visual_shader_editor_plugin.cpp 342 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) 2007-2022 Juan Linietsky, Ariel Manzur. */
  9. /* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
  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/core_string_names.h"
  33. #include "core/input/input.h"
  34. #include "core/io/resource_loader.h"
  35. #include "core/math/math_defs.h"
  36. #include "core/os/keyboard.h"
  37. #include "editor/editor_log.h"
  38. #include "editor/editor_node.h"
  39. #include "editor/editor_properties.h"
  40. #include "editor/editor_scale.h"
  41. #include "editor/editor_undo_redo_manager.h"
  42. #include "editor/plugins/curve_editor_plugin.h"
  43. #include "editor/plugins/shader_editor_plugin.h"
  44. #include "scene/animation/animation_player.h"
  45. #include "scene/gui/button.h"
  46. #include "scene/gui/code_edit.h"
  47. #include "scene/gui/graph_edit.h"
  48. #include "scene/gui/menu_button.h"
  49. #include "scene/gui/panel.h"
  50. #include "scene/gui/popup.h"
  51. #include "scene/gui/rich_text_label.h"
  52. #include "scene/gui/tree.h"
  53. #include "scene/gui/view_panner.h"
  54. #include "scene/main/window.h"
  55. #include "scene/resources/visual_shader_nodes.h"
  56. #include "scene/resources/visual_shader_particle_nodes.h"
  57. #include "scene/resources/visual_shader_sdf_nodes.h"
  58. #include "servers/display_server.h"
  59. #include "servers/rendering/shader_types.h"
  60. struct FloatConstantDef {
  61. String name;
  62. float value = 0;
  63. String desc;
  64. };
  65. static FloatConstantDef float_constant_defs[] = {
  66. { "E", Math_E, TTR("E constant (2.718282). Represents the base of the natural logarithm.") },
  67. { "Epsilon", CMP_EPSILON, TTR("Epsilon constant (0.00001). Smallest possible scalar number.") },
  68. { "Phi", 1.618034f, TTR("Phi constant (1.618034). Golden ratio.") },
  69. { "Pi/4", Math_PI / 4, TTR("Pi/4 constant (0.785398) or 45 degrees.") },
  70. { "Pi/2", Math_PI / 2, TTR("Pi/2 constant (1.570796) or 90 degrees.") },
  71. { "Pi", Math_PI, TTR("Pi constant (3.141593) or 180 degrees.") },
  72. { "Tau", Math_TAU, TTR("Tau constant (6.283185) or 360 degrees.") },
  73. { "Sqrt2", Math_SQRT2, TTR("Sqrt2 constant (1.414214). Square root of 2.") }
  74. };
  75. const int MAX_FLOAT_CONST_DEFS = sizeof(float_constant_defs) / sizeof(FloatConstantDef);
  76. ///////////////////
  77. void VisualShaderNodePlugin::set_editor(VisualShaderEditor *p_editor) {
  78. vseditor = p_editor;
  79. }
  80. Control *VisualShaderNodePlugin::create_editor(const Ref<Resource> &p_parent_resource, const Ref<VisualShaderNode> &p_node) {
  81. Object *ret = nullptr;
  82. GDVIRTUAL_CALL(_create_editor, p_parent_resource, p_node, ret);
  83. return Object::cast_to<Control>(ret);
  84. }
  85. void VisualShaderNodePlugin::_bind_methods() {
  86. GDVIRTUAL_BIND(_create_editor, "parent_resource", "visual_shader_node");
  87. }
  88. ///////////////////
  89. VisualShaderGraphPlugin::VisualShaderGraphPlugin() {
  90. }
  91. void VisualShaderGraphPlugin::_bind_methods() {
  92. ClassDB::bind_method("add_node", &VisualShaderGraphPlugin::add_node);
  93. ClassDB::bind_method("remove_node", &VisualShaderGraphPlugin::remove_node);
  94. ClassDB::bind_method("connect_nodes", &VisualShaderGraphPlugin::connect_nodes);
  95. ClassDB::bind_method("disconnect_nodes", &VisualShaderGraphPlugin::disconnect_nodes);
  96. ClassDB::bind_method("set_node_position", &VisualShaderGraphPlugin::set_node_position);
  97. ClassDB::bind_method("update_node", &VisualShaderGraphPlugin::update_node);
  98. ClassDB::bind_method("update_node_deferred", &VisualShaderGraphPlugin::update_node_deferred);
  99. ClassDB::bind_method("set_input_port_default_value", &VisualShaderGraphPlugin::set_input_port_default_value);
  100. ClassDB::bind_method("set_parameter_name", &VisualShaderGraphPlugin::set_parameter_name);
  101. ClassDB::bind_method("set_expression", &VisualShaderGraphPlugin::set_expression);
  102. ClassDB::bind_method("update_curve", &VisualShaderGraphPlugin::update_curve);
  103. ClassDB::bind_method("update_curve_xyz", &VisualShaderGraphPlugin::update_curve_xyz);
  104. }
  105. void VisualShaderGraphPlugin::set_editor(VisualShaderEditor *p_editor) {
  106. editor = p_editor;
  107. }
  108. void VisualShaderGraphPlugin::register_shader(VisualShader *p_shader) {
  109. visual_shader = Ref<VisualShader>(p_shader);
  110. }
  111. void VisualShaderGraphPlugin::set_connections(const List<VisualShader::Connection> &p_connections) {
  112. connections = p_connections;
  113. }
  114. void VisualShaderGraphPlugin::show_port_preview(VisualShader::Type p_type, int p_node_id, int p_port_id) {
  115. if (visual_shader->get_shader_type() == p_type && links.has(p_node_id) && links[p_node_id].output_ports.has(p_port_id)) {
  116. for (const KeyValue<int, Port> &E : links[p_node_id].output_ports) {
  117. if (E.value.preview_button != nullptr) {
  118. E.value.preview_button->set_pressed(false);
  119. }
  120. }
  121. if (links[p_node_id].preview_visible && !is_dirty() && links[p_node_id].preview_box != nullptr) {
  122. links[p_node_id].graph_node->remove_child(links[p_node_id].preview_box);
  123. memdelete(links[p_node_id].preview_box);
  124. links[p_node_id].graph_node->reset_size();
  125. links[p_node_id].preview_visible = false;
  126. }
  127. if (p_port_id != -1 && links[p_node_id].output_ports[p_port_id].preview_button != nullptr) {
  128. if (is_dirty()) {
  129. links[p_node_id].preview_pos = links[p_node_id].graph_node->get_child_count();
  130. }
  131. VBoxContainer *vbox = memnew(VBoxContainer);
  132. links[p_node_id].graph_node->add_child(vbox);
  133. if (links[p_node_id].preview_pos != -1) {
  134. links[p_node_id].graph_node->move_child(vbox, links[p_node_id].preview_pos);
  135. }
  136. links[p_node_id].graph_node->set_slot_draw_stylebox(vbox->get_index(), false);
  137. Control *offset = memnew(Control);
  138. offset->set_custom_minimum_size(Size2(0, 5 * EDSCALE));
  139. vbox->add_child(offset);
  140. VisualShaderNodePortPreview *port_preview = memnew(VisualShaderNodePortPreview);
  141. port_preview->setup(visual_shader, visual_shader->get_shader_type(), p_node_id, p_port_id);
  142. port_preview->set_h_size_flags(Control::SIZE_SHRINK_CENTER);
  143. vbox->add_child(port_preview);
  144. links[p_node_id].preview_visible = true;
  145. links[p_node_id].preview_box = vbox;
  146. links[p_node_id].output_ports[p_port_id].preview_button->set_pressed(true);
  147. }
  148. }
  149. }
  150. void VisualShaderGraphPlugin::update_node_deferred(VisualShader::Type p_type, int p_node_id) {
  151. call_deferred(SNAME("update_node"), p_type, p_node_id);
  152. }
  153. void VisualShaderGraphPlugin::update_node(VisualShader::Type p_type, int p_node_id) {
  154. if (p_type != visual_shader->get_shader_type() || !links.has(p_node_id)) {
  155. return;
  156. }
  157. remove_node(p_type, p_node_id);
  158. add_node(p_type, p_node_id);
  159. }
  160. void VisualShaderGraphPlugin::set_input_port_default_value(VisualShader::Type p_type, int p_node_id, int p_port_id, Variant p_value) {
  161. if (p_type != visual_shader->get_shader_type() || !links.has(p_node_id)) {
  162. return;
  163. }
  164. Button *button = links[p_node_id].input_ports[p_port_id].default_input_button;
  165. switch (p_value.get_type()) {
  166. case Variant::COLOR: {
  167. button->set_custom_minimum_size(Size2(30, 0) * EDSCALE);
  168. Callable ce = callable_mp(editor, &VisualShaderEditor::_draw_color_over_button);
  169. if (!button->is_connected("draw", ce)) {
  170. button->connect("draw", ce.bind(button, p_value));
  171. }
  172. } break;
  173. case Variant::BOOL: {
  174. button->set_text(((bool)p_value) ? "true" : "false");
  175. } break;
  176. case Variant::INT:
  177. case Variant::FLOAT: {
  178. button->set_text(String::num(p_value, 4));
  179. } break;
  180. case Variant::VECTOR2: {
  181. Vector2 v = p_value;
  182. button->set_text(String::num(v.x, 3) + "," + String::num(v.y, 3));
  183. } break;
  184. case Variant::VECTOR3: {
  185. Vector3 v = p_value;
  186. button->set_text(String::num(v.x, 3) + "," + String::num(v.y, 3) + "," + String::num(v.z, 3));
  187. } break;
  188. case Variant::QUATERNION: {
  189. Quaternion v = p_value;
  190. button->set_text(String::num(v.x, 3) + "," + String::num(v.y, 3) + "," + String::num(v.z, 3) + "," + String::num(v.w, 3));
  191. } break;
  192. default: {
  193. }
  194. }
  195. }
  196. void VisualShaderGraphPlugin::set_parameter_name(VisualShader::Type p_type, int p_node_id, const String &p_name) {
  197. if (visual_shader->get_shader_type() == p_type && links.has(p_node_id) && links[p_node_id].parameter_name != nullptr) {
  198. links[p_node_id].parameter_name->set_text(p_name);
  199. }
  200. }
  201. void VisualShaderGraphPlugin::update_curve(int p_node_id) {
  202. if (links.has(p_node_id) && links[p_node_id].curve_editors[0]) {
  203. Ref<VisualShaderNodeCurveTexture> tex = Object::cast_to<VisualShaderNodeCurveTexture>(links[p_node_id].visual_node);
  204. ERR_FAIL_COND(!tex.is_valid());
  205. if (tex->get_texture().is_valid()) {
  206. links[p_node_id].curve_editors[0]->set_curve(tex->get_texture()->get_curve());
  207. }
  208. tex->emit_signal(CoreStringNames::get_singleton()->changed);
  209. }
  210. }
  211. void VisualShaderGraphPlugin::update_curve_xyz(int p_node_id) {
  212. 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]) {
  213. Ref<VisualShaderNodeCurveXYZTexture> tex = Object::cast_to<VisualShaderNodeCurveXYZTexture>(links[p_node_id].visual_node);
  214. ERR_FAIL_COND(!tex.is_valid());
  215. if (tex->get_texture().is_valid()) {
  216. links[p_node_id].curve_editors[0]->set_curve(tex->get_texture()->get_curve_x());
  217. links[p_node_id].curve_editors[1]->set_curve(tex->get_texture()->get_curve_y());
  218. links[p_node_id].curve_editors[2]->set_curve(tex->get_texture()->get_curve_z());
  219. }
  220. tex->emit_signal(CoreStringNames::get_singleton()->changed);
  221. }
  222. }
  223. int VisualShaderGraphPlugin::get_constant_index(float p_constant) const {
  224. for (int i = 0; i < MAX_FLOAT_CONST_DEFS; i++) {
  225. if (Math::is_equal_approx(p_constant, float_constant_defs[i].value)) {
  226. return i + 1;
  227. }
  228. }
  229. return 0;
  230. }
  231. void VisualShaderGraphPlugin::set_expression(VisualShader::Type p_type, int p_node_id, const String &p_expression) {
  232. if (p_type != visual_shader->get_shader_type() || !links.has(p_node_id) || !links[p_node_id].expression_edit) {
  233. return;
  234. }
  235. links[p_node_id].expression_edit->set_text(p_expression);
  236. }
  237. void VisualShaderGraphPlugin::update_node_size(int p_node_id) {
  238. if (!links.has(p_node_id)) {
  239. return;
  240. }
  241. links[p_node_id].graph_node->reset_size();
  242. }
  243. void VisualShaderGraphPlugin::register_default_input_button(int p_node_id, int p_port_id, Button *p_button) {
  244. links[p_node_id].input_ports.insert(p_port_id, { p_button });
  245. }
  246. void VisualShaderGraphPlugin::register_expression_edit(int p_node_id, CodeEdit *p_expression_edit) {
  247. links[p_node_id].expression_edit = p_expression_edit;
  248. }
  249. void VisualShaderGraphPlugin::register_curve_editor(int p_node_id, int p_index, CurveEditor *p_curve_editor) {
  250. links[p_node_id].curve_editors[p_index] = p_curve_editor;
  251. }
  252. void VisualShaderGraphPlugin::update_parameter_refs() {
  253. for (KeyValue<int, Link> &E : links) {
  254. VisualShaderNodeParameterRef *ref = Object::cast_to<VisualShaderNodeParameterRef>(E.value.visual_node);
  255. if (ref) {
  256. remove_node(E.value.type, E.key);
  257. add_node(E.value.type, E.key);
  258. }
  259. }
  260. }
  261. VisualShader::Type VisualShaderGraphPlugin::get_shader_type() const {
  262. return visual_shader->get_shader_type();
  263. }
  264. void VisualShaderGraphPlugin::set_node_position(VisualShader::Type p_type, int p_id, const Vector2 &p_position) {
  265. if (visual_shader->get_shader_type() == p_type && links.has(p_id)) {
  266. links[p_id].graph_node->set_position_offset(p_position);
  267. }
  268. }
  269. bool VisualShaderGraphPlugin::is_preview_visible(int p_id) const {
  270. return links[p_id].preview_visible;
  271. }
  272. void VisualShaderGraphPlugin::clear_links() {
  273. links.clear();
  274. }
  275. bool VisualShaderGraphPlugin::is_dirty() const {
  276. return dirty;
  277. }
  278. void VisualShaderGraphPlugin::make_dirty(bool p_enabled) {
  279. dirty = p_enabled;
  280. }
  281. void VisualShaderGraphPlugin::register_link(VisualShader::Type p_type, int p_id, VisualShaderNode *p_visual_node, GraphNode *p_graph_node) {
  282. links.insert(p_id, { p_type, p_visual_node, p_graph_node, p_visual_node->get_output_port_for_preview() != -1, -1, HashMap<int, InputPort>(), HashMap<int, Port>(), nullptr, nullptr, nullptr, { nullptr, nullptr, nullptr } });
  283. }
  284. void VisualShaderGraphPlugin::register_output_port(int p_node_id, int p_port, TextureButton *p_button) {
  285. links[p_node_id].output_ports.insert(p_port, { p_button });
  286. }
  287. void VisualShaderGraphPlugin::register_parameter_name(int p_node_id, LineEdit *p_parameter_name) {
  288. links[p_node_id].parameter_name = p_parameter_name;
  289. }
  290. void VisualShaderGraphPlugin::update_theme() {
  291. vector_expanded_color[0] = editor->get_theme_color(SNAME("axis_x_color"), SNAME("Editor")); // red
  292. vector_expanded_color[1] = editor->get_theme_color(SNAME("axis_y_color"), SNAME("Editor")); // green
  293. vector_expanded_color[2] = editor->get_theme_color(SNAME("axis_z_color"), SNAME("Editor")); // blue
  294. vector_expanded_color[3] = editor->get_theme_color(SNAME("axis_w_color"), SNAME("Editor")); // alpha
  295. }
  296. void VisualShaderGraphPlugin::add_node(VisualShader::Type p_type, int p_id) {
  297. if (!visual_shader.is_valid() || p_type != visual_shader->get_shader_type()) {
  298. return;
  299. }
  300. GraphEdit *graph = editor->graph;
  301. if (!graph) {
  302. return;
  303. }
  304. VisualShaderGraphPlugin *graph_plugin = editor->get_graph_plugin();
  305. if (!graph_plugin) {
  306. return;
  307. }
  308. Shader::Mode mode = visual_shader->get_mode();
  309. Control *offset;
  310. static const Color type_color[] = {
  311. Color(0.38, 0.85, 0.96), // scalar (float)
  312. Color(0.49, 0.78, 0.94), // scalar (int)
  313. Color(0.74, 0.57, 0.95), // vector2
  314. Color(0.84, 0.49, 0.93), // vector3
  315. Color(1.0, 0.125, 0.95), // vector4
  316. Color(0.55, 0.65, 0.94), // boolean
  317. Color(0.96, 0.66, 0.43), // transform
  318. Color(1.0, 1.0, 0.0), // sampler
  319. };
  320. static const String vector_expanded_name[4] = {
  321. "red",
  322. "green",
  323. "blue",
  324. "alpha"
  325. };
  326. // Visual shader specific theme for MSDF font.
  327. Ref<Theme> vstheme;
  328. vstheme.instantiate();
  329. Ref<Font> label_font = EditorNode::get_singleton()->get_editor_theme()->get_font("main_msdf", "EditorFonts");
  330. vstheme->set_font("font", "Label", label_font);
  331. vstheme->set_font("font", "LineEdit", label_font);
  332. vstheme->set_font("font", "Button", label_font);
  333. Ref<VisualShaderNode> vsnode = visual_shader->get_node(p_type, p_id);
  334. Ref<VisualShaderNodeResizableBase> resizable_node = Object::cast_to<VisualShaderNodeResizableBase>(vsnode.ptr());
  335. bool is_resizable = !resizable_node.is_null();
  336. Size2 size = Size2(0, 0);
  337. Ref<VisualShaderNodeGroupBase> group_node = Object::cast_to<VisualShaderNodeGroupBase>(vsnode.ptr());
  338. bool is_group = !group_node.is_null();
  339. bool is_comment = false;
  340. Ref<VisualShaderNodeExpression> expression_node = Object::cast_to<VisualShaderNodeExpression>(group_node.ptr());
  341. bool is_expression = !expression_node.is_null();
  342. String expression = "";
  343. VisualShaderNodeCustom *custom_node = Object::cast_to<VisualShaderNodeCustom>(vsnode.ptr());
  344. if (custom_node) {
  345. custom_node->_set_initialized(true);
  346. }
  347. // Create graph node.
  348. GraphNode *node = memnew(GraphNode);
  349. graph->add_child(node);
  350. node->set_theme(vstheme);
  351. editor->_update_created_node(node);
  352. register_link(p_type, p_id, vsnode.ptr(), node);
  353. if (is_resizable) {
  354. size = resizable_node->get_size();
  355. node->set_resizable(true);
  356. node->connect("resize_request", callable_mp(editor, &VisualShaderEditor::_node_resized).bind((int)p_type, p_id));
  357. }
  358. if (is_expression) {
  359. expression = expression_node->get_expression();
  360. }
  361. node->set_position_offset(visual_shader->get_node_position(p_type, p_id));
  362. node->set_title(vsnode->get_caption());
  363. node->set_name(itos(p_id));
  364. if (p_id >= 2) {
  365. node->set_show_close_button(true);
  366. node->connect("close_request", callable_mp(editor, &VisualShaderEditor::_delete_node_request).bind(p_type, p_id), CONNECT_DEFERRED);
  367. }
  368. node->connect("dragged", callable_mp(editor, &VisualShaderEditor::_node_dragged).bind(p_id));
  369. Control *custom_editor = nullptr;
  370. int port_offset = 1;
  371. Control *content_offset = memnew(Control);
  372. content_offset->set_custom_minimum_size(Size2(0, 5 * EDSCALE));
  373. node->add_child(content_offset);
  374. if (is_group) {
  375. port_offset += 1;
  376. }
  377. if (is_resizable) {
  378. Ref<VisualShaderNodeComment> comment_node = Object::cast_to<VisualShaderNodeComment>(vsnode.ptr());
  379. if (comment_node.is_valid()) {
  380. is_comment = true;
  381. node->set_comment(true);
  382. Label *comment_label = memnew(Label);
  383. node->add_child(comment_label);
  384. comment_label->set_h_size_flags(Control::SIZE_EXPAND_FILL);
  385. comment_label->set_v_size_flags(Control::SIZE_EXPAND_FILL);
  386. comment_label->set_text(comment_node->get_description());
  387. }
  388. editor->call_deferred(SNAME("_set_node_size"), (int)p_type, p_id, size);
  389. }
  390. Ref<VisualShaderNodeParticleEmit> emit = vsnode;
  391. if (emit.is_valid()) {
  392. node->set_custom_minimum_size(Size2(200 * EDSCALE, 0));
  393. }
  394. Ref<VisualShaderNodeParameterRef> parameter_ref = vsnode;
  395. if (parameter_ref.is_valid()) {
  396. parameter_ref->set_shader_rid(visual_shader->get_rid());
  397. parameter_ref->update_parameter_type();
  398. }
  399. Ref<VisualShaderNodeParameter> parameter = vsnode;
  400. HBoxContainer *hb = nullptr;
  401. if (parameter.is_valid()) {
  402. LineEdit *parameter_name = memnew(LineEdit);
  403. register_parameter_name(p_id, parameter_name);
  404. parameter_name->set_h_size_flags(Control::SIZE_EXPAND_FILL);
  405. parameter_name->set_text(parameter->get_parameter_name());
  406. parameter_name->connect("text_submitted", callable_mp(editor, &VisualShaderEditor::_parameter_line_edit_changed).bind(p_id));
  407. parameter_name->connect("focus_exited", callable_mp(editor, &VisualShaderEditor::_parameter_line_edit_focus_out).bind(parameter_name, p_id));
  408. if (vsnode->get_output_port_count() == 1 && vsnode->get_output_port_name(0) == "") {
  409. hb = memnew(HBoxContainer);
  410. hb->add_child(parameter_name);
  411. node->add_child(hb);
  412. } else {
  413. node->add_child(parameter_name);
  414. }
  415. port_offset++;
  416. }
  417. for (int i = 0; i < editor->plugins.size(); i++) {
  418. vsnode->set_meta("id", p_id);
  419. vsnode->set_meta("shader_type", (int)p_type);
  420. custom_editor = editor->plugins.write[i]->create_editor(visual_shader, vsnode);
  421. vsnode->remove_meta("id");
  422. vsnode->remove_meta("shader_type");
  423. if (custom_editor) {
  424. if (vsnode->is_show_prop_names()) {
  425. custom_editor->call_deferred(SNAME("_show_prop_names"), true);
  426. }
  427. break;
  428. }
  429. }
  430. Ref<VisualShaderNodeCurveTexture> curve = vsnode;
  431. Ref<VisualShaderNodeCurveXYZTexture> curve_xyz = vsnode;
  432. bool is_curve = curve.is_valid() || curve_xyz.is_valid();
  433. if (is_curve) {
  434. hb = memnew(HBoxContainer);
  435. node->add_child(hb);
  436. }
  437. if (curve.is_valid()) {
  438. custom_editor->set_h_size_flags(Control::SIZE_EXPAND_FILL);
  439. Callable ce = callable_mp(graph_plugin, &VisualShaderGraphPlugin::update_curve);
  440. if (curve->get_texture().is_valid() && !curve->get_texture()->is_connected("changed", ce)) {
  441. curve->get_texture()->connect("changed", ce.bind(p_id));
  442. }
  443. CurveEditor *curve_editor = memnew(CurveEditor);
  444. node->add_child(curve_editor);
  445. register_curve_editor(p_id, 0, curve_editor);
  446. curve_editor->set_custom_minimum_size(Size2(300, 0));
  447. curve_editor->set_h_size_flags(Control::SIZE_EXPAND_FILL);
  448. if (curve->get_texture().is_valid()) {
  449. curve_editor->set_curve(curve->get_texture()->get_curve());
  450. }
  451. }
  452. if (curve_xyz.is_valid()) {
  453. custom_editor->set_h_size_flags(Control::SIZE_EXPAND_FILL);
  454. Callable ce = callable_mp(graph_plugin, &VisualShaderGraphPlugin::update_curve_xyz);
  455. if (curve_xyz->get_texture().is_valid() && !curve_xyz->get_texture()->is_connected("changed", ce)) {
  456. curve_xyz->get_texture()->connect("changed", ce.bind(p_id));
  457. }
  458. CurveEditor *curve_editor_x = memnew(CurveEditor);
  459. node->add_child(curve_editor_x);
  460. register_curve_editor(p_id, 0, curve_editor_x);
  461. curve_editor_x->set_custom_minimum_size(Size2(300, 0));
  462. curve_editor_x->set_h_size_flags(Control::SIZE_EXPAND_FILL);
  463. if (curve_xyz->get_texture().is_valid()) {
  464. curve_editor_x->set_curve(curve_xyz->get_texture()->get_curve_x());
  465. }
  466. CurveEditor *curve_editor_y = memnew(CurveEditor);
  467. node->add_child(curve_editor_y);
  468. register_curve_editor(p_id, 1, curve_editor_y);
  469. curve_editor_y->set_custom_minimum_size(Size2(300, 0));
  470. curve_editor_y->set_h_size_flags(Control::SIZE_EXPAND_FILL);
  471. if (curve_xyz->get_texture().is_valid()) {
  472. curve_editor_y->set_curve(curve_xyz->get_texture()->get_curve_y());
  473. }
  474. CurveEditor *curve_editor_z = memnew(CurveEditor);
  475. node->add_child(curve_editor_z);
  476. register_curve_editor(p_id, 2, curve_editor_z);
  477. curve_editor_z->set_custom_minimum_size(Size2(300, 0));
  478. curve_editor_z->set_h_size_flags(Control::SIZE_EXPAND_FILL);
  479. if (curve_xyz->get_texture().is_valid()) {
  480. curve_editor_z->set_curve(curve_xyz->get_texture()->get_curve_z());
  481. }
  482. }
  483. if (custom_editor) {
  484. 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) == ""))) {
  485. //will be embedded in first port
  486. } else {
  487. port_offset++;
  488. node->add_child(custom_editor);
  489. custom_editor = nullptr;
  490. }
  491. }
  492. if (is_group) {
  493. if (group_node->is_editable()) {
  494. HBoxContainer *hb2 = memnew(HBoxContainer);
  495. String input_port_name = "input" + itos(group_node->get_free_input_port_id());
  496. String output_port_name = "output" + itos(group_node->get_free_output_port_id());
  497. for (int i = 0; i < MAX(vsnode->get_input_port_count(), vsnode->get_output_port_count()); i++) {
  498. if (i < vsnode->get_input_port_count()) {
  499. if (input_port_name == vsnode->get_input_port_name(i)) {
  500. input_port_name = "_" + input_port_name;
  501. }
  502. }
  503. if (i < vsnode->get_output_port_count()) {
  504. if (output_port_name == vsnode->get_output_port_name(i)) {
  505. output_port_name = "_" + output_port_name;
  506. }
  507. }
  508. }
  509. Button *add_input_btn = memnew(Button);
  510. add_input_btn->set_text(TTR("Add Input"));
  511. 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);
  512. hb2->add_child(add_input_btn);
  513. hb2->add_spacer();
  514. Button *add_output_btn = memnew(Button);
  515. add_output_btn->set_text(TTR("Add Output"));
  516. 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);
  517. hb2->add_child(add_output_btn);
  518. node->add_child(hb2);
  519. }
  520. }
  521. int output_port_count = 0;
  522. for (int i = 0; i < vsnode->get_output_port_count(); i++) {
  523. if (vsnode->_is_output_port_expanded(i)) {
  524. switch (vsnode->get_output_port_type(i)) {
  525. case VisualShaderNode::PORT_TYPE_VECTOR_2D: {
  526. output_port_count += 2;
  527. } break;
  528. case VisualShaderNode::PORT_TYPE_VECTOR_3D: {
  529. output_port_count += 3;
  530. } break;
  531. case VisualShaderNode::PORT_TYPE_VECTOR_4D: {
  532. output_port_count += 4;
  533. } break;
  534. default:
  535. break;
  536. }
  537. }
  538. output_port_count++;
  539. }
  540. int max_ports = MAX(vsnode->get_input_port_count(), output_port_count);
  541. VisualShaderNode::PortType expanded_type = VisualShaderNode::PORT_TYPE_SCALAR;
  542. int expanded_port_counter = 0;
  543. for (int i = 0, j = 0; i < max_ports; i++, j++) {
  544. switch (expanded_type) {
  545. case VisualShaderNode::PORT_TYPE_VECTOR_2D: {
  546. if (expanded_port_counter >= 2) {
  547. expanded_type = VisualShaderNode::PORT_TYPE_SCALAR;
  548. expanded_port_counter = 0;
  549. i -= 2;
  550. }
  551. } break;
  552. case VisualShaderNode::PORT_TYPE_VECTOR_3D: {
  553. if (expanded_port_counter >= 3) {
  554. expanded_type = VisualShaderNode::PORT_TYPE_SCALAR;
  555. expanded_port_counter = 0;
  556. i -= 3;
  557. }
  558. } break;
  559. case VisualShaderNode::PORT_TYPE_VECTOR_4D: {
  560. if (expanded_port_counter >= 4) {
  561. expanded_type = VisualShaderNode::PORT_TYPE_SCALAR;
  562. expanded_port_counter = 0;
  563. i -= 4;
  564. }
  565. } break;
  566. default:
  567. break;
  568. }
  569. if (vsnode->is_port_separator(i)) {
  570. node->add_child(memnew(HSeparator));
  571. port_offset++;
  572. }
  573. bool valid_left = j < vsnode->get_input_port_count();
  574. VisualShaderNode::PortType port_left = VisualShaderNode::PORT_TYPE_SCALAR;
  575. bool port_left_used = false;
  576. String name_left;
  577. if (valid_left) {
  578. name_left = vsnode->get_input_port_name(i);
  579. port_left = vsnode->get_input_port_type(i);
  580. for (const VisualShader::Connection &E : connections) {
  581. if (E.to_node == p_id && E.to_port == j) {
  582. port_left_used = true;
  583. break;
  584. }
  585. }
  586. }
  587. bool valid_right = true;
  588. VisualShaderNode::PortType port_right = VisualShaderNode::PORT_TYPE_SCALAR;
  589. String name_right;
  590. if (expanded_type == VisualShaderNode::PORT_TYPE_SCALAR) {
  591. valid_right = i < vsnode->get_output_port_count();
  592. if (valid_right) {
  593. name_right = vsnode->get_output_port_name(i);
  594. port_right = vsnode->get_output_port_type(i);
  595. }
  596. } else {
  597. name_right = vector_expanded_name[expanded_port_counter++];
  598. }
  599. bool is_first_hbox = false;
  600. if (i == 0 && hb != nullptr) {
  601. is_first_hbox = true;
  602. } else {
  603. hb = memnew(HBoxContainer);
  604. }
  605. hb->add_theme_constant_override("separation", 7 * EDSCALE);
  606. Variant default_value;
  607. if (valid_left && !port_left_used) {
  608. default_value = vsnode->get_input_port_default_value(i);
  609. }
  610. Button *button = memnew(Button);
  611. hb->add_child(button);
  612. register_default_input_button(p_id, i, button);
  613. button->connect("pressed", callable_mp(editor, &VisualShaderEditor::_edit_port_default_input).bind(button, p_id, i));
  614. if (default_value.get_type() != Variant::NIL) { // only a label
  615. set_input_port_default_value(p_type, p_id, i, default_value);
  616. } else {
  617. button->hide();
  618. }
  619. if (i == 0 && custom_editor) {
  620. hb->add_child(custom_editor);
  621. custom_editor->set_h_size_flags(Control::SIZE_EXPAND_FILL);
  622. } else {
  623. if (valid_left) {
  624. if (is_group) {
  625. OptionButton *type_box = memnew(OptionButton);
  626. hb->add_child(type_box);
  627. type_box->add_item(TTR("Float"));
  628. type_box->add_item(TTR("Int"));
  629. type_box->add_item(TTR("Vector2"));
  630. type_box->add_item(TTR("Vector3"));
  631. type_box->add_item(TTR("Vector4"));
  632. type_box->add_item(TTR("Boolean"));
  633. type_box->add_item(TTR("Transform"));
  634. type_box->add_item(TTR("Sampler"));
  635. type_box->select(group_node->get_input_port_type(i));
  636. type_box->set_custom_minimum_size(Size2(100 * EDSCALE, 0));
  637. type_box->connect("item_selected", callable_mp(editor, &VisualShaderEditor::_change_input_port_type).bind(p_id, i), CONNECT_DEFERRED);
  638. LineEdit *name_box = memnew(LineEdit);
  639. hb->add_child(name_box);
  640. name_box->set_custom_minimum_size(Size2(65 * EDSCALE, 0));
  641. name_box->set_h_size_flags(Control::SIZE_EXPAND_FILL);
  642. name_box->set_text(name_left);
  643. name_box->connect("text_submitted", callable_mp(editor, &VisualShaderEditor::_change_input_port_name).bind(name_box, p_id, i), CONNECT_DEFERRED);
  644. name_box->connect("focus_exited", callable_mp(editor, &VisualShaderEditor::_port_name_focus_out).bind(name_box, p_id, i, false), CONNECT_DEFERRED);
  645. Button *remove_btn = memnew(Button);
  646. remove_btn->set_icon(EditorNode::get_singleton()->get_gui_base()->get_theme_icon(SNAME("Remove"), SNAME("EditorIcons")));
  647. remove_btn->set_tooltip_text(TTR("Remove") + " " + name_left);
  648. remove_btn->connect("pressed", callable_mp(editor, &VisualShaderEditor::_remove_input_port).bind(p_id, i), CONNECT_DEFERRED);
  649. hb->add_child(remove_btn);
  650. } else {
  651. Label *label = memnew(Label);
  652. label->set_text(name_left);
  653. label->add_theme_style_override("normal", editor->get_theme_stylebox(SNAME("label_style"), SNAME("VShaderEditor"))); //more compact
  654. hb->add_child(label);
  655. if (vsnode->is_input_port_default(i, mode) && !port_left_used) {
  656. Label *hint_label = memnew(Label);
  657. hint_label->set_text(TTR("[default]"));
  658. hint_label->add_theme_color_override("font_color", editor->get_theme_color(SNAME("font_readonly_color"), SNAME("TextEdit")));
  659. hint_label->add_theme_style_override("normal", editor->get_theme_stylebox(SNAME("label_style"), SNAME("VShaderEditor")));
  660. hb->add_child(hint_label);
  661. }
  662. }
  663. }
  664. if (!is_group && !is_first_hbox) {
  665. hb->add_spacer();
  666. }
  667. if (valid_right) {
  668. if (is_group) {
  669. Button *remove_btn = memnew(Button);
  670. remove_btn->set_icon(EditorNode::get_singleton()->get_gui_base()->get_theme_icon(SNAME("Remove"), SNAME("EditorIcons")));
  671. remove_btn->set_tooltip_text(TTR("Remove") + " " + name_left);
  672. remove_btn->connect("pressed", callable_mp(editor, &VisualShaderEditor::_remove_output_port).bind(p_id, i), CONNECT_DEFERRED);
  673. hb->add_child(remove_btn);
  674. LineEdit *name_box = memnew(LineEdit);
  675. hb->add_child(name_box);
  676. name_box->set_custom_minimum_size(Size2(65 * EDSCALE, 0));
  677. name_box->set_h_size_flags(Control::SIZE_EXPAND_FILL);
  678. name_box->set_text(name_right);
  679. name_box->connect("text_submitted", callable_mp(editor, &VisualShaderEditor::_change_output_port_name).bind(name_box, p_id, i), CONNECT_DEFERRED);
  680. name_box->connect("focus_exited", callable_mp(editor, &VisualShaderEditor::_port_name_focus_out).bind(name_box, p_id, i, true), CONNECT_DEFERRED);
  681. OptionButton *type_box = memnew(OptionButton);
  682. hb->add_child(type_box);
  683. type_box->add_item(TTR("Float"));
  684. type_box->add_item(TTR("Int"));
  685. type_box->add_item(TTR("Vector2"));
  686. type_box->add_item(TTR("Vector3"));
  687. type_box->add_item(TTR("Vector4"));
  688. type_box->add_item(TTR("Boolean"));
  689. type_box->add_item(TTR("Transform"));
  690. type_box->select(group_node->get_output_port_type(i));
  691. type_box->set_custom_minimum_size(Size2(100 * EDSCALE, 0));
  692. type_box->connect("item_selected", callable_mp(editor, &VisualShaderEditor::_change_output_port_type).bind(p_id, i), CONNECT_DEFERRED);
  693. } else {
  694. Label *label = memnew(Label);
  695. label->set_text(name_right);
  696. label->add_theme_style_override("normal", editor->get_theme_stylebox(SNAME("label_style"), SNAME("VShaderEditor"))); //more compact
  697. hb->add_child(label);
  698. }
  699. }
  700. }
  701. if (valid_right) {
  702. if (vsnode->is_output_port_expandable(i)) {
  703. TextureButton *expand = memnew(TextureButton);
  704. expand->set_toggle_mode(true);
  705. expand->set_normal_texture(editor->get_theme_icon(SNAME("GuiTreeArrowDown"), SNAME("EditorIcons")));
  706. expand->set_pressed_texture(editor->get_theme_icon(SNAME("GuiTreeArrowRight"), SNAME("EditorIcons")));
  707. expand->set_v_size_flags(Control::SIZE_SHRINK_CENTER);
  708. expand->set_pressed(vsnode->_is_output_port_expanded(i));
  709. expand->connect("pressed", callable_mp(editor, &VisualShaderEditor::_expand_output_port).bind(p_id, i, !vsnode->_is_output_port_expanded(i)), CONNECT_DEFERRED);
  710. hb->add_child(expand);
  711. }
  712. if (vsnode->has_output_port_preview(i) && port_right != VisualShaderNode::PORT_TYPE_TRANSFORM && port_right != VisualShaderNode::PORT_TYPE_SAMPLER) {
  713. TextureButton *preview = memnew(TextureButton);
  714. preview->set_toggle_mode(true);
  715. preview->set_normal_texture(editor->get_theme_icon(SNAME("GuiVisibilityHidden"), SNAME("EditorIcons")));
  716. preview->set_pressed_texture(editor->get_theme_icon(SNAME("GuiVisibilityVisible"), SNAME("EditorIcons")));
  717. preview->set_v_size_flags(Control::SIZE_SHRINK_CENTER);
  718. register_output_port(p_id, j, preview);
  719. preview->connect("pressed", callable_mp(editor, &VisualShaderEditor::_preview_select_port).bind(p_id, j), CONNECT_DEFERRED);
  720. hb->add_child(preview);
  721. }
  722. }
  723. if (is_group) {
  724. offset = memnew(Control);
  725. offset->set_custom_minimum_size(Size2(0, 5 * EDSCALE));
  726. node->add_child(offset);
  727. port_offset++;
  728. }
  729. if (!is_first_hbox) {
  730. node->add_child(hb);
  731. }
  732. if (expanded_type != VisualShaderNode::PORT_TYPE_SCALAR) {
  733. continue;
  734. }
  735. int idx = 1;
  736. if (!is_first_hbox) {
  737. idx = i + port_offset;
  738. }
  739. node->set_slot(idx, valid_left, port_left, type_color[port_left], valid_right, port_right, type_color[port_right]);
  740. if (vsnode->_is_output_port_expanded(i)) {
  741. switch (vsnode->get_output_port_type(i)) {
  742. case VisualShaderNode::PORT_TYPE_VECTOR_2D: {
  743. port_offset++;
  744. valid_left = (i + 1) < vsnode->get_input_port_count();
  745. port_left = VisualShaderNode::PORT_TYPE_SCALAR;
  746. if (valid_left) {
  747. port_left = vsnode->get_input_port_type(i + 1);
  748. }
  749. node->set_slot(i + port_offset, valid_left, port_left, type_color[port_left], true, VisualShaderNode::PORT_TYPE_SCALAR, vector_expanded_color[0]);
  750. port_offset++;
  751. valid_left = (i + 2) < vsnode->get_input_port_count();
  752. port_left = VisualShaderNode::PORT_TYPE_SCALAR;
  753. if (valid_left) {
  754. port_left = vsnode->get_input_port_type(i + 2);
  755. }
  756. node->set_slot(i + port_offset, valid_left, port_left, type_color[port_left], true, VisualShaderNode::PORT_TYPE_SCALAR, vector_expanded_color[1]);
  757. expanded_type = VisualShaderNode::PORT_TYPE_VECTOR_2D;
  758. } break;
  759. case VisualShaderNode::PORT_TYPE_VECTOR_3D: {
  760. port_offset++;
  761. valid_left = (i + 1) < vsnode->get_input_port_count();
  762. port_left = VisualShaderNode::PORT_TYPE_SCALAR;
  763. if (valid_left) {
  764. port_left = vsnode->get_input_port_type(i + 1);
  765. }
  766. node->set_slot(i + port_offset, valid_left, port_left, type_color[port_left], true, VisualShaderNode::PORT_TYPE_SCALAR, vector_expanded_color[0]);
  767. port_offset++;
  768. valid_left = (i + 2) < vsnode->get_input_port_count();
  769. port_left = VisualShaderNode::PORT_TYPE_SCALAR;
  770. if (valid_left) {
  771. port_left = vsnode->get_input_port_type(i + 2);
  772. }
  773. node->set_slot(i + port_offset, valid_left, port_left, type_color[port_left], true, VisualShaderNode::PORT_TYPE_SCALAR, vector_expanded_color[1]);
  774. port_offset++;
  775. valid_left = (i + 3) < vsnode->get_input_port_count();
  776. port_left = VisualShaderNode::PORT_TYPE_SCALAR;
  777. if (valid_left) {
  778. port_left = vsnode->get_input_port_type(i + 3);
  779. }
  780. node->set_slot(i + port_offset, valid_left, port_left, type_color[port_left], true, VisualShaderNode::PORT_TYPE_SCALAR, vector_expanded_color[2]);
  781. expanded_type = VisualShaderNode::PORT_TYPE_VECTOR_3D;
  782. } break;
  783. case VisualShaderNode::PORT_TYPE_VECTOR_4D: {
  784. port_offset++;
  785. valid_left = (i + 1) < vsnode->get_input_port_count();
  786. port_left = VisualShaderNode::PORT_TYPE_SCALAR;
  787. if (valid_left) {
  788. port_left = vsnode->get_input_port_type(i + 1);
  789. }
  790. node->set_slot(i + port_offset, valid_left, port_left, type_color[port_left], true, VisualShaderNode::PORT_TYPE_SCALAR, vector_expanded_color[0]);
  791. port_offset++;
  792. valid_left = (i + 2) < vsnode->get_input_port_count();
  793. port_left = VisualShaderNode::PORT_TYPE_SCALAR;
  794. if (valid_left) {
  795. port_left = vsnode->get_input_port_type(i + 2);
  796. }
  797. node->set_slot(i + port_offset, valid_left, port_left, type_color[port_left], true, VisualShaderNode::PORT_TYPE_SCALAR, vector_expanded_color[1]);
  798. port_offset++;
  799. valid_left = (i + 3) < vsnode->get_input_port_count();
  800. port_left = VisualShaderNode::PORT_TYPE_SCALAR;
  801. if (valid_left) {
  802. port_left = vsnode->get_input_port_type(i + 3);
  803. }
  804. node->set_slot(i + port_offset, valid_left, port_left, type_color[port_left], true, VisualShaderNode::PORT_TYPE_SCALAR, vector_expanded_color[2]);
  805. port_offset++;
  806. valid_left = (i + 4) < vsnode->get_input_port_count();
  807. port_left = VisualShaderNode::PORT_TYPE_SCALAR;
  808. if (valid_left) {
  809. port_left = vsnode->get_input_port_type(i + 4);
  810. }
  811. node->set_slot(i + port_offset, valid_left, port_left, type_color[port_left], true, VisualShaderNode::PORT_TYPE_SCALAR, vector_expanded_color[3]);
  812. expanded_type = VisualShaderNode::PORT_TYPE_VECTOR_4D;
  813. } break;
  814. default:
  815. break;
  816. }
  817. }
  818. }
  819. if (vsnode->get_output_port_for_preview() >= 0) {
  820. show_port_preview(p_type, p_id, vsnode->get_output_port_for_preview());
  821. } else {
  822. offset = memnew(Control);
  823. offset->set_custom_minimum_size(Size2(0, 4 * EDSCALE));
  824. node->add_child(offset);
  825. }
  826. String error = vsnode->get_warning(mode, p_type);
  827. if (!error.is_empty()) {
  828. Label *error_label = memnew(Label);
  829. error_label->add_theme_color_override("font_color", editor->get_theme_color(SNAME("error_color"), SNAME("Editor")));
  830. error_label->set_text(error);
  831. node->add_child(error_label);
  832. }
  833. if (is_expression) {
  834. CodeEdit *expression_box = memnew(CodeEdit);
  835. Ref<CodeHighlighter> expression_syntax_highlighter;
  836. expression_syntax_highlighter.instantiate();
  837. expression_node->set_ctrl_pressed(expression_box, 0);
  838. node->add_child(expression_box);
  839. register_expression_edit(p_id, expression_box);
  840. Color background_color = EDITOR_GET("text_editor/theme/highlighting/background_color");
  841. Color text_color = EDITOR_GET("text_editor/theme/highlighting/text_color");
  842. Color keyword_color = EDITOR_GET("text_editor/theme/highlighting/keyword_color");
  843. Color control_flow_keyword_color = EDITOR_GET("text_editor/theme/highlighting/control_flow_keyword_color");
  844. Color comment_color = EDITOR_GET("text_editor/theme/highlighting/comment_color");
  845. Color symbol_color = EDITOR_GET("text_editor/theme/highlighting/symbol_color");
  846. Color function_color = EDITOR_GET("text_editor/theme/highlighting/function_color");
  847. Color number_color = EDITOR_GET("text_editor/theme/highlighting/number_color");
  848. Color members_color = EDITOR_GET("text_editor/theme/highlighting/member_variable_color");
  849. expression_box->set_syntax_highlighter(expression_syntax_highlighter);
  850. expression_box->add_theme_color_override("background_color", background_color);
  851. for (const String &E : editor->keyword_list) {
  852. if (ShaderLanguage::is_control_flow_keyword(E)) {
  853. expression_syntax_highlighter->add_keyword_color(E, control_flow_keyword_color);
  854. } else {
  855. expression_syntax_highlighter->add_keyword_color(E, keyword_color);
  856. }
  857. }
  858. expression_box->add_theme_font_override("font", editor->get_theme_font(SNAME("expression"), SNAME("EditorFonts")));
  859. expression_box->add_theme_font_size_override("font_size", editor->get_theme_font_size(SNAME("expression_size"), SNAME("EditorFonts")));
  860. expression_box->add_theme_color_override("font_color", text_color);
  861. expression_syntax_highlighter->set_number_color(number_color);
  862. expression_syntax_highlighter->set_symbol_color(symbol_color);
  863. expression_syntax_highlighter->set_function_color(function_color);
  864. expression_syntax_highlighter->set_member_variable_color(members_color);
  865. expression_syntax_highlighter->add_color_region("/*", "*/", comment_color, false);
  866. expression_syntax_highlighter->add_color_region("//", "", comment_color, true);
  867. expression_box->clear_comment_delimiters();
  868. expression_box->add_comment_delimiter("/*", "*/", false);
  869. expression_box->add_comment_delimiter("//", "", true);
  870. if (!expression_box->has_auto_brace_completion_open_key("/*")) {
  871. expression_box->add_auto_brace_completion_pair("/*", "*/");
  872. }
  873. expression_box->set_text(expression);
  874. expression_box->set_context_menu_enabled(false);
  875. expression_box->set_draw_line_numbers(true);
  876. expression_box->connect("focus_exited", callable_mp(editor, &VisualShaderEditor::_expression_focus_out).bind(expression_box, p_id));
  877. }
  878. if (is_comment) {
  879. graph->move_child(node, 0); // to prevents a bug where comment node overlaps its content
  880. }
  881. }
  882. void VisualShaderGraphPlugin::remove_node(VisualShader::Type p_type, int p_id) {
  883. if (visual_shader->get_shader_type() == p_type && links.has(p_id)) {
  884. links[p_id].graph_node->get_parent()->remove_child(links[p_id].graph_node);
  885. memdelete(links[p_id].graph_node);
  886. links.erase(p_id);
  887. }
  888. }
  889. void VisualShaderGraphPlugin::connect_nodes(VisualShader::Type p_type, int p_from_node, int p_from_port, int p_to_node, int p_to_port) {
  890. GraphEdit *graph = editor->graph;
  891. if (!graph) {
  892. return;
  893. }
  894. if (visual_shader.is_valid() && visual_shader->get_shader_type() == p_type) {
  895. graph->connect_node(itos(p_from_node), p_from_port, itos(p_to_node), p_to_port);
  896. connections.push_back({ p_from_node, p_from_port, p_to_node, p_to_port });
  897. if (links[p_to_node].input_ports.has(p_to_port) && links[p_to_node].input_ports[p_to_port].default_input_button != nullptr) {
  898. links[p_to_node].input_ports[p_to_port].default_input_button->hide();
  899. }
  900. }
  901. }
  902. void VisualShaderGraphPlugin::disconnect_nodes(VisualShader::Type p_type, int p_from_node, int p_from_port, int p_to_node, int p_to_port) {
  903. GraphEdit *graph = editor->graph;
  904. if (!graph) {
  905. return;
  906. }
  907. if (visual_shader.is_valid() && visual_shader->get_shader_type() == p_type) {
  908. graph->disconnect_node(itos(p_from_node), p_from_port, itos(p_to_node), p_to_port);
  909. for (const List<VisualShader::Connection>::Element *E = connections.front(); E; E = E->next()) {
  910. 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) {
  911. connections.erase(E);
  912. break;
  913. }
  914. }
  915. 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) {
  916. links[p_to_node].input_ports[p_to_port].default_input_button->show();
  917. 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));
  918. }
  919. }
  920. }
  921. VisualShaderGraphPlugin::~VisualShaderGraphPlugin() {
  922. }
  923. /////////////////
  924. void VisualShaderEditedProperty::_bind_methods() {
  925. ClassDB::bind_method(D_METHOD("set_edited_property", "value"), &VisualShaderEditedProperty::set_edited_property);
  926. ClassDB::bind_method(D_METHOD("get_edited_property"), &VisualShaderEditedProperty::get_edited_property);
  927. ADD_PROPERTY(PropertyInfo(Variant::NIL, "edited_property", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NIL_IS_VARIANT), "set_edited_property", "get_edited_property");
  928. }
  929. void VisualShaderEditedProperty::set_edited_property(Variant p_variant) {
  930. edited_property = p_variant;
  931. }
  932. Variant VisualShaderEditedProperty::get_edited_property() const {
  933. return edited_property;
  934. }
  935. /////////////////
  936. Vector2 VisualShaderEditor::selection_center;
  937. List<VisualShaderEditor::CopyItem> VisualShaderEditor::copy_items_buffer;
  938. List<VisualShader::Connection> VisualShaderEditor::copy_connections_buffer;
  939. void VisualShaderEditor::edit(VisualShader *p_visual_shader) {
  940. bool changed = false;
  941. if (p_visual_shader) {
  942. if (visual_shader.is_null()) {
  943. changed = true;
  944. } else {
  945. if (visual_shader.ptr() != p_visual_shader) {
  946. changed = true;
  947. }
  948. }
  949. visual_shader = Ref<VisualShader>(p_visual_shader);
  950. graph_plugin->register_shader(visual_shader.ptr());
  951. Callable ce = callable_mp(this, &VisualShaderEditor::_update_preview);
  952. if (!visual_shader->is_connected("changed", ce)) {
  953. visual_shader->connect("changed", ce);
  954. }
  955. visual_shader->set_graph_offset(graph->get_scroll_ofs() / EDSCALE);
  956. _set_mode(visual_shader->get_mode());
  957. } else {
  958. if (visual_shader.is_valid()) {
  959. Callable ce = callable_mp(this, &VisualShaderEditor::_update_preview);
  960. if (visual_shader->is_connected("changed", ce)) {
  961. visual_shader->disconnect("changed", ce);
  962. }
  963. }
  964. visual_shader.unref();
  965. }
  966. if (visual_shader.is_null()) {
  967. hide();
  968. } else {
  969. if (changed) { // to avoid tree collapse
  970. _update_varying_tree();
  971. _update_options_menu();
  972. _update_preview();
  973. _update_graph();
  974. }
  975. }
  976. }
  977. void VisualShaderEditor::update_nodes() {
  978. _update_nodes();
  979. }
  980. void VisualShaderEditor::add_plugin(const Ref<VisualShaderNodePlugin> &p_plugin) {
  981. if (plugins.has(p_plugin)) {
  982. return;
  983. }
  984. plugins.push_back(p_plugin);
  985. }
  986. void VisualShaderEditor::remove_plugin(const Ref<VisualShaderNodePlugin> &p_plugin) {
  987. plugins.erase(p_plugin);
  988. }
  989. void VisualShaderEditor::clear_custom_types() {
  990. for (int i = 0; i < add_options.size(); i++) {
  991. if (add_options[i].is_custom) {
  992. add_options.remove_at(i);
  993. i--;
  994. }
  995. }
  996. }
  997. void VisualShaderEditor::add_custom_type(const String &p_name, const Ref<Script> &p_script, const String &p_description, int p_return_icon_type, const String &p_category, bool p_highend) {
  998. ERR_FAIL_COND(!p_name.is_valid_identifier());
  999. ERR_FAIL_COND(!p_script.is_valid());
  1000. for (int i = 0; i < add_options.size(); i++) {
  1001. if (add_options[i].is_custom) {
  1002. if (add_options[i].script == p_script) {
  1003. return;
  1004. }
  1005. }
  1006. }
  1007. AddOption ao;
  1008. ao.name = p_name;
  1009. ao.script = p_script;
  1010. ao.return_type = p_return_icon_type;
  1011. ao.description = p_description;
  1012. ao.category = p_category;
  1013. ao.highend = p_highend;
  1014. ao.is_custom = true;
  1015. bool begin = false;
  1016. String root = p_category.split("/")[0];
  1017. for (int i = 0; i < add_options.size(); i++) {
  1018. if (add_options[i].is_custom) {
  1019. if (add_options[i].category == root) {
  1020. if (!begin) {
  1021. begin = true;
  1022. }
  1023. } else {
  1024. if (begin) {
  1025. add_options.insert(i, ao);
  1026. return;
  1027. }
  1028. }
  1029. }
  1030. }
  1031. add_options.push_back(ao);
  1032. }
  1033. bool VisualShaderEditor::_is_available(int p_mode) {
  1034. int current_mode = edit_type->get_selected();
  1035. if (p_mode != -1) {
  1036. switch (current_mode) {
  1037. case 0: // Vertex / Emit
  1038. current_mode = 1;
  1039. break;
  1040. case 1: // Fragment / Process
  1041. current_mode = 2;
  1042. break;
  1043. case 2: // Light / Collide
  1044. current_mode = 4;
  1045. break;
  1046. default:
  1047. break;
  1048. }
  1049. }
  1050. return (p_mode == -1 || (p_mode & current_mode) != 0);
  1051. }
  1052. void VisualShaderEditor::_update_nodes() {
  1053. clear_custom_types();
  1054. List<StringName> class_list;
  1055. ScriptServer::get_global_class_list(&class_list);
  1056. Dictionary added;
  1057. for (int i = 0; i < class_list.size(); i++) {
  1058. if (ScriptServer::get_global_class_native_base(class_list[i]) == "VisualShaderNodeCustom") {
  1059. String script_path = ScriptServer::get_global_class_path(class_list[i]);
  1060. Ref<Resource> res = ResourceLoader::load(script_path);
  1061. ERR_FAIL_COND(res.is_null());
  1062. ERR_FAIL_COND(!res->is_class("Script"));
  1063. Ref<Script> scr = Ref<Script>(res);
  1064. Ref<VisualShaderNodeCustom> ref;
  1065. ref.instantiate();
  1066. ref->set_script(scr);
  1067. if (!ref->is_available(visual_shader->get_mode(), visual_shader->get_shader_type())) {
  1068. continue;
  1069. }
  1070. String name;
  1071. if (ref->has_method("_get_name")) {
  1072. name = (String)ref->call("_get_name");
  1073. } else {
  1074. name = "Unnamed";
  1075. }
  1076. String description = "";
  1077. if (ref->has_method("_get_description")) {
  1078. description = (String)ref->call("_get_description");
  1079. }
  1080. int return_icon_type = -1;
  1081. if (ref->has_method("_get_return_icon_type")) {
  1082. return_icon_type = (int)ref->call("_get_return_icon_type");
  1083. }
  1084. String category = "";
  1085. if (ref->has_method("_get_category")) {
  1086. category = (String)ref->call("_get_category");
  1087. }
  1088. String subcategory = "";
  1089. if (ref->has_method("_get_subcategory")) {
  1090. subcategory = (String)ref->call("_get_subcategory");
  1091. }
  1092. bool highend = false;
  1093. if (ref->has_method("_is_highend")) {
  1094. highend = (bool)ref->call("_is_highend");
  1095. }
  1096. Dictionary dict;
  1097. dict["name"] = name;
  1098. dict["script"] = scr;
  1099. dict["description"] = description;
  1100. dict["return_icon_type"] = return_icon_type;
  1101. category = category.rstrip("/");
  1102. category = category.lstrip("/");
  1103. category = "Addons/" + category;
  1104. if (!subcategory.is_empty()) {
  1105. category += "/" + subcategory;
  1106. }
  1107. dict["category"] = category;
  1108. dict["highend"] = highend;
  1109. String key;
  1110. key = category + "/" + name;
  1111. added[key] = dict;
  1112. }
  1113. }
  1114. // Disables not-supported copied items.
  1115. {
  1116. for (CopyItem &item : copy_items_buffer) {
  1117. Ref<VisualShaderNodeCustom> custom = Object::cast_to<VisualShaderNodeCustom>(item.node.ptr());
  1118. if (custom.is_valid()) {
  1119. if (!custom->is_available(visual_shader->get_mode(), visual_shader->get_shader_type())) {
  1120. item.disabled = true;
  1121. } else {
  1122. item.disabled = false;
  1123. }
  1124. } else {
  1125. for (int i = 0; i < add_options.size(); i++) {
  1126. if (add_options[i].type == item.node->get_class_name()) {
  1127. if ((add_options[i].func != visual_shader->get_mode() && add_options[i].func != -1) || !_is_available(add_options[i].mode)) {
  1128. item.disabled = true;
  1129. } else {
  1130. item.disabled = false;
  1131. }
  1132. break;
  1133. }
  1134. }
  1135. }
  1136. }
  1137. }
  1138. Array keys = added.keys();
  1139. keys.sort();
  1140. for (int i = 0; i < keys.size(); i++) {
  1141. const Variant &key = keys.get(i);
  1142. const Dictionary &value = (Dictionary)added[key];
  1143. add_custom_type(value["name"], value["script"], value["description"], value["return_icon_type"], value["category"], value["highend"]);
  1144. }
  1145. _update_options_menu();
  1146. }
  1147. String VisualShaderEditor::_get_description(int p_idx) {
  1148. return add_options[p_idx].description;
  1149. }
  1150. void VisualShaderEditor::_update_options_menu() {
  1151. node_desc->set_text("");
  1152. members_dialog->get_ok_button()->set_disabled(true);
  1153. members->clear();
  1154. TreeItem *root = members->create_item();
  1155. String filter = node_filter->get_text().strip_edges();
  1156. bool use_filter = !filter.is_empty();
  1157. bool is_first_item = true;
  1158. Color unsupported_color = get_theme_color(SNAME("error_color"), SNAME("Editor"));
  1159. Color supported_color = get_theme_color(SNAME("warning_color"), SNAME("Editor"));
  1160. static bool low_driver = GLOBAL_GET("rendering/renderer/rendering_method") == "gl_compatibility";
  1161. HashMap<String, TreeItem *> folders;
  1162. int current_func = -1;
  1163. if (!visual_shader.is_null()) {
  1164. current_func = visual_shader->get_mode();
  1165. }
  1166. Vector<AddOption> custom_options;
  1167. Vector<AddOption> embedded_options;
  1168. static Vector<String> type_filter_exceptions;
  1169. if (type_filter_exceptions.is_empty()) {
  1170. type_filter_exceptions.append("VisualShaderNodeExpression");
  1171. }
  1172. for (int i = 0; i < add_options.size(); i++) {
  1173. if (!use_filter || add_options[i].name.findn(filter) != -1) {
  1174. // port type filtering
  1175. if (members_output_port_type != VisualShaderNode::PORT_TYPE_MAX || members_input_port_type != VisualShaderNode::PORT_TYPE_MAX) {
  1176. Ref<VisualShaderNode> vsn;
  1177. int check_result = 0;
  1178. if (!add_options[i].is_custom) {
  1179. vsn = Ref<VisualShaderNode>(Object::cast_to<VisualShaderNode>(ClassDB::instantiate(add_options[i].type)));
  1180. if (!vsn.is_valid()) {
  1181. continue;
  1182. }
  1183. if (type_filter_exceptions.has(add_options[i].type)) {
  1184. check_result = 1;
  1185. }
  1186. Ref<VisualShaderNodeInput> input = Object::cast_to<VisualShaderNodeInput>(vsn.ptr());
  1187. if (input.is_valid()) {
  1188. input->set_shader_mode(visual_shader->get_mode());
  1189. input->set_shader_type(visual_shader->get_shader_type());
  1190. if (!add_options[i].ops.is_empty() && add_options[i].ops[0].get_type() == Variant::STRING) {
  1191. input->set_input_name((String)add_options[i].ops[0]);
  1192. }
  1193. }
  1194. Ref<VisualShaderNodeExpression> expression = Object::cast_to<VisualShaderNodeExpression>(vsn.ptr());
  1195. if (expression.is_valid()) {
  1196. if (members_input_port_type == VisualShaderNode::PORT_TYPE_SAMPLER) {
  1197. check_result = -1; // expressions creates a port with required type automatically (except for sampler output)
  1198. }
  1199. }
  1200. Ref<VisualShaderNodeParameterRef> parameter_ref = Object::cast_to<VisualShaderNodeParameterRef>(vsn.ptr());
  1201. if (parameter_ref.is_valid()) {
  1202. check_result = -1;
  1203. if (members_input_port_type != VisualShaderNode::PORT_TYPE_MAX) {
  1204. for (int j = 0; j < parameter_ref->get_parameters_count(); j++) {
  1205. if (visual_shader->is_port_types_compatible(parameter_ref->get_port_type_by_index(j), members_input_port_type)) {
  1206. check_result = 1;
  1207. break;
  1208. }
  1209. }
  1210. }
  1211. }
  1212. } else {
  1213. check_result = 1;
  1214. }
  1215. if (members_output_port_type != VisualShaderNode::PORT_TYPE_MAX) {
  1216. if (check_result == 0) {
  1217. for (int j = 0; j < vsn->get_input_port_count(); j++) {
  1218. if (visual_shader->is_port_types_compatible(vsn->get_input_port_type(j), members_output_port_type)) {
  1219. check_result = 1;
  1220. break;
  1221. }
  1222. }
  1223. }
  1224. if (check_result != 1) {
  1225. continue;
  1226. }
  1227. }
  1228. if (members_input_port_type != VisualShaderNode::PORT_TYPE_MAX) {
  1229. if (check_result == 0) {
  1230. for (int j = 0; j < vsn->get_output_port_count(); j++) {
  1231. if (visual_shader->is_port_types_compatible(vsn->get_output_port_type(j), members_input_port_type)) {
  1232. check_result = 1;
  1233. break;
  1234. }
  1235. }
  1236. }
  1237. if (check_result != 1) {
  1238. continue;
  1239. }
  1240. }
  1241. }
  1242. if ((add_options[i].func != current_func && add_options[i].func != -1) || !_is_available(add_options[i].mode)) {
  1243. continue;
  1244. }
  1245. const_cast<AddOption &>(add_options[i]).temp_idx = i; // save valid id
  1246. if (add_options[i].is_custom) {
  1247. custom_options.push_back(add_options[i]);
  1248. } else {
  1249. embedded_options.push_back(add_options[i]);
  1250. }
  1251. }
  1252. }
  1253. Vector<AddOption> options;
  1254. SortArray<AddOption, _OptionComparator> sorter;
  1255. sorter.sort(custom_options.ptrw(), custom_options.size());
  1256. options.append_array(custom_options);
  1257. options.append_array(embedded_options);
  1258. for (int i = 0; i < options.size(); i++) {
  1259. String path = options[i].category;
  1260. Vector<String> subfolders = path.split("/");
  1261. TreeItem *category = nullptr;
  1262. if (!folders.has(path)) {
  1263. category = root;
  1264. String path_temp = "";
  1265. for (int j = 0; j < subfolders.size(); j++) {
  1266. path_temp += subfolders[j];
  1267. if (!folders.has(path_temp)) {
  1268. category = members->create_item(category);
  1269. category->set_selectable(0, false);
  1270. category->set_collapsed(!use_filter);
  1271. category->set_text(0, subfolders[j]);
  1272. folders.insert(path_temp, category);
  1273. } else {
  1274. category = folders[path_temp];
  1275. }
  1276. }
  1277. } else {
  1278. category = folders[path];
  1279. }
  1280. TreeItem *item = members->create_item(category);
  1281. if (options[i].highend && low_driver) {
  1282. item->set_custom_color(0, unsupported_color);
  1283. } else if (options[i].highend) {
  1284. item->set_custom_color(0, supported_color);
  1285. }
  1286. item->set_text(0, options[i].name);
  1287. if (is_first_item && use_filter) {
  1288. item->select(0);
  1289. node_desc->set_text(options[i].description);
  1290. is_first_item = false;
  1291. }
  1292. switch (options[i].return_type) {
  1293. case VisualShaderNode::PORT_TYPE_SCALAR:
  1294. item->set_icon(0, EditorNode::get_singleton()->get_gui_base()->get_theme_icon(SNAME("float"), SNAME("EditorIcons")));
  1295. break;
  1296. case VisualShaderNode::PORT_TYPE_SCALAR_INT:
  1297. item->set_icon(0, EditorNode::get_singleton()->get_gui_base()->get_theme_icon(SNAME("int"), SNAME("EditorIcons")));
  1298. break;
  1299. case VisualShaderNode::PORT_TYPE_VECTOR_2D:
  1300. item->set_icon(0, EditorNode::get_singleton()->get_gui_base()->get_theme_icon(SNAME("Vector2"), SNAME("EditorIcons")));
  1301. break;
  1302. case VisualShaderNode::PORT_TYPE_VECTOR_3D:
  1303. item->set_icon(0, EditorNode::get_singleton()->get_gui_base()->get_theme_icon(SNAME("Vector3"), SNAME("EditorIcons")));
  1304. break;
  1305. case VisualShaderNode::PORT_TYPE_VECTOR_4D:
  1306. item->set_icon(0, EditorNode::get_singleton()->get_gui_base()->get_theme_icon(SNAME("Vector4"), SNAME("EditorIcons")));
  1307. break;
  1308. case VisualShaderNode::PORT_TYPE_BOOLEAN:
  1309. item->set_icon(0, EditorNode::get_singleton()->get_gui_base()->get_theme_icon(SNAME("bool"), SNAME("EditorIcons")));
  1310. break;
  1311. case VisualShaderNode::PORT_TYPE_TRANSFORM:
  1312. item->set_icon(0, EditorNode::get_singleton()->get_gui_base()->get_theme_icon(SNAME("Transform3D"), SNAME("EditorIcons")));
  1313. break;
  1314. case VisualShaderNode::PORT_TYPE_SAMPLER:
  1315. item->set_icon(0, EditorNode::get_singleton()->get_gui_base()->get_theme_icon(SNAME("ImageTexture"), SNAME("EditorIcons")));
  1316. break;
  1317. default:
  1318. break;
  1319. }
  1320. item->set_meta("id", options[i].temp_idx);
  1321. }
  1322. }
  1323. void VisualShaderEditor::_set_mode(int p_which) {
  1324. if (p_which == VisualShader::MODE_SKY) {
  1325. edit_type_standard->set_visible(false);
  1326. edit_type_particles->set_visible(false);
  1327. edit_type_sky->set_visible(true);
  1328. edit_type_fog->set_visible(false);
  1329. edit_type = edit_type_sky;
  1330. custom_mode_box->set_visible(false);
  1331. varying_button->hide();
  1332. mode = MODE_FLAGS_SKY;
  1333. } else if (p_which == VisualShader::MODE_FOG) {
  1334. edit_type_standard->set_visible(false);
  1335. edit_type_particles->set_visible(false);
  1336. edit_type_sky->set_visible(false);
  1337. edit_type_fog->set_visible(true);
  1338. edit_type = edit_type_fog;
  1339. custom_mode_box->set_visible(false);
  1340. varying_button->hide();
  1341. mode = MODE_FLAGS_FOG;
  1342. } else if (p_which == VisualShader::MODE_PARTICLES) {
  1343. edit_type_standard->set_visible(false);
  1344. edit_type_particles->set_visible(true);
  1345. edit_type_sky->set_visible(false);
  1346. edit_type_fog->set_visible(false);
  1347. edit_type = edit_type_particles;
  1348. if ((edit_type->get_selected() + 3) > VisualShader::TYPE_PROCESS) {
  1349. custom_mode_box->set_visible(false);
  1350. } else {
  1351. custom_mode_box->set_visible(true);
  1352. }
  1353. varying_button->hide();
  1354. mode = MODE_FLAGS_PARTICLES;
  1355. } else {
  1356. edit_type_particles->set_visible(false);
  1357. edit_type_standard->set_visible(true);
  1358. edit_type_sky->set_visible(false);
  1359. edit_type_fog->set_visible(false);
  1360. edit_type = edit_type_standard;
  1361. custom_mode_box->set_visible(false);
  1362. varying_button->show();
  1363. mode = MODE_FLAGS_SPATIAL_CANVASITEM;
  1364. }
  1365. visual_shader->set_shader_type(get_current_shader_type());
  1366. }
  1367. Size2 VisualShaderEditor::get_minimum_size() const {
  1368. return Size2(10, 200);
  1369. }
  1370. void VisualShaderEditor::_draw_color_over_button(Object *obj, Color p_color) {
  1371. Button *button = Object::cast_to<Button>(obj);
  1372. if (!button) {
  1373. return;
  1374. }
  1375. Ref<StyleBox> normal = get_theme_stylebox(SNAME("normal"), SNAME("Button"));
  1376. button->draw_rect(Rect2(normal->get_offset(), button->get_size() - normal->get_minimum_size()), p_color);
  1377. }
  1378. void VisualShaderEditor::_update_created_node(GraphNode *node) {
  1379. const Ref<StyleBoxFlat> sb = node->get_theme_stylebox(SNAME("frame"), SNAME("GraphNode"));
  1380. Color c = sb->get_border_color();
  1381. const Color mono_color = ((c.r + c.g + c.b) / 3) < 0.7 ? Color(1.0, 1.0, 1.0, 0.85) : Color(0.0, 0.0, 0.0, 0.85);
  1382. c = mono_color;
  1383. node->add_theme_color_override("title_color", c);
  1384. c.a = 0.7;
  1385. node->add_theme_color_override("close_color", c);
  1386. node->add_theme_color_override("resizer_color", c);
  1387. }
  1388. void VisualShaderEditor::_update_parameters(bool p_update_refs) {
  1389. VisualShaderNodeParameterRef::clear_parameters(visual_shader->get_rid());
  1390. for (int t = 0; t < VisualShader::TYPE_MAX; t++) {
  1391. Vector<int> tnodes = visual_shader->get_node_list((VisualShader::Type)t);
  1392. for (int i = 0; i < tnodes.size(); i++) {
  1393. Ref<VisualShaderNode> vsnode = visual_shader->get_node((VisualShader::Type)t, tnodes[i]);
  1394. Ref<VisualShaderNodeParameter> parameter = vsnode;
  1395. if (parameter.is_valid()) {
  1396. Ref<VisualShaderNodeFloatParameter> float_parameter = vsnode;
  1397. Ref<VisualShaderNodeIntParameter> int_parameter = vsnode;
  1398. Ref<VisualShaderNodeVec2Parameter> vec2_parameter = vsnode;
  1399. Ref<VisualShaderNodeVec3Parameter> vec3_parameter = vsnode;
  1400. Ref<VisualShaderNodeVec4Parameter> vec4_parameter = vsnode;
  1401. Ref<VisualShaderNodeColorParameter> color_parameter = vsnode;
  1402. Ref<VisualShaderNodeBooleanParameter> boolean_parameter = vsnode;
  1403. Ref<VisualShaderNodeTransformParameter> transform_parameter = vsnode;
  1404. VisualShaderNodeParameterRef::ParameterType parameter_type;
  1405. if (float_parameter.is_valid()) {
  1406. parameter_type = VisualShaderNodeParameterRef::PARAMETER_TYPE_FLOAT;
  1407. } else if (int_parameter.is_valid()) {
  1408. parameter_type = VisualShaderNodeParameterRef::PARAMETER_TYPE_INT;
  1409. } else if (boolean_parameter.is_valid()) {
  1410. parameter_type = VisualShaderNodeParameterRef::PARAMETER_TYPE_BOOLEAN;
  1411. } else if (vec2_parameter.is_valid()) {
  1412. parameter_type = VisualShaderNodeParameterRef::PARAMETER_TYPE_VECTOR2;
  1413. } else if (vec3_parameter.is_valid()) {
  1414. parameter_type = VisualShaderNodeParameterRef::PARAMETER_TYPE_VECTOR3;
  1415. } else if (vec4_parameter.is_valid()) {
  1416. parameter_type = VisualShaderNodeParameterRef::PARAMETER_TYPE_VECTOR4;
  1417. } else if (transform_parameter.is_valid()) {
  1418. parameter_type = VisualShaderNodeParameterRef::PARAMETER_TYPE_TRANSFORM;
  1419. } else if (color_parameter.is_valid()) {
  1420. parameter_type = VisualShaderNodeParameterRef::PARAMETER_TYPE_COLOR;
  1421. } else {
  1422. parameter_type = VisualShaderNodeParameterRef::UNIFORM_TYPE_SAMPLER;
  1423. }
  1424. VisualShaderNodeParameterRef::add_parameter(visual_shader->get_rid(), parameter->get_parameter_name(), parameter_type);
  1425. }
  1426. }
  1427. }
  1428. if (p_update_refs) {
  1429. graph_plugin->update_parameter_refs();
  1430. }
  1431. }
  1432. void VisualShaderEditor::_update_parameter_refs(HashSet<String> &p_deleted_names) {
  1433. for (int i = 0; i < VisualShader::TYPE_MAX; i++) {
  1434. VisualShader::Type type = VisualShader::Type(i);
  1435. Vector<int> nodes = visual_shader->get_node_list(type);
  1436. for (int j = 0; j < nodes.size(); j++) {
  1437. if (j > 0) {
  1438. Ref<VisualShaderNodeParameterRef> ref = visual_shader->get_node(type, nodes[j]);
  1439. if (ref.is_valid()) {
  1440. if (p_deleted_names.has(ref->get_parameter_name())) {
  1441. undo_redo->add_do_method(ref.ptr(), "set_parameter_name", "[None]");
  1442. undo_redo->add_undo_method(ref.ptr(), "set_parameter_name", ref->get_parameter_name());
  1443. undo_redo->add_do_method(graph_plugin.ptr(), "update_node", VisualShader::Type(i), nodes[j]);
  1444. undo_redo->add_undo_method(graph_plugin.ptr(), "update_node", VisualShader::Type(i), nodes[j]);
  1445. }
  1446. }
  1447. }
  1448. }
  1449. }
  1450. }
  1451. void VisualShaderEditor::_update_graph() {
  1452. if (updating) {
  1453. return;
  1454. }
  1455. if (visual_shader.is_null()) {
  1456. return;
  1457. }
  1458. graph->set_scroll_ofs(visual_shader->get_graph_offset() * EDSCALE);
  1459. VisualShader::Type type = get_current_shader_type();
  1460. graph->clear_connections();
  1461. //erase all nodes
  1462. for (int i = 0; i < graph->get_child_count(); i++) {
  1463. if (Object::cast_to<GraphNode>(graph->get_child(i))) {
  1464. Node *node = graph->get_child(i);
  1465. graph->remove_child(node);
  1466. memdelete(node);
  1467. i--;
  1468. }
  1469. }
  1470. List<VisualShader::Connection> node_connections;
  1471. visual_shader->get_node_connections(type, &node_connections);
  1472. graph_plugin->set_connections(node_connections);
  1473. Vector<int> nodes = visual_shader->get_node_list(type);
  1474. _update_parameters(false);
  1475. _update_varyings();
  1476. graph_plugin->clear_links();
  1477. graph_plugin->make_dirty(true);
  1478. graph_plugin->update_theme();
  1479. for (int n_i = 0; n_i < nodes.size(); n_i++) {
  1480. graph_plugin->add_node(type, nodes[n_i]);
  1481. }
  1482. graph_plugin->make_dirty(false);
  1483. for (const VisualShader::Connection &E : node_connections) {
  1484. int from = E.from_node;
  1485. int from_idx = E.from_port;
  1486. int to = E.to_node;
  1487. int to_idx = E.to_port;
  1488. graph->connect_node(itos(from), from_idx, itos(to), to_idx);
  1489. }
  1490. float graph_minimap_opacity = EDITOR_GET("editors/visual_editors/minimap_opacity");
  1491. graph->set_minimap_opacity(graph_minimap_opacity);
  1492. float graph_lines_curvature = EDITOR_GET("editors/visual_editors/lines_curvature");
  1493. graph->set_connection_lines_curvature(graph_lines_curvature);
  1494. }
  1495. VisualShader::Type VisualShaderEditor::get_current_shader_type() const {
  1496. VisualShader::Type type;
  1497. if (mode & MODE_FLAGS_PARTICLES) {
  1498. type = VisualShader::Type(edit_type->get_selected() + 3 + (custom_mode_enabled ? 3 : 0));
  1499. } else if (mode & MODE_FLAGS_SKY) {
  1500. type = VisualShader::Type(edit_type->get_selected() + 8);
  1501. } else if (mode & MODE_FLAGS_FOG) {
  1502. type = VisualShader::Type(edit_type->get_selected() + 9);
  1503. } else {
  1504. type = VisualShader::Type(edit_type->get_selected());
  1505. }
  1506. return type;
  1507. }
  1508. void VisualShaderEditor::_add_input_port(int p_node, int p_port, int p_port_type, const String &p_name) {
  1509. VisualShader::Type type = get_current_shader_type();
  1510. Ref<VisualShaderNodeExpression> node = visual_shader->get_node(type, p_node);
  1511. if (node.is_null()) {
  1512. return;
  1513. }
  1514. undo_redo->create_action(TTR("Add Input Port"));
  1515. undo_redo->add_do_method(node.ptr(), "add_input_port", p_port, p_port_type, p_name);
  1516. undo_redo->add_undo_method(node.ptr(), "remove_input_port", p_port);
  1517. undo_redo->add_do_method(graph_plugin.ptr(), "update_node", type, p_node);
  1518. undo_redo->add_undo_method(graph_plugin.ptr(), "update_node", type, p_node);
  1519. undo_redo->commit_action();
  1520. }
  1521. void VisualShaderEditor::_add_output_port(int p_node, int p_port, int p_port_type, const String &p_name) {
  1522. VisualShader::Type type = get_current_shader_type();
  1523. Ref<VisualShaderNodeGroupBase> node = visual_shader->get_node(type, p_node);
  1524. if (node.is_null()) {
  1525. return;
  1526. }
  1527. undo_redo->create_action(TTR("Add Output Port"));
  1528. undo_redo->add_do_method(node.ptr(), "add_output_port", p_port, p_port_type, p_name);
  1529. undo_redo->add_undo_method(node.ptr(), "remove_output_port", p_port);
  1530. undo_redo->add_do_method(graph_plugin.ptr(), "update_node", type, p_node);
  1531. undo_redo->add_undo_method(graph_plugin.ptr(), "update_node", type, p_node);
  1532. undo_redo->commit_action();
  1533. }
  1534. void VisualShaderEditor::_change_input_port_type(int p_type, int p_node, int p_port) {
  1535. VisualShader::Type type = get_current_shader_type();
  1536. Ref<VisualShaderNodeGroupBase> node = visual_shader->get_node(type, p_node);
  1537. if (node.is_null()) {
  1538. return;
  1539. }
  1540. undo_redo->create_action(TTR("Change Input Port Type"));
  1541. undo_redo->add_do_method(node.ptr(), "set_input_port_type", p_port, p_type);
  1542. undo_redo->add_undo_method(node.ptr(), "set_input_port_type", p_port, node->get_input_port_type(p_port));
  1543. undo_redo->add_do_method(graph_plugin.ptr(), "update_node", type, p_node);
  1544. undo_redo->add_undo_method(graph_plugin.ptr(), "update_node", type, p_node);
  1545. undo_redo->commit_action();
  1546. }
  1547. void VisualShaderEditor::_change_output_port_type(int p_type, int p_node, int p_port) {
  1548. VisualShader::Type type = get_current_shader_type();
  1549. Ref<VisualShaderNodeGroupBase> node = visual_shader->get_node(type, p_node);
  1550. if (node.is_null()) {
  1551. return;
  1552. }
  1553. undo_redo->create_action(TTR("Change Output Port Type"));
  1554. undo_redo->add_do_method(node.ptr(), "set_output_port_type", p_port, p_type);
  1555. undo_redo->add_undo_method(node.ptr(), "set_output_port_type", p_port, node->get_output_port_type(p_port));
  1556. undo_redo->add_do_method(graph_plugin.ptr(), "update_node", type, p_node);
  1557. undo_redo->add_undo_method(graph_plugin.ptr(), "update_node", type, p_node);
  1558. undo_redo->commit_action();
  1559. }
  1560. void VisualShaderEditor::_change_input_port_name(const String &p_text, Object *p_line_edit, int p_node_id, int p_port_id) {
  1561. VisualShader::Type type = get_current_shader_type();
  1562. Ref<VisualShaderNodeGroupBase> node = visual_shader->get_node(type, p_node_id);
  1563. ERR_FAIL_COND(!node.is_valid());
  1564. String prev_name = node->get_input_port_name(p_port_id);
  1565. if (prev_name == p_text) {
  1566. return;
  1567. }
  1568. LineEdit *line_edit = Object::cast_to<LineEdit>(p_line_edit);
  1569. ERR_FAIL_COND(!line_edit);
  1570. String validated_name = visual_shader->validate_port_name(p_text, node.ptr(), p_port_id, false);
  1571. if (validated_name.is_empty() || prev_name == validated_name) {
  1572. line_edit->set_text(node->get_input_port_name(p_port_id));
  1573. return;
  1574. }
  1575. undo_redo->create_action(TTR("Change Input Port Name"));
  1576. undo_redo->add_do_method(node.ptr(), "set_input_port_name", p_port_id, validated_name);
  1577. undo_redo->add_undo_method(node.ptr(), "set_input_port_name", p_port_id, node->get_input_port_name(p_port_id));
  1578. undo_redo->commit_action();
  1579. }
  1580. void VisualShaderEditor::_change_output_port_name(const String &p_text, Object *p_line_edit, int p_node_id, int p_port_id) {
  1581. VisualShader::Type type = get_current_shader_type();
  1582. Ref<VisualShaderNodeGroupBase> node = visual_shader->get_node(type, p_node_id);
  1583. ERR_FAIL_COND(!node.is_valid());
  1584. String prev_name = node->get_output_port_name(p_port_id);
  1585. if (prev_name == p_text) {
  1586. return;
  1587. }
  1588. LineEdit *line_edit = Object::cast_to<LineEdit>(p_line_edit);
  1589. ERR_FAIL_COND(!line_edit);
  1590. String validated_name = visual_shader->validate_port_name(p_text, node.ptr(), p_port_id, true);
  1591. if (validated_name.is_empty() || prev_name == validated_name) {
  1592. line_edit->set_text(node->get_output_port_name(p_port_id));
  1593. return;
  1594. }
  1595. undo_redo->create_action(TTR("Change Output Port Name"));
  1596. undo_redo->add_do_method(node.ptr(), "set_output_port_name", p_port_id, validated_name);
  1597. undo_redo->add_undo_method(node.ptr(), "set_output_port_name", p_port_id, prev_name);
  1598. undo_redo->commit_action();
  1599. }
  1600. void VisualShaderEditor::_expand_output_port(int p_node, int p_port, bool p_expand) {
  1601. VisualShader::Type type = get_current_shader_type();
  1602. Ref<VisualShaderNode> node = visual_shader->get_node(type, p_node);
  1603. ERR_FAIL_COND(!node.is_valid());
  1604. if (p_expand) {
  1605. undo_redo->create_action(TTR("Expand Output Port"));
  1606. } else {
  1607. undo_redo->create_action(TTR("Shrink Output Port"));
  1608. }
  1609. undo_redo->add_do_method(node.ptr(), "_set_output_port_expanded", p_port, p_expand);
  1610. undo_redo->add_undo_method(node.ptr(), "_set_output_port_expanded", p_port, !p_expand);
  1611. int type_size = 0;
  1612. switch (node->get_output_port_type(p_port)) {
  1613. case VisualShaderNode::PORT_TYPE_VECTOR_2D: {
  1614. type_size = 2;
  1615. } break;
  1616. case VisualShaderNode::PORT_TYPE_VECTOR_3D: {
  1617. type_size = 3;
  1618. } break;
  1619. case VisualShaderNode::PORT_TYPE_VECTOR_4D: {
  1620. type_size = 4;
  1621. } break;
  1622. default:
  1623. break;
  1624. }
  1625. List<VisualShader::Connection> conns;
  1626. visual_shader->get_node_connections(type, &conns);
  1627. for (const VisualShader::Connection &E : conns) {
  1628. int cn_from_node = E.from_node;
  1629. int cn_from_port = E.from_port;
  1630. int cn_to_node = E.to_node;
  1631. int cn_to_port = E.to_port;
  1632. if (cn_from_node == p_node) {
  1633. if (p_expand) {
  1634. if (cn_from_port > p_port) { // reconnect ports after expanded ports
  1635. undo_redo->add_do_method(visual_shader.ptr(), "disconnect_nodes", type, cn_from_node, cn_from_port, cn_to_node, cn_to_port);
  1636. undo_redo->add_undo_method(visual_shader.ptr(), "connect_nodes_forced", type, cn_from_node, cn_from_port, cn_to_node, cn_to_port);
  1637. undo_redo->add_do_method(graph_plugin.ptr(), "disconnect_nodes", type, cn_from_node, cn_from_port, cn_to_node, cn_to_port);
  1638. undo_redo->add_undo_method(graph_plugin.ptr(), "connect_nodes", type, cn_from_node, cn_from_port, cn_to_node, cn_to_port);
  1639. 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);
  1640. 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);
  1641. 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);
  1642. 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);
  1643. }
  1644. } else {
  1645. if (cn_from_port > p_port + type_size) { // reconnect ports after expanded ports
  1646. undo_redo->add_do_method(visual_shader.ptr(), "disconnect_nodes", type, cn_from_node, cn_from_port, cn_to_node, cn_to_port);
  1647. undo_redo->add_undo_method(visual_shader.ptr(), "connect_nodes_forced", type, cn_from_node, cn_from_port, cn_to_node, cn_to_port);
  1648. undo_redo->add_do_method(graph_plugin.ptr(), "disconnect_nodes", type, cn_from_node, cn_from_port, cn_to_node, cn_to_port);
  1649. undo_redo->add_undo_method(graph_plugin.ptr(), "connect_nodes", type, cn_from_node, cn_from_port, cn_to_node, cn_to_port);
  1650. 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);
  1651. 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);
  1652. 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);
  1653. 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);
  1654. } else if (cn_from_port > p_port) { // disconnect component ports
  1655. undo_redo->add_do_method(visual_shader.ptr(), "disconnect_nodes", type, cn_from_node, cn_from_port, cn_to_node, cn_to_port);
  1656. undo_redo->add_undo_method(visual_shader.ptr(), "connect_nodes_forced", type, cn_from_node, cn_from_port, cn_to_node, cn_to_port);
  1657. undo_redo->add_do_method(graph_plugin.ptr(), "disconnect_nodes", type, cn_from_node, cn_from_port, cn_to_node, cn_to_port);
  1658. undo_redo->add_undo_method(graph_plugin.ptr(), "connect_nodes", type, cn_from_node, cn_from_port, cn_to_node, cn_to_port);
  1659. }
  1660. }
  1661. }
  1662. }
  1663. int preview_port = node->get_output_port_for_preview();
  1664. if (p_expand) {
  1665. if (preview_port > p_port) {
  1666. undo_redo->add_do_method(node.ptr(), "set_output_port_for_preview", preview_port + type_size);
  1667. undo_redo->add_undo_method(node.ptr(), "set_output_port_for_preview", preview_port);
  1668. }
  1669. } else {
  1670. if (preview_port > p_port + type_size) {
  1671. undo_redo->add_do_method(node.ptr(), "set_output_port_for_preview", preview_port - type_size);
  1672. undo_redo->add_undo_method(node.ptr(), "set_output_port_for_preview", preview_port);
  1673. }
  1674. }
  1675. undo_redo->add_do_method(graph_plugin.ptr(), "update_node", type, p_node);
  1676. undo_redo->add_undo_method(graph_plugin.ptr(), "update_node", type, p_node);
  1677. undo_redo->commit_action();
  1678. }
  1679. void VisualShaderEditor::_remove_input_port(int p_node, int p_port) {
  1680. VisualShader::Type type = get_current_shader_type();
  1681. Ref<VisualShaderNodeGroupBase> node = visual_shader->get_node(type, p_node);
  1682. if (node.is_null()) {
  1683. return;
  1684. }
  1685. undo_redo->create_action(TTR("Remove Input Port"));
  1686. List<VisualShader::Connection> conns;
  1687. visual_shader->get_node_connections(type, &conns);
  1688. for (const VisualShader::Connection &E : conns) {
  1689. int cn_from_node = E.from_node;
  1690. int cn_from_port = E.from_port;
  1691. int cn_to_node = E.to_node;
  1692. int cn_to_port = E.to_port;
  1693. if (cn_to_node == p_node) {
  1694. if (cn_to_port == p_port) {
  1695. undo_redo->add_do_method(visual_shader.ptr(), "disconnect_nodes", type, cn_from_node, cn_from_port, cn_to_node, cn_to_port);
  1696. undo_redo->add_undo_method(visual_shader.ptr(), "connect_nodes_forced", type, cn_from_node, cn_from_port, cn_to_node, cn_to_port);
  1697. undo_redo->add_do_method(graph_plugin.ptr(), "disconnect_nodes", type, cn_from_node, cn_from_port, cn_to_node, cn_to_port);
  1698. undo_redo->add_undo_method(graph_plugin.ptr(), "connect_nodes", type, cn_from_node, cn_from_port, cn_to_node, cn_to_port);
  1699. } else if (cn_to_port > p_port) {
  1700. undo_redo->add_do_method(visual_shader.ptr(), "disconnect_nodes", type, cn_from_node, cn_from_port, cn_to_node, cn_to_port);
  1701. undo_redo->add_undo_method(visual_shader.ptr(), "connect_nodes_forced", type, cn_from_node, cn_from_port, cn_to_node, cn_to_port);
  1702. undo_redo->add_do_method(graph_plugin.ptr(), "disconnect_nodes", type, cn_from_node, cn_from_port, cn_to_node, cn_to_port);
  1703. undo_redo->add_undo_method(graph_plugin.ptr(), "connect_nodes", type, cn_from_node, cn_from_port, cn_to_node, cn_to_port);
  1704. 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);
  1705. undo_redo->add_undo_method(visual_shader.ptr(), "disconnect_nodes", type, cn_from_node, cn_from_port, cn_to_node, cn_to_port - 1);
  1706. undo_redo->add_do_method(graph_plugin.ptr(), "connect_nodes", type, cn_from_node, cn_from_port, cn_to_node, cn_to_port - 1);
  1707. undo_redo->add_undo_method(graph_plugin.ptr(), "disconnect_nodes", type, cn_from_node, cn_from_port, cn_to_node, cn_to_port - 1);
  1708. }
  1709. }
  1710. }
  1711. undo_redo->add_do_method(node.ptr(), "remove_input_port", p_port);
  1712. 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));
  1713. undo_redo->add_do_method(graph_plugin.ptr(), "update_node", type, p_node);
  1714. undo_redo->add_undo_method(graph_plugin.ptr(), "update_node", type, p_node);
  1715. undo_redo->commit_action();
  1716. }
  1717. void VisualShaderEditor::_remove_output_port(int p_node, int p_port) {
  1718. VisualShader::Type type = get_current_shader_type();
  1719. Ref<VisualShaderNodeGroupBase> node = visual_shader->get_node(type, p_node);
  1720. if (node.is_null()) {
  1721. return;
  1722. }
  1723. undo_redo->create_action(TTR("Remove Output Port"));
  1724. List<VisualShader::Connection> conns;
  1725. visual_shader->get_node_connections(type, &conns);
  1726. for (const VisualShader::Connection &E : conns) {
  1727. int cn_from_node = E.from_node;
  1728. int cn_from_port = E.from_port;
  1729. int cn_to_node = E.to_node;
  1730. int cn_to_port = E.to_port;
  1731. if (cn_from_node == p_node) {
  1732. if (cn_from_port == p_port) {
  1733. undo_redo->add_do_method(visual_shader.ptr(), "disconnect_nodes", type, cn_from_node, cn_from_port, cn_to_node, cn_to_port);
  1734. undo_redo->add_undo_method(visual_shader.ptr(), "connect_nodes_forced", type, cn_from_node, cn_from_port, cn_to_node, cn_to_port);
  1735. undo_redo->add_do_method(graph_plugin.ptr(), "disconnect_nodes", type, cn_from_node, cn_from_port, cn_to_node, cn_to_port);
  1736. undo_redo->add_undo_method(graph_plugin.ptr(), "connect_nodes", type, cn_from_node, cn_from_port, cn_to_node, cn_to_port);
  1737. } else if (cn_from_port > p_port) {
  1738. undo_redo->add_do_method(visual_shader.ptr(), "disconnect_nodes", type, cn_from_node, cn_from_port, cn_to_node, cn_to_port);
  1739. undo_redo->add_undo_method(visual_shader.ptr(), "connect_nodes_forced", type, cn_from_node, cn_from_port, cn_to_node, cn_to_port);
  1740. undo_redo->add_do_method(graph_plugin.ptr(), "disconnect_nodes", type, cn_from_node, cn_from_port, cn_to_node, cn_to_port);
  1741. undo_redo->add_undo_method(graph_plugin.ptr(), "connect_nodes", type, cn_from_node, cn_from_port, cn_to_node, cn_to_port);
  1742. 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);
  1743. undo_redo->add_undo_method(visual_shader.ptr(), "disconnect_nodes", type, cn_from_node, cn_from_port - 1, cn_to_node, cn_to_port);
  1744. undo_redo->add_do_method(graph_plugin.ptr(), "connect_nodes", type, cn_from_node, cn_from_port - 1, cn_to_node, cn_to_port);
  1745. undo_redo->add_undo_method(graph_plugin.ptr(), "disconnect_nodes", type, cn_from_node, cn_from_port - 1, cn_to_node, cn_to_port);
  1746. }
  1747. }
  1748. }
  1749. int preview_port = node->get_output_port_for_preview();
  1750. if (preview_port != -1) {
  1751. if (preview_port == p_port) {
  1752. undo_redo->add_do_method(node.ptr(), "set_output_port_for_preview", -1);
  1753. undo_redo->add_undo_method(node.ptr(), "set_output_port_for_preview", preview_port);
  1754. } else if (preview_port > p_port) {
  1755. undo_redo->add_do_method(node.ptr(), "set_output_port_for_preview", preview_port - 1);
  1756. undo_redo->add_undo_method(node.ptr(), "set_output_port_for_preview", preview_port);
  1757. }
  1758. }
  1759. undo_redo->add_do_method(node.ptr(), "remove_output_port", p_port);
  1760. 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));
  1761. undo_redo->add_do_method(graph_plugin.ptr(), "update_node", type, p_node);
  1762. undo_redo->add_undo_method(graph_plugin.ptr(), "update_node", type, p_node);
  1763. undo_redo->commit_action();
  1764. }
  1765. void VisualShaderEditor::_expression_focus_out(Object *code_edit, int p_node) {
  1766. VisualShader::Type type = get_current_shader_type();
  1767. Ref<VisualShaderNodeExpression> node = visual_shader->get_node(type, p_node);
  1768. if (node.is_null()) {
  1769. return;
  1770. }
  1771. CodeEdit *expression_box = Object::cast_to<CodeEdit>(code_edit);
  1772. if (node->get_expression() == expression_box->get_text()) {
  1773. return;
  1774. }
  1775. undo_redo->create_action(TTR("Set VisualShader Expression"));
  1776. undo_redo->add_do_method(node.ptr(), "set_expression", expression_box->get_text());
  1777. undo_redo->add_undo_method(node.ptr(), "set_expression", node->get_expression());
  1778. undo_redo->add_do_method(graph_plugin.ptr(), "set_expression", type, p_node, expression_box->get_text());
  1779. undo_redo->add_undo_method(graph_plugin.ptr(), "set_expression", type, p_node, node->get_expression());
  1780. undo_redo->commit_action();
  1781. }
  1782. void VisualShaderEditor::_set_node_size(int p_type, int p_node, const Vector2 &p_size) {
  1783. VisualShader::Type type = VisualShader::Type(p_type);
  1784. Ref<VisualShaderNodeResizableBase> node = visual_shader->get_node(type, p_node);
  1785. if (node.is_null()) {
  1786. return;
  1787. }
  1788. Size2 size = p_size;
  1789. if (!node->is_allow_v_resize()) {
  1790. size.y = 0;
  1791. }
  1792. node->set_size(size);
  1793. if (get_current_shader_type() == type) {
  1794. Ref<VisualShaderNodeExpression> expression_node = Object::cast_to<VisualShaderNodeExpression>(node.ptr());
  1795. Control *text_box = nullptr;
  1796. if (!expression_node.is_null()) {
  1797. text_box = expression_node->is_ctrl_pressed(0);
  1798. if (text_box) {
  1799. text_box->set_custom_minimum_size(Size2(0, 0));
  1800. }
  1801. }
  1802. GraphNode *gn = nullptr;
  1803. Node *node2 = graph->get_node(itos(p_node));
  1804. gn = Object::cast_to<GraphNode>(node2);
  1805. if (!gn) {
  1806. return;
  1807. }
  1808. gn->set_custom_minimum_size(size);
  1809. gn->reset_size();
  1810. if (!expression_node.is_null() && text_box) {
  1811. Size2 box_size = size;
  1812. if (box_size.x < 150 * EDSCALE || box_size.y < 0) {
  1813. box_size.x = gn->get_size().x;
  1814. }
  1815. box_size.x -= text_box->get_offset(SIDE_LEFT);
  1816. box_size.x -= 28 * EDSCALE;
  1817. box_size.y -= text_box->get_offset(SIDE_TOP);
  1818. box_size.y -= 28 * EDSCALE;
  1819. text_box->set_custom_minimum_size(box_size);
  1820. text_box->reset_size();
  1821. }
  1822. }
  1823. }
  1824. void VisualShaderEditor::_node_resized(const Vector2 &p_new_size, int p_type, int p_node) {
  1825. Ref<VisualShaderNodeResizableBase> node = visual_shader->get_node(VisualShader::Type(p_type), p_node);
  1826. if (node.is_null()) {
  1827. return;
  1828. }
  1829. undo_redo->create_action(TTR("Resize VisualShader Node"), UndoRedo::MERGE_ENDS);
  1830. undo_redo->add_do_method(this, "_set_node_size", p_type, p_node, p_new_size);
  1831. undo_redo->add_undo_method(this, "_set_node_size", p_type, p_node, node->get_size());
  1832. undo_redo->commit_action();
  1833. }
  1834. void VisualShaderEditor::_preview_select_port(int p_node, int p_port) {
  1835. VisualShader::Type type = get_current_shader_type();
  1836. Ref<VisualShaderNode> node = visual_shader->get_node(type, p_node);
  1837. if (node.is_null()) {
  1838. return;
  1839. }
  1840. int prev_port = node->get_output_port_for_preview();
  1841. if (node->get_output_port_for_preview() == p_port) {
  1842. p_port = -1; //toggle it
  1843. }
  1844. undo_redo->create_action(p_port == -1 ? TTR("Hide Port Preview") : TTR("Show Port Preview"));
  1845. undo_redo->add_do_method(node.ptr(), "set_output_port_for_preview", p_port);
  1846. undo_redo->add_undo_method(node.ptr(), "set_output_port_for_preview", prev_port);
  1847. undo_redo->add_do_method(graph_plugin.ptr(), "update_node", (int)type, p_node);
  1848. undo_redo->add_undo_method(graph_plugin.ptr(), "update_node", (int)type, p_node);
  1849. undo_redo->commit_action();
  1850. }
  1851. void VisualShaderEditor::_comment_title_popup_show(const Point2 &p_position, int p_node_id) {
  1852. VisualShader::Type type = get_current_shader_type();
  1853. Ref<VisualShaderNodeComment> node = visual_shader->get_node(type, p_node_id);
  1854. if (node.is_null()) {
  1855. return;
  1856. }
  1857. comment_title_change_edit->set_text(node->get_title());
  1858. comment_title_change_popup->set_meta("id", p_node_id);
  1859. comment_title_change_popup->popup();
  1860. comment_title_change_popup->set_position(p_position);
  1861. }
  1862. void VisualShaderEditor::_comment_title_text_changed(const String &p_new_text) {
  1863. comment_title_change_edit->reset_size();
  1864. comment_title_change_popup->reset_size();
  1865. }
  1866. void VisualShaderEditor::_comment_title_text_submitted(const String &p_new_text) {
  1867. comment_title_change_popup->hide();
  1868. }
  1869. void VisualShaderEditor::_comment_title_popup_focus_out() {
  1870. comment_title_change_popup->hide();
  1871. }
  1872. void VisualShaderEditor::_comment_title_popup_hide() {
  1873. ERR_FAIL_COND(!comment_title_change_popup->has_meta("id"));
  1874. int node_id = (int)comment_title_change_popup->get_meta("id");
  1875. VisualShader::Type type = get_current_shader_type();
  1876. Ref<VisualShaderNodeComment> node = visual_shader->get_node(type, node_id);
  1877. ERR_FAIL_COND(node.is_null());
  1878. if (node->get_title() == comment_title_change_edit->get_text()) {
  1879. return; // nothing changed - ignored
  1880. }
  1881. undo_redo->create_action(TTR("Set Comment Node Title"));
  1882. undo_redo->add_do_method(node.ptr(), "set_title", comment_title_change_edit->get_text());
  1883. undo_redo->add_undo_method(node.ptr(), "set_title", node->get_title());
  1884. undo_redo->add_do_method(graph_plugin.ptr(), "update_node", (int)type, node_id);
  1885. undo_redo->add_undo_method(graph_plugin.ptr(), "update_node", (int)type, node_id);
  1886. undo_redo->commit_action();
  1887. }
  1888. void VisualShaderEditor::_comment_desc_popup_show(const Point2 &p_position, int p_node_id) {
  1889. VisualShader::Type type = get_current_shader_type();
  1890. Ref<VisualShaderNodeComment> node = visual_shader->get_node(type, p_node_id);
  1891. if (node.is_null()) {
  1892. return;
  1893. }
  1894. comment_desc_change_edit->set_text(node->get_description());
  1895. comment_desc_change_popup->set_meta("id", p_node_id);
  1896. comment_desc_change_popup->reset_size();
  1897. comment_desc_change_popup->popup();
  1898. comment_desc_change_popup->set_position(p_position);
  1899. }
  1900. void VisualShaderEditor::_comment_desc_text_changed() {
  1901. comment_desc_change_edit->reset_size();
  1902. comment_desc_change_popup->reset_size();
  1903. }
  1904. void VisualShaderEditor::_comment_desc_confirm() {
  1905. comment_desc_change_popup->hide();
  1906. }
  1907. void VisualShaderEditor::_comment_desc_popup_hide() {
  1908. ERR_FAIL_COND(!comment_desc_change_popup->has_meta("id"));
  1909. int node_id = (int)comment_desc_change_popup->get_meta("id");
  1910. VisualShader::Type type = get_current_shader_type();
  1911. Ref<VisualShaderNodeComment> node = visual_shader->get_node(type, node_id);
  1912. ERR_FAIL_COND(node.is_null());
  1913. if (node->get_description() == comment_desc_change_edit->get_text()) {
  1914. return; // nothing changed - ignored
  1915. }
  1916. undo_redo->create_action(TTR("Set Comment Node Description"));
  1917. undo_redo->add_do_method(node.ptr(), "set_description", comment_desc_change_edit->get_text());
  1918. undo_redo->add_undo_method(node.ptr(), "set_description", node->get_title());
  1919. undo_redo->add_do_method(graph_plugin.ptr(), "update_node", (int)type, node_id);
  1920. undo_redo->add_undo_method(graph_plugin.ptr(), "update_node", (int)type, node_id);
  1921. undo_redo->commit_action();
  1922. }
  1923. void VisualShaderEditor::_parameter_line_edit_changed(const String &p_text, int p_node_id) {
  1924. VisualShader::Type type = get_current_shader_type();
  1925. Ref<VisualShaderNodeParameter> node = visual_shader->get_node(type, p_node_id);
  1926. ERR_FAIL_COND(!node.is_valid());
  1927. String validated_name = visual_shader->validate_parameter_name(p_text, node);
  1928. if (validated_name == node->get_parameter_name()) {
  1929. return;
  1930. }
  1931. undo_redo->create_action(TTR("Set Parameter Name"));
  1932. undo_redo->add_do_method(node.ptr(), "set_parameter_name", validated_name);
  1933. undo_redo->add_undo_method(node.ptr(), "set_parameter_name", node->get_parameter_name());
  1934. undo_redo->add_do_method(graph_plugin.ptr(), "set_parameter_name", type, p_node_id, validated_name);
  1935. undo_redo->add_undo_method(graph_plugin.ptr(), "set_parameter_name", type, p_node_id, node->get_parameter_name());
  1936. undo_redo->add_do_method(graph_plugin.ptr(), "update_node_deferred", type, p_node_id);
  1937. undo_redo->add_undo_method(graph_plugin.ptr(), "update_node_deferred", type, p_node_id);
  1938. undo_redo->add_do_method(this, "_update_parameters", true);
  1939. undo_redo->add_undo_method(this, "_update_parameters", true);
  1940. HashSet<String> changed_names;
  1941. changed_names.insert(node->get_parameter_name());
  1942. _update_parameter_refs(changed_names);
  1943. undo_redo->commit_action();
  1944. }
  1945. void VisualShaderEditor::_parameter_line_edit_focus_out(Object *line_edit, int p_node_id) {
  1946. _parameter_line_edit_changed(Object::cast_to<LineEdit>(line_edit)->get_text(), p_node_id);
  1947. }
  1948. void VisualShaderEditor::_port_name_focus_out(Object *line_edit, int p_node_id, int p_port_id, bool p_output) {
  1949. if (!p_output) {
  1950. _change_input_port_name(Object::cast_to<LineEdit>(line_edit)->get_text(), line_edit, p_node_id, p_port_id);
  1951. } else {
  1952. _change_output_port_name(Object::cast_to<LineEdit>(line_edit)->get_text(), line_edit, p_node_id, p_port_id);
  1953. }
  1954. }
  1955. void VisualShaderEditor::_port_edited(const StringName &p_property, const Variant &p_value, const String &p_field, bool p_changing) {
  1956. VisualShader::Type type = get_current_shader_type();
  1957. Ref<VisualShaderNode> vsn = visual_shader->get_node(type, editing_node);
  1958. ERR_FAIL_COND(!vsn.is_valid());
  1959. undo_redo->create_action(TTR("Set Input Default Port"));
  1960. Ref<VisualShaderNodeCustom> custom = Object::cast_to<VisualShaderNodeCustom>(vsn.ptr());
  1961. if (custom.is_valid()) {
  1962. undo_redo->add_do_method(custom.ptr(), "_set_input_port_default_value", editing_port, p_value);
  1963. undo_redo->add_undo_method(custom.ptr(), "_set_input_port_default_value", editing_port, vsn->get_input_port_default_value(editing_port));
  1964. } else {
  1965. undo_redo->add_do_method(vsn.ptr(), "set_input_port_default_value", editing_port, p_value);
  1966. undo_redo->add_undo_method(vsn.ptr(), "set_input_port_default_value", editing_port, vsn->get_input_port_default_value(editing_port));
  1967. }
  1968. undo_redo->add_do_method(graph_plugin.ptr(), "set_input_port_default_value", type, editing_node, editing_port, p_value);
  1969. 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));
  1970. undo_redo->commit_action();
  1971. }
  1972. void VisualShaderEditor::_edit_port_default_input(Object *p_button, int p_node, int p_port) {
  1973. VisualShader::Type type = get_current_shader_type();
  1974. Ref<VisualShaderNode> vs_node = visual_shader->get_node(type, p_node);
  1975. Variant value = vs_node->get_input_port_default_value(p_port);
  1976. edited_property_holder->set_edited_property(value);
  1977. if (property_editor) {
  1978. property_editor->disconnect("property_changed", callable_mp(this, &VisualShaderEditor::_port_edited));
  1979. property_editor_popup->remove_child(property_editor);
  1980. }
  1981. // TODO: Define these properties with actual PropertyInfo and feed it to the property editor widget.
  1982. property_editor = EditorInspector::instantiate_property_editor(edited_property_holder.ptr(), value.get_type(), "edited_property", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NONE);
  1983. if (property_editor) {
  1984. property_editor->set_object_and_property(edited_property_holder.ptr(), "edited_property");
  1985. property_editor->update_property();
  1986. property_editor->set_name_split_ratio(0);
  1987. property_editor_popup->add_child(property_editor);
  1988. property_editor->connect("property_changed", callable_mp(this, &VisualShaderEditor::_port_edited));
  1989. Button *button = Object::cast_to<Button>(p_button);
  1990. if (button) {
  1991. property_editor_popup->set_position(button->get_screen_position() + Vector2(0, button->get_size().height) * graph->get_zoom());
  1992. }
  1993. property_editor_popup->reset_size();
  1994. if (button) {
  1995. property_editor_popup->popup();
  1996. } else {
  1997. property_editor_popup->popup_centered_ratio();
  1998. }
  1999. }
  2000. editing_node = p_node;
  2001. editing_port = p_port;
  2002. }
  2003. void VisualShaderEditor::_setup_node(VisualShaderNode *p_node, const Vector<Variant> &p_ops) {
  2004. // INPUT
  2005. {
  2006. VisualShaderNodeInput *input = Object::cast_to<VisualShaderNodeInput>(p_node);
  2007. if (input) {
  2008. ERR_FAIL_COND(p_ops[0].get_type() != Variant::STRING);
  2009. input->set_input_name((String)p_ops[0]);
  2010. return;
  2011. }
  2012. }
  2013. // FLOAT_CONST
  2014. {
  2015. VisualShaderNodeFloatConstant *float_const = Object::cast_to<VisualShaderNodeFloatConstant>(p_node);
  2016. if (float_const) {
  2017. ERR_FAIL_COND(p_ops[0].get_type() != Variant::FLOAT);
  2018. float_const->set_constant((float)p_ops[0]);
  2019. return;
  2020. }
  2021. }
  2022. // FLOAT_OP
  2023. {
  2024. VisualShaderNodeFloatOp *floatOp = Object::cast_to<VisualShaderNodeFloatOp>(p_node);
  2025. if (floatOp) {
  2026. ERR_FAIL_COND(p_ops[0].get_type() != Variant::INT);
  2027. floatOp->set_operator((VisualShaderNodeFloatOp::Operator)(int)p_ops[0]);
  2028. return;
  2029. }
  2030. }
  2031. // FLOAT_FUNC
  2032. {
  2033. VisualShaderNodeFloatFunc *floatFunc = Object::cast_to<VisualShaderNodeFloatFunc>(p_node);
  2034. if (floatFunc) {
  2035. ERR_FAIL_COND(p_ops[0].get_type() != Variant::INT);
  2036. floatFunc->set_function((VisualShaderNodeFloatFunc::Function)(int)p_ops[0]);
  2037. return;
  2038. }
  2039. }
  2040. // VECTOR_OP
  2041. {
  2042. VisualShaderNodeVectorOp *vecOp = Object::cast_to<VisualShaderNodeVectorOp>(p_node);
  2043. if (vecOp) {
  2044. ERR_FAIL_COND(p_ops[0].get_type() != Variant::INT);
  2045. ERR_FAIL_COND(p_ops[1].get_type() != Variant::INT);
  2046. vecOp->set_operator((VisualShaderNodeVectorOp::Operator)(int)p_ops[0]);
  2047. vecOp->set_op_type((VisualShaderNodeVectorOp::OpType)(int)p_ops[1]);
  2048. return;
  2049. }
  2050. }
  2051. // VECTOR_FUNC
  2052. {
  2053. VisualShaderNodeVectorFunc *vecFunc = Object::cast_to<VisualShaderNodeVectorFunc>(p_node);
  2054. if (vecFunc) {
  2055. ERR_FAIL_COND(p_ops[0].get_type() != Variant::INT);
  2056. ERR_FAIL_COND(p_ops[1].get_type() != Variant::INT);
  2057. vecFunc->set_function((VisualShaderNodeVectorFunc::Function)(int)p_ops[0]);
  2058. vecFunc->set_op_type((VisualShaderNodeVectorFunc::OpType)(int)p_ops[1]);
  2059. return;
  2060. }
  2061. }
  2062. // COLOR_OP
  2063. {
  2064. VisualShaderNodeColorOp *colorOp = Object::cast_to<VisualShaderNodeColorOp>(p_node);
  2065. if (colorOp) {
  2066. ERR_FAIL_COND(p_ops[0].get_type() != Variant::INT);
  2067. colorOp->set_operator((VisualShaderNodeColorOp::Operator)(int)p_ops[0]);
  2068. return;
  2069. }
  2070. }
  2071. // COLOR_FUNC
  2072. {
  2073. VisualShaderNodeColorFunc *colorFunc = Object::cast_to<VisualShaderNodeColorFunc>(p_node);
  2074. if (colorFunc) {
  2075. ERR_FAIL_COND(p_ops[0].get_type() != Variant::INT);
  2076. colorFunc->set_function((VisualShaderNodeColorFunc::Function)(int)p_ops[0]);
  2077. return;
  2078. }
  2079. }
  2080. // INT_OP
  2081. {
  2082. VisualShaderNodeIntOp *intOp = Object::cast_to<VisualShaderNodeIntOp>(p_node);
  2083. if (intOp) {
  2084. ERR_FAIL_COND(p_ops[0].get_type() != Variant::INT);
  2085. intOp->set_operator((VisualShaderNodeIntOp::Operator)(int)p_ops[0]);
  2086. return;
  2087. }
  2088. }
  2089. // INT_FUNC
  2090. {
  2091. VisualShaderNodeIntFunc *intFunc = Object::cast_to<VisualShaderNodeIntFunc>(p_node);
  2092. if (intFunc) {
  2093. ERR_FAIL_COND(p_ops[0].get_type() != Variant::INT);
  2094. intFunc->set_function((VisualShaderNodeIntFunc::Function)(int)p_ops[0]);
  2095. return;
  2096. }
  2097. }
  2098. // TRANSFORM_OP
  2099. {
  2100. VisualShaderNodeTransformOp *matOp = Object::cast_to<VisualShaderNodeTransformOp>(p_node);
  2101. if (matOp) {
  2102. ERR_FAIL_COND(p_ops[0].get_type() != Variant::INT);
  2103. matOp->set_operator((VisualShaderNodeTransformOp::Operator)(int)p_ops[0]);
  2104. return;
  2105. }
  2106. }
  2107. // TRANSFORM_FUNC
  2108. {
  2109. VisualShaderNodeTransformFunc *matFunc = Object::cast_to<VisualShaderNodeTransformFunc>(p_node);
  2110. if (matFunc) {
  2111. ERR_FAIL_COND(p_ops[0].get_type() != Variant::INT);
  2112. matFunc->set_function((VisualShaderNodeTransformFunc::Function)(int)p_ops[0]);
  2113. return;
  2114. }
  2115. }
  2116. // VECTOR_COMPOSE
  2117. {
  2118. VisualShaderNodeVectorCompose *vecCompose = Object::cast_to<VisualShaderNodeVectorCompose>(p_node);
  2119. if (vecCompose) {
  2120. ERR_FAIL_COND(p_ops[0].get_type() != Variant::INT);
  2121. vecCompose->set_op_type((VisualShaderNodeVectorCompose::OpType)(int)p_ops[0]);
  2122. return;
  2123. }
  2124. }
  2125. // VECTOR_DECOMPOSE
  2126. {
  2127. VisualShaderNodeVectorDecompose *vecDecompose = Object::cast_to<VisualShaderNodeVectorDecompose>(p_node);
  2128. if (vecDecompose) {
  2129. ERR_FAIL_COND(p_ops[0].get_type() != Variant::INT);
  2130. vecDecompose->set_op_type((VisualShaderNodeVectorDecompose::OpType)(int)p_ops[0]);
  2131. return;
  2132. }
  2133. }
  2134. // UV_FUNC
  2135. {
  2136. VisualShaderNodeUVFunc *uvFunc = Object::cast_to<VisualShaderNodeUVFunc>(p_node);
  2137. if (uvFunc) {
  2138. ERR_FAIL_COND(p_ops[0].get_type() != Variant::INT);
  2139. uvFunc->set_function((VisualShaderNodeUVFunc::Function)(int)p_ops[0]);
  2140. return;
  2141. }
  2142. }
  2143. // IS
  2144. {
  2145. VisualShaderNodeIs *is = Object::cast_to<VisualShaderNodeIs>(p_node);
  2146. if (is) {
  2147. ERR_FAIL_COND(p_ops[0].get_type() != Variant::INT);
  2148. is->set_function((VisualShaderNodeIs::Function)(int)p_ops[0]);
  2149. return;
  2150. }
  2151. }
  2152. // COMPARE
  2153. {
  2154. VisualShaderNodeCompare *cmp = Object::cast_to<VisualShaderNodeCompare>(p_node);
  2155. if (cmp) {
  2156. ERR_FAIL_COND(p_ops[0].get_type() != Variant::INT);
  2157. cmp->set_function((VisualShaderNodeCompare::Function)(int)p_ops[0]);
  2158. return;
  2159. }
  2160. }
  2161. // DISTANCE
  2162. {
  2163. VisualShaderNodeVectorDistance *dist = Object::cast_to<VisualShaderNodeVectorDistance>(p_node);
  2164. if (dist) {
  2165. ERR_FAIL_COND(p_ops[0].get_type() != Variant::INT);
  2166. dist->set_op_type((VisualShaderNodeVectorDistance::OpType)(int)p_ops[0]);
  2167. return;
  2168. }
  2169. }
  2170. // DERIVATIVE
  2171. {
  2172. VisualShaderNodeDerivativeFunc *derFunc = Object::cast_to<VisualShaderNodeDerivativeFunc>(p_node);
  2173. if (derFunc) {
  2174. ERR_FAIL_COND(p_ops[0].get_type() != Variant::INT);
  2175. ERR_FAIL_COND(p_ops[1].get_type() != Variant::INT);
  2176. derFunc->set_function((VisualShaderNodeDerivativeFunc::Function)(int)p_ops[0]);
  2177. derFunc->set_op_type((VisualShaderNodeDerivativeFunc::OpType)(int)p_ops[1]);
  2178. return;
  2179. }
  2180. }
  2181. // MIX
  2182. {
  2183. VisualShaderNodeMix *mix = Object::cast_to<VisualShaderNodeMix>(p_node);
  2184. if (mix) {
  2185. ERR_FAIL_COND(p_ops[0].get_type() != Variant::INT);
  2186. mix->set_op_type((VisualShaderNodeMix::OpType)(int)p_ops[0]);
  2187. return;
  2188. }
  2189. }
  2190. // CLAMP
  2191. {
  2192. VisualShaderNodeClamp *clampFunc = Object::cast_to<VisualShaderNodeClamp>(p_node);
  2193. if (clampFunc) {
  2194. ERR_FAIL_COND(p_ops[0].get_type() != Variant::INT);
  2195. clampFunc->set_op_type((VisualShaderNodeClamp::OpType)(int)p_ops[0]);
  2196. return;
  2197. }
  2198. }
  2199. // SWITCH
  2200. {
  2201. VisualShaderNodeSwitch *switchFunc = Object::cast_to<VisualShaderNodeSwitch>(p_node);
  2202. if (switchFunc) {
  2203. ERR_FAIL_COND(p_ops[0].get_type() != Variant::INT);
  2204. switchFunc->set_op_type((VisualShaderNodeSwitch::OpType)(int)p_ops[0]);
  2205. return;
  2206. }
  2207. }
  2208. // FACEFORWARD
  2209. {
  2210. VisualShaderNodeFaceForward *faceForward = Object::cast_to<VisualShaderNodeFaceForward>(p_node);
  2211. if (faceForward) {
  2212. ERR_FAIL_COND(p_ops[0].get_type() != Variant::INT);
  2213. faceForward->set_op_type((VisualShaderNodeFaceForward::OpType)(int)p_ops[0]);
  2214. return;
  2215. }
  2216. }
  2217. // LENGTH
  2218. {
  2219. VisualShaderNodeVectorLen *length = Object::cast_to<VisualShaderNodeVectorLen>(p_node);
  2220. if (length) {
  2221. ERR_FAIL_COND(p_ops[0].get_type() != Variant::INT);
  2222. length->set_op_type((VisualShaderNodeVectorLen::OpType)(int)p_ops[0]);
  2223. return;
  2224. }
  2225. }
  2226. // SMOOTHSTEP
  2227. {
  2228. VisualShaderNodeSmoothStep *smoothStepFunc = Object::cast_to<VisualShaderNodeSmoothStep>(p_node);
  2229. if (smoothStepFunc) {
  2230. ERR_FAIL_COND(p_ops[0].get_type() != Variant::INT);
  2231. smoothStepFunc->set_op_type((VisualShaderNodeSmoothStep::OpType)(int)p_ops[0]);
  2232. return;
  2233. }
  2234. }
  2235. // STEP
  2236. {
  2237. VisualShaderNodeStep *stepFunc = Object::cast_to<VisualShaderNodeStep>(p_node);
  2238. if (stepFunc) {
  2239. ERR_FAIL_COND(p_ops[0].get_type() != Variant::INT);
  2240. stepFunc->set_op_type((VisualShaderNodeStep::OpType)(int)p_ops[0]);
  2241. return;
  2242. }
  2243. }
  2244. // MULTIPLY_ADD
  2245. {
  2246. VisualShaderNodeMultiplyAdd *fmaFunc = Object::cast_to<VisualShaderNodeMultiplyAdd>(p_node);
  2247. if (fmaFunc) {
  2248. ERR_FAIL_COND(p_ops[0].get_type() != Variant::INT);
  2249. fmaFunc->set_op_type((VisualShaderNodeMultiplyAdd::OpType)(int)p_ops[0]);
  2250. }
  2251. }
  2252. }
  2253. void VisualShaderEditor::_add_node(int p_idx, const Vector<Variant> &p_ops, String p_resource_path, int p_node_idx) {
  2254. ERR_FAIL_INDEX(p_idx, add_options.size());
  2255. VisualShader::Type type = get_current_shader_type();
  2256. Ref<VisualShaderNode> vsnode;
  2257. bool is_custom = add_options[p_idx].is_custom;
  2258. if (!is_custom && !add_options[p_idx].type.is_empty()) {
  2259. VisualShaderNode *vsn = Object::cast_to<VisualShaderNode>(ClassDB::instantiate(add_options[p_idx].type));
  2260. ERR_FAIL_COND(!vsn);
  2261. if (!p_ops.is_empty()) {
  2262. _setup_node(vsn, p_ops);
  2263. }
  2264. VisualShaderNodeParameterRef *parameter_ref = Object::cast_to<VisualShaderNodeParameterRef>(vsn);
  2265. if (parameter_ref && to_node != -1 && to_slot != -1) {
  2266. VisualShaderNode::PortType input_port_type = visual_shader->get_node(type, to_node)->get_input_port_type(to_slot);
  2267. bool success = false;
  2268. for (int i = 0; i < parameter_ref->get_parameters_count(); i++) {
  2269. if (parameter_ref->get_port_type_by_index(i) == input_port_type) {
  2270. parameter_ref->set_parameter_name(parameter_ref->get_parameter_name_by_index(i));
  2271. success = true;
  2272. break;
  2273. }
  2274. }
  2275. if (!success) {
  2276. for (int i = 0; i < parameter_ref->get_parameters_count(); i++) {
  2277. if (visual_shader->is_port_types_compatible(parameter_ref->get_port_type_by_index(i), input_port_type)) {
  2278. parameter_ref->set_parameter_name(parameter_ref->get_parameter_name_by_index(i));
  2279. break;
  2280. }
  2281. }
  2282. }
  2283. }
  2284. vsnode = Ref<VisualShaderNode>(vsn);
  2285. } else {
  2286. ERR_FAIL_COND(add_options[p_idx].script.is_null());
  2287. StringName base_type = add_options[p_idx].script->get_instance_base_type();
  2288. VisualShaderNode *vsn = Object::cast_to<VisualShaderNode>(ClassDB::instantiate(base_type));
  2289. ERR_FAIL_COND(!vsn);
  2290. vsnode = Ref<VisualShaderNode>(vsn);
  2291. vsnode->set_script(add_options[p_idx].script);
  2292. }
  2293. bool is_texture2d = (Object::cast_to<VisualShaderNodeTexture>(vsnode.ptr()) != nullptr);
  2294. bool is_texture3d = (Object::cast_to<VisualShaderNodeTexture3D>(vsnode.ptr()) != nullptr);
  2295. bool is_texture2d_array = (Object::cast_to<VisualShaderNodeTexture2DArray>(vsnode.ptr()) != nullptr);
  2296. bool is_cubemap = (Object::cast_to<VisualShaderNodeCubemap>(vsnode.ptr()) != nullptr);
  2297. bool is_curve = (Object::cast_to<VisualShaderNodeCurveTexture>(vsnode.ptr()) != nullptr);
  2298. bool is_curve_xyz = (Object::cast_to<VisualShaderNodeCurveXYZTexture>(vsnode.ptr()) != nullptr);
  2299. bool is_parameter = (Object::cast_to<VisualShaderNodeParameter>(vsnode.ptr()) != nullptr);
  2300. Point2 position = graph->get_scroll_ofs();
  2301. if (saved_node_pos_dirty) {
  2302. position += saved_node_pos;
  2303. } else {
  2304. position += graph->get_size() * 0.5;
  2305. position /= EDSCALE;
  2306. }
  2307. position /= graph->get_zoom();
  2308. saved_node_pos_dirty = false;
  2309. int id_to_use = visual_shader->get_valid_node_id(type);
  2310. if (p_resource_path.is_empty()) {
  2311. undo_redo->create_action(TTR("Add Node to Visual Shader"));
  2312. } else {
  2313. id_to_use += p_node_idx;
  2314. }
  2315. undo_redo->add_do_method(visual_shader.ptr(), "add_node", type, vsnode, position, id_to_use);
  2316. undo_redo->add_undo_method(visual_shader.ptr(), "remove_node", type, id_to_use);
  2317. undo_redo->add_do_method(graph_plugin.ptr(), "add_node", type, id_to_use);
  2318. undo_redo->add_undo_method(graph_plugin.ptr(), "remove_node", type, id_to_use);
  2319. VisualShaderNodeExpression *expr = Object::cast_to<VisualShaderNodeExpression>(vsnode.ptr());
  2320. if (expr) {
  2321. undo_redo->add_do_method(expr, "set_size", Size2(250 * EDSCALE, 150 * EDSCALE));
  2322. }
  2323. bool created_expression_port = false;
  2324. if (to_node != -1 && to_slot != -1) {
  2325. VisualShaderNode::PortType input_port_type = visual_shader->get_node(type, to_node)->get_input_port_type(to_slot);
  2326. if (expr && expr->is_editable() && input_port_type != VisualShaderNode::PORT_TYPE_SAMPLER) {
  2327. undo_redo->add_do_method(expr, "add_output_port", 0, input_port_type, "output0");
  2328. undo_redo->add_undo_method(expr, "remove_output_port", 0);
  2329. String initial_expression_code;
  2330. switch (input_port_type) {
  2331. case VisualShaderNode::PORT_TYPE_SCALAR:
  2332. initial_expression_code = "output0 = 1.0;";
  2333. break;
  2334. case VisualShaderNode::PORT_TYPE_SCALAR_INT:
  2335. initial_expression_code = "output0 = 1;";
  2336. break;
  2337. case VisualShaderNode::PORT_TYPE_VECTOR_2D:
  2338. initial_expression_code = "output0 = vec2(1.0, 1.0);";
  2339. break;
  2340. case VisualShaderNode::PORT_TYPE_VECTOR_3D:
  2341. initial_expression_code = "output0 = vec3(1.0, 1.0, 1.0);";
  2342. break;
  2343. case VisualShaderNode::PORT_TYPE_VECTOR_4D:
  2344. initial_expression_code = "output0 = vec4(1.0, 1.0, 1.0, 1.0);";
  2345. break;
  2346. case VisualShaderNode::PORT_TYPE_BOOLEAN:
  2347. initial_expression_code = "output0 = true;";
  2348. break;
  2349. case VisualShaderNode::PORT_TYPE_TRANSFORM:
  2350. initial_expression_code = "output0 = mat4(1.0);";
  2351. break;
  2352. default:
  2353. break;
  2354. }
  2355. undo_redo->add_do_method(expr, "set_expression", initial_expression_code);
  2356. undo_redo->add_do_method(graph_plugin.ptr(), "update_node", type, id_to_use);
  2357. created_expression_port = true;
  2358. }
  2359. if (vsnode->get_output_port_count() > 0 || created_expression_port) {
  2360. int _from_node = id_to_use;
  2361. if (created_expression_port) {
  2362. int _from_slot = 0;
  2363. undo_redo->add_do_method(visual_shader.ptr(), "connect_nodes", type, _from_node, _from_slot, to_node, to_slot);
  2364. undo_redo->add_undo_method(visual_shader.ptr(), "disconnect_nodes", type, _from_node, _from_slot, to_node, to_slot);
  2365. undo_redo->add_do_method(graph_plugin.ptr(), "connect_nodes", type, _from_node, _from_slot, to_node, to_slot);
  2366. undo_redo->add_undo_method(graph_plugin.ptr(), "disconnect_nodes", type, _from_node, _from_slot, to_node, to_slot);
  2367. } else {
  2368. // Need to setting up Input node properly before committing since `is_port_types_compatible` (calling below) is using `mode` and `shader_type`.
  2369. VisualShaderNodeInput *input = Object::cast_to<VisualShaderNodeInput>(vsnode.ptr());
  2370. if (input) {
  2371. input->set_shader_mode(visual_shader->get_mode());
  2372. input->set_shader_type(visual_shader->get_shader_type());
  2373. }
  2374. // Attempting to connect to the first correct port.
  2375. for (int i = 0; i < vsnode->get_output_port_count(); i++) {
  2376. if (visual_shader->is_port_types_compatible(vsnode->get_output_port_type(i), input_port_type)) {
  2377. undo_redo->add_do_method(visual_shader.ptr(), "connect_nodes", type, _from_node, i, to_node, to_slot);
  2378. undo_redo->add_undo_method(visual_shader.ptr(), "disconnect_nodes", type, _from_node, i, to_node, to_slot);
  2379. undo_redo->add_do_method(graph_plugin.ptr(), "connect_nodes", type, _from_node, i, to_node, to_slot);
  2380. undo_redo->add_undo_method(graph_plugin.ptr(), "disconnect_nodes", type, _from_node, i, to_node, to_slot);
  2381. break;
  2382. }
  2383. }
  2384. }
  2385. }
  2386. } else if (from_node != -1 && from_slot != -1) {
  2387. VisualShaderNode::PortType output_port_type = visual_shader->get_node(type, from_node)->get_output_port_type(from_slot);
  2388. if (expr && expr->is_editable()) {
  2389. undo_redo->add_do_method(expr, "add_input_port", 0, output_port_type, "input0");
  2390. undo_redo->add_undo_method(expr, "remove_input_port", 0);
  2391. undo_redo->add_do_method(graph_plugin.ptr(), "update_node", type, id_to_use);
  2392. created_expression_port = true;
  2393. }
  2394. if (vsnode->get_input_port_count() > 0 || created_expression_port) {
  2395. int _to_node = id_to_use;
  2396. if (created_expression_port) {
  2397. int _to_slot = 0;
  2398. undo_redo->add_undo_method(visual_shader.ptr(), "disconnect_nodes", type, from_node, from_slot, _to_node, _to_slot);
  2399. undo_redo->add_do_method(visual_shader.ptr(), "connect_nodes", type, from_node, from_slot, _to_node, _to_slot);
  2400. undo_redo->add_undo_method(graph_plugin.ptr(), "disconnect_nodes", type, from_node, from_slot, _to_node, _to_slot);
  2401. undo_redo->add_do_method(graph_plugin.ptr(), "connect_nodes", type, from_node, from_slot, _to_node, _to_slot);
  2402. } else {
  2403. // Attempting to connect to the first correct port.
  2404. for (int i = 0; i < vsnode->get_input_port_count(); i++) {
  2405. if (visual_shader->is_port_types_compatible(output_port_type, vsnode->get_input_port_type(i))) {
  2406. undo_redo->add_undo_method(visual_shader.ptr(), "disconnect_nodes", type, from_node, from_slot, _to_node, i);
  2407. undo_redo->add_do_method(visual_shader.ptr(), "connect_nodes", type, from_node, from_slot, _to_node, i);
  2408. undo_redo->add_undo_method(graph_plugin.ptr(), "disconnect_nodes", type, from_node, from_slot, _to_node, i);
  2409. undo_redo->add_do_method(graph_plugin.ptr(), "connect_nodes", type, from_node, from_slot, _to_node, i);
  2410. break;
  2411. }
  2412. }
  2413. }
  2414. if (output_port_type == VisualShaderNode::PORT_TYPE_SAMPLER) {
  2415. if (is_texture2d) {
  2416. undo_redo->add_do_method(vsnode.ptr(), "set_source", VisualShaderNodeTexture::SOURCE_PORT);
  2417. }
  2418. if (is_texture3d || is_texture2d_array) {
  2419. undo_redo->add_do_method(vsnode.ptr(), "set_source", VisualShaderNodeSample3D::SOURCE_PORT);
  2420. }
  2421. if (is_cubemap) {
  2422. undo_redo->add_do_method(vsnode.ptr(), "set_source", VisualShaderNodeCubemap::SOURCE_PORT);
  2423. }
  2424. }
  2425. }
  2426. }
  2427. _member_cancel();
  2428. if (is_parameter) {
  2429. undo_redo->add_do_method(this, "_update_parameters", true);
  2430. undo_redo->add_undo_method(this, "_update_parameters", true);
  2431. }
  2432. if (is_curve) {
  2433. graph_plugin->call_deferred(SNAME("update_curve"), id_to_use);
  2434. }
  2435. if (is_curve_xyz) {
  2436. graph_plugin->call_deferred(SNAME("update_curve_xyz"), id_to_use);
  2437. }
  2438. if (p_resource_path.is_empty()) {
  2439. undo_redo->commit_action();
  2440. } else {
  2441. //post-initialization
  2442. if (is_texture2d || is_texture3d || is_curve || is_curve_xyz) {
  2443. undo_redo->add_do_method(vsnode.ptr(), "set_texture", ResourceLoader::load(p_resource_path));
  2444. return;
  2445. }
  2446. if (is_cubemap) {
  2447. undo_redo->add_do_method(vsnode.ptr(), "set_cube_map", ResourceLoader::load(p_resource_path));
  2448. return;
  2449. }
  2450. if (is_texture2d_array) {
  2451. undo_redo->add_do_method(vsnode.ptr(), "set_texture_array", ResourceLoader::load(p_resource_path));
  2452. }
  2453. }
  2454. }
  2455. void VisualShaderEditor::_add_varying(const String &p_name, VisualShader::VaryingMode p_mode, VisualShader::VaryingType p_type) {
  2456. undo_redo->create_action(vformat(TTR("Add Varying to Visual Shader: %s"), p_name));
  2457. undo_redo->add_do_method(visual_shader.ptr(), "add_varying", p_name, p_mode, p_type);
  2458. undo_redo->add_undo_method(visual_shader.ptr(), "remove_varying", p_name);
  2459. undo_redo->add_do_method(this, "_update_varyings");
  2460. undo_redo->add_undo_method(this, "_update_varyings");
  2461. for (int i = 0; i <= VisualShader::TYPE_LIGHT; i++) {
  2462. if (p_mode == VisualShader::VARYING_MODE_FRAG_TO_LIGHT && i == 0) {
  2463. continue;
  2464. }
  2465. VisualShader::Type type = VisualShader::Type(i);
  2466. Vector<int> nodes = visual_shader->get_node_list(type);
  2467. for (int j = 0; j < nodes.size(); j++) {
  2468. int node_id = nodes[j];
  2469. Ref<VisualShaderNode> vsnode = visual_shader->get_node(type, node_id);
  2470. Ref<VisualShaderNodeVarying> var = vsnode;
  2471. if (var.is_valid()) {
  2472. undo_redo->add_do_method(graph_plugin.ptr(), "update_node", type, node_id);
  2473. undo_redo->add_undo_method(graph_plugin.ptr(), "update_node", type, node_id);
  2474. }
  2475. }
  2476. }
  2477. undo_redo->add_do_method(this, "_update_varying_tree");
  2478. undo_redo->add_undo_method(this, "_update_varying_tree");
  2479. undo_redo->commit_action();
  2480. }
  2481. void VisualShaderEditor::_remove_varying(const String &p_name) {
  2482. undo_redo->create_action(vformat(TTR("Remove Varying from Visual Shader: %s"), p_name));
  2483. VisualShader::VaryingMode var_mode = visual_shader->get_varying_mode(p_name);
  2484. undo_redo->add_do_method(visual_shader.ptr(), "remove_varying", p_name);
  2485. undo_redo->add_undo_method(visual_shader.ptr(), "add_varying", p_name, var_mode, visual_shader->get_varying_type(p_name));
  2486. undo_redo->add_do_method(this, "_update_varyings");
  2487. undo_redo->add_undo_method(this, "_update_varyings");
  2488. for (int i = 0; i <= VisualShader::TYPE_LIGHT; i++) {
  2489. if (var_mode == VisualShader::VARYING_MODE_FRAG_TO_LIGHT && i == 0) {
  2490. continue;
  2491. }
  2492. VisualShader::Type type = VisualShader::Type(i);
  2493. Vector<int> nodes = visual_shader->get_node_list(type);
  2494. for (int j = 0; j < nodes.size(); j++) {
  2495. int node_id = nodes[j];
  2496. Ref<VisualShaderNode> vsnode = visual_shader->get_node(type, node_id);
  2497. Ref<VisualShaderNodeVarying> var = vsnode;
  2498. if (var.is_valid()) {
  2499. String var_name = var->get_varying_name();
  2500. if (var_name == p_name) {
  2501. undo_redo->add_do_method(var.ptr(), "set_varying_name", "[None]");
  2502. undo_redo->add_undo_method(var.ptr(), "set_varying_name", var_name);
  2503. undo_redo->add_do_method(var.ptr(), "set_varying_type", VisualShader::VARYING_TYPE_FLOAT);
  2504. undo_redo->add_undo_method(var.ptr(), "set_varying_type", var->get_varying_type());
  2505. }
  2506. undo_redo->add_do_method(graph_plugin.ptr(), "update_node", type, node_id);
  2507. undo_redo->add_undo_method(graph_plugin.ptr(), "update_node", type, node_id);
  2508. }
  2509. }
  2510. List<VisualShader::Connection> node_connections;
  2511. visual_shader->get_node_connections(type, &node_connections);
  2512. for (VisualShader::Connection &E : node_connections) {
  2513. Ref<VisualShaderNodeVaryingGetter> var_getter = Object::cast_to<VisualShaderNodeVaryingGetter>(visual_shader->get_node(type, E.from_node).ptr());
  2514. if (var_getter.is_valid() && E.from_port > 0) {
  2515. undo_redo->add_do_method(visual_shader.ptr(), "disconnect_nodes", type, E.from_node, E.from_port, E.to_node, E.to_port);
  2516. undo_redo->add_undo_method(visual_shader.ptr(), "connect_nodes", type, E.from_node, E.from_port, E.to_node, E.to_port);
  2517. undo_redo->add_do_method(graph_plugin.ptr(), "disconnect_nodes", type, E.from_node, E.from_port, E.to_node, E.to_port);
  2518. undo_redo->add_undo_method(graph_plugin.ptr(), "connect_nodes", type, E.from_node, E.from_port, E.to_node, E.to_port);
  2519. }
  2520. Ref<VisualShaderNodeVaryingSetter> var_setter = Object::cast_to<VisualShaderNodeVaryingSetter>(visual_shader->get_node(type, E.to_node).ptr());
  2521. if (var_setter.is_valid() && E.to_port > 0) {
  2522. undo_redo->add_do_method(visual_shader.ptr(), "disconnect_nodes", type, E.from_node, E.from_port, E.to_node, E.to_port);
  2523. undo_redo->add_undo_method(visual_shader.ptr(), "connect_nodes", type, E.from_node, E.from_port, E.to_node, E.to_port);
  2524. undo_redo->add_do_method(graph_plugin.ptr(), "disconnect_nodes", type, E.from_node, E.from_port, E.to_node, E.to_port);
  2525. undo_redo->add_undo_method(graph_plugin.ptr(), "connect_nodes", type, E.from_node, E.from_port, E.to_node, E.to_port);
  2526. }
  2527. }
  2528. }
  2529. undo_redo->add_do_method(this, "_update_varying_tree");
  2530. undo_redo->add_undo_method(this, "_update_varying_tree");
  2531. undo_redo->commit_action();
  2532. }
  2533. void VisualShaderEditor::_update_varyings() {
  2534. VisualShaderNodeVarying::clear_varyings();
  2535. for (int i = 0; i < visual_shader->get_varyings_count(); i++) {
  2536. const VisualShader::Varying *var = visual_shader->get_varying_by_index(i);
  2537. if (var != nullptr) {
  2538. VisualShaderNodeVarying::add_varying(var->name, var->mode, var->type);
  2539. }
  2540. }
  2541. }
  2542. void VisualShaderEditor::_node_dragged(const Vector2 &p_from, const Vector2 &p_to, int p_node) {
  2543. VisualShader::Type type = get_current_shader_type();
  2544. drag_buffer.push_back({ type, p_node, p_from, p_to });
  2545. if (!drag_dirty) {
  2546. call_deferred(SNAME("_nodes_dragged"));
  2547. }
  2548. drag_dirty = true;
  2549. }
  2550. void VisualShaderEditor::_nodes_dragged() {
  2551. drag_dirty = false;
  2552. undo_redo->create_action(TTR("Node(s) Moved"));
  2553. for (const DragOp &E : drag_buffer) {
  2554. undo_redo->add_do_method(visual_shader.ptr(), "set_node_position", E.type, E.node, E.to);
  2555. undo_redo->add_undo_method(visual_shader.ptr(), "set_node_position", E.type, E.node, E.from);
  2556. undo_redo->add_do_method(graph_plugin.ptr(), "set_node_position", E.type, E.node, E.to);
  2557. undo_redo->add_undo_method(graph_plugin.ptr(), "set_node_position", E.type, E.node, E.from);
  2558. }
  2559. drag_buffer.clear();
  2560. undo_redo->commit_action();
  2561. }
  2562. void VisualShaderEditor::_connection_request(const String &p_from, int p_from_index, const String &p_to, int p_to_index) {
  2563. VisualShader::Type type = get_current_shader_type();
  2564. int from = p_from.to_int();
  2565. int to = p_to.to_int();
  2566. if (!visual_shader->can_connect_nodes(type, from, p_from_index, to, p_to_index)) {
  2567. return;
  2568. }
  2569. undo_redo->create_action(TTR("Nodes Connected"));
  2570. List<VisualShader::Connection> conns;
  2571. visual_shader->get_node_connections(type, &conns);
  2572. for (const VisualShader::Connection &E : conns) {
  2573. if (E.to_node == to && E.to_port == p_to_index) {
  2574. undo_redo->add_do_method(visual_shader.ptr(), "disconnect_nodes", type, E.from_node, E.from_port, E.to_node, E.to_port);
  2575. undo_redo->add_undo_method(visual_shader.ptr(), "connect_nodes", type, E.from_node, E.from_port, E.to_node, E.to_port);
  2576. undo_redo->add_do_method(graph_plugin.ptr(), "disconnect_nodes", type, E.from_node, E.from_port, E.to_node, E.to_port);
  2577. undo_redo->add_undo_method(graph_plugin.ptr(), "connect_nodes", type, E.from_node, E.from_port, E.to_node, E.to_port);
  2578. }
  2579. }
  2580. undo_redo->add_do_method(visual_shader.ptr(), "connect_nodes", type, from, p_from_index, to, p_to_index);
  2581. undo_redo->add_undo_method(visual_shader.ptr(), "disconnect_nodes", type, from, p_from_index, to, p_to_index);
  2582. undo_redo->add_do_method(graph_plugin.ptr(), "connect_nodes", type, from, p_from_index, to, p_to_index);
  2583. undo_redo->add_undo_method(graph_plugin.ptr(), "disconnect_nodes", type, from, p_from_index, to, p_to_index);
  2584. undo_redo->add_do_method(graph_plugin.ptr(), "update_node", (int)type, to);
  2585. undo_redo->add_undo_method(graph_plugin.ptr(), "update_node", (int)type, to);
  2586. undo_redo->commit_action();
  2587. }
  2588. void VisualShaderEditor::_disconnection_request(const String &p_from, int p_from_index, const String &p_to, int p_to_index) {
  2589. graph->disconnect_node(p_from, p_from_index, p_to, p_to_index);
  2590. VisualShader::Type type = get_current_shader_type();
  2591. int from = p_from.to_int();
  2592. int to = p_to.to_int();
  2593. undo_redo->create_action(TTR("Nodes Disconnected"));
  2594. undo_redo->add_do_method(visual_shader.ptr(), "disconnect_nodes", type, from, p_from_index, to, p_to_index);
  2595. undo_redo->add_undo_method(visual_shader.ptr(), "connect_nodes", type, from, p_from_index, to, p_to_index);
  2596. undo_redo->add_do_method(graph_plugin.ptr(), "disconnect_nodes", type, from, p_from_index, to, p_to_index);
  2597. undo_redo->add_undo_method(graph_plugin.ptr(), "connect_nodes", type, from, p_from_index, to, p_to_index);
  2598. undo_redo->add_do_method(graph_plugin.ptr(), "update_node", (int)type, to);
  2599. undo_redo->add_undo_method(graph_plugin.ptr(), "update_node", (int)type, to);
  2600. undo_redo->commit_action();
  2601. }
  2602. void VisualShaderEditor::_connection_to_empty(const String &p_from, int p_from_slot, const Vector2 &p_release_position) {
  2603. from_node = p_from.to_int();
  2604. from_slot = p_from_slot;
  2605. VisualShaderNode::PortType input_port_type = VisualShaderNode::PORT_TYPE_MAX;
  2606. VisualShaderNode::PortType output_port_type = VisualShaderNode::PORT_TYPE_MAX;
  2607. Ref<VisualShaderNode> node = visual_shader->get_node(get_current_shader_type(), from_node);
  2608. if (node.is_valid()) {
  2609. output_port_type = node->get_output_port_type(from_slot);
  2610. }
  2611. _show_members_dialog(true, input_port_type, output_port_type);
  2612. }
  2613. void VisualShaderEditor::_connection_from_empty(const String &p_to, int p_to_slot, const Vector2 &p_release_position) {
  2614. to_node = p_to.to_int();
  2615. to_slot = p_to_slot;
  2616. VisualShaderNode::PortType input_port_type = VisualShaderNode::PORT_TYPE_MAX;
  2617. VisualShaderNode::PortType output_port_type = VisualShaderNode::PORT_TYPE_MAX;
  2618. Ref<VisualShaderNode> node = visual_shader->get_node(get_current_shader_type(), to_node);
  2619. if (node.is_valid()) {
  2620. input_port_type = node->get_input_port_type(to_slot);
  2621. }
  2622. _show_members_dialog(true, input_port_type, output_port_type);
  2623. }
  2624. void VisualShaderEditor::_delete_nodes(int p_type, const List<int> &p_nodes) {
  2625. VisualShader::Type type = VisualShader::Type(p_type);
  2626. List<VisualShader::Connection> conns;
  2627. visual_shader->get_node_connections(type, &conns);
  2628. for (const int &F : p_nodes) {
  2629. for (const VisualShader::Connection &E : conns) {
  2630. if (E.from_node == F || E.to_node == F) {
  2631. undo_redo->add_do_method(graph_plugin.ptr(), "disconnect_nodes", type, E.from_node, E.from_port, E.to_node, E.to_port);
  2632. }
  2633. }
  2634. }
  2635. HashSet<String> parameter_names;
  2636. for (const int &F : p_nodes) {
  2637. Ref<VisualShaderNode> node = visual_shader->get_node(type, F);
  2638. undo_redo->add_do_method(visual_shader.ptr(), "remove_node", type, F);
  2639. undo_redo->add_undo_method(visual_shader.ptr(), "add_node", type, node, visual_shader->get_node_position(type, F), F);
  2640. undo_redo->add_undo_method(graph_plugin.ptr(), "add_node", type, F);
  2641. // restore size, inputs and outputs if node is group
  2642. VisualShaderNodeGroupBase *group = Object::cast_to<VisualShaderNodeGroupBase>(node.ptr());
  2643. if (group) {
  2644. undo_redo->add_undo_method(group, "set_size", group->get_size());
  2645. undo_redo->add_undo_method(group, "set_inputs", group->get_inputs());
  2646. undo_redo->add_undo_method(group, "set_outputs", group->get_outputs());
  2647. }
  2648. // restore expression text if node is expression
  2649. VisualShaderNodeExpression *expression = Object::cast_to<VisualShaderNodeExpression>(node.ptr());
  2650. if (expression) {
  2651. undo_redo->add_undo_method(expression, "set_expression", expression->get_expression());
  2652. }
  2653. VisualShaderNodeParameter *parameter = Object::cast_to<VisualShaderNodeParameter>(node.ptr());
  2654. if (parameter) {
  2655. parameter_names.insert(parameter->get_parameter_name());
  2656. }
  2657. }
  2658. List<VisualShader::Connection> used_conns;
  2659. for (const int &F : p_nodes) {
  2660. for (const VisualShader::Connection &E : conns) {
  2661. if (E.from_node == F || E.to_node == F) {
  2662. bool cancel = false;
  2663. for (List<VisualShader::Connection>::Element *R = used_conns.front(); R; R = R->next()) {
  2664. 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) {
  2665. cancel = true; // to avoid ERR_ALREADY_EXISTS warning
  2666. break;
  2667. }
  2668. }
  2669. if (!cancel) {
  2670. undo_redo->add_undo_method(visual_shader.ptr(), "connect_nodes", type, E.from_node, E.from_port, E.to_node, E.to_port);
  2671. undo_redo->add_undo_method(graph_plugin.ptr(), "connect_nodes", type, E.from_node, E.from_port, E.to_node, E.to_port);
  2672. used_conns.push_back(E);
  2673. }
  2674. }
  2675. }
  2676. }
  2677. // delete nodes from the graph
  2678. for (const int &F : p_nodes) {
  2679. undo_redo->add_do_method(graph_plugin.ptr(), "remove_node", type, F);
  2680. }
  2681. // update parameter refs if any parameter has been deleted
  2682. if (parameter_names.size() > 0) {
  2683. undo_redo->add_do_method(this, "_update_parameters", true);
  2684. undo_redo->add_undo_method(this, "_update_parameters", true);
  2685. _update_parameter_refs(parameter_names);
  2686. }
  2687. }
  2688. void VisualShaderEditor::_replace_node(VisualShader::Type p_type_id, int p_node_id, const StringName &p_from, const StringName &p_to) {
  2689. undo_redo->add_do_method(visual_shader.ptr(), "replace_node", p_type_id, p_node_id, p_to);
  2690. undo_redo->add_undo_method(visual_shader.ptr(), "replace_node", p_type_id, p_node_id, p_from);
  2691. }
  2692. void VisualShaderEditor::_update_constant(VisualShader::Type p_type_id, int p_node_id, Variant p_var, int p_preview_port) {
  2693. Ref<VisualShaderNode> node = visual_shader->get_node(p_type_id, p_node_id);
  2694. ERR_FAIL_COND(!node.is_valid());
  2695. ERR_FAIL_COND(!node->has_method("set_constant"));
  2696. node->call("set_constant", p_var);
  2697. if (p_preview_port != -1) {
  2698. node->set_output_port_for_preview(p_preview_port);
  2699. }
  2700. }
  2701. void VisualShaderEditor::_update_parameter(VisualShader::Type p_type_id, int p_node_id, Variant p_var, int p_preview_port) {
  2702. Ref<VisualShaderNodeParameter> parameter = visual_shader->get_node(p_type_id, p_node_id);
  2703. ERR_FAIL_COND(!parameter.is_valid());
  2704. String valid_name = visual_shader->validate_parameter_name(parameter->get_parameter_name(), parameter);
  2705. parameter->set_parameter_name(valid_name);
  2706. graph_plugin->set_parameter_name(p_type_id, p_node_id, valid_name);
  2707. if (parameter->has_method("set_default_value_enabled")) {
  2708. parameter->call("set_default_value_enabled", true);
  2709. parameter->call("set_default_value", p_var);
  2710. }
  2711. if (p_preview_port != -1) {
  2712. parameter->set_output_port_for_preview(p_preview_port);
  2713. }
  2714. }
  2715. void VisualShaderEditor::_convert_constants_to_parameters(bool p_vice_versa) {
  2716. VisualShader::Type type_id = get_current_shader_type();
  2717. if (!p_vice_versa) {
  2718. undo_redo->create_action(TTR("Convert Constant Node(s) To Parameter(s)"));
  2719. } else {
  2720. undo_redo->create_action(TTR("Convert Parameter Node(s) To Constant(s)"));
  2721. }
  2722. const HashSet<int> &current_set = p_vice_versa ? selected_parameters : selected_constants;
  2723. HashSet<String> deleted_names;
  2724. for (const int &E : current_set) {
  2725. int node_id = E;
  2726. Ref<VisualShaderNode> node = visual_shader->get_node(type_id, node_id);
  2727. bool caught = false;
  2728. Variant var;
  2729. // float
  2730. if (!p_vice_versa) {
  2731. Ref<VisualShaderNodeFloatConstant> float_const = Object::cast_to<VisualShaderNodeFloatConstant>(node.ptr());
  2732. if (float_const.is_valid()) {
  2733. _replace_node(type_id, node_id, "VisualShaderNodeFloatConstant", "VisualShaderNodeFloatParameter");
  2734. var = float_const->get_constant();
  2735. caught = true;
  2736. }
  2737. } else {
  2738. Ref<VisualShaderNodeFloatParameter> float_parameter = Object::cast_to<VisualShaderNodeFloatParameter>(node.ptr());
  2739. if (float_parameter.is_valid()) {
  2740. _replace_node(type_id, node_id, "VisualShaderNodeFloatParameter", "VisualShaderNodeFloatConstant");
  2741. var = float_parameter->get_default_value();
  2742. caught = true;
  2743. }
  2744. }
  2745. // int
  2746. if (!caught) {
  2747. if (!p_vice_versa) {
  2748. Ref<VisualShaderNodeIntConstant> int_const = Object::cast_to<VisualShaderNodeIntConstant>(node.ptr());
  2749. if (int_const.is_valid()) {
  2750. _replace_node(type_id, node_id, "VisualShaderNodeIntConstant", "VisualShaderNodeIntParameter");
  2751. var = int_const->get_constant();
  2752. caught = true;
  2753. }
  2754. } else {
  2755. Ref<VisualShaderNodeIntParameter> int_parameter = Object::cast_to<VisualShaderNodeIntParameter>(node.ptr());
  2756. if (int_parameter.is_valid()) {
  2757. _replace_node(type_id, node_id, "VisualShaderNodeIntParameter", "VisualShaderNodeIntConstant");
  2758. var = int_parameter->get_default_value();
  2759. caught = true;
  2760. }
  2761. }
  2762. }
  2763. // boolean
  2764. if (!caught) {
  2765. if (!p_vice_versa) {
  2766. Ref<VisualShaderNodeBooleanConstant> boolean_const = Object::cast_to<VisualShaderNodeBooleanConstant>(node.ptr());
  2767. if (boolean_const.is_valid()) {
  2768. _replace_node(type_id, node_id, "VisualShaderNodeBooleanConstant", "VisualShaderNodeBooleanParameter");
  2769. var = boolean_const->get_constant();
  2770. caught = true;
  2771. }
  2772. } else {
  2773. Ref<VisualShaderNodeBooleanParameter> boolean_parameter = Object::cast_to<VisualShaderNodeBooleanParameter>(node.ptr());
  2774. if (boolean_parameter.is_valid()) {
  2775. _replace_node(type_id, node_id, "VisualShaderNodeBooleanParameter", "VisualShaderNodeBooleanConstant");
  2776. var = boolean_parameter->get_default_value();
  2777. caught = true;
  2778. }
  2779. }
  2780. }
  2781. // vec2
  2782. if (!caught) {
  2783. if (!p_vice_versa) {
  2784. Ref<VisualShaderNodeVec2Constant> vec2_const = Object::cast_to<VisualShaderNodeVec2Constant>(node.ptr());
  2785. if (vec2_const.is_valid()) {
  2786. _replace_node(type_id, node_id, "VisualShaderNodeVec2Constant", "VisualShaderNodeVec2Parameter");
  2787. var = vec2_const->get_constant();
  2788. caught = true;
  2789. }
  2790. } else {
  2791. Ref<VisualShaderNodeVec2Parameter> vec2_parameter = Object::cast_to<VisualShaderNodeVec2Parameter>(node.ptr());
  2792. if (vec2_parameter.is_valid()) {
  2793. _replace_node(type_id, node_id, "VisualShaderNodeVec2Parameter", "VisualShaderNodeVec2Constant");
  2794. var = vec2_parameter->get_default_value();
  2795. caught = true;
  2796. }
  2797. }
  2798. }
  2799. // vec3
  2800. if (!caught) {
  2801. if (!p_vice_versa) {
  2802. Ref<VisualShaderNodeVec3Constant> vec3_const = Object::cast_to<VisualShaderNodeVec3Constant>(node.ptr());
  2803. if (vec3_const.is_valid()) {
  2804. _replace_node(type_id, node_id, "VisualShaderNodeVec3Constant", "VisualShaderNodeVec3Parameter");
  2805. var = vec3_const->get_constant();
  2806. caught = true;
  2807. }
  2808. } else {
  2809. Ref<VisualShaderNodeVec3Parameter> vec3_parameter = Object::cast_to<VisualShaderNodeVec3Parameter>(node.ptr());
  2810. if (vec3_parameter.is_valid()) {
  2811. _replace_node(type_id, node_id, "VisualShaderNodeVec3Parameter", "VisualShaderNodeVec3Constant");
  2812. var = vec3_parameter->get_default_value();
  2813. caught = true;
  2814. }
  2815. }
  2816. }
  2817. // vec4
  2818. if (!caught) {
  2819. if (!p_vice_versa) {
  2820. Ref<VisualShaderNodeVec4Constant> vec4_const = Object::cast_to<VisualShaderNodeVec4Constant>(node.ptr());
  2821. if (vec4_const.is_valid()) {
  2822. _replace_node(type_id, node_id, "VisualShaderNodeVec4Constant", "VisualShaderNodeVec4Parameter");
  2823. var = vec4_const->get_constant();
  2824. caught = true;
  2825. }
  2826. } else {
  2827. Ref<VisualShaderNodeVec4Parameter> vec4_parameter = Object::cast_to<VisualShaderNodeVec4Parameter>(node.ptr());
  2828. if (vec4_parameter.is_valid()) {
  2829. _replace_node(type_id, node_id, "VisualShaderNodeVec4Parameter", "VisualShaderNodeVec4Constant");
  2830. var = vec4_parameter->get_default_value();
  2831. caught = true;
  2832. }
  2833. }
  2834. }
  2835. // color
  2836. if (!caught) {
  2837. if (!p_vice_versa) {
  2838. Ref<VisualShaderNodeColorConstant> color_const = Object::cast_to<VisualShaderNodeColorConstant>(node.ptr());
  2839. if (color_const.is_valid()) {
  2840. _replace_node(type_id, node_id, "VisualShaderNodeColorConstant", "VisualShaderNodeColorParameter");
  2841. var = color_const->get_constant();
  2842. caught = true;
  2843. }
  2844. } else {
  2845. Ref<VisualShaderNodeColorParameter> color_parameter = Object::cast_to<VisualShaderNodeColorParameter>(node.ptr());
  2846. if (color_parameter.is_valid()) {
  2847. _replace_node(type_id, node_id, "VisualShaderNodeColorParameter", "VisualShaderNodeColorConstant");
  2848. var = color_parameter->get_default_value();
  2849. caught = true;
  2850. }
  2851. }
  2852. }
  2853. // transform
  2854. if (!caught) {
  2855. if (!p_vice_versa) {
  2856. Ref<VisualShaderNodeTransformConstant> transform_const = Object::cast_to<VisualShaderNodeTransformConstant>(node.ptr());
  2857. if (transform_const.is_valid()) {
  2858. _replace_node(type_id, node_id, "VisualShaderNodeTransformConstant", "VisualShaderNodeTransformParameter");
  2859. var = transform_const->get_constant();
  2860. caught = true;
  2861. }
  2862. } else {
  2863. Ref<VisualShaderNodeTransformParameter> transform_parameter = Object::cast_to<VisualShaderNodeTransformParameter>(node.ptr());
  2864. if (transform_parameter.is_valid()) {
  2865. _replace_node(type_id, node_id, "VisualShaderNodeTransformParameter", "VisualShaderNodeTransformConstant");
  2866. var = transform_parameter->get_default_value();
  2867. caught = true;
  2868. }
  2869. }
  2870. }
  2871. ERR_CONTINUE(!caught);
  2872. int preview_port = node->get_output_port_for_preview();
  2873. if (!p_vice_versa) {
  2874. undo_redo->add_do_method(this, "_update_parameter", type_id, node_id, var, preview_port);
  2875. undo_redo->add_undo_method(this, "_update_constant", type_id, node_id, var, preview_port);
  2876. } else {
  2877. undo_redo->add_do_method(this, "_update_constant", type_id, node_id, var, preview_port);
  2878. undo_redo->add_undo_method(this, "_update_parameter", type_id, node_id, var, preview_port);
  2879. Ref<VisualShaderNodeParameter> parameter = Object::cast_to<VisualShaderNodeParameter>(node.ptr());
  2880. ERR_CONTINUE(!parameter.is_valid());
  2881. deleted_names.insert(parameter->get_parameter_name());
  2882. }
  2883. undo_redo->add_do_method(graph_plugin.ptr(), "update_node", type_id, node_id);
  2884. undo_redo->add_undo_method(graph_plugin.ptr(), "update_node", type_id, node_id);
  2885. }
  2886. undo_redo->add_do_method(this, "_update_parameters", true);
  2887. undo_redo->add_undo_method(this, "_update_parameters", true);
  2888. if (deleted_names.size() > 0) {
  2889. _update_parameter_refs(deleted_names);
  2890. }
  2891. undo_redo->commit_action();
  2892. }
  2893. void VisualShaderEditor::_delete_node_request(int p_type, int p_node) {
  2894. List<int> to_erase;
  2895. to_erase.push_back(p_node);
  2896. undo_redo->create_action(TTR("Delete VisualShader Node"));
  2897. _delete_nodes(p_type, to_erase);
  2898. undo_redo->commit_action();
  2899. }
  2900. void VisualShaderEditor::_delete_nodes_request(const TypedArray<StringName> &p_nodes) {
  2901. List<int> to_erase;
  2902. if (p_nodes.is_empty()) {
  2903. // Called from context menu.
  2904. for (int i = 0; i < graph->get_child_count(); i++) {
  2905. GraphNode *gn = Object::cast_to<GraphNode>(graph->get_child(i));
  2906. if (gn) {
  2907. if (gn->is_selected() && gn->is_close_button_visible()) {
  2908. to_erase.push_back(gn->get_name().operator String().to_int());
  2909. }
  2910. }
  2911. }
  2912. } else {
  2913. for (int i = 0; i < p_nodes.size(); i++) {
  2914. to_erase.push_back(p_nodes[i].operator String().to_int());
  2915. }
  2916. }
  2917. if (to_erase.is_empty()) {
  2918. return;
  2919. }
  2920. undo_redo->create_action(TTR("Delete VisualShader Node(s)"));
  2921. _delete_nodes(get_current_shader_type(), to_erase);
  2922. undo_redo->commit_action();
  2923. }
  2924. void VisualShaderEditor::_node_selected(Object *p_node) {
  2925. VisualShader::Type type = get_current_shader_type();
  2926. GraphNode *gn = Object::cast_to<GraphNode>(p_node);
  2927. ERR_FAIL_COND(!gn);
  2928. int id = String(gn->get_name()).to_int();
  2929. Ref<VisualShaderNode> vsnode = visual_shader->get_node(type, id);
  2930. ERR_FAIL_COND(!vsnode.is_valid());
  2931. //do not rely on this, makes editor more complex
  2932. //EditorNode::get_singleton()->push_item(vsnode.ptr(), "", true);
  2933. }
  2934. void VisualShaderEditor::_graph_gui_input(const Ref<InputEvent> &p_event) {
  2935. Ref<InputEventMouseButton> mb = p_event;
  2936. VisualShader::Type type = get_current_shader_type();
  2937. if (mb.is_valid() && mb->is_pressed() && mb->get_button_index() == MouseButton::RIGHT) {
  2938. selected_constants.clear();
  2939. selected_parameters.clear();
  2940. selected_comment = -1;
  2941. selected_float_constant = -1;
  2942. List<int> to_change;
  2943. for (int i = 0; i < graph->get_child_count(); i++) {
  2944. GraphNode *gn = Object::cast_to<GraphNode>(graph->get_child(i));
  2945. if (gn) {
  2946. if (gn->is_selected() && gn->is_close_button_visible()) {
  2947. int id = gn->get_name().operator String().to_int();
  2948. to_change.push_back(id);
  2949. Ref<VisualShaderNode> node = visual_shader->get_node(type, id);
  2950. VisualShaderNodeComment *comment_node = Object::cast_to<VisualShaderNodeComment>(node.ptr());
  2951. if (comment_node != nullptr) {
  2952. selected_comment = id;
  2953. }
  2954. VisualShaderNodeConstant *constant_node = Object::cast_to<VisualShaderNodeConstant>(node.ptr());
  2955. if (constant_node != nullptr) {
  2956. selected_constants.insert(id);
  2957. }
  2958. VisualShaderNodeFloatConstant *float_constant_node = Object::cast_to<VisualShaderNodeFloatConstant>(node.ptr());
  2959. if (float_constant_node != nullptr) {
  2960. selected_float_constant = id;
  2961. }
  2962. VisualShaderNodeParameter *parameter_node = Object::cast_to<VisualShaderNodeParameter>(node.ptr());
  2963. if (parameter_node != nullptr && parameter_node->is_convertible_to_constant()) {
  2964. selected_parameters.insert(id);
  2965. }
  2966. }
  2967. }
  2968. }
  2969. if (to_change.size() > 1) {
  2970. selected_comment = -1;
  2971. selected_float_constant = -1;
  2972. }
  2973. bool copy_buffer_empty = true;
  2974. for (const CopyItem &item : copy_items_buffer) {
  2975. if (!item.disabled) {
  2976. copy_buffer_empty = false;
  2977. break;
  2978. }
  2979. }
  2980. if (to_change.is_empty() && copy_buffer_empty) {
  2981. _show_members_dialog(true);
  2982. } else {
  2983. popup_menu->set_item_disabled(NodeMenuOptions::CUT, to_change.is_empty());
  2984. popup_menu->set_item_disabled(NodeMenuOptions::COPY, to_change.is_empty());
  2985. popup_menu->set_item_disabled(NodeMenuOptions::PASTE, copy_buffer_empty);
  2986. popup_menu->set_item_disabled(NodeMenuOptions::DELETE, to_change.is_empty());
  2987. popup_menu->set_item_disabled(NodeMenuOptions::DUPLICATE, to_change.is_empty());
  2988. popup_menu->set_item_disabled(NodeMenuOptions::CLEAR_COPY_BUFFER, copy_buffer_empty);
  2989. int temp = popup_menu->get_item_index(NodeMenuOptions::SEPARATOR2);
  2990. if (temp != -1) {
  2991. popup_menu->remove_item(temp);
  2992. }
  2993. temp = popup_menu->get_item_index(NodeMenuOptions::FLOAT_CONSTANTS);
  2994. if (temp != -1) {
  2995. popup_menu->remove_item(temp);
  2996. }
  2997. temp = popup_menu->get_item_index(NodeMenuOptions::CONVERT_CONSTANTS_TO_PARAMETERS);
  2998. if (temp != -1) {
  2999. popup_menu->remove_item(temp);
  3000. }
  3001. temp = popup_menu->get_item_index(NodeMenuOptions::CONVERT_PARAMETERS_TO_CONSTANTS);
  3002. if (temp != -1) {
  3003. popup_menu->remove_item(temp);
  3004. }
  3005. temp = popup_menu->get_item_index(NodeMenuOptions::SEPARATOR3);
  3006. if (temp != -1) {
  3007. popup_menu->remove_item(temp);
  3008. }
  3009. temp = popup_menu->get_item_index(NodeMenuOptions::SET_COMMENT_TITLE);
  3010. if (temp != -1) {
  3011. popup_menu->remove_item(temp);
  3012. }
  3013. temp = popup_menu->get_item_index(NodeMenuOptions::SET_COMMENT_DESCRIPTION);
  3014. if (temp != -1) {
  3015. popup_menu->remove_item(temp);
  3016. }
  3017. if (selected_constants.size() > 0 || selected_parameters.size() > 0) {
  3018. popup_menu->add_separator("", NodeMenuOptions::SEPARATOR2);
  3019. if (selected_float_constant != -1) {
  3020. popup_menu->add_submenu_item(TTR("Float Constants"), "FloatConstants", int(NodeMenuOptions::FLOAT_CONSTANTS));
  3021. if (!constants_submenu) {
  3022. constants_submenu = memnew(PopupMenu);
  3023. constants_submenu->set_name("FloatConstants");
  3024. for (int i = 0; i < MAX_FLOAT_CONST_DEFS; i++) {
  3025. constants_submenu->add_item(float_constant_defs[i].name, i);
  3026. }
  3027. popup_menu->add_child(constants_submenu);
  3028. constants_submenu->connect("index_pressed", callable_mp(this, &VisualShaderEditor::_float_constant_selected));
  3029. }
  3030. }
  3031. if (selected_constants.size() > 0) {
  3032. popup_menu->add_item(TTR("Convert Constant(s) to Parameter(s)"), NodeMenuOptions::CONVERT_CONSTANTS_TO_PARAMETERS);
  3033. }
  3034. if (selected_parameters.size() > 0) {
  3035. popup_menu->add_item(TTR("Convert Parameter(s) to Constant(s)"), NodeMenuOptions::CONVERT_PARAMETERS_TO_CONSTANTS);
  3036. }
  3037. }
  3038. if (selected_comment != -1) {
  3039. popup_menu->add_separator("", NodeMenuOptions::SEPARATOR3);
  3040. popup_menu->add_item(TTR("Set Comment Title"), NodeMenuOptions::SET_COMMENT_TITLE);
  3041. popup_menu->add_item(TTR("Set Comment Description"), NodeMenuOptions::SET_COMMENT_DESCRIPTION);
  3042. }
  3043. menu_point = graph->get_local_mouse_position();
  3044. Point2 gpos = get_screen_position() + get_local_mouse_position();
  3045. popup_menu->set_position(gpos);
  3046. popup_menu->reset_size();
  3047. popup_menu->popup();
  3048. }
  3049. }
  3050. }
  3051. void VisualShaderEditor::_show_members_dialog(bool at_mouse_pos, VisualShaderNode::PortType p_input_port_type, VisualShaderNode::PortType p_output_port_type) {
  3052. if (members_input_port_type != p_input_port_type || members_output_port_type != p_output_port_type) {
  3053. members_input_port_type = p_input_port_type;
  3054. members_output_port_type = p_output_port_type;
  3055. _update_options_menu();
  3056. }
  3057. if (at_mouse_pos) {
  3058. saved_node_pos_dirty = true;
  3059. saved_node_pos = graph->get_local_mouse_position();
  3060. Point2 gpos = get_screen_position() + get_local_mouse_position();
  3061. members_dialog->set_position(gpos);
  3062. } else {
  3063. saved_node_pos_dirty = false;
  3064. members_dialog->set_position(graph->get_screen_position() + Point2(5 * EDSCALE, 65 * EDSCALE));
  3065. }
  3066. members_dialog->popup();
  3067. // Keep dialog within window bounds.
  3068. Rect2 window_rect = Rect2(DisplayServer::get_singleton()->window_get_position(), DisplayServer::get_singleton()->window_get_size());
  3069. Rect2 dialog_rect = Rect2(members_dialog->get_position(), members_dialog->get_size());
  3070. Vector2 difference = (dialog_rect.get_end() - window_rect.get_end()).max(Vector2());
  3071. members_dialog->set_position(members_dialog->get_position() - difference);
  3072. node_filter->call_deferred(SNAME("grab_focus")); // Still not visible.
  3073. node_filter->select_all();
  3074. }
  3075. void VisualShaderEditor::_varying_menu_id_pressed(int p_idx) {
  3076. switch (VaryingMenuOptions(p_idx)) {
  3077. case VaryingMenuOptions::ADD: {
  3078. _show_add_varying_dialog();
  3079. } break;
  3080. case VaryingMenuOptions::REMOVE: {
  3081. _show_remove_varying_dialog();
  3082. } break;
  3083. default:
  3084. break;
  3085. }
  3086. }
  3087. void VisualShaderEditor::_show_add_varying_dialog() {
  3088. _varying_name_changed(varying_name->get_text());
  3089. add_varying_dialog->set_position(graph->get_screen_position() + varying_button->get_position() + Point2(5 * EDSCALE, 65 * EDSCALE));
  3090. add_varying_dialog->popup();
  3091. // Keep dialog within window bounds.
  3092. Rect2 window_rect = Rect2(DisplayServer::get_singleton()->window_get_position(), DisplayServer::get_singleton()->window_get_size());
  3093. Rect2 dialog_rect = Rect2(add_varying_dialog->get_position(), add_varying_dialog->get_size());
  3094. Vector2 difference = (dialog_rect.get_end() - window_rect.get_end()).max(Vector2());
  3095. add_varying_dialog->set_position(add_varying_dialog->get_position() - difference);
  3096. }
  3097. void VisualShaderEditor::_show_remove_varying_dialog() {
  3098. remove_varying_dialog->set_position(graph->get_screen_position() + varying_button->get_position() + Point2(5 * EDSCALE, 65 * EDSCALE));
  3099. remove_varying_dialog->popup();
  3100. // Keep dialog within window bounds.
  3101. Rect2 window_rect = Rect2(DisplayServer::get_singleton()->window_get_position(), DisplayServer::get_singleton()->window_get_size());
  3102. Rect2 dialog_rect = Rect2(remove_varying_dialog->get_position(), remove_varying_dialog->get_size());
  3103. Vector2 difference = (dialog_rect.get_end() - window_rect.get_end()).max(Vector2());
  3104. remove_varying_dialog->set_position(remove_varying_dialog->get_position() - difference);
  3105. }
  3106. void VisualShaderEditor::_sbox_input(const Ref<InputEvent> &p_ie) {
  3107. Ref<InputEventKey> ie = p_ie;
  3108. 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)) {
  3109. members->gui_input(ie);
  3110. node_filter->accept_event();
  3111. }
  3112. }
  3113. void VisualShaderEditor::_notification(int p_what) {
  3114. switch (p_what) {
  3115. case EditorSettings::NOTIFICATION_EDITOR_SETTINGS_CHANGED: {
  3116. 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")));
  3117. graph->set_warped_panning(bool(EDITOR_GET("editors/panning/warped_mouse_panning")));
  3118. graph->set_minimap_opacity(EDITOR_GET("editors/visual_editors/minimap_opacity"));
  3119. graph->set_connection_lines_curvature(EDITOR_GET("editors/visual_editors/lines_curvature"));
  3120. _update_graph();
  3121. } break;
  3122. case NOTIFICATION_ENTER_TREE: {
  3123. node_filter->set_clear_button_enabled(true);
  3124. // collapse tree by default
  3125. TreeItem *category = members->get_root()->get_first_child();
  3126. while (category) {
  3127. category->set_collapsed(true);
  3128. TreeItem *sub_category = category->get_first_child();
  3129. while (sub_category) {
  3130. sub_category->set_collapsed(true);
  3131. sub_category = sub_category->get_next();
  3132. }
  3133. category = category->get_next();
  3134. }
  3135. 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")));
  3136. graph->set_warped_panning(bool(EDITOR_GET("editors/panning/warped_mouse_panning")));
  3137. [[fallthrough]];
  3138. }
  3139. case NOTIFICATION_THEME_CHANGED: {
  3140. highend_label->set_modulate(get_theme_color(SNAME("highend_color"), SNAME("Editor")));
  3141. node_filter->set_right_icon(Control::get_theme_icon(SNAME("Search"), SNAME("EditorIcons")));
  3142. preview_shader->set_icon(Control::get_theme_icon(SNAME("Shader"), SNAME("EditorIcons")));
  3143. {
  3144. Color background_color = EDITOR_GET("text_editor/theme/highlighting/background_color");
  3145. Color text_color = EDITOR_GET("text_editor/theme/highlighting/text_color");
  3146. Color keyword_color = EDITOR_GET("text_editor/theme/highlighting/keyword_color");
  3147. Color control_flow_keyword_color = EDITOR_GET("text_editor/theme/highlighting/control_flow_keyword_color");
  3148. Color comment_color = EDITOR_GET("text_editor/theme/highlighting/comment_color");
  3149. Color symbol_color = EDITOR_GET("text_editor/theme/highlighting/symbol_color");
  3150. Color function_color = EDITOR_GET("text_editor/theme/highlighting/function_color");
  3151. Color number_color = EDITOR_GET("text_editor/theme/highlighting/number_color");
  3152. Color members_color = EDITOR_GET("text_editor/theme/highlighting/member_variable_color");
  3153. Color error_color = get_theme_color(SNAME("error_color"), SNAME("Editor"));
  3154. preview_text->add_theme_color_override("background_color", background_color);
  3155. varying_error_label->add_theme_color_override("font_color", error_color);
  3156. for (const String &E : keyword_list) {
  3157. if (ShaderLanguage::is_control_flow_keyword(E)) {
  3158. syntax_highlighter->add_keyword_color(E, control_flow_keyword_color);
  3159. } else {
  3160. syntax_highlighter->add_keyword_color(E, keyword_color);
  3161. }
  3162. }
  3163. preview_text->add_theme_font_override("font", get_theme_font(SNAME("expression"), SNAME("EditorFonts")));
  3164. preview_text->add_theme_font_size_override("font_size", get_theme_font_size(SNAME("expression_size"), SNAME("EditorFonts")));
  3165. preview_text->add_theme_color_override("font_color", text_color);
  3166. syntax_highlighter->set_number_color(number_color);
  3167. syntax_highlighter->set_symbol_color(symbol_color);
  3168. syntax_highlighter->set_function_color(function_color);
  3169. syntax_highlighter->set_member_variable_color(members_color);
  3170. syntax_highlighter->clear_color_regions();
  3171. syntax_highlighter->add_color_region("/*", "*/", comment_color, false);
  3172. syntax_highlighter->add_color_region("//", "", comment_color, true);
  3173. preview_text->clear_comment_delimiters();
  3174. preview_text->add_comment_delimiter("/*", "*/", false);
  3175. preview_text->add_comment_delimiter("//", "", true);
  3176. error_panel->add_theme_style_override("panel", get_theme_stylebox(SNAME("panel"), SNAME("Panel")));
  3177. error_label->add_theme_font_override("font", get_theme_font(SNAME("status_source"), SNAME("EditorFonts")));
  3178. error_label->add_theme_font_size_override("font_size", get_theme_font_size(SNAME("status_source_size"), SNAME("EditorFonts")));
  3179. error_label->add_theme_color_override("font_color", error_color);
  3180. }
  3181. tools->set_icon(EditorNode::get_singleton()->get_gui_base()->get_theme_icon(SNAME("Tools"), SNAME("EditorIcons")));
  3182. if (p_what == NOTIFICATION_THEME_CHANGED && is_visible_in_tree()) {
  3183. _update_graph();
  3184. }
  3185. } break;
  3186. case NOTIFICATION_DRAG_BEGIN: {
  3187. Dictionary dd = get_viewport()->gui_get_drag_data();
  3188. if (members->is_visible_in_tree() && dd.has("id")) {
  3189. members->set_drop_mode_flags(Tree::DROP_MODE_ON_ITEM);
  3190. }
  3191. } break;
  3192. case NOTIFICATION_DRAG_END: {
  3193. members->set_drop_mode_flags(0);
  3194. } break;
  3195. }
  3196. }
  3197. void VisualShaderEditor::_scroll_changed(const Vector2 &p_scroll) {
  3198. if (updating) {
  3199. return;
  3200. }
  3201. updating = true;
  3202. visual_shader->set_graph_offset(p_scroll / EDSCALE);
  3203. updating = false;
  3204. }
  3205. void VisualShaderEditor::_node_changed(int p_id) {
  3206. if (updating) {
  3207. return;
  3208. }
  3209. if (is_visible_in_tree()) {
  3210. _update_graph();
  3211. }
  3212. }
  3213. void VisualShaderEditor::_dup_copy_nodes(int p_type, List<CopyItem> &r_items, List<VisualShader::Connection> &r_connections) {
  3214. VisualShader::Type type = (VisualShader::Type)p_type;
  3215. selection_center.x = 0.0f;
  3216. selection_center.y = 0.0f;
  3217. HashSet<int> nodes;
  3218. for (int i = 0; i < graph->get_child_count(); i++) {
  3219. GraphNode *gn = Object::cast_to<GraphNode>(graph->get_child(i));
  3220. if (gn) {
  3221. int id = String(gn->get_name()).to_int();
  3222. Ref<VisualShaderNode> node = visual_shader->get_node(type, id);
  3223. Ref<VisualShaderNodeOutput> output = node;
  3224. if (output.is_valid()) { // can't duplicate output
  3225. continue;
  3226. }
  3227. if (node.is_valid() && gn->is_selected()) {
  3228. Vector2 pos = visual_shader->get_node_position(type, id);
  3229. selection_center += pos;
  3230. CopyItem item;
  3231. item.id = id;
  3232. item.node = visual_shader->get_node(type, id)->duplicate();
  3233. item.position = visual_shader->get_node_position(type, id);
  3234. Ref<VisualShaderNodeResizableBase> resizable_base = node;
  3235. if (resizable_base.is_valid()) {
  3236. item.size = resizable_base->get_size();
  3237. }
  3238. Ref<VisualShaderNodeGroupBase> group = node;
  3239. if (group.is_valid()) {
  3240. item.group_inputs = group->get_inputs();
  3241. item.group_outputs = group->get_outputs();
  3242. }
  3243. Ref<VisualShaderNodeExpression> expression = node;
  3244. if (expression.is_valid()) {
  3245. item.expression = expression->get_expression();
  3246. }
  3247. r_items.push_back(item);
  3248. nodes.insert(id);
  3249. }
  3250. }
  3251. }
  3252. List<VisualShader::Connection> node_connections;
  3253. visual_shader->get_node_connections(type, &node_connections);
  3254. for (const VisualShader::Connection &E : node_connections) {
  3255. if (nodes.has(E.from_node) && nodes.has(E.to_node)) {
  3256. r_connections.push_back(E);
  3257. }
  3258. }
  3259. selection_center /= (float)r_items.size();
  3260. }
  3261. 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) {
  3262. if (p_duplicate) {
  3263. undo_redo->create_action(TTR("Duplicate VisualShader Node(s)"));
  3264. } else {
  3265. bool copy_buffer_empty = true;
  3266. for (const CopyItem &item : copy_items_buffer) {
  3267. if (!item.disabled) {
  3268. copy_buffer_empty = false;
  3269. break;
  3270. }
  3271. }
  3272. if (copy_buffer_empty) {
  3273. return;
  3274. }
  3275. undo_redo->create_action(TTR("Paste VisualShader Node(s)"));
  3276. }
  3277. VisualShader::Type type = (VisualShader::Type)p_type;
  3278. int base_id = visual_shader->get_valid_node_id(type);
  3279. int id_from = base_id;
  3280. HashMap<int, int> connection_remap;
  3281. HashSet<int> unsupported_set;
  3282. HashSet<int> added_set;
  3283. for (CopyItem &item : r_items) {
  3284. if (item.disabled) {
  3285. unsupported_set.insert(item.id);
  3286. continue;
  3287. }
  3288. connection_remap[item.id] = id_from;
  3289. Ref<VisualShaderNode> node = item.node->duplicate();
  3290. Ref<VisualShaderNodeResizableBase> resizable_base = Object::cast_to<VisualShaderNodeResizableBase>(node.ptr());
  3291. if (resizable_base.is_valid()) {
  3292. undo_redo->add_do_method(node.ptr(), "set_size", item.size);
  3293. }
  3294. Ref<VisualShaderNodeGroupBase> group = Object::cast_to<VisualShaderNodeGroupBase>(node.ptr());
  3295. if (group.is_valid()) {
  3296. undo_redo->add_do_method(node.ptr(), "set_inputs", item.group_inputs);
  3297. undo_redo->add_do_method(node.ptr(), "set_outputs", item.group_outputs);
  3298. }
  3299. Ref<VisualShaderNodeExpression> expression = Object::cast_to<VisualShaderNodeExpression>(node.ptr());
  3300. if (expression.is_valid()) {
  3301. undo_redo->add_do_method(node.ptr(), "set_expression", item.expression);
  3302. }
  3303. undo_redo->add_do_method(visual_shader.ptr(), "add_node", type, node, item.position + p_offset, id_from);
  3304. undo_redo->add_do_method(graph_plugin.ptr(), "add_node", type, id_from);
  3305. added_set.insert(id_from);
  3306. id_from++;
  3307. }
  3308. for (const VisualShader::Connection &E : p_connections) {
  3309. if (unsupported_set.has(E.from_node) || unsupported_set.has(E.to_node)) {
  3310. continue;
  3311. }
  3312. 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);
  3313. 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);
  3314. 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);
  3315. }
  3316. id_from = base_id;
  3317. for (const CopyItem &item : r_items) {
  3318. if (item.disabled) {
  3319. continue;
  3320. }
  3321. undo_redo->add_undo_method(visual_shader.ptr(), "remove_node", type, id_from);
  3322. undo_redo->add_undo_method(graph_plugin.ptr(), "remove_node", type, id_from);
  3323. id_from++;
  3324. }
  3325. undo_redo->commit_action();
  3326. // reselect nodes by excluding the other ones
  3327. for (int i = 0; i < graph->get_child_count(); i++) {
  3328. GraphNode *gn = Object::cast_to<GraphNode>(graph->get_child(i));
  3329. if (gn) {
  3330. int id = String(gn->get_name()).to_int();
  3331. if (added_set.has(id)) {
  3332. gn->set_selected(true);
  3333. } else {
  3334. gn->set_selected(false);
  3335. }
  3336. }
  3337. }
  3338. }
  3339. void VisualShaderEditor::_clear_copy_buffer() {
  3340. copy_items_buffer.clear();
  3341. copy_connections_buffer.clear();
  3342. }
  3343. void VisualShaderEditor::_duplicate_nodes() {
  3344. int type = get_current_shader_type();
  3345. List<CopyItem> items;
  3346. List<VisualShader::Connection> node_connections;
  3347. _dup_copy_nodes(type, items, node_connections);
  3348. if (items.is_empty()) {
  3349. return;
  3350. }
  3351. _dup_paste_nodes(type, items, node_connections, Vector2(10, 10) * EDSCALE, true);
  3352. }
  3353. void VisualShaderEditor::_copy_nodes(bool p_cut) {
  3354. _clear_copy_buffer();
  3355. _dup_copy_nodes(get_current_shader_type(), copy_items_buffer, copy_connections_buffer);
  3356. if (p_cut) {
  3357. undo_redo->create_action(TTR("Cut VisualShader Node(s)"));
  3358. List<int> ids;
  3359. for (const CopyItem &E : copy_items_buffer) {
  3360. ids.push_back(E.id);
  3361. }
  3362. _delete_nodes(get_current_shader_type(), ids);
  3363. undo_redo->commit_action();
  3364. }
  3365. }
  3366. void VisualShaderEditor::_paste_nodes(bool p_use_custom_position, const Vector2 &p_custom_position) {
  3367. if (copy_items_buffer.is_empty()) {
  3368. return;
  3369. }
  3370. int type = get_current_shader_type();
  3371. float scale = graph->get_zoom();
  3372. Vector2 mpos;
  3373. if (p_use_custom_position) {
  3374. mpos = p_custom_position;
  3375. } else {
  3376. mpos = graph->get_local_mouse_position();
  3377. }
  3378. _dup_paste_nodes(type, copy_items_buffer, copy_connections_buffer, graph->get_scroll_ofs() / scale + mpos / scale - selection_center, false);
  3379. }
  3380. void VisualShaderEditor::_mode_selected(int p_id) {
  3381. int offset = 0;
  3382. if (mode & MODE_FLAGS_PARTICLES) {
  3383. offset = 3;
  3384. if (p_id + offset > VisualShader::TYPE_PROCESS) {
  3385. custom_mode_box->set_visible(false);
  3386. custom_mode_enabled = false;
  3387. } else {
  3388. custom_mode_box->set_visible(true);
  3389. if (custom_mode_box->is_pressed()) {
  3390. custom_mode_enabled = true;
  3391. offset += 3;
  3392. }
  3393. }
  3394. } else if (mode & MODE_FLAGS_SKY) {
  3395. offset = 8;
  3396. } else if (mode & MODE_FLAGS_FOG) {
  3397. offset = 9;
  3398. }
  3399. visual_shader->set_shader_type(VisualShader::Type(p_id + offset));
  3400. _update_nodes();
  3401. _update_graph();
  3402. graph->grab_focus();
  3403. }
  3404. void VisualShaderEditor::_custom_mode_toggled(bool p_enabled) {
  3405. if (!(mode & MODE_FLAGS_PARTICLES)) {
  3406. return;
  3407. }
  3408. custom_mode_enabled = p_enabled;
  3409. int id = edit_type->get_selected() + 3;
  3410. if (p_enabled) {
  3411. visual_shader->set_shader_type(VisualShader::Type(id + 3));
  3412. } else {
  3413. visual_shader->set_shader_type(VisualShader::Type(id));
  3414. }
  3415. _update_options_menu();
  3416. _update_graph();
  3417. }
  3418. void VisualShaderEditor::_input_select_item(Ref<VisualShaderNodeInput> p_input, String p_name) {
  3419. String prev_name = p_input->get_input_name();
  3420. if (p_name == prev_name) {
  3421. return;
  3422. }
  3423. VisualShaderNode::PortType next_input_type = p_input->get_input_type_by_name(p_name);
  3424. VisualShaderNode::PortType prev_input_type = p_input->get_input_type_by_name(prev_name);
  3425. bool type_changed = next_input_type != prev_input_type;
  3426. Ref<EditorUndoRedoManager> &undo_redo_man = EditorNode::get_undo_redo();
  3427. undo_redo_man->create_action(TTR("Visual Shader Input Type Changed"));
  3428. undo_redo_man->add_do_method(p_input.ptr(), "set_input_name", p_name);
  3429. undo_redo_man->add_undo_method(p_input.ptr(), "set_input_name", prev_name);
  3430. if (type_changed) {
  3431. for (int type_id = 0; type_id < VisualShader::TYPE_MAX; type_id++) {
  3432. VisualShader::Type type = VisualShader::Type(type_id);
  3433. int id = visual_shader->find_node_id(type, p_input);
  3434. if (id != VisualShader::NODE_ID_INVALID) {
  3435. bool is_expanded = p_input->is_output_port_expandable(0) && p_input->_is_output_port_expanded(0);
  3436. int type_size = 0;
  3437. if (is_expanded) {
  3438. switch (next_input_type) {
  3439. case VisualShaderNode::PORT_TYPE_VECTOR_2D: {
  3440. type_size = 2;
  3441. } break;
  3442. case VisualShaderNode::PORT_TYPE_VECTOR_3D: {
  3443. type_size = 3;
  3444. } break;
  3445. case VisualShaderNode::PORT_TYPE_VECTOR_4D: {
  3446. type_size = 4;
  3447. } break;
  3448. default:
  3449. break;
  3450. }
  3451. }
  3452. List<VisualShader::Connection> conns;
  3453. visual_shader->get_node_connections(type, &conns);
  3454. for (const VisualShader::Connection &E : conns) {
  3455. int cn_from_node = E.from_node;
  3456. int cn_from_port = E.from_port;
  3457. int cn_to_node = E.to_node;
  3458. int cn_to_port = E.to_port;
  3459. if (cn_from_node == id) {
  3460. 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));
  3461. if (is_incompatible_types || cn_from_port > type_size) {
  3462. undo_redo_man->add_do_method(visual_shader.ptr(), "disconnect_nodes", type, cn_from_node, cn_from_port, cn_to_node, cn_to_port);
  3463. undo_redo_man->add_undo_method(visual_shader.ptr(), "connect_nodes", type, cn_from_node, cn_from_port, cn_to_node, cn_to_port);
  3464. undo_redo_man->add_do_method(graph_plugin.ptr(), "disconnect_nodes", type, cn_from_node, cn_from_port, cn_to_node, cn_to_port);
  3465. undo_redo_man->add_undo_method(graph_plugin.ptr(), "connect_nodes", type, cn_from_node, cn_from_port, cn_to_node, cn_to_port);
  3466. }
  3467. }
  3468. }
  3469. undo_redo_man->add_do_method(graph_plugin.ptr(), "update_node", type_id, id);
  3470. undo_redo_man->add_undo_method(graph_plugin.ptr(), "update_node", type_id, id);
  3471. }
  3472. }
  3473. }
  3474. undo_redo_man->commit_action();
  3475. }
  3476. void VisualShaderEditor::_parameter_ref_select_item(Ref<VisualShaderNodeParameterRef> p_parameter_ref, String p_name) {
  3477. String prev_name = p_parameter_ref->get_parameter_name();
  3478. if (p_name == prev_name) {
  3479. return;
  3480. }
  3481. bool type_changed = p_parameter_ref->get_parameter_type_by_name(p_name) != p_parameter_ref->get_parameter_type_by_name(prev_name);
  3482. Ref<EditorUndoRedoManager> &undo_redo_man = EditorNode::get_undo_redo();
  3483. undo_redo_man->create_action(TTR("ParameterRef Name Changed"));
  3484. undo_redo_man->add_do_method(p_parameter_ref.ptr(), "set_parameter_name", p_name);
  3485. undo_redo_man->add_undo_method(p_parameter_ref.ptr(), "set_parameter_name", prev_name);
  3486. // update output port
  3487. for (int type_id = 0; type_id < VisualShader::TYPE_MAX; type_id++) {
  3488. VisualShader::Type type = VisualShader::Type(type_id);
  3489. int id = visual_shader->find_node_id(type, p_parameter_ref);
  3490. if (id != VisualShader::NODE_ID_INVALID) {
  3491. if (type_changed) {
  3492. List<VisualShader::Connection> conns;
  3493. visual_shader->get_node_connections(type, &conns);
  3494. for (const VisualShader::Connection &E : conns) {
  3495. if (E.from_node == id) {
  3496. 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))) {
  3497. continue;
  3498. }
  3499. undo_redo_man->add_do_method(visual_shader.ptr(), "disconnect_nodes", type, E.from_node, E.from_port, E.to_node, E.to_port);
  3500. undo_redo_man->add_undo_method(visual_shader.ptr(), "connect_nodes", type, E.from_node, E.from_port, E.to_node, E.to_port);
  3501. undo_redo_man->add_do_method(graph_plugin.ptr(), "disconnect_nodes", type, E.from_node, E.from_port, E.to_node, E.to_port);
  3502. undo_redo_man->add_undo_method(graph_plugin.ptr(), "connect_nodes", type, E.from_node, E.from_port, E.to_node, E.to_port);
  3503. }
  3504. }
  3505. }
  3506. undo_redo_man->add_do_method(graph_plugin.ptr(), "update_node", type_id, id);
  3507. undo_redo_man->add_undo_method(graph_plugin.ptr(), "update_node", type_id, id);
  3508. break;
  3509. }
  3510. }
  3511. undo_redo_man->commit_action();
  3512. }
  3513. void VisualShaderEditor::_varying_select_item(Ref<VisualShaderNodeVarying> p_varying, String p_name) {
  3514. String prev_name = p_varying->get_varying_name();
  3515. if (p_name == prev_name) {
  3516. return;
  3517. }
  3518. bool is_getter = Ref<VisualShaderNodeVaryingGetter>(p_varying.ptr()).is_valid();
  3519. Ref<EditorUndoRedoManager> &undo_redo_man = EditorNode::get_undo_redo();
  3520. undo_redo_man->create_action(TTR("Varying Name Changed"));
  3521. undo_redo_man->add_do_method(p_varying.ptr(), "set_varying_name", p_name);
  3522. undo_redo_man->add_undo_method(p_varying.ptr(), "set_varying_name", prev_name);
  3523. VisualShader::VaryingType vtype = p_varying->get_varying_type_by_name(p_name);
  3524. VisualShader::VaryingType prev_vtype = p_varying->get_varying_type_by_name(prev_name);
  3525. bool type_changed = vtype != prev_vtype;
  3526. if (type_changed) {
  3527. undo_redo_man->add_do_method(p_varying.ptr(), "set_varying_type", vtype);
  3528. undo_redo_man->add_undo_method(p_varying.ptr(), "set_varying_type", prev_vtype);
  3529. }
  3530. // update ports
  3531. for (int type_id = 0; type_id < VisualShader::TYPE_MAX; type_id++) {
  3532. VisualShader::Type type = VisualShader::Type(type_id);
  3533. int id = visual_shader->find_node_id(type, p_varying);
  3534. if (id != VisualShader::NODE_ID_INVALID) {
  3535. if (type_changed) {
  3536. List<VisualShader::Connection> conns;
  3537. visual_shader->get_node_connections(type, &conns);
  3538. for (const VisualShader::Connection &E : conns) {
  3539. if (is_getter) {
  3540. if (E.from_node == id) {
  3541. 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))) {
  3542. continue;
  3543. }
  3544. undo_redo_man->add_do_method(visual_shader.ptr(), "disconnect_nodes", type, E.from_node, E.from_port, E.to_node, E.to_port);
  3545. undo_redo_man->add_undo_method(visual_shader.ptr(), "connect_nodes", type, E.from_node, E.from_port, E.to_node, E.to_port);
  3546. undo_redo_man->add_do_method(graph_plugin.ptr(), "disconnect_nodes", type, E.from_node, E.from_port, E.to_node, E.to_port);
  3547. undo_redo_man->add_undo_method(graph_plugin.ptr(), "connect_nodes", type, E.from_node, E.from_port, E.to_node, E.to_port);
  3548. }
  3549. } else {
  3550. if (E.to_node == id) {
  3551. 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))) {
  3552. continue;
  3553. }
  3554. undo_redo_man->add_do_method(visual_shader.ptr(), "disconnect_nodes", type, E.from_node, E.from_port, E.to_node, E.to_port);
  3555. undo_redo_man->add_undo_method(visual_shader.ptr(), "connect_nodes", type, E.from_node, E.from_port, E.to_node, E.to_port);
  3556. undo_redo_man->add_do_method(graph_plugin.ptr(), "disconnect_nodes", type, E.from_node, E.from_port, E.to_node, E.to_port);
  3557. undo_redo_man->add_undo_method(graph_plugin.ptr(), "connect_nodes", type, E.from_node, E.from_port, E.to_node, E.to_port);
  3558. }
  3559. }
  3560. }
  3561. }
  3562. undo_redo_man->add_do_method(graph_plugin.ptr(), "update_node", type_id, id);
  3563. undo_redo_man->add_undo_method(graph_plugin.ptr(), "update_node", type_id, id);
  3564. break;
  3565. }
  3566. }
  3567. undo_redo_man->commit_action();
  3568. }
  3569. void VisualShaderEditor::_float_constant_selected(int p_which) {
  3570. ERR_FAIL_INDEX(p_which, MAX_FLOAT_CONST_DEFS);
  3571. VisualShader::Type type = get_current_shader_type();
  3572. Ref<VisualShaderNodeFloatConstant> node = visual_shader->get_node(type, selected_float_constant);
  3573. ERR_FAIL_COND(!node.is_valid());
  3574. if (Math::is_equal_approx(node->get_constant(), float_constant_defs[p_which].value)) {
  3575. return; // same
  3576. }
  3577. undo_redo->create_action(vformat(TTR("Set Constant: %s"), float_constant_defs[p_which].name));
  3578. undo_redo->add_do_method(node.ptr(), "set_constant", float_constant_defs[p_which].value);
  3579. undo_redo->add_undo_method(node.ptr(), "set_constant", node->get_constant());
  3580. undo_redo->commit_action();
  3581. }
  3582. void VisualShaderEditor::_member_filter_changed(const String &p_text) {
  3583. _update_options_menu();
  3584. }
  3585. void VisualShaderEditor::_member_selected() {
  3586. TreeItem *item = members->get_selected();
  3587. if (item != nullptr && item->has_meta("id")) {
  3588. members_dialog->get_ok_button()->set_disabled(false);
  3589. highend_label->set_visible(add_options[item->get_meta("id")].highend);
  3590. node_desc->set_text(_get_description(item->get_meta("id")));
  3591. } else {
  3592. highend_label->set_visible(false);
  3593. members_dialog->get_ok_button()->set_disabled(true);
  3594. node_desc->set_text("");
  3595. }
  3596. }
  3597. void VisualShaderEditor::_member_unselected() {
  3598. }
  3599. void VisualShaderEditor::_member_create() {
  3600. TreeItem *item = members->get_selected();
  3601. if (item != nullptr && item->has_meta("id")) {
  3602. int idx = members->get_selected()->get_meta("id");
  3603. _add_node(idx, add_options[idx].ops);
  3604. members_dialog->hide();
  3605. }
  3606. }
  3607. void VisualShaderEditor::_member_cancel() {
  3608. to_node = -1;
  3609. to_slot = -1;
  3610. from_node = -1;
  3611. from_slot = -1;
  3612. }
  3613. void VisualShaderEditor::_update_varying_tree() {
  3614. varyings->clear();
  3615. TreeItem *root = varyings->create_item();
  3616. int count = visual_shader->get_varyings_count();
  3617. for (int i = 0; i < count; i++) {
  3618. const VisualShader::Varying *varying = visual_shader->get_varying_by_index(i);
  3619. if (varying) {
  3620. TreeItem *item = varyings->create_item(root);
  3621. item->set_text(0, varying->name);
  3622. if (i == 0) {
  3623. item->select(0);
  3624. }
  3625. switch (varying->type) {
  3626. case VisualShader::VARYING_TYPE_FLOAT:
  3627. item->set_icon(0, EditorNode::get_singleton()->get_gui_base()->get_theme_icon(SNAME("float"), SNAME("EditorIcons")));
  3628. break;
  3629. case VisualShader::VARYING_TYPE_INT:
  3630. item->set_icon(0, EditorNode::get_singleton()->get_gui_base()->get_theme_icon(SNAME("int"), SNAME("EditorIcons")));
  3631. break;
  3632. case VisualShader::VARYING_TYPE_VECTOR_2D:
  3633. item->set_icon(0, EditorNode::get_singleton()->get_gui_base()->get_theme_icon(SNAME("Vector2"), SNAME("EditorIcons")));
  3634. break;
  3635. case VisualShader::VARYING_TYPE_VECTOR_3D:
  3636. item->set_icon(0, EditorNode::get_singleton()->get_gui_base()->get_theme_icon(SNAME("Vector3"), SNAME("EditorIcons")));
  3637. break;
  3638. case VisualShader::VARYING_TYPE_VECTOR_4D:
  3639. item->set_icon(0, EditorNode::get_singleton()->get_gui_base()->get_theme_icon(SNAME("Vector4"), SNAME("EditorIcons")));
  3640. break;
  3641. case VisualShader::VARYING_TYPE_BOOLEAN:
  3642. item->set_icon(0, EditorNode::get_singleton()->get_gui_base()->get_theme_icon(SNAME("bool"), SNAME("EditorIcons")));
  3643. break;
  3644. case VisualShader::VARYING_TYPE_TRANSFORM:
  3645. item->set_icon(0, EditorNode::get_singleton()->get_gui_base()->get_theme_icon(SNAME("Transform3D"), SNAME("EditorIcons")));
  3646. break;
  3647. default:
  3648. break;
  3649. }
  3650. }
  3651. }
  3652. varying_button->get_popup()->set_item_disabled(int(VaryingMenuOptions::REMOVE), count == 0);
  3653. }
  3654. void VisualShaderEditor::_varying_create() {
  3655. _add_varying(varying_name->get_text(), (VisualShader::VaryingMode)varying_mode->get_selected(), (VisualShader::VaryingType)varying_type->get_selected());
  3656. add_varying_dialog->hide();
  3657. }
  3658. void VisualShaderEditor::_varying_name_changed(const String &p_text) {
  3659. String name = p_text;
  3660. if (!name.is_valid_identifier()) {
  3661. varying_error_label->show();
  3662. varying_error_label->set_text(TTR("Invalid name for varying."));
  3663. add_varying_dialog->get_ok_button()->set_disabled(true);
  3664. return;
  3665. }
  3666. if (visual_shader->has_varying(name)) {
  3667. varying_error_label->show();
  3668. varying_error_label->set_text(TTR("Varying with that name is already exist."));
  3669. add_varying_dialog->get_ok_button()->set_disabled(true);
  3670. return;
  3671. }
  3672. if (varying_error_label->is_visible()) {
  3673. varying_error_label->hide();
  3674. add_varying_dialog->set_size(Size2(add_varying_dialog->get_size().x, 0));
  3675. }
  3676. add_varying_dialog->get_ok_button()->set_disabled(false);
  3677. }
  3678. void VisualShaderEditor::_varying_deleted() {
  3679. TreeItem *item = varyings->get_selected();
  3680. if (item != nullptr) {
  3681. _remove_varying(item->get_text(0));
  3682. remove_varying_dialog->hide();
  3683. }
  3684. }
  3685. void VisualShaderEditor::_varying_selected() {
  3686. add_varying_dialog->get_ok_button()->set_disabled(false);
  3687. }
  3688. void VisualShaderEditor::_varying_unselected() {
  3689. add_varying_dialog->get_ok_button()->set_disabled(true);
  3690. }
  3691. void VisualShaderEditor::_tools_menu_option(int p_idx) {
  3692. TreeItem *category = members->get_root()->get_first_child();
  3693. switch (p_idx) {
  3694. case EXPAND_ALL:
  3695. while (category) {
  3696. category->set_collapsed(false);
  3697. TreeItem *sub_category = category->get_first_child();
  3698. while (sub_category) {
  3699. sub_category->set_collapsed(false);
  3700. sub_category = sub_category->get_next();
  3701. }
  3702. category = category->get_next();
  3703. }
  3704. break;
  3705. case COLLAPSE_ALL:
  3706. while (category) {
  3707. category->set_collapsed(true);
  3708. TreeItem *sub_category = category->get_first_child();
  3709. while (sub_category) {
  3710. sub_category->set_collapsed(true);
  3711. sub_category = sub_category->get_next();
  3712. }
  3713. category = category->get_next();
  3714. }
  3715. break;
  3716. default:
  3717. break;
  3718. }
  3719. }
  3720. void VisualShaderEditor::_node_menu_id_pressed(int p_idx) {
  3721. switch (p_idx) {
  3722. case NodeMenuOptions::ADD:
  3723. _show_members_dialog(true);
  3724. break;
  3725. case NodeMenuOptions::CUT:
  3726. _copy_nodes(true);
  3727. break;
  3728. case NodeMenuOptions::COPY:
  3729. _copy_nodes(false);
  3730. break;
  3731. case NodeMenuOptions::PASTE:
  3732. _paste_nodes(true, menu_point);
  3733. break;
  3734. case NodeMenuOptions::DELETE:
  3735. _delete_nodes_request(TypedArray<StringName>());
  3736. break;
  3737. case NodeMenuOptions::DUPLICATE:
  3738. _duplicate_nodes();
  3739. break;
  3740. case NodeMenuOptions::CLEAR_COPY_BUFFER:
  3741. _clear_copy_buffer();
  3742. break;
  3743. case NodeMenuOptions::CONVERT_CONSTANTS_TO_PARAMETERS:
  3744. _convert_constants_to_parameters(false);
  3745. break;
  3746. case NodeMenuOptions::CONVERT_PARAMETERS_TO_CONSTANTS:
  3747. _convert_constants_to_parameters(true);
  3748. break;
  3749. case NodeMenuOptions::SET_COMMENT_TITLE:
  3750. _comment_title_popup_show(get_screen_position() + get_local_mouse_position(), selected_comment);
  3751. break;
  3752. case NodeMenuOptions::SET_COMMENT_DESCRIPTION:
  3753. _comment_desc_popup_show(get_screen_position() + get_local_mouse_position(), selected_comment);
  3754. break;
  3755. default:
  3756. break;
  3757. }
  3758. }
  3759. Variant VisualShaderEditor::get_drag_data_fw(const Point2 &p_point, Control *p_from) {
  3760. if (p_from == members) {
  3761. TreeItem *it = members->get_item_at_position(p_point);
  3762. if (!it) {
  3763. return Variant();
  3764. }
  3765. if (!it->has_meta("id")) {
  3766. return Variant();
  3767. }
  3768. int id = it->get_meta("id");
  3769. AddOption op = add_options[id];
  3770. Dictionary d;
  3771. d["id"] = id;
  3772. Label *label = memnew(Label);
  3773. label->set_text(it->get_text(0));
  3774. set_drag_preview(label);
  3775. return d;
  3776. }
  3777. return Variant();
  3778. }
  3779. bool VisualShaderEditor::can_drop_data_fw(const Point2 &p_point, const Variant &p_data, Control *p_from) const {
  3780. if (p_from == graph) {
  3781. Dictionary d = p_data;
  3782. if (d.has("id")) {
  3783. return true;
  3784. }
  3785. if (d.has("files")) {
  3786. return true;
  3787. }
  3788. }
  3789. return false;
  3790. }
  3791. void VisualShaderEditor::drop_data_fw(const Point2 &p_point, const Variant &p_data, Control *p_from) {
  3792. if (p_from == graph) {
  3793. Dictionary d = p_data;
  3794. if (d.has("id")) {
  3795. int idx = d["id"];
  3796. saved_node_pos = p_point;
  3797. saved_node_pos_dirty = true;
  3798. _add_node(idx, add_options[idx].ops);
  3799. } else if (d.has("files")) {
  3800. undo_redo->create_action(TTR("Add Node(s) to Visual Shader"));
  3801. if (d["files"].get_type() == Variant::PACKED_STRING_ARRAY) {
  3802. PackedStringArray arr = d["files"];
  3803. for (int i = 0; i < arr.size(); i++) {
  3804. String type = ResourceLoader::get_resource_type(arr[i]);
  3805. if (type == "GDScript") {
  3806. Ref<Script> scr = ResourceLoader::load(arr[i]);
  3807. if (scr->get_instance_base_type() == "VisualShaderNodeCustom") {
  3808. saved_node_pos = p_point + Vector2(0, i * 250 * EDSCALE);
  3809. saved_node_pos_dirty = true;
  3810. int idx = -1;
  3811. for (int j = custom_node_option_idx; j < add_options.size(); j++) {
  3812. if (add_options[j].script.is_valid()) {
  3813. if (add_options[j].script->get_path() == arr[i]) {
  3814. idx = j;
  3815. break;
  3816. }
  3817. }
  3818. }
  3819. if (idx != -1) {
  3820. _add_node(idx, {}, arr[i], i);
  3821. }
  3822. }
  3823. } else if (type == "CurveTexture") {
  3824. saved_node_pos = p_point + Vector2(0, i * 250 * EDSCALE);
  3825. saved_node_pos_dirty = true;
  3826. _add_node(curve_node_option_idx, {}, arr[i], i);
  3827. } else if (type == "CurveXYZTexture") {
  3828. saved_node_pos = p_point + Vector2(0, i * 250 * EDSCALE);
  3829. saved_node_pos_dirty = true;
  3830. _add_node(curve_xyz_node_option_idx, {}, arr[i], i);
  3831. } else if (ClassDB::get_parent_class(type) == "Texture2D") {
  3832. saved_node_pos = p_point + Vector2(0, i * 250 * EDSCALE);
  3833. saved_node_pos_dirty = true;
  3834. _add_node(texture2d_node_option_idx, {}, arr[i], i);
  3835. } else if (type == "Texture2DArray") {
  3836. saved_node_pos = p_point + Vector2(0, i * 250 * EDSCALE);
  3837. saved_node_pos_dirty = true;
  3838. _add_node(texture2d_array_node_option_idx, {}, arr[i], i);
  3839. } else if (ClassDB::get_parent_class(type) == "Texture3D") {
  3840. saved_node_pos = p_point + Vector2(0, i * 250 * EDSCALE);
  3841. saved_node_pos_dirty = true;
  3842. _add_node(texture3d_node_option_idx, {}, arr[i], i);
  3843. } else if (type == "Cubemap") {
  3844. saved_node_pos = p_point + Vector2(0, i * 250 * EDSCALE);
  3845. saved_node_pos_dirty = true;
  3846. _add_node(cubemap_node_option_idx, {}, arr[i], i);
  3847. }
  3848. }
  3849. }
  3850. undo_redo->commit_action();
  3851. }
  3852. }
  3853. }
  3854. void VisualShaderEditor::_show_preview_text() {
  3855. preview_showed = !preview_showed;
  3856. if (preview_showed) {
  3857. if (preview_first) {
  3858. preview_window->set_size(Size2(400 * EDSCALE, 600 * EDSCALE));
  3859. preview_window->popup_centered();
  3860. preview_first = false;
  3861. } else {
  3862. preview_window->popup();
  3863. }
  3864. _preview_size_changed();
  3865. if (pending_update_preview) {
  3866. _update_preview();
  3867. pending_update_preview = false;
  3868. }
  3869. } else {
  3870. preview_window->hide();
  3871. }
  3872. }
  3873. void VisualShaderEditor::_preview_close_requested() {
  3874. preview_showed = false;
  3875. preview_window->hide();
  3876. preview_shader->set_pressed(false);
  3877. }
  3878. void VisualShaderEditor::_preview_size_changed() {
  3879. preview_vbox->set_custom_minimum_size(preview_window->get_size());
  3880. }
  3881. static ShaderLanguage::DataType _get_global_shader_uniform_type(const StringName &p_variable) {
  3882. RS::GlobalShaderParameterType gvt = RS::get_singleton()->global_shader_parameter_get_type(p_variable);
  3883. return (ShaderLanguage::DataType)RS::global_shader_uniform_type_get_shader_datatype(gvt);
  3884. }
  3885. void VisualShaderEditor::_update_preview() {
  3886. if (!preview_showed) {
  3887. pending_update_preview = true;
  3888. return;
  3889. }
  3890. String code = visual_shader->get_code();
  3891. preview_text->set_text(code);
  3892. ShaderLanguage::ShaderCompileInfo info;
  3893. info.functions = ShaderTypes::get_singleton()->get_functions(RenderingServer::ShaderMode(visual_shader->get_mode()));
  3894. info.render_modes = ShaderTypes::get_singleton()->get_modes(RenderingServer::ShaderMode(visual_shader->get_mode()));
  3895. info.shader_types = ShaderTypes::get_singleton()->get_types();
  3896. info.global_shader_uniform_type_func = _get_global_shader_uniform_type;
  3897. ShaderLanguage sl;
  3898. Error err = sl.compile(code, info);
  3899. for (int i = 0; i < preview_text->get_line_count(); i++) {
  3900. preview_text->set_line_background_color(i, Color(0, 0, 0, 0));
  3901. }
  3902. if (err != OK) {
  3903. Color error_line_color = EDITOR_GET("text_editor/theme/highlighting/mark_color");
  3904. preview_text->set_line_background_color(sl.get_error_line() - 1, error_line_color);
  3905. error_panel->show();
  3906. String text = "error(" + itos(sl.get_error_line()) + "): " + sl.get_error_text();
  3907. error_label->set_text(text);
  3908. shader_error = true;
  3909. } else {
  3910. error_panel->hide();
  3911. shader_error = false;
  3912. }
  3913. }
  3914. void VisualShaderEditor::_visibility_changed() {
  3915. if (!is_visible()) {
  3916. if (preview_window->is_visible()) {
  3917. preview_shader->set_pressed(false);
  3918. preview_window->hide();
  3919. preview_showed = false;
  3920. }
  3921. }
  3922. }
  3923. void VisualShaderEditor::_bind_methods() {
  3924. ClassDB::bind_method("_update_nodes", &VisualShaderEditor::_update_nodes);
  3925. ClassDB::bind_method("_update_graph", &VisualShaderEditor::_update_graph);
  3926. ClassDB::bind_method("_add_node", &VisualShaderEditor::_add_node);
  3927. ClassDB::bind_method("_node_changed", &VisualShaderEditor::_node_changed);
  3928. ClassDB::bind_method("_input_select_item", &VisualShaderEditor::_input_select_item);
  3929. ClassDB::bind_method("_parameter_ref_select_item", &VisualShaderEditor::_parameter_ref_select_item);
  3930. ClassDB::bind_method("_varying_select_item", &VisualShaderEditor::_varying_select_item);
  3931. ClassDB::bind_method("_set_node_size", &VisualShaderEditor::_set_node_size);
  3932. ClassDB::bind_method("_clear_copy_buffer", &VisualShaderEditor::_clear_copy_buffer);
  3933. ClassDB::bind_method("_update_parameters", &VisualShaderEditor::_update_parameters);
  3934. ClassDB::bind_method("_update_varyings", &VisualShaderEditor::_update_varyings);
  3935. ClassDB::bind_method("_update_varying_tree", &VisualShaderEditor::_update_varying_tree);
  3936. ClassDB::bind_method("_set_mode", &VisualShaderEditor::_set_mode);
  3937. ClassDB::bind_method("_nodes_dragged", &VisualShaderEditor::_nodes_dragged);
  3938. ClassDB::bind_method("_float_constant_selected", &VisualShaderEditor::_float_constant_selected);
  3939. ClassDB::bind_method("_update_constant", &VisualShaderEditor::_update_constant);
  3940. ClassDB::bind_method("_update_parameter", &VisualShaderEditor::_update_parameter);
  3941. ClassDB::bind_method("_expand_output_port", &VisualShaderEditor::_expand_output_port);
  3942. ClassDB::bind_method(D_METHOD("_get_drag_data_fw"), &VisualShaderEditor::get_drag_data_fw);
  3943. ClassDB::bind_method(D_METHOD("_can_drop_data_fw"), &VisualShaderEditor::can_drop_data_fw);
  3944. ClassDB::bind_method(D_METHOD("_drop_data_fw"), &VisualShaderEditor::drop_data_fw);
  3945. ClassDB::bind_method("_is_available", &VisualShaderEditor::_is_available);
  3946. }
  3947. VisualShaderEditor::VisualShaderEditor() {
  3948. ShaderLanguage::get_keyword_list(&keyword_list);
  3949. graph = memnew(GraphEdit);
  3950. graph->get_zoom_hbox()->set_h_size_flags(SIZE_EXPAND_FILL);
  3951. graph->set_v_size_flags(SIZE_EXPAND_FILL);
  3952. graph->set_h_size_flags(SIZE_EXPAND_FILL);
  3953. graph->set_show_zoom_label(true);
  3954. add_child(graph);
  3955. graph->set_drag_forwarding(this);
  3956. float graph_minimap_opacity = EDITOR_GET("editors/visual_editors/minimap_opacity");
  3957. graph->set_minimap_opacity(graph_minimap_opacity);
  3958. float graph_lines_curvature = EDITOR_GET("editors/visual_editors/lines_curvature");
  3959. graph->set_connection_lines_curvature(graph_lines_curvature);
  3960. graph->add_valid_right_disconnect_type(VisualShaderNode::PORT_TYPE_SCALAR);
  3961. graph->add_valid_right_disconnect_type(VisualShaderNode::PORT_TYPE_SCALAR_INT);
  3962. graph->add_valid_right_disconnect_type(VisualShaderNode::PORT_TYPE_BOOLEAN);
  3963. graph->add_valid_right_disconnect_type(VisualShaderNode::PORT_TYPE_VECTOR_2D);
  3964. graph->add_valid_right_disconnect_type(VisualShaderNode::PORT_TYPE_VECTOR_3D);
  3965. graph->add_valid_right_disconnect_type(VisualShaderNode::PORT_TYPE_VECTOR_4D);
  3966. graph->add_valid_right_disconnect_type(VisualShaderNode::PORT_TYPE_TRANSFORM);
  3967. graph->add_valid_right_disconnect_type(VisualShaderNode::PORT_TYPE_SAMPLER);
  3968. //graph->add_valid_left_disconnect_type(0);
  3969. graph->set_v_size_flags(SIZE_EXPAND_FILL);
  3970. graph->connect("connection_request", callable_mp(this, &VisualShaderEditor::_connection_request), CONNECT_DEFERRED);
  3971. graph->connect("disconnection_request", callable_mp(this, &VisualShaderEditor::_disconnection_request), CONNECT_DEFERRED);
  3972. graph->connect("node_selected", callable_mp(this, &VisualShaderEditor::_node_selected));
  3973. graph->connect("scroll_offset_changed", callable_mp(this, &VisualShaderEditor::_scroll_changed));
  3974. graph->connect("duplicate_nodes_request", callable_mp(this, &VisualShaderEditor::_duplicate_nodes));
  3975. graph->connect("copy_nodes_request", callable_mp(this, &VisualShaderEditor::_copy_nodes).bind(false));
  3976. graph->connect("paste_nodes_request", callable_mp(this, &VisualShaderEditor::_paste_nodes).bind(false, Point2()));
  3977. graph->connect("delete_nodes_request", callable_mp(this, &VisualShaderEditor::_delete_nodes_request));
  3978. graph->connect("gui_input", callable_mp(this, &VisualShaderEditor::_graph_gui_input));
  3979. graph->connect("connection_to_empty", callable_mp(this, &VisualShaderEditor::_connection_to_empty));
  3980. graph->connect("connection_from_empty", callable_mp(this, &VisualShaderEditor::_connection_from_empty));
  3981. graph->connect("visibility_changed", callable_mp(this, &VisualShaderEditor::_visibility_changed));
  3982. graph->add_valid_connection_type(VisualShaderNode::PORT_TYPE_SCALAR, VisualShaderNode::PORT_TYPE_SCALAR);
  3983. graph->add_valid_connection_type(VisualShaderNode::PORT_TYPE_SCALAR, VisualShaderNode::PORT_TYPE_SCALAR_INT);
  3984. graph->add_valid_connection_type(VisualShaderNode::PORT_TYPE_SCALAR, VisualShaderNode::PORT_TYPE_VECTOR_2D);
  3985. graph->add_valid_connection_type(VisualShaderNode::PORT_TYPE_SCALAR, VisualShaderNode::PORT_TYPE_VECTOR_3D);
  3986. graph->add_valid_connection_type(VisualShaderNode::PORT_TYPE_SCALAR, VisualShaderNode::PORT_TYPE_VECTOR_4D);
  3987. graph->add_valid_connection_type(VisualShaderNode::PORT_TYPE_SCALAR, VisualShaderNode::PORT_TYPE_BOOLEAN);
  3988. graph->add_valid_connection_type(VisualShaderNode::PORT_TYPE_SCALAR_INT, VisualShaderNode::PORT_TYPE_SCALAR_INT);
  3989. graph->add_valid_connection_type(VisualShaderNode::PORT_TYPE_SCALAR_INT, VisualShaderNode::PORT_TYPE_SCALAR);
  3990. graph->add_valid_connection_type(VisualShaderNode::PORT_TYPE_SCALAR_INT, VisualShaderNode::PORT_TYPE_VECTOR_2D);
  3991. graph->add_valid_connection_type(VisualShaderNode::PORT_TYPE_SCALAR_INT, VisualShaderNode::PORT_TYPE_VECTOR_3D);
  3992. graph->add_valid_connection_type(VisualShaderNode::PORT_TYPE_SCALAR_INT, VisualShaderNode::PORT_TYPE_VECTOR_4D);
  3993. graph->add_valid_connection_type(VisualShaderNode::PORT_TYPE_SCALAR_INT, VisualShaderNode::PORT_TYPE_BOOLEAN);
  3994. graph->add_valid_connection_type(VisualShaderNode::PORT_TYPE_VECTOR_2D, VisualShaderNode::PORT_TYPE_SCALAR);
  3995. graph->add_valid_connection_type(VisualShaderNode::PORT_TYPE_VECTOR_2D, VisualShaderNode::PORT_TYPE_SCALAR_INT);
  3996. graph->add_valid_connection_type(VisualShaderNode::PORT_TYPE_VECTOR_2D, VisualShaderNode::PORT_TYPE_VECTOR_2D);
  3997. graph->add_valid_connection_type(VisualShaderNode::PORT_TYPE_VECTOR_2D, VisualShaderNode::PORT_TYPE_VECTOR_3D);
  3998. graph->add_valid_connection_type(VisualShaderNode::PORT_TYPE_VECTOR_2D, VisualShaderNode::PORT_TYPE_VECTOR_4D);
  3999. graph->add_valid_connection_type(VisualShaderNode::PORT_TYPE_VECTOR_2D, VisualShaderNode::PORT_TYPE_BOOLEAN);
  4000. graph->add_valid_connection_type(VisualShaderNode::PORT_TYPE_VECTOR_3D, VisualShaderNode::PORT_TYPE_SCALAR);
  4001. graph->add_valid_connection_type(VisualShaderNode::PORT_TYPE_VECTOR_3D, VisualShaderNode::PORT_TYPE_SCALAR_INT);
  4002. graph->add_valid_connection_type(VisualShaderNode::PORT_TYPE_VECTOR_3D, VisualShaderNode::PORT_TYPE_VECTOR_2D);
  4003. graph->add_valid_connection_type(VisualShaderNode::PORT_TYPE_VECTOR_3D, VisualShaderNode::PORT_TYPE_VECTOR_3D);
  4004. graph->add_valid_connection_type(VisualShaderNode::PORT_TYPE_VECTOR_3D, VisualShaderNode::PORT_TYPE_VECTOR_4D);
  4005. graph->add_valid_connection_type(VisualShaderNode::PORT_TYPE_VECTOR_3D, VisualShaderNode::PORT_TYPE_BOOLEAN);
  4006. graph->add_valid_connection_type(VisualShaderNode::PORT_TYPE_VECTOR_4D, VisualShaderNode::PORT_TYPE_SCALAR);
  4007. graph->add_valid_connection_type(VisualShaderNode::PORT_TYPE_VECTOR_4D, VisualShaderNode::PORT_TYPE_SCALAR_INT);
  4008. graph->add_valid_connection_type(VisualShaderNode::PORT_TYPE_VECTOR_4D, VisualShaderNode::PORT_TYPE_VECTOR_2D);
  4009. graph->add_valid_connection_type(VisualShaderNode::PORT_TYPE_VECTOR_4D, VisualShaderNode::PORT_TYPE_VECTOR_3D);
  4010. graph->add_valid_connection_type(VisualShaderNode::PORT_TYPE_VECTOR_4D, VisualShaderNode::PORT_TYPE_VECTOR_4D);
  4011. graph->add_valid_connection_type(VisualShaderNode::PORT_TYPE_VECTOR_4D, VisualShaderNode::PORT_TYPE_BOOLEAN);
  4012. graph->add_valid_connection_type(VisualShaderNode::PORT_TYPE_BOOLEAN, VisualShaderNode::PORT_TYPE_SCALAR);
  4013. graph->add_valid_connection_type(VisualShaderNode::PORT_TYPE_BOOLEAN, VisualShaderNode::PORT_TYPE_SCALAR_INT);
  4014. graph->add_valid_connection_type(VisualShaderNode::PORT_TYPE_BOOLEAN, VisualShaderNode::PORT_TYPE_VECTOR_2D);
  4015. graph->add_valid_connection_type(VisualShaderNode::PORT_TYPE_BOOLEAN, VisualShaderNode::PORT_TYPE_VECTOR_3D);
  4016. graph->add_valid_connection_type(VisualShaderNode::PORT_TYPE_BOOLEAN, VisualShaderNode::PORT_TYPE_VECTOR_4D);
  4017. graph->add_valid_connection_type(VisualShaderNode::PORT_TYPE_BOOLEAN, VisualShaderNode::PORT_TYPE_BOOLEAN);
  4018. graph->add_valid_connection_type(VisualShaderNode::PORT_TYPE_TRANSFORM, VisualShaderNode::PORT_TYPE_TRANSFORM);
  4019. graph->add_valid_connection_type(VisualShaderNode::PORT_TYPE_SAMPLER, VisualShaderNode::PORT_TYPE_SAMPLER);
  4020. VSeparator *vs = memnew(VSeparator);
  4021. graph->get_zoom_hbox()->add_child(vs);
  4022. graph->get_zoom_hbox()->move_child(vs, 0);
  4023. custom_mode_box = memnew(CheckBox);
  4024. custom_mode_box->set_text(TTR("Custom"));
  4025. custom_mode_box->set_pressed(false);
  4026. custom_mode_box->set_visible(false);
  4027. custom_mode_box->connect("toggled", callable_mp(this, &VisualShaderEditor::_custom_mode_toggled));
  4028. edit_type_standard = memnew(OptionButton);
  4029. edit_type_standard->add_item(TTR("Vertex"));
  4030. edit_type_standard->add_item(TTR("Fragment"));
  4031. edit_type_standard->add_item(TTR("Light"));
  4032. edit_type_standard->select(1);
  4033. edit_type_standard->connect("item_selected", callable_mp(this, &VisualShaderEditor::_mode_selected));
  4034. edit_type_particles = memnew(OptionButton);
  4035. edit_type_particles->add_item(TTR("Start"));
  4036. edit_type_particles->add_item(TTR("Process"));
  4037. edit_type_particles->add_item(TTR("Collide"));
  4038. edit_type_particles->select(0);
  4039. edit_type_particles->connect("item_selected", callable_mp(this, &VisualShaderEditor::_mode_selected));
  4040. edit_type_sky = memnew(OptionButton);
  4041. edit_type_sky->add_item(TTR("Sky"));
  4042. edit_type_sky->select(0);
  4043. edit_type_sky->connect("item_selected", callable_mp(this, &VisualShaderEditor::_mode_selected));
  4044. edit_type_fog = memnew(OptionButton);
  4045. edit_type_fog->add_item(TTR("Fog"));
  4046. edit_type_fog->select(0);
  4047. edit_type_fog->connect("item_selected", callable_mp(this, &VisualShaderEditor::_mode_selected));
  4048. edit_type = edit_type_standard;
  4049. graph->get_zoom_hbox()->add_child(custom_mode_box);
  4050. graph->get_zoom_hbox()->move_child(custom_mode_box, 0);
  4051. graph->get_zoom_hbox()->add_child(edit_type_standard);
  4052. graph->get_zoom_hbox()->move_child(edit_type_standard, 0);
  4053. graph->get_zoom_hbox()->add_child(edit_type_particles);
  4054. graph->get_zoom_hbox()->move_child(edit_type_particles, 0);
  4055. graph->get_zoom_hbox()->add_child(edit_type_sky);
  4056. graph->get_zoom_hbox()->move_child(edit_type_sky, 0);
  4057. graph->get_zoom_hbox()->add_child(edit_type_fog);
  4058. graph->get_zoom_hbox()->move_child(edit_type_fog, 0);
  4059. add_node = memnew(Button);
  4060. add_node->set_flat(true);
  4061. add_node->set_text(TTR("Add Node..."));
  4062. graph->get_zoom_hbox()->add_child(add_node);
  4063. graph->get_zoom_hbox()->move_child(add_node, 0);
  4064. add_node->connect("pressed", callable_mp(this, &VisualShaderEditor::_show_members_dialog).bind(false, VisualShaderNode::PORT_TYPE_MAX, VisualShaderNode::PORT_TYPE_MAX));
  4065. varying_button = memnew(MenuButton);
  4066. varying_button->set_text(TTR("Manage Varyings"));
  4067. varying_button->set_switch_on_hover(true);
  4068. graph->get_zoom_hbox()->add_child(varying_button);
  4069. PopupMenu *varying_menu = varying_button->get_popup();
  4070. varying_menu->add_item(TTR("Add Varying"), int(VaryingMenuOptions::ADD));
  4071. varying_menu->add_item(TTR("Remove Varying"), int(VaryingMenuOptions::REMOVE));
  4072. varying_menu->connect("id_pressed", callable_mp(this, &VisualShaderEditor::_varying_menu_id_pressed));
  4073. preview_shader = memnew(Button);
  4074. preview_shader->set_flat(true);
  4075. preview_shader->set_toggle_mode(true);
  4076. preview_shader->set_tooltip_text(TTR("Show generated shader code."));
  4077. graph->get_zoom_hbox()->add_child(preview_shader);
  4078. preview_shader->connect("pressed", callable_mp(this, &VisualShaderEditor::_show_preview_text));
  4079. ///////////////////////////////////////
  4080. // PREVIEW WINDOW
  4081. ///////////////////////////////////////
  4082. preview_window = memnew(Window);
  4083. preview_window->set_title(TTR("Generated Shader Code"));
  4084. preview_window->set_visible(preview_showed);
  4085. preview_window->connect("close_requested", callable_mp(this, &VisualShaderEditor::_preview_close_requested));
  4086. preview_window->connect("size_changed", callable_mp(this, &VisualShaderEditor::_preview_size_changed));
  4087. add_child(preview_window);
  4088. preview_vbox = memnew(VBoxContainer);
  4089. preview_window->add_child(preview_vbox);
  4090. preview_vbox->add_theme_constant_override("separation", 0);
  4091. preview_text = memnew(CodeEdit);
  4092. syntax_highlighter.instantiate();
  4093. preview_vbox->add_child(preview_text);
  4094. preview_text->set_v_size_flags(Control::SIZE_EXPAND_FILL);
  4095. preview_text->set_syntax_highlighter(syntax_highlighter);
  4096. preview_text->set_draw_line_numbers(true);
  4097. preview_text->set_editable(false);
  4098. error_panel = memnew(PanelContainer);
  4099. preview_vbox->add_child(error_panel);
  4100. error_panel->set_visible(false);
  4101. error_label = memnew(Label);
  4102. error_panel->add_child(error_label);
  4103. error_label->set_autowrap_mode(TextServer::AUTOWRAP_WORD_SMART);
  4104. ///////////////////////////////////////
  4105. // POPUP MENU
  4106. ///////////////////////////////////////
  4107. popup_menu = memnew(PopupMenu);
  4108. add_child(popup_menu);
  4109. popup_menu->add_item(TTR("Add Node"), NodeMenuOptions::ADD);
  4110. popup_menu->add_separator();
  4111. popup_menu->add_item(TTR("Cut"), NodeMenuOptions::CUT);
  4112. popup_menu->add_item(TTR("Copy"), NodeMenuOptions::COPY);
  4113. popup_menu->add_item(TTR("Paste"), NodeMenuOptions::PASTE);
  4114. popup_menu->add_item(TTR("Delete"), NodeMenuOptions::DELETE);
  4115. popup_menu->add_item(TTR("Duplicate"), NodeMenuOptions::DUPLICATE);
  4116. popup_menu->add_item(TTR("Clear Copy Buffer"), NodeMenuOptions::CLEAR_COPY_BUFFER);
  4117. popup_menu->connect("id_pressed", callable_mp(this, &VisualShaderEditor::_node_menu_id_pressed));
  4118. ///////////////////////////////////////
  4119. // SHADER NODES TREE
  4120. ///////////////////////////////////////
  4121. VBoxContainer *members_vb = memnew(VBoxContainer);
  4122. members_vb->set_v_size_flags(SIZE_EXPAND_FILL);
  4123. HBoxContainer *filter_hb = memnew(HBoxContainer);
  4124. members_vb->add_child(filter_hb);
  4125. node_filter = memnew(LineEdit);
  4126. filter_hb->add_child(node_filter);
  4127. node_filter->connect("text_changed", callable_mp(this, &VisualShaderEditor::_member_filter_changed));
  4128. node_filter->connect("gui_input", callable_mp(this, &VisualShaderEditor::_sbox_input));
  4129. node_filter->set_h_size_flags(SIZE_EXPAND_FILL);
  4130. node_filter->set_placeholder(TTR("Search"));
  4131. tools = memnew(MenuButton);
  4132. filter_hb->add_child(tools);
  4133. tools->set_tooltip_text(TTR("Options"));
  4134. tools->get_popup()->connect("id_pressed", callable_mp(this, &VisualShaderEditor::_tools_menu_option));
  4135. tools->get_popup()->add_item(TTR("Expand All"), EXPAND_ALL);
  4136. tools->get_popup()->add_item(TTR("Collapse All"), COLLAPSE_ALL);
  4137. members = memnew(Tree);
  4138. members_vb->add_child(members);
  4139. members->set_drag_forwarding(this);
  4140. members->set_h_size_flags(SIZE_EXPAND_FILL);
  4141. members->set_v_size_flags(SIZE_EXPAND_FILL);
  4142. members->set_hide_root(true);
  4143. members->set_allow_reselect(true);
  4144. members->set_hide_folding(false);
  4145. members->set_custom_minimum_size(Size2(180 * EDSCALE, 200 * EDSCALE));
  4146. members->connect("item_activated", callable_mp(this, &VisualShaderEditor::_member_create));
  4147. members->connect("item_selected", callable_mp(this, &VisualShaderEditor::_member_selected));
  4148. members->connect("nothing_selected", callable_mp(this, &VisualShaderEditor::_member_unselected));
  4149. HBoxContainer *desc_hbox = memnew(HBoxContainer);
  4150. members_vb->add_child(desc_hbox);
  4151. Label *desc_label = memnew(Label);
  4152. desc_hbox->add_child(desc_label);
  4153. desc_label->set_text(TTR("Description:"));
  4154. desc_hbox->add_spacer();
  4155. highend_label = memnew(Label);
  4156. desc_hbox->add_child(highend_label);
  4157. highend_label->set_visible(false);
  4158. highend_label->set_text("Vulkan");
  4159. highend_label->set_mouse_filter(Control::MOUSE_FILTER_STOP);
  4160. highend_label->set_tooltip_text(TTR("High-end node"));
  4161. node_desc = memnew(RichTextLabel);
  4162. members_vb->add_child(node_desc);
  4163. node_desc->set_h_size_flags(SIZE_EXPAND_FILL);
  4164. node_desc->set_v_size_flags(SIZE_FILL);
  4165. node_desc->set_custom_minimum_size(Size2(0, 70 * EDSCALE));
  4166. members_dialog = memnew(ConfirmationDialog);
  4167. members_dialog->set_title(TTR("Create Shader Node"));
  4168. members_dialog->set_exclusive(false);
  4169. members_dialog->add_child(members_vb);
  4170. members_dialog->set_ok_button_text(TTR("Create"));
  4171. members_dialog->get_ok_button()->connect("pressed", callable_mp(this, &VisualShaderEditor::_member_create));
  4172. members_dialog->get_ok_button()->set_disabled(true);
  4173. members_dialog->connect("cancelled", callable_mp(this, &VisualShaderEditor::_member_cancel));
  4174. add_child(members_dialog);
  4175. // add varyings dialog
  4176. {
  4177. add_varying_dialog = memnew(ConfirmationDialog);
  4178. add_varying_dialog->set_title(TTR("Create Shader Varying"));
  4179. add_varying_dialog->set_exclusive(false);
  4180. add_varying_dialog->set_ok_button_text(TTR("Create"));
  4181. add_varying_dialog->get_ok_button()->connect("pressed", callable_mp(this, &VisualShaderEditor::_varying_create));
  4182. add_varying_dialog->get_ok_button()->set_disabled(true);
  4183. add_child(add_varying_dialog);
  4184. VBoxContainer *vb = memnew(VBoxContainer);
  4185. add_varying_dialog->add_child(vb);
  4186. HBoxContainer *hb = memnew(HBoxContainer);
  4187. vb->add_child(hb);
  4188. hb->set_h_size_flags(SIZE_EXPAND_FILL);
  4189. varying_type = memnew(OptionButton);
  4190. hb->add_child(varying_type);
  4191. varying_type->add_item("Float");
  4192. varying_type->add_item("Int");
  4193. varying_type->add_item("Vector2");
  4194. varying_type->add_item("Vector3");
  4195. varying_type->add_item("Vector4");
  4196. varying_type->add_item("Boolean");
  4197. varying_type->add_item("Transform");
  4198. varying_name = memnew(LineEdit);
  4199. hb->add_child(varying_name);
  4200. varying_name->set_custom_minimum_size(Size2(150 * EDSCALE, 0));
  4201. varying_name->set_h_size_flags(SIZE_EXPAND_FILL);
  4202. varying_name->connect("text_changed", callable_mp(this, &VisualShaderEditor::_varying_name_changed));
  4203. varying_mode = memnew(OptionButton);
  4204. hb->add_child(varying_mode);
  4205. varying_mode->add_item("Vertex -> [Fragment, Light]");
  4206. varying_mode->add_item("Fragment -> Light");
  4207. varying_error_label = memnew(Label);
  4208. vb->add_child(varying_error_label);
  4209. varying_error_label->set_h_size_flags(SIZE_EXPAND_FILL);
  4210. varying_error_label->hide();
  4211. }
  4212. // remove varying dialog
  4213. {
  4214. remove_varying_dialog = memnew(ConfirmationDialog);
  4215. remove_varying_dialog->set_title(TTR("Delete Shader Varying"));
  4216. remove_varying_dialog->set_exclusive(false);
  4217. remove_varying_dialog->set_ok_button_text(TTR("Delete"));
  4218. remove_varying_dialog->get_ok_button()->connect("pressed", callable_mp(this, &VisualShaderEditor::_varying_deleted));
  4219. add_child(remove_varying_dialog);
  4220. VBoxContainer *vb = memnew(VBoxContainer);
  4221. remove_varying_dialog->add_child(vb);
  4222. varyings = memnew(Tree);
  4223. vb->add_child(varyings);
  4224. varyings->set_h_size_flags(SIZE_EXPAND_FILL);
  4225. varyings->set_v_size_flags(SIZE_EXPAND_FILL);
  4226. varyings->set_hide_root(true);
  4227. varyings->set_allow_reselect(true);
  4228. varyings->set_hide_folding(false);
  4229. varyings->set_custom_minimum_size(Size2(180 * EDSCALE, 200 * EDSCALE));
  4230. varyings->connect("item_activated", callable_mp(this, &VisualShaderEditor::_varying_deleted));
  4231. varyings->connect("item_selected", callable_mp(this, &VisualShaderEditor::_varying_selected));
  4232. varyings->connect("nothing_selected", callable_mp(this, &VisualShaderEditor::_varying_unselected));
  4233. }
  4234. alert = memnew(AcceptDialog);
  4235. alert->get_label()->set_autowrap_mode(TextServer::AUTOWRAP_WORD);
  4236. alert->get_label()->set_horizontal_alignment(HORIZONTAL_ALIGNMENT_CENTER);
  4237. alert->get_label()->set_vertical_alignment(VERTICAL_ALIGNMENT_CENTER);
  4238. alert->get_label()->set_custom_minimum_size(Size2(400, 60) * EDSCALE);
  4239. add_child(alert);
  4240. comment_title_change_popup = memnew(PopupPanel);
  4241. comment_title_change_edit = memnew(LineEdit);
  4242. comment_title_change_edit->set_expand_to_text_length_enabled(true);
  4243. comment_title_change_edit->connect("text_changed", callable_mp(this, &VisualShaderEditor::_comment_title_text_changed));
  4244. comment_title_change_edit->connect("text_submitted", callable_mp(this, &VisualShaderEditor::_comment_title_text_submitted));
  4245. comment_title_change_popup->add_child(comment_title_change_edit);
  4246. comment_title_change_edit->reset_size();
  4247. comment_title_change_popup->reset_size();
  4248. comment_title_change_popup->connect("focus_exited", callable_mp(this, &VisualShaderEditor::_comment_title_popup_focus_out));
  4249. comment_title_change_popup->connect("popup_hide", callable_mp(this, &VisualShaderEditor::_comment_title_popup_hide));
  4250. add_child(comment_title_change_popup);
  4251. comment_desc_change_popup = memnew(PopupPanel);
  4252. VBoxContainer *comment_desc_vbox = memnew(VBoxContainer);
  4253. comment_desc_change_popup->add_child(comment_desc_vbox);
  4254. comment_desc_change_edit = memnew(TextEdit);
  4255. comment_desc_change_edit->connect("text_changed", callable_mp(this, &VisualShaderEditor::_comment_desc_text_changed));
  4256. comment_desc_vbox->add_child(comment_desc_change_edit);
  4257. comment_desc_change_edit->set_custom_minimum_size(Size2(300 * EDSCALE, 150 * EDSCALE));
  4258. comment_desc_change_edit->reset_size();
  4259. comment_desc_change_popup->reset_size();
  4260. comment_desc_change_popup->connect("focus_exited", callable_mp(this, &VisualShaderEditor::_comment_desc_confirm));
  4261. comment_desc_change_popup->connect("popup_hide", callable_mp(this, &VisualShaderEditor::_comment_desc_popup_hide));
  4262. Button *comment_desc_confirm_button = memnew(Button);
  4263. comment_desc_confirm_button->set_text(TTR("OK"));
  4264. comment_desc_vbox->add_child(comment_desc_confirm_button);
  4265. comment_desc_confirm_button->connect("pressed", callable_mp(this, &VisualShaderEditor::_comment_desc_confirm));
  4266. add_child(comment_desc_change_popup);
  4267. ///////////////////////////////////////
  4268. // SHADER NODES TREE OPTIONS
  4269. ///////////////////////////////////////
  4270. // COLOR
  4271. add_options.push_back(AddOption("ColorFunc", "Color/Common", "VisualShaderNodeColorFunc", TTR("Color function."), {}, VisualShaderNode::PORT_TYPE_VECTOR_3D));
  4272. add_options.push_back(AddOption("ColorOp", "Color/Common", "VisualShaderNodeColorOp", TTR("Color operator."), {}, VisualShaderNode::PORT_TYPE_VECTOR_3D));
  4273. add_options.push_back(AddOption("Grayscale", "Color/Functions", "VisualShaderNodeColorFunc", TTR("Grayscale function."), { VisualShaderNodeColorFunc::FUNC_GRAYSCALE }, VisualShaderNode::PORT_TYPE_VECTOR_3D));
  4274. 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));
  4275. 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));
  4276. add_options.push_back(AddOption("Sepia", "Color/Functions", "VisualShaderNodeColorFunc", TTR("Sepia function."), { VisualShaderNodeColorFunc::FUNC_SEPIA }, VisualShaderNode::PORT_TYPE_VECTOR_3D));
  4277. add_options.push_back(AddOption("Burn", "Color/Operators", "VisualShaderNodeColorOp", TTR("Burn operator."), { VisualShaderNodeColorOp::OP_BURN }, VisualShaderNode::PORT_TYPE_VECTOR_3D));
  4278. add_options.push_back(AddOption("Darken", "Color/Operators", "VisualShaderNodeColorOp", TTR("Darken operator."), { VisualShaderNodeColorOp::OP_DARKEN }, VisualShaderNode::PORT_TYPE_VECTOR_3D));
  4279. add_options.push_back(AddOption("Difference", "Color/Operators", "VisualShaderNodeColorOp", TTR("Difference operator."), { VisualShaderNodeColorOp::OP_DIFFERENCE }, VisualShaderNode::PORT_TYPE_VECTOR_3D));
  4280. add_options.push_back(AddOption("Dodge", "Color/Operators", "VisualShaderNodeColorOp", TTR("Dodge operator."), { VisualShaderNodeColorOp::OP_DODGE }, VisualShaderNode::PORT_TYPE_VECTOR_3D));
  4281. add_options.push_back(AddOption("HardLight", "Color/Operators", "VisualShaderNodeColorOp", TTR("HardLight operator."), { VisualShaderNodeColorOp::OP_HARD_LIGHT }, VisualShaderNode::PORT_TYPE_VECTOR_3D));
  4282. add_options.push_back(AddOption("Lighten", "Color/Operators", "VisualShaderNodeColorOp", TTR("Lighten operator."), { VisualShaderNodeColorOp::OP_LIGHTEN }, VisualShaderNode::PORT_TYPE_VECTOR_3D));
  4283. add_options.push_back(AddOption("Overlay", "Color/Operators", "VisualShaderNodeColorOp", TTR("Overlay operator."), { VisualShaderNodeColorOp::OP_OVERLAY }, VisualShaderNode::PORT_TYPE_VECTOR_3D));
  4284. add_options.push_back(AddOption("Screen", "Color/Operators", "VisualShaderNodeColorOp", TTR("Screen operator."), { VisualShaderNodeColorOp::OP_SCREEN }, VisualShaderNode::PORT_TYPE_VECTOR_3D));
  4285. add_options.push_back(AddOption("SoftLight", "Color/Operators", "VisualShaderNodeColorOp", TTR("SoftLight operator."), { VisualShaderNodeColorOp::OP_SOFT_LIGHT }, VisualShaderNode::PORT_TYPE_VECTOR_3D));
  4286. add_options.push_back(AddOption("ColorConstant", "Color/Variables", "VisualShaderNodeColorConstant", TTR("Color constant."), {}, VisualShaderNode::PORT_TYPE_VECTOR_4D));
  4287. add_options.push_back(AddOption("ColorParameter", "Color/Variables", "VisualShaderNodeColorParameter", TTR("Color parameter."), {}, VisualShaderNode::PORT_TYPE_VECTOR_4D));
  4288. // COMMON
  4289. 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));
  4290. // CONDITIONAL
  4291. const String &compare_func_desc = TTR("Returns the boolean result of the %s comparison between two parameters.");
  4292. add_options.push_back(AddOption("Equal (==)", "Conditional/Functions", "VisualShaderNodeCompare", vformat(compare_func_desc, TTR("Equal (==)")), { VisualShaderNodeCompare::FUNC_EQUAL }, VisualShaderNode::PORT_TYPE_BOOLEAN));
  4293. add_options.push_back(AddOption("GreaterThan (>)", "Conditional/Functions", "VisualShaderNodeCompare", vformat(compare_func_desc, TTR("Greater Than (>)")), { VisualShaderNodeCompare::FUNC_GREATER_THAN }, VisualShaderNode::PORT_TYPE_BOOLEAN));
  4294. 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));
  4295. 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));
  4296. 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));
  4297. 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));
  4298. add_options.push_back(AddOption("LessThan (<)", "Conditional/Functions", "VisualShaderNodeCompare", vformat(compare_func_desc, TTR("Less Than (<)")), { VisualShaderNodeCompare::FUNC_LESS_THAN }, VisualShaderNode::PORT_TYPE_BOOLEAN));
  4299. 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));
  4300. add_options.push_back(AddOption("NotEqual (!=)", "Conditional/Functions", "VisualShaderNodeCompare", vformat(compare_func_desc, TTR("Not Equal (!=)")), { VisualShaderNodeCompare::FUNC_NOT_EQUAL }, VisualShaderNode::PORT_TYPE_BOOLEAN));
  4301. 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));
  4302. 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));
  4303. 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));
  4304. 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));
  4305. 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));
  4306. 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));
  4307. add_options.push_back(AddOption("Compare (==)", "Conditional/Common", "VisualShaderNodeCompare", TTR("Returns the boolean result of the comparison between two parameters."), {}, VisualShaderNode::PORT_TYPE_BOOLEAN));
  4308. 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));
  4309. add_options.push_back(AddOption("BooleanConstant", "Conditional/Variables", "VisualShaderNodeBooleanConstant", TTR("Boolean constant."), {}, VisualShaderNode::PORT_TYPE_BOOLEAN));
  4310. add_options.push_back(AddOption("BooleanParameter", "Conditional/Variables", "VisualShaderNodeBooleanParameter", TTR("Boolean parameter."), {}, VisualShaderNode::PORT_TYPE_BOOLEAN));
  4311. // INPUT
  4312. const String translation_gdsl = "\n\n" + TTR("Translated to '%s' in Godot Shading Language.");
  4313. const String input_param_shader_modes = TTR("'%s' input parameter for all shader modes.") + translation_gdsl;
  4314. // NODE3D-FOR-ALL
  4315. 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));
  4316. 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));
  4317. 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));
  4318. 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));
  4319. 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));
  4320. 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));
  4321. 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));
  4322. 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));
  4323. 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));
  4324. 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));
  4325. 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));
  4326. // CANVASITEM-FOR-ALL
  4327. 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));
  4328. 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));
  4329. 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));
  4330. 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));
  4331. // PARTICLES-FOR-ALL
  4332. 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));
  4333. 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));
  4334. 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));
  4335. 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));
  4336. 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));
  4337. 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));
  4338. add_options.push_back(AddOption("Index", "Input/All", "VisualShaderNodeInput", vformat(input_param_shader_modes, "index", "INDEX"), { "index" }, VisualShaderNode::PORT_TYPE_SCALAR_INT, -1, Shader::MODE_PARTICLES));
  4339. 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));
  4340. 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));
  4341. 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));
  4342. 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));
  4343. 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));
  4344. /////////////////
  4345. add_options.push_back(AddOption("Input", "Input/Common", "VisualShaderNodeInput", TTR("Input parameter.")));
  4346. const String input_param_for_vertex_and_fragment_shader_modes = TTR("'%s' input parameter for vertex and fragment shader modes.") + translation_gdsl;
  4347. const String input_param_for_fragment_and_light_shader_modes = TTR("'%s' input parameter for fragment and light shader modes.") + translation_gdsl;
  4348. const String input_param_for_fragment_shader_mode = TTR("'%s' input parameter for fragment shader mode.") + translation_gdsl;
  4349. const String input_param_for_sky_shader_mode = TTR("'%s' input parameter for sky shader mode.") + translation_gdsl;
  4350. const String input_param_for_fog_shader_mode = TTR("'%s' input parameter for fog shader mode.") + translation_gdsl;
  4351. const String input_param_for_light_shader_mode = TTR("'%s' input parameter for light shader mode.") + translation_gdsl;
  4352. const String input_param_for_vertex_shader_mode = TTR("'%s' input parameter for vertex shader mode.") + translation_gdsl;
  4353. const String input_param_for_start_shader_mode = TTR("'%s' input parameter for start shader mode.") + translation_gdsl;
  4354. const String input_param_for_process_shader_mode = TTR("'%s' input parameter for process shader mode.") + translation_gdsl;
  4355. const String input_param_for_collide_shader_mode = TTR("'%s' input parameter for collide shader mode." + translation_gdsl);
  4356. const String input_param_for_start_and_process_shader_mode = TTR("'%s' input parameter for start and process shader modes.") + translation_gdsl;
  4357. const String input_param_for_process_and_collide_shader_mode = TTR("'%s' input parameter for process and collide shader modes.") + translation_gdsl;
  4358. const String input_param_for_vertex_and_fragment_shader_mode = TTR("'%s' input parameter for vertex and fragment shader modes.") + translation_gdsl;
  4359. // NODE3D INPUTS
  4360. 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));
  4361. 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));
  4362. 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));
  4363. 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));
  4364. 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));
  4365. 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));
  4366. 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));
  4367. 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));
  4368. 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));
  4369. 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));
  4370. 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));
  4371. 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));
  4372. 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));
  4373. 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));
  4374. 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));
  4375. 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));
  4376. 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));
  4377. 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));
  4378. add_options.push_back(AddOption("DepthTexture", "Input/Fragment", "VisualShaderNodeInput", vformat(input_param_for_fragment_shader_mode, "depth_texture", "DEPTH_TEXTURE"), { "depth_texture" }, VisualShaderNode::PORT_TYPE_SAMPLER, TYPE_FLAGS_FRAGMENT, Shader::MODE_SPATIAL));
  4379. 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));
  4380. 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));
  4381. 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));
  4382. add_options.push_back(AddOption("ScreenTexture", "Input/Fragment", "VisualShaderNodeInput", vformat(input_param_for_fragment_shader_mode, "screen_texture", "SCREEN_TEXTURE"), { "screen_texture" }, VisualShaderNode::PORT_TYPE_SAMPLER, TYPE_FLAGS_FRAGMENT, Shader::MODE_SPATIAL));
  4383. 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));
  4384. 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));
  4385. 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));
  4386. 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));
  4387. 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));
  4388. 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));
  4389. 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));
  4390. 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));
  4391. 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));
  4392. 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));
  4393. 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));
  4394. 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));
  4395. 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));
  4396. 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));
  4397. 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));
  4398. 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));
  4399. 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));
  4400. 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));
  4401. 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));
  4402. 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));
  4403. 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));
  4404. 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));
  4405. // CANVASITEM INPUTS
  4406. 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));
  4407. 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));
  4408. 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));
  4409. 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));
  4410. 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));
  4411. 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));
  4412. 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));
  4413. 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));
  4414. 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));
  4415. 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));
  4416. 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));
  4417. 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));
  4418. 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));
  4419. 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));
  4420. add_options.push_back(AddOption("ScreenTexture", "Input/Fragment", "VisualShaderNodeInput", vformat(input_param_for_fragment_shader_mode, "screen_texture", "SCREEN_TEXTURE"), { "screen_texture" }, VisualShaderNode::PORT_TYPE_SAMPLER, TYPE_FLAGS_FRAGMENT, Shader::MODE_CANVAS_ITEM));
  4421. 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));
  4422. 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));
  4423. 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));
  4424. 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));
  4425. 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));
  4426. 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));
  4427. 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));
  4428. 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));
  4429. 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));
  4430. 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));
  4431. 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));
  4432. 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));
  4433. 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));
  4434. 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));
  4435. 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));
  4436. 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));
  4437. 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));
  4438. 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));
  4439. 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));
  4440. // SKY INPUTS
  4441. 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));
  4442. 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));
  4443. 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));
  4444. 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));
  4445. 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));
  4446. 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));
  4447. 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));
  4448. 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));
  4449. 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));
  4450. 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));
  4451. 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));
  4452. 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));
  4453. 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));
  4454. 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));
  4455. 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));
  4456. 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));
  4457. 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));
  4458. 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));
  4459. 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));
  4460. 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));
  4461. 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));
  4462. 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));
  4463. 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));
  4464. 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));
  4465. 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));
  4466. 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));
  4467. 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));
  4468. 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));
  4469. // FOG INPUTS
  4470. 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));
  4471. 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));
  4472. 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));
  4473. add_options.push_back(AddOption("Extents", "Input/Fog", "VisualShaderNodeInput", vformat(input_param_for_fog_shader_mode, "extents", "EXTENTS"), { "extents" }, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_FOG, Shader::MODE_FOG));
  4474. 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));
  4475. 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));
  4476. // PARTICLES INPUTS
  4477. 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));
  4478. 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));
  4479. // PARTICLES
  4480. add_options.push_back(AddOption("EmitParticle", "Particles", "VisualShaderNodeParticleEmit", "", {}, -1, TYPE_FLAGS_PROCESS | TYPE_FLAGS_PROCESS_CUSTOM | TYPE_FLAGS_COLLIDE, Shader::MODE_PARTICLES));
  4481. add_options.push_back(AddOption("ParticleAccelerator", "Particles", "VisualShaderNodeParticleAccelerator", "", {}, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_PROCESS, Shader::MODE_PARTICLES));
  4482. add_options.push_back(AddOption("ParticleRandomness", "Particles", "VisualShaderNodeParticleRandomness", "", {}, VisualShaderNode::PORT_TYPE_SCALAR, TYPE_FLAGS_EMIT | TYPE_FLAGS_PROCESS | TYPE_FLAGS_COLLIDE, Shader::MODE_PARTICLES));
  4483. 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));
  4484. add_options.push_back(AddOption("BoxEmitter", "Particles/Emitters", "VisualShaderNodeParticleBoxEmitter", "", {}, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_EMIT, Shader::MODE_PARTICLES));
  4485. add_options.push_back(AddOption("MeshEmitter", "Particles/Emitters", "VisualShaderNodeParticleMeshEmitter", "", {}, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_EMIT, Shader::MODE_PARTICLES));
  4486. add_options.push_back(AddOption("RingEmitter", "Particles/Emitters", "VisualShaderNodeParticleRingEmitter", "", {}, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_EMIT, Shader::MODE_PARTICLES));
  4487. add_options.push_back(AddOption("SphereEmitter", "Particles/Emitters", "VisualShaderNodeParticleSphereEmitter", "", {}, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_EMIT, Shader::MODE_PARTICLES));
  4488. add_options.push_back(AddOption("ConeVelocity", "Particles/Velocity", "VisualShaderNodeParticleConeVelocity", "", {}, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_EMIT, Shader::MODE_PARTICLES));
  4489. // SCALAR
  4490. add_options.push_back(AddOption("FloatFunc", "Scalar/Common", "VisualShaderNodeFloatFunc", TTR("Float function."), {}, VisualShaderNode::PORT_TYPE_SCALAR));
  4491. add_options.push_back(AddOption("FloatOp", "Scalar/Common", "VisualShaderNodeFloatOp", TTR("Float operator."), {}, VisualShaderNode::PORT_TYPE_SCALAR));
  4492. add_options.push_back(AddOption("IntFunc", "Scalar/Common", "VisualShaderNodeIntFunc", TTR("Integer function."), {}, VisualShaderNode::PORT_TYPE_SCALAR_INT));
  4493. add_options.push_back(AddOption("IntOp", "Scalar/Common", "VisualShaderNodeIntOp", TTR("Integer operator."), {}, VisualShaderNode::PORT_TYPE_SCALAR_INT));
  4494. // CONSTANTS
  4495. for (int i = 0; i < MAX_FLOAT_CONST_DEFS; i++) {
  4496. 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));
  4497. }
  4498. // FUNCTIONS
  4499. add_options.push_back(AddOption("Abs", "Scalar/Functions", "VisualShaderNodeFloatFunc", TTR("Returns the absolute value of the parameter."), { VisualShaderNodeFloatFunc::FUNC_ABS }, VisualShaderNode::PORT_TYPE_SCALAR));
  4500. 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));
  4501. add_options.push_back(AddOption("ACos", "Scalar/Functions", "VisualShaderNodeFloatFunc", TTR("Returns the arc-cosine of the parameter."), { VisualShaderNodeFloatFunc::FUNC_ACOS }, VisualShaderNode::PORT_TYPE_SCALAR));
  4502. 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));
  4503. add_options.push_back(AddOption("ASin", "Scalar/Functions", "VisualShaderNodeFloatFunc", TTR("Returns the arc-sine of the parameter."), { VisualShaderNodeFloatFunc::FUNC_ASIN }, VisualShaderNode::PORT_TYPE_SCALAR));
  4504. 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));
  4505. add_options.push_back(AddOption("ATan", "Scalar/Functions", "VisualShaderNodeFloatFunc", TTR("Returns the arc-tangent of the parameter."), { VisualShaderNodeFloatFunc::FUNC_ATAN }, VisualShaderNode::PORT_TYPE_SCALAR));
  4506. add_options.push_back(AddOption("ATan2", "Scalar/Functions", "VisualShaderNodeFloatOp", TTR("Returns the arc-tangent of the parameters."), { VisualShaderNodeFloatOp::OP_ATAN2 }, VisualShaderNode::PORT_TYPE_SCALAR));
  4507. 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));
  4508. 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));
  4509. 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));
  4510. 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));
  4511. 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));
  4512. add_options.push_back(AddOption("Cos", "Scalar/Functions", "VisualShaderNodeFloatFunc", TTR("Returns the cosine of the parameter."), { VisualShaderNodeFloatFunc::FUNC_COS }, VisualShaderNode::PORT_TYPE_SCALAR));
  4513. add_options.push_back(AddOption("CosH", "Scalar/Functions", "VisualShaderNodeFloatFunc", TTR("Returns the hyperbolic cosine of the parameter."), { VisualShaderNodeFloatFunc::FUNC_COSH }, VisualShaderNode::PORT_TYPE_SCALAR));
  4514. add_options.push_back(AddOption("Degrees", "Scalar/Functions", "VisualShaderNodeFloatFunc", TTR("Converts a quantity in radians to degrees."), { VisualShaderNodeFloatFunc::FUNC_DEGREES }, VisualShaderNode::PORT_TYPE_SCALAR));
  4515. 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));
  4516. 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));
  4517. add_options.push_back(AddOption("Exp", "Scalar/Functions", "VisualShaderNodeFloatFunc", TTR("Base-e Exponential."), { VisualShaderNodeFloatFunc::FUNC_EXP }, VisualShaderNode::PORT_TYPE_SCALAR));
  4518. add_options.push_back(AddOption("Exp2", "Scalar/Functions", "VisualShaderNodeFloatFunc", TTR("Base-2 Exponential."), { VisualShaderNodeFloatFunc::FUNC_EXP2 }, VisualShaderNode::PORT_TYPE_SCALAR));
  4519. 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));
  4520. add_options.push_back(AddOption("Fract", "Scalar/Functions", "VisualShaderNodeFloatFunc", TTR("Computes the fractional part of the argument."), { VisualShaderNodeFloatFunc::FUNC_FRACT }, VisualShaderNode::PORT_TYPE_SCALAR));
  4521. 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));
  4522. add_options.push_back(AddOption("Log", "Scalar/Functions", "VisualShaderNodeFloatFunc", TTR("Natural logarithm."), { VisualShaderNodeFloatFunc::FUNC_LOG }, VisualShaderNode::PORT_TYPE_SCALAR));
  4523. add_options.push_back(AddOption("Log2", "Scalar/Functions", "VisualShaderNodeFloatFunc", TTR("Base-2 logarithm."), { VisualShaderNodeFloatFunc::FUNC_LOG2 }, VisualShaderNode::PORT_TYPE_SCALAR));
  4524. add_options.push_back(AddOption("Max", "Scalar/Functions", "VisualShaderNodeFloatOp", TTR("Returns the greater of two values."), { VisualShaderNodeFloatOp::OP_MAX }, VisualShaderNode::PORT_TYPE_SCALAR));
  4525. add_options.push_back(AddOption("Min", "Scalar/Functions", "VisualShaderNodeFloatOp", TTR("Returns the lesser of two values."), { VisualShaderNodeFloatOp::OP_MIN }, VisualShaderNode::PORT_TYPE_SCALAR));
  4526. add_options.push_back(AddOption("Mix", "Scalar/Functions", "VisualShaderNodeMix", TTR("Linear interpolation between two scalars."), { VisualShaderNodeMix::OP_TYPE_SCALAR }, VisualShaderNode::PORT_TYPE_SCALAR));
  4527. 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));
  4528. 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));
  4529. 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));
  4530. add_options.push_back(AddOption("OneMinus (1-)", "Scalar/Functions", "VisualShaderNodeFloatFunc", TTR("1.0 - scalar"), { VisualShaderNodeFloatFunc::FUNC_ONEMINUS }, VisualShaderNode::PORT_TYPE_SCALAR));
  4531. 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));
  4532. add_options.push_back(AddOption("Radians", "Scalar/Functions", "VisualShaderNodeFloatFunc", TTR("Converts a quantity in degrees to radians."), { VisualShaderNodeFloatFunc::FUNC_RADIANS }, VisualShaderNode::PORT_TYPE_SCALAR));
  4533. add_options.push_back(AddOption("Reciprocal", "Scalar/Functions", "VisualShaderNodeFloatFunc", TTR("1.0 / scalar"), { VisualShaderNodeFloatFunc::FUNC_RECIPROCAL }, VisualShaderNode::PORT_TYPE_SCALAR));
  4534. add_options.push_back(AddOption("Round", "Scalar/Functions", "VisualShaderNodeFloatFunc", TTR("Finds the nearest integer to the parameter."), { VisualShaderNodeFloatFunc::FUNC_ROUND }, VisualShaderNode::PORT_TYPE_SCALAR));
  4535. 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));
  4536. 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));
  4537. add_options.push_back(AddOption("Sign", "Scalar/Functions", "VisualShaderNodeFloatFunc", TTR("Extracts the sign of the parameter."), { VisualShaderNodeFloatFunc::FUNC_SIGN }, VisualShaderNode::PORT_TYPE_SCALAR));
  4538. add_options.push_back(AddOption("Sign", "Scalar/Functions", "VisualShaderNodeIntFunc", TTR("Extracts the sign of the parameter."), { VisualShaderNodeIntFunc::FUNC_SIGN }, VisualShaderNode::PORT_TYPE_SCALAR_INT));
  4539. add_options.push_back(AddOption("Sin", "Scalar/Functions", "VisualShaderNodeFloatFunc", TTR("Returns the sine of the parameter."), { VisualShaderNodeFloatFunc::FUNC_SIN }, VisualShaderNode::PORT_TYPE_SCALAR));
  4540. add_options.push_back(AddOption("SinH", "Scalar/Functions", "VisualShaderNodeFloatFunc", TTR("Returns the hyperbolic sine of the parameter."), { VisualShaderNodeFloatFunc::FUNC_SINH }, VisualShaderNode::PORT_TYPE_SCALAR));
  4541. add_options.push_back(AddOption("Sqrt", "Scalar/Functions", "VisualShaderNodeFloatFunc", TTR("Returns the square root of the parameter."), { VisualShaderNodeFloatFunc::FUNC_SQRT }, VisualShaderNode::PORT_TYPE_SCALAR));
  4542. 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));
  4543. 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));
  4544. 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));
  4545. add_options.push_back(AddOption("Tan", "Scalar/Functions", "VisualShaderNodeFloatFunc", TTR("Returns the tangent of the parameter."), { VisualShaderNodeFloatFunc::FUNC_TAN }, VisualShaderNode::PORT_TYPE_SCALAR));
  4546. add_options.push_back(AddOption("TanH", "Scalar/Functions", "VisualShaderNodeFloatFunc", TTR("Returns the hyperbolic tangent of the parameter."), { VisualShaderNodeFloatFunc::FUNC_TANH }, VisualShaderNode::PORT_TYPE_SCALAR));
  4547. add_options.push_back(AddOption("Trunc", "Scalar/Functions", "VisualShaderNodeFloatFunc", TTR("Finds the truncated value of the parameter."), { VisualShaderNodeFloatFunc::FUNC_TRUNC }, VisualShaderNode::PORT_TYPE_SCALAR));
  4548. add_options.push_back(AddOption("Add (+)", "Scalar/Operators", "VisualShaderNodeFloatOp", TTR("Sums two floating-point scalars."), { VisualShaderNodeFloatOp::OP_ADD }, VisualShaderNode::PORT_TYPE_SCALAR));
  4549. add_options.push_back(AddOption("Add (+)", "Scalar/Operators", "VisualShaderNodeIntOp", TTR("Sums two integer scalars."), { VisualShaderNodeIntOp::OP_ADD }, VisualShaderNode::PORT_TYPE_SCALAR_INT));
  4550. 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));
  4551. 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));
  4552. 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));
  4553. 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));
  4554. 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));
  4555. add_options.push_back(AddOption("Divide (/)", "Scalar/Operators", "VisualShaderNodeFloatOp", TTR("Divides two floating-point scalars."), { VisualShaderNodeFloatOp::OP_DIV }, VisualShaderNode::PORT_TYPE_SCALAR));
  4556. add_options.push_back(AddOption("Divide (/)", "Scalar/Operators", "VisualShaderNodeIntOp", TTR("Divides two integer scalars."), { VisualShaderNodeIntOp::OP_DIV }, VisualShaderNode::PORT_TYPE_SCALAR_INT));
  4557. add_options.push_back(AddOption("Multiply (*)", "Scalar/Operators", "VisualShaderNodeFloatOp", TTR("Multiplies two floating-point scalars."), { VisualShaderNodeFloatOp::OP_MUL }, VisualShaderNode::PORT_TYPE_SCALAR));
  4558. add_options.push_back(AddOption("Multiply (*)", "Scalar/Operators", "VisualShaderNodeIntOp", TTR("Multiplies two integer scalars."), { VisualShaderNodeIntOp::OP_MUL }, VisualShaderNode::PORT_TYPE_SCALAR_INT));
  4559. 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));
  4560. 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));
  4561. add_options.push_back(AddOption("Subtract (-)", "Scalar/Operators", "VisualShaderNodeFloatOp", TTR("Subtracts two floating-point scalars."), { VisualShaderNodeFloatOp::OP_SUB }, VisualShaderNode::PORT_TYPE_SCALAR));
  4562. add_options.push_back(AddOption("Subtract (-)", "Scalar/Operators", "VisualShaderNodeIntOp", TTR("Subtracts two integer scalars."), { VisualShaderNodeIntOp::OP_SUB }, VisualShaderNode::PORT_TYPE_SCALAR_INT));
  4563. add_options.push_back(AddOption("FloatConstant", "Scalar/Variables", "VisualShaderNodeFloatConstant", TTR("Scalar floating-point constant."), {}, VisualShaderNode::PORT_TYPE_SCALAR));
  4564. add_options.push_back(AddOption("IntConstant", "Scalar/Variables", "VisualShaderNodeIntConstant", TTR("Scalar integer constant."), {}, VisualShaderNode::PORT_TYPE_SCALAR_INT));
  4565. add_options.push_back(AddOption("FloatParameter", "Scalar/Variables", "VisualShaderNodeFloatParameter", TTR("Scalar floating-point parameter."), {}, VisualShaderNode::PORT_TYPE_SCALAR));
  4566. add_options.push_back(AddOption("IntParameter", "Scalar/Variables", "VisualShaderNodeIntParameter", TTR("Scalar integer parameter."), {}, VisualShaderNode::PORT_TYPE_SCALAR_INT));
  4567. // SDF
  4568. {
  4569. 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));
  4570. 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));
  4571. 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));
  4572. 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));
  4573. 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));
  4574. }
  4575. // TEXTURES
  4576. add_options.push_back(AddOption("UVFunc", "Textures/Common", "VisualShaderNodeUVFunc", TTR("Function to be applied on texture coordinates."), {}, VisualShaderNode::PORT_TYPE_VECTOR_2D));
  4577. add_options.push_back(AddOption("UVPolarCoord", "Textures/Common", "VisualShaderNodeUVPolarCoord", TTR("Polar coordinates conversion applied on texture coordinates."), {}, VisualShaderNode::PORT_TYPE_VECTOR_2D));
  4578. cubemap_node_option_idx = add_options.size();
  4579. add_options.push_back(AddOption("CubeMap", "Textures/Functions", "VisualShaderNodeCubemap", TTR("Perform the cubic texture lookup."), {}, VisualShaderNode::PORT_TYPE_VECTOR_4D));
  4580. curve_node_option_idx = add_options.size();
  4581. add_options.push_back(AddOption("CurveTexture", "Textures/Functions", "VisualShaderNodeCurveTexture", TTR("Perform the curve texture lookup."), {}, VisualShaderNode::PORT_TYPE_SCALAR));
  4582. curve_xyz_node_option_idx = add_options.size();
  4583. add_options.push_back(AddOption("CurveXYZTexture", "Textures/Functions", "VisualShaderNodeCurveXYZTexture", TTR("Perform the three components curve texture lookup."), {}, VisualShaderNode::PORT_TYPE_VECTOR_3D));
  4584. add_options.push_back(AddOption("LinearSceneDepth", "Textures/Functions", "VisualShaderNodeLinearSceneDepth", TTR("Returns the depth value of the DEPTH_TEXTURE node in a linear space."), {}, VisualShaderNode::PORT_TYPE_SCALAR, TYPE_FLAGS_FRAGMENT, Shader::MODE_SPATIAL));
  4585. texture2d_node_option_idx = add_options.size();
  4586. add_options.push_back(AddOption("Texture2D", "Textures/Functions", "VisualShaderNodeTexture", TTR("Perform the 2D texture lookup."), {}, VisualShaderNode::PORT_TYPE_VECTOR_4D));
  4587. texture2d_array_node_option_idx = add_options.size();
  4588. add_options.push_back(AddOption("Texture2DArray", "Textures/Functions", "VisualShaderNodeTexture2DArray", TTR("Perform the 2D-array texture lookup."), {}, VisualShaderNode::PORT_TYPE_VECTOR_4D));
  4589. texture3d_node_option_idx = add_options.size();
  4590. add_options.push_back(AddOption("Texture3D", "Textures/Functions", "VisualShaderNodeTexture3D", TTR("Perform the 3D texture lookup."), {}, VisualShaderNode::PORT_TYPE_VECTOR_4D));
  4591. add_options.push_back(AddOption("UVPanning", "Textures/Functions", "VisualShaderNodeUVFunc", TTR("Apply panning function on texture coordinates."), { VisualShaderNodeUVFunc::FUNC_PANNING }, VisualShaderNode::PORT_TYPE_VECTOR_2D));
  4592. add_options.push_back(AddOption("UVScaling", "Textures/Functions", "VisualShaderNodeUVFunc", TTR("Apply scaling function on texture coordinates."), { VisualShaderNodeUVFunc::FUNC_SCALING }, VisualShaderNode::PORT_TYPE_VECTOR_2D));
  4593. add_options.push_back(AddOption("CubeMapParameter", "Textures/Variables", "VisualShaderNodeCubemapParameter", TTR("Cubic texture parameter lookup."), {}, VisualShaderNode::PORT_TYPE_SAMPLER));
  4594. add_options.push_back(AddOption("Texture2DParameter", "Textures/Variables", "VisualShaderNodeTexture2DParameter", TTR("2D texture parameter lookup."), {}, VisualShaderNode::PORT_TYPE_SAMPLER));
  4595. 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));
  4596. add_options.push_back(AddOption("Texture2DArrayParameter", "Textures/Variables", "VisualShaderNodeTexture2DArrayParameter", TTR("2D array of textures parameter lookup."), {}, VisualShaderNode::PORT_TYPE_SAMPLER));
  4597. add_options.push_back(AddOption("Texture3DParameter", "Textures/Variables", "VisualShaderNodeTexture3DParameter", TTR("3D texture parameter lookup."), {}, VisualShaderNode::PORT_TYPE_SAMPLER));
  4598. // TRANSFORM
  4599. add_options.push_back(AddOption("TransformFunc", "Transform/Common", "VisualShaderNodeTransformFunc", TTR("Transform function."), {}, VisualShaderNode::PORT_TYPE_TRANSFORM));
  4600. add_options.push_back(AddOption("TransformOp", "Transform/Common", "VisualShaderNodeTransformOp", TTR("Transform operator."), {}, VisualShaderNode::PORT_TYPE_TRANSFORM));
  4601. 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));
  4602. add_options.push_back(AddOption("TransformCompose", "Transform/Composition", "VisualShaderNodeTransformCompose", TTR("Composes transform from four vectors."), {}, VisualShaderNode::PORT_TYPE_TRANSFORM));
  4603. add_options.push_back(AddOption("TransformDecompose", "Transform/Composition", "VisualShaderNodeTransformDecompose", TTR("Decomposes transform to four vectors.")));
  4604. add_options.push_back(AddOption("Determinant", "Transform/Functions", "VisualShaderNodeDeterminant", TTR("Calculates the determinant of a transform."), {}, VisualShaderNode::PORT_TYPE_SCALAR));
  4605. 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));
  4606. add_options.push_back(AddOption("Inverse", "Transform/Functions", "VisualShaderNodeTransformFunc", TTR("Calculates the inverse of a transform."), { VisualShaderNodeTransformFunc::FUNC_INVERSE }, VisualShaderNode::PORT_TYPE_TRANSFORM));
  4607. add_options.push_back(AddOption("Transpose", "Transform/Functions", "VisualShaderNodeTransformFunc", TTR("Calculates the transpose of a transform."), { VisualShaderNodeTransformFunc::FUNC_TRANSPOSE }, VisualShaderNode::PORT_TYPE_TRANSFORM));
  4608. add_options.push_back(AddOption("Add (+)", "Transform/Operators", "VisualShaderNodeTransformOp", TTR("Sums two transforms."), { VisualShaderNodeTransformOp::OP_ADD }, VisualShaderNode::PORT_TYPE_TRANSFORM));
  4609. add_options.push_back(AddOption("Divide (/)", "Transform/Operators", "VisualShaderNodeTransformOp", TTR("Divides two transforms."), { VisualShaderNodeTransformOp::OP_A_DIV_B }, VisualShaderNode::PORT_TYPE_TRANSFORM));
  4610. add_options.push_back(AddOption("Multiply (*)", "Transform/Operators", "VisualShaderNodeTransformOp", TTR("Multiplies two transforms."), { VisualShaderNodeTransformOp::OP_AxB }, VisualShaderNode::PORT_TYPE_TRANSFORM));
  4611. 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));
  4612. add_options.push_back(AddOption("Subtract (-)", "Transform/Operators", "VisualShaderNodeTransformOp", TTR("Subtracts two transforms."), { VisualShaderNodeTransformOp::OP_A_MINUS_B }, VisualShaderNode::PORT_TYPE_TRANSFORM));
  4613. add_options.push_back(AddOption("TransformVectorMult (*)", "Transform/Operators", "VisualShaderNodeTransformVecMult", TTR("Multiplies vector by transform."), {}, VisualShaderNode::PORT_TYPE_VECTOR_3D));
  4614. add_options.push_back(AddOption("TransformConstant", "Transform/Variables", "VisualShaderNodeTransformConstant", TTR("Transform constant."), {}, VisualShaderNode::PORT_TYPE_TRANSFORM));
  4615. add_options.push_back(AddOption("TransformParameter", "Transform/Variables", "VisualShaderNodeTransformParameter", TTR("Transform parameter."), {}, VisualShaderNode::PORT_TYPE_TRANSFORM));
  4616. // UTILITY
  4617. 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));
  4618. 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));
  4619. add_options.push_back(AddOption("RandomRange", "Utility", "VisualShaderNodeRandomRange", TTR("Returns a random value between the minimum and maximum input values."), {}, VisualShaderNode::PORT_TYPE_SCALAR));
  4620. 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));
  4621. // VECTOR
  4622. add_options.push_back(AddOption("VectorFunc", "Vector/Common", "VisualShaderNodeVectorFunc", TTR("Vector function."), {}, VisualShaderNode::PORT_TYPE_VECTOR_3D));
  4623. add_options.push_back(AddOption("VectorOp", "Vector/Common", "VisualShaderNodeVectorOp", TTR("Vector operator."), {}, VisualShaderNode::PORT_TYPE_VECTOR_3D));
  4624. add_options.push_back(AddOption("VectorCompose", "Vector/Common", "VisualShaderNodeVectorCompose", TTR("Composes vector from scalars.")));
  4625. add_options.push_back(AddOption("VectorDecompose", "Vector/Common", "VisualShaderNodeVectorDecompose", TTR("Decomposes vector to scalars.")));
  4626. 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));
  4627. add_options.push_back(AddOption("Vector2Decompose", "Vector/Composition", "VisualShaderNodeVectorDecompose", TTR("Decomposes 2D vector to two scalars."), { VisualShaderNodeVectorDecompose::OP_TYPE_VECTOR_2D }));
  4628. 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));
  4629. add_options.push_back(AddOption("Vector3Decompose", "Vector/Composition", "VisualShaderNodeVectorDecompose", TTR("Decomposes 3D vector to three scalars."), { VisualShaderNodeVectorDecompose::OP_TYPE_VECTOR_3D }));
  4630. 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));
  4631. add_options.push_back(AddOption("Vector4Decompose", "Vector/Composition", "VisualShaderNodeVectorDecompose", TTR("Decomposes 4D vector to four scalars."), { VisualShaderNodeVectorDecompose::OP_TYPE_VECTOR_4D }));
  4632. 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));
  4633. 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));
  4634. 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));
  4635. 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));
  4636. 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));
  4637. 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));
  4638. 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));
  4639. 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));
  4640. 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));
  4641. 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));
  4642. 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));
  4643. 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));
  4644. 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));
  4645. 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));
  4646. 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));
  4647. 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));
  4648. 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));
  4649. 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));
  4650. 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));
  4651. 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));
  4652. 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));
  4653. 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));
  4654. 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));
  4655. 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));
  4656. add_options.push_back(AddOption("Ceil", "Vector/Functions", "VisualShaderNodeVectorFunc", TTR("Finds the nearest integer that is greater than or equal to the parameter."), { VisualShaderNodeVectorFunc::FUNC_CEIL }, VisualShaderNode::PORT_TYPE_VECTOR_2D));
  4657. 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));
  4658. 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));
  4659. 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));
  4660. 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));
  4661. 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));
  4662. 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));
  4663. 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));
  4664. 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));
  4665. 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));
  4666. 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));
  4667. 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));
  4668. 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));
  4669. 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));
  4670. 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));
  4671. 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));
  4672. 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));
  4673. 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));
  4674. 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));
  4675. 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));
  4676. 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));
  4677. 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));
  4678. 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));
  4679. 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));
  4680. 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));
  4681. add_options.push_back(AddOption("Dot", "Vector/Functions", "VisualShaderNodeDotProduct", TTR("Calculates the dot product of two vectors."), {}, VisualShaderNode::PORT_TYPE_SCALAR));
  4682. 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));
  4683. 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));
  4684. 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));
  4685. 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));
  4686. 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));
  4687. 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));
  4688. 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));
  4689. 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));
  4690. 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));
  4691. 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));
  4692. 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));
  4693. 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));
  4694. 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));
  4695. 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));
  4696. 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));
  4697. 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));
  4698. 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));
  4699. 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));
  4700. 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));
  4701. 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));
  4702. 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));
  4703. 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));
  4704. 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));
  4705. 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));
  4706. 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));
  4707. 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));
  4708. 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));
  4709. 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));
  4710. 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));
  4711. 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));
  4712. 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));
  4713. 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));
  4714. 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));
  4715. 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));
  4716. 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));
  4717. 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));
  4718. 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));
  4719. 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));
  4720. 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));
  4721. 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));
  4722. 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));
  4723. 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));
  4724. 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));
  4725. 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));
  4726. 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));
  4727. 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));
  4728. 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));
  4729. 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));
  4730. 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));
  4731. 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));
  4732. 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));
  4733. 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));
  4734. 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));
  4735. 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));
  4736. 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));
  4737. 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));
  4738. 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));
  4739. 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));
  4740. 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));
  4741. 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));
  4742. 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));
  4743. 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));
  4744. 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));
  4745. 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));
  4746. 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));
  4747. 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));
  4748. 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));
  4749. 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));
  4750. 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));
  4751. 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));
  4752. 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));
  4753. 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));
  4754. 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));
  4755. 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));
  4756. 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));
  4757. 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));
  4758. 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));
  4759. 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));
  4760. 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));
  4761. 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));
  4762. 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));
  4763. 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));
  4764. 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));
  4765. 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));
  4766. 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));
  4767. 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));
  4768. 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));
  4769. 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));
  4770. 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));
  4771. 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));
  4772. 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));
  4773. 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));
  4774. 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));
  4775. 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));
  4776. 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));
  4777. 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));
  4778. 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));
  4779. 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));
  4780. 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));
  4781. 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));
  4782. 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));
  4783. 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));
  4784. 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));
  4785. 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));
  4786. 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));
  4787. 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));
  4788. 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));
  4789. 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));
  4790. 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));
  4791. 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));
  4792. 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));
  4793. 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));
  4794. 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));
  4795. 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));
  4796. 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));
  4797. 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));
  4798. 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));
  4799. 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));
  4800. 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));
  4801. 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));
  4802. 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));
  4803. 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));
  4804. 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));
  4805. 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));
  4806. 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));
  4807. 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));
  4808. add_options.push_back(AddOption("Vector2Constant", "Vector/Variables", "VisualShaderNodeVec2Constant", TTR("2D vector constant."), {}, VisualShaderNode::PORT_TYPE_VECTOR_2D));
  4809. add_options.push_back(AddOption("Vector2Parameter", "Vector/Variables", "VisualShaderNodeVec2Parameter", TTR("2D vector parameter."), {}, VisualShaderNode::PORT_TYPE_VECTOR_2D));
  4810. add_options.push_back(AddOption("Vector3Constant", "Vector/Variables", "VisualShaderNodeVec3Constant", TTR("3D vector constant."), {}, VisualShaderNode::PORT_TYPE_VECTOR_3D));
  4811. add_options.push_back(AddOption("Vector3Parameter", "Vector/Variables", "VisualShaderNodeVec3Parameter", TTR("3D vector parameter."), {}, VisualShaderNode::PORT_TYPE_VECTOR_3D));
  4812. add_options.push_back(AddOption("Vector4Constant", "Vector/Variables", "VisualShaderNodeVec4Constant", TTR("4D vector constant."), {}, VisualShaderNode::PORT_TYPE_VECTOR_4D));
  4813. add_options.push_back(AddOption("Vector4Parameter", "Vector/Variables", "VisualShaderNodeVec4Parameter", TTR("4D vector parameter."), {}, VisualShaderNode::PORT_TYPE_VECTOR_4D));
  4814. // SPECIAL
  4815. add_options.push_back(AddOption("Comment", "Special", "VisualShaderNodeComment", TTR("A rectangular area with a description string for better graph organization.")));
  4816. 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.")));
  4817. 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.")));
  4818. add_options.push_back(AddOption("ParameterRef", "Special", "VisualShaderNodeParameterRef", TTR("A reference to an existing parameter.")));
  4819. add_options.push_back(AddOption("VaryingGetter", "Special", "VisualShaderNodeVaryingGetter", TTR("Get varying parameter."), {}, -1, TYPE_FLAGS_FRAGMENT | TYPE_FLAGS_LIGHT, Shader::MODE_SPATIAL));
  4820. add_options.push_back(AddOption("VaryingSetter", "Special", "VisualShaderNodeVaryingSetter", TTR("Set varying parameter."), {}, -1, TYPE_FLAGS_VERTEX | TYPE_FLAGS_FRAGMENT, Shader::MODE_SPATIAL));
  4821. add_options.push_back(AddOption("VaryingGetter", "Special", "VisualShaderNodeVaryingGetter", TTR("Get varying parameter."), {}, -1, TYPE_FLAGS_FRAGMENT | TYPE_FLAGS_LIGHT, Shader::MODE_CANVAS_ITEM));
  4822. add_options.push_back(AddOption("VaryingSetter", "Special", "VisualShaderNodeVaryingSetter", TTR("Set varying parameter."), {}, -1, TYPE_FLAGS_VERTEX | TYPE_FLAGS_FRAGMENT, Shader::MODE_CANVAS_ITEM));
  4823. custom_node_option_idx = add_options.size();
  4824. /////////////////////////////////////////////////////////////////////
  4825. _update_options_menu();
  4826. undo_redo = EditorNode::get_undo_redo();
  4827. Ref<VisualShaderNodePluginDefault> default_plugin;
  4828. default_plugin.instantiate();
  4829. default_plugin->set_editor(this);
  4830. add_plugin(default_plugin);
  4831. graph_plugin.instantiate();
  4832. graph_plugin->set_editor(this);
  4833. property_editor_popup = memnew(PopupPanel);
  4834. property_editor_popup->set_min_size(Size2(180, 0) * EDSCALE);
  4835. add_child(property_editor_popup);
  4836. edited_property_holder.instantiate();
  4837. }
  4838. class VisualShaderNodePluginInputEditor : public OptionButton {
  4839. GDCLASS(VisualShaderNodePluginInputEditor, OptionButton);
  4840. VisualShaderEditor *editor = nullptr;
  4841. Ref<VisualShaderNodeInput> input;
  4842. public:
  4843. void _notification(int p_what) {
  4844. switch (p_what) {
  4845. case NOTIFICATION_READY: {
  4846. connect("item_selected", callable_mp(this, &VisualShaderNodePluginInputEditor::_item_selected));
  4847. } break;
  4848. }
  4849. }
  4850. void _item_selected(int p_item) {
  4851. editor->call_deferred(SNAME("_input_select_item"), input, get_item_text(p_item));
  4852. }
  4853. void setup(VisualShaderEditor *p_editor, const Ref<VisualShaderNodeInput> &p_input) {
  4854. editor = p_editor;
  4855. input = p_input;
  4856. Ref<Texture2D> type_icon[] = {
  4857. EditorNode::get_singleton()->get_gui_base()->get_theme_icon(SNAME("float"), SNAME("EditorIcons")),
  4858. EditorNode::get_singleton()->get_gui_base()->get_theme_icon(SNAME("int"), SNAME("EditorIcons")),
  4859. EditorNode::get_singleton()->get_gui_base()->get_theme_icon(SNAME("Vector2"), SNAME("EditorIcons")),
  4860. EditorNode::get_singleton()->get_gui_base()->get_theme_icon(SNAME("Vector3"), SNAME("EditorIcons")),
  4861. EditorNode::get_singleton()->get_gui_base()->get_theme_icon(SNAME("Vector4"), SNAME("EditorIcons")),
  4862. EditorNode::get_singleton()->get_gui_base()->get_theme_icon(SNAME("bool"), SNAME("EditorIcons")),
  4863. EditorNode::get_singleton()->get_gui_base()->get_theme_icon(SNAME("Transform3D"), SNAME("EditorIcons")),
  4864. EditorNode::get_singleton()->get_gui_base()->get_theme_icon(SNAME("ImageTexture"), SNAME("EditorIcons")),
  4865. };
  4866. add_item("[None]");
  4867. int to_select = -1;
  4868. for (int i = 0; i < input->get_input_index_count(); i++) {
  4869. if (input->get_input_name() == input->get_input_index_name(i)) {
  4870. to_select = i + 1;
  4871. }
  4872. add_icon_item(type_icon[input->get_input_index_type(i)], input->get_input_index_name(i));
  4873. }
  4874. if (to_select >= 0) {
  4875. select(to_select);
  4876. }
  4877. }
  4878. };
  4879. ////////////////
  4880. class VisualShaderNodePluginVaryingEditor : public OptionButton {
  4881. GDCLASS(VisualShaderNodePluginVaryingEditor, OptionButton);
  4882. VisualShaderEditor *editor = nullptr;
  4883. Ref<VisualShaderNodeVarying> varying;
  4884. public:
  4885. void _notification(int p_what) {
  4886. if (p_what == NOTIFICATION_READY) {
  4887. connect("item_selected", callable_mp(this, &VisualShaderNodePluginVaryingEditor::_item_selected));
  4888. }
  4889. }
  4890. void _item_selected(int p_item) {
  4891. editor->call_deferred(SNAME("_varying_select_item"), varying, get_item_text(p_item));
  4892. }
  4893. void setup(VisualShaderEditor *p_editor, const Ref<VisualShaderNodeVarying> &p_varying, VisualShader::Type p_type) {
  4894. editor = p_editor;
  4895. varying = p_varying;
  4896. Ref<Texture2D> type_icon[] = {
  4897. EditorNode::get_singleton()->get_gui_base()->get_theme_icon(SNAME("float"), SNAME("EditorIcons")),
  4898. EditorNode::get_singleton()->get_gui_base()->get_theme_icon(SNAME("int"), SNAME("EditorIcons")),
  4899. EditorNode::get_singleton()->get_gui_base()->get_theme_icon(SNAME("Vector2"), SNAME("EditorIcons")),
  4900. EditorNode::get_singleton()->get_gui_base()->get_theme_icon(SNAME("Vector3"), SNAME("EditorIcons")),
  4901. EditorNode::get_singleton()->get_gui_base()->get_theme_icon(SNAME("Vector4"), SNAME("EditorIcons")),
  4902. EditorNode::get_singleton()->get_gui_base()->get_theme_icon(SNAME("bool"), SNAME("EditorIcons")),
  4903. EditorNode::get_singleton()->get_gui_base()->get_theme_icon(SNAME("Transform3D"), SNAME("EditorIcons")),
  4904. };
  4905. bool is_getter = Ref<VisualShaderNodeVaryingGetter>(p_varying.ptr()).is_valid();
  4906. add_item("[None]");
  4907. int to_select = -1;
  4908. for (int i = 0, j = 0; i < varying->get_varyings_count(); i++) {
  4909. VisualShader::VaryingMode mode = varying->get_varying_mode_by_index(i);
  4910. if (is_getter) {
  4911. if (mode == VisualShader::VARYING_MODE_FRAG_TO_LIGHT) {
  4912. if (p_type != VisualShader::TYPE_LIGHT) {
  4913. j++;
  4914. continue;
  4915. }
  4916. } else {
  4917. if (p_type != VisualShader::TYPE_FRAGMENT && p_type != VisualShader::TYPE_LIGHT) {
  4918. j++;
  4919. continue;
  4920. }
  4921. }
  4922. } else {
  4923. if (mode == VisualShader::VARYING_MODE_FRAG_TO_LIGHT) {
  4924. if (p_type != VisualShader::TYPE_FRAGMENT) {
  4925. j++;
  4926. continue;
  4927. }
  4928. } else {
  4929. if (p_type != VisualShader::TYPE_VERTEX) {
  4930. j++;
  4931. continue;
  4932. }
  4933. }
  4934. }
  4935. if (varying->get_varying_name() == varying->get_varying_name_by_index(i)) {
  4936. to_select = i - j + 1;
  4937. }
  4938. add_icon_item(type_icon[varying->get_varying_type_by_index(i)], varying->get_varying_name_by_index(i));
  4939. }
  4940. if (to_select >= 0) {
  4941. select(to_select);
  4942. }
  4943. }
  4944. };
  4945. ////////////////
  4946. class VisualShaderNodePluginParameterRefEditor : public OptionButton {
  4947. GDCLASS(VisualShaderNodePluginParameterRefEditor, OptionButton);
  4948. VisualShaderEditor *editor = nullptr;
  4949. Ref<VisualShaderNodeParameterRef> parameter_ref;
  4950. public:
  4951. void _notification(int p_what) {
  4952. switch (p_what) {
  4953. case NOTIFICATION_READY: {
  4954. connect("item_selected", callable_mp(this, &VisualShaderNodePluginParameterRefEditor::_item_selected));
  4955. } break;
  4956. }
  4957. }
  4958. void _item_selected(int p_item) {
  4959. editor->call_deferred(SNAME("_parameter_ref_select_item"), parameter_ref, get_item_text(p_item));
  4960. }
  4961. void setup(VisualShaderEditor *p_editor, const Ref<VisualShaderNodeParameterRef> &p_parameter_ref) {
  4962. editor = p_editor;
  4963. parameter_ref = p_parameter_ref;
  4964. Ref<Texture2D> type_icon[] = {
  4965. EditorNode::get_singleton()->get_gui_base()->get_theme_icon(SNAME("float"), SNAME("EditorIcons")),
  4966. EditorNode::get_singleton()->get_gui_base()->get_theme_icon(SNAME("int"), SNAME("EditorIcons")),
  4967. EditorNode::get_singleton()->get_gui_base()->get_theme_icon(SNAME("bool"), SNAME("EditorIcons")),
  4968. EditorNode::get_singleton()->get_gui_base()->get_theme_icon(SNAME("Vector2"), SNAME("EditorIcons")),
  4969. EditorNode::get_singleton()->get_gui_base()->get_theme_icon(SNAME("Vector3"), SNAME("EditorIcons")),
  4970. EditorNode::get_singleton()->get_gui_base()->get_theme_icon(SNAME("Vector4"), SNAME("EditorIcons")),
  4971. EditorNode::get_singleton()->get_gui_base()->get_theme_icon(SNAME("Transform3D"), SNAME("EditorIcons")),
  4972. EditorNode::get_singleton()->get_gui_base()->get_theme_icon(SNAME("Color"), SNAME("EditorIcons")),
  4973. EditorNode::get_singleton()->get_gui_base()->get_theme_icon(SNAME("ImageTexture"), SNAME("EditorIcons")),
  4974. };
  4975. add_item("[None]");
  4976. int to_select = -1;
  4977. for (int i = 0; i < p_parameter_ref->get_parameters_count(); i++) {
  4978. if (p_parameter_ref->get_parameter_name() == p_parameter_ref->get_parameter_name_by_index(i)) {
  4979. to_select = i + 1;
  4980. }
  4981. add_icon_item(type_icon[p_parameter_ref->get_parameter_type_by_index(i)], p_parameter_ref->get_parameter_name_by_index(i));
  4982. }
  4983. if (to_select >= 0) {
  4984. select(to_select);
  4985. }
  4986. }
  4987. };
  4988. ////////////////
  4989. class VisualShaderNodePluginDefaultEditor : public VBoxContainer {
  4990. GDCLASS(VisualShaderNodePluginDefaultEditor, VBoxContainer);
  4991. VisualShaderEditor *editor = nullptr;
  4992. Ref<Resource> parent_resource;
  4993. int node_id = 0;
  4994. VisualShader::Type shader_type;
  4995. public:
  4996. void _property_changed(const String &p_property, const Variant &p_value, const String &p_field = "", bool p_changing = false) {
  4997. if (p_changing) {
  4998. return;
  4999. }
  5000. Ref<EditorUndoRedoManager> &undo_redo = EditorNode::get_undo_redo();
  5001. updating = true;
  5002. undo_redo->create_action(TTR("Edit Visual Property:") + " " + p_property, UndoRedo::MERGE_ENDS);
  5003. undo_redo->add_do_property(node.ptr(), p_property, p_value);
  5004. undo_redo->add_undo_property(node.ptr(), p_property, node->get(p_property));
  5005. if (p_value.get_type() == Variant::OBJECT) {
  5006. Ref<Resource> prev_res = node->get(p_property);
  5007. Ref<Resource> curr_res = p_value;
  5008. if (curr_res.is_null()) {
  5009. undo_redo->add_do_method(this, "_open_inspector", (Ref<Resource>)parent_resource.ptr());
  5010. } else {
  5011. undo_redo->add_do_method(this, "_open_inspector", (Ref<Resource>)curr_res.ptr());
  5012. }
  5013. if (!prev_res.is_null()) {
  5014. undo_redo->add_undo_method(this, "_open_inspector", (Ref<Resource>)prev_res.ptr());
  5015. } else {
  5016. undo_redo->add_undo_method(this, "_open_inspector", (Ref<Resource>)parent_resource.ptr());
  5017. }
  5018. }
  5019. if (p_property != "constant") {
  5020. VisualShaderGraphPlugin *graph_plugin = editor->get_graph_plugin();
  5021. if (graph_plugin) {
  5022. undo_redo->add_do_method(graph_plugin, "update_node_deferred", shader_type, node_id);
  5023. undo_redo->add_undo_method(graph_plugin, "update_node_deferred", shader_type, node_id);
  5024. }
  5025. }
  5026. undo_redo->commit_action();
  5027. updating = false;
  5028. }
  5029. void _node_changed() {
  5030. if (updating) {
  5031. return;
  5032. }
  5033. for (int i = 0; i < properties.size(); i++) {
  5034. properties[i]->update_property();
  5035. }
  5036. }
  5037. void _resource_selected(const String &p_path, Ref<Resource> p_resource) {
  5038. _open_inspector(p_resource);
  5039. }
  5040. void _open_inspector(Ref<Resource> p_resource) {
  5041. InspectorDock::get_inspector_singleton()->edit(p_resource.ptr());
  5042. }
  5043. bool updating = false;
  5044. Ref<VisualShaderNode> node;
  5045. Vector<EditorProperty *> properties;
  5046. Vector<Label *> prop_names;
  5047. void _show_prop_names(bool p_show) {
  5048. for (int i = 0; i < prop_names.size(); i++) {
  5049. prop_names[i]->set_visible(p_show);
  5050. }
  5051. }
  5052. 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) {
  5053. editor = p_editor;
  5054. parent_resource = p_parent_resource;
  5055. updating = false;
  5056. node = p_node;
  5057. properties = p_properties;
  5058. node_id = (int)p_node->get_meta("id");
  5059. shader_type = VisualShader::Type((int)p_node->get_meta("shader_type"));
  5060. for (int i = 0; i < p_properties.size(); i++) {
  5061. HBoxContainer *hbox = memnew(HBoxContainer);
  5062. hbox->set_h_size_flags(SIZE_EXPAND_FILL);
  5063. add_child(hbox);
  5064. Label *prop_name = memnew(Label);
  5065. String prop_name_str = p_names[i];
  5066. if (p_overrided_names.has(p_names[i])) {
  5067. prop_name_str = p_overrided_names[p_names[i]] + ":";
  5068. } else {
  5069. prop_name_str = prop_name_str.capitalize() + ":";
  5070. }
  5071. prop_name->set_text(prop_name_str);
  5072. prop_name->set_visible(false);
  5073. hbox->add_child(prop_name);
  5074. prop_names.push_back(prop_name);
  5075. p_properties[i]->set_h_size_flags(SIZE_EXPAND_FILL);
  5076. hbox->add_child(p_properties[i]);
  5077. bool res_prop = Object::cast_to<EditorPropertyResource>(p_properties[i]);
  5078. if (res_prop) {
  5079. p_properties[i]->connect("resource_selected", callable_mp(this, &VisualShaderNodePluginDefaultEditor::_resource_selected));
  5080. }
  5081. properties[i]->connect("property_changed", callable_mp(this, &VisualShaderNodePluginDefaultEditor::_property_changed));
  5082. properties[i]->set_object_and_property(node.ptr(), p_names[i]);
  5083. properties[i]->update_property();
  5084. properties[i]->set_name_split_ratio(0);
  5085. }
  5086. node->connect("changed", callable_mp(this, &VisualShaderNodePluginDefaultEditor::_node_changed));
  5087. }
  5088. static void _bind_methods() {
  5089. ClassDB::bind_method("_open_inspector", &VisualShaderNodePluginDefaultEditor::_open_inspector); // Used by UndoRedo.
  5090. ClassDB::bind_method("_show_prop_names", &VisualShaderNodePluginDefaultEditor::_show_prop_names); // Used with call_deferred.
  5091. }
  5092. };
  5093. Control *VisualShaderNodePluginDefault::create_editor(const Ref<Resource> &p_parent_resource, const Ref<VisualShaderNode> &p_node) {
  5094. Ref<VisualShader> p_shader = Ref<VisualShader>(p_parent_resource.ptr());
  5095. if (p_shader.is_valid() && (p_node->is_class("VisualShaderNodeVaryingGetter") || p_node->is_class("VisualShaderNodeVaryingSetter"))) {
  5096. VisualShaderNodePluginVaryingEditor *editor = memnew(VisualShaderNodePluginVaryingEditor);
  5097. editor->setup(vseditor, p_node, p_shader->get_shader_type());
  5098. return editor;
  5099. }
  5100. if (p_node->is_class("VisualShaderNodeParameterRef")) {
  5101. VisualShaderNodePluginParameterRefEditor *editor = memnew(VisualShaderNodePluginParameterRefEditor);
  5102. editor->setup(vseditor, p_node);
  5103. return editor;
  5104. }
  5105. if (p_node->is_class("VisualShaderNodeInput")) {
  5106. VisualShaderNodePluginInputEditor *editor = memnew(VisualShaderNodePluginInputEditor);
  5107. editor->setup(vseditor, p_node);
  5108. return editor;
  5109. }
  5110. Vector<StringName> properties = p_node->get_editable_properties();
  5111. if (properties.size() == 0) {
  5112. return nullptr;
  5113. }
  5114. List<PropertyInfo> props;
  5115. p_node->get_property_list(&props);
  5116. Vector<PropertyInfo> pinfo;
  5117. for (const PropertyInfo &E : props) {
  5118. for (int i = 0; i < properties.size(); i++) {
  5119. if (E.name == String(properties[i])) {
  5120. pinfo.push_back(E);
  5121. }
  5122. }
  5123. }
  5124. if (pinfo.size() == 0) {
  5125. return nullptr;
  5126. }
  5127. properties.clear();
  5128. Ref<VisualShaderNode> node = p_node;
  5129. Vector<EditorProperty *> editors;
  5130. for (int i = 0; i < pinfo.size(); i++) {
  5131. EditorProperty *prop = EditorInspector::instantiate_property_editor(node.ptr(), pinfo[i].type, pinfo[i].name, pinfo[i].hint, pinfo[i].hint_string, pinfo[i].usage);
  5132. if (!prop) {
  5133. return nullptr;
  5134. }
  5135. if (Object::cast_to<EditorPropertyResource>(prop)) {
  5136. Object::cast_to<EditorPropertyResource>(prop)->set_use_sub_inspector(false);
  5137. prop->set_custom_minimum_size(Size2(100 * EDSCALE, 0));
  5138. } else if (Object::cast_to<EditorPropertyTransform3D>(prop) || Object::cast_to<EditorPropertyVector3>(prop)) {
  5139. prop->set_custom_minimum_size(Size2(250 * EDSCALE, 0));
  5140. } else if (Object::cast_to<EditorPropertyQuaternion>(prop)) {
  5141. prop->set_custom_minimum_size(Size2(320 * EDSCALE, 0));
  5142. } else if (Object::cast_to<EditorPropertyFloat>(prop)) {
  5143. prop->set_custom_minimum_size(Size2(100 * EDSCALE, 0));
  5144. } else if (Object::cast_to<EditorPropertyEnum>(prop)) {
  5145. prop->set_custom_minimum_size(Size2(100 * EDSCALE, 0));
  5146. Object::cast_to<EditorPropertyEnum>(prop)->set_option_button_clip(false);
  5147. }
  5148. editors.push_back(prop);
  5149. properties.push_back(pinfo[i].name);
  5150. }
  5151. VisualShaderNodePluginDefaultEditor *editor = memnew(VisualShaderNodePluginDefaultEditor);
  5152. editor->setup(vseditor, p_parent_resource, editors, properties, p_node->get_editable_properties_names(), p_node);
  5153. return editor;
  5154. }
  5155. void EditorPropertyVisualShaderMode::_option_selected(int p_which) {
  5156. Ref<VisualShader> visual_shader(Object::cast_to<VisualShader>(get_edited_object()));
  5157. if (visual_shader->get_mode() == p_which) {
  5158. return;
  5159. }
  5160. ShaderEditorPlugin *shader_editor = Object::cast_to<ShaderEditorPlugin>(EditorNode::get_singleton()->get_editor_data().get_editor("Shader"));
  5161. if (!shader_editor) {
  5162. return;
  5163. }
  5164. VisualShaderEditor *editor = shader_editor->get_visual_shader_editor(visual_shader);
  5165. if (!editor) {
  5166. return;
  5167. }
  5168. Ref<EditorUndoRedoManager> &undo_redo = EditorNode::get_undo_redo();
  5169. undo_redo->create_action(TTR("Visual Shader Mode Changed"));
  5170. //do is easy
  5171. undo_redo->add_do_method(visual_shader.ptr(), "set_mode", p_which);
  5172. undo_redo->add_undo_method(visual_shader.ptr(), "set_mode", visual_shader->get_mode());
  5173. undo_redo->add_do_method(editor, "_set_mode", p_which);
  5174. undo_redo->add_undo_method(editor, "_set_mode", visual_shader->get_mode());
  5175. //now undo is hell
  5176. //1. restore connections to output
  5177. for (int i = 0; i < VisualShader::TYPE_MAX; i++) {
  5178. VisualShader::Type type = VisualShader::Type(i);
  5179. List<VisualShader::Connection> conns;
  5180. visual_shader->get_node_connections(type, &conns);
  5181. for (const VisualShader::Connection &E : conns) {
  5182. if (E.to_node == VisualShader::NODE_ID_OUTPUT) {
  5183. undo_redo->add_undo_method(visual_shader.ptr(), "connect_nodes", type, E.from_node, E.from_port, E.to_node, E.to_port);
  5184. }
  5185. }
  5186. }
  5187. //2. restore input indices
  5188. for (int i = 0; i < VisualShader::TYPE_MAX; i++) {
  5189. VisualShader::Type type = VisualShader::Type(i);
  5190. Vector<int> nodes = visual_shader->get_node_list(type);
  5191. for (int j = 0; j < nodes.size(); j++) {
  5192. Ref<VisualShaderNodeInput> input = visual_shader->get_node(type, nodes[j]);
  5193. if (!input.is_valid()) {
  5194. continue;
  5195. }
  5196. undo_redo->add_undo_method(input.ptr(), "set_input_name", input->get_input_name());
  5197. }
  5198. }
  5199. //3. restore enums and flags
  5200. List<PropertyInfo> props;
  5201. visual_shader->get_property_list(&props);
  5202. for (const PropertyInfo &E : props) {
  5203. if (E.name.begins_with("flags/") || E.name.begins_with("modes/")) {
  5204. undo_redo->add_undo_property(visual_shader.ptr(), E.name, visual_shader->get(E.name));
  5205. }
  5206. }
  5207. //4. delete varyings (if needed)
  5208. if (p_which == VisualShader::MODE_PARTICLES || p_which == VisualShader::MODE_SKY || p_which == VisualShader::MODE_FOG) {
  5209. int var_count = visual_shader->get_varyings_count();
  5210. if (var_count > 0) {
  5211. for (int i = 0; i < var_count; i++) {
  5212. const VisualShader::Varying *var = visual_shader->get_varying_by_index(i);
  5213. undo_redo->add_do_method(visual_shader.ptr(), "remove_varying", var->name);
  5214. undo_redo->add_undo_method(visual_shader.ptr(), "add_varying", var->name, var->mode, var->type);
  5215. }
  5216. undo_redo->add_do_method(editor, "_update_varyings");
  5217. undo_redo->add_undo_method(editor, "_update_varyings");
  5218. }
  5219. }
  5220. undo_redo->add_do_method(editor, "_update_nodes");
  5221. undo_redo->add_undo_method(editor, "_update_nodes");
  5222. undo_redo->add_do_method(editor, "_update_graph");
  5223. undo_redo->add_undo_method(editor, "_update_graph");
  5224. undo_redo->commit_action();
  5225. }
  5226. void EditorPropertyVisualShaderMode::update_property() {
  5227. int which = get_edited_object()->get(get_edited_property());
  5228. options->select(which);
  5229. }
  5230. void EditorPropertyVisualShaderMode::setup(const Vector<String> &p_options) {
  5231. for (int i = 0; i < p_options.size(); i++) {
  5232. options->add_item(p_options[i], i);
  5233. }
  5234. }
  5235. void EditorPropertyVisualShaderMode::set_option_button_clip(bool p_enable) {
  5236. options->set_clip_text(p_enable);
  5237. }
  5238. void EditorPropertyVisualShaderMode::_bind_methods() {
  5239. }
  5240. EditorPropertyVisualShaderMode::EditorPropertyVisualShaderMode() {
  5241. options = memnew(OptionButton);
  5242. options->set_clip_text(true);
  5243. add_child(options);
  5244. add_focusable(options);
  5245. options->connect("item_selected", callable_mp(this, &EditorPropertyVisualShaderMode::_option_selected));
  5246. }
  5247. bool EditorInspectorVisualShaderModePlugin::can_handle(Object *p_object) {
  5248. return true; // Can handle everything.
  5249. }
  5250. 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 uint32_t p_usage, const bool p_wide) {
  5251. if (p_path == "mode" && p_object->is_class("VisualShader") && p_type == Variant::INT) {
  5252. EditorPropertyVisualShaderMode *mode_editor = memnew(EditorPropertyVisualShaderMode);
  5253. Vector<String> options = p_hint_text.split(",");
  5254. mode_editor->setup(options);
  5255. add_property_editor(p_path, mode_editor);
  5256. return true;
  5257. }
  5258. return false;
  5259. }
  5260. //////////////////////////////////
  5261. void VisualShaderNodePortPreview::_shader_changed() {
  5262. if (shader.is_null()) {
  5263. return;
  5264. }
  5265. Vector<VisualShader::DefaultTextureParam> default_textures;
  5266. String shader_code = shader->generate_preview_shader(type, node, port, default_textures);
  5267. Ref<Shader> preview_shader;
  5268. preview_shader.instantiate();
  5269. preview_shader->set_code(shader_code);
  5270. for (int i = 0; i < default_textures.size(); i++) {
  5271. for (int j = 0; j < default_textures[i].params.size(); j++) {
  5272. preview_shader->set_default_texture_parameter(default_textures[i].name, default_textures[i].params[j], j);
  5273. }
  5274. }
  5275. Ref<ShaderMaterial> mat;
  5276. mat.instantiate();
  5277. mat->set_shader(preview_shader);
  5278. //find if a material is also being edited and copy parameters to this one
  5279. for (int i = EditorNode::get_singleton()->get_editor_selection_history()->get_path_size() - 1; i >= 0; i--) {
  5280. Object *object = ObjectDB::get_instance(EditorNode::get_singleton()->get_editor_selection_history()->get_path_object(i));
  5281. ShaderMaterial *src_mat;
  5282. if (!object) {
  5283. continue;
  5284. }
  5285. if (object->has_method("get_material_override")) { // trying getting material from MeshInstance
  5286. src_mat = Object::cast_to<ShaderMaterial>(object->call("get_material_override"));
  5287. } else if (object->has_method("get_material")) { // from CanvasItem/Node2D
  5288. src_mat = Object::cast_to<ShaderMaterial>(object->call("get_material"));
  5289. } else {
  5290. src_mat = Object::cast_to<ShaderMaterial>(object);
  5291. }
  5292. if (src_mat && src_mat->get_shader().is_valid()) {
  5293. List<PropertyInfo> params;
  5294. src_mat->get_shader()->get_shader_uniform_list(&params);
  5295. for (const PropertyInfo &E : params) {
  5296. mat->set(E.name, src_mat->get(E.name));
  5297. }
  5298. }
  5299. }
  5300. set_material(mat);
  5301. }
  5302. void VisualShaderNodePortPreview::setup(const Ref<VisualShader> &p_shader, VisualShader::Type p_type, int p_node, int p_port) {
  5303. shader = p_shader;
  5304. shader->connect("changed", callable_mp(this, &VisualShaderNodePortPreview::_shader_changed));
  5305. type = p_type;
  5306. port = p_port;
  5307. node = p_node;
  5308. queue_redraw();
  5309. _shader_changed();
  5310. }
  5311. Size2 VisualShaderNodePortPreview::get_minimum_size() const {
  5312. int port_preview_size = EDITOR_GET("editors/visual_editors/visual_shader/port_preview_size");
  5313. return Size2(port_preview_size, port_preview_size) * EDSCALE;
  5314. }
  5315. void VisualShaderNodePortPreview::_notification(int p_what) {
  5316. switch (p_what) {
  5317. case NOTIFICATION_DRAW: {
  5318. Vector<Vector2> points = {
  5319. Vector2(),
  5320. Vector2(get_size().width, 0),
  5321. get_size(),
  5322. Vector2(0, get_size().height)
  5323. };
  5324. Vector<Vector2> uvs = {
  5325. Vector2(0, 0),
  5326. Vector2(1, 0),
  5327. Vector2(1, 1),
  5328. Vector2(0, 1)
  5329. };
  5330. Vector<Color> colors = {
  5331. Color(1, 1, 1, 1),
  5332. Color(1, 1, 1, 1),
  5333. Color(1, 1, 1, 1),
  5334. Color(1, 1, 1, 1)
  5335. };
  5336. draw_primitive(points, colors, uvs);
  5337. } break;
  5338. }
  5339. }
  5340. void VisualShaderNodePortPreview::_bind_methods() {
  5341. }
  5342. //////////////////////////////////
  5343. String VisualShaderConversionPlugin::converts_to() const {
  5344. return "Shader";
  5345. }
  5346. bool VisualShaderConversionPlugin::handles(const Ref<Resource> &p_resource) const {
  5347. Ref<VisualShader> vshader = p_resource;
  5348. return vshader.is_valid();
  5349. }
  5350. Ref<Resource> VisualShaderConversionPlugin::convert(const Ref<Resource> &p_resource) const {
  5351. Ref<VisualShader> vshader = p_resource;
  5352. ERR_FAIL_COND_V(!vshader.is_valid(), Ref<Resource>());
  5353. Ref<Shader> shader;
  5354. shader.instantiate();
  5355. String code = vshader->get_code();
  5356. shader->set_code(code);
  5357. return shader;
  5358. }