shader_editor_plugin.cpp 17 KB

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  1. /*************************************************************************/
  2. /* shader_editor_plugin.cpp */
  3. /*************************************************************************/
  4. /* This file is part of: */
  5. /* GODOT ENGINE */
  6. /* http://www.godotengine.org */
  7. /*************************************************************************/
  8. /* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
  9. /* */
  10. /* Permission is hereby granted, free of charge, to any person obtaining */
  11. /* a copy of this software and associated documentation files (the */
  12. /* "Software"), to deal in the Software without restriction, including */
  13. /* without limitation the rights to use, copy, modify, merge, publish, */
  14. /* distribute, sublicense, and/or sell copies of the Software, and to */
  15. /* permit persons to whom the Software is furnished to do so, subject to */
  16. /* the following conditions: */
  17. /* */
  18. /* The above copyright notice and this permission notice shall be */
  19. /* included in all copies or substantial portions of the Software. */
  20. /* */
  21. /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
  22. /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
  23. /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
  24. /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
  25. /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
  26. /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
  27. /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
  28. /*************************************************************************/
  29. #include "shader_editor_plugin.h"
  30. #include "tools/editor/editor_settings.h"
  31. #include "spatial_editor_plugin.h"
  32. #include "io/resource_loader.h"
  33. #include "io/resource_saver.h"
  34. #include "os/keyboard.h"
  35. #include "tools/editor/editor_node.h"
  36. #include "tools/editor/property_editor.h"
  37. #include "os/os.h"
  38. /*** SETTINGS EDITOR ****/
  39. /*** SCRIPT EDITOR ****/
  40. Ref<Shader> ShaderTextEditor::get_edited_shader() const {
  41. return shader;
  42. }
  43. void ShaderTextEditor::set_edited_shader(const Ref<Shader>& p_shader,ShaderLanguage::ShaderType p_type) {
  44. shader=p_shader;
  45. type=p_type;
  46. _load_theme_settings();
  47. if (p_type==ShaderLanguage::SHADER_MATERIAL_LIGHT)
  48. get_text_edit()->set_text(shader->get_light_code());
  49. else if (p_type==ShaderLanguage::SHADER_MATERIAL_VERTEX)
  50. get_text_edit()->set_text(shader->get_vertex_code());
  51. else
  52. get_text_edit()->set_text(shader->get_fragment_code());
  53. _line_col_changed();
  54. }
  55. void ShaderTextEditor::_load_theme_settings() {
  56. get_text_edit()->clear_colors();
  57. /* keyword color */
  58. get_text_edit()->set_custom_bg_color(EDITOR_DEF("text_editor/background_color",Color(0,0,0,0)));
  59. get_text_edit()->add_color_override("font_color",EDITOR_DEF("text_editor/text_color",Color(0,0,0)));
  60. get_text_edit()->add_color_override("font_selected_color",EDITOR_DEF("text_editor/text_selected_color",Color(1,1,1)));
  61. get_text_edit()->add_color_override("selection_color",EDITOR_DEF("text_editor/selection_color",Color(0.2,0.2,1)));
  62. Color keyword_color= EDITOR_DEF("text_editor/keyword_color",Color(0.5,0.0,0.2));
  63. get_text_edit()->set_syntax_coloring(true);
  64. List<String> keywords;
  65. ShaderLanguage::get_keyword_list(type,&keywords);
  66. for(List<String>::Element *E=keywords.front();E;E=E->next()) {
  67. get_text_edit()->add_keyword_color(E->get(),keyword_color);
  68. }
  69. //colorize core types
  70. // Color basetype_color= EDITOR_DEF("text_editor/base_type_color",Color(0.3,0.3,0.0));
  71. //colorize comments
  72. Color comment_color = EDITOR_DEF("text_editor/comment_color",Color::hex(0x797e7eff));
  73. get_text_edit()->add_color_region("/*","*/",comment_color,false);
  74. get_text_edit()->add_color_region("//","",comment_color,false);
  75. //colorize strings
  76. Color string_color = EDITOR_DEF("text_editor/string_color",Color::hex(0x6b6f00ff));
  77. /*
  78. List<String> strings;
  79. shader->get_shader_mode()->get_string_delimiters(&strings);
  80. for (List<String>::Element *E=strings.front();E;E=E->next()) {
  81. String string = E->get();
  82. String beg = string.get_slice(" ",0);
  83. String end = string.get_slice_count(" ")>1?string.get_slice(" ",1):String();
  84. get_text_edit()->add_color_region(beg,end,string_color,end=="");
  85. }*/
  86. //colorize symbols
  87. Color symbol_color= EDITOR_DEF("text_editor/symbol_color",Color::hex(0x005291ff));
  88. get_text_edit()->set_symbol_color(symbol_color);
  89. }
  90. void ShaderTextEditor::_validate_script() {
  91. String errortxt;
  92. int line,col;
  93. String code;
  94. if (type==ShaderLanguage::SHADER_MATERIAL_LIGHT)
  95. code=get_text_edit()->get_text();
  96. else if (type==ShaderLanguage::SHADER_MATERIAL_VERTEX)
  97. code=get_text_edit()->get_text();
  98. else
  99. code=get_text_edit()->get_text();
  100. //List<StringName> params;
  101. //shader->get_param_list(&params);
  102. Error err = ShaderLanguage::compile(code,type,NULL,NULL,&errortxt,&line,&col);
  103. if (err!=OK) {
  104. String error_text="error("+itos(line)+","+itos(col)+"): "+errortxt;
  105. set_error(error_text);
  106. } else {
  107. set_error("");
  108. }
  109. emit_signal("script_changed");
  110. }
  111. void ShaderTextEditor::_bind_methods() {
  112. //ADD_SIGNAL( MethodInfo("script_changed") );
  113. }
  114. ShaderTextEditor::ShaderTextEditor() {
  115. }
  116. /*** SCRIPT EDITOR ******/
  117. void ShaderEditor::_menu_option(int p_option) {
  118. int selected = tab_container->get_current_tab();
  119. if (selected<0 || selected>=tab_container->get_child_count())
  120. return;
  121. ShaderTextEditor *current = tab_container->get_child(selected)->cast_to<ShaderTextEditor>();
  122. if (!current)
  123. return;
  124. switch(p_option) {
  125. case EDIT_UNDO: {
  126. current->get_text_edit()->undo();
  127. } break;
  128. case EDIT_REDO: {
  129. current->get_text_edit()->redo();
  130. } break;
  131. case EDIT_CUT: {
  132. current->get_text_edit()->cut();
  133. } break;
  134. case EDIT_COPY: {
  135. current->get_text_edit()->copy();
  136. } break;
  137. case EDIT_PASTE: {
  138. current->get_text_edit()->paste();
  139. } break;
  140. case EDIT_SELECT_ALL: {
  141. current->get_text_edit()->select_all();
  142. } break;
  143. case SEARCH_FIND: {
  144. find_replace_dialog->set_text_edit(current->get_text_edit());
  145. find_replace_dialog->popup_search();
  146. } break;
  147. case SEARCH_FIND_NEXT: {
  148. find_replace_dialog->set_text_edit(current->get_text_edit());
  149. find_replace_dialog->search_next();
  150. } break;
  151. case SEARCH_REPLACE: {
  152. find_replace_dialog->set_text_edit(current->get_text_edit());
  153. find_replace_dialog->popup_replace();
  154. } break;
  155. // case SEARCH_LOCATE_SYMBOL: {
  156. // } break;
  157. case SEARCH_GOTO_LINE: {
  158. goto_line_dialog->popup_find_line(current->get_text_edit());
  159. } break;
  160. case SHADER_POST_PROCESS_MODE:{
  161. fragment_editor->set_edited_shader(shader,ShaderLanguage::SHADER_POST_PROCESS);
  162. fragment_editor->_validate_script();
  163. apply_shaders();
  164. settings_menu->get_popup()->set_item_checked( settings_menu->get_popup()->get_item_index(SHADER_MATERIAL_MODE), false);
  165. settings_menu->get_popup()->set_item_checked( settings_menu->get_popup()->get_item_index(SHADER_POST_PROCESS_MODE), true);
  166. } break;
  167. case SHADER_MATERIAL_MODE: {
  168. fragment_editor->set_edited_shader(shader,ShaderLanguage::SHADER_MATERIAL_FRAGMENT);
  169. fragment_editor->_validate_script();
  170. apply_shaders();
  171. settings_menu->get_popup()->set_item_checked( settings_menu->get_popup()->get_item_index(SHADER_MATERIAL_MODE), true);
  172. settings_menu->get_popup()->set_item_checked( settings_menu->get_popup()->get_item_index(SHADER_POST_PROCESS_MODE), false);
  173. } break;
  174. }
  175. }
  176. void ShaderEditor::_tab_changed(int p_which) {
  177. ensure_select_current();
  178. }
  179. void ShaderEditor::_notification(int p_what) {
  180. if (p_what==NOTIFICATION_ENTER_SCENE) {
  181. close->set_normal_texture( get_icon("Close","EditorIcons"));
  182. close->set_hover_texture( get_icon("CloseHover","EditorIcons"));
  183. close->set_pressed_texture( get_icon("Close","EditorIcons"));
  184. close->connect("pressed",this,"_close_callback");
  185. }
  186. if (p_what==NOTIFICATION_DRAW) {
  187. RID ci = get_canvas_item();
  188. Ref<StyleBox> style = get_stylebox("panel","Panel");
  189. style->draw( ci, Rect2( Point2(), get_size() ) );
  190. }
  191. }
  192. Dictionary ShaderEditor::get_state() const {
  193. #if 0
  194. apply_shaders();
  195. Dictionary state;
  196. Array paths;
  197. int open=-1;
  198. for(int i=0;i<tab_container->get_child_count();i++) {
  199. ShaderTextEditor *ste = tab_container->get_child(i)->cast_to<ShaderTextEditor>();
  200. if (!ste)
  201. continue;
  202. Ref<Shader> shader = ste->get_edited_shader();
  203. if (shader->get_path()!="" && shader->get_path().find("local://")==-1 && shader->get_path().find("::")==-1) {
  204. paths.push_back(shader->get_path());
  205. } else {
  206. const Node *owner = _find_node_with_shader(get_root_node(),shader.get_ref_ptr());
  207. if (owner)
  208. paths.push_back(owner->get_path());
  209. }
  210. if (i==tab_container->get_current_tab())
  211. open=i;
  212. }
  213. if (paths.size())
  214. state["sources"]=paths;
  215. if (open!=-1)
  216. state["current"]=open;
  217. return state;
  218. #endif
  219. return Dictionary();
  220. }
  221. void ShaderEditor::set_state(const Dictionary& p_state) {
  222. #if 0
  223. print_line("setting state..");
  224. if (!p_state.has("sources"))
  225. return; //bleh
  226. Array sources = p_state["sources"];
  227. for(int i=0;i<sources.size();i++) {
  228. Variant source=sources[i];
  229. Ref<Shader> shader;
  230. if (source.get_type()==Variant::NODE_PATH) {
  231. print_line("cain find owner at path "+String(source));
  232. Node *owner=get_root_node()->get_node(source);
  233. if (!owner)
  234. continue;
  235. shader = owner->get_shader();
  236. } else if (source.get_type()==Variant::STRING) {
  237. print_line("loading at path "+String(source));
  238. shader = ResourceLoader::load(source,"Shader");
  239. }
  240. print_line("found shader at "+String(source)+"? - "+itos(shader.is_null()));
  241. if (shader.is_null()) //ah well..
  242. continue;
  243. get_scene()->get_root_node()->call("_resource_selected",shader);
  244. }
  245. if (p_state.has("current"))
  246. tab_container->set_current_tab(p_state["current"]);
  247. #endif
  248. }
  249. void ShaderEditor::clear() {
  250. }
  251. void ShaderEditor::_params_changed() {
  252. fragment_editor->_validate_script();
  253. vertex_editor->_validate_script();
  254. light_editor->_validate_script();
  255. }
  256. void ShaderEditor::_bind_methods() {
  257. ObjectTypeDB::bind_method("_tab_changed",&ShaderEditor::_tab_changed);
  258. ObjectTypeDB::bind_method("_menu_option",&ShaderEditor::_menu_option);
  259. ObjectTypeDB::bind_method("_params_changed",&ShaderEditor::_params_changed);
  260. ObjectTypeDB::bind_method("_close_callback",&ShaderEditor::_close_callback);
  261. ObjectTypeDB::bind_method("apply_shaders",&ShaderEditor::apply_shaders);
  262. // ObjectTypeDB::bind_method("_close_current_tab",&ShaderEditor::_close_current_tab);
  263. }
  264. void ShaderEditor::ensure_select_current() {
  265. /*
  266. if (tab_container->get_child_count() && tab_container->get_current_tab()>=0) {
  267. ShaderTextEditor *ste = tab_container->get_child(tab_container->get_current_tab())->cast_to<ShaderTextEditor>();
  268. if (!ste)
  269. return;
  270. Ref<Shader> shader = ste->get_edited_shader();
  271. get_scene()->get_root_node()->call("_resource_selected",shader);
  272. }*/
  273. }
  274. void ShaderEditor::edit(const Ref<Shader>& p_shader) {
  275. if (p_shader.is_null())
  276. return;
  277. shader=p_shader;
  278. if (shader->get_mode()==Shader::MODE_MATERIAL) {
  279. fragment_editor->set_edited_shader(p_shader,ShaderLanguage::SHADER_MATERIAL_FRAGMENT);
  280. light_editor->set_edited_shader(shader,ShaderLanguage::SHADER_MATERIAL_LIGHT);
  281. settings_menu->get_popup()->set_item_checked( settings_menu->get_popup()->get_item_index(SHADER_MATERIAL_MODE), true);
  282. settings_menu->get_popup()->set_item_checked( settings_menu->get_popup()->get_item_index(SHADER_POST_PROCESS_MODE), false);
  283. } else {
  284. fragment_editor->set_edited_shader(p_shader,ShaderLanguage::SHADER_POST_PROCESS);
  285. settings_menu->get_popup()->set_item_checked( settings_menu->get_popup()->get_item_index(SHADER_MATERIAL_MODE), false);
  286. settings_menu->get_popup()->set_item_checked( settings_menu->get_popup()->get_item_index(SHADER_POST_PROCESS_MODE), true);
  287. }
  288. vertex_editor->set_edited_shader(shader,ShaderLanguage::SHADER_MATERIAL_VERTEX);
  289. // see if already has it
  290. }
  291. void ShaderEditor::save_external_data() {
  292. if (shader.is_null())
  293. return;
  294. apply_shaders();
  295. if (shader->get_path()!="" && shader->get_path().find("local://")==-1 &&shader->get_path().find("::")==-1) {
  296. //external shader, save it
  297. ResourceSaver::save(shader->get_path(),shader);
  298. }
  299. }
  300. void ShaderEditor::apply_shaders() {
  301. if (shader.is_valid()) {
  302. shader->set_code(vertex_editor->get_text_edit()->get_text(),fragment_editor->get_text_edit()->get_text(),light_editor->get_text_edit()->get_text(),0,0);
  303. shader->set_edited(true);
  304. }
  305. }
  306. void ShaderEditor::_close_callback() {
  307. hide();
  308. }
  309. ShaderEditor::ShaderEditor() {
  310. tab_container = memnew( TabContainer );
  311. add_child(tab_container);
  312. tab_container->set_area_as_parent_rect();
  313. tab_container->set_begin(Point2(0,0));
  314. //tab_container->set_begin(Point2(0,0));
  315. close = memnew( TextureButton );
  316. close->set_anchor_and_margin(MARGIN_LEFT,ANCHOR_END,20);
  317. close->set_anchor_and_margin(MARGIN_RIGHT,ANCHOR_END,4);
  318. close->set_anchor_and_margin(MARGIN_TOP,ANCHOR_BEGIN,2);
  319. add_child(close);
  320. edit_menu = memnew( MenuButton );
  321. add_child(edit_menu);
  322. edit_menu->set_pos(Point2(5,-1));
  323. edit_menu->set_text("Edit");
  324. edit_menu->get_popup()->add_item("Undo",EDIT_UNDO,KEY_MASK_CMD|KEY_Z);
  325. edit_menu->get_popup()->add_item("Redo",EDIT_REDO,KEY_MASK_CMD|KEY_MASK_SHIFT|KEY_Z);
  326. edit_menu->get_popup()->add_separator();
  327. edit_menu->get_popup()->add_item("Cut",EDIT_CUT,KEY_MASK_CMD|KEY_X);
  328. edit_menu->get_popup()->add_item("Copy",EDIT_COPY,KEY_MASK_CMD|KEY_C);
  329. edit_menu->get_popup()->add_item("Paste",EDIT_PASTE,KEY_MASK_CMD|KEY_V);
  330. edit_menu->get_popup()->add_separator();
  331. edit_menu->get_popup()->add_item("Select All",EDIT_SELECT_ALL,KEY_MASK_CMD|KEY_A);
  332. edit_menu->get_popup()->connect("item_pressed", this,"_menu_option");
  333. search_menu = memnew( MenuButton );
  334. add_child(search_menu);
  335. search_menu->set_pos(Point2(38,-1));
  336. search_menu->set_text("Search");
  337. search_menu->get_popup()->add_item("Find..",SEARCH_FIND,KEY_MASK_CMD|KEY_F);
  338. search_menu->get_popup()->add_item("Find Next",SEARCH_FIND_NEXT,KEY_F3);
  339. search_menu->get_popup()->add_item("Replace..",SEARCH_REPLACE,KEY_MASK_CMD|KEY_R);
  340. search_menu->get_popup()->add_separator();
  341. // search_menu->get_popup()->add_item("Locate Symbol..",SEARCH_LOCATE_SYMBOL,KEY_MASK_CMD|KEY_K);
  342. search_menu->get_popup()->add_item("Goto Line..",SEARCH_GOTO_LINE,KEY_MASK_CMD|KEY_G);
  343. search_menu->get_popup()->connect("item_pressed", this,"_menu_option");
  344. settings_menu = memnew( MenuButton );
  345. add_child(settings_menu);
  346. settings_menu->set_pos(Point2(90,-1));
  347. settings_menu->set_text("Shader");
  348. settings_menu->get_popup()->add_check_item("Material Mode",SHADER_MATERIAL_MODE);
  349. settings_menu->get_popup()->set_item_checked(settings_menu->get_popup()->get_item_index(SHADER_MATERIAL_MODE),true);
  350. settings_menu->get_popup()->add_check_item("Post Process Mode",SHADER_POST_PROCESS_MODE);
  351. settings_menu->get_popup()->connect("item_pressed", this,"_menu_option");
  352. tab_container->connect("tab_changed", this,"_tab_changed");
  353. find_replace_dialog = memnew(FindReplaceDialog);
  354. add_child(find_replace_dialog);
  355. erase_tab_confirm = memnew( ConfirmationDialog );
  356. add_child(erase_tab_confirm);
  357. erase_tab_confirm->connect("confirmed", this,"_close_current_tab");
  358. goto_line_dialog = memnew(GotoLineDialog);
  359. add_child(goto_line_dialog);
  360. vertex_editor = memnew( ShaderTextEditor );
  361. tab_container->add_child(vertex_editor);
  362. vertex_editor->set_name("Vertex");
  363. fragment_editor = memnew( ShaderTextEditor );
  364. tab_container->add_child(fragment_editor);
  365. fragment_editor->set_name("Fragment");
  366. light_editor = memnew( ShaderTextEditor );
  367. tab_container->add_child(light_editor);
  368. light_editor->set_name("Lighting");
  369. tab_container->set_current_tab(1);
  370. vertex_editor->connect("script_changed", this,"apply_shaders");
  371. fragment_editor->connect("script_changed", this,"apply_shaders");
  372. light_editor->connect("script_changed", this,"apply_shaders");
  373. }
  374. void ShaderEditorPlugin::edit(Object *p_object) {
  375. if (!p_object->cast_to<Shader>())
  376. return;
  377. shader_editor->edit(p_object->cast_to<Shader>());
  378. }
  379. bool ShaderEditorPlugin::handles(Object *p_object) const {
  380. return p_object->is_type("Shader");
  381. }
  382. void ShaderEditorPlugin::make_visible(bool p_visible) {
  383. if (p_visible) {
  384. shader_editor->show();
  385. //shader_editor->set_process(true);
  386. } else {
  387. shader_editor->apply_shaders();
  388. //shader_editor->hide();
  389. //shader_editor->set_process(false);
  390. }
  391. }
  392. void ShaderEditorPlugin::selected_notify() {
  393. shader_editor->ensure_select_current();
  394. }
  395. Dictionary ShaderEditorPlugin::get_state() const {
  396. return shader_editor->get_state();
  397. }
  398. void ShaderEditorPlugin::set_state(const Dictionary& p_state) {
  399. shader_editor->set_state(p_state);
  400. }
  401. void ShaderEditorPlugin::clear() {
  402. shader_editor->clear();
  403. }
  404. void ShaderEditorPlugin::save_external_data() {
  405. shader_editor->save_external_data();
  406. }
  407. void ShaderEditorPlugin::apply_changes() {
  408. shader_editor->apply_shaders();
  409. }
  410. ShaderEditorPlugin::ShaderEditorPlugin(EditorNode *p_node) {
  411. editor=p_node;
  412. shader_editor = memnew( ShaderEditor );
  413. SpatialEditor::get_singleton()->get_shader_split()->add_child(shader_editor);
  414. // editor->get_viewport()->add_child(shader_editor);
  415. // shader_editor->set_area_as_parent_rect();
  416. shader_editor->hide();
  417. }
  418. ShaderEditorPlugin::~ShaderEditorPlugin() {
  419. }