->from_port, selected_node_id, _to_port);
  3139. // Add the connection from the dropped node.
  3140. undo_redo->add_do_method(visual_shader.ptr(), "connect_nodes", shader_type, selected_node_id, _from_port, String(closest_connection->to_node).to_int(), closest_connection->to_port);
  3141. undo_redo->add_undo_method(visual_shader.ptr(), "disconnect_nodes", shader_type, selected_node_id, _from_port, String(closest_connection->to_node).to_int(), closest_connection->to_port);
  3142. undo_redo->add_do_method(graph_plugin.ptr(), "connect_nodes", shader_type, selected_node_id, _from_port, String(closest_connection->to_node).to_int(), closest_connection->to_port);
  3143. undo_redo->add_undo_method(graph_plugin.ptr(), "disconnect_nodes", shader_type, selected_node_id, _from_port, String(closest_connection->to_node).to_int(), closest_connection->to_port);
  3144. undo_redo->commit_action();
  3145. call_deferred(SNAME("_update_graph"));
  3146. }
  3147. void VisualShaderEditor::_delete_nodes(int p_type, const List<int> &p_nodes) {
  3148. VisualShader::Type type = VisualShader::Type(p_type);
  3149. List<VisualShader::Connection> conns;
  3150. visual_shader->get_node_connections(type, &conns);
  3151. EditorUndoRedoManager *undo_redo = EditorUndoRedoManager::get_singleton();
  3152. for (const int &F : p_nodes) {
  3153. for (const VisualShader::Connection &E : conns) {
  3154. if (E.from_node == F || E.to_node == F) {
  3155. undo_redo->add_do_method(graph_plugin.ptr(), "disconnect_nodes", type, E.from_node, E.from_port, E.to_node, E.to_port);
  3156. }
  3157. }
  3158. }
  3159. HashSet<String> parameter_names;
  3160. for (const int &F : p_nodes) {
  3161. Ref<VisualShaderNode> node = visual_shader->get_node(type, F);
  3162. undo_redo->add_do_method(visual_shader.ptr(), "remove_node", type, F);
  3163. undo_redo->add_undo_method(visual_shader.ptr(), "add_node", type, node, visual_shader->get_node_position(type, F), F);
  3164. undo_redo->add_undo_method(graph_plugin.ptr(), "add_node", type, F, false);
  3165. VisualShaderNodeParameter *parameter = Object::cast_to<VisualShaderNodeParameter>(node.ptr());
  3166. if (parameter) {
  3167. parameter_names.insert(parameter->get_parameter_name());
  3168. }
  3169. }
  3170. List<VisualShader::Connection> used_conns;
  3171. for (const int &F : p_nodes) {
  3172. for (const VisualShader::Connection &E : conns) {
  3173. if (E.from_node == F || E.to_node == F) {
  3174. bool cancel = false;
  3175. for (List<VisualShader::Connection>::Element *R = used_conns.front(); R; R = R->next()) {
  3176. 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) {
  3177. cancel = true; // to avoid ERR_ALREADY_EXISTS warning
  3178. break;
  3179. }
  3180. }
  3181. if (!cancel) {
  3182. undo_redo->add_undo_method(visual_shader.ptr(), "connect_nodes", type, E.from_node, E.from_port, E.to_node, E.to_port);
  3183. undo_redo->add_undo_method(graph_plugin.ptr(), "connect_nodes", type, E.from_node, E.from_port, E.to_node, E.to_port);
  3184. used_conns.push_back(E);
  3185. }
  3186. }
  3187. }
  3188. }
  3189. // Delete nodes from the graph.
  3190. for (const int &F : p_nodes) {
  3191. undo_redo->add_do_method(graph_plugin.ptr(), "remove_node", type, F, false);
  3192. }
  3193. // Update parameter refs if any parameter has been deleted.
  3194. if (parameter_names.size() > 0) {
  3195. undo_redo->add_do_method(this, "_update_parameters", true);
  3196. undo_redo->add_undo_method(this, "_update_parameters", true);
  3197. _update_parameter_refs(parameter_names);
  3198. }
  3199. }
  3200. void VisualShaderEditor::_replace_node(VisualShader::Type p_type_id, int p_node_id, const StringName &p_from, const StringName &p_to) {
  3201. EditorUndoRedoManager *undo_redo = EditorUndoRedoManager::get_singleton();
  3202. undo_redo->add_do_method(visual_shader.ptr(), "replace_node", p_type_id, p_node_id, p_to);
  3203. undo_redo->add_undo_method(visual_shader.ptr(), "replace_node", p_type_id, p_node_id, p_from);
  3204. }
  3205. void VisualShaderEditor::_update_constant(VisualShader::Type p_type_id, int p_node_id, Variant p_var, int p_preview_port) {
  3206. Ref<VisualShaderNode> node = visual_shader->get_node(p_type_id, p_node_id);
  3207. ERR_FAIL_COND(!node.is_valid());
  3208. ERR_FAIL_COND(!node->has_method("set_constant"));
  3209. node->call("set_constant", p_var);
  3210. if (p_preview_port != -1) {
  3211. node->set_output_port_for_preview(p_preview_port);
  3212. }
  3213. }
  3214. void VisualShaderEditor::_update_parameter(VisualShader::Type p_type_id, int p_node_id, Variant p_var, int p_preview_port) {
  3215. Ref<VisualShaderNodeParameter> parameter = visual_shader->get_node(p_type_id, p_node_id);
  3216. ERR_FAIL_COND(!parameter.is_valid());
  3217. String valid_name = visual_shader->validate_parameter_name(parameter->get_parameter_name(), parameter);
  3218. parameter->set_parameter_name(valid_name);
  3219. graph_plugin->set_parameter_name(p_type_id, p_node_id, valid_name);
  3220. if (parameter->has_method("set_default_value_enabled")) {
  3221. parameter->call("set_default_value_enabled", true);
  3222. parameter->call("set_default_value", p_var);
  3223. }
  3224. if (p_preview_port != -1) {
  3225. parameter->set_output_port_for_preview(p_preview_port);
  3226. }
  3227. }
  3228. void VisualShaderEditor::_convert_constants_to_parameters(bool p_vice_versa) {
  3229. VisualShader::Type type_id = get_current_shader_type();
  3230. EditorUndoRedoManager *undo_redo = EditorUndoRedoManager::get_singleton();
  3231. if (!p_vice_versa) {
  3232. undo_redo->create_action(TTR("Convert Constant Node(s) To Parameter(s)"));
  3233. } else {
  3234. undo_redo->create_action(TTR("Convert Parameter Node(s) To Constant(s)"));
  3235. }
  3236. const HashSet<int> &current_set = p_vice_versa ? selected_parameters : selected_constants;
  3237. HashSet<String> deleted_names;
  3238. for (const int &E : current_set) {
  3239. int node_id = E;
  3240. Ref<VisualShaderNode> node = visual_shader->get_node(type_id, node_id);
  3241. bool caught = false;
  3242. Variant var;
  3243. // float
  3244. if (!p_vice_versa) {
  3245. Ref<VisualShaderNodeFloatConstant> float_const = Object::cast_to<VisualShaderNodeFloatConstant>(node.ptr());
  3246. if (float_const.is_valid()) {
  3247. _replace_node(type_id, node_id, "VisualShaderNodeFloatConstant", "VisualShaderNodeFloatParameter");
  3248. var = float_const->get_constant();
  3249. caught = true;
  3250. }
  3251. } else {
  3252. Ref<VisualShaderNodeFloatParameter> float_parameter = Object::cast_to<VisualShaderNodeFloatParameter>(node.ptr());
  3253. if (float_parameter.is_valid()) {
  3254. _replace_node(type_id, node_id, "VisualShaderNodeFloatParameter", "VisualShaderNodeFloatConstant");
  3255. var = float_parameter->get_default_value();
  3256. caught = true;
  3257. }
  3258. }
  3259. // int
  3260. if (!caught) {
  3261. if (!p_vice_versa) {
  3262. Ref<VisualShaderNodeIntConstant> int_const = Object::cast_to<VisualShaderNodeIntConstant>(node.ptr());
  3263. if (int_const.is_valid()) {
  3264. _replace_node(type_id, node_id, "VisualShaderNodeIntConstant", "VisualShaderNodeIntParameter");
  3265. var = int_const->get_constant();
  3266. caught = true;
  3267. }
  3268. } else {
  3269. Ref<VisualShaderNodeIntParameter> int_parameter = Object::cast_to<VisualShaderNodeIntParameter>(node.ptr());
  3270. if (int_parameter.is_valid()) {
  3271. _replace_node(type_id, node_id, "VisualShaderNodeIntParameter", "VisualShaderNodeIntConstant");
  3272. var = int_parameter->get_default_value();
  3273. caught = true;
  3274. }
  3275. }
  3276. }
  3277. // boolean
  3278. if (!caught) {
  3279. if (!p_vice_versa) {
  3280. Ref<VisualShaderNodeBooleanConstant> boolean_const = Object::cast_to<VisualShaderNodeBooleanConstant>(node.ptr());
  3281. if (boolean_const.is_valid()) {
  3282. _replace_node(type_id, node_id, "VisualShaderNodeBooleanConstant", "VisualShaderNodeBooleanParameter");
  3283. var = boolean_const->get_constant();
  3284. caught = true;
  3285. }
  3286. } else {
  3287. Ref<VisualShaderNodeBooleanParameter> boolean_parameter = Object::cast_to<VisualShaderNodeBooleanParameter>(node.ptr());
  3288. if (boolean_parameter.is_valid()) {
  3289. _replace_node(type_id, node_id, "VisualShaderNodeBooleanParameter", "VisualShaderNodeBooleanConstant");
  3290. var = boolean_parameter->get_default_value();
  3291. caught = true;
  3292. }
  3293. }
  3294. }
  3295. // vec2
  3296. if (!caught) {
  3297. if (!p_vice_versa) {
  3298. Ref<VisualShaderNodeVec2Constant> vec2_const = Object::cast_to<VisualShaderNodeVec2Constant>(node.ptr());
  3299. if (vec2_const.is_valid()) {
  3300. _replace_node(type_id, node_id, "VisualShaderNodeVec2Constant", "VisualShaderNodeVec2Parameter");
  3301. var = vec2_const->get_constant();
  3302. caught = true;
  3303. }
  3304. } else {
  3305. Ref<VisualShaderNodeVec2Parameter> vec2_parameter = Object::cast_to<VisualShaderNodeVec2Parameter>(node.ptr());
  3306. if (vec2_parameter.is_valid()) {
  3307. _replace_node(type_id, node_id, "VisualShaderNodeVec2Parameter", "VisualShaderNodeVec2Constant");
  3308. var = vec2_parameter->get_default_value();
  3309. caught = true;
  3310. }
  3311. }
  3312. }
  3313. // vec3
  3314. if (!caught) {
  3315. if (!p_vice_versa) {
  3316. Ref<VisualShaderNodeVec3Constant> vec3_const = Object::cast_to<VisualShaderNodeVec3Constant>(node.ptr());
  3317. if (vec3_const.is_valid()) {
  3318. _replace_node(type_id, node_id, "VisualShaderNodeVec3Constant", "VisualShaderNodeVec3Parameter");
  3319. var = vec3_const->get_constant();
  3320. caught = true;
  3321. }
  3322. } else {
  3323. Ref<VisualShaderNodeVec3Parameter> vec3_parameter = Object::cast_to<VisualShaderNodeVec3Parameter>(node.ptr());
  3324. if (vec3_parameter.is_valid()) {
  3325. _replace_node(type_id, node_id, "VisualShaderNodeVec3Parameter", "VisualShaderNodeVec3Constant");
  3326. var = vec3_parameter->get_default_value();
  3327. caught = true;
  3328. }
  3329. }
  3330. }
  3331. // vec4
  3332. if (!caught) {
  3333. if (!p_vice_versa) {
  3334. Ref<VisualShaderNodeVec4Constant> vec4_const = Object::cast_to<VisualShaderNodeVec4Constant>(node.ptr());
  3335. if (vec4_const.is_valid()) {
  3336. _replace_node(type_id, node_id, "VisualShaderNodeVec4Constant", "VisualShaderNodeVec4Parameter");
  3337. var = vec4_const->get_constant();
  3338. caught = true;
  3339. }
  3340. } else {
  3341. Ref<VisualShaderNodeVec4Parameter> vec4_parameter = Object::cast_to<VisualShaderNodeVec4Parameter>(node.ptr());
  3342. if (vec4_parameter.is_valid()) {
  3343. _replace_node(type_id, node_id, "VisualShaderNodeVec4Parameter", "VisualShaderNodeVec4Constant");
  3344. var = vec4_parameter->get_default_value();
  3345. caught = true;
  3346. }
  3347. }
  3348. }
  3349. // color
  3350. if (!caught) {
  3351. if (!p_vice_versa) {
  3352. Ref<VisualShaderNodeColorConstant> color_const = Object::cast_to<VisualShaderNodeColorConstant>(node.ptr());
  3353. if (color_const.is_valid()) {
  3354. _replace_node(type_id, node_id, "VisualShaderNodeColorConstant", "VisualShaderNodeColorParameter");
  3355. var = color_const->get_constant();
  3356. caught = true;
  3357. }
  3358. } else {
  3359. Ref<VisualShaderNodeColorParameter> color_parameter = Object::cast_to<VisualShaderNodeColorParameter>(node.ptr());
  3360. if (color_parameter.is_valid()) {
  3361. _replace_node(type_id, node_id, "VisualShaderNodeColorParameter", "VisualShaderNodeColorConstant");
  3362. var = color_parameter->get_default_value();
  3363. caught = true;
  3364. }
  3365. }
  3366. }
  3367. // transform
  3368. if (!caught) {
  3369. if (!p_vice_versa) {
  3370. Ref<VisualShaderNodeTransformConstant> transform_const = Object::cast_to<VisualShaderNodeTransformConstant>(node.ptr());
  3371. if (transform_const.is_valid()) {
  3372. _replace_node(type_id, node_id, "VisualShaderNodeTransformConstant", "VisualShaderNodeTransformParameter");
  3373. var = transform_const->get_constant();
  3374. caught = true;
  3375. }
  3376. } else {
  3377. Ref<VisualShaderNodeTransformParameter> transform_parameter = Object::cast_to<VisualShaderNodeTransformParameter>(node.ptr());
  3378. if (transform_parameter.is_valid()) {
  3379. _replace_node(type_id, node_id, "VisualShaderNodeTransformParameter", "VisualShaderNodeTransformConstant");
  3380. var = transform_parameter->get_default_value();
  3381. caught = true;
  3382. }
  3383. }
  3384. }
  3385. ERR_CONTINUE(!caught);
  3386. int preview_port = node->get_output_port_for_preview();
  3387. if (!p_vice_versa) {
  3388. undo_redo->add_do_method(this, "_update_parameter", type_id, node_id, var, preview_port);
  3389. undo_redo->add_undo_method(this, "_update_constant", type_id, node_id, var, preview_port);
  3390. } else {
  3391. undo_redo->add_do_method(this, "_update_constant", type_id, node_id, var, preview_port);
  3392. undo_redo->add_undo_method(this, "_update_parameter", type_id, node_id, var, preview_port);
  3393. Ref<VisualShaderNodeParameter> parameter = Object::cast_to<VisualShaderNodeParameter>(node.ptr());
  3394. ERR_CONTINUE(!parameter.is_valid());
  3395. deleted_names.insert(parameter->get_parameter_name());
  3396. }
  3397. undo_redo->add_do_method(graph_plugin.ptr(), "update_node", type_id, node_id);
  3398. undo_redo->add_undo_method(graph_plugin.ptr(), "update_node", type_id, node_id);
  3399. }
  3400. undo_redo->add_do_method(this, "_update_parameters", true);
  3401. undo_redo->add_undo_method(this, "_update_parameters", true);
  3402. if (deleted_names.size() > 0) {
  3403. _update_parameter_refs(deleted_names);
  3404. }
  3405. undo_redo->commit_action();
  3406. }
  3407. void VisualShaderEditor::_delete_node_request(int p_type, int p_node) {
  3408. Ref<VisualShaderNode> node = visual_shader->get_node((VisualShader::Type)p_type, p_node);
  3409. if (!node->is_closable()) {
  3410. return;
  3411. }
  3412. List<int> to_erase;
  3413. to_erase.push_back(p_node);
  3414. EditorUndoRedoManager *undo_redo = EditorUndoRedoManager::get_singleton();
  3415. undo_redo->create_action(TTR("Delete VisualShader Node"));
  3416. _delete_nodes(p_type, to_erase);
  3417. undo_redo->commit_action();
  3418. }
  3419. void VisualShaderEditor::_delete_nodes_request(const TypedArray<StringName> &p_nodes) {
  3420. List<int> to_erase;
  3421. if (p_nodes.is_empty()) {
  3422. // Called from context menu.
  3423. for (int i = 0; i < graph->get_child_count(); i++) {
  3424. GraphElement *graph_element = Object::cast_to<GraphElement>(graph->get_child(i));
  3425. if (graph_element && graph_element->is_selected()) {
  3426. VisualShader::Type type = get_current_shader_type();
  3427. int id = String(graph_element->get_name()).to_int();
  3428. Ref<VisualShaderNode> vsnode = visual_shader->get_node(type, id);
  3429. if (vsnode->is_closable()) {
  3430. to_erase.push_back(graph_element->get_name().operator String().to_int());
  3431. }
  3432. }
  3433. }
  3434. } else {
  3435. VisualShader::Type type = get_current_shader_type();
  3436. for (int i = 0; i < p_nodes.size(); i++) {
  3437. int id = p_nodes[i].operator String().to_int();
  3438. Ref<VisualShaderNode> vsnode = visual_shader->get_node(type, id);
  3439. if (vsnode->is_closable()) {
  3440. to_erase.push_back(id);
  3441. }
  3442. }
  3443. }
  3444. if (to_erase.is_empty()) {
  3445. return;
  3446. }
  3447. EditorUndoRedoManager *undo_redo = EditorUndoRedoManager::get_singleton();
  3448. undo_redo->create_action(TTR("Delete VisualShader Node(s)"));
  3449. _delete_nodes(get_current_shader_type(), to_erase);
  3450. undo_redo->commit_action();
  3451. }
  3452. void VisualShaderEditor::_node_selected(Object *p_node) {
  3453. VisualShader::Type type = get_current_shader_type();
  3454. GraphElement *graph_element = Object::cast_to<GraphElement>(p_node);
  3455. ERR_FAIL_NULL(graph_element);
  3456. int id = String(graph_element->get_name()).to_int();
  3457. Ref<VisualShaderNode> vsnode = visual_shader->get_node(type, id);
  3458. ERR_FAIL_COND(!vsnode.is_valid());
  3459. }
  3460. void VisualShaderEditor::_graph_gui_input(const Ref<InputEvent> &p_event) {
  3461. Ref<InputEventMouseMotion> mm = p_event;
  3462. Ref<InputEventMouseButton> mb = p_event;
  3463. VisualShader::Type type = get_current_shader_type();
  3464. // Highlight valid connection on which a node can be dropped.
  3465. if (mm.is_valid() && mm->get_button_mask().has_flag(MouseButtonMask::LEFT)) {
  3466. Ref<GraphEdit::Connection> closest_connection;
  3467. graph->reset_all_connection_activity();
  3468. if (_check_node_drop_on_connection(graph->get_local_mouse_position(), &closest_connection)) {
  3469. graph->set_connection_activity(closest_connection->from_node, closest_connection->from_port, closest_connection->to_node, closest_connection->to_port, 1.0);
  3470. }
  3471. }
  3472. Ref<VisualShaderNode> selected_vsnode;
  3473. // Right click actions.
  3474. if (mb.is_valid() && mb->is_pressed() && mb->get_button_index() == MouseButton::RIGHT) {
  3475. selected_constants.clear();
  3476. selected_parameters.clear();
  3477. selected_comment = -1;
  3478. selected_float_constant = -1;
  3479. List<int> selected_closable_graph_elements;
  3480. for (int i = 0; i < graph->get_child_count(); i++) {
  3481. GraphElement *graph_element = Object::cast_to<GraphElement>(graph->get_child(i));
  3482. if (graph_element && graph_element->is_selected()) {
  3483. int id = String(graph_element->get_name()).to_int();
  3484. Ref<VisualShaderNode> vsnode = visual_shader->get_node(type, id);
  3485. if (!vsnode->is_closable()) {
  3486. continue;
  3487. }
  3488. selected_closable_graph_elements.push_back(id);
  3489. Ref<VisualShaderNode> node = visual_shader->get_node(type, id);
  3490. selected_vsnode = node;
  3491. VisualShaderNodeComment *frame_node = Object::cast_to<VisualShaderNodeComment>(node.ptr());
  3492. if (frame_node != nullptr) {
  3493. selected_comment = id;
  3494. }
  3495. VisualShaderNodeConstant *constant_node = Object::cast_to<VisualShaderNodeConstant>(node.ptr());
  3496. if (constant_node != nullptr) {
  3497. selected_constants.insert(id);
  3498. }
  3499. VisualShaderNodeFloatConstant *float_constant_node = Object::cast_to<VisualShaderNodeFloatConstant>(node.ptr());
  3500. if (float_constant_node != nullptr) {
  3501. selected_float_constant = id;
  3502. }
  3503. VisualShaderNodeParameter *parameter_node = Object::cast_to<VisualShaderNodeParameter>(node.ptr());
  3504. if (parameter_node != nullptr && parameter_node->is_convertible_to_constant()) {
  3505. selected_parameters.insert(id);
  3506. }
  3507. }
  3508. }
  3509. if (selected_closable_graph_elements.size() > 1) {
  3510. selected_comment = -1;
  3511. selected_float_constant = -1;
  3512. }
  3513. bool copy_buffer_empty = true;
  3514. for (const CopyItem &item : copy_items_buffer) {
  3515. if (!item.disabled) {
  3516. copy_buffer_empty = false;
  3517. break;
  3518. }
  3519. }
  3520. menu_point = graph->get_local_mouse_position();
  3521. Point2 gpos = get_screen_position() + get_local_mouse_position();
  3522. Ref<GraphEdit::Connection> closest_connection = graph->get_closest_connection_at_point(menu_point);
  3523. if (closest_connection.is_valid()) {
  3524. clicked_connection = closest_connection;
  3525. connection_popup_menu->set_position(gpos);
  3526. connection_popup_menu->reset_size();
  3527. connection_popup_menu->popup();
  3528. } else if (selected_closable_graph_elements.is_empty() && copy_buffer_empty) {
  3529. _show_members_dialog(true);
  3530. } else {
  3531. popup_menu->set_item_disabled(NodeMenuOptions::CUT, selected_closable_graph_elements.is_empty());
  3532. popup_menu->set_item_disabled(NodeMenuOptions::COPY, selected_closable_graph_elements.is_empty());
  3533. popup_menu->set_item_disabled(NodeMenuOptions::PASTE, copy_buffer_empty);
  3534. popup_menu->set_item_disabled(NodeMenuOptions::DELETE, selected_closable_graph_elements.is_empty());
  3535. popup_menu->set_item_disabled(NodeMenuOptions::DUPLICATE, selected_closable_graph_elements.is_empty());
  3536. popup_menu->set_item_disabled(NodeMenuOptions::CLEAR_COPY_BUFFER, copy_buffer_empty);
  3537. int temp = popup_menu->get_item_index(NodeMenuOptions::SEPARATOR2);
  3538. if (temp != -1) {
  3539. popup_menu->remove_item(temp);
  3540. }
  3541. temp = popup_menu->get_item_index(NodeMenuOptions::FLOAT_CONSTANTS);
  3542. if (temp != -1) {
  3543. popup_menu->remove_item(temp);
  3544. }
  3545. temp = popup_menu->get_item_index(NodeMenuOptions::CONVERT_CONSTANTS_TO_PARAMETERS);
  3546. if (temp != -1) {
  3547. popup_menu->remove_item(temp);
  3548. }
  3549. temp = popup_menu->get_item_index(NodeMenuOptions::CONVERT_PARAMETERS_TO_CONSTANTS);
  3550. if (temp != -1) {
  3551. popup_menu->remove_item(temp);
  3552. }
  3553. temp = popup_menu->get_item_index(NodeMenuOptions::SEPARATOR3);
  3554. if (temp != -1) {
  3555. popup_menu->remove_item(temp);
  3556. }
  3557. temp = popup_menu->get_item_index(NodeMenuOptions::SET_COMMENT_TITLE);
  3558. if (temp != -1) {
  3559. popup_menu->remove_item(temp);
  3560. }
  3561. temp = popup_menu->get_item_index(NodeMenuOptions::SET_COMMENT_DESCRIPTION);
  3562. if (temp != -1) {
  3563. popup_menu->remove_item(temp);
  3564. }
  3565. if (selected_constants.size() > 0 || selected_parameters.size() > 0) {
  3566. popup_menu->add_separator("", NodeMenuOptions::SEPARATOR2);
  3567. if (selected_float_constant != -1) {
  3568. popup_menu->add_submenu_item(TTR("Float Constants"), "FloatConstants", int(NodeMenuOptions::FLOAT_CONSTANTS));
  3569. if (!constants_submenu) {
  3570. constants_submenu = memnew(PopupMenu);
  3571. constants_submenu->set_name("FloatConstants");
  3572. for (int i = 0; i < MAX_FLOAT_CONST_DEFS; i++) {
  3573. constants_submenu->add_item(float_constant_defs[i].name, i);
  3574. }
  3575. popup_menu->add_child(constants_submenu);
  3576. constants_submenu->connect("index_pressed", callable_mp(this, &VisualShaderEditor::_float_constant_selected));
  3577. }
  3578. }
  3579. if (selected_constants.size() > 0) {
  3580. popup_menu->add_item(TTR("Convert Constant(s) to Parameter(s)"), NodeMenuOptions::CONVERT_CONSTANTS_TO_PARAMETERS);
  3581. }
  3582. if (selected_parameters.size() > 0) {
  3583. popup_menu->add_item(TTR("Convert Parameter(s) to Constant(s)"), NodeMenuOptions::CONVERT_PARAMETERS_TO_CONSTANTS);
  3584. }
  3585. }
  3586. if (selected_comment != -1) {
  3587. popup_menu->add_separator("", NodeMenuOptions::SEPARATOR3);
  3588. popup_menu->add_item(TTR("Set Comment Title"), NodeMenuOptions::SET_COMMENT_TITLE);
  3589. popup_menu->add_item(TTR("Set Comment Description"), NodeMenuOptions::SET_COMMENT_DESCRIPTION);
  3590. }
  3591. popup_menu->set_position(gpos);
  3592. popup_menu->reset_size();
  3593. popup_menu->popup();
  3594. }
  3595. }
  3596. }
  3597. void VisualShaderEditor::_show_members_dialog(bool at_mouse_pos, VisualShaderNode::PortType p_input_port_type, VisualShaderNode::PortType p_output_port_type) {
  3598. if (members_input_port_type != p_input_port_type || members_output_port_type != p_output_port_type) {
  3599. members_input_port_type = p_input_port_type;
  3600. members_output_port_type = p_output_port_type;
  3601. _update_options_menu();
  3602. }
  3603. if (at_mouse_pos) {
  3604. saved_node_pos_dirty = true;
  3605. saved_node_pos = graph->get_local_mouse_position();
  3606. Point2 gpos = get_screen_position() + get_local_mouse_position();
  3607. members_dialog->set_position(gpos);
  3608. } else {
  3609. saved_node_pos_dirty = false;
  3610. members_dialog->set_position(graph->get_screen_position() + Point2(5 * EDSCALE, 65 * EDSCALE));
  3611. }
  3612. if (members_dialog->is_visible()) {
  3613. members_dialog->grab_focus();
  3614. return;
  3615. }
  3616. members_dialog->popup();
  3617. // Keep dialog within window bounds.
  3618. Rect2 window_rect = Rect2(get_window()->get_position(), get_window()->get_size());
  3619. Rect2 dialog_rect = Rect2(members_dialog->get_position(), members_dialog->get_size());
  3620. Vector2 difference = (dialog_rect.get_end() - window_rect.get_end()).max(Vector2());
  3621. members_dialog->set_position(members_dialog->get_position() - difference);
  3622. callable_mp((Control *)node_filter, &Control::grab_focus).call_deferred(); // Still not visible.
  3623. node_filter->select_all();
  3624. }
  3625. void VisualShaderEditor::_varying_menu_id_pressed(int p_idx) {
  3626. switch (VaryingMenuOptions(p_idx)) {
  3627. case VaryingMenuOptions::ADD: {
  3628. _show_add_varying_dialog();
  3629. } break;
  3630. case VaryingMenuOptions::REMOVE: {
  3631. _show_remove_varying_dialog();
  3632. } break;
  3633. default:
  3634. break;
  3635. }
  3636. }
  3637. void VisualShaderEditor::_show_add_varying_dialog() {
  3638. _varying_name_changed(varying_name->get_text());
  3639. add_varying_dialog->set_position(graph->get_screen_position() + varying_button->get_position() + Point2(5 * EDSCALE, 65 * EDSCALE));
  3640. add_varying_dialog->popup();
  3641. // Keep dialog within window bounds.
  3642. Rect2 window_rect = Rect2(DisplayServer::get_singleton()->window_get_position(), DisplayServer::get_singleton()->window_get_size());
  3643. Rect2 dialog_rect = Rect2(add_varying_dialog->get_position(), add_varying_dialog->get_size());
  3644. Vector2 difference = (dialog_rect.get_end() - window_rect.get_end()).max(Vector2());
  3645. add_varying_dialog->set_position(add_varying_dialog->get_position() - difference);
  3646. }
  3647. void VisualShaderEditor::_show_remove_varying_dialog() {
  3648. remove_varying_dialog->set_position(graph->get_screen_position() + varying_button->get_position() + Point2(5 * EDSCALE, 65 * EDSCALE));
  3649. remove_varying_dialog->popup();
  3650. // Keep dialog within window bounds.
  3651. Rect2 window_rect = Rect2(DisplayServer::get_singleton()->window_get_position(), DisplayServer::get_singleton()->window_get_size());
  3652. Rect2 dialog_rect = Rect2(remove_varying_dialog->get_position(), remove_varying_dialog->get_size());
  3653. Vector2 difference = (dialog_rect.get_end() - window_rect.get_end()).max(Vector2());
  3654. remove_varying_dialog->set_position(remove_varying_dialog->get_position() - difference);
  3655. }
  3656. void VisualShaderEditor::_sbox_input(const Ref<InputEvent> &p_ie) {
  3657. Ref<InputEventKey> ie = p_ie;
  3658. 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)) {
  3659. members->gui_input(ie);
  3660. node_filter->accept_event();
  3661. }
  3662. }
  3663. void VisualShaderEditor::_notification(int p_what) {
  3664. switch (p_what) {
  3665. case NOTIFICATION_POSTINITIALIZE: {
  3666. _update_options_menu();
  3667. } break;
  3668. case EditorSettings::NOTIFICATION_EDITOR_SETTINGS_CHANGED: {
  3669. if (EditorSettings::get_singleton()->check_changed_settings_in_group("editors/panning")) {
  3670. 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(EDITOR_GET("editors/panning/simple_panning")));
  3671. graph->set_warped_panning(bool(EDITOR_GET("editors/panning/warped_mouse_panning")));
  3672. }
  3673. if (EditorSettings::get_singleton()->check_changed_settings_in_group("editors/visual_editors")) {
  3674. graph->set_minimap_opacity(EDITOR_GET("editors/visual_editors/minimap_opacity"));
  3675. graph->set_grid_pattern((GraphEdit::GridPattern) int(EDITOR_GET("editors/visual_editors/grid_pattern")));
  3676. graph->set_connection_lines_curvature(EDITOR_GET("editors/visual_editors/lines_curvature"));
  3677. _update_graph();
  3678. }
  3679. } break;
  3680. case NOTIFICATION_ENTER_TREE: {
  3681. node_filter->set_clear_button_enabled(true);
  3682. // collapse tree by default
  3683. TreeItem *category = members->get_root()->get_first_child();
  3684. while (category) {
  3685. category->set_collapsed(true);
  3686. TreeItem *sub_category = category->get_first_child();
  3687. while (sub_category) {
  3688. sub_category->set_collapsed(true);
  3689. sub_category = sub_category->get_next();
  3690. }
  3691. category = category->get_next();
  3692. }
  3693. 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(EDITOR_GET("editors/panning/simple_panning")));
  3694. graph->set_warped_panning(bool(EDITOR_GET("editors/panning/warped_mouse_panning")));
  3695. } break;
  3696. case NOTIFICATION_THEME_CHANGED: {
  3697. highend_label->set_modulate(get_theme_color(SNAME("highend_color"), EditorStringName(Editor)));
  3698. node_filter->set_right_icon(Control::get_editor_theme_icon(SNAME("Search")));
  3699. preview_shader->set_icon(Control::get_editor_theme_icon(SNAME("Shader")));
  3700. {
  3701. Color background_color = EDITOR_GET("text_editor/theme/highlighting/background_color");
  3702. Color text_color = EDITOR_GET("text_editor/theme/highlighting/text_color");
  3703. Color keyword_color = EDITOR_GET("text_editor/theme/highlighting/keyword_color");
  3704. Color control_flow_keyword_color = EDITOR_GET("text_editor/theme/highlighting/control_flow_keyword_color");
  3705. Color comment_color = EDITOR_GET("text_editor/theme/highlighting/comment_color");
  3706. Color symbol_color = EDITOR_GET("text_editor/theme/highlighting/symbol_color");
  3707. Color function_color = EDITOR_GET("text_editor/theme/highlighting/function_color");
  3708. Color number_color = EDITOR_GET("text_editor/theme/highlighting/number_color");
  3709. Color members_color = EDITOR_GET("text_editor/theme/highlighting/member_variable_color");
  3710. Color error_color = get_theme_color(SNAME("error_color"), EditorStringName(Editor));
  3711. preview_text->add_theme_color_override("background_color", background_color);
  3712. varying_error_label->add_theme_color_override("font_color", error_color);
  3713. for (const String &E : keyword_list) {
  3714. if (ShaderLanguage::is_control_flow_keyword(E)) {
  3715. syntax_highlighter->add_keyword_color(E, control_flow_keyword_color);
  3716. } else {
  3717. syntax_highlighter->add_keyword_color(E, keyword_color);
  3718. }
  3719. }
  3720. preview_text->begin_bulk_theme_override();
  3721. preview_text->add_theme_font_override("font", get_theme_font(SNAME("expression"), EditorStringName(EditorFonts)));
  3722. preview_text->add_theme_font_size_override("font_size", get_theme_font_size(SNAME("expression_size"), EditorStringName(EditorFonts)));
  3723. preview_text->add_theme_color_override("font_color", text_color);
  3724. preview_text->end_bulk_theme_override();
  3725. syntax_highlighter->set_number_color(number_color);
  3726. syntax_highlighter->set_symbol_color(symbol_color);
  3727. syntax_highlighter->set_function_color(function_color);
  3728. syntax_highlighter->set_member_variable_color(members_color);
  3729. syntax_highlighter->clear_color_regions();
  3730. syntax_highlighter->add_color_region("/*", "*/", comment_color, false);
  3731. syntax_highlighter->add_color_region("//", "", comment_color, true);
  3732. preview_text->clear_comment_delimiters();
  3733. preview_text->add_comment_delimiter("/*", "*/", false);
  3734. preview_text->add_comment_delimiter("//", "", true);
  3735. error_panel->add_theme_style_override("panel", get_theme_stylebox(SNAME("panel"), SNAME("Panel")));
  3736. error_label->begin_bulk_theme_override();
  3737. error_label->add_theme_font_override("font", get_theme_font(SNAME("status_source"), EditorStringName(EditorFonts)));
  3738. error_label->add_theme_font_size_override("font_size", get_theme_font_size(SNAME("status_source_size"), EditorStringName(EditorFonts)));
  3739. error_label->add_theme_color_override("font_color", error_color);
  3740. error_label->end_bulk_theme_override();
  3741. }
  3742. tools->set_icon(get_editor_theme_icon(SNAME("Tools")));
  3743. if (p_what == NOTIFICATION_THEME_CHANGED && is_visible_in_tree()) {
  3744. _update_graph();
  3745. }
  3746. } break;
  3747. case NOTIFICATION_DRAG_BEGIN: {
  3748. Dictionary dd = get_viewport()->gui_get_drag_data();
  3749. if (members->is_visible_in_tree() && dd.has("id")) {
  3750. members->set_drop_mode_flags(Tree::DROP_MODE_ON_ITEM);
  3751. }
  3752. } break;
  3753. case NOTIFICATION_DRAG_END: {
  3754. members->set_drop_mode_flags(0);
  3755. } break;
  3756. }
  3757. }
  3758. void VisualShaderEditor::_scroll_changed(const Vector2 &p_scroll) {
  3759. if (updating) {
  3760. return;
  3761. }
  3762. updating = true;
  3763. visual_shader->set_graph_offset(p_scroll / EDSCALE);
  3764. updating = false;
  3765. }
  3766. void VisualShaderEditor::_node_changed(int p_id) {
  3767. if (updating) {
  3768. return;
  3769. }
  3770. if (is_visible_in_tree()) {
  3771. _update_graph();
  3772. }
  3773. }
  3774. void VisualShaderEditor::_dup_copy_nodes(int p_type, List<CopyItem> &r_items, List<VisualShader::Connection> &r_connections) {
  3775. VisualShader::Type type = (VisualShader::Type)p_type;
  3776. selection_center.x = 0.0f;
  3777. selection_center.y = 0.0f;
  3778. HashSet<int> nodes;
  3779. for (int i = 0; i < graph->get_child_count(); i++) {
  3780. GraphElement *graph_element = Object::cast_to<GraphElement>(graph->get_child(i));
  3781. if (graph_element) {
  3782. int id = String(graph_element->get_name()).to_int();
  3783. Ref<VisualShaderNode> node = visual_shader->get_node(type, id);
  3784. Ref<VisualShaderNodeOutput> output = node;
  3785. if (output.is_valid()) { // can't duplicate output
  3786. continue;
  3787. }
  3788. if (node.is_valid() && graph_element->is_selected()) {
  3789. Vector2 pos = visual_shader->get_node_position(type, id);
  3790. selection_center += pos;
  3791. CopyItem item;
  3792. item.id = id;
  3793. item.node = visual_shader->get_node(type, id)->duplicate();
  3794. item.position = visual_shader->get_node_position(type, id);
  3795. Ref<VisualShaderNodeResizableBase> resizable_base = node;
  3796. if (resizable_base.is_valid()) {
  3797. item.size = resizable_base->get_size();
  3798. }
  3799. Ref<VisualShaderNodeGroupBase> group = node;
  3800. if (group.is_valid()) {
  3801. item.group_inputs = group->get_inputs();
  3802. item.group_outputs = group->get_outputs();
  3803. }
  3804. Ref<VisualShaderNodeExpression> expression = node;
  3805. if (expression.is_valid()) {
  3806. item.expression = expression->get_expression();
  3807. }
  3808. r_items.push_back(item);
  3809. nodes.insert(id);
  3810. }
  3811. }
  3812. }
  3813. List<VisualShader::Connection> node_connections;
  3814. visual_shader->get_node_connections(type, &node_connections);
  3815. for (const VisualShader::Connection &E : node_connections) {
  3816. if (nodes.has(E.from_node) && nodes.has(E.to_node)) {
  3817. r_connections.push_back(E);
  3818. }
  3819. }
  3820. selection_center /= (float)r_items.size();
  3821. }
  3822. 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) {
  3823. EditorUndoRedoManager *undo_redo = EditorUndoRedoManager::get_singleton();
  3824. if (p_duplicate) {
  3825. undo_redo->create_action(TTR("Duplicate VisualShader Node(s)"));
  3826. } else {
  3827. bool copy_buffer_empty = true;
  3828. for (const CopyItem &item : copy_items_buffer) {
  3829. if (!item.disabled) {
  3830. copy_buffer_empty = false;
  3831. break;
  3832. }
  3833. }
  3834. if (copy_buffer_empty) {
  3835. return;
  3836. }
  3837. undo_redo->create_action(TTR("Paste VisualShader Node(s)"));
  3838. }
  3839. VisualShader::Type type = (VisualShader::Type)p_type;
  3840. int base_id = visual_shader->get_valid_node_id(type);
  3841. int id_from = base_id;
  3842. HashMap<int, int> connection_remap;
  3843. HashSet<int> unsupported_set;
  3844. HashSet<int> added_set;
  3845. for (CopyItem &item : r_items) {
  3846. if (item.disabled) {
  3847. unsupported_set.insert(item.id);
  3848. continue;
  3849. }
  3850. connection_remap[item.id] = id_from;
  3851. Ref<VisualShaderNode> node = item.node->duplicate();
  3852. Ref<VisualShaderNodeResizableBase> resizable_base = Object::cast_to<VisualShaderNodeResizableBase>(node.ptr());
  3853. if (resizable_base.is_valid()) {
  3854. undo_redo->add_do_method(node.ptr(), "set_size", item.size);
  3855. }
  3856. Ref<VisualShaderNodeGroupBase> group = Object::cast_to<VisualShaderNodeGroupBase>(node.ptr());
  3857. if (group.is_valid()) {
  3858. undo_redo->add_do_method(node.ptr(), "set_inputs", item.group_inputs);
  3859. undo_redo->add_do_method(node.ptr(), "set_outputs", item.group_outputs);
  3860. }
  3861. Ref<VisualShaderNodeExpression> expression = Object::cast_to<VisualShaderNodeExpression>(node.ptr());
  3862. if (expression.is_valid()) {
  3863. undo_redo->add_do_method(node.ptr(), "set_expression", item.expression);
  3864. }
  3865. undo_redo->add_do_method(visual_shader.ptr(), "add_node", type, node, item.position + p_offset, id_from);
  3866. undo_redo->add_do_method(graph_plugin.ptr(), "add_node", type, id_from, false);
  3867. added_set.insert(id_from);
  3868. id_from++;
  3869. }
  3870. for (const VisualShader::Connection &E : p_connections) {
  3871. if (unsupported_set.has(E.from_node) || unsupported_set.has(E.to_node)) {
  3872. continue;
  3873. }
  3874. 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);
  3875. 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);
  3876. 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);
  3877. }
  3878. id_from = base_id;
  3879. for (const CopyItem &item : r_items) {
  3880. if (item.disabled) {
  3881. continue;
  3882. }
  3883. undo_redo->add_undo_method(visual_shader.ptr(), "remove_node", type, id_from);
  3884. undo_redo->add_undo_method(graph_plugin.ptr(), "remove_node", type, id_from, false);
  3885. id_from++;
  3886. }
  3887. undo_redo->commit_action();
  3888. // reselect nodes by excluding the other ones
  3889. for (int i = 0; i < graph->get_child_count(); i++) {
  3890. GraphElement *graph_element = Object::cast_to<GraphElement>(graph->get_child(i));
  3891. if (graph_element) {
  3892. int id = String(graph_element->get_name()).to_int();
  3893. if (added_set.has(id)) {
  3894. graph_element->set_selected(true);
  3895. } else {
  3896. graph_element->set_selected(false);
  3897. }
  3898. }
  3899. }
  3900. }
  3901. void VisualShaderEditor::_clear_copy_buffer() {
  3902. copy_items_buffer.clear();
  3903. copy_connections_buffer.clear();
  3904. }
  3905. void VisualShaderEditor::_duplicate_nodes() {
  3906. int type = get_current_shader_type();
  3907. List<CopyItem> items;
  3908. List<VisualShader::Connection> node_connections;
  3909. _dup_copy_nodes(type, items, node_connections);
  3910. if (items.is_empty()) {
  3911. return;
  3912. }
  3913. _dup_paste_nodes(type, items, node_connections, Vector2(10, 10) * EDSCALE, true);
  3914. }
  3915. void VisualShaderEditor::_copy_nodes(bool p_cut) {
  3916. _clear_copy_buffer();
  3917. _dup_copy_nodes(get_current_shader_type(), copy_items_buffer, copy_connections_buffer);
  3918. if (p_cut) {
  3919. EditorUndoRedoManager *undo_redo = EditorUndoRedoManager::get_singleton();
  3920. undo_redo->create_action(TTR("Cut VisualShader Node(s)"));
  3921. List<int> ids;
  3922. for (const CopyItem &E : copy_items_buffer) {
  3923. ids.push_back(E.id);
  3924. }
  3925. _delete_nodes(get_current_shader_type(), ids);
  3926. undo_redo->commit_action();
  3927. }
  3928. }
  3929. void VisualShaderEditor::_paste_nodes(bool p_use_custom_position, const Vector2 &p_custom_position) {
  3930. if (copy_items_buffer.is_empty()) {
  3931. return;
  3932. }
  3933. int type = get_current_shader_type();
  3934. float scale = graph->get_zoom();
  3935. Vector2 mpos;
  3936. if (p_use_custom_position) {
  3937. mpos = p_custom_position;
  3938. } else {
  3939. mpos = graph->get_local_mouse_position();
  3940. }
  3941. _dup_paste_nodes(type, copy_items_buffer, copy_connections_buffer, graph->get_scroll_offset() / scale + mpos / scale - selection_center, false);
  3942. }
  3943. void VisualShaderEditor::_mode_selected(int p_id) {
  3944. int offset = 0;
  3945. if (mode & MODE_FLAGS_PARTICLES) {
  3946. offset = 3;
  3947. if (p_id + offset > VisualShader::TYPE_PROCESS) {
  3948. custom_mode_box->set_visible(false);
  3949. custom_mode_enabled = false;
  3950. } else {
  3951. custom_mode_box->set_visible(true);
  3952. if (custom_mode_box->is_pressed()) {
  3953. custom_mode_enabled = true;
  3954. offset += 3;
  3955. }
  3956. }
  3957. } else if (mode & MODE_FLAGS_SKY) {
  3958. offset = 8;
  3959. } else if (mode & MODE_FLAGS_FOG) {
  3960. offset = 9;
  3961. }
  3962. visual_shader->set_shader_type(VisualShader::Type(p_id + offset));
  3963. _update_nodes();
  3964. _update_graph();
  3965. graph->grab_focus();
  3966. }
  3967. void VisualShaderEditor::_custom_mode_toggled(bool p_enabled) {
  3968. if (!(mode & MODE_FLAGS_PARTICLES)) {
  3969. return;
  3970. }
  3971. custom_mode_enabled = p_enabled;
  3972. int id = edit_type->get_selected() + 3;
  3973. if (p_enabled) {
  3974. visual_shader->set_shader_type(VisualShader::Type(id + 3));
  3975. } else {
  3976. visual_shader->set_shader_type(VisualShader::Type(id));
  3977. }
  3978. _update_options_menu();
  3979. _update_graph();
  3980. }
  3981. void VisualShaderEditor::_input_select_item(Ref<VisualShaderNodeInput> p_input, String p_name) {
  3982. String prev_name = p_input->get_input_name();
  3983. if (p_name == prev_name) {
  3984. return;
  3985. }
  3986. VisualShaderNode::PortType next_input_type = p_input->get_input_type_by_name(p_name);
  3987. VisualShaderNode::PortType prev_input_type = p_input->get_input_type_by_name(prev_name);
  3988. bool type_changed = next_input_type != prev_input_type;
  3989. EditorUndoRedoManager *undo_redo_man = EditorUndoRedoManager::get_singleton();
  3990. undo_redo_man->create_action(TTR("Visual Shader Input Type Changed"));
  3991. undo_redo_man->add_do_method(p_input.ptr(), "set_input_name", p_name);
  3992. undo_redo_man->add_undo_method(p_input.ptr(), "set_input_name", prev_name);
  3993. if (type_changed) {
  3994. for (int type_id = 0; type_id < VisualShader::TYPE_MAX; type_id++) {
  3995. VisualShader::Type type = VisualShader::Type(type_id);
  3996. int id = visual_shader->find_node_id(type, p_input);
  3997. if (id != VisualShader::NODE_ID_INVALID) {
  3998. bool is_expanded = p_input->is_output_port_expandable(0) && p_input->_is_output_port_expanded(0);
  3999. int type_size = 0;
  4000. if (is_expanded) {
  4001. switch (next_input_type) {
  4002. case VisualShaderNode::PORT_TYPE_VECTOR_2D: {
  4003. type_size = 2;
  4004. } break;
  4005. case VisualShaderNode::PORT_TYPE_VECTOR_3D: {
  4006. type_size = 3;
  4007. } break;
  4008. case VisualShaderNode::PORT_TYPE_VECTOR_4D: {
  4009. type_size = 4;
  4010. } break;
  4011. default:
  4012. break;
  4013. }
  4014. }
  4015. List<VisualShader::Connection> conns;
  4016. visual_shader->get_node_connections(type, &conns);
  4017. for (const VisualShader::Connection &E : conns) {
  4018. int cn_from_node = E.from_node;
  4019. int cn_from_port = E.from_port;
  4020. int cn_to_node = E.to_node;
  4021. int cn_to_port = E.to_port;
  4022. if (cn_from_node == id) {
  4023. bool is_incompatible_types = !visual_shader->is_port_types_compatible(p_input->get_input_type_by_name(p_name), visual_shader->get_node(type, cn_to_node)->get_input_port_type(cn_to_port));
  4024. if (is_incompatible_types || cn_from_port > type_size) {
  4025. undo_redo_man->add_do_method(visual_shader.ptr(), "disconnect_nodes", type, cn_from_node, cn_from_port, cn_to_node, cn_to_port);
  4026. undo_redo_man->add_undo_method(visual_shader.ptr(), "connect_nodes", type, cn_from_node, cn_from_port, cn_to_node, cn_to_port);
  4027. undo_redo_man->add_do_method(graph_plugin.ptr(), "disconnect_nodes", type, cn_from_node, cn_from_port, cn_to_node, cn_to_port);
  4028. undo_redo_man->add_undo_method(graph_plugin.ptr(), "connect_nodes", type, cn_from_node, cn_from_port, cn_to_node, cn_to_port);
  4029. }
  4030. }
  4031. }
  4032. undo_redo_man->add_do_method(graph_plugin.ptr(), "update_node", type_id, id);
  4033. undo_redo_man->add_undo_method(graph_plugin.ptr(), "update_node", type_id, id);
  4034. }
  4035. }
  4036. }
  4037. undo_redo_man->commit_action();
  4038. }
  4039. void VisualShaderEditor::_parameter_ref_select_item(Ref<VisualShaderNodeParameterRef> p_parameter_ref, String p_name) {
  4040. String prev_name = p_parameter_ref->get_parameter_name();
  4041. if (p_name == prev_name) {
  4042. return;
  4043. }
  4044. bool type_changed = p_parameter_ref->get_parameter_type_by_name(p_name) != p_parameter_ref->get_parameter_type_by_name(prev_name);
  4045. EditorUndoRedoManager *undo_redo_man = EditorUndoRedoManager::get_singleton();
  4046. undo_redo_man->create_action(TTR("ParameterRef Name Changed"));
  4047. undo_redo_man->add_do_method(p_parameter_ref.ptr(), "set_parameter_name", p_name);
  4048. undo_redo_man->add_undo_method(p_parameter_ref.ptr(), "set_parameter_name", prev_name);
  4049. // update output port
  4050. for (int type_id = 0; type_id < VisualShader::TYPE_MAX; type_id++) {
  4051. VisualShader::Type type = VisualShader::Type(type_id);
  4052. int id = visual_shader->find_node_id(type, p_parameter_ref);
  4053. if (id != VisualShader::NODE_ID_INVALID) {
  4054. if (type_changed) {
  4055. List<VisualShader::Connection> conns;
  4056. visual_shader->get_node_connections(type, &conns);
  4057. for (const VisualShader::Connection &E : conns) {
  4058. if (E.from_node == id) {
  4059. if (visual_shader->is_port_types_compatible(p_parameter_ref->get_parameter_type_by_name(p_name), visual_shader->get_node(type, E.to_node)->get_input_port_type(E.to_port))) {
  4060. continue;
  4061. }
  4062. undo_redo_man->add_do_method(visual_shader.ptr(), "disconnect_nodes", type, E.from_node, E.from_port, E.to_node, E.to_port);
  4063. undo_redo_man->add_undo_method(visual_shader.ptr(), "connect_nodes", type, E.from_node, E.from_port, E.to_node, E.to_port);
  4064. undo_redo_man->add_do_method(graph_plugin.ptr(), "disconnect_nodes", type, E.from_node, E.from_port, E.to_node, E.to_port);
  4065. undo_redo_man->add_undo_method(graph_plugin.ptr(), "connect_nodes", type, E.from_node, E.from_port, E.to_node, E.to_port);
  4066. }
  4067. }
  4068. }
  4069. undo_redo_man->add_do_method(graph_plugin.ptr(), "update_node", type_id, id);
  4070. undo_redo_man->add_undo_method(graph_plugin.ptr(), "update_node", type_id, id);
  4071. break;
  4072. }
  4073. }
  4074. undo_redo_man->commit_action();
  4075. }
  4076. void VisualShaderEditor::_varying_select_item(Ref<VisualShaderNodeVarying> p_varying, String p_name) {
  4077. String prev_name = p_varying->get_varying_name();
  4078. if (p_name == prev_name) {
  4079. return;
  4080. }
  4081. bool is_getter = Ref<VisualShaderNodeVaryingGetter>(p_varying.ptr()).is_valid();
  4082. EditorUndoRedoManager *undo_redo_man = EditorUndoRedoManager::get_singleton();
  4083. undo_redo_man->create_action(TTR("Varying Name Changed"));
  4084. undo_redo_man->add_do_method(p_varying.ptr(), "set_varying_name", p_name);
  4085. undo_redo_man->add_undo_method(p_varying.ptr(), "set_varying_name", prev_name);
  4086. VisualShader::VaryingType vtype = p_varying->get_varying_type_by_name(p_name);
  4087. VisualShader::VaryingType prev_vtype = p_varying->get_varying_type_by_name(prev_name);
  4088. bool type_changed = vtype != prev_vtype;
  4089. if (type_changed) {
  4090. undo_redo_man->add_do_method(p_varying.ptr(), "set_varying_type", vtype);
  4091. undo_redo_man->add_undo_method(p_varying.ptr(), "set_varying_type", prev_vtype);
  4092. }
  4093. // update ports
  4094. for (int type_id = 0; type_id < VisualShader::TYPE_MAX; type_id++) {
  4095. VisualShader::Type type = VisualShader::Type(type_id);
  4096. int id = visual_shader->find_node_id(type, p_varying);
  4097. if (id != VisualShader::NODE_ID_INVALID) {
  4098. if (type_changed) {
  4099. List<VisualShader::Connection> conns;
  4100. visual_shader->get_node_connections(type, &conns);
  4101. for (const VisualShader::Connection &E : conns) {
  4102. if (is_getter) {
  4103. if (E.from_node == id) {
  4104. if (visual_shader->is_port_types_compatible(p_varying->get_varying_type_by_name(p_name), visual_shader->get_node(type, E.to_node)->get_input_port_type(E.to_port))) {
  4105. continue;
  4106. }
  4107. undo_redo_man->add_do_method(visual_shader.ptr(), "disconnect_nodes", type, E.from_node, E.from_port, E.to_node, E.to_port);
  4108. undo_redo_man->add_undo_method(visual_shader.ptr(), "connect_nodes", type, E.from_node, E.from_port, E.to_node, E.to_port);
  4109. undo_redo_man->add_do_method(graph_plugin.ptr(), "disconnect_nodes", type, E.from_node, E.from_port, E.to_node, E.to_port);
  4110. undo_redo_man->add_undo_method(graph_plugin.ptr(), "connect_nodes", type, E.from_node, E.from_port, E.to_node, E.to_port);
  4111. }
  4112. } else {
  4113. if (E.to_node == id) {
  4114. if (visual_shader->is_port_types_compatible(p_varying->get_varying_type_by_name(p_name), visual_shader->get_node(type, E.from_node)->get_output_port_type(E.from_port))) {
  4115. continue;
  4116. }
  4117. undo_redo_man->add_do_method(visual_shader.ptr(), "disconnect_nodes", type, E.from_node, E.from_port, E.to_node, E.to_port);
  4118. undo_redo_man->add_undo_method(visual_shader.ptr(), "connect_nodes", type, E.from_node, E.from_port, E.to_node, E.to_port);
  4119. undo_redo_man->add_do_method(graph_plugin.ptr(), "disconnect_nodes", type, E.from_node, E.from_port, E.to_node, E.to_port);
  4120. undo_redo_man->add_undo_method(graph_plugin.ptr(), "connect_nodes", type, E.from_node, E.from_port, E.to_node, E.to_port);
  4121. }
  4122. }
  4123. }
  4124. }
  4125. undo_redo_man->add_do_method(graph_plugin.ptr(), "update_node", type_id, id);
  4126. undo_redo_man->add_undo_method(graph_plugin.ptr(), "update_node", type_id, id);
  4127. break;
  4128. }
  4129. }
  4130. undo_redo_man->commit_action();
  4131. }
  4132. void VisualShaderEditor::_float_constant_selected(int p_which) {
  4133. ERR_FAIL_INDEX(p_which, MAX_FLOAT_CONST_DEFS);
  4134. VisualShader::Type type = get_current_shader_type();
  4135. Ref<VisualShaderNodeFloatConstant> node = visual_shader->get_node(type, selected_float_constant);
  4136. ERR_FAIL_COND(!node.is_valid());
  4137. if (Math::is_equal_approx(node->get_constant(), float_constant_defs[p_which].value)) {
  4138. return; // same
  4139. }
  4140. EditorUndoRedoManager *undo_redo = EditorUndoRedoManager::get_singleton();
  4141. undo_redo->create_action(vformat(TTR("Set Constant: %s"), float_constant_defs[p_which].name));
  4142. undo_redo->add_do_method(node.ptr(), "set_constant", float_constant_defs[p_which].value);
  4143. undo_redo->add_undo_method(node.ptr(), "set_constant", node->get_constant());
  4144. undo_redo->commit_action();
  4145. }
  4146. void VisualShaderEditor::_member_filter_changed(const String &p_text) {
  4147. _update_options_menu();
  4148. }
  4149. void VisualShaderEditor::_member_selected() {
  4150. TreeItem *item = members->get_selected();
  4151. if (item != nullptr && item->has_meta("id")) {
  4152. members_dialog->get_ok_button()->set_disabled(false);
  4153. highend_label->set_visible(add_options[item->get_meta("id")].highend);
  4154. node_desc->set_text(_get_description(item->get_meta("id")));
  4155. } else {
  4156. highend_label->set_visible(false);
  4157. members_dialog->get_ok_button()->set_disabled(true);
  4158. node_desc->set_text("");
  4159. }
  4160. }
  4161. void VisualShaderEditor::_member_unselected() {
  4162. }
  4163. void VisualShaderEditor::_member_create() {
  4164. TreeItem *item = members->get_selected();
  4165. if (item != nullptr && item->has_meta("id")) {
  4166. int idx = members->get_selected()->get_meta("id");
  4167. if (connection_node_insert_requested) {
  4168. from_node = String(clicked_connection->from_node).to_int();
  4169. from_slot = clicked_connection->from_port;
  4170. to_node = String(clicked_connection->to_node).to_int();
  4171. to_slot = clicked_connection->to_port;
  4172. connection_node_insert_requested = false;
  4173. saved_node_pos_dirty = true;
  4174. // Find both graph nodes and get their positions.
  4175. GraphNode *from_graph_element = Object::cast_to<GraphNode>(graph->get_node(itos(from_node)));
  4176. GraphNode *to_graph_element = Object::cast_to<GraphNode>(graph->get_node(itos(to_node)));
  4177. ERR_FAIL_NULL(from_graph_element);
  4178. ERR_FAIL_NULL(to_graph_element);
  4179. // Since the size of the node to add is not known yet, it's not possible to center it exactly.
  4180. float zoom = graph->get_zoom();
  4181. saved_node_pos = 0.5 * (from_graph_element->get_position() + zoom * from_graph_element->get_output_port_position(from_slot) + to_graph_element->get_position() + zoom * to_graph_element->get_input_port_position(to_slot));
  4182. }
  4183. _add_node(idx, add_options[idx].ops);
  4184. members_dialog->hide();
  4185. }
  4186. }
  4187. void VisualShaderEditor::_member_cancel() {
  4188. to_node = -1;
  4189. to_slot = -1;
  4190. from_node = -1;
  4191. from_slot = -1;
  4192. connection_node_insert_requested = false;
  4193. }
  4194. void VisualShaderEditor::_update_varying_tree() {
  4195. varyings->clear();
  4196. TreeItem *root = varyings->create_item();
  4197. int count = visual_shader->get_varyings_count();
  4198. for (int i = 0; i < count; i++) {
  4199. const VisualShader::Varying *varying = visual_shader->get_varying_by_index(i);
  4200. if (varying) {
  4201. TreeItem *item = varyings->create_item(root);
  4202. item->set_text(0, varying->name);
  4203. if (i == 0) {
  4204. item->select(0);
  4205. }
  4206. switch (varying->type) {
  4207. case VisualShader::VARYING_TYPE_FLOAT:
  4208. item->set_icon(0, EditorNode::get_singleton()->get_editor_theme()->get_icon(SNAME("float"), EditorStringName(EditorIcons)));
  4209. break;
  4210. case VisualShader::VARYING_TYPE_INT:
  4211. item->set_icon(0, EditorNode::get_singleton()->get_editor_theme()->get_icon(SNAME("int"), EditorStringName(EditorIcons)));
  4212. break;
  4213. case VisualShader::VARYING_TYPE_UINT:
  4214. item->set_icon(0, EditorNode::get_singleton()->get_editor_theme()->get_icon(SNAME("uint"), EditorStringName(EditorIcons)));
  4215. break;
  4216. case VisualShader::VARYING_TYPE_VECTOR_2D:
  4217. item->set_icon(0, EditorNode::get_singleton()->get_editor_theme()->get_icon(SNAME("Vector2"), EditorStringName(EditorIcons)));
  4218. break;
  4219. case VisualShader::VARYING_TYPE_VECTOR_3D:
  4220. item->set_icon(0, EditorNode::get_singleton()->get_editor_theme()->get_icon(SNAME("Vector3"), EditorStringName(EditorIcons)));
  4221. break;
  4222. case VisualShader::VARYING_TYPE_VECTOR_4D:
  4223. item->set_icon(0, EditorNode::get_singleton()->get_editor_theme()->get_icon(SNAME("Vector4"), EditorStringName(EditorIcons)));
  4224. break;
  4225. case VisualShader::VARYING_TYPE_BOOLEAN:
  4226. item->set_icon(0, EditorNode::get_singleton()->get_editor_theme()->get_icon(SNAME("bool"), EditorStringName(EditorIcons)));
  4227. break;
  4228. case VisualShader::VARYING_TYPE_TRANSFORM:
  4229. item->set_icon(0, EditorNode::get_singleton()->get_editor_theme()->get_icon(SNAME("Transform3D"), EditorStringName(EditorIcons)));
  4230. break;
  4231. default:
  4232. break;
  4233. }
  4234. }
  4235. }
  4236. varying_button->get_popup()->set_item_disabled(int(VaryingMenuOptions::REMOVE), count == 0);
  4237. }
  4238. void VisualShaderEditor::_varying_create() {
  4239. _add_varying(varying_name->get_text(), (VisualShader::VaryingMode)varying_mode->get_selected(), (VisualShader::VaryingType)varying_type->get_selected());
  4240. add_varying_dialog->hide();
  4241. }
  4242. void VisualShaderEditor::_varying_name_changed(const String &p_name) {
  4243. if (!p_name.is_valid_identifier()) {
  4244. varying_error_label->show();
  4245. varying_error_label->set_text(TTR("Invalid name for varying."));
  4246. add_varying_dialog->get_ok_button()->set_disabled(true);
  4247. return;
  4248. }
  4249. if (visual_shader->has_varying(p_name)) {
  4250. varying_error_label->show();
  4251. varying_error_label->set_text(TTR("Varying with that name is already exist."));
  4252. add_varying_dialog->get_ok_button()->set_disabled(true);
  4253. return;
  4254. }
  4255. if (varying_error_label->is_visible()) {
  4256. varying_error_label->hide();
  4257. add_varying_dialog->set_size(Size2(add_varying_dialog->get_size().x, 0));
  4258. }
  4259. add_varying_dialog->get_ok_button()->set_disabled(false);
  4260. }
  4261. void VisualShaderEditor::_varying_deleted() {
  4262. TreeItem *item = varyings->get_selected();
  4263. if (item != nullptr) {
  4264. _remove_varying(item->get_text(0));
  4265. remove_varying_dialog->hide();
  4266. }
  4267. }
  4268. void VisualShaderEditor::_varying_selected() {
  4269. add_varying_dialog->get_ok_button()->set_disabled(false);
  4270. }
  4271. void VisualShaderEditor::_varying_unselected() {
  4272. add_varying_dialog->get_ok_button()->set_disabled(true);
  4273. }
  4274. void VisualShaderEditor::_tools_menu_option(int p_idx) {
  4275. TreeItem *category = members->get_root()->get_first_child();
  4276. switch (p_idx) {
  4277. case EXPAND_ALL:
  4278. while (category) {
  4279. category->set_collapsed(false);
  4280. TreeItem *sub_category = category->get_first_child();
  4281. while (sub_category) {
  4282. sub_category->set_collapsed(false);
  4283. sub_category = sub_category->get_next();
  4284. }
  4285. category = category->get_next();
  4286. }
  4287. break;
  4288. case COLLAPSE_ALL:
  4289. while (category) {
  4290. category->set_collapsed(true);
  4291. TreeItem *sub_category = category->get_first_child();
  4292. while (sub_category) {
  4293. sub_category->set_collapsed(true);
  4294. sub_category = sub_category->get_next();
  4295. }
  4296. category = category->get_next();
  4297. }
  4298. break;
  4299. default:
  4300. break;
  4301. }
  4302. }
  4303. void VisualShaderEditor::_node_menu_id_pressed(int p_idx) {
  4304. switch (p_idx) {
  4305. case NodeMenuOptions::ADD:
  4306. _show_members_dialog(true);
  4307. break;
  4308. case NodeMenuOptions::CUT:
  4309. _copy_nodes(true);
  4310. break;
  4311. case NodeMenuOptions::COPY:
  4312. _copy_nodes(false);
  4313. break;
  4314. case NodeMenuOptions::PASTE:
  4315. _paste_nodes(true, menu_point);
  4316. break;
  4317. case NodeMenuOptions::DELETE:
  4318. _delete_nodes_request(TypedArray<StringName>());
  4319. break;
  4320. case NodeMenuOptions::DUPLICATE:
  4321. _duplicate_nodes();
  4322. break;
  4323. case NodeMenuOptions::CLEAR_COPY_BUFFER:
  4324. _clear_copy_buffer();
  4325. break;
  4326. case NodeMenuOptions::CONVERT_CONSTANTS_TO_PARAMETERS:
  4327. _convert_constants_to_parameters(false);
  4328. break;
  4329. case NodeMenuOptions::CONVERT_PARAMETERS_TO_CONSTANTS:
  4330. _convert_constants_to_parameters(true);
  4331. break;
  4332. case NodeMenuOptions::SET_COMMENT_TITLE:
  4333. _comment_title_popup_show(get_screen_position() + get_local_mouse_position(), selected_comment);
  4334. break;
  4335. case NodeMenuOptions::SET_COMMENT_DESCRIPTION:
  4336. _comment_desc_popup_show(get_screen_position() + get_local_mouse_position(), selected_comment);
  4337. break;
  4338. default:
  4339. break;
  4340. }
  4341. }
  4342. void VisualShaderEditor::_connection_menu_id_pressed(int p_idx) {
  4343. switch (p_idx) {
  4344. case ConnectionMenuOptions::DISCONNECT: {
  4345. EditorUndoRedoManager *undo_redo = EditorUndoRedoManager::get_singleton();
  4346. undo_redo->create_action(TTR("Disconnect"));
  4347. undo_redo->add_do_method(visual_shader.ptr(), "disconnect_nodes", get_current_shader_type(), String(clicked_connection->from_node).to_int(), clicked_connection->from_port, String(clicked_connection->to_node).to_int(), clicked_connection->to_port);
  4348. undo_redo->add_undo_method(visual_shader.ptr(), "connect_nodes", get_current_shader_type(), String(clicked_connection->from_node).to_int(), clicked_connection->from_port, String(clicked_connection->to_node).to_int(), clicked_connection->to_port);
  4349. undo_redo->add_do_method(graph_plugin.ptr(), "disconnect_nodes", get_current_shader_type(), String(clicked_connection->from_node).to_int(), clicked_connection->from_port, String(clicked_connection->to_node).to_int(), clicked_connection->to_port);
  4350. undo_redo->add_undo_method(graph_plugin.ptr(), "connect_nodes", get_current_shader_type(), String(clicked_connection->from_node).to_int(), clicked_connection->from_port, String(clicked_connection->to_node).to_int(), clicked_connection->to_port);
  4351. undo_redo->commit_action();
  4352. } break;
  4353. case ConnectionMenuOptions::INSERT_NEW_NODE: {
  4354. VisualShaderNode::PortType input_port_type = VisualShaderNode::PORT_TYPE_MAX;
  4355. VisualShaderNode::PortType output_port_type = VisualShaderNode::PORT_TYPE_MAX;
  4356. Ref<VisualShaderNode> node1 = visual_shader->get_node(get_current_shader_type(), String(clicked_connection->from_node).to_int());
  4357. if (node1.is_valid()) {
  4358. output_port_type = node1->get_output_port_type(from_slot);
  4359. }
  4360. Ref<VisualShaderNode> node2 = visual_shader->get_node(get_current_shader_type(), String(clicked_connection->to_node).to_int());
  4361. if (node2.is_valid()) {
  4362. input_port_type = node2->get_input_port_type(to_slot);
  4363. }
  4364. connection_node_insert_requested = true;
  4365. _show_members_dialog(true, input_port_type, output_port_type);
  4366. } break;
  4367. default:
  4368. break;
  4369. }
  4370. }
  4371. Variant VisualShaderEditor::get_drag_data_fw(const Point2 &p_point, Control *p_from) {
  4372. if (p_from == members) {
  4373. TreeItem *it = members->get_item_at_position(p_point);
  4374. if (!it) {
  4375. return Variant();
  4376. }
  4377. if (!it->has_meta("id")) {
  4378. return Variant();
  4379. }
  4380. int id = it->get_meta("id");
  4381. AddOption op = add_options[id];
  4382. Dictionary d;
  4383. d["id"] = id;
  4384. Label *label = memnew(Label);
  4385. label->set_text(it->get_text(0));
  4386. set_drag_preview(label);
  4387. return d;
  4388. }
  4389. return Variant();
  4390. }
  4391. bool VisualShaderEditor::can_drop_data_fw(const Point2 &p_point, const Variant &p_data, Control *p_from) const {
  4392. if (p_from == graph) {
  4393. Dictionary d = p_data;
  4394. if (d.has("id")) {
  4395. return true;
  4396. }
  4397. if (d.has("files")) {
  4398. return true;
  4399. }
  4400. }
  4401. return false;
  4402. }
  4403. void VisualShaderEditor::drop_data_fw(const Point2 &p_point, const Variant &p_data, Control *p_from) {
  4404. if (p_from == graph) {
  4405. Dictionary d = p_data;
  4406. if (d.has("id")) {
  4407. int idx = d["id"];
  4408. saved_node_pos = p_point;
  4409. saved_node_pos_dirty = true;
  4410. _add_node(idx, add_options[idx].ops);
  4411. } else if (d.has("files")) {
  4412. EditorUndoRedoManager *undo_redo = EditorUndoRedoManager::get_singleton();
  4413. undo_redo->create_action(TTR("Add Node(s) to Visual Shader"));
  4414. if (d["files"].get_type() == Variant::PACKED_STRING_ARRAY) {
  4415. PackedStringArray arr = d["files"];
  4416. for (int i = 0; i < arr.size(); i++) {
  4417. String type = ResourceLoader::get_resource_type(arr[i]);
  4418. if (type == "GDScript") {
  4419. Ref<Script> scr = ResourceLoader::load(arr[i]);
  4420. if (scr->get_instance_base_type() == "VisualShaderNodeCustom") {
  4421. saved_node_pos = p_point + Vector2(0, i * 250 * EDSCALE);
  4422. saved_node_pos_dirty = true;
  4423. int idx = -1;
  4424. for (int j = custom_node_option_idx; j < add_options.size(); j++) {
  4425. if (add_options[j].script.is_valid()) {
  4426. if (add_options[j].script->get_path() == arr[i]) {
  4427. idx = j;
  4428. break;
  4429. }
  4430. }
  4431. }
  4432. if (idx != -1) {
  4433. _add_node(idx, {}, arr[i], i);
  4434. }
  4435. }
  4436. } else if (type == "CurveTexture") {
  4437. saved_node_pos = p_point + Vector2(0, i * 250 * EDSCALE);
  4438. saved_node_pos_dirty = true;
  4439. _add_node(curve_node_option_idx, {}, arr[i], i);
  4440. } else if (type == "CurveXYZTexture") {
  4441. saved_node_pos = p_point + Vector2(0, i * 250 * EDSCALE);
  4442. saved_node_pos_dirty = true;
  4443. _add_node(curve_xyz_node_option_idx, {}, arr[i], i);
  4444. } else if (ClassDB::get_parent_class(type) == "Texture2D") {
  4445. saved_node_pos = p_point + Vector2(0, i * 250 * EDSCALE);
  4446. saved_node_pos_dirty = true;
  4447. _add_node(texture2d_node_option_idx, {}, arr[i], i);
  4448. } else if (type == "Texture2DArray") {
  4449. saved_node_pos = p_point + Vector2(0, i * 250 * EDSCALE);
  4450. saved_node_pos_dirty = true;
  4451. _add_node(texture2d_array_node_option_idx, {}, arr[i], i);
  4452. } else if (ClassDB::get_parent_class(type) == "Texture3D") {
  4453. saved_node_pos = p_point + Vector2(0, i * 250 * EDSCALE);
  4454. saved_node_pos_dirty = true;
  4455. _add_node(texture3d_node_option_idx, {}, arr[i], i);
  4456. } else if (type == "Cubemap") {
  4457. saved_node_pos = p_point + Vector2(0, i * 250 * EDSCALE);
  4458. saved_node_pos_dirty = true;
  4459. _add_node(cubemap_node_option_idx, {}, arr[i], i);
  4460. }
  4461. }
  4462. }
  4463. undo_redo->commit_action();
  4464. }
  4465. }
  4466. }
  4467. void VisualShaderEditor::_show_preview_text() {
  4468. preview_showed = !preview_showed;
  4469. if (preview_showed) {
  4470. if (preview_first) {
  4471. preview_window->set_size(Size2(400 * EDSCALE, 600 * EDSCALE));
  4472. preview_window->popup_centered();
  4473. preview_first = false;
  4474. } else {
  4475. preview_window->popup();
  4476. }
  4477. _preview_size_changed();
  4478. if (pending_update_preview) {
  4479. _update_preview();
  4480. pending_update_preview = false;
  4481. }
  4482. } else {
  4483. preview_window->hide();
  4484. }
  4485. }
  4486. void VisualShaderEditor::_preview_close_requested() {
  4487. preview_showed = false;
  4488. preview_window->hide();
  4489. preview_shader->set_pressed(false);
  4490. }
  4491. void VisualShaderEditor::_preview_size_changed() {
  4492. preview_vbox->set_custom_minimum_size(preview_window->get_size());
  4493. }
  4494. static ShaderLanguage::DataType _visual_shader_editor_get_global_shader_uniform_type(const StringName &p_variable) {
  4495. RS::GlobalShaderParameterType gvt = RS::get_singleton()->global_shader_parameter_get_type(p_variable);
  4496. return (ShaderLanguage::DataType)RS::global_shader_uniform_type_get_shader_datatype(gvt);
  4497. }
  4498. void VisualShaderEditor::_update_preview() {
  4499. if (!preview_showed) {
  4500. pending_update_preview = true;
  4501. return;
  4502. }
  4503. String code = visual_shader->get_code();
  4504. preview_text->set_text(code);
  4505. ShaderLanguage::ShaderCompileInfo info;
  4506. info.functions = ShaderTypes::get_singleton()->get_functions(RenderingServer::ShaderMode(visual_shader->get_mode()));
  4507. info.render_modes = ShaderTypes::get_singleton()->get_modes(RenderingServer::ShaderMode(visual_shader->get_mode()));
  4508. info.shader_types = ShaderTypes::get_singleton()->get_types();
  4509. info.global_shader_uniform_type_func = _visual_shader_editor_get_global_shader_uniform_type;
  4510. for (int i = 0; i < preview_text->get_line_count(); i++) {
  4511. preview_text->set_line_background_color(i, Color(0, 0, 0, 0));
  4512. }
  4513. String preprocessed_code;
  4514. {
  4515. String path = visual_shader->get_path();
  4516. String error_pp;
  4517. List<ShaderPreprocessor::FilePosition> err_positions;
  4518. ShaderPreprocessor preprocessor;
  4519. Error err = preprocessor.preprocess(code, path, preprocessed_code, &error_pp, &err_positions);
  4520. if (err != OK) {
  4521. ERR_FAIL_COND(err_positions.is_empty());
  4522. String file = err_positions.front()->get().file;
  4523. int err_line = err_positions.front()->get().line;
  4524. Color error_line_color = EDITOR_GET("text_editor/theme/highlighting/mark_color");
  4525. preview_text->set_line_background_color(err_line - 1, error_line_color);
  4526. error_panel->show();
  4527. error_label->set_text("error(" + file + ":" + itos(err_line) + "): " + error_pp);
  4528. shader_error = true;
  4529. return;
  4530. }
  4531. }
  4532. ShaderLanguage sl;
  4533. Error err = sl.compile(preprocessed_code, info);
  4534. if (err != OK) {
  4535. int err_line;
  4536. String err_text;
  4537. Vector<ShaderLanguage::FilePosition> include_positions = sl.get_include_positions();
  4538. if (include_positions.size() > 1) {
  4539. // Error is in an include.
  4540. err_line = include_positions[0].line;
  4541. err_text = "error(" + itos(err_line) + ") in include " + include_positions[include_positions.size() - 1].file + ":" + itos(include_positions[include_positions.size() - 1].line) + ": " + sl.get_error_text();
  4542. } else {
  4543. err_line = sl.get_error_line();
  4544. err_text = "error(" + itos(err_line) + "): " + sl.get_error_text();
  4545. }
  4546. Color error_line_color = EDITOR_GET("text_editor/theme/highlighting/mark_color");
  4547. preview_text->set_line_background_color(err_line - 1, error_line_color);
  4548. error_panel->show();
  4549. error_label->set_text(err_text);
  4550. shader_error = true;
  4551. } else {
  4552. error_panel->hide();
  4553. shader_error = false;
  4554. }
  4555. }
  4556. void VisualShaderEditor::_update_next_previews(int p_node_id) {
  4557. VisualShader::Type type = get_current_shader_type();
  4558. LocalVector<int> nodes;
  4559. _get_next_nodes_recursively(type, p_node_id, nodes);
  4560. for (int node_id : nodes) {
  4561. if (graph_plugin->is_preview_visible(node_id)) {
  4562. graph_plugin->update_node_deferred(type, node_id);
  4563. }
  4564. }
  4565. }
  4566. void VisualShaderEditor::_get_next_nodes_recursively(VisualShader::Type p_type, int p_node_id, LocalVector<int> &r_nodes) const {
  4567. const LocalVector<int> &next_connections = visual_shader->get_next_connected_nodes(p_type, p_node_id);
  4568. for (int node_id : next_connections) {
  4569. r_nodes.push_back(node_id);
  4570. _get_next_nodes_recursively(p_type, node_id, r_nodes);
  4571. }
  4572. }
  4573. void VisualShaderEditor::_visibility_changed() {
  4574. if (!is_visible()) {
  4575. if (preview_window->is_visible()) {
  4576. preview_shader->set_pressed(false);
  4577. preview_window->hide();
  4578. preview_showed = false;
  4579. }
  4580. }
  4581. }
  4582. void VisualShaderEditor::_bind_methods() {
  4583. ClassDB::bind_method("_update_nodes", &VisualShaderEditor::_update_nodes);
  4584. ClassDB::bind_method("_update_graph", &VisualShaderEditor::_update_graph);
  4585. ClassDB::bind_method("_input_select_item", &VisualShaderEditor::_input_select_item);
  4586. ClassDB::bind_method("_parameter_ref_select_item", &VisualShaderEditor::_parameter_ref_select_item);
  4587. ClassDB::bind_method("_varying_select_item", &VisualShaderEditor::_varying_select_item);
  4588. ClassDB::bind_method("_set_node_size", &VisualShaderEditor::_set_node_size);
  4589. ClassDB::bind_method("_update_parameters", &VisualShaderEditor::_update_parameters);
  4590. ClassDB::bind_method("_update_varyings", &VisualShaderEditor::_update_varyings);
  4591. ClassDB::bind_method("_update_varying_tree", &VisualShaderEditor::_update_varying_tree);
  4592. ClassDB::bind_method("_set_mode", &VisualShaderEditor::_set_mode);
  4593. ClassDB::bind_method("_update_constant", &VisualShaderEditor::_update_constant);
  4594. ClassDB::bind_method("_update_parameter", &VisualShaderEditor::_update_parameter);
  4595. ClassDB::bind_method("_update_next_previews", &VisualShaderEditor::_update_next_previews);
  4596. }
  4597. VisualShaderEditor::VisualShaderEditor() {
  4598. ShaderLanguage::get_keyword_list(&keyword_list);
  4599. EditorNode::get_singleton()->connect("resource_saved", callable_mp(this, &VisualShaderEditor::_resource_saved));
  4600. FileSystemDock::get_singleton()->get_script_create_dialog()->connect("script_created", callable_mp(this, &VisualShaderEditor::_script_created));
  4601. FileSystemDock::get_singleton()->connect("resource_removed", callable_mp(this, &VisualShaderEditor::_resource_removed));
  4602. graph = memnew(GraphEdit);
  4603. graph->get_menu_hbox()->set_h_size_flags(SIZE_EXPAND_FILL);
  4604. graph->set_v_size_flags(SIZE_EXPAND_FILL);
  4605. graph->set_h_size_flags(SIZE_EXPAND_FILL);
  4606. graph->set_grid_pattern(GraphEdit::GridPattern::GRID_PATTERN_DOTS);
  4607. int grid_pattern = EDITOR_GET("editors/visual_editors/grid_pattern");
  4608. graph->set_grid_pattern((GraphEdit::GridPattern)grid_pattern);
  4609. graph->set_show_zoom_label(true);
  4610. add_child(graph);
  4611. SET_DRAG_FORWARDING_GCD(graph, VisualShaderEditor);
  4612. float graph_minimap_opacity = EDITOR_GET("editors/visual_editors/minimap_opacity");
  4613. graph->set_minimap_opacity(graph_minimap_opacity);
  4614. float graph_lines_curvature = EDITOR_GET("editors/visual_editors/lines_curvature");
  4615. graph->set_connection_lines_curvature(graph_lines_curvature);
  4616. graph->add_valid_right_disconnect_type(VisualShaderNode::PORT_TYPE_SCALAR);
  4617. graph->add_valid_right_disconnect_type(VisualShaderNode::PORT_TYPE_SCALAR_INT);
  4618. graph->add_valid_right_disconnect_type(VisualShaderNode::PORT_TYPE_SCALAR_UINT);
  4619. graph->add_valid_right_disconnect_type(VisualShaderNode::PORT_TYPE_BOOLEAN);
  4620. graph->add_valid_right_disconnect_type(VisualShaderNode::PORT_TYPE_VECTOR_2D);
  4621. graph->add_valid_right_disconnect_type(VisualShaderNode::PORT_TYPE_VECTOR_3D);
  4622. graph->add_valid_right_disconnect_type(VisualShaderNode::PORT_TYPE_VECTOR_4D);
  4623. graph->add_valid_right_disconnect_type(VisualShaderNode::PORT_TYPE_TRANSFORM);
  4624. graph->add_valid_right_disconnect_type(VisualShaderNode::PORT_TYPE_SAMPLER);
  4625. //graph->add_valid_left_disconnect_type(0);
  4626. graph->set_v_size_flags(SIZE_EXPAND_FILL);
  4627. graph->connect("connection_request", callable_mp(this, &VisualShaderEditor::_connection_request), CONNECT_DEFERRED);
  4628. graph->connect("disconnection_request", callable_mp(this, &VisualShaderEditor::_disconnection_request), CONNECT_DEFERRED);
  4629. graph->connect("node_selected", callable_mp(this, &VisualShaderEditor::_node_selected));
  4630. graph->connect("scroll_offset_changed", callable_mp(this, &VisualShaderEditor::_scroll_changed));
  4631. graph->connect("duplicate_nodes_request", callable_mp(this, &VisualShaderEditor::_duplicate_nodes));
  4632. graph->connect("copy_nodes_request", callable_mp(this, &VisualShaderEditor::_copy_nodes).bind(false));
  4633. graph->connect("paste_nodes_request", callable_mp(this, &VisualShaderEditor::_paste_nodes).bind(false, Point2()));
  4634. graph->connect("delete_nodes_request", callable_mp(this, &VisualShaderEditor::_delete_nodes_request));
  4635. graph->connect("gui_input", callable_mp(this, &VisualShaderEditor::_graph_gui_input));
  4636. graph->connect("connection_to_empty", callable_mp(this, &VisualShaderEditor::_connection_to_empty));
  4637. graph->connect("connection_from_empty", callable_mp(this, &VisualShaderEditor::_connection_from_empty));
  4638. graph->connect("visibility_changed", callable_mp(this, &VisualShaderEditor::_visibility_changed));
  4639. graph->add_valid_connection_type(VisualShaderNode::PORT_TYPE_SCALAR, VisualShaderNode::PORT_TYPE_SCALAR);
  4640. graph->add_valid_connection_type(VisualShaderNode::PORT_TYPE_SCALAR, VisualShaderNode::PORT_TYPE_SCALAR_INT);
  4641. graph->add_valid_connection_type(VisualShaderNode::PORT_TYPE_SCALAR, VisualShaderNode::PORT_TYPE_SCALAR_UINT);
  4642. graph->add_valid_connection_type(VisualShaderNode::PORT_TYPE_SCALAR, VisualShaderNode::PORT_TYPE_VECTOR_2D);
  4643. graph->add_valid_connection_type(VisualShaderNode::PORT_TYPE_SCALAR, VisualShaderNode::PORT_TYPE_VECTOR_3D);
  4644. graph->add_valid_connection_type(VisualShaderNode::PORT_TYPE_SCALAR, VisualShaderNode::PORT_TYPE_VECTOR_4D);
  4645. graph->add_valid_connection_type(VisualShaderNode::PORT_TYPE_SCALAR, VisualShaderNode::PORT_TYPE_BOOLEAN);
  4646. graph->add_valid_connection_type(VisualShaderNode::PORT_TYPE_SCALAR_INT, VisualShaderNode::PORT_TYPE_SCALAR);
  4647. graph->add_valid_connection_type(VisualShaderNode::PORT_TYPE_SCALAR_INT, VisualShaderNode::PORT_TYPE_SCALAR_INT);
  4648. graph->add_valid_connection_type(VisualShaderNode::PORT_TYPE_SCALAR_INT, VisualShaderNode::PORT_TYPE_SCALAR_UINT);
  4649. graph->add_valid_connection_type(VisualShaderNode::PORT_TYPE_SCALAR_INT, VisualShaderNode::PORT_TYPE_VECTOR_2D);
  4650. graph->add_valid_connection_type(VisualShaderNode::PORT_TYPE_SCALAR_INT, VisualShaderNode::PORT_TYPE_VECTOR_3D);
  4651. graph->add_valid_connection_type(VisualShaderNode::PORT_TYPE_SCALAR_INT, VisualShaderNode::PORT_TYPE_VECTOR_4D);
  4652. graph->add_valid_connection_type(VisualShaderNode::PORT_TYPE_SCALAR_INT, VisualShaderNode::PORT_TYPE_BOOLEAN);
  4653. graph->add_valid_connection_type(VisualShaderNode::PORT_TYPE_SCALAR_UINT, VisualShaderNode::PORT_TYPE_SCALAR);
  4654. graph->add_valid_connection_type(VisualShaderNode::PORT_TYPE_SCALAR_UINT, VisualShaderNode::PORT_TYPE_SCALAR_INT);
  4655. graph->add_valid_connection_type(VisualShaderNode::PORT_TYPE_SCALAR_UINT, VisualShaderNode::PORT_TYPE_SCALAR_UINT);
  4656. graph->add_valid_connection_type(VisualShaderNode::PORT_TYPE_SCALAR_UINT, VisualShaderNode::PORT_TYPE_VECTOR_2D);
  4657. graph->add_valid_connection_type(VisualShaderNode::PORT_TYPE_SCALAR_UINT, VisualShaderNode::PORT_TYPE_VECTOR_3D);
  4658. graph->add_valid_connection_type(VisualShaderNode::PORT_TYPE_SCALAR_UINT, VisualShaderNode::PORT_TYPE_VECTOR_4D);
  4659. graph->add_valid_connection_type(VisualShaderNode::PORT_TYPE_SCALAR_UINT, VisualShaderNode::PORT_TYPE_BOOLEAN);
  4660. graph->add_valid_connection_type(VisualShaderNode::PORT_TYPE_VECTOR_2D, VisualShaderNode::PORT_TYPE_SCALAR);
  4661. graph->add_valid_connection_type(VisualShaderNode::PORT_TYPE_VECTOR_2D, VisualShaderNode::PORT_TYPE_SCALAR_INT);
  4662. graph->add_valid_connection_type(VisualShaderNode::PORT_TYPE_VECTOR_2D, VisualShaderNode::PORT_TYPE_SCALAR_UINT);
  4663. graph->add_valid_connection_type(VisualShaderNode::PORT_TYPE_VECTOR_2D, VisualShaderNode::PORT_TYPE_VECTOR_2D);
  4664. graph->add_valid_connection_type(VisualShaderNode::PORT_TYPE_VECTOR_2D, VisualShaderNode::PORT_TYPE_VECTOR_3D);
  4665. graph->add_valid_connection_type(VisualShaderNode::PORT_TYPE_VECTOR_2D, VisualShaderNode::PORT_TYPE_VECTOR_4D);
  4666. graph->add_valid_connection_type(VisualShaderNode::PORT_TYPE_VECTOR_2D, VisualShaderNode::PORT_TYPE_BOOLEAN);
  4667. graph->add_valid_connection_type(VisualShaderNode::PORT_TYPE_VECTOR_3D, VisualShaderNode::PORT_TYPE_SCALAR);
  4668. graph->add_valid_connection_type(VisualShaderNode::PORT_TYPE_VECTOR_3D, VisualShaderNode::PORT_TYPE_SCALAR_INT);
  4669. graph->add_valid_connection_type(VisualShaderNode::PORT_TYPE_VECTOR_3D, VisualShaderNode::PORT_TYPE_SCALAR_UINT);
  4670. graph->add_valid_connection_type(VisualShaderNode::PORT_TYPE_VECTOR_3D, VisualShaderNode::PORT_TYPE_VECTOR_2D);
  4671. graph->add_valid_connection_type(VisualShaderNode::PORT_TYPE_VECTOR_3D, VisualShaderNode::PORT_TYPE_VECTOR_3D);
  4672. graph->add_valid_connection_type(VisualShaderNode::PORT_TYPE_VECTOR_3D, VisualShaderNode::PORT_TYPE_VECTOR_4D);
  4673. graph->add_valid_connection_type(VisualShaderNode::PORT_TYPE_VECTOR_3D, VisualShaderNode::PORT_TYPE_BOOLEAN);
  4674. graph->add_valid_connection_type(VisualShaderNode::PORT_TYPE_VECTOR_4D, VisualShaderNode::PORT_TYPE_SCALAR);
  4675. graph->add_valid_connection_type(VisualShaderNode::PORT_TYPE_VECTOR_4D, VisualShaderNode::PORT_TYPE_SCALAR_INT);
  4676. graph->add_valid_connection_type(VisualShaderNode::PORT_TYPE_VECTOR_4D, VisualShaderNode::PORT_TYPE_SCALAR_UINT);
  4677. graph->add_valid_connection_type(VisualShaderNode::PORT_TYPE_VECTOR_4D, VisualShaderNode::PORT_TYPE_VECTOR_2D);
  4678. graph->add_valid_connection_type(VisualShaderNode::PORT_TYPE_VECTOR_4D, VisualShaderNode::PORT_TYPE_VECTOR_3D);
  4679. graph->add_valid_connection_type(VisualShaderNode::PORT_TYPE_VECTOR_4D, VisualShaderNode::PORT_TYPE_VECTOR_4D);
  4680. graph->add_valid_connection_type(VisualShaderNode::PORT_TYPE_VECTOR_4D, VisualShaderNode::PORT_TYPE_BOOLEAN);
  4681. graph->add_valid_connection_type(VisualShaderNode::PORT_TYPE_BOOLEAN, VisualShaderNode::PORT_TYPE_SCALAR);
  4682. graph->add_valid_connection_type(VisualShaderNode::PORT_TYPE_BOOLEAN, VisualShaderNode::PORT_TYPE_SCALAR_INT);
  4683. graph->add_valid_connection_type(VisualShaderNode::PORT_TYPE_BOOLEAN, VisualShaderNode::PORT_TYPE_SCALAR_UINT);
  4684. graph->add_valid_connection_type(VisualShaderNode::PORT_TYPE_BOOLEAN, VisualShaderNode::PORT_TYPE_VECTOR_2D);
  4685. graph->add_valid_connection_type(VisualShaderNode::PORT_TYPE_BOOLEAN, VisualShaderNode::PORT_TYPE_VECTOR_3D);
  4686. graph->add_valid_connection_type(VisualShaderNode::PORT_TYPE_BOOLEAN, VisualShaderNode::PORT_TYPE_VECTOR_4D);
  4687. graph->add_valid_connection_type(VisualShaderNode::PORT_TYPE_BOOLEAN, VisualShaderNode::PORT_TYPE_BOOLEAN);
  4688. graph->add_valid_connection_type(VisualShaderNode::PORT_TYPE_TRANSFORM, VisualShaderNode::PORT_TYPE_TRANSFORM);
  4689. graph->add_valid_connection_type(VisualShaderNode::PORT_TYPE_SAMPLER, VisualShaderNode::PORT_TYPE_SAMPLER);
  4690. VSeparator *vs = memnew(VSeparator);
  4691. graph->get_menu_hbox()->add_child(vs);
  4692. graph->get_menu_hbox()->move_child(vs, 0);
  4693. custom_mode_box = memnew(CheckBox);
  4694. custom_mode_box->set_text(TTR("Custom"));
  4695. custom_mode_box->set_pressed(false);
  4696. custom_mode_box->set_visible(false);
  4697. custom_mode_box->connect("toggled", callable_mp(this, &VisualShaderEditor::_custom_mode_toggled));
  4698. edit_type_standard = memnew(OptionButton);
  4699. edit_type_standard->add_item(TTR("Vertex"));
  4700. edit_type_standard->add_item(TTR("Fragment"));
  4701. edit_type_standard->add_item(TTR("Light"));
  4702. edit_type_standard->select(1);
  4703. edit_type_standard->connect("item_selected", callable_mp(this, &VisualShaderEditor::_mode_selected));
  4704. edit_type_particles = memnew(OptionButton);
  4705. edit_type_particles->add_item(TTR("Start"));
  4706. edit_type_particles->add_item(TTR("Process"));
  4707. edit_type_particles->add_item(TTR("Collide"));
  4708. edit_type_particles->select(0);
  4709. edit_type_particles->connect("item_selected", callable_mp(this, &VisualShaderEditor::_mode_selected));
  4710. edit_type_sky = memnew(OptionButton);
  4711. edit_type_sky->add_item(TTR("Sky"));
  4712. edit_type_sky->select(0);
  4713. edit_type_sky->connect("item_selected", callable_mp(this, &VisualShaderEditor::_mode_selected));
  4714. edit_type_fog = memnew(OptionButton);
  4715. edit_type_fog->add_item(TTR("Fog"));
  4716. edit_type_fog->select(0);
  4717. edit_type_fog->connect("item_selected", callable_mp(this, &VisualShaderEditor::_mode_selected));
  4718. edit_type = edit_type_standard;
  4719. graph->get_menu_hbox()->add_child(custom_mode_box);
  4720. graph->get_menu_hbox()->move_child(custom_mode_box, 0);
  4721. graph->get_menu_hbox()->add_child(edit_type_standard);
  4722. graph->get_menu_hbox()->move_child(edit_type_standard, 0);
  4723. graph->get_menu_hbox()->add_child(edit_type_particles);
  4724. graph->get_menu_hbox()->move_child(edit_type_particles, 0);
  4725. graph->get_menu_hbox()->add_child(edit_type_sky);
  4726. graph->get_menu_hbox()->move_child(edit_type_sky, 0);
  4727. graph->get_menu_hbox()->add_child(edit_type_fog);
  4728. graph->get_menu_hbox()->move_child(edit_type_fog, 0);
  4729. add_node = memnew(Button);
  4730. add_node->set_flat(true);
  4731. add_node->set_text(TTR("Add Node..."));
  4732. graph->get_menu_hbox()->add_child(add_node);
  4733. graph->get_menu_hbox()->move_child(add_node, 0);
  4734. add_node->connect("pressed", callable_mp(this, &VisualShaderEditor::_show_members_dialog).bind(false, VisualShaderNode::PORT_TYPE_MAX, VisualShaderNode::PORT_TYPE_MAX));
  4735. varying_button = memnew(MenuButton);
  4736. varying_button->set_text(TTR("Manage Varyings"));
  4737. varying_button->set_switch_on_hover(true);
  4738. graph->get_menu_hbox()->add_child(varying_button);
  4739. PopupMenu *varying_menu = varying_button->get_popup();
  4740. varying_menu->add_item(TTR("Add Varying"), int(VaryingMenuOptions::ADD));
  4741. varying_menu->add_item(TTR("Remove Varying"), int(VaryingMenuOptions::REMOVE));
  4742. varying_menu->connect("id_pressed", callable_mp(this, &VisualShaderEditor::_varying_menu_id_pressed));
  4743. preview_shader = memnew(Button);
  4744. preview_shader->set_theme_type_variation("FlatButton");
  4745. preview_shader->set_toggle_mode(true);
  4746. preview_shader->set_tooltip_text(TTR("Show generated shader code."));
  4747. graph->get_menu_hbox()->add_child(preview_shader);
  4748. preview_shader->connect("pressed", callable_mp(this, &VisualShaderEditor::_show_preview_text));
  4749. ///////////////////////////////////////
  4750. // PREVIEW WINDOW
  4751. ///////////////////////////////////////
  4752. preview_window = memnew(Window);
  4753. preview_window->set_title(TTR("Generated Shader Code"));
  4754. preview_window->set_visible(preview_showed);
  4755. preview_window->set_exclusive(true);
  4756. preview_window->connect("close_requested", callable_mp(this, &VisualShaderEditor::_preview_close_requested));
  4757. preview_window->connect("size_changed", callable_mp(this, &VisualShaderEditor::_preview_size_changed));
  4758. add_child(preview_window);
  4759. preview_vbox = memnew(VBoxContainer);
  4760. preview_window->add_child(preview_vbox);
  4761. preview_vbox->add_theme_constant_override("separation", 0);
  4762. preview_text = memnew(CodeEdit);
  4763. syntax_highlighter.instantiate();
  4764. preview_vbox->add_child(preview_text);
  4765. preview_text->set_v_size_flags(Control::SIZE_EXPAND_FILL);
  4766. preview_text->set_syntax_highlighter(syntax_highlighter);
  4767. preview_text->set_draw_line_numbers(true);
  4768. preview_text->set_editable(false);
  4769. error_panel = memnew(PanelContainer);
  4770. preview_vbox->add_child(error_panel);
  4771. error_panel->set_visible(false);
  4772. error_label = memnew(Label);
  4773. error_panel->add_child(error_label);
  4774. error_label->set_autowrap_mode(TextServer::AUTOWRAP_WORD_SMART);
  4775. ///////////////////////////////////////
  4776. // POPUP MENU
  4777. ///////////////////////////////////////
  4778. popup_menu = memnew(PopupMenu);
  4779. add_child(popup_menu);
  4780. popup_menu->add_item(TTR("Add Node"), NodeMenuOptions::ADD);
  4781. popup_menu->add_separator();
  4782. popup_menu->add_item(TTR("Cut"), NodeMenuOptions::CUT);
  4783. popup_menu->add_item(TTR("Copy"), NodeMenuOptions::COPY);
  4784. popup_menu->add_item(TTR("Paste"), NodeMenuOptions::PASTE);
  4785. popup_menu->add_item(TTR("Delete"), NodeMenuOptions::DELETE);
  4786. popup_menu->add_item(TTR("Duplicate"), NodeMenuOptions::DUPLICATE);
  4787. popup_menu->add_item(TTR("Clear Copy Buffer"), NodeMenuOptions::CLEAR_COPY_BUFFER);
  4788. popup_menu->connect("id_pressed", callable_mp(this, &VisualShaderEditor::_node_menu_id_pressed));
  4789. connection_popup_menu = memnew(PopupMenu);
  4790. add_child(connection_popup_menu);
  4791. connection_popup_menu->add_item(TTR("Disconnect"), ConnectionMenuOptions::DISCONNECT);
  4792. connection_popup_menu->add_item(TTR("Insert New Node"), ConnectionMenuOptions::INSERT_NEW_NODE);
  4793. connection_popup_menu->connect("id_pressed", callable_mp(this, &VisualShaderEditor::_connection_menu_id_pressed));
  4794. ///////////////////////////////////////
  4795. // SHADER NODES TREE
  4796. ///////////////////////////////////////
  4797. VBoxContainer *members_vb = memnew(VBoxContainer);
  4798. members_vb->set_v_size_flags(SIZE_EXPAND_FILL);
  4799. HBoxContainer *filter_hb = memnew(HBoxContainer);
  4800. members_vb->add_child(filter_hb);
  4801. node_filter = memnew(LineEdit);
  4802. filter_hb->add_child(node_filter);
  4803. node_filter->connect("text_changed", callable_mp(this, &VisualShaderEditor::_member_filter_changed));
  4804. node_filter->connect("gui_input", callable_mp(this, &VisualShaderEditor::_sbox_input));
  4805. node_filter->set_h_size_flags(SIZE_EXPAND_FILL);
  4806. node_filter->set_placeholder(TTR("Search"));
  4807. tools = memnew(MenuButton);
  4808. filter_hb->add_child(tools);
  4809. tools->set_tooltip_text(TTR("Options"));
  4810. tools->get_popup()->connect("id_pressed", callable_mp(this, &VisualShaderEditor::_tools_menu_option));
  4811. tools->get_popup()->add_item(TTR("Expand All"), EXPAND_ALL);
  4812. tools->get_popup()->add_item(TTR("Collapse All"), COLLAPSE_ALL);
  4813. members = memnew(Tree);
  4814. members_vb->add_child(members);
  4815. SET_DRAG_FORWARDING_GCD(members, VisualShaderEditor);
  4816. members->set_h_size_flags(SIZE_EXPAND_FILL);
  4817. members->set_v_size_flags(SIZE_EXPAND_FILL);
  4818. members->set_hide_root(true);
  4819. members->set_allow_reselect(true);
  4820. members->set_hide_folding(false);
  4821. members->set_custom_minimum_size(Size2(180 * EDSCALE, 200 * EDSCALE));
  4822. members->connect("item_activated", callable_mp(this, &VisualShaderEditor::_member_create));
  4823. members->connect("item_selected", callable_mp(this, &VisualShaderEditor::_member_selected));
  4824. members->connect("nothing_selected", callable_mp(this, &VisualShaderEditor::_member_unselected));
  4825. HBoxContainer *desc_hbox = memnew(HBoxContainer);
  4826. members_vb->add_child(desc_hbox);
  4827. Label *desc_label = memnew(Label);
  4828. desc_hbox->add_child(desc_label);
  4829. desc_label->set_text(TTR("Description:"));
  4830. desc_hbox->add_spacer();
  4831. highend_label = memnew(Label);
  4832. desc_hbox->add_child(highend_label);
  4833. highend_label->set_visible(false);
  4834. highend_label->set_text("Vulkan");
  4835. highend_label->set_mouse_filter(Control::MOUSE_FILTER_STOP);
  4836. highend_label->set_tooltip_text(TTR("High-end node"));
  4837. node_desc = memnew(RichTextLabel);
  4838. members_vb->add_child(node_desc);
  4839. node_desc->set_h_size_flags(SIZE_EXPAND_FILL);
  4840. node_desc->set_v_size_flags(SIZE_FILL);
  4841. node_desc->set_custom_minimum_size(Size2(0, 70 * EDSCALE));
  4842. members_dialog = memnew(ConfirmationDialog);
  4843. members_dialog->set_title(TTR("Create Shader Node"));
  4844. members_dialog->set_exclusive(true);
  4845. members_dialog->add_child(members_vb);
  4846. members_dialog->set_ok_button_text(TTR("Create"));
  4847. members_dialog->get_ok_button()->connect("pressed", callable_mp(this, &VisualShaderEditor::_member_create));
  4848. members_dialog->get_ok_button()->set_disabled(true);
  4849. members_dialog->connect("canceled", callable_mp(this, &VisualShaderEditor::_member_cancel));
  4850. add_child(members_dialog);
  4851. // add varyings dialog
  4852. {
  4853. add_varying_dialog = memnew(ConfirmationDialog);
  4854. add_varying_dialog->set_title(TTR("Create Shader Varying"));
  4855. add_varying_dialog->set_exclusive(true);
  4856. add_varying_dialog->set_ok_button_text(TTR("Create"));
  4857. add_varying_dialog->get_ok_button()->connect("pressed", callable_mp(this, &VisualShaderEditor::_varying_create));
  4858. add_varying_dialog->get_ok_button()->set_disabled(true);
  4859. add_child(add_varying_dialog);
  4860. VBoxContainer *vb = memnew(VBoxContainer);
  4861. add_varying_dialog->add_child(vb);
  4862. HBoxContainer *hb = memnew(HBoxContainer);
  4863. vb->add_child(hb);
  4864. hb->set_h_size_flags(SIZE_EXPAND_FILL);
  4865. varying_type = memnew(OptionButton);
  4866. hb->add_child(varying_type);
  4867. varying_type->add_item("Float");
  4868. varying_type->add_item("Int");
  4869. varying_type->add_item("UInt");
  4870. varying_type->add_item("Vector2");
  4871. varying_type->add_item("Vector3");
  4872. varying_type->add_item("Vector4");
  4873. varying_type->add_item("Boolean");
  4874. varying_type->add_item("Transform");
  4875. varying_name = memnew(LineEdit);
  4876. hb->add_child(varying_name);
  4877. varying_name->set_custom_minimum_size(Size2(150 * EDSCALE, 0));
  4878. varying_name->set_h_size_flags(SIZE_EXPAND_FILL);
  4879. varying_name->connect("text_changed", callable_mp(this, &VisualShaderEditor::_varying_name_changed));
  4880. varying_mode = memnew(OptionButton);
  4881. hb->add_child(varying_mode);
  4882. varying_mode->add_item("Vertex -> [Fragment, Light]");
  4883. varying_mode->add_item("Fragment -> Light");
  4884. varying_error_label = memnew(Label);
  4885. vb->add_child(varying_error_label);
  4886. varying_error_label->set_h_size_flags(SIZE_EXPAND_FILL);
  4887. varying_error_label->hide();
  4888. }
  4889. // remove varying dialog
  4890. {
  4891. remove_varying_dialog = memnew(ConfirmationDialog);
  4892. remove_varying_dialog->set_title(TTR("Delete Shader Varying"));
  4893. remove_varying_dialog->set_exclusive(true);
  4894. remove_varying_dialog->set_ok_button_text(TTR("Delete"));
  4895. remove_varying_dialog->get_ok_button()->connect("pressed", callable_mp(this, &VisualShaderEditor::_varying_deleted));
  4896. add_child(remove_varying_dialog);
  4897. VBoxContainer *vb = memnew(VBoxContainer);
  4898. remove_varying_dialog->add_child(vb);
  4899. varyings = memnew(Tree);
  4900. vb->add_child(varyings);
  4901. varyings->set_h_size_flags(SIZE_EXPAND_FILL);
  4902. varyings->set_v_size_flags(SIZE_EXPAND_FILL);
  4903. varyings->set_hide_root(true);
  4904. varyings->set_allow_reselect(true);
  4905. varyings->set_hide_folding(false);
  4906. varyings->set_custom_minimum_size(Size2(180 * EDSCALE, 200 * EDSCALE));
  4907. varyings->connect("item_activated", callable_mp(this, &VisualShaderEditor::_varying_deleted));
  4908. varyings->connect("item_selected", callable_mp(this, &VisualShaderEditor::_varying_selected));
  4909. varyings->connect("nothing_selected", callable_mp(this, &VisualShaderEditor::_varying_unselected));
  4910. }
  4911. alert = memnew(AcceptDialog);
  4912. alert->get_label()->set_autowrap_mode(TextServer::AUTOWRAP_WORD);
  4913. alert->get_label()->set_horizontal_alignment(HORIZONTAL_ALIGNMENT_CENTER);
  4914. alert->get_label()->set_vertical_alignment(VERTICAL_ALIGNMENT_CENTER);
  4915. alert->get_label()->set_custom_minimum_size(Size2(400, 60) * EDSCALE);
  4916. add_child(alert);
  4917. comment_title_change_popup = memnew(PopupPanel);
  4918. comment_title_change_edit = memnew(LineEdit);
  4919. comment_title_change_edit->set_expand_to_text_length_enabled(true);
  4920. comment_title_change_edit->connect("text_changed", callable_mp(this, &VisualShaderEditor::_comment_title_text_changed));
  4921. comment_title_change_edit->connect("text_submitted", callable_mp(this, &VisualShaderEditor::_comment_title_text_submitted));
  4922. comment_title_change_popup->add_child(comment_title_change_edit);
  4923. comment_title_change_edit->reset_size();
  4924. comment_title_change_popup->reset_size();
  4925. comment_title_change_popup->connect("focus_exited", callable_mp(this, &VisualShaderEditor::_comment_title_popup_focus_out));
  4926. comment_title_change_popup->connect("popup_hide", callable_mp(this, &VisualShaderEditor::_comment_title_popup_hide));
  4927. add_child(comment_title_change_popup);
  4928. comment_desc_change_popup = memnew(PopupPanel);
  4929. VBoxContainer *comment_desc_vbox = memnew(VBoxContainer);
  4930. comment_desc_change_popup->add_child(comment_desc_vbox);
  4931. comment_desc_change_edit = memnew(TextEdit);
  4932. comment_desc_change_edit->connect("text_changed", callable_mp(this, &VisualShaderEditor::_comment_desc_text_changed));
  4933. comment_desc_vbox->add_child(comment_desc_change_edit);
  4934. comment_desc_change_edit->set_custom_minimum_size(Size2(300 * EDSCALE, 150 * EDSCALE));
  4935. comment_desc_change_edit->reset_size();
  4936. comment_desc_change_popup->reset_size();
  4937. comment_desc_change_popup->connect("focus_exited", callable_mp(this, &VisualShaderEditor::_comment_desc_confirm));
  4938. comment_desc_change_popup->connect("popup_hide", callable_mp(this, &VisualShaderEditor::_comment_desc_popup_hide));
  4939. Button *comment_desc_confirm_button = memnew(Button);
  4940. comment_desc_confirm_button->set_text(TTR("OK"));
  4941. comment_desc_vbox->add_child(comment_desc_confirm_button);
  4942. comment_desc_confirm_button->connect("pressed", callable_mp(this, &VisualShaderEditor::_comment_desc_confirm));
  4943. add_child(comment_desc_change_popup);
  4944. ///////////////////////////////////////
  4945. // SHADER NODES TREE OPTIONS
  4946. ///////////////////////////////////////
  4947. // COLOR
  4948. add_options.push_back(AddOption("ColorFunc", "Color/Common", "VisualShaderNodeColorFunc", TTR("Color function."), {}, VisualShaderNode::PORT_TYPE_VECTOR_3D));
  4949. add_options.push_back(AddOption("ColorOp", "Color/Common", "VisualShaderNodeColorOp", TTR("Color operator."), {}, VisualShaderNode::PORT_TYPE_VECTOR_3D));
  4950. add_options.push_back(AddOption("Grayscale", "Color/Functions", "VisualShaderNodeColorFunc", TTR("Grayscale function."), { VisualShaderNodeColorFunc::FUNC_GRAYSCALE }, VisualShaderNode::PORT_TYPE_VECTOR_3D));
  4951. add_options.push_back(AddOption("HSV2RGB", "Color/Functions", "VisualShaderNodeColorFunc", TTR("Converts HSV vector to RGB equivalent."), { VisualShaderNodeColorFunc::FUNC_HSV2RGB, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_3D }, VisualShaderNode::PORT_TYPE_VECTOR_3D));
  4952. add_options.push_back(AddOption("RGB2HSV", "Color/Functions", "VisualShaderNodeColorFunc", TTR("Converts RGB vector to HSV equivalent."), { VisualShaderNodeColorFunc::FUNC_RGB2HSV, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_3D }, VisualShaderNode::PORT_TYPE_VECTOR_3D));
  4953. add_options.push_back(AddOption("Sepia", "Color/Functions", "VisualShaderNodeColorFunc", TTR("Sepia function."), { VisualShaderNodeColorFunc::FUNC_SEPIA }, VisualShaderNode::PORT_TYPE_VECTOR_3D));
  4954. add_options.push_back(AddOption("Burn", "Color/Operators", "VisualShaderNodeColorOp", TTR("Burn operator."), { VisualShaderNodeColorOp::OP_BURN }, VisualShaderNode::PORT_TYPE_VECTOR_3D));
  4955. add_options.push_back(AddOption("Darken", "Color/Operators", "VisualShaderNodeColorOp", TTR("Darken operator."), { VisualShaderNodeColorOp::OP_DARKEN }, VisualShaderNode::PORT_TYPE_VECTOR_3D));
  4956. add_options.push_back(AddOption("Difference", "Color/Operators", "VisualShaderNodeColorOp", TTR("Difference operator."), { VisualShaderNodeColorOp::OP_DIFFERENCE }, VisualShaderNode::PORT_TYPE_VECTOR_3D));
  4957. add_options.push_back(AddOption("Dodge", "Color/Operators", "VisualShaderNodeColorOp", TTR("Dodge operator."), { VisualShaderNodeColorOp::OP_DODGE }, VisualShaderNode::PORT_TYPE_VECTOR_3D));
  4958. add_options.push_back(AddOption("HardLight", "Color/Operators", "VisualShaderNodeColorOp", TTR("HardLight operator."), { VisualShaderNodeColorOp::OP_HARD_LIGHT }, VisualShaderNode::PORT_TYPE_VECTOR_3D));
  4959. add_options.push_back(AddOption("Lighten", "Color/Operators", "VisualShaderNodeColorOp", TTR("Lighten operator."), { VisualShaderNodeColorOp::OP_LIGHTEN }, VisualShaderNode::PORT_TYPE_VECTOR_3D));
  4960. add_options.push_back(AddOption("Overlay", "Color/Operators", "VisualShaderNodeColorOp", TTR("Overlay operator."), { VisualShaderNodeColorOp::OP_OVERLAY }, VisualShaderNode::PORT_TYPE_VECTOR_3D));
  4961. add_options.push_back(AddOption("Screen", "Color/Operators", "VisualShaderNodeColorOp", TTR("Screen operator."), { VisualShaderNodeColorOp::OP_SCREEN }, VisualShaderNode::PORT_TYPE_VECTOR_3D));
  4962. add_options.push_back(AddOption("SoftLight", "Color/Operators", "VisualShaderNodeColorOp", TTR("SoftLight operator."), { VisualShaderNodeColorOp::OP_SOFT_LIGHT }, VisualShaderNode::PORT_TYPE_VECTOR_3D));
  4963. add_options.push_back(AddOption("ColorConstant", "Color/Variables", "VisualShaderNodeColorConstant", TTR("Color constant."), {}, VisualShaderNode::PORT_TYPE_VECTOR_4D));
  4964. add_options.push_back(AddOption("ColorParameter", "Color/Variables", "VisualShaderNodeColorParameter", TTR("Color parameter."), {}, VisualShaderNode::PORT_TYPE_VECTOR_4D));
  4965. // COMMON
  4966. 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));
  4967. // CONDITIONAL
  4968. const String &compare_func_desc = TTR("Returns the boolean result of the %s comparison between two parameters.");
  4969. add_options.push_back(AddOption("Equal (==)", "Conditional/Functions", "VisualShaderNodeCompare", vformat(compare_func_desc, TTR("Equal (==)")), { VisualShaderNodeCompare::FUNC_EQUAL }, VisualShaderNode::PORT_TYPE_BOOLEAN));
  4970. add_options.push_back(AddOption("GreaterThan (>)", "Conditional/Functions", "VisualShaderNodeCompare", vformat(compare_func_desc, TTR("Greater Than (>)")), { VisualShaderNodeCompare::FUNC_GREATER_THAN }, VisualShaderNode::PORT_TYPE_BOOLEAN));
  4971. 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));
  4972. 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));
  4973. 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));
  4974. 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));
  4975. add_options.push_back(AddOption("LessThan (<)", "Conditional/Functions", "VisualShaderNodeCompare", vformat(compare_func_desc, TTR("Less Than (<)")), { VisualShaderNodeCompare::FUNC_LESS_THAN }, VisualShaderNode::PORT_TYPE_BOOLEAN));
  4976. 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));
  4977. add_options.push_back(AddOption("NotEqual (!=)", "Conditional/Functions", "VisualShaderNodeCompare", vformat(compare_func_desc, TTR("Not Equal (!=)")), { VisualShaderNodeCompare::FUNC_NOT_EQUAL }, VisualShaderNode::PORT_TYPE_BOOLEAN));
  4978. 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));
  4979. 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));
  4980. 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));
  4981. 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));
  4982. 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));
  4983. 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));
  4984. add_options.push_back(AddOption("SwitchUInt (==)", "Conditional/Functions", "VisualShaderNodeSwitch", TTR("Returns an associated unsigned integer scalar if the provided boolean value is true or false."), { VisualShaderNodeSwitch::OP_TYPE_UINT }, VisualShaderNode::PORT_TYPE_SCALAR_UINT));
  4985. add_options.push_back(AddOption("Compare (==)", "Conditional/Common", "VisualShaderNodeCompare", TTR("Returns the boolean result of the comparison between two parameters."), {}, VisualShaderNode::PORT_TYPE_BOOLEAN));
  4986. 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));
  4987. add_options.push_back(AddOption("BooleanConstant", "Conditional/Variables", "VisualShaderNodeBooleanConstant", TTR("Boolean constant."), {}, VisualShaderNode::PORT_TYPE_BOOLEAN));
  4988. add_options.push_back(AddOption("BooleanParameter", "Conditional/Variables", "VisualShaderNodeBooleanParameter", TTR("Boolean parameter."), {}, VisualShaderNode::PORT_TYPE_BOOLEAN));
  4989. // INPUT
  4990. const String translation_gdsl = "\n\n" + TTR("Translated to '%s' in Godot Shading Language.");
  4991. const String input_param_shader_modes = TTR("'%s' input parameter for all shader modes.") + translation_gdsl;
  4992. // NODE3D-FOR-ALL
  4993. add_options.push_back(AddOption("Exposure", "Input/All", "VisualShaderNodeInput", vformat(input_param_shader_modes, "exposure", "EXPOSURE"), { "exposure" }, VisualShaderNode::PORT_TYPE_SCALAR, -1, Shader::MODE_SPATIAL));
  4994. add_options.push_back(AddOption("InvProjectionMatrix", "Input/All", "VisualShaderNodeInput", vformat(input_param_shader_modes, "inv_projection_matrix", "INV_PROJECTION_MATRIX"), { "inv_projection_matrix" }, VisualShaderNode::PORT_TYPE_TRANSFORM, -1, Shader::MODE_SPATIAL));
  4995. add_options.push_back(AddOption("InvViewMatrix", "Input/All", "VisualShaderNodeInput", vformat(input_param_shader_modes, "inv_view_matrix", "INV_VIEW_MATRIX"), { "inv_view_matrix" }, VisualShaderNode::PORT_TYPE_TRANSFORM, -1, Shader::MODE_SPATIAL));
  4996. add_options.push_back(AddOption("ModelMatrix", "Input/All", "VisualShaderNodeInput", vformat(input_param_shader_modes, "model_matrix", "MODEL_MATRIX"), { "model_matrix" }, VisualShaderNode::PORT_TYPE_TRANSFORM, -1, Shader::MODE_SPATIAL));
  4997. add_options.push_back(AddOption("Normal", "Input/All", "VisualShaderNodeInput", vformat(input_param_shader_modes, "normal", "NORMAL"), { "normal" }, VisualShaderNode::PORT_TYPE_VECTOR_3D, -1, Shader::MODE_SPATIAL));
  4998. add_options.push_back(AddOption("OutputIsSRGB", "Input/All", "VisualShaderNodeInput", vformat(input_param_shader_modes, "output_is_srgb", "OUTPUT_IS_SRGB"), { "output_is_srgb" }, VisualShaderNode::PORT_TYPE_BOOLEAN, -1, Shader::MODE_SPATIAL));
  4999. add_options.push_back(AddOption("ProjectionMatrix", "Input/All", "VisualShaderNodeInput", vformat(input_param_shader_modes, "projection_matrix", "PROJECTION_MATRIX"), { "projection_matrix" }, VisualShaderNode::PORT_TYPE_TRANSFORM, -1, Shader::MODE_SPATIAL));
  5000. add_options.push_back(AddOption("Time", "Input/All", "VisualShaderNodeInput", vformat(input_param_shader_modes, "time", "TIME"), { "time" }, VisualShaderNode::PORT_TYPE_SCALAR, -1, Shader::MODE_SPATIAL));
  5001. add_options.push_back(AddOption("UV", "Input/All", "VisualShaderNodeInput", vformat(input_param_shader_modes, "uv", "UV"), { "uv" }, VisualShaderNode::PORT_TYPE_VECTOR_2D, -1, Shader::MODE_SPATIAL));
  5002. add_options.push_back(AddOption("UV2", "Input/All", "VisualShaderNodeInput", vformat(input_param_shader_modes, "uv2", "UV2"), { "uv2" }, VisualShaderNode::PORT_TYPE_VECTOR_2D, -1, Shader::MODE_SPATIAL));
  5003. add_options.push_back(AddOption("ViewMatrix", "Input/All", "VisualShaderNodeInput", vformat(input_param_shader_modes, "view_matrix", "VIEW_MATRIX"), { "view_matrix" }, VisualShaderNode::PORT_TYPE_TRANSFORM, -1, Shader::MODE_SPATIAL));
  5004. add_options.push_back(AddOption("ViewportSize", "Input/All", "VisualShaderNodeInput", vformat(input_param_shader_modes, "viewport_size", "VIEWPORT_SIZE"), { "viewport_size" }, VisualShaderNode::PORT_TYPE_VECTOR_2D, -1, Shader::MODE_SPATIAL));
  5005. // CANVASITEM-FOR-ALL
  5006. add_options.push_back(AddOption("Color", "Input/All", "VisualShaderNodeInput", vformat(input_param_shader_modes, "color", "COLOR"), { "color" }, VisualShaderNode::PORT_TYPE_VECTOR_4D, -1, Shader::MODE_CANVAS_ITEM));
  5007. add_options.push_back(AddOption("TexturePixelSize", "Input/All", "VisualShaderNodeInput", vformat(input_param_shader_modes, "texture_pixel_size", "TEXTURE_PIXEL_SIZE"), { "texture_pixel_size" }, VisualShaderNode::PORT_TYPE_VECTOR_2D, -1, Shader::MODE_CANVAS_ITEM));
  5008. add_options.push_back(AddOption("Time", "Input/All", "VisualShaderNodeInput", vformat(input_param_shader_modes, "time", "TIME"), { "time" }, VisualShaderNode::PORT_TYPE_SCALAR, -1, Shader::MODE_CANVAS_ITEM));
  5009. add_options.push_back(AddOption("UV", "Input/All", "VisualShaderNodeInput", vformat(input_param_shader_modes, "uv", "UV"), { "uv" }, VisualShaderNode::PORT_TYPE_VECTOR_2D, -1, Shader::MODE_CANVAS_ITEM));
  5010. // PARTICLES-FOR-ALL
  5011. add_options.push_back(AddOption("Active", "Input/All", "VisualShaderNodeInput", vformat(input_param_shader_modes, "active", "ACTIVE"), { "active" }, VisualShaderNode::PORT_TYPE_BOOLEAN, -1, Shader::MODE_PARTICLES));
  5012. add_options.push_back(AddOption("AttractorForce", "Input/All", "VisualShaderNodeInput", vformat(input_param_shader_modes, "attractor_force", "ATTRACTOR_FORCE"), { "attractor_force" }, VisualShaderNode::PORT_TYPE_VECTOR_3D, -1, Shader::MODE_PARTICLES));
  5013. add_options.push_back(AddOption("Color", "Input/All", "VisualShaderNodeInput", vformat(input_param_shader_modes, "color", "COLOR"), { "color" }, VisualShaderNode::PORT_TYPE_VECTOR_4D, -1, Shader::MODE_PARTICLES));
  5014. add_options.push_back(AddOption("Custom", "Input/All", "VisualShaderNodeInput", vformat(input_param_shader_modes, "custom", "CUSTOM"), { "custom" }, VisualShaderNode::PORT_TYPE_VECTOR_4D, -1, Shader::MODE_PARTICLES));
  5015. add_options.push_back(AddOption("Delta", "Input/All", "VisualShaderNodeInput", vformat(input_param_shader_modes, "delta", "DELTA"), { "delta" }, VisualShaderNode::PORT_TYPE_SCALAR, -1, Shader::MODE_PARTICLES));
  5016. add_options.push_back(AddOption("EmissionTransform", "Input/All", "VisualShaderNodeInput", vformat(input_param_shader_modes, "emission_transform", "EMISSION_TRANSFORM"), { "emission_transform" }, VisualShaderNode::PORT_TYPE_TRANSFORM, -1, Shader::MODE_PARTICLES));
  5017. add_options.push_back(AddOption("Index", "Input/All", "VisualShaderNodeInput", vformat(input_param_shader_modes, "index", "INDEX"), { "index" }, VisualShaderNode::PORT_TYPE_SCALAR_UINT, -1, Shader::MODE_PARTICLES));
  5018. add_options.push_back(AddOption("LifeTime", "Input/All", "VisualShaderNodeInput", vformat(input_param_shader_modes, "lifetime", "LIFETIME"), { "lifetime" }, VisualShaderNode::PORT_TYPE_SCALAR, -1, Shader::MODE_PARTICLES));
  5019. add_options.push_back(AddOption("Number", "Input/All", "VisualShaderNodeInput", vformat(input_param_shader_modes, "number", "NUMBER"), { "number" }, VisualShaderNode::PORT_TYPE_SCALAR_UINT, -1, Shader::MODE_PARTICLES));
  5020. add_options.push_back(AddOption("RandomSeed", "Input/All", "VisualShaderNodeInput", vformat(input_param_shader_modes, "random_seed", "RANDOM_SEED"), { "random_seed" }, VisualShaderNode::PORT_TYPE_SCALAR_UINT, -1, Shader::MODE_PARTICLES));
  5021. add_options.push_back(AddOption("Restart", "Input/All", "VisualShaderNodeInput", vformat(input_param_shader_modes, "restart", "RESTART"), { "restart" }, VisualShaderNode::PORT_TYPE_BOOLEAN, -1, Shader::MODE_PARTICLES));
  5022. add_options.push_back(AddOption("Time", "Input/All", "VisualShaderNodeInput", vformat(input_param_shader_modes, "time", "TIME"), { "time" }, VisualShaderNode::PORT_TYPE_SCALAR, -1, Shader::MODE_PARTICLES));
  5023. add_options.push_back(AddOption("Transform", "Input/All", "VisualShaderNodeInput", vformat(input_param_shader_modes, "transform", "TRANSFORM"), { "transform" }, VisualShaderNode::PORT_TYPE_TRANSFORM, -1, Shader::MODE_PARTICLES));
  5024. add_options.push_back(AddOption("Velocity", "Input/All", "VisualShaderNodeInput", vformat(input_param_shader_modes, "velocity", "VELOCITY"), { "velocity" }, VisualShaderNode::PORT_TYPE_VECTOR_3D, -1, Shader::MODE_PARTICLES));
  5025. /////////////////
  5026. add_options.push_back(AddOption("Input", "Input/Common", "VisualShaderNodeInput", TTR("Input parameter.")));
  5027. const String input_param_for_vertex_and_fragment_shader_modes = TTR("'%s' input parameter for vertex and fragment shader modes.") + translation_gdsl;
  5028. const String input_param_for_fragment_and_light_shader_modes = TTR("'%s' input parameter for fragment and light shader modes.") + translation_gdsl;
  5029. const String input_param_for_fragment_shader_mode = TTR("'%s' input parameter for fragment shader mode.") + translation_gdsl;
  5030. const String input_param_for_sky_shader_mode = TTR("'%s' input parameter for sky shader mode.") + translation_gdsl;
  5031. const String input_param_for_fog_shader_mode = TTR("'%s' input parameter for fog shader mode.") + translation_gdsl;
  5032. const String input_param_for_light_shader_mode = TTR("'%s' input parameter for light shader mode.") + translation_gdsl;
  5033. const String input_param_for_vertex_shader_mode = TTR("'%s' input parameter for vertex shader mode.") + translation_gdsl;
  5034. const String input_param_for_start_shader_mode = TTR("'%s' input parameter for start shader mode.") + translation_gdsl;
  5035. const String input_param_for_process_shader_mode = TTR("'%s' input parameter for process shader mode.") + translation_gdsl;
  5036. const String input_param_for_collide_shader_mode = TTR("'%s' input parameter for collide shader mode." + translation_gdsl);
  5037. const String input_param_for_start_and_process_shader_mode = TTR("'%s' input parameter for start and process shader modes.") + translation_gdsl;
  5038. const String input_param_for_process_and_collide_shader_mode = TTR("'%s' input parameter for process and collide shader modes.") + translation_gdsl;
  5039. const String input_param_for_vertex_and_fragment_shader_mode = TTR("'%s' input parameter for vertex and fragment shader modes.") + translation_gdsl;
  5040. // NODE3D INPUTS
  5041. add_options.push_back(AddOption("Binormal", "Input/Vertex", "VisualShaderNodeInput", vformat(input_param_for_vertex_and_fragment_shader_modes, "binormal", "BINORMAL"), { "binormal" }, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_VERTEX, Shader::MODE_SPATIAL));
  5042. add_options.push_back(AddOption("Color", "Input/Vertex", "VisualShaderNodeInput", vformat(input_param_for_vertex_and_fragment_shader_modes, "color", "COLOR"), { "color" }, VisualShaderNode::PORT_TYPE_VECTOR_4D, TYPE_FLAGS_VERTEX, Shader::MODE_SPATIAL));
  5043. add_options.push_back(AddOption("Custom0", "Input/Vertex", "VisualShaderNodeInput", vformat(input_param_for_vertex_shader_mode, "custom0", "CUSTOM0"), { "custom0" }, VisualShaderNode::PORT_TYPE_VECTOR_4D, TYPE_FLAGS_VERTEX, Shader::MODE_SPATIAL));
  5044. add_options.push_back(AddOption("Custom1", "Input/Vertex", "VisualShaderNodeInput", vformat(input_param_for_vertex_shader_mode, "custom1", "CUSTOM1"), { "custom1" }, VisualShaderNode::PORT_TYPE_VECTOR_4D, TYPE_FLAGS_VERTEX, Shader::MODE_SPATIAL));
  5045. add_options.push_back(AddOption("Custom2", "Input/Vertex", "VisualShaderNodeInput", vformat(input_param_for_vertex_shader_mode, "custom2", "CUSTOM2"), { "custom2" }, VisualShaderNode::PORT_TYPE_VECTOR_4D, TYPE_FLAGS_VERTEX, Shader::MODE_SPATIAL));
  5046. add_options.push_back(AddOption("Custom3", "Input/Vertex", "VisualShaderNodeInput", vformat(input_param_for_vertex_shader_mode, "custom3", "CUSTOM3"), { "custom3" }, VisualShaderNode::PORT_TYPE_VECTOR_4D, TYPE_FLAGS_VERTEX, Shader::MODE_SPATIAL));
  5047. add_options.push_back(AddOption("InstanceId", "Input/Vertex", "VisualShaderNodeInput", vformat(input_param_for_vertex_shader_mode, "instance_id", "INSTANCE_ID"), { "instance_id" }, VisualShaderNode::PORT_TYPE_SCALAR_INT, TYPE_FLAGS_VERTEX, Shader::MODE_SPATIAL));
  5048. add_options.push_back(AddOption("InstanceCustom", "Input/Vertex", "VisualShaderNodeInput", vformat(input_param_for_vertex_shader_mode, "instance_custom", "INSTANCE_CUSTOM"), { "instance_custom" }, VisualShaderNode::PORT_TYPE_VECTOR_4D, TYPE_FLAGS_VERTEX, Shader::MODE_SPATIAL));
  5049. add_options.push_back(AddOption("ModelViewMatrix", "Input/Vertex", "VisualShaderNodeInput", vformat(input_param_for_vertex_shader_mode, "modelview_matrix", "MODELVIEW_MATRIX"), { "modelview_matrix" }, VisualShaderNode::PORT_TYPE_TRANSFORM, TYPE_FLAGS_VERTEX, Shader::MODE_SPATIAL));
  5050. add_options.push_back(AddOption("PointSize", "Input/Vertex", "VisualShaderNodeInput", vformat(input_param_for_vertex_shader_mode, "point_size", "POINT_SIZE"), { "point_size" }, VisualShaderNode::PORT_TYPE_SCALAR, TYPE_FLAGS_VERTEX, Shader::MODE_SPATIAL));
  5051. add_options.push_back(AddOption("Tangent", "Input/Vertex", "VisualShaderNodeInput", vformat(input_param_for_vertex_and_fragment_shader_mode, "tangent", "TANGENT"), { "tangent" }, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_VERTEX, Shader::MODE_SPATIAL));
  5052. add_options.push_back(AddOption("Vertex", "Input/Vertex", "VisualShaderNodeInput", vformat(input_param_for_vertex_and_fragment_shader_modes, "vertex", "VERTEX"), { "vertex" }, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_VERTEX, Shader::MODE_SPATIAL));
  5053. add_options.push_back(AddOption("VertexId", "Input/Vertex", "VisualShaderNodeInput", vformat(input_param_for_vertex_shader_mode, "vertex_id", "VERTEX_ID"), { "vertex_id" }, VisualShaderNode::PORT_TYPE_SCALAR_INT, TYPE_FLAGS_VERTEX, Shader::MODE_SPATIAL));
  5054. add_options.push_back(AddOption("ViewIndex", "Input/Vertex", "VisualShaderNodeInput", vformat(input_param_for_vertex_and_fragment_shader_modes, "view_index", "VIEW_INDEX"), { "view_index" }, VisualShaderNode::PORT_TYPE_SCALAR_INT, TYPE_FLAGS_VERTEX, Shader::MODE_SPATIAL));
  5055. add_options.push_back(AddOption("ViewMonoLeft", "Input/Vertex", "VisualShaderNodeInput", vformat(input_param_for_vertex_and_fragment_shader_modes, "view_mono_left", "VIEW_MONO_LEFT"), { "view_mono_left" }, VisualShaderNode::PORT_TYPE_SCALAR_INT, TYPE_FLAGS_VERTEX, Shader::MODE_SPATIAL));
  5056. add_options.push_back(AddOption("ViewRight", "Input/Vertex", "VisualShaderNodeInput", vformat(input_param_for_vertex_and_fragment_shader_modes, "view_right", "VIEW_RIGHT"), { "view_right" }, VisualShaderNode::PORT_TYPE_SCALAR_INT, TYPE_FLAGS_VERTEX, Shader::MODE_SPATIAL));
  5057. add_options.push_back(AddOption("EyeOffset", "Input/Vertex", "VisualShaderNodeInput", vformat(input_param_for_vertex_and_fragment_shader_modes, "eye_offset", "EYE_OFFSET"), { "eye_offset" }, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_VERTEX, Shader::MODE_SPATIAL));
  5058. add_options.push_back(AddOption("NodePositionWorld", "Input/Vertex", "VisualShaderNodeInput", vformat(input_param_for_vertex_and_fragment_shader_modes, "node_position_world", "NODE_POSITION_WORLD"), { "node_position_world" }, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_VERTEX, Shader::MODE_SPATIAL));
  5059. add_options.push_back(AddOption("CameraPositionWorld", "Input/Vertex", "VisualShaderNodeInput", vformat(input_param_for_vertex_and_fragment_shader_modes, "camera_position_world", "CAMERA_POSITION_WORLD"), { "camera_position_world" }, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_VERTEX, Shader::MODE_SPATIAL));
  5060. add_options.push_back(AddOption("CameraDirectionWorld", "Input/Vertex", "VisualShaderNodeInput", vformat(input_param_for_vertex_and_fragment_shader_modes, "camera_direction_world", "CAMERA_DIRECTION_WORLD"), { "camera_direction_world" }, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_VERTEX, Shader::MODE_SPATIAL));
  5061. add_options.push_back(AddOption("CameraVisibleLayers", "Input/Vertex", "VisualShaderNodeInput", vformat(input_param_for_vertex_and_fragment_shader_modes, "camera_visible_layers", "CAMERA_VISIBLE_LAYERS"), { "camera_visible_layers" }, VisualShaderNode::PORT_TYPE_SCALAR_UINT, TYPE_FLAGS_VERTEX, Shader::MODE_SPATIAL));
  5062. add_options.push_back(AddOption("NodePositionView", "Input/Vertex", "VisualShaderNodeInput", vformat(input_param_for_vertex_and_fragment_shader_modes, "node_position_view", "NODE_POSITION_VIEW"), { "node_position_view" }, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_VERTEX, Shader::MODE_SPATIAL));
  5063. add_options.push_back(AddOption("Binormal", "Input/Fragment", "VisualShaderNodeInput", vformat(input_param_for_vertex_and_fragment_shader_modes, "binormal", "BINORMAL"), { "binormal" }, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_FRAGMENT, Shader::MODE_SPATIAL));
  5064. add_options.push_back(AddOption("Color", "Input/Fragment", "VisualShaderNodeInput", vformat(input_param_for_vertex_and_fragment_shader_modes, "color", "COLOR"), { "color" }, VisualShaderNode::PORT_TYPE_VECTOR_4D, TYPE_FLAGS_FRAGMENT, Shader::MODE_SPATIAL));
  5065. add_options.push_back(AddOption("FragCoord", "Input/Fragment", "VisualShaderNodeInput", vformat(input_param_for_fragment_and_light_shader_modes, "fragcoord", "FRAGCOORD"), { "fragcoord" }, VisualShaderNode::PORT_TYPE_VECTOR_4D, TYPE_FLAGS_FRAGMENT, Shader::MODE_SPATIAL));
  5066. add_options.push_back(AddOption("FrontFacing", "Input/Fragment", "VisualShaderNodeInput", vformat(input_param_for_fragment_shader_mode, "front_facing", "FRONT_FACING"), { "front_facing" }, VisualShaderNode::PORT_TYPE_BOOLEAN, TYPE_FLAGS_FRAGMENT, Shader::MODE_SPATIAL));
  5067. add_options.push_back(AddOption("PointCoord", "Input/Fragment", "VisualShaderNodeInput", vformat(input_param_for_fragment_shader_mode, "point_coord", "POINT_COORD"), { "point_coord" }, VisualShaderNode::PORT_TYPE_VECTOR_2D, TYPE_FLAGS_FRAGMENT, Shader::MODE_SPATIAL));
  5068. add_options.push_back(AddOption("ScreenUV", "Input/Fragment", "VisualShaderNodeInput", vformat(input_param_for_fragment_shader_mode, "screen_uv", "SCREEN_UV"), { "screen_uv" }, VisualShaderNode::PORT_TYPE_VECTOR_2D, TYPE_FLAGS_FRAGMENT, Shader::MODE_SPATIAL));
  5069. add_options.push_back(AddOption("Tangent", "Input/Fragment", "VisualShaderNodeInput", vformat(input_param_for_vertex_and_fragment_shader_modes, "tangent", "TANGENT"), { "tangent" }, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_FRAGMENT, Shader::MODE_SPATIAL));
  5070. add_options.push_back(AddOption("Vertex", "Input/Fragment", "VisualShaderNodeInput", vformat(input_param_for_vertex_and_fragment_shader_modes, "vertex", "VERTEX"), { "vertex" }, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_FRAGMENT, Shader::MODE_SPATIAL));
  5071. add_options.push_back(AddOption("View", "Input/Fragment", "VisualShaderNodeInput", vformat(input_param_for_fragment_and_light_shader_modes, "view", "VIEW"), { "view" }, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_FRAGMENT, Shader::MODE_SPATIAL));
  5072. add_options.push_back(AddOption("ViewIndex", "Input/Fragment", "VisualShaderNodeInput", vformat(input_param_for_vertex_and_fragment_shader_modes, "view_index", "VIEW_INDEX"), { "view_index" }, VisualShaderNode::PORT_TYPE_SCALAR_INT, TYPE_FLAGS_FRAGMENT, Shader::MODE_SPATIAL));
  5073. add_options.push_back(AddOption("ViewMonoLeft", "Input/Fragment", "VisualShaderNodeInput", vformat(input_param_for_vertex_and_fragment_shader_modes, "view_mono_left", "VIEW_MONO_LEFT"), { "view_mono_left" }, VisualShaderNode::PORT_TYPE_SCALAR_INT, TYPE_FLAGS_FRAGMENT, Shader::MODE_SPATIAL));
  5074. add_options.push_back(AddOption("ViewRight", "Input/Fragment", "VisualShaderNodeInput", vformat(input_param_for_vertex_and_fragment_shader_modes, "view_right", "VIEW_RIGHT"), { "view_right" }, VisualShaderNode::PORT_TYPE_SCALAR_INT, TYPE_FLAGS_FRAGMENT, Shader::MODE_SPATIAL));
  5075. add_options.push_back(AddOption("EyeOffset", "Input/Fragment", "VisualShaderNodeInput", vformat(input_param_for_vertex_and_fragment_shader_modes, "eye_offset", "EYE_OFFSET"), { "eye_offset" }, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_FRAGMENT, Shader::MODE_SPATIAL));
  5076. add_options.push_back(AddOption("NodePositionWorld", "Input/Fragment", "VisualShaderNodeInput", vformat(input_param_for_vertex_and_fragment_shader_modes, "node_position_world", "NODE_POSITION_WORLD"), { "node_position_world" }, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_FRAGMENT, Shader::MODE_SPATIAL));
  5077. add_options.push_back(AddOption("CameraPositionWorld", "Input/Fragment", "VisualShaderNodeInput", vformat(input_param_for_vertex_and_fragment_shader_modes, "camera_position_world", "CAMERA_POSITION_WORLD"), { "camera_position_world" }, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_FRAGMENT, Shader::MODE_SPATIAL));
  5078. add_options.push_back(AddOption("CameraDirectionWorld", "Input/Fragment", "VisualShaderNodeInput", vformat(input_param_for_vertex_and_fragment_shader_modes, "camera_direction_world", "CAMERA_DIRECTION_WORLD"), { "camera_direction_world" }, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_FRAGMENT, Shader::MODE_SPATIAL));
  5079. add_options.push_back(AddOption("CameraVisibleLayers", "Input/Fragment", "VisualShaderNodeInput", vformat(input_param_for_vertex_and_fragment_shader_modes, "camera_visible_layers", "CAMERA_VISIBLE_LAYERS"), { "camera_visible_layers" }, VisualShaderNode::PORT_TYPE_SCALAR_UINT, TYPE_FLAGS_FRAGMENT, Shader::MODE_SPATIAL));
  5080. add_options.push_back(AddOption("NodePositionView", "Input/Fragment", "VisualShaderNodeInput", vformat(input_param_for_vertex_and_fragment_shader_modes, "node_position_view", "NODE_POSITION_VIEW"), { "node_position_view" }, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_FRAGMENT, Shader::MODE_SPATIAL));
  5081. add_options.push_back(AddOption("Albedo", "Input/Light", "VisualShaderNodeInput", vformat(input_param_for_light_shader_mode, "albedo", "ALBEDO"), { "albedo" }, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_LIGHT, Shader::MODE_SPATIAL));
  5082. add_options.push_back(AddOption("Attenuation", "Input/Light", "VisualShaderNodeInput", vformat(input_param_for_light_shader_mode, "attenuation", "ATTENUATION"), { "attenuation" }, VisualShaderNode::PORT_TYPE_SCALAR, TYPE_FLAGS_LIGHT, Shader::MODE_SPATIAL));
  5083. add_options.push_back(AddOption("Backlight", "Input/Light", "VisualShaderNodeInput", vformat(input_param_for_light_shader_mode, "backlight", "BACKLIGHT"), { "backlight" }, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_LIGHT, Shader::MODE_SPATIAL));
  5084. add_options.push_back(AddOption("Diffuse", "Input/Light", "VisualShaderNodeInput", vformat(input_param_for_light_shader_mode, "diffuse", "DIFFUSE_LIGHT"), { "diffuse" }, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_LIGHT, Shader::MODE_SPATIAL));
  5085. add_options.push_back(AddOption("FragCoord", "Input/Light", "VisualShaderNodeInput", vformat(input_param_for_fragment_and_light_shader_modes, "fragcoord", "FRAGCOORD"), { "fragcoord" }, VisualShaderNode::PORT_TYPE_VECTOR_4D, TYPE_FLAGS_LIGHT, Shader::MODE_SPATIAL));
  5086. add_options.push_back(AddOption("Light", "Input/Light", "VisualShaderNodeInput", vformat(input_param_for_light_shader_mode, "light", "LIGHT"), { "light" }, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_LIGHT, Shader::MODE_SPATIAL));
  5087. add_options.push_back(AddOption("LightColor", "Input/Light", "VisualShaderNodeInput", vformat(input_param_for_light_shader_mode, "light_color", "LIGHT_COLOR"), { "light_color" }, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_LIGHT, Shader::MODE_SPATIAL));
  5088. add_options.push_back(AddOption("LightIsDirectional", "Input/Light", "VisualShaderNodeInput", vformat(input_param_for_light_shader_mode, "light_is_directional", "LIGHT_IS_DIRECTIONAL"), { "light_is_directional" }, VisualShaderNode::PORT_TYPE_BOOLEAN, TYPE_FLAGS_LIGHT, Shader::MODE_SPATIAL));
  5089. add_options.push_back(AddOption("Metallic", "Input/Light", "VisualShaderNodeInput", vformat(input_param_for_light_shader_mode, "metallic", "METALLIC"), { "metallic" }, VisualShaderNode::PORT_TYPE_SCALAR, TYPE_FLAGS_LIGHT, Shader::MODE_SPATIAL));
  5090. add_options.push_back(AddOption("Roughness", "Input/Light", "VisualShaderNodeInput", vformat(input_param_for_light_shader_mode, "roughness", "ROUGHNESS"), { "roughness" }, VisualShaderNode::PORT_TYPE_SCALAR, TYPE_FLAGS_LIGHT, Shader::MODE_SPATIAL));
  5091. add_options.push_back(AddOption("Specular", "Input/Light", "VisualShaderNodeInput", vformat(input_param_for_light_shader_mode, "specular", "SPECULAR_LIGHT"), { "specular" }, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_LIGHT, Shader::MODE_SPATIAL));
  5092. add_options.push_back(AddOption("View", "Input/Light", "VisualShaderNodeInput", vformat(input_param_for_fragment_and_light_shader_modes, "view", "VIEW"), { "view" }, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_LIGHT, Shader::MODE_SPATIAL));
  5093. // CANVASITEM INPUTS
  5094. add_options.push_back(AddOption("AtLightPass", "Input/Vertex", "VisualShaderNodeInput", vformat(input_param_for_vertex_and_fragment_shader_modes, "at_light_pass", "AT_LIGHT_PASS"), { "at_light_pass" }, VisualShaderNode::PORT_TYPE_BOOLEAN, TYPE_FLAGS_VERTEX, Shader::MODE_CANVAS_ITEM));
  5095. add_options.push_back(AddOption("CanvasMatrix", "Input/Vertex", "VisualShaderNodeInput", vformat(input_param_for_vertex_shader_mode, "canvas_matrix", "CANVAS_MATRIX"), { "canvas_matrix" }, VisualShaderNode::PORT_TYPE_TRANSFORM, TYPE_FLAGS_VERTEX, Shader::MODE_CANVAS_ITEM));
  5096. add_options.push_back(AddOption("Custom0", "Input/Vertex", "VisualShaderNodeInput", vformat(input_param_for_vertex_shader_mode, "custom0", "CUSTOM0"), { "custom0" }, VisualShaderNode::PORT_TYPE_VECTOR_4D, TYPE_FLAGS_VERTEX, Shader::MODE_CANVAS_ITEM));
  5097. add_options.push_back(AddOption("Custom1", "Input/Vertex", "VisualShaderNodeInput", vformat(input_param_for_vertex_shader_mode, "custom1", "CUSTOM1"), { "custom1" }, VisualShaderNode::PORT_TYPE_VECTOR_4D, TYPE_FLAGS_VERTEX, Shader::MODE_CANVAS_ITEM));
  5098. add_options.push_back(AddOption("InstanceCustom", "Input/Vertex", "VisualShaderNodeInput", vformat(input_param_for_vertex_shader_mode, "instance_custom", "INSTANCE_CUSTOM"), { "instance_custom" }, VisualShaderNode::PORT_TYPE_VECTOR_4D, TYPE_FLAGS_VERTEX, Shader::MODE_CANVAS_ITEM));
  5099. add_options.push_back(AddOption("InstanceId", "Input/Vertex", "VisualShaderNodeInput", vformat(input_param_for_vertex_shader_mode, "instance_id", "INSTANCE_ID"), { "instance_id" }, VisualShaderNode::PORT_TYPE_SCALAR_INT, TYPE_FLAGS_VERTEX, Shader::MODE_CANVAS_ITEM));
  5100. add_options.push_back(AddOption("ModelMatrix", "Input/Vertex", "VisualShaderNodeInput", vformat(input_param_for_vertex_shader_mode, "model_matrix", "MODEL_MATRIX"), { "model_matrix" }, VisualShaderNode::PORT_TYPE_TRANSFORM, TYPE_FLAGS_VERTEX, Shader::MODE_CANVAS_ITEM));
  5101. add_options.push_back(AddOption("PointSize", "Input/Vertex", "VisualShaderNodeInput", vformat(input_param_for_vertex_shader_mode, "point_size", "POINT_SIZE"), { "point_size" }, VisualShaderNode::PORT_TYPE_SCALAR, TYPE_FLAGS_VERTEX, Shader::MODE_CANVAS_ITEM));
  5102. add_options.push_back(AddOption("ScreenMatrix", "Input/Vertex", "VisualShaderNodeInput", vformat(input_param_for_vertex_shader_mode, "screen_matrix", "SCREEN_MATRIX"), { "screen_matrix" }, VisualShaderNode::PORT_TYPE_TRANSFORM, TYPE_FLAGS_VERTEX, Shader::MODE_CANVAS_ITEM));
  5103. add_options.push_back(AddOption("Vertex", "Input/Vertex", "VisualShaderNodeInput", vformat(input_param_for_vertex_and_fragment_shader_mode, "vertex", "VERTEX"), { "vertex" }, VisualShaderNode::PORT_TYPE_VECTOR_2D, TYPE_FLAGS_VERTEX, Shader::MODE_CANVAS_ITEM));
  5104. add_options.push_back(AddOption("VertexId", "Input/Vertex", "VisualShaderNodeInput", vformat(input_param_for_vertex_shader_mode, "vertex_id", "VERTEX_ID"), { "vertex_id" }, VisualShaderNode::PORT_TYPE_SCALAR_INT, TYPE_FLAGS_VERTEX, Shader::MODE_CANVAS_ITEM));
  5105. add_options.push_back(AddOption("AtLightPass", "Input/Fragment", "VisualShaderNodeInput", vformat(input_param_for_vertex_and_fragment_shader_modes, "at_light_pass", "AT_LIGHT_PASS"), { "at_light_pass" }, VisualShaderNode::PORT_TYPE_BOOLEAN, TYPE_FLAGS_FRAGMENT, Shader::MODE_CANVAS_ITEM));
  5106. add_options.push_back(AddOption("FragCoord", "Input/Fragment", "VisualShaderNodeInput", vformat(input_param_for_fragment_and_light_shader_modes, "fragcoord", "FRAGCOORD"), { "fragcoord" }, VisualShaderNode::PORT_TYPE_VECTOR_4D, TYPE_FLAGS_FRAGMENT, Shader::MODE_CANVAS_ITEM));
  5107. add_options.push_back(AddOption("NormalTexture", "Input/Fragment", "VisualShaderNodeInput", vformat(input_param_for_fragment_shader_mode, "normal_texture", "NORMAL_TEXTURE"), { "normal_texture" }, VisualShaderNode::PORT_TYPE_SAMPLER, TYPE_FLAGS_FRAGMENT, Shader::MODE_CANVAS_ITEM));
  5108. add_options.push_back(AddOption("PointCoord", "Input/Fragment", "VisualShaderNodeInput", vformat(input_param_for_fragment_and_light_shader_modes, "point_coord", "POINT_COORD"), { "point_coord" }, VisualShaderNode::PORT_TYPE_VECTOR_2D, TYPE_FLAGS_FRAGMENT, Shader::MODE_CANVAS_ITEM));
  5109. add_options.push_back(AddOption("ScreenPixelSize", "Input/Fragment", "VisualShaderNodeInput", vformat(input_param_for_fragment_shader_mode, "screen_pixel_size", "SCREEN_PIXEL_SIZE"), { "screen_pixel_size" }, VisualShaderNode::PORT_TYPE_VECTOR_2D, TYPE_FLAGS_FRAGMENT, Shader::MODE_CANVAS_ITEM));
  5110. add_options.push_back(AddOption("ScreenUV", "Input/Fragment", "VisualShaderNodeInput", vformat(input_param_for_fragment_and_light_shader_modes, "screen_uv", "SCREEN_UV"), { "screen_uv" }, VisualShaderNode::PORT_TYPE_VECTOR_2D, TYPE_FLAGS_FRAGMENT, Shader::MODE_CANVAS_ITEM));
  5111. add_options.push_back(AddOption("SpecularShininess", "Input/Fragment", "VisualShaderNodeInput", vformat(input_param_for_fragment_and_light_shader_modes, "specular_shininess", "SPECULAR_SHININESS"), { "specular_shininess" }, VisualShaderNode::PORT_TYPE_VECTOR_4D, TYPE_FLAGS_FRAGMENT, Shader::MODE_CANVAS_ITEM));
  5112. add_options.push_back(AddOption("SpecularShininessTexture", "Input/Fragment", "VisualShaderNodeInput", vformat(input_param_for_fragment_shader_mode, "specular_shininess_texture", "SPECULAR_SHININESS_TEXTURE"), { "specular_shininess_texture" }, VisualShaderNode::PORT_TYPE_SAMPLER, TYPE_FLAGS_FRAGMENT, Shader::MODE_CANVAS_ITEM));
  5113. add_options.push_back(AddOption("Texture", "Input/Fragment", "VisualShaderNodeInput", vformat(input_param_for_fragment_and_light_shader_modes, "texture", "TEXTURE"), { "texture" }, VisualShaderNode::PORT_TYPE_SAMPLER, TYPE_FLAGS_FRAGMENT, Shader::MODE_CANVAS_ITEM));
  5114. add_options.push_back(AddOption("Vertex", "Input/Fragment", "VisualShaderNodeInput", vformat(input_param_for_vertex_and_fragment_shader_mode, "vertex", "VERTEX"), { "vertex" }, VisualShaderNode::PORT_TYPE_VECTOR_2D, TYPE_FLAGS_FRAGMENT, Shader::MODE_CANVAS_ITEM));
  5115. add_options.push_back(AddOption("FragCoord", "Input/Light", "VisualShaderNodeInput", vformat(input_param_for_fragment_and_light_shader_modes, "fragcoord", "FRAGCOORD"), { "fragcoord" }, VisualShaderNode::PORT_TYPE_VECTOR_4D, TYPE_FLAGS_LIGHT, Shader::MODE_CANVAS_ITEM));
  5116. add_options.push_back(AddOption("Light", "Input/Light", "VisualShaderNodeInput", vformat(input_param_for_light_shader_mode, "light", "LIGHT"), { "light" }, VisualShaderNode::PORT_TYPE_VECTOR_4D, TYPE_FLAGS_LIGHT, Shader::MODE_CANVAS_ITEM));
  5117. add_options.push_back(AddOption("LightColor", "Input/Light", "VisualShaderNodeInput", vformat(input_param_for_light_shader_mode, "light_color", "LIGHT_COLOR"), { "light_color" }, VisualShaderNode::PORT_TYPE_VECTOR_4D, TYPE_FLAGS_LIGHT, Shader::MODE_CANVAS_ITEM));
  5118. add_options.push_back(AddOption("LightPosition", "Input/Light", "VisualShaderNodeInput", vformat(input_param_for_light_shader_mode, "light_position", "LIGHT_POSITION"), { "light_position" }, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_LIGHT, Shader::MODE_CANVAS_ITEM));
  5119. add_options.push_back(AddOption("LightDirection", "Input/Light", "VisualShaderNodeInput", vformat(input_param_for_light_shader_mode, "light_direction", "LIGHT_DIRECTION"), { "light_direction" }, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_LIGHT, Shader::MODE_CANVAS_ITEM));
  5120. add_options.push_back(AddOption("LightIsDirectional", "Input/Light", "VisualShaderNodeInput", vformat(input_param_for_light_shader_mode, "light_is_directional", "LIGHT_IS_DIRECTIONAL"), { "light_is_directional" }, VisualShaderNode::PORT_TYPE_BOOLEAN, TYPE_FLAGS_LIGHT, Shader::MODE_CANVAS_ITEM));
  5121. add_options.push_back(AddOption("LightEnergy", "Input/Light", "VisualShaderNodeInput", vformat(input_param_for_light_shader_mode, "light_energy", "LIGHT_ENERGY"), { "light_energy" }, VisualShaderNode::PORT_TYPE_SCALAR, TYPE_FLAGS_LIGHT, Shader::MODE_CANVAS_ITEM));
  5122. add_options.push_back(AddOption("LightVertex", "Input/Light", "VisualShaderNodeInput", vformat(input_param_for_fragment_and_light_shader_modes, "light_vertex", "LIGHT_VERTEX"), { "light_vertex" }, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_LIGHT, Shader::MODE_CANVAS_ITEM));
  5123. add_options.push_back(AddOption("Normal", "Input/Light", "VisualShaderNodeInput", vformat(input_param_for_light_shader_mode, "normal", "NORMAL"), { "normal" }, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_LIGHT, Shader::MODE_CANVAS_ITEM));
  5124. add_options.push_back(AddOption("PointCoord", "Input/Light", "VisualShaderNodeInput", vformat(input_param_for_fragment_and_light_shader_modes, "point_coord", "POINT_COORD"), { "point_coord" }, VisualShaderNode::PORT_TYPE_VECTOR_2D, TYPE_FLAGS_LIGHT, Shader::MODE_CANVAS_ITEM));
  5125. add_options.push_back(AddOption("ScreenUV", "Input/Light", "VisualShaderNodeInput", vformat(input_param_for_fragment_and_light_shader_modes, "screen_uv", "SCREEN_UV"), { "screen_uv" }, VisualShaderNode::PORT_TYPE_VECTOR_2D, TYPE_FLAGS_LIGHT, Shader::MODE_CANVAS_ITEM));
  5126. add_options.push_back(AddOption("Shadow", "Input/Light", "VisualShaderNodeInput", vformat(input_param_for_light_shader_mode, "shadow", "SHADOW_MODULATE"), { "shadow" }, VisualShaderNode::PORT_TYPE_VECTOR_4D, TYPE_FLAGS_LIGHT, Shader::MODE_CANVAS_ITEM));
  5127. add_options.push_back(AddOption("SpecularShininess", "Input/Light", "VisualShaderNodeInput", vformat(input_param_for_fragment_and_light_shader_modes, "specular_shininess", "SPECULAR_SHININESS"), { "specular_shininess" }, VisualShaderNode::PORT_TYPE_VECTOR_4D, TYPE_FLAGS_LIGHT, Shader::MODE_CANVAS_ITEM));
  5128. add_options.push_back(AddOption("Texture", "Input/Light", "VisualShaderNodeInput", vformat(input_param_for_fragment_and_light_shader_modes, "texture", "TEXTURE"), { "texture" }, VisualShaderNode::PORT_TYPE_SAMPLER, TYPE_FLAGS_LIGHT, Shader::MODE_CANVAS_ITEM));
  5129. // SKY INPUTS
  5130. add_options.push_back(AddOption("AtCubeMapPass", "Input/Sky", "VisualShaderNodeInput", vformat(input_param_for_sky_shader_mode, "at_cubemap_pass", "AT_CUBEMAP_PASS"), { "at_cubemap_pass" }, VisualShaderNode::PORT_TYPE_BOOLEAN, TYPE_FLAGS_SKY, Shader::MODE_SKY));
  5131. add_options.push_back(AddOption("AtHalfResPass", "Input/Sky", "VisualShaderNodeInput", vformat(input_param_for_sky_shader_mode, "at_half_res_pass", "AT_HALF_RES_PASS"), { "at_half_res_pass" }, VisualShaderNode::PORT_TYPE_BOOLEAN, TYPE_FLAGS_SKY, Shader::MODE_SKY));
  5132. add_options.push_back(AddOption("AtQuarterResPass", "Input/Sky", "VisualShaderNodeInput", vformat(input_param_for_sky_shader_mode, "at_quarter_res_pass", "AT_QUARTER_RES_PASS"), { "at_quarter_res_pass" }, VisualShaderNode::PORT_TYPE_BOOLEAN, TYPE_FLAGS_SKY, Shader::MODE_SKY));
  5133. add_options.push_back(AddOption("EyeDir", "Input/Sky", "VisualShaderNodeInput", vformat(input_param_for_sky_shader_mode, "eyedir", "EYEDIR"), { "eyedir" }, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_SKY, Shader::MODE_SKY));
  5134. add_options.push_back(AddOption("HalfResColor", "Input/Sky", "VisualShaderNodeInput", vformat(input_param_for_sky_shader_mode, "half_res_color", "HALF_RES_COLOR"), { "half_res_color" }, VisualShaderNode::PORT_TYPE_VECTOR_4D, TYPE_FLAGS_SKY, Shader::MODE_SKY));
  5135. add_options.push_back(AddOption("Light0Color", "Input/Sky", "VisualShaderNodeInput", vformat(input_param_for_sky_shader_mode, "light0_color", "LIGHT0_COLOR"), { "light0_color" }, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_SKY, Shader::MODE_SKY));
  5136. add_options.push_back(AddOption("Light0Direction", "Input/Sky", "VisualShaderNodeInput", vformat(input_param_for_sky_shader_mode, "light0_direction", "LIGHT0_DIRECTION"), { "light0_direction" }, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_SKY, Shader::MODE_SKY));
  5137. add_options.push_back(AddOption("Light0Enabled", "Input/Sky", "VisualShaderNodeInput", vformat(input_param_for_sky_shader_mode, "light0_enabled", "LIGHT0_ENABLED"), { "light0_enabled" }, VisualShaderNode::PORT_TYPE_BOOLEAN, TYPE_FLAGS_SKY, Shader::MODE_SKY));
  5138. add_options.push_back(AddOption("Light0Energy", "Input/Sky", "VisualShaderNodeInput", vformat(input_param_for_sky_shader_mode, "light0_energy", "LIGHT0_ENERGY"), { "light0_energy" }, VisualShaderNode::PORT_TYPE_SCALAR, TYPE_FLAGS_SKY, Shader::MODE_SKY));
  5139. add_options.push_back(AddOption("Light1Color", "Input/Sky", "VisualShaderNodeInput", vformat(input_param_for_sky_shader_mode, "light1_color", "LIGHT1_COLOR"), { "light1_color" }, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_SKY, Shader::MODE_SKY));
  5140. add_options.push_back(AddOption("Light1Direction", "Input/Sky", "VisualShaderNodeInput", vformat(input_param_for_sky_shader_mode, "light1_direction", "LIGHT1_DIRECTION"), { "light1_direction" }, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_SKY, Shader::MODE_SKY));
  5141. add_options.push_back(AddOption("Light1Enabled", "Input/Sky", "VisualShaderNodeInput", vformat(input_param_for_sky_shader_mode, "light1_enabled", "LIGHT1_ENABLED"), { "light1_enabled" }, VisualShaderNode::PORT_TYPE_BOOLEAN, TYPE_FLAGS_SKY, Shader::MODE_SKY));
  5142. add_options.push_back(AddOption("Light1Energy", "Input/Sky", "VisualShaderNodeInput", vformat(input_param_for_sky_shader_mode, "light1_energy", "LIGHT1_ENERGY"), { "light1_energy" }, VisualShaderNode::PORT_TYPE_SCALAR, TYPE_FLAGS_SKY, Shader::MODE_SKY));
  5143. add_options.push_back(AddOption("Light2Color", "Input/Sky", "VisualShaderNodeInput", vformat(input_param_for_sky_shader_mode, "light2_color", "LIGHT2_COLOR"), { "light2_color" }, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_SKY, Shader::MODE_SKY));
  5144. add_options.push_back(AddOption("Light2Direction", "Input/Sky", "VisualShaderNodeInput", vformat(input_param_for_sky_shader_mode, "light2_direction", "LIGHT2_DIRECTION"), { "light2_direction" }, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_SKY, Shader::MODE_SKY));
  5145. add_options.push_back(AddOption("Light2Enabled", "Input/Sky", "VisualShaderNodeInput", vformat(input_param_for_sky_shader_mode, "light2_enabled", "LIGHT2_ENABLED"), { "light2_enabled" }, VisualShaderNode::PORT_TYPE_BOOLEAN, TYPE_FLAGS_SKY, Shader::MODE_SKY));
  5146. add_options.push_back(AddOption("Light2Energy", "Input/Sky", "VisualShaderNodeInput", vformat(input_param_for_sky_shader_mode, "light2_energy", "LIGHT2_ENERGY"), { "light2_energy" }, VisualShaderNode::PORT_TYPE_SCALAR, TYPE_FLAGS_SKY, Shader::MODE_SKY));
  5147. add_options.push_back(AddOption("Light3Color", "Input/Sky", "VisualShaderNodeInput", vformat(input_param_for_sky_shader_mode, "light3_color", "LIGHT3_COLOR"), { "light3_color" }, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_SKY, Shader::MODE_SKY));
  5148. add_options.push_back(AddOption("Light3Direction", "Input/Sky", "VisualShaderNodeInput", vformat(input_param_for_sky_shader_mode, "light3_direction", "LIGHT3_DIRECTION"), { "light3_direction" }, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_SKY, Shader::MODE_SKY));
  5149. add_options.push_back(AddOption("Light3Enabled", "Input/Sky", "VisualShaderNodeInput", vformat(input_param_for_sky_shader_mode, "light3_enabled", "LIGHT3_ENABLED"), { "light3_enabled" }, VisualShaderNode::PORT_TYPE_BOOLEAN, TYPE_FLAGS_SKY, Shader::MODE_SKY));
  5150. add_options.push_back(AddOption("Light3Energy", "Input/Sky", "VisualShaderNodeInput", vformat(input_param_for_sky_shader_mode, "light3_energy", "LIGHT3_ENERGY"), { "light3_energy" }, VisualShaderNode::PORT_TYPE_SCALAR, TYPE_FLAGS_SKY, Shader::MODE_SKY));
  5151. add_options.push_back(AddOption("Position", "Input/Sky", "VisualShaderNodeInput", vformat(input_param_for_sky_shader_mode, "position", "POSITION"), { "position" }, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_SKY, Shader::MODE_SKY));
  5152. add_options.push_back(AddOption("QuarterResColor", "Input/Sky", "VisualShaderNodeInput", vformat(input_param_for_sky_shader_mode, "quarter_res_color", "QUARTER_RES_COLOR"), { "quarter_res_color" }, VisualShaderNode::PORT_TYPE_VECTOR_4D, TYPE_FLAGS_SKY, Shader::MODE_SKY));
  5153. add_options.push_back(AddOption("Radiance", "Input/Sky", "VisualShaderNodeInput", vformat(input_param_for_sky_shader_mode, "radiance", "RADIANCE"), { "radiance" }, VisualShaderNode::PORT_TYPE_SAMPLER, TYPE_FLAGS_SKY, Shader::MODE_SKY));
  5154. add_options.push_back(AddOption("ScreenUV", "Input/Sky", "VisualShaderNodeInput", vformat(input_param_for_sky_shader_mode, "screen_uv", "SCREEN_UV"), { "screen_uv" }, VisualShaderNode::PORT_TYPE_VECTOR_2D, TYPE_FLAGS_SKY, Shader::MODE_SKY));
  5155. add_options.push_back(AddOption("FragCoord", "Input/Sky", "VisualShaderNodeInput", vformat(input_param_for_sky_shader_mode, "fragcoord", "FRAGCOORD"), { "fragcoord" }, VisualShaderNode::PORT_TYPE_VECTOR_4D, TYPE_FLAGS_SKY, Shader::MODE_SKY));
  5156. add_options.push_back(AddOption("SkyCoords", "Input/Sky", "VisualShaderNodeInput", vformat(input_param_for_sky_shader_mode, "sky_coords", "SKY_COORDS"), { "sky_coords" }, VisualShaderNode::PORT_TYPE_VECTOR_2D, TYPE_FLAGS_SKY, Shader::MODE_SKY));
  5157. add_options.push_back(AddOption("Time", "Input/Sky", "VisualShaderNodeInput", vformat(input_param_for_sky_shader_mode, "time", "TIME"), { "time" }, VisualShaderNode::PORT_TYPE_SCALAR, TYPE_FLAGS_SKY, Shader::MODE_SKY));
  5158. // FOG INPUTS
  5159. add_options.push_back(AddOption("WorldPosition", "Input/Fog", "VisualShaderNodeInput", vformat(input_param_for_fog_shader_mode, "world_position", "WORLD_POSITION"), { "world_position" }, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_FOG, Shader::MODE_FOG));
  5160. add_options.push_back(AddOption("ObjectPosition", "Input/Fog", "VisualShaderNodeInput", vformat(input_param_for_fog_shader_mode, "object_position", "OBJECT_POSITION"), { "object_position" }, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_FOG, Shader::MODE_FOG));
  5161. add_options.push_back(AddOption("UVW", "Input/Fog", "VisualShaderNodeInput", vformat(input_param_for_fog_shader_mode, "uvw", "UVW"), { "uvw" }, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_FOG, Shader::MODE_FOG));
  5162. add_options.push_back(AddOption("Size", "Input/Fog", "VisualShaderNodeInput", vformat(input_param_for_fog_shader_mode, "size", "SIZE"), { "size" }, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_FOG, Shader::MODE_FOG));
  5163. add_options.push_back(AddOption("SDF", "Input/Fog", "VisualShaderNodeInput", vformat(input_param_for_fog_shader_mode, "sdf", "SDF"), { "sdf" }, VisualShaderNode::PORT_TYPE_SCALAR, TYPE_FLAGS_FOG, Shader::MODE_FOG));
  5164. add_options.push_back(AddOption("Time", "Input/Fog", "VisualShaderNodeInput", vformat(input_param_for_fog_shader_mode, "time", "TIME"), { "time" }, VisualShaderNode::PORT_TYPE_SCALAR, TYPE_FLAGS_FOG, Shader::MODE_FOG));
  5165. // PARTICLES INPUTS
  5166. add_options.push_back(AddOption("CollisionDepth", "Input/Collide", "VisualShaderNodeInput", vformat(input_param_for_collide_shader_mode, "collision_depth", "COLLISION_DEPTH"), { "collision_depth" }, VisualShaderNode::PORT_TYPE_SCALAR, TYPE_FLAGS_COLLIDE, Shader::MODE_PARTICLES));
  5167. add_options.push_back(AddOption("CollisionNormal", "Input/Collide", "VisualShaderNodeInput", vformat(input_param_for_collide_shader_mode, "collision_normal", "COLLISION_NORMAL"), { "collision_normal" }, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_COLLIDE, Shader::MODE_PARTICLES));
  5168. // PARTICLES
  5169. add_options.push_back(AddOption("EmitParticle", "Particles", "VisualShaderNodeParticleEmit", "", {}, -1, TYPE_FLAGS_PROCESS | TYPE_FLAGS_PROCESS_CUSTOM | TYPE_FLAGS_COLLIDE, Shader::MODE_PARTICLES));
  5170. add_options.push_back(AddOption("ParticleAccelerator", "Particles", "VisualShaderNodeParticleAccelerator", "", {}, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_PROCESS, Shader::MODE_PARTICLES));
  5171. add_options.push_back(AddOption("ParticleRandomness", "Particles", "VisualShaderNodeParticleRandomness", "", {}, VisualShaderNode::PORT_TYPE_SCALAR, TYPE_FLAGS_EMIT | TYPE_FLAGS_PROCESS | TYPE_FLAGS_COLLIDE, Shader::MODE_PARTICLES));
  5172. 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));
  5173. add_options.push_back(AddOption("BoxEmitter", "Particles/Emitters", "VisualShaderNodeParticleBoxEmitter", "", {}, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_EMIT, Shader::MODE_PARTICLES));
  5174. add_options.push_back(AddOption("MeshEmitter", "Particles/Emitters", "VisualShaderNodeParticleMeshEmitter", "", {}, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_EMIT, Shader::MODE_PARTICLES));
  5175. add_options.push_back(AddOption("RingEmitter", "Particles/Emitters", "VisualShaderNodeParticleRingEmitter", "", {}, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_EMIT, Shader::MODE_PARTICLES));
  5176. add_options.push_back(AddOption("SphereEmitter", "Particles/Emitters", "VisualShaderNodeParticleSphereEmitter", "", {}, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_EMIT, Shader::MODE_PARTICLES));
  5177. add_options.push_back(AddOption("ConeVelocity", "Particles/Velocity", "VisualShaderNodeParticleConeVelocity", "", {}, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_EMIT, Shader::MODE_PARTICLES));
  5178. // SCALAR
  5179. add_options.push_back(AddOption("FloatFunc", "Scalar/Common", "VisualShaderNodeFloatFunc", TTR("Float function."), {}, VisualShaderNode::PORT_TYPE_SCALAR));
  5180. add_options.push_back(AddOption("FloatOp", "Scalar/Common", "VisualShaderNodeFloatOp", TTR("Float operator."), {}, VisualShaderNode::PORT_TYPE_SCALAR));
  5181. add_options.push_back(AddOption("IntFunc", "Scalar/Common", "VisualShaderNodeIntFunc", TTR("Integer function."), {}, VisualShaderNode::PORT_TYPE_SCALAR_INT));
  5182. add_options.push_back(AddOption("IntOp", "Scalar/Common", "VisualShaderNodeIntOp", TTR("Integer operator."), {}, VisualShaderNode::PORT_TYPE_SCALAR_INT));
  5183. add_options.push_back(AddOption("UIntFunc", "Scalar/Common", "VisualShaderNodeUIntFunc", TTR("Unsigned integer function."), {}, VisualShaderNode::PORT_TYPE_SCALAR_UINT));
  5184. add_options.push_back(AddOption("UIntOp", "Scalar/Common", "VisualShaderNodeUIntOp", TTR("Unsigned integer operator."), {}, VisualShaderNode::PORT_TYPE_SCALAR_UINT));
  5185. // CONSTANTS
  5186. for (int i = 0; i < MAX_FLOAT_CONST_DEFS; i++) {
  5187. 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));
  5188. }
  5189. // FUNCTIONS
  5190. add_options.push_back(AddOption("Abs", "Scalar/Functions", "VisualShaderNodeFloatFunc", TTR("Returns the absolute value of the parameter."), { VisualShaderNodeFloatFunc::FUNC_ABS }, VisualShaderNode::PORT_TYPE_SCALAR));
  5191. 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));
  5192. add_options.push_back(AddOption("ACos", "Scalar/Functions", "VisualShaderNodeFloatFunc", TTR("Returns the arc-cosine of the parameter."), { VisualShaderNodeFloatFunc::FUNC_ACOS }, VisualShaderNode::PORT_TYPE_SCALAR));
  5193. 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));
  5194. add_options.push_back(AddOption("ASin", "Scalar/Functions", "VisualShaderNodeFloatFunc", TTR("Returns the arc-sine of the parameter."), { VisualShaderNodeFloatFunc::FUNC_ASIN }, VisualShaderNode::PORT_TYPE_SCALAR));
  5195. 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));
  5196. add_options.push_back(AddOption("ATan", "Scalar/Functions", "VisualShaderNodeFloatFunc", TTR("Returns the arc-tangent of the parameter."), { VisualShaderNodeFloatFunc::FUNC_ATAN }, VisualShaderNode::PORT_TYPE_SCALAR));
  5197. add_options.push_back(AddOption("ATan2", "Scalar/Functions", "VisualShaderNodeFloatOp", TTR("Returns the arc-tangent of the parameters."), { VisualShaderNodeFloatOp::OP_ATAN2 }, VisualShaderNode::PORT_TYPE_SCALAR));
  5198. 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));
  5199. 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));
  5200. add_options.push_back(AddOption("BitwiseNOT", "Scalar/Functions", "VisualShaderNodeUIntFunc", TTR("Returns the result of bitwise NOT (~a) operation on the unsigned integer."), { VisualShaderNodeUIntFunc::FUNC_BITWISE_NOT }, VisualShaderNode::PORT_TYPE_SCALAR_UINT));
  5201. 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));
  5202. 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));
  5203. 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));
  5204. add_options.push_back(AddOption("Clamp", "Scalar/Functions", "VisualShaderNodeClamp", TTR("Constrains a value to lie between two further values."), { VisualShaderNodeClamp::OP_TYPE_UINT }, VisualShaderNode::PORT_TYPE_SCALAR_UINT));
  5205. add_options.push_back(AddOption("Cos", "Scalar/Functions", "VisualShaderNodeFloatFunc", TTR("Returns the cosine of the parameter."), { VisualShaderNodeFloatFunc::FUNC_COS }, VisualShaderNode::PORT_TYPE_SCALAR));
  5206. add_options.push_back(AddOption("CosH", "Scalar/Functions", "VisualShaderNodeFloatFunc", TTR("Returns the hyperbolic cosine of the parameter."), { VisualShaderNodeFloatFunc::FUNC_COSH }, VisualShaderNode::PORT_TYPE_SCALAR));
  5207. add_options.push_back(AddOption("Degrees", "Scalar/Functions", "VisualShaderNodeFloatFunc", TTR("Converts a quantity in radians to degrees."), { VisualShaderNodeFloatFunc::FUNC_DEGREES }, VisualShaderNode::PORT_TYPE_SCALAR));
  5208. 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));
  5209. 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));
  5210. add_options.push_back(AddOption("Exp", "Scalar/Functions", "VisualShaderNodeFloatFunc", TTR("Base-e Exponential."), { VisualShaderNodeFloatFunc::FUNC_EXP }, VisualShaderNode::PORT_TYPE_SCALAR));
  5211. add_options.push_back(AddOption("Exp2", "Scalar/Functions", "VisualShaderNodeFloatFunc", TTR("Base-2 Exponential."), { VisualShaderNodeFloatFunc::FUNC_EXP2 }, VisualShaderNode::PORT_TYPE_SCALAR));
  5212. 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));
  5213. add_options.push_back(AddOption("Fract", "Scalar/Functions", "VisualShaderNodeFloatFunc", TTR("Computes the fractional part of the argument."), { VisualShaderNodeFloatFunc::FUNC_FRACT }, VisualShaderNode::PORT_TYPE_SCALAR));
  5214. 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));
  5215. add_options.push_back(AddOption("Log", "Scalar/Functions", "VisualShaderNodeFloatFunc", TTR("Natural logarithm."), { VisualShaderNodeFloatFunc::FUNC_LOG }, VisualShaderNode::PORT_TYPE_SCALAR));
  5216. add_options.push_back(AddOption("Log2", "Scalar/Functions", "VisualShaderNodeFloatFunc", TTR("Base-2 logarithm."), { VisualShaderNodeFloatFunc::FUNC_LOG2 }, VisualShaderNode::PORT_TYPE_SCALAR));
  5217. add_options.push_back(AddOption("Max", "Scalar/Functions", "VisualShaderNodeFloatOp", TTR("Returns the greater of two values."), { VisualShaderNodeFloatOp::OP_MAX }, VisualShaderNode::PORT_TYPE_SCALAR));
  5218. add_options.push_back(AddOption("Min", "Scalar/Functions", "VisualShaderNodeFloatOp", TTR("Returns the lesser of two values."), { VisualShaderNodeFloatOp::OP_MIN }, VisualShaderNode::PORT_TYPE_SCALAR));
  5219. add_options.push_back(AddOption("Mix", "Scalar/Functions", "VisualShaderNodeMix", TTR("Linear interpolation between two scalars."), { VisualShaderNodeMix::OP_TYPE_SCALAR }, VisualShaderNode::PORT_TYPE_SCALAR));
  5220. add_options.push_back(AddOption("MultiplyAdd (a * b + c)", "Scalar/Functions", "VisualShaderNodeMultiplyAdd", TTR("Performs a fused multiply-add operation (a * b + c) on scalars."), { VisualShaderNodeMultiplyAdd::OP_TYPE_SCALAR }, VisualShaderNode::PORT_TYPE_SCALAR));
  5221. add_options.push_back(AddOption("Negate (*-1)", "Scalar/Functions", "VisualShaderNodeFloatFunc", TTR("Returns the opposite value of the parameter."), { VisualShaderNodeFloatFunc::FUNC_NEGATE }, VisualShaderNode::PORT_TYPE_SCALAR));
  5222. add_options.push_back(AddOption("Negate (*-1)", "Scalar/Functions", "VisualShaderNodeIntFunc", TTR("Returns the opposite value of the parameter."), { VisualShaderNodeIntFunc::FUNC_NEGATE }, VisualShaderNode::PORT_TYPE_SCALAR_INT));
  5223. add_options.push_back(AddOption("Negate (*-1)", "Scalar/Functions", "VisualShaderNodeUIntFunc", TTR("Returns the opposite value of the parameter."), { VisualShaderNodeUIntFunc::FUNC_NEGATE }, VisualShaderNode::PORT_TYPE_SCALAR_UINT));
  5224. add_options.push_back(AddOption("OneMinus (1-)", "Scalar/Functions", "VisualShaderNodeFloatFunc", TTR("1.0 - scalar"), { VisualShaderNodeFloatFunc::FUNC_ONEMINUS }, VisualShaderNode::PORT_TYPE_SCALAR));
  5225. 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));
  5226. add_options.push_back(AddOption("Radians", "Scalar/Functions", "VisualShaderNodeFloatFunc", TTR("Converts a quantity in degrees to radians."), { VisualShaderNodeFloatFunc::FUNC_RADIANS }, VisualShaderNode::PORT_TYPE_SCALAR));
  5227. add_options.push_back(AddOption("Reciprocal", "Scalar/Functions", "VisualShaderNodeFloatFunc", TTR("1.0 / scalar"), { VisualShaderNodeFloatFunc::FUNC_RECIPROCAL }, VisualShaderNode::PORT_TYPE_SCALAR));
  5228. add_options.push_back(AddOption("Round", "Scalar/Functions", "VisualShaderNodeFloatFunc", TTR("Finds the nearest integer to the parameter."), { VisualShaderNodeFloatFunc::FUNC_ROUND }, VisualShaderNode::PORT_TYPE_SCALAR));
  5229. 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));
  5230. 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));
  5231. add_options.push_back(AddOption("Sign", "Scalar/Functions", "VisualShaderNodeFloatFunc", TTR("Extracts the sign of the parameter."), { VisualShaderNodeFloatFunc::FUNC_SIGN }, VisualShaderNode::PORT_TYPE_SCALAR));
  5232. add_options.push_back(AddOption("Sign", "Scalar/Functions", "VisualShaderNodeIntFunc", TTR("Extracts the sign of the parameter."), { VisualShaderNodeIntFunc::FUNC_SIGN }, VisualShaderNode::PORT_TYPE_SCALAR_INT));
  5233. add_options.push_back(AddOption("Sin", "Scalar/Functions", "VisualShaderNodeFloatFunc", TTR("Returns the sine of the parameter."), { VisualShaderNodeFloatFunc::FUNC_SIN }, VisualShaderNode::PORT_TYPE_SCALAR));
  5234. add_options.push_back(AddOption("SinH", "Scalar/Functions", "VisualShaderNodeFloatFunc", TTR("Returns the hyperbolic sine of the parameter."), { VisualShaderNodeFloatFunc::FUNC_SINH }, VisualShaderNode::PORT_TYPE_SCALAR));
  5235. add_options.push_back(AddOption("Sqrt", "Scalar/Functions", "VisualShaderNodeFloatFunc", TTR("Returns the square root of the parameter."), { VisualShaderNodeFloatFunc::FUNC_SQRT }, VisualShaderNode::PORT_TYPE_SCALAR));
  5236. 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));
  5237. 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));
  5238. 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));
  5239. add_options.push_back(AddOption("Tan", "Scalar/Functions", "VisualShaderNodeFloatFunc", TTR("Returns the tangent of the parameter."), { VisualShaderNodeFloatFunc::FUNC_TAN }, VisualShaderNode::PORT_TYPE_SCALAR));
  5240. add_options.push_back(AddOption("TanH", "Scalar/Functions", "VisualShaderNodeFloatFunc", TTR("Returns the hyperbolic tangent of the parameter."), { VisualShaderNodeFloatFunc::FUNC_TANH }, VisualShaderNode::PORT_TYPE_SCALAR));
  5241. add_options.push_back(AddOption("Trunc", "Scalar/Functions", "VisualShaderNodeFloatFunc", TTR("Finds the truncated value of the parameter."), { VisualShaderNodeFloatFunc::FUNC_TRUNC }, VisualShaderNode::PORT_TYPE_SCALAR));
  5242. add_options.push_back(AddOption("Add (+)", "Scalar/Operators", "VisualShaderNodeFloatOp", TTR("Sums two floating-point scalars."), { VisualShaderNodeFloatOp::OP_ADD }, VisualShaderNode::PORT_TYPE_SCALAR));
  5243. add_options.push_back(AddOption("Add (+)", "Scalar/Operators", "VisualShaderNodeIntOp", TTR("Sums two integer scalars."), { VisualShaderNodeIntOp::OP_ADD }, VisualShaderNode::PORT_TYPE_SCALAR_INT));
  5244. add_options.push_back(AddOption("Add (+)", "Scalar/Operators", "VisualShaderNodeUIntOp", TTR("Sums two unsigned integer scalars."), { VisualShaderNodeUIntOp::OP_ADD }, VisualShaderNode::PORT_TYPE_SCALAR_UINT));
  5245. 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));
  5246. add_options.push_back(AddOption("BitwiseAND (&)", "Scalar/Operators", "VisualShaderNodeUIntOp", TTR("Returns the result of bitwise AND (a & b) operation for two unsigned integers."), { VisualShaderNodeUIntOp::OP_BITWISE_AND }, VisualShaderNode::PORT_TYPE_SCALAR_UINT));
  5247. 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));
  5248. add_options.push_back(AddOption("BitwiseLeftShift (<<)", "Scalar/Operators", "VisualShaderNodeUIntOp", TTR("Returns the result of bitwise left shift (a << b) operation on the unsigned integer."), { VisualShaderNodeUIntOp::OP_BITWISE_LEFT_SHIFT }, VisualShaderNode::PORT_TYPE_SCALAR_UINT));
  5249. 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));
  5250. add_options.push_back(AddOption("BitwiseOR (|)", "Scalar/Operators", "VisualShaderNodeUIntOp", TTR("Returns the result of bitwise OR (a | b) operation for two unsigned integers."), { VisualShaderNodeUIntOp::OP_BITWISE_OR }, VisualShaderNode::PORT_TYPE_SCALAR_UINT));
  5251. 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));
  5252. add_options.push_back(AddOption("BitwiseRightShift (>>)", "Scalar/Operators", "VisualShaderNodeUIntOp", TTR("Returns the result of bitwise right shift (a >> b) operation on the unsigned integer."), { VisualShaderNodeIntOp::OP_BITWISE_RIGHT_SHIFT }, VisualShaderNode::PORT_TYPE_SCALAR_UINT));
  5253. 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));
  5254. add_options.push_back(AddOption("BitwiseXOR (^)", "Scalar/Operators", "VisualShaderNodeUIntOp", TTR("Returns the result of bitwise XOR (a ^ b) operation on the unsigned integer."), { VisualShaderNodeUIntOp::OP_BITWISE_XOR }, VisualShaderNode::PORT_TYPE_SCALAR_UINT));
  5255. add_options.push_back(AddOption("Divide (/)", "Scalar/Operators", "VisualShaderNodeFloatOp", TTR("Divides two floating-point scalars."), { VisualShaderNodeFloatOp::OP_DIV }, VisualShaderNode::PORT_TYPE_SCALAR));
  5256. add_options.push_back(AddOption("Divide (/)", "Scalar/Operators", "VisualShaderNodeIntOp", TTR("Divides two integer scalars."), { VisualShaderNodeIntOp::OP_DIV }, VisualShaderNode::PORT_TYPE_SCALAR_INT));
  5257. add_options.push_back(AddOption("Divide (/)", "Scalar/Operators", "VisualShaderNodeUIntOp", TTR("Divides two unsigned integer scalars."), { VisualShaderNodeUIntOp::OP_DIV }, VisualShaderNode::PORT_TYPE_SCALAR_UINT));
  5258. add_options.push_back(AddOption("Multiply (*)", "Scalar/Operators", "VisualShaderNodeFloatOp", TTR("Multiplies two floating-point scalars."), { VisualShaderNodeFloatOp::OP_MUL }, VisualShaderNode::PORT_TYPE_SCALAR));
  5259. add_options.push_back(AddOption("Multiply (*)", "Scalar/Operators", "VisualShaderNodeIntOp", TTR("Multiplies two integer scalars."), { VisualShaderNodeIntOp::OP_MUL }, VisualShaderNode::PORT_TYPE_SCALAR_INT));
  5260. add_options.push_back(AddOption("Multiply (*)", "Scalar/Operators", "VisualShaderNodeUIntOp", TTR("Multiplies two unsigned integer scalars."), { VisualShaderNodeUIntOp::OP_MUL }, VisualShaderNode::PORT_TYPE_SCALAR_UINT));
  5261. 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));
  5262. 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));
  5263. add_options.push_back(AddOption("Remainder", "Scalar/Operators", "VisualShaderNodeUIntOp", TTR("Returns the remainder of the two unsigned integer scalars."), { VisualShaderNodeUIntOp::OP_MOD }, VisualShaderNode::PORT_TYPE_SCALAR_UINT));
  5264. add_options.push_back(AddOption("Subtract (-)", "Scalar/Operators", "VisualShaderNodeFloatOp", TTR("Subtracts two floating-point scalars."), { VisualShaderNodeFloatOp::OP_SUB }, VisualShaderNode::PORT_TYPE_SCALAR));
  5265. add_options.push_back(AddOption("Subtract (-)", "Scalar/Operators", "VisualShaderNodeIntOp", TTR("Subtracts two integer scalars."), { VisualShaderNodeIntOp::OP_SUB }, VisualShaderNode::PORT_TYPE_SCALAR_INT));
  5266. add_options.push_back(AddOption("Subtract (-)", "Scalar/Operators", "VisualShaderNodeUIntOp", TTR("Subtracts two unsigned integer scalars."), { VisualShaderNodeUIntOp::OP_SUB }, VisualShaderNode::PORT_TYPE_SCALAR_UINT));
  5267. add_options.push_back(AddOption("FloatConstant", "Scalar/Variables", "VisualShaderNodeFloatConstant", TTR("Scalar floating-point constant."), {}, VisualShaderNode::PORT_TYPE_SCALAR));
  5268. add_options.push_back(AddOption("IntConstant", "Scalar/Variables", "VisualShaderNodeIntConstant", TTR("Scalar integer constant."), {}, VisualShaderNode::PORT_TYPE_SCALAR_INT));
  5269. add_options.push_back(AddOption("UIntConstant", "Scalar/Variables", "VisualShaderNodeUIntConstant", TTR("Scalar unsigned integer constant."), {}, VisualShaderNode::PORT_TYPE_SCALAR_UINT));
  5270. add_options.push_back(AddOption("FloatParameter", "Scalar/Variables", "VisualShaderNodeFloatParameter", TTR("Scalar floating-point parameter."), {}, VisualShaderNode::PORT_TYPE_SCALAR));
  5271. add_options.push_back(AddOption("IntParameter", "Scalar/Variables", "VisualShaderNodeIntParameter", TTR("Scalar integer parameter."), {}, VisualShaderNode::PORT_TYPE_SCALAR_INT));
  5272. add_options.push_back(AddOption("UIntParameter", "Scalar/Variables", "VisualShaderNodeUIntParameter", TTR("Scalar unsigned integer parameter."), {}, VisualShaderNode::PORT_TYPE_SCALAR_UINT));
  5273. // SDF
  5274. {
  5275. 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));
  5276. 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));
  5277. 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));
  5278. 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));
  5279. 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));
  5280. }
  5281. // TEXTURES
  5282. add_options.push_back(AddOption("UVFunc", "Textures/Common", "VisualShaderNodeUVFunc", TTR("Function to be applied on texture coordinates."), {}, VisualShaderNode::PORT_TYPE_VECTOR_2D));
  5283. add_options.push_back(AddOption("UVPolarCoord", "Textures/Common", "VisualShaderNodeUVPolarCoord", TTR("Polar coordinates conversion applied on texture coordinates."), {}, VisualShaderNode::PORT_TYPE_VECTOR_2D));
  5284. cubemap_node_option_idx = add_options.size();
  5285. add_options.push_back(AddOption("CubeMap", "Textures/Functions", "VisualShaderNodeCubemap", TTR("Perform the cubic texture lookup."), {}, VisualShaderNode::PORT_TYPE_VECTOR_4D));
  5286. curve_node_option_idx = add_options.size();
  5287. add_options.push_back(AddOption("CurveTexture", "Textures/Functions", "VisualShaderNodeCurveTexture", TTR("Perform the curve texture lookup."), {}, VisualShaderNode::PORT_TYPE_SCALAR));
  5288. curve_xyz_node_option_idx = add_options.size();
  5289. add_options.push_back(AddOption("CurveXYZTexture", "Textures/Functions", "VisualShaderNodeCurveXYZTexture", TTR("Perform the three components curve texture lookup."), {}, VisualShaderNode::PORT_TYPE_VECTOR_3D));
  5290. add_options.push_back(AddOption("LinearSceneDepth", "Textures/Functions", "VisualShaderNodeLinearSceneDepth", TTR("Returns the depth value obtained from the depth prepass in a linear space."), {}, VisualShaderNode::PORT_TYPE_SCALAR, TYPE_FLAGS_FRAGMENT, Shader::MODE_SPATIAL));
  5291. texture2d_node_option_idx = add_options.size();
  5292. add_options.push_back(AddOption("WorldPositionFromDepth", "Textures/Functions", "VisualShaderNodeWorldPositionFromDepth", TTR("Reconstructs the World Position of the Node from the depth texture."), {}, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_FRAGMENT, Shader::MODE_SPATIAL));
  5293. texture2d_node_option_idx = add_options.size();
  5294. add_options.push_back(AddOption("ScreenNormalWorldSpace", "Textures/Functions", "VisualShaderNodeScreenNormalWorldSpace", TTR("Unpacks the Screen Normal Texture in World Space"), {}, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_FRAGMENT, Shader::MODE_SPATIAL));
  5295. texture2d_node_option_idx = add_options.size();
  5296. add_options.push_back(AddOption("Texture2D", "Textures/Functions", "VisualShaderNodeTexture", TTR("Perform the 2D texture lookup."), {}, VisualShaderNode::PORT_TYPE_VECTOR_4D));
  5297. texture2d_array_node_option_idx = add_options.size();
  5298. add_options.push_back(AddOption("Texture2DArray", "Textures/Functions", "VisualShaderNodeTexture2DArray", TTR("Perform the 2D-array texture lookup."), {}, VisualShaderNode::PORT_TYPE_VECTOR_4D));
  5299. texture3d_node_option_idx = add_options.size();
  5300. add_options.push_back(AddOption("Texture3D", "Textures/Functions", "VisualShaderNodeTexture3D", TTR("Perform the 3D texture lookup."), {}, VisualShaderNode::PORT_TYPE_VECTOR_4D));
  5301. add_options.push_back(AddOption("UVPanning", "Textures/Functions", "VisualShaderNodeUVFunc", TTR("Apply panning function on texture coordinates."), { VisualShaderNodeUVFunc::FUNC_PANNING }, VisualShaderNode::PORT_TYPE_VECTOR_2D));
  5302. add_options.push_back(AddOption("UVScaling", "Textures/Functions", "VisualShaderNodeUVFunc", TTR("Apply scaling function on texture coordinates."), { VisualShaderNodeUVFunc::FUNC_SCALING }, VisualShaderNode::PORT_TYPE_VECTOR_2D));
  5303. add_options.push_back(AddOption("CubeMapParameter", "Textures/Variables", "VisualShaderNodeCubemapParameter", TTR("Cubic texture parameter lookup."), {}, VisualShaderNode::PORT_TYPE_SAMPLER));
  5304. add_options.push_back(AddOption("Texture2DParameter", "Textures/Variables", "VisualShaderNodeTexture2DParameter", TTR("2D texture parameter lookup."), {}, VisualShaderNode::PORT_TYPE_SAMPLER));
  5305. add_options.push_back(AddOption("TextureParameterTriplanar", "Textures/Variables", "VisualShaderNodeTextureParameterTriplanar", TTR("2D texture parameter lookup with triplanar."), {}, -1, TYPE_FLAGS_FRAGMENT | TYPE_FLAGS_LIGHT, Shader::MODE_SPATIAL));
  5306. add_options.push_back(AddOption("Texture2DArrayParameter", "Textures/Variables", "VisualShaderNodeTexture2DArrayParameter", TTR("2D array of textures parameter lookup."), {}, VisualShaderNode::PORT_TYPE_SAMPLER));
  5307. add_options.push_back(AddOption("Texture3DParameter", "Textures/Variables", "VisualShaderNodeTexture3DParameter", TTR("3D texture parameter lookup."), {}, VisualShaderNode::PORT_TYPE_SAMPLER));
  5308. // TRANSFORM
  5309. add_options.push_back(AddOption("TransformFunc", "Transform/Common", "VisualShaderNodeTransformFunc", TTR("Transform function."), {}, VisualShaderNode::PORT_TYPE_TRANSFORM));
  5310. add_options.push_back(AddOption("TransformOp", "Transform/Common", "VisualShaderNodeTransformOp", TTR("Transform operator."), {}, VisualShaderNode::PORT_TYPE_TRANSFORM));
  5311. 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));
  5312. add_options.push_back(AddOption("TransformCompose", "Transform/Composition", "VisualShaderNodeTransformCompose", TTR("Composes transform from four vectors."), {}, VisualShaderNode::PORT_TYPE_TRANSFORM));
  5313. add_options.push_back(AddOption("TransformDecompose", "Transform/Composition", "VisualShaderNodeTransformDecompose", TTR("Decomposes transform to four vectors.")));
  5314. add_options.push_back(AddOption("Determinant", "Transform/Functions", "VisualShaderNodeDeterminant", TTR("Calculates the determinant of a transform."), {}, VisualShaderNode::PORT_TYPE_SCALAR));
  5315. 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));
  5316. add_options.push_back(AddOption("Inverse", "Transform/Functions", "VisualShaderNodeTransformFunc", TTR("Calculates the inverse of a transform."), { VisualShaderNodeTransformFunc::FUNC_INVERSE }, VisualShaderNode::PORT_TYPE_TRANSFORM));
  5317. add_options.push_back(AddOption("Transpose", "Transform/Functions", "VisualShaderNodeTransformFunc", TTR("Calculates the transpose of a transform."), { VisualShaderNodeTransformFunc::FUNC_TRANSPOSE }, VisualShaderNode::PORT_TYPE_TRANSFORM));
  5318. add_options.push_back(AddOption("Add (+)", "Transform/Operators", "VisualShaderNodeTransformOp", TTR("Sums two transforms."), { VisualShaderNodeTransformOp::OP_ADD }, VisualShaderNode::PORT_TYPE_TRANSFORM));
  5319. add_options.push_back(AddOption("Divide (/)", "Transform/Operators", "VisualShaderNodeTransformOp", TTR("Divides two transforms."), { VisualShaderNodeTransformOp::OP_A_DIV_B }, VisualShaderNode::PORT_TYPE_TRANSFORM));
  5320. add_options.push_back(AddOption("Multiply (*)", "Transform/Operators", "VisualShaderNodeTransformOp", TTR("Multiplies two transforms."), { VisualShaderNodeTransformOp::OP_AxB }, VisualShaderNode::PORT_TYPE_TRANSFORM));
  5321. 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));
  5322. add_options.push_back(AddOption("Subtract (-)", "Transform/Operators", "VisualShaderNodeTransformOp", TTR("Subtracts two transforms."), { VisualShaderNodeTransformOp::OP_A_MINUS_B }, VisualShaderNode::PORT_TYPE_TRANSFORM));
  5323. add_options.push_back(AddOption("TransformVectorMult (*)", "Transform/Operators", "VisualShaderNodeTransformVecMult", TTR("Multiplies vector by transform."), {}, VisualShaderNode::PORT_TYPE_VECTOR_3D));
  5324. add_options.push_back(AddOption("TransformConstant", "Transform/Variables", "VisualShaderNodeTransformConstant", TTR("Transform constant."), {}, VisualShaderNode::PORT_TYPE_TRANSFORM));
  5325. add_options.push_back(AddOption("TransformParameter", "Transform/Variables", "VisualShaderNodeTransformParameter", TTR("Transform parameter."), {}, VisualShaderNode::PORT_TYPE_TRANSFORM));
  5326. // UTILITY
  5327. add_options.push_back(AddOption("DistanceFade", "Utility", "VisualShaderNodeDistanceFade", TTR("The distance fade effect fades out each pixel based on its distance to another object."), {}, VisualShaderNode::PORT_TYPE_SCALAR, TYPE_FLAGS_FRAGMENT, Shader::MODE_SPATIAL));
  5328. add_options.push_back(AddOption("ProximityFade", "Utility", "VisualShaderNodeProximityFade", TTR("The proximity fade effect fades out each pixel based on its distance to another object."), {}, VisualShaderNode::PORT_TYPE_SCALAR, TYPE_FLAGS_FRAGMENT, Shader::MODE_SPATIAL));
  5329. add_options.push_back(AddOption("RandomRange", "Utility", "VisualShaderNodeRandomRange", TTR("Returns a random value between the minimum and maximum input values."), {}, VisualShaderNode::PORT_TYPE_SCALAR));
  5330. add_options.push_back(AddOption("Remap", "Utility", "VisualShaderNodeRemap", TTR("Remaps a given input from the input range to the output range."), {}, VisualShaderNode::PORT_TYPE_SCALAR));
  5331. add_options.push_back(AddOption("RotationByAxis", "Utility", "VisualShaderNodeRotationByAxis", TTR("Rotates an input vector by a given angle."), {}, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_FRAGMENT, Shader::MODE_SPATIAL));
  5332. add_options.push_back(AddOption("RotationByAxis", "Utility", "VisualShaderNodeRotationByAxis", TTR("Rotates an input vector by a given angle."), {}, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_VERTEX, Shader::MODE_SPATIAL));
  5333. // VECTOR
  5334. add_options.push_back(AddOption("VectorFunc", "Vector/Common", "VisualShaderNodeVectorFunc", TTR("Vector function."), {}, VisualShaderNode::PORT_TYPE_VECTOR_3D));
  5335. add_options.push_back(AddOption("VectorOp", "Vector/Common", "VisualShaderNodeVectorOp", TTR("Vector operator."), {}, VisualShaderNode::PORT_TYPE_VECTOR_3D));
  5336. add_options.push_back(AddOption("VectorCompose", "Vector/Common", "VisualShaderNodeVectorCompose", TTR("Composes vector from scalars.")));
  5337. add_options.push_back(AddOption("VectorDecompose", "Vector/Common", "VisualShaderNodeVectorDecompose", TTR("Decomposes vector to scalars.")));
  5338. add_options.push_back(AddOption("Vector2Compose", "Vector/Composition", "VisualShaderNodeVectorCompose", TTR("Composes 2D vector from two scalars."), { VisualShaderNodeVectorCompose::OP_TYPE_VECTOR_2D }, VisualShaderNode::PORT_TYPE_VECTOR_2D));
  5339. add_options.push_back(AddOption("Vector2Decompose", "Vector/Composition", "VisualShaderNodeVectorDecompose", TTR("Decomposes 2D vector to two scalars."), { VisualShaderNodeVectorDecompose::OP_TYPE_VECTOR_2D }));
  5340. 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));
  5341. add_options.push_back(AddOption("Vector3Decompose", "Vector/Composition", "VisualShaderNodeVectorDecompose", TTR("Decomposes 3D vector to three scalars."), { VisualShaderNodeVectorDecompose::OP_TYPE_VECTOR_3D }));
  5342. add_options.push_back(AddOption("Vector4Compose", "Vector/Composition", "VisualShaderNodeVectorCompose", TTR("Composes 4D vector from four scalars."), { VisualShaderNodeVectorCompose::OP_TYPE_VECTOR_4D }, VisualShaderNode::PORT_TYPE_VECTOR_4D));
  5343. add_options.push_back(AddOption("Vector4Decompose", "Vector/Composition", "VisualShaderNodeVectorDecompose", TTR("Decomposes 4D vector to four scalars."), { VisualShaderNodeVectorDecompose::OP_TYPE_VECTOR_4D }));
  5344. 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));
  5345. 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));
  5346. add_options.push_back(AddOption("Abs", "Vector/Functions", "VisualShaderNodeVectorFunc", TTR("Returns the absolute value of the parameter."), { VisualShaderNodeVectorFunc::FUNC_ABS, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_4D }, VisualShaderNode::PORT_TYPE_VECTOR_4D));
  5347. 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));
  5348. 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));
  5349. add_options.push_back(AddOption("ACos", "Vector/Functions", "VisualShaderNodeVectorFunc", TTR("Returns the arc-cosine of the parameter."), { VisualShaderNodeVectorFunc::FUNC_ACOS, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_4D }, VisualShaderNode::PORT_TYPE_VECTOR_4D));
  5350. 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));
  5351. 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));
  5352. 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_4D }, VisualShaderNode::PORT_TYPE_VECTOR_4D));
  5353. 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));
  5354. 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));
  5355. add_options.push_back(AddOption("ASin", "Vector/Functions", "VisualShaderNodeVectorFunc", TTR("Returns the arc-sine of the parameter."), { VisualShaderNodeVectorFunc::FUNC_ASIN, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_4D }, VisualShaderNode::PORT_TYPE_VECTOR_4D));
  5356. 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));
  5357. 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));
  5358. 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_4D }, VisualShaderNode::PORT_TYPE_VECTOR_4D));
  5359. 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));
  5360. 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));
  5361. add_options.push_back(AddOption("ATan", "Vector/Functions", "VisualShaderNodeVectorFunc", TTR("Returns the arc-tangent of the parameter."), { VisualShaderNodeVectorFunc::FUNC_ATAN, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_4D }, VisualShaderNode::PORT_TYPE_VECTOR_4D));
  5362. 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));
  5363. 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));
  5364. add_options.push_back(AddOption("ATan2", "Vector/Functions", "VisualShaderNodeVectorOp", TTR("Returns the arc-tangent of the parameters."), { VisualShaderNodeVectorOp::OP_ATAN2, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_4D }, VisualShaderNode::PORT_TYPE_VECTOR_4D));
  5365. 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));
  5366. 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));
  5367. 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_4D }, VisualShaderNode::PORT_TYPE_VECTOR_4D));
  5368. 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_2D }, VisualShaderNode::PORT_TYPE_VECTOR_2D));
  5369. 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));
  5370. 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_4D }, VisualShaderNode::PORT_TYPE_VECTOR_4D));
  5371. 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));
  5372. 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));
  5373. add_options.push_back(AddOption("Clamp", "Vector/Functions", "VisualShaderNodeClamp", TTR("Constrains a value to lie between two further values."), { VisualShaderNodeClamp::OP_TYPE_VECTOR_4D }, VisualShaderNode::PORT_TYPE_VECTOR_4D));
  5374. 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));
  5375. 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));
  5376. add_options.push_back(AddOption("Cos", "Vector/Functions", "VisualShaderNodeVectorFunc", TTR("Returns the cosine of the parameter."), { VisualShaderNodeVectorFunc::FUNC_COS, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_4D }, VisualShaderNode::PORT_TYPE_VECTOR_4D));
  5377. 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));
  5378. 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));
  5379. add_options.push_back(AddOption("CosH", "Vector/Functions", "VisualShaderNodeVectorFunc", TTR("Returns the hyperbolic cosine of the parameter."), { VisualShaderNodeVectorFunc::FUNC_COSH, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_4D }, VisualShaderNode::PORT_TYPE_VECTOR_4D));
  5380. 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));
  5381. 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));
  5382. 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));
  5383. add_options.push_back(AddOption("Degrees", "Vector/Functions", "VisualShaderNodeVectorFunc", TTR("Converts a quantity in radians to degrees."), { VisualShaderNodeVectorFunc::FUNC_DEGREES, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_4D }, VisualShaderNode::PORT_TYPE_VECTOR_4D));
  5384. 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));
  5385. 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));
  5386. 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_4D }, VisualShaderNode::PORT_TYPE_VECTOR_4D, TYPE_FLAGS_FRAGMENT | TYPE_FLAGS_LIGHT, -1, true));
  5387. 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));
  5388. 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));
  5389. 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_4D }, VisualShaderNode::PORT_TYPE_VECTOR_4D, TYPE_FLAGS_FRAGMENT | TYPE_FLAGS_LIGHT, -1, true));
  5390. 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));
  5391. 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));
  5392. add_options.push_back(AddOption("Distance4D", "Vector/Functions", "VisualShaderNodeVectorDistance", TTR("Returns the distance between two points."), { VisualShaderNodeVectorDistance::OP_TYPE_VECTOR_4D }, VisualShaderNode::PORT_TYPE_SCALAR));
  5393. add_options.push_back(AddOption("Dot", "Vector/Functions", "VisualShaderNodeDotProduct", TTR("Calculates the dot product of two vectors."), {}, VisualShaderNode::PORT_TYPE_SCALAR));
  5394. 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));
  5395. 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));
  5396. add_options.push_back(AddOption("Exp", "Vector/Functions", "VisualShaderNodeVectorFunc", TTR("Base-e Exponential."), { VisualShaderNodeVectorFunc::FUNC_EXP, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_4D }, VisualShaderNode::PORT_TYPE_VECTOR_4D));
  5397. 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));
  5398. 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));
  5399. add_options.push_back(AddOption("Exp2", "Vector/Functions", "VisualShaderNodeVectorFunc", TTR("Base-2 Exponential."), { VisualShaderNodeVectorFunc::FUNC_EXP2, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_4D }, VisualShaderNode::PORT_TYPE_VECTOR_4D));
  5400. 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));
  5401. 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));
  5402. 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_4D }, VisualShaderNode::PORT_TYPE_VECTOR_4D));
  5403. 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));
  5404. 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));
  5405. 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_4D }, VisualShaderNode::PORT_TYPE_VECTOR_4D));
  5406. add_options.push_back(AddOption("Fract", "Vector/Functions", "VisualShaderNodeVectorFunc", TTR("Computes the fractional part of the argument."), { VisualShaderNodeVectorFunc::FUNC_FRACT, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_2D }, VisualShaderNode::PORT_TYPE_VECTOR_2D));
  5407. add_options.push_back(AddOption("Fract", "Vector/Functions", "VisualShaderNodeVectorFunc", TTR("Computes the fractional part of the argument."), { VisualShaderNodeVectorFunc::FUNC_FRACT, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_3D }, VisualShaderNode::PORT_TYPE_VECTOR_3D));
  5408. add_options.push_back(AddOption("Fract", "Vector/Functions", "VisualShaderNodeVectorFunc", TTR("Computes the fractional part of the argument."), { VisualShaderNodeVectorFunc::FUNC_FRACT, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_4D }, VisualShaderNode::PORT_TYPE_VECTOR_4D));
  5409. 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));
  5410. 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));
  5411. 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));
  5412. 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_4D }, VisualShaderNode::PORT_TYPE_VECTOR_4D));
  5413. add_options.push_back(AddOption("Length2D", "Vector/Functions", "VisualShaderNodeVectorLen", TTR("Calculates the length of a vector."), { VisualShaderNodeVectorLen::OP_TYPE_VECTOR_2D }, VisualShaderNode::PORT_TYPE_SCALAR));
  5414. add_options.push_back(AddOption("Length3D", "Vector/Functions", "VisualShaderNodeVectorLen", TTR("Calculates the length of a vector."), { VisualShaderNodeVectorLen::OP_TYPE_VECTOR_3D }, VisualShaderNode::PORT_TYPE_SCALAR));
  5415. add_options.push_back(AddOption("Length4D", "Vector/Functions", "VisualShaderNodeVectorLen", TTR("Calculates the length of a vector."), { VisualShaderNodeVectorLen::OP_TYPE_VECTOR_4D }, VisualShaderNode::PORT_TYPE_SCALAR));
  5416. 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));
  5417. 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));
  5418. add_options.push_back(AddOption("Log", "Vector/Functions", "VisualShaderNodeVectorFunc", TTR("Natural logarithm."), { VisualShaderNodeVectorFunc::FUNC_LOG, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_4D }, VisualShaderNode::PORT_TYPE_VECTOR_4D));
  5419. 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));
  5420. 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));
  5421. add_options.push_back(AddOption("Log2", "Vector/Functions", "VisualShaderNodeVectorFunc", TTR("Base-2 logarithm."), { VisualShaderNodeVectorFunc::FUNC_LOG2, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_4D }, VisualShaderNode::PORT_TYPE_VECTOR_4D));
  5422. 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));
  5423. 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));
  5424. add_options.push_back(AddOption("Max", "Vector/Functions", "VisualShaderNodeVectorOp", TTR("Returns the greater of two values."), { VisualShaderNodeVectorOp::OP_MAX, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_4D }, VisualShaderNode::PORT_TYPE_VECTOR_4D));
  5425. 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));
  5426. 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));
  5427. add_options.push_back(AddOption("Min", "Vector/Functions", "VisualShaderNodeVectorOp", TTR("Returns the lesser of two values."), { VisualShaderNodeVectorOp::OP_MIN, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_4D }, VisualShaderNode::PORT_TYPE_VECTOR_4D));
  5428. 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));
  5429. 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));
  5430. add_options.push_back(AddOption("Mix", "Vector/Functions", "VisualShaderNodeMix", TTR("Linear interpolation between two vectors."), { VisualShaderNodeMix::OP_TYPE_VECTOR_4D }, VisualShaderNode::PORT_TYPE_VECTOR_4D));
  5431. 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));
  5432. 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));
  5433. add_options.push_back(AddOption("MixS", "Vector/Functions", "VisualShaderNodeMix", TTR("Linear interpolation between two vectors using scalar."), { VisualShaderNodeMix::OP_TYPE_VECTOR_4D_SCALAR }, VisualShaderNode::PORT_TYPE_VECTOR_4D));
  5434. add_options.push_back(AddOption("MultiplyAdd (a * b + c)", "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));
  5435. add_options.push_back(AddOption("MultiplyAdd (a * b + c)", "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));
  5436. add_options.push_back(AddOption("MultiplyAdd (a * b + c)", "Vector/Functions", "VisualShaderNodeMultiplyAdd", TTR("Performs a fused multiply-add operation (a * b + c) on vectors."), { VisualShaderNodeMultiplyAdd::OP_TYPE_VECTOR_4D }, VisualShaderNode::PORT_TYPE_VECTOR_4D));
  5437. add_options.push_back(AddOption("Negate (*-1)", "Vector/Functions", "VisualShaderNodeVectorFunc", TTR("Returns the opposite value of the parameter."), { VisualShaderNodeVectorFunc::FUNC_NEGATE, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_2D }, VisualShaderNode::PORT_TYPE_VECTOR_2D));
  5438. add_options.push_back(AddOption("Negate (*-1)", "Vector/Functions", "VisualShaderNodeVectorFunc", TTR("Returns the opposite value of the parameter."), { VisualShaderNodeVectorFunc::FUNC_NEGATE, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_3D }, VisualShaderNode::PORT_TYPE_VECTOR_3D));
  5439. add_options.push_back(AddOption("Negate (*-1)", "Vector/Functions", "VisualShaderNodeVectorFunc", TTR("Returns the opposite value of the parameter."), { VisualShaderNodeVectorFunc::FUNC_NEGATE, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_4D }, VisualShaderNode::PORT_TYPE_VECTOR_4D));
  5440. 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));
  5441. 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));
  5442. add_options.push_back(AddOption("Normalize", "Vector/Functions", "VisualShaderNodeVectorFunc", TTR("Calculates the normalize product of vector."), { VisualShaderNodeVectorFunc::FUNC_NORMALIZE, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_4D }, VisualShaderNode::PORT_TYPE_VECTOR_4D));
  5443. add_options.push_back(AddOption("OneMinus (1-)", "Vector/Functions", "VisualShaderNodeVectorFunc", TTR("1.0 - vector"), { VisualShaderNodeVectorFunc::FUNC_ONEMINUS, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_2D }, VisualShaderNode::PORT_TYPE_VECTOR_2D));
  5444. add_options.push_back(AddOption("OneMinus (1-)", "Vector/Functions", "VisualShaderNodeVectorFunc", TTR("1.0 - vector"), { VisualShaderNodeVectorFunc::FUNC_ONEMINUS, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_3D }, VisualShaderNode::PORT_TYPE_VECTOR_3D));
  5445. add_options.push_back(AddOption("OneMinus (1-)", "Vector/Functions", "VisualShaderNodeVectorFunc", TTR("1.0 - vector"), { VisualShaderNodeVectorFunc::FUNC_ONEMINUS, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_4D }, VisualShaderNode::PORT_TYPE_VECTOR_4D));
  5446. 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));
  5447. 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));
  5448. 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_4D }, VisualShaderNode::PORT_TYPE_VECTOR_4D));
  5449. 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));
  5450. 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));
  5451. add_options.push_back(AddOption("Radians", "Vector/Functions", "VisualShaderNodeVectorFunc", TTR("Converts a quantity in degrees to radians."), { VisualShaderNodeVectorFunc::FUNC_RADIANS, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_4D }, VisualShaderNode::PORT_TYPE_VECTOR_4D));
  5452. 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));
  5453. 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));
  5454. add_options.push_back(AddOption("Reciprocal", "Vector/Functions", "VisualShaderNodeVectorFunc", TTR("1.0 / vector"), { VisualShaderNodeVectorFunc::FUNC_RECIPROCAL, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_4D }, VisualShaderNode::PORT_TYPE_VECTOR_4D));
  5455. 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_2D }, VisualShaderNode::PORT_TYPE_VECTOR_2D));
  5456. 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));
  5457. 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_4D }, VisualShaderNode::PORT_TYPE_VECTOR_4D));
  5458. add_options.push_back(AddOption("Refract", "Vector/Functions", "VisualShaderNodeVectorRefract", TTR("Returns the vector that points in the direction of refraction."), {}, VisualShaderNode::PORT_TYPE_VECTOR_2D));
  5459. 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));
  5460. add_options.push_back(AddOption("Refract", "Vector/Functions", "VisualShaderNodeVectorRefract", TTR("Returns the vector that points in the direction of refraction."), {}, VisualShaderNode::PORT_TYPE_VECTOR_4D));
  5461. 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));
  5462. 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));
  5463. add_options.push_back(AddOption("Round", "Vector/Functions", "VisualShaderNodeVectorFunc", TTR("Finds the nearest integer to the parameter."), { VisualShaderNodeVectorFunc::FUNC_ROUND, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_4D }, VisualShaderNode::PORT_TYPE_VECTOR_4D));
  5464. 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));
  5465. 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));
  5466. 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_4D }, VisualShaderNode::PORT_TYPE_VECTOR_4D));
  5467. 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));
  5468. 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));
  5469. 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_4D }, VisualShaderNode::PORT_TYPE_VECTOR_4D));
  5470. 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));
  5471. 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));
  5472. add_options.push_back(AddOption("Sign", "Vector/Functions", "VisualShaderNodeVectorFunc", TTR("Extracts the sign of the parameter."), { VisualShaderNodeVectorFunc::FUNC_SIGN, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_4D }, VisualShaderNode::PORT_TYPE_VECTOR_4D));
  5473. 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));
  5474. 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));
  5475. add_options.push_back(AddOption("Sin", "Vector/Functions", "VisualShaderNodeVectorFunc", TTR("Returns the sine of the parameter."), { VisualShaderNodeVectorFunc::FUNC_SIN, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_4D }, VisualShaderNode::PORT_TYPE_VECTOR_4D));
  5476. 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));
  5477. 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));
  5478. add_options.push_back(AddOption("SinH", "Vector/Functions", "VisualShaderNodeVectorFunc", TTR("Returns the hyperbolic sine of the parameter."), { VisualShaderNodeVectorFunc::FUNC_SINH, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_4D }, VisualShaderNode::PORT_TYPE_VECTOR_4D));
  5479. 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));
  5480. 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));
  5481. add_options.push_back(AddOption("Sqrt", "Vector/Functions", "VisualShaderNodeVectorFunc", TTR("Returns the square root of the parameter."), { VisualShaderNodeVectorFunc::FUNC_SQRT, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_4D }, VisualShaderNode::PORT_TYPE_VECTOR_4D));
  5482. 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));
  5483. 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));
  5484. 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_4D }, VisualShaderNode::PORT_TYPE_VECTOR_4D));
  5485. 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));
  5486. 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));
  5487. 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_4D_SCALAR }, VisualShaderNode::PORT_TYPE_VECTOR_4D));
  5488. 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));
  5489. 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));
  5490. 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));
  5491. 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));
  5492. 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_4D_SCALAR }, VisualShaderNode::PORT_TYPE_VECTOR_4D));
  5493. 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));
  5494. 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));
  5495. 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_4D }, VisualShaderNode::PORT_TYPE_VECTOR_4D, TYPE_FLAGS_FRAGMENT | TYPE_FLAGS_LIGHT, -1, true));
  5496. 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));
  5497. 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));
  5498. add_options.push_back(AddOption("Tan", "Vector/Functions", "VisualShaderNodeVectorFunc", TTR("Returns the tangent of the parameter."), { VisualShaderNodeVectorFunc::FUNC_TAN, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_4D }, VisualShaderNode::PORT_TYPE_VECTOR_4D));
  5499. 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));
  5500. 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));
  5501. add_options.push_back(AddOption("TanH", "Vector/Functions", "VisualShaderNodeVectorFunc", TTR("Returns the hyperbolic tangent of the parameter."), { VisualShaderNodeVectorFunc::FUNC_TANH, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_4D }, VisualShaderNode::PORT_TYPE_VECTOR_4D));
  5502. 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));
  5503. 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));
  5504. add_options.push_back(AddOption("Trunc", "Vector/Functions", "VisualShaderNodeVectorFunc", TTR("Finds the truncated value of the parameter."), { VisualShaderNodeVectorFunc::FUNC_TRUNC, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_4D }, VisualShaderNode::PORT_TYPE_VECTOR_4D));
  5505. 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));
  5506. 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));
  5507. add_options.push_back(AddOption("Add (+)", "Vector/Operators", "VisualShaderNodeVectorOp", TTR("Adds 4D vector to 4D vector."), { VisualShaderNodeVectorOp::OP_ADD, VisualShaderNodeVectorOp::OP_TYPE_VECTOR_4D }, VisualShaderNode::PORT_TYPE_VECTOR_4D));
  5508. 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));
  5509. 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));
  5510. add_options.push_back(AddOption("Divide (/)", "Vector/Operators", "VisualShaderNodeVectorOp", TTR("Divides 4D vector by 4D vector."), { VisualShaderNodeVectorOp::OP_DIV, VisualShaderNodeVectorOp::OP_TYPE_VECTOR_4D }, VisualShaderNode::PORT_TYPE_VECTOR_4D));
  5511. 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));
  5512. 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));
  5513. add_options.push_back(AddOption("Multiply (*)", "Vector/Operators", "VisualShaderNodeVectorOp", TTR("Multiplies 4D vector by 4D vector."), { VisualShaderNodeVectorOp::OP_MUL, VisualShaderNodeVectorOp::OP_TYPE_VECTOR_4D }, VisualShaderNode::PORT_TYPE_VECTOR_4D));
  5514. 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));
  5515. 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));
  5516. add_options.push_back(AddOption("Remainder", "Vector/Operators", "VisualShaderNodeVectorOp", TTR("Returns the remainder of the two 4D vectors."), { VisualShaderNodeVectorOp::OP_MOD, VisualShaderNodeVectorOp::OP_TYPE_VECTOR_4D }, VisualShaderNode::PORT_TYPE_VECTOR_4D));
  5517. 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));
  5518. 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));
  5519. add_options.push_back(AddOption("Subtract (-)", "Vector/Operators", "VisualShaderNodeVectorOp", TTR("Subtracts 4D vector from 4D vector."), { VisualShaderNodeVectorOp::OP_SUB, VisualShaderNodeVectorOp::OP_TYPE_VECTOR_4D }, VisualShaderNode::PORT_TYPE_VECTOR_4D));
  5520. add_options.push_back(AddOption("Vector2Constant", "Vector/Variables", "VisualShaderNodeVec2Constant", TTR("2D vector constant."), {}, VisualShaderNode::PORT_TYPE_VECTOR_2D));
  5521. add_options.push_back(AddOption("Vector2Parameter", "Vector/Variables", "VisualShaderNodeVec2Parameter", TTR("2D vector parameter."), {}, VisualShaderNode::PORT_TYPE_VECTOR_2D));
  5522. add_options.push_back(AddOption("Vector3Constant", "Vector/Variables", "VisualShaderNodeVec3Constant", TTR("3D vector constant."), {}, VisualShaderNode::PORT_TYPE_VECTOR_3D));
  5523. add_options.push_back(AddOption("Vector3Parameter", "Vector/Variables", "VisualShaderNodeVec3Parameter", TTR("3D vector parameter."), {}, VisualShaderNode::PORT_TYPE_VECTOR_3D));
  5524. add_options.push_back(AddOption("Vector4Constant", "Vector/Variables", "VisualShaderNodeVec4Constant", TTR("4D vector constant."), {}, VisualShaderNode::PORT_TYPE_VECTOR_4D));
  5525. add_options.push_back(AddOption("Vector4Parameter", "Vector/Variables", "VisualShaderNodeVec4Parameter", TTR("4D vector parameter."), {}, VisualShaderNode::PORT_TYPE_VECTOR_4D));
  5526. // SPECIAL
  5527. 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.")));
  5528. 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, parameters and constants.")));
  5529. add_options.push_back(AddOption("ParameterRef", "Special", "VisualShaderNodeParameterRef", TTR("A reference to an existing parameter.")));
  5530. add_options.push_back(AddOption("VaryingGetter", "Special", "VisualShaderNodeVaryingGetter", TTR("Get varying parameter."), {}, -1, TYPE_FLAGS_FRAGMENT | TYPE_FLAGS_LIGHT, Shader::MODE_SPATIAL));
  5531. add_options.push_back(AddOption("VaryingSetter", "Special", "VisualShaderNodeVaryingSetter", TTR("Set varying parameter."), {}, -1, TYPE_FLAGS_VERTEX | TYPE_FLAGS_FRAGMENT, Shader::MODE_SPATIAL));
  5532. add_options.push_back(AddOption("VaryingGetter", "Special", "VisualShaderNodeVaryingGetter", TTR("Get varying parameter."), {}, -1, TYPE_FLAGS_FRAGMENT | TYPE_FLAGS_LIGHT, Shader::MODE_CANVAS_ITEM));
  5533. add_options.push_back(AddOption("VaryingSetter", "Special", "VisualShaderNodeVaryingSetter", TTR("Set varying parameter."), {}, -1, TYPE_FLAGS_VERTEX | TYPE_FLAGS_FRAGMENT, Shader::MODE_CANVAS_ITEM));
  5534. custom_node_option_idx = add_options.size();
  5535. /////////////////////////////////////////////////////////////////////
  5536. Ref<VisualShaderNodePluginDefault> default_plugin;
  5537. default_plugin.instantiate();
  5538. default_plugin->set_editor(this);
  5539. add_plugin(default_plugin);
  5540. graph_plugin.instantiate();
  5541. graph_plugin->set_editor(this);
  5542. property_editor_popup = memnew(PopupPanel);
  5543. property_editor_popup->set_min_size(Size2(180, 0) * EDSCALE);
  5544. add_child(property_editor_popup);
  5545. edited_property_holder.instantiate();
  5546. }
  5547. class VisualShaderNodePluginInputEditor : public OptionButton {
  5548. GDCLASS(VisualShaderNodePluginInputEditor, OptionButton);
  5549. VisualShaderEditor *editor = nullptr;
  5550. Ref<VisualShaderNodeInput> input;
  5551. public:
  5552. void _notification(int p_what) {
  5553. switch (p_what) {
  5554. case NOTIFICATION_READY: {
  5555. connect("item_selected", callable_mp(this, &VisualShaderNodePluginInputEditor::_item_selected));
  5556. } break;
  5557. }
  5558. }
  5559. void _item_selected(int p_item) {
  5560. editor->call_deferred(SNAME("_input_select_item"), input, get_item_text(p_item));
  5561. }
  5562. void setup(VisualShaderEditor *p_editor, const Ref<VisualShaderNodeInput> &p_input) {
  5563. editor = p_editor;
  5564. input = p_input;
  5565. Ref<Texture2D> type_icon[] = {
  5566. EditorNode::get_singleton()->get_editor_theme()->get_icon(SNAME("float"), EditorStringName(EditorIcons)),
  5567. EditorNode::get_singleton()->get_editor_theme()->get_icon(SNAME("int"), EditorStringName(EditorIcons)),
  5568. EditorNode::get_singleton()->get_editor_theme()->get_icon(SNAME("uint"), EditorStringName(EditorIcons)),
  5569. EditorNode::get_singleton()->get_editor_theme()->get_icon(SNAME("Vector2"), EditorStringName(EditorIcons)),
  5570. EditorNode::get_singleton()->get_editor_theme()->get_icon(SNAME("Vector3"), EditorStringName(EditorIcons)),
  5571. EditorNode::get_singleton()->get_editor_theme()->get_icon(SNAME("Vector4"), EditorStringName(EditorIcons)),
  5572. EditorNode::get_singleton()->get_editor_theme()->get_icon(SNAME("bool"), EditorStringName(EditorIcons)),
  5573. EditorNode::get_singleton()->get_editor_theme()->get_icon(SNAME("Transform3D"), EditorStringName(EditorIcons)),
  5574. EditorNode::get_singleton()->get_editor_theme()->get_icon(SNAME("ImageTexture"), EditorStringName(EditorIcons)),
  5575. };
  5576. add_item("[None]");
  5577. int to_select = -1;
  5578. for (int i = 0; i < input->get_input_index_count(); i++) {
  5579. if (input->get_input_name() == input->get_input_index_name(i)) {
  5580. to_select = i + 1;
  5581. }
  5582. add_icon_item(type_icon[input->get_input_index_type(i)], input->get_input_index_name(i));
  5583. }
  5584. if (to_select >= 0) {
  5585. select(to_select);
  5586. }
  5587. }
  5588. };
  5589. ////////////////
  5590. class VisualShaderNodePluginVaryingEditor : public OptionButton {
  5591. GDCLASS(VisualShaderNodePluginVaryingEditor, OptionButton);
  5592. VisualShaderEditor *editor = nullptr;
  5593. Ref<VisualShaderNodeVarying> varying;
  5594. public:
  5595. void _notification(int p_what) {
  5596. if (p_what == NOTIFICATION_READY) {
  5597. connect("item_selected", callable_mp(this, &VisualShaderNodePluginVaryingEditor::_item_selected));
  5598. }
  5599. }
  5600. void _item_selected(int p_item) {
  5601. editor->call_deferred(SNAME("_varying_select_item"), varying, get_item_text(p_item));
  5602. }
  5603. void setup(VisualShaderEditor *p_editor, const Ref<VisualShaderNodeVarying> &p_varying, VisualShader::Type p_type) {
  5604. editor = p_editor;
  5605. varying = p_varying;
  5606. Ref<Texture2D> type_icon[] = {
  5607. EditorNode::get_singleton()->get_editor_theme()->get_icon(SNAME("float"), EditorStringName(EditorIcons)),
  5608. EditorNode::get_singleton()->get_editor_theme()->get_icon(SNAME("int"), EditorStringName(EditorIcons)),
  5609. EditorNode::get_singleton()->get_editor_theme()->get_icon(SNAME("uint"), EditorStringName(EditorIcons)),
  5610. EditorNode::get_singleton()->get_editor_theme()->get_icon(SNAME("Vector2"), EditorStringName(EditorIcons)),
  5611. EditorNode::get_singleton()->get_editor_theme()->get_icon(SNAME("Vector3"), EditorStringName(EditorIcons)),
  5612. EditorNode::get_singleton()->get_editor_theme()->get_icon(SNAME("Vector4"), EditorStringName(EditorIcons)),
  5613. EditorNode::get_singleton()->get_editor_theme()->get_icon(SNAME("bool"), EditorStringName(EditorIcons)),
  5614. EditorNode::get_singleton()->get_editor_theme()->get_icon(SNAME("Transform3D"), EditorStringName(EditorIcons)),
  5615. };
  5616. bool is_getter = Ref<VisualShaderNodeVaryingGetter>(p_varying.ptr()).is_valid();
  5617. add_item("[None]");
  5618. int to_select = -1;
  5619. for (int i = 0, j = 0; i < varying->get_varyings_count(); i++) {
  5620. VisualShader::VaryingMode mode = varying->get_varying_mode_by_index(i);
  5621. if (is_getter) {
  5622. if (mode == VisualShader::VARYING_MODE_FRAG_TO_LIGHT) {
  5623. if (p_type != VisualShader::TYPE_LIGHT) {
  5624. j++;
  5625. continue;
  5626. }
  5627. } else {
  5628. if (p_type != VisualShader::TYPE_FRAGMENT && p_type != VisualShader::TYPE_LIGHT) {
  5629. j++;
  5630. continue;
  5631. }
  5632. }
  5633. } else {
  5634. if (mode == VisualShader::VARYING_MODE_FRAG_TO_LIGHT) {
  5635. if (p_type != VisualShader::TYPE_FRAGMENT) {
  5636. j++;
  5637. continue;
  5638. }
  5639. } else {
  5640. if (p_type != VisualShader::TYPE_VERTEX) {
  5641. j++;
  5642. continue;
  5643. }
  5644. }
  5645. }
  5646. if (varying->get_varying_name() == varying->get_varying_name_by_index(i)) {
  5647. to_select = i - j + 1;
  5648. }
  5649. add_icon_item(type_icon[varying->get_varying_type_by_index(i)], varying->get_varying_name_by_index(i));
  5650. }
  5651. if (to_select >= 0) {
  5652. select(to_select);
  5653. }
  5654. }
  5655. };
  5656. ////////////////
  5657. class VisualShaderNodePluginParameterRefEditor : public OptionButton {
  5658. GDCLASS(VisualShaderNodePluginParameterRefEditor, OptionButton);
  5659. VisualShaderEditor *editor = nullptr;
  5660. Ref<VisualShaderNodeParameterRef> parameter_ref;
  5661. public:
  5662. void _notification(int p_what) {
  5663. switch (p_what) {
  5664. case NOTIFICATION_READY: {
  5665. connect("item_selected", callable_mp(this, &VisualShaderNodePluginParameterRefEditor::_item_selected));
  5666. } break;
  5667. }
  5668. }
  5669. void _item_selected(int p_item) {
  5670. editor->call_deferred(SNAME("_parameter_ref_select_item"), parameter_ref, get_item_text(p_item));
  5671. }
  5672. void setup(VisualShaderEditor *p_editor, const Ref<VisualShaderNodeParameterRef> &p_parameter_ref) {
  5673. editor = p_editor;
  5674. parameter_ref = p_parameter_ref;
  5675. Ref<Texture2D> type_icon[] = {
  5676. EditorNode::get_singleton()->get_editor_theme()->get_icon(SNAME("float"), EditorStringName(EditorIcons)),
  5677. EditorNode::get_singleton()->get_editor_theme()->get_icon(SNAME("int"), EditorStringName(EditorIcons)),
  5678. EditorNode::get_singleton()->get_editor_theme()->get_icon(SNAME("uint"), EditorStringName(EditorIcons)),
  5679. EditorNode::get_singleton()->get_editor_theme()->get_icon(SNAME("bool"), EditorStringName(EditorIcons)),
  5680. EditorNode::get_singleton()->get_editor_theme()->get_icon(SNAME("Vector2"), EditorStringName(EditorIcons)),
  5681. EditorNode::get_singleton()->get_editor_theme()->get_icon(SNAME("Vector3"), EditorStringName(EditorIcons)),
  5682. EditorNode::get_singleton()->get_editor_theme()->get_icon(SNAME("Vector4"), EditorStringName(EditorIcons)),
  5683. EditorNode::get_singleton()->get_editor_theme()->get_icon(SNAME("Transform3D"), EditorStringName(EditorIcons)),
  5684. EditorNode::get_singleton()->get_editor_theme()->get_icon(SNAME("Color"), EditorStringName(EditorIcons)),
  5685. EditorNode::get_singleton()->get_editor_theme()->get_icon(SNAME("ImageTexture"), EditorStringName(EditorIcons)),
  5686. };
  5687. add_item("[None]");
  5688. int to_select = -1;
  5689. for (int i = 0; i < p_parameter_ref->get_parameters_count(); i++) {
  5690. if (p_parameter_ref->get_parameter_name() == p_parameter_ref->get_parameter_name_by_index(i)) {
  5691. to_select = i + 1;
  5692. }
  5693. add_icon_item(type_icon[p_parameter_ref->get_parameter_type_by_index(i)], p_parameter_ref->get_parameter_name_by_index(i));
  5694. }
  5695. if (to_select >= 0) {
  5696. select(to_select);
  5697. }
  5698. }
  5699. };
  5700. ////////////////
  5701. class VisualShaderNodePluginDefaultEditor : public VBoxContainer {
  5702. GDCLASS(VisualShaderNodePluginDefaultEditor, VBoxContainer);
  5703. VisualShaderEditor *editor = nullptr;
  5704. Ref<Resource> parent_resource;
  5705. int node_id = 0;
  5706. VisualShader::Type shader_type;
  5707. public:
  5708. void _property_changed(const String &p_property, const Variant &p_value, const String &p_field = "", bool p_changing = false) {
  5709. if (p_changing) {
  5710. return;
  5711. }
  5712. EditorUndoRedoManager *undo_redo = EditorUndoRedoManager::get_singleton();
  5713. updating = true;
  5714. undo_redo->create_action(vformat(TTR("Edit Visual Property: %s"), p_property), UndoRedo::MERGE_ENDS);
  5715. undo_redo->add_do_property(node.ptr(), p_property, p_value);
  5716. undo_redo->add_undo_property(node.ptr(), p_property, node->get(p_property));
  5717. if (p_value.get_type() == Variant::OBJECT) {
  5718. Ref<Resource> prev_res = node->get(p_property);
  5719. Ref<Resource> curr_res = p_value;
  5720. if (curr_res.is_null()) {
  5721. undo_redo->add_do_method(this, "_open_inspector", (Ref<Resource>)parent_resource.ptr());
  5722. } else {
  5723. undo_redo->add_do_method(this, "_open_inspector", (Ref<Resource>)curr_res.ptr());
  5724. }
  5725. if (!prev_res.is_null()) {
  5726. undo_redo->add_undo_method(this, "_open_inspector", (Ref<Resource>)prev_res.ptr());
  5727. } else {
  5728. undo_redo->add_undo_method(this, "_open_inspector", (Ref<Resource>)parent_resource.ptr());
  5729. }
  5730. }
  5731. if (p_property != "constant") {
  5732. VisualShaderGraphPlugin *graph_plugin = editor->get_graph_plugin();
  5733. if (graph_plugin) {
  5734. undo_redo->add_do_method(editor, "_update_next_previews", node_id);
  5735. undo_redo->add_undo_method(editor, "_update_next_previews", node_id);
  5736. undo_redo->add_do_method(graph_plugin, "update_node_deferred", shader_type, node_id);
  5737. undo_redo->add_undo_method(graph_plugin, "update_node_deferred", shader_type, node_id);
  5738. }
  5739. }
  5740. undo_redo->commit_action();
  5741. updating = false;
  5742. }
  5743. void _node_changed() {
  5744. if (updating) {
  5745. return;
  5746. }
  5747. for (int i = 0; i < properties.size(); i++) {
  5748. properties[i]->update_property();
  5749. }
  5750. }
  5751. void _resource_selected(const String &p_path, Ref<Resource> p_resource) {
  5752. _open_inspector(p_resource);
  5753. }
  5754. void _open_inspector(Ref<Resource> p_resource) {
  5755. InspectorDock::get_inspector_singleton()->edit(p_resource.ptr());
  5756. }
  5757. bool updating = false;
  5758. Ref<VisualShaderNode> node;
  5759. Vector<EditorProperty *> properties;
  5760. Vector<Label *> prop_names;
  5761. void _show_prop_names(bool p_show) {
  5762. for (int i = 0; i < prop_names.size(); i++) {
  5763. prop_names[i]->set_visible(p_show);
  5764. }
  5765. }
  5766. void setup(VisualShaderEditor *p_editor, Ref<Resource> p_parent_resource, Vector<EditorProperty *> p_properties, const Vector<StringName> &p_names, const HashMap<StringName, String> &p_overrided_names, Ref<VisualShaderNode> p_node) {
  5767. editor = p_editor;
  5768. parent_resource = p_parent_resource;
  5769. updating = false;
  5770. node = p_node;
  5771. properties = p_properties;
  5772. node_id = (int)p_node->get_meta("id");
  5773. shader_type = VisualShader::Type((int)p_node->get_meta("shader_type"));
  5774. for (int i = 0; i < p_properties.size(); i++) {
  5775. HBoxContainer *hbox = memnew(HBoxContainer);
  5776. hbox->set_h_size_flags(SIZE_EXPAND_FILL);
  5777. add_child(hbox);
  5778. Label *prop_name = memnew(Label);
  5779. String prop_name_str = p_names[i];
  5780. if (p_overrided_names.has(p_names[i])) {
  5781. prop_name_str = p_overrided_names[p_names[i]] + ":";
  5782. } else {
  5783. prop_name_str = prop_name_str.capitalize() + ":";
  5784. }
  5785. prop_name->set_auto_translate_mode(AUTO_TRANSLATE_MODE_DISABLED); // TODO: Implement proper translation switch.
  5786. prop_name->set_text(prop_name_str);
  5787. prop_name->set_visible(false);
  5788. hbox->add_child(prop_name);
  5789. prop_names.push_back(prop_name);
  5790. p_properties[i]->set_h_size_flags(SIZE_EXPAND_FILL);
  5791. hbox->add_child(p_properties[i]);
  5792. bool res_prop = Object::cast_to<EditorPropertyResource>(p_properties[i]);
  5793. if (res_prop) {
  5794. p_properties[i]->connect("resource_selected", callable_mp(this, &VisualShaderNodePluginDefaultEditor::_resource_selected));
  5795. }
  5796. properties[i]->connect("property_changed", callable_mp(this, &VisualShaderNodePluginDefaultEditor::_property_changed));
  5797. properties[i]->set_object_and_property(node.ptr(), p_names[i]);
  5798. properties[i]->update_property();
  5799. properties[i]->set_name_split_ratio(0);
  5800. }
  5801. node->connect_changed(callable_mp(this, &VisualShaderNodePluginDefaultEditor::_node_changed));
  5802. }
  5803. static void _bind_methods() {
  5804. ClassDB::bind_method("_open_inspector", &VisualShaderNodePluginDefaultEditor::_open_inspector); // Used by UndoRedo.
  5805. ClassDB::bind_method("_show_prop_names", &VisualShaderNodePluginDefaultEditor::_show_prop_names); // Used with call_deferred.
  5806. }
  5807. };
  5808. Control *VisualShaderNodePluginDefault::create_editor(const Ref<Resource> &p_parent_resource, const Ref<VisualShaderNode> &p_node) {
  5809. Ref<VisualShader> p_shader = Ref<VisualShader>(p_parent_resource.ptr());
  5810. if (p_shader.is_valid() && (p_node->is_class("VisualShaderNodeVaryingGetter") || p_node->is_class("VisualShaderNodeVaryingSetter"))) {
  5811. VisualShaderNodePluginVaryingEditor *editor = memnew(VisualShaderNodePluginVaryingEditor);
  5812. editor->setup(vseditor, p_node, p_shader->get_shader_type());
  5813. return editor;
  5814. }
  5815. if (p_node->is_class("VisualShaderNodeParameterRef")) {
  5816. VisualShaderNodePluginParameterRefEditor *editor = memnew(VisualShaderNodePluginParameterRefEditor);
  5817. editor->setup(vseditor, p_node);
  5818. return editor;
  5819. }
  5820. if (p_node->is_class("VisualShaderNodeInput")) {
  5821. VisualShaderNodePluginInputEditor *editor = memnew(VisualShaderNodePluginInputEditor);
  5822. editor->setup(vseditor, p_node);
  5823. return editor;
  5824. }
  5825. Vector<StringName> properties = p_node->get_editable_properties();
  5826. if (properties.size() == 0) {
  5827. return nullptr;
  5828. }
  5829. List<PropertyInfo> props;
  5830. p_node->get_property_list(&props);
  5831. Vector<PropertyInfo> pinfo;
  5832. for (const PropertyInfo &E : props) {
  5833. for (int i = 0; i < properties.size(); i++) {
  5834. if (E.name == String(properties[i])) {
  5835. pinfo.push_back(E);
  5836. }
  5837. }
  5838. }
  5839. if (pinfo.size() == 0) {
  5840. return nullptr;
  5841. }
  5842. properties.clear();
  5843. Ref<VisualShaderNode> node = p_node;
  5844. Vector<EditorProperty *> editors;
  5845. for (int i = 0; i < pinfo.size(); i++) {
  5846. EditorProperty *prop = EditorInspector::instantiate_property_editor(node.ptr(), pinfo[i].type, pinfo[i].name, pinfo[i].hint, pinfo[i].hint_string, pinfo[i].usage);
  5847. if (!prop) {
  5848. return nullptr;
  5849. }
  5850. if (Object::cast_to<EditorPropertyResource>(prop)) {
  5851. Object::cast_to<EditorPropertyResource>(prop)->set_use_sub_inspector(false);
  5852. prop->set_custom_minimum_size(Size2(100 * EDSCALE, 0));
  5853. } else if (Object::cast_to<EditorPropertyTransform3D>(prop) || Object::cast_to<EditorPropertyVector3>(prop)) {
  5854. prop->set_custom_minimum_size(Size2(250 * EDSCALE, 0));
  5855. } else if (Object::cast_to<EditorPropertyQuaternion>(prop)) {
  5856. prop->set_custom_minimum_size(Size2(320 * EDSCALE, 0));
  5857. } else if (Object::cast_to<EditorPropertyFloat>(prop)) {
  5858. prop->set_custom_minimum_size(Size2(100 * EDSCALE, 0));
  5859. } else if (Object::cast_to<EditorPropertyEnum>(prop)) {
  5860. prop->set_custom_minimum_size(Size2(100 * EDSCALE, 0));
  5861. Object::cast_to<EditorPropertyEnum>(prop)->set_option_button_clip(false);
  5862. }
  5863. editors.push_back(prop);
  5864. properties.push_back(pinfo[i].name);
  5865. }
  5866. VisualShaderNodePluginDefaultEditor *editor = memnew(VisualShaderNodePluginDefaultEditor);
  5867. editor->setup(vseditor, p_parent_resource, editors, properties, p_node->get_editable_properties_names(), p_node);
  5868. return editor;
  5869. }
  5870. void EditorPropertyVisualShaderMode::_option_selected(int p_which) {
  5871. Ref<VisualShader> visual_shader(Object::cast_to<VisualShader>(get_edited_object()));
  5872. if (visual_shader->get_mode() == p_which) {
  5873. return;
  5874. }
  5875. ShaderEditorPlugin *shader_editor = Object::cast_to<ShaderEditorPlugin>(EditorNode::get_editor_data().get_editor_by_name("Shader"));
  5876. if (!shader_editor) {
  5877. return;
  5878. }
  5879. VisualShaderEditor *editor = shader_editor->get_visual_shader_editor(visual_shader);
  5880. if (!editor) {
  5881. return;
  5882. }
  5883. EditorUndoRedoManager *undo_redo = EditorUndoRedoManager::get_singleton();
  5884. undo_redo->create_action(TTR("Visual Shader Mode Changed"));
  5885. //do is easy
  5886. undo_redo->add_do_method(visual_shader.ptr(), "set_mode", p_which);
  5887. undo_redo->add_undo_method(visual_shader.ptr(), "set_mode", visual_shader->get_mode());
  5888. undo_redo->add_do_method(editor, "_set_mode", p_which);
  5889. undo_redo->add_undo_method(editor, "_set_mode", visual_shader->get_mode());
  5890. //now undo is hell
  5891. //1. restore connections to output
  5892. for (int i = 0; i < VisualShader::TYPE_MAX; i++) {
  5893. VisualShader::Type type = VisualShader::Type(i);
  5894. List<VisualShader::Connection> conns;
  5895. visual_shader->get_node_connections(type, &conns);
  5896. for (const VisualShader::Connection &E : conns) {
  5897. if (E.to_node == VisualShader::NODE_ID_OUTPUT) {
  5898. undo_redo->add_undo_method(visual_shader.ptr(), "connect_nodes", type, E.from_node, E.from_port, E.to_node, E.to_port);
  5899. }
  5900. }
  5901. }
  5902. //2. restore input indices
  5903. for (int i = 0; i < VisualShader::TYPE_MAX; i++) {
  5904. VisualShader::Type type = VisualShader::Type(i);
  5905. Vector<int> nodes = visual_shader->get_node_list(type);
  5906. for (int j = 0; j < nodes.size(); j++) {
  5907. Ref<VisualShaderNodeInput> input = visual_shader->get_node(type, nodes[j]);
  5908. if (!input.is_valid()) {
  5909. continue;
  5910. }
  5911. undo_redo->add_undo_method(input.ptr(), "set_input_name", input->get_input_name());
  5912. }
  5913. }
  5914. //3. restore enums and flags
  5915. List<PropertyInfo> props;
  5916. visual_shader->get_property_list(&props);
  5917. for (const PropertyInfo &E : props) {
  5918. if (E.name.begins_with("flags/") || E.name.begins_with("modes/")) {
  5919. undo_redo->add_undo_property(visual_shader.ptr(), E.name, visual_shader->get(E.name));
  5920. }
  5921. }
  5922. //4. delete varyings (if needed)
  5923. if (p_which == VisualShader::MODE_PARTICLES || p_which == VisualShader::MODE_SKY || p_which == VisualShader::MODE_FOG) {
  5924. int var_count = visual_shader->get_varyings_count();
  5925. if (var_count > 0) {
  5926. for (int i = 0; i < var_count; i++) {
  5927. const VisualShader::Varying *var = visual_shader->get_varying_by_index(i);
  5928. undo_redo->add_do_method(visual_shader.ptr(), "remove_varying", var->name);
  5929. undo_redo->add_undo_method(visual_shader.ptr(), "add_varying", var->name, var->mode, var->type);
  5930. }
  5931. undo_redo->add_do_method(editor, "_update_varyings");
  5932. undo_redo->add_undo_method(editor, "_update_varyings");
  5933. }
  5934. }
  5935. undo_redo->add_do_method(editor, "_update_nodes");
  5936. undo_redo->add_undo_method(editor, "_update_nodes");
  5937. undo_redo->add_do_method(editor, "_update_graph");
  5938. undo_redo->add_undo_method(editor, "_update_graph");
  5939. undo_redo->commit_action();
  5940. }
  5941. void EditorPropertyVisualShaderMode::update_property() {
  5942. int which = get_edited_property_value();
  5943. options->select(which);
  5944. }
  5945. void EditorPropertyVisualShaderMode::setup(const Vector<String> &p_options) {
  5946. for (int i = 0; i < p_options.size(); i++) {
  5947. options->add_item(p_options[i], i);
  5948. }
  5949. }
  5950. void EditorPropertyVisualShaderMode::set_option_button_clip(bool p_enable) {
  5951. options->set_clip_text(p_enable);
  5952. }
  5953. void EditorPropertyVisualShaderMode::_bind_methods() {
  5954. }
  5955. EditorPropertyVisualShaderMode::EditorPropertyVisualShaderMode() {
  5956. options = memnew(OptionButton);
  5957. options->set_clip_text(true);
  5958. add_child(options);
  5959. add_focusable(options);
  5960. options->connect("item_selected", callable_mp(this, &EditorPropertyVisualShaderMode::_option_selected));
  5961. }
  5962. bool EditorInspectorVisualShaderModePlugin::can_handle(Object *p_object) {
  5963. return true; // Can handle everything.
  5964. }
  5965. bool EditorInspectorVisualShaderModePlugin::parse_property(Object *p_object, const Variant::Type p_type, const String &p_path, const PropertyHint p_hint, const String &p_hint_text, const BitField<PropertyUsageFlags> p_usage, const bool p_wide) {
  5966. if (p_path == "mode" && p_object->is_class("VisualShader") && p_type == Variant::INT) {
  5967. EditorPropertyVisualShaderMode *mode_editor = memnew(EditorPropertyVisualShaderMode);
  5968. Vector<String> options = p_hint_text.split(",");
  5969. mode_editor->setup(options);
  5970. add_property_editor(p_path, mode_editor);
  5971. return true;
  5972. }
  5973. return false;
  5974. }
  5975. //////////////////////////////////
  5976. void VisualShaderNodePortPreview::_shader_changed() {
  5977. if (!is_valid || shader.is_null()) {
  5978. return;
  5979. }
  5980. Vector<VisualShader::DefaultTextureParam> default_textures;
  5981. String shader_code = shader->generate_preview_shader(type, node, port, default_textures);
  5982. Ref<Shader> preview_shader;
  5983. preview_shader.instantiate();
  5984. preview_shader->set_code(shader_code);
  5985. for (int i = 0; i < default_textures.size(); i++) {
  5986. for (int j = 0; j < default_textures[i].params.size(); j++) {
  5987. preview_shader->set_default_texture_parameter(default_textures[i].name, default_textures[i].params[j], j);
  5988. }
  5989. }
  5990. Ref<ShaderMaterial> mat;
  5991. mat.instantiate();
  5992. mat->set_shader(preview_shader);
  5993. //find if a material is also being edited and copy parameters to this one
  5994. for (int i = EditorNode::get_singleton()->get_editor_selection_history()->get_path_size() - 1; i >= 0; i--) {
  5995. Object *object = ObjectDB::get_instance(EditorNode::get_singleton()->get_editor_selection_history()->get_path_object(i));
  5996. ShaderMaterial *src_mat;
  5997. if (!object) {
  5998. continue;
  5999. }
  6000. if (object->has_method("get_material_override")) { // trying getting material from MeshInstance
  6001. src_mat = Object::cast_to<ShaderMaterial>(object->call("get_material_override"));
  6002. } else if (object->has_method("get_material")) { // from CanvasItem/Node2D
  6003. src_mat = Object::cast_to<ShaderMaterial>(object->call("get_material"));
  6004. } else {
  6005. src_mat = Object::cast_to<ShaderMaterial>(object);
  6006. }
  6007. if (src_mat && src_mat->get_shader().is_valid()) {
  6008. List<PropertyInfo> params;
  6009. src_mat->get_shader()->get_shader_uniform_list(&params);
  6010. for (const PropertyInfo &E : params) {
  6011. mat->set(E.name, src_mat->get(E.name));
  6012. }
  6013. }
  6014. }
  6015. set_material(mat);
  6016. }
  6017. void VisualShaderNodePortPreview::setup(const Ref<VisualShader> &p_shader, VisualShader::Type p_type, int p_node, int p_port, bool p_is_valid) {
  6018. shader = p_shader;
  6019. shader->connect_changed(callable_mp(this, &VisualShaderNodePortPreview::_shader_changed), CONNECT_DEFERRED);
  6020. type = p_type;
  6021. port = p_port;
  6022. node = p_node;
  6023. is_valid = p_is_valid;
  6024. queue_redraw();
  6025. _shader_changed();
  6026. }
  6027. Size2 VisualShaderNodePortPreview::get_minimum_size() const {
  6028. int port_preview_size = EDITOR_GET("editors/visual_editors/visual_shader/port_preview_size");
  6029. return Size2(port_preview_size, port_preview_size) * EDSCALE;
  6030. }
  6031. void VisualShaderNodePortPreview::_notification(int p_what) {
  6032. switch (p_what) {
  6033. case NOTIFICATION_DRAW: {
  6034. Vector<Vector2> points = {
  6035. Vector2(),
  6036. Vector2(get_size().width, 0),
  6037. get_size(),
  6038. Vector2(0, get_size().height)
  6039. };
  6040. Vector<Vector2> uvs = {
  6041. Vector2(0, 0),
  6042. Vector2(1, 0),
  6043. Vector2(1, 1),
  6044. Vector2(0, 1)
  6045. };
  6046. if (is_valid) {
  6047. Vector<Color> colors = {
  6048. Color(1, 1, 1, 1),
  6049. Color(1, 1, 1, 1),
  6050. Color(1, 1, 1, 1),
  6051. Color(1, 1, 1, 1)
  6052. };
  6053. draw_primitive(points, colors, uvs);
  6054. } else {
  6055. Vector<Color> colors = {
  6056. Color(0, 0, 0, 1),
  6057. Color(0, 0, 0, 1),
  6058. Color(0, 0, 0, 1),
  6059. Color(0, 0, 0, 1)
  6060. };
  6061. draw_primitive(points, colors, uvs);
  6062. }
  6063. } break;
  6064. }
  6065. }
  6066. void VisualShaderNodePortPreview::_bind_methods() {
  6067. }
  6068. //////////////////////////////////
  6069. String VisualShaderConversionPlugin::converts_to() const {
  6070. return "Shader";
  6071. }
  6072. bool VisualShaderConversionPlugin::handles(const Ref<Resource> &p_resource) const {
  6073. Ref<VisualShader> vshader = p_resource;
  6074. return vshader.is_valid();
  6075. }
  6076. Ref<Resource> VisualShaderConversionPlugin::convert(const Ref<Resource> &p_resource) const {
  6077. Ref<VisualShader> vshader = p_resource;
  6078. ERR_FAIL_COND_V(!vshader.is_valid(), Ref<Resource>());
  6079. Ref<Shader> shader;
  6080. shader.instantiate();
  6081. String code = vshader->get_code();
  6082. shader->set_code(code);
  6083. return shader;
  6084. }