visual_shader_editor_plugin.cpp 335 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/plugins/shader_editor_plugin.h"
  42. #include "scene/animation/animation_player.h"
  43. #include "scene/gui/menu_button.h"
  44. #include "scene/gui/panel.h"
  45. #include "scene/gui/view_panner.h"
  46. #include "scene/main/window.h"
  47. #include "scene/resources/visual_shader_nodes.h"
  48. #include "scene/resources/visual_shader_particle_nodes.h"
  49. #include "scene/resources/visual_shader_sdf_nodes.h"
  50. #include "servers/display_server.h"
  51. #include "servers/rendering/shader_types.h"
  52. struct FloatConstantDef {
  53. String name;
  54. float value = 0;
  55. String desc;
  56. };
  57. static FloatConstantDef float_constant_defs[] = {
  58. { "E", Math_E, TTR("E constant (2.718282). Represents the base of the natural logarithm.") },
  59. { "Epsilon", CMP_EPSILON, TTR("Epsilon constant (0.00001). Smallest possible scalar number.") },
  60. { "Phi", 1.618034f, TTR("Phi constant (1.618034). Golden ratio.") },
  61. { "Pi/4", Math_PI / 4, TTR("Pi/4 constant (0.785398) or 45 degrees.") },
  62. { "Pi/2", Math_PI / 2, TTR("Pi/2 constant (1.570796) or 90 degrees.") },
  63. { "Pi", Math_PI, TTR("Pi constant (3.141593) or 180 degrees.") },
  64. { "Tau", Math_TAU, TTR("Tau constant (6.283185) or 360 degrees.") },
  65. { "Sqrt2", Math_SQRT2, TTR("Sqrt2 constant (1.414214). Square root of 2.") }
  66. };
  67. const int MAX_FLOAT_CONST_DEFS = sizeof(float_constant_defs) / sizeof(FloatConstantDef);
  68. ///////////////////
  69. void VisualShaderNodePlugin::set_editor(VisualShaderEditor *p_editor) {
  70. vseditor = p_editor;
  71. }
  72. Control *VisualShaderNodePlugin::create_editor(const Ref<Resource> &p_parent_resource, const Ref<VisualShaderNode> &p_node) {
  73. Object *ret;
  74. if (GDVIRTUAL_CALL(_create_editor, p_parent_resource, p_node, ret)) {
  75. return Object::cast_to<Control>(ret);
  76. }
  77. return nullptr;
  78. }
  79. void VisualShaderNodePlugin::_bind_methods() {
  80. GDVIRTUAL_BIND(_create_editor, "parent_resource", "visual_shader_node");
  81. }
  82. ///////////////////
  83. static Ref<StyleBoxEmpty> make_empty_stylebox(float p_margin_left = -1, float p_margin_top = -1, float p_margin_right = -1, float p_margin_bottom = -1) {
  84. Ref<StyleBoxEmpty> style(memnew(StyleBoxEmpty));
  85. style->set_default_margin(SIDE_LEFT, p_margin_left * EDSCALE);
  86. style->set_default_margin(SIDE_RIGHT, p_margin_right * EDSCALE);
  87. style->set_default_margin(SIDE_BOTTOM, p_margin_bottom * EDSCALE);
  88. style->set_default_margin(SIDE_TOP, p_margin_top * EDSCALE);
  89. return style;
  90. }
  91. ///////////////////
  92. VisualShaderGraphPlugin::VisualShaderGraphPlugin() {
  93. }
  94. void VisualShaderGraphPlugin::_bind_methods() {
  95. ClassDB::bind_method("add_node", &VisualShaderGraphPlugin::add_node);
  96. ClassDB::bind_method("remove_node", &VisualShaderGraphPlugin::remove_node);
  97. ClassDB::bind_method("connect_nodes", &VisualShaderGraphPlugin::connect_nodes);
  98. ClassDB::bind_method("disconnect_nodes", &VisualShaderGraphPlugin::disconnect_nodes);
  99. ClassDB::bind_method("set_node_position", &VisualShaderGraphPlugin::set_node_position);
  100. ClassDB::bind_method("update_node", &VisualShaderGraphPlugin::update_node);
  101. ClassDB::bind_method("update_node_deferred", &VisualShaderGraphPlugin::update_node_deferred);
  102. ClassDB::bind_method("set_input_port_default_value", &VisualShaderGraphPlugin::set_input_port_default_value);
  103. ClassDB::bind_method("set_uniform_name", &VisualShaderGraphPlugin::set_uniform_name);
  104. ClassDB::bind_method("set_expression", &VisualShaderGraphPlugin::set_expression);
  105. ClassDB::bind_method("update_curve", &VisualShaderGraphPlugin::update_curve);
  106. ClassDB::bind_method("update_curve_xyz", &VisualShaderGraphPlugin::update_curve_xyz);
  107. }
  108. void VisualShaderGraphPlugin::set_editor(VisualShaderEditor *p_editor) {
  109. editor = p_editor;
  110. }
  111. void VisualShaderGraphPlugin::register_shader(VisualShader *p_shader) {
  112. visual_shader = Ref<VisualShader>(p_shader);
  113. }
  114. void VisualShaderGraphPlugin::set_connections(const List<VisualShader::Connection> &p_connections) {
  115. connections = p_connections;
  116. }
  117. void VisualShaderGraphPlugin::show_port_preview(VisualShader::Type p_type, int p_node_id, int p_port_id) {
  118. if (visual_shader->get_shader_type() == p_type && links.has(p_node_id) && links[p_node_id].output_ports.has(p_port_id)) {
  119. for (const KeyValue<int, Port> &E : links[p_node_id].output_ports) {
  120. if (E.value.preview_button != nullptr) {
  121. E.value.preview_button->set_pressed(false);
  122. }
  123. }
  124. if (links[p_node_id].preview_visible && !is_dirty() && links[p_node_id].preview_box != nullptr) {
  125. links[p_node_id].graph_node->remove_child(links[p_node_id].preview_box);
  126. memdelete(links[p_node_id].preview_box);
  127. links[p_node_id].graph_node->reset_size();
  128. links[p_node_id].preview_visible = false;
  129. }
  130. if (p_port_id != -1 && links[p_node_id].output_ports[p_port_id].preview_button != nullptr) {
  131. if (is_dirty()) {
  132. links[p_node_id].preview_pos = links[p_node_id].graph_node->get_child_count();
  133. }
  134. VBoxContainer *vbox = memnew(VBoxContainer);
  135. links[p_node_id].graph_node->add_child(vbox);
  136. if (links[p_node_id].preview_pos != -1) {
  137. links[p_node_id].graph_node->move_child(vbox, links[p_node_id].preview_pos);
  138. }
  139. links[p_node_id].graph_node->set_slot_draw_stylebox(vbox->get_index(), false);
  140. Control *offset = memnew(Control);
  141. offset->set_custom_minimum_size(Size2(0, 5 * EDSCALE));
  142. vbox->add_child(offset);
  143. VisualShaderNodePortPreview *port_preview = memnew(VisualShaderNodePortPreview);
  144. port_preview->setup(visual_shader, visual_shader->get_shader_type(), p_node_id, p_port_id);
  145. port_preview->set_h_size_flags(Control::SIZE_SHRINK_CENTER);
  146. vbox->add_child(port_preview);
  147. links[p_node_id].preview_visible = true;
  148. links[p_node_id].preview_box = vbox;
  149. links[p_node_id].output_ports[p_port_id].preview_button->set_pressed(true);
  150. }
  151. }
  152. }
  153. void VisualShaderGraphPlugin::update_node_deferred(VisualShader::Type p_type, int p_node_id) {
  154. call_deferred(SNAME("update_node"), p_type, p_node_id);
  155. }
  156. void VisualShaderGraphPlugin::update_node(VisualShader::Type p_type, int p_node_id) {
  157. if (p_type != visual_shader->get_shader_type() || !links.has(p_node_id)) {
  158. return;
  159. }
  160. remove_node(p_type, p_node_id);
  161. add_node(p_type, p_node_id);
  162. }
  163. void VisualShaderGraphPlugin::set_input_port_default_value(VisualShader::Type p_type, int p_node_id, int p_port_id, Variant p_value) {
  164. if (p_type != visual_shader->get_shader_type() || !links.has(p_node_id)) {
  165. return;
  166. }
  167. Button *button = links[p_node_id].input_ports[p_port_id].default_input_button;
  168. switch (p_value.get_type()) {
  169. case Variant::COLOR: {
  170. button->set_custom_minimum_size(Size2(30, 0) * EDSCALE);
  171. Callable ce = callable_mp(editor, &VisualShaderEditor::_draw_color_over_button);
  172. if (!button->is_connected("draw", ce)) {
  173. button->connect("draw", ce, varray(button, p_value));
  174. }
  175. } break;
  176. case Variant::BOOL: {
  177. button->set_text(((bool)p_value) ? "true" : "false");
  178. } break;
  179. case Variant::INT:
  180. case Variant::FLOAT: {
  181. button->set_text(String::num(p_value, 4));
  182. } break;
  183. case Variant::VECTOR2: {
  184. Vector2 v = p_value;
  185. button->set_text(String::num(v.x, 3) + "," + String::num(v.y, 3));
  186. } break;
  187. case Variant::VECTOR3: {
  188. Vector3 v = p_value;
  189. button->set_text(String::num(v.x, 3) + "," + String::num(v.y, 3) + "," + String::num(v.z, 3));
  190. } break;
  191. case Variant::QUATERNION: {
  192. Quaternion v = p_value;
  193. button->set_text(String::num(v.x, 3) + "," + String::num(v.y, 3) + "," + String::num(v.z, 3) + "," + String::num(v.w, 3));
  194. } break;
  195. default: {
  196. }
  197. }
  198. }
  199. void VisualShaderGraphPlugin::set_uniform_name(VisualShader::Type p_type, int p_node_id, const String &p_name) {
  200. if (visual_shader->get_shader_type() == p_type && links.has(p_node_id) && links[p_node_id].uniform_name != nullptr) {
  201. links[p_node_id].uniform_name->set_text(p_name);
  202. }
  203. }
  204. void VisualShaderGraphPlugin::update_curve(int p_node_id) {
  205. if (links.has(p_node_id) && links[p_node_id].curve_editors[0]) {
  206. Ref<VisualShaderNodeCurveTexture> tex = Object::cast_to<VisualShaderNodeCurveTexture>(links[p_node_id].visual_node);
  207. ERR_FAIL_COND(!tex.is_valid());
  208. if (tex->get_texture().is_valid()) {
  209. links[p_node_id].curve_editors[0]->set_curve(tex->get_texture()->get_curve());
  210. }
  211. tex->emit_signal(CoreStringNames::get_singleton()->changed);
  212. }
  213. }
  214. void VisualShaderGraphPlugin::update_curve_xyz(int p_node_id) {
  215. 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]) {
  216. Ref<VisualShaderNodeCurveXYZTexture> tex = Object::cast_to<VisualShaderNodeCurveXYZTexture>(links[p_node_id].visual_node);
  217. ERR_FAIL_COND(!tex.is_valid());
  218. if (tex->get_texture().is_valid()) {
  219. links[p_node_id].curve_editors[0]->set_curve(tex->get_texture()->get_curve_x());
  220. links[p_node_id].curve_editors[1]->set_curve(tex->get_texture()->get_curve_y());
  221. links[p_node_id].curve_editors[2]->set_curve(tex->get_texture()->get_curve_z());
  222. }
  223. tex->emit_signal(CoreStringNames::get_singleton()->changed);
  224. }
  225. }
  226. int VisualShaderGraphPlugin::get_constant_index(float p_constant) const {
  227. for (int i = 0; i < MAX_FLOAT_CONST_DEFS; i++) {
  228. if (Math::is_equal_approx(p_constant, float_constant_defs[i].value)) {
  229. return i + 1;
  230. }
  231. }
  232. return 0;
  233. }
  234. void VisualShaderGraphPlugin::set_expression(VisualShader::Type p_type, int p_node_id, const String &p_expression) {
  235. if (p_type != visual_shader->get_shader_type() || !links.has(p_node_id) || !links[p_node_id].expression_edit) {
  236. return;
  237. }
  238. links[p_node_id].expression_edit->set_text(p_expression);
  239. }
  240. void VisualShaderGraphPlugin::update_node_size(int p_node_id) {
  241. if (!links.has(p_node_id)) {
  242. return;
  243. }
  244. links[p_node_id].graph_node->reset_size();
  245. }
  246. void VisualShaderGraphPlugin::register_default_input_button(int p_node_id, int p_port_id, Button *p_button) {
  247. links[p_node_id].input_ports.insert(p_port_id, { p_button });
  248. }
  249. void VisualShaderGraphPlugin::register_expression_edit(int p_node_id, CodeEdit *p_expression_edit) {
  250. links[p_node_id].expression_edit = p_expression_edit;
  251. }
  252. void VisualShaderGraphPlugin::register_curve_editor(int p_node_id, int p_index, CurveEditor *p_curve_editor) {
  253. links[p_node_id].curve_editors[p_index] = p_curve_editor;
  254. }
  255. void VisualShaderGraphPlugin::update_uniform_refs() {
  256. for (KeyValue<int, Link> &E : links) {
  257. VisualShaderNodeUniformRef *ref = Object::cast_to<VisualShaderNodeUniformRef>(E.value.visual_node);
  258. if (ref) {
  259. remove_node(E.value.type, E.key);
  260. add_node(E.value.type, E.key);
  261. }
  262. }
  263. }
  264. VisualShader::Type VisualShaderGraphPlugin::get_shader_type() const {
  265. return visual_shader->get_shader_type();
  266. }
  267. void VisualShaderGraphPlugin::set_node_position(VisualShader::Type p_type, int p_id, const Vector2 &p_position) {
  268. if (visual_shader->get_shader_type() == p_type && links.has(p_id)) {
  269. links[p_id].graph_node->set_position_offset(p_position);
  270. }
  271. }
  272. bool VisualShaderGraphPlugin::is_preview_visible(int p_id) const {
  273. return links[p_id].preview_visible;
  274. }
  275. void VisualShaderGraphPlugin::clear_links() {
  276. links.clear();
  277. }
  278. bool VisualShaderGraphPlugin::is_dirty() const {
  279. return dirty;
  280. }
  281. void VisualShaderGraphPlugin::make_dirty(bool p_enabled) {
  282. dirty = p_enabled;
  283. }
  284. void VisualShaderGraphPlugin::register_link(VisualShader::Type p_type, int p_id, VisualShaderNode *p_visual_node, GraphNode *p_graph_node) {
  285. 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 } });
  286. }
  287. void VisualShaderGraphPlugin::register_output_port(int p_node_id, int p_port, TextureButton *p_button) {
  288. links[p_node_id].output_ports.insert(p_port, { p_button });
  289. }
  290. void VisualShaderGraphPlugin::register_uniform_name(int p_node_id, LineEdit *p_uniform_name) {
  291. links[p_node_id].uniform_name = p_uniform_name;
  292. }
  293. void VisualShaderGraphPlugin::update_theme() {
  294. vector_expanded_color[0] = editor->get_theme_color(SNAME("axis_x_color"), SNAME("Editor")); // red
  295. vector_expanded_color[1] = editor->get_theme_color(SNAME("axis_y_color"), SNAME("Editor")); // green
  296. vector_expanded_color[2] = editor->get_theme_color(SNAME("axis_z_color"), SNAME("Editor")); // blue
  297. vector_expanded_color[3] = editor->get_theme_color(SNAME("axis_w_color"), SNAME("Editor")); // alpha
  298. }
  299. void VisualShaderGraphPlugin::add_node(VisualShader::Type p_type, int p_id) {
  300. if (!visual_shader.is_valid() || p_type != visual_shader->get_shader_type()) {
  301. return;
  302. }
  303. GraphEdit *graph = editor->graph;
  304. if (!graph) {
  305. return;
  306. }
  307. VisualShaderGraphPlugin *graph_plugin = editor->get_graph_plugin();
  308. if (!graph_plugin) {
  309. return;
  310. }
  311. Shader::Mode mode = visual_shader->get_mode();
  312. Control *offset;
  313. static Ref<StyleBoxEmpty> label_style = make_empty_stylebox(2, 1, 2, 1);
  314. static const Color type_color[] = {
  315. Color(0.38, 0.85, 0.96), // scalar (float)
  316. Color(0.49, 0.78, 0.94), // scalar (int)
  317. Color(0.74, 0.57, 0.95), // vector2
  318. Color(0.84, 0.49, 0.93), // vector3
  319. Color(1.0, 0.125, 0.95), // vector4
  320. Color(0.55, 0.65, 0.94), // boolean
  321. Color(0.96, 0.66, 0.43), // transform
  322. Color(1.0, 1.0, 0.0), // sampler
  323. };
  324. static const String vector_expanded_name[4] = {
  325. "red",
  326. "green",
  327. "blue",
  328. "alpha"
  329. };
  330. // Visual shader specific theme for MSDF font.
  331. Ref<Theme> vstheme;
  332. vstheme.instantiate();
  333. Ref<Font> label_font = EditorNode::get_singleton()->get_editor_theme()->get_font("main_msdf", "EditorFonts");
  334. vstheme->set_font("font", "Label", label_font);
  335. vstheme->set_font("font", "LineEdit", label_font);
  336. vstheme->set_font("font", "Button", label_font);
  337. Ref<VisualShaderNode> vsnode = visual_shader->get_node(p_type, p_id);
  338. Ref<VisualShaderNodeResizableBase> resizable_node = Object::cast_to<VisualShaderNodeResizableBase>(vsnode.ptr());
  339. bool is_resizable = !resizable_node.is_null();
  340. Size2 size = Size2(0, 0);
  341. Ref<VisualShaderNodeGroupBase> group_node = Object::cast_to<VisualShaderNodeGroupBase>(vsnode.ptr());
  342. bool is_group = !group_node.is_null();
  343. bool is_comment = false;
  344. Ref<VisualShaderNodeExpression> expression_node = Object::cast_to<VisualShaderNodeExpression>(group_node.ptr());
  345. bool is_expression = !expression_node.is_null();
  346. String expression = "";
  347. VisualShaderNodeCustom *custom_node = Object::cast_to<VisualShaderNodeCustom>(vsnode.ptr());
  348. if (custom_node) {
  349. custom_node->_set_initialized(true);
  350. }
  351. // Create graph node.
  352. GraphNode *node = memnew(GraphNode);
  353. graph->add_child(node);
  354. node->set_theme(vstheme);
  355. editor->_update_created_node(node);
  356. register_link(p_type, p_id, vsnode.ptr(), node);
  357. if (is_resizable) {
  358. size = resizable_node->get_size();
  359. node->set_resizable(true);
  360. node->connect("resize_request", callable_mp(editor, &VisualShaderEditor::_node_resized), varray((int)p_type, p_id));
  361. }
  362. if (is_expression) {
  363. expression = expression_node->get_expression();
  364. }
  365. node->set_position_offset(visual_shader->get_node_position(p_type, p_id));
  366. node->set_title(vsnode->get_caption());
  367. node->set_name(itos(p_id));
  368. if (p_id >= 2) {
  369. node->set_show_close_button(true);
  370. node->connect("close_request", callable_mp(editor, &VisualShaderEditor::_delete_node_request), varray(p_type, p_id), CONNECT_DEFERRED);
  371. }
  372. node->connect("dragged", callable_mp(editor, &VisualShaderEditor::_node_dragged), varray(p_id));
  373. Control *custom_editor = nullptr;
  374. int port_offset = 1;
  375. Control *content_offset = memnew(Control);
  376. content_offset->set_custom_minimum_size(Size2(0, 5 * EDSCALE));
  377. node->add_child(content_offset);
  378. if (is_group) {
  379. port_offset += 1;
  380. }
  381. if (is_resizable) {
  382. Ref<VisualShaderNodeComment> comment_node = Object::cast_to<VisualShaderNodeComment>(vsnode.ptr());
  383. if (comment_node.is_valid()) {
  384. is_comment = true;
  385. node->set_comment(true);
  386. Label *comment_label = memnew(Label);
  387. node->add_child(comment_label);
  388. comment_label->set_h_size_flags(Control::SIZE_EXPAND_FILL);
  389. comment_label->set_v_size_flags(Control::SIZE_EXPAND_FILL);
  390. comment_label->set_text(comment_node->get_description());
  391. }
  392. editor->call_deferred(SNAME("_set_node_size"), (int)p_type, p_id, size);
  393. }
  394. Ref<VisualShaderNodeParticleEmit> emit = vsnode;
  395. if (emit.is_valid()) {
  396. node->set_custom_minimum_size(Size2(200 * EDSCALE, 0));
  397. }
  398. Ref<VisualShaderNodeUniformRef> uniform_ref = vsnode;
  399. if (uniform_ref.is_valid()) {
  400. uniform_ref->set_shader_rid(visual_shader->get_rid());
  401. uniform_ref->update_uniform_type();
  402. }
  403. Ref<VisualShaderNodeUniform> uniform = vsnode;
  404. HBoxContainer *hb = nullptr;
  405. if (uniform.is_valid()) {
  406. LineEdit *uniform_name = memnew(LineEdit);
  407. register_uniform_name(p_id, uniform_name);
  408. uniform_name->set_h_size_flags(Control::SIZE_EXPAND_FILL);
  409. uniform_name->set_text(uniform->get_uniform_name());
  410. uniform_name->connect("text_submitted", callable_mp(editor, &VisualShaderEditor::_uniform_line_edit_changed), varray(p_id));
  411. uniform_name->connect("focus_exited", callable_mp(editor, &VisualShaderEditor::_uniform_line_edit_focus_out), varray(uniform_name, p_id));
  412. if (vsnode->get_output_port_count() == 1 && vsnode->get_output_port_name(0) == "") {
  413. hb = memnew(HBoxContainer);
  414. hb->add_child(uniform_name);
  415. node->add_child(hb);
  416. } else {
  417. node->add_child(uniform_name);
  418. }
  419. port_offset++;
  420. }
  421. for (int i = 0; i < editor->plugins.size(); i++) {
  422. vsnode->set_meta("id", p_id);
  423. vsnode->set_meta("shader_type", (int)p_type);
  424. custom_editor = editor->plugins.write[i]->create_editor(visual_shader, vsnode);
  425. vsnode->remove_meta("id");
  426. vsnode->remove_meta("shader_type");
  427. if (custom_editor) {
  428. if (vsnode->is_show_prop_names()) {
  429. custom_editor->call_deferred(SNAME("_show_prop_names"), true);
  430. }
  431. break;
  432. }
  433. }
  434. Ref<VisualShaderNodeCurveTexture> curve = vsnode;
  435. Ref<VisualShaderNodeCurveXYZTexture> curve_xyz = vsnode;
  436. bool is_curve = curve.is_valid() || curve_xyz.is_valid();
  437. if (is_curve) {
  438. hb = memnew(HBoxContainer);
  439. node->add_child(hb);
  440. }
  441. if (curve.is_valid()) {
  442. custom_editor->set_h_size_flags(Control::SIZE_EXPAND_FILL);
  443. Callable ce = callable_mp(graph_plugin, &VisualShaderGraphPlugin::update_curve);
  444. if (curve->get_texture().is_valid() && !curve->get_texture()->is_connected("changed", ce)) {
  445. curve->get_texture()->connect("changed", ce, varray(p_id));
  446. }
  447. CurveEditor *curve_editor = memnew(CurveEditor);
  448. node->add_child(curve_editor);
  449. register_curve_editor(p_id, 0, curve_editor);
  450. curve_editor->set_custom_minimum_size(Size2(300, 0));
  451. curve_editor->set_h_size_flags(Control::SIZE_EXPAND_FILL);
  452. if (curve->get_texture().is_valid()) {
  453. curve_editor->set_curve(curve->get_texture()->get_curve());
  454. }
  455. }
  456. if (curve_xyz.is_valid()) {
  457. custom_editor->set_h_size_flags(Control::SIZE_EXPAND_FILL);
  458. Callable ce = callable_mp(graph_plugin, &VisualShaderGraphPlugin::update_curve_xyz);
  459. if (curve_xyz->get_texture().is_valid() && !curve_xyz->get_texture()->is_connected("changed", ce)) {
  460. curve_xyz->get_texture()->connect("changed", ce, varray(p_id));
  461. }
  462. CurveEditor *curve_editor_x = memnew(CurveEditor);
  463. node->add_child(curve_editor_x);
  464. register_curve_editor(p_id, 0, curve_editor_x);
  465. curve_editor_x->set_custom_minimum_size(Size2(300, 0));
  466. curve_editor_x->set_h_size_flags(Control::SIZE_EXPAND_FILL);
  467. if (curve_xyz->get_texture().is_valid()) {
  468. curve_editor_x->set_curve(curve_xyz->get_texture()->get_curve_x());
  469. }
  470. CurveEditor *curve_editor_y = memnew(CurveEditor);
  471. node->add_child(curve_editor_y);
  472. register_curve_editor(p_id, 1, curve_editor_y);
  473. curve_editor_y->set_custom_minimum_size(Size2(300, 0));
  474. curve_editor_y->set_h_size_flags(Control::SIZE_EXPAND_FILL);
  475. if (curve_xyz->get_texture().is_valid()) {
  476. curve_editor_y->set_curve(curve_xyz->get_texture()->get_curve_y());
  477. }
  478. CurveEditor *curve_editor_z = memnew(CurveEditor);
  479. node->add_child(curve_editor_z);
  480. register_curve_editor(p_id, 2, curve_editor_z);
  481. curve_editor_z->set_custom_minimum_size(Size2(300, 0));
  482. curve_editor_z->set_h_size_flags(Control::SIZE_EXPAND_FILL);
  483. if (curve_xyz->get_texture().is_valid()) {
  484. curve_editor_z->set_curve(curve_xyz->get_texture()->get_curve_z());
  485. }
  486. }
  487. if (custom_editor) {
  488. 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) == ""))) {
  489. //will be embedded in first port
  490. } else {
  491. port_offset++;
  492. node->add_child(custom_editor);
  493. custom_editor = nullptr;
  494. }
  495. }
  496. if (is_group) {
  497. if (group_node->is_editable()) {
  498. HBoxContainer *hb2 = memnew(HBoxContainer);
  499. String input_port_name = "input" + itos(group_node->get_free_input_port_id());
  500. String output_port_name = "output" + itos(group_node->get_free_output_port_id());
  501. for (int i = 0; i < MAX(vsnode->get_input_port_count(), vsnode->get_output_port_count()); i++) {
  502. if (i < vsnode->get_input_port_count()) {
  503. if (input_port_name == vsnode->get_input_port_name(i)) {
  504. input_port_name = "_" + input_port_name;
  505. }
  506. }
  507. if (i < vsnode->get_output_port_count()) {
  508. if (output_port_name == vsnode->get_output_port_name(i)) {
  509. output_port_name = "_" + output_port_name;
  510. }
  511. }
  512. }
  513. Button *add_input_btn = memnew(Button);
  514. add_input_btn->set_text(TTR("Add Input"));
  515. add_input_btn->connect("pressed", callable_mp(editor, &VisualShaderEditor::_add_input_port), varray(p_id, group_node->get_free_input_port_id(), VisualShaderNode::PORT_TYPE_VECTOR_3D, input_port_name), CONNECT_DEFERRED);
  516. hb2->add_child(add_input_btn);
  517. hb2->add_spacer();
  518. Button *add_output_btn = memnew(Button);
  519. add_output_btn->set_text(TTR("Add Output"));
  520. add_output_btn->connect("pressed", callable_mp(editor, &VisualShaderEditor::_add_output_port), varray(p_id, group_node->get_free_output_port_id(), VisualShaderNode::PORT_TYPE_VECTOR_3D, output_port_name), CONNECT_DEFERRED);
  521. hb2->add_child(add_output_btn);
  522. node->add_child(hb2);
  523. }
  524. }
  525. int output_port_count = 0;
  526. for (int i = 0; i < vsnode->get_output_port_count(); i++) {
  527. if (vsnode->_is_output_port_expanded(i)) {
  528. switch (vsnode->get_output_port_type(i)) {
  529. case VisualShaderNode::PORT_TYPE_VECTOR_2D: {
  530. output_port_count += 2;
  531. } break;
  532. case VisualShaderNode::PORT_TYPE_VECTOR_3D: {
  533. output_port_count += 3;
  534. } break;
  535. case VisualShaderNode::PORT_TYPE_VECTOR_4D: {
  536. output_port_count += 4;
  537. } break;
  538. default:
  539. break;
  540. }
  541. }
  542. output_port_count++;
  543. }
  544. int max_ports = MAX(vsnode->get_input_port_count(), output_port_count);
  545. VisualShaderNode::PortType expanded_type = VisualShaderNode::PORT_TYPE_SCALAR;
  546. int expanded_port_counter = 0;
  547. for (int i = 0, j = 0; i < max_ports; i++, j++) {
  548. switch (expanded_type) {
  549. case VisualShaderNode::PORT_TYPE_VECTOR_2D: {
  550. if (expanded_port_counter >= 2) {
  551. expanded_type = VisualShaderNode::PORT_TYPE_SCALAR;
  552. expanded_port_counter = 0;
  553. i -= 2;
  554. }
  555. } break;
  556. case VisualShaderNode::PORT_TYPE_VECTOR_3D: {
  557. if (expanded_port_counter >= 3) {
  558. expanded_type = VisualShaderNode::PORT_TYPE_SCALAR;
  559. expanded_port_counter = 0;
  560. i -= 3;
  561. }
  562. } break;
  563. case VisualShaderNode::PORT_TYPE_VECTOR_4D: {
  564. if (expanded_port_counter >= 4) {
  565. expanded_type = VisualShaderNode::PORT_TYPE_SCALAR;
  566. expanded_port_counter = 0;
  567. i -= 4;
  568. }
  569. } break;
  570. default:
  571. break;
  572. }
  573. if (vsnode->is_port_separator(i)) {
  574. node->add_child(memnew(HSeparator));
  575. port_offset++;
  576. }
  577. bool valid_left = j < vsnode->get_input_port_count();
  578. VisualShaderNode::PortType port_left = VisualShaderNode::PORT_TYPE_SCALAR;
  579. bool port_left_used = false;
  580. String name_left;
  581. if (valid_left) {
  582. name_left = vsnode->get_input_port_name(i);
  583. port_left = vsnode->get_input_port_type(i);
  584. for (const VisualShader::Connection &E : connections) {
  585. if (E.to_node == p_id && E.to_port == j) {
  586. port_left_used = true;
  587. break;
  588. }
  589. }
  590. }
  591. bool valid_right = true;
  592. VisualShaderNode::PortType port_right = VisualShaderNode::PORT_TYPE_SCALAR;
  593. String name_right;
  594. if (expanded_type == VisualShaderNode::PORT_TYPE_SCALAR) {
  595. valid_right = i < vsnode->get_output_port_count();
  596. if (valid_right) {
  597. name_right = vsnode->get_output_port_name(i);
  598. port_right = vsnode->get_output_port_type(i);
  599. }
  600. } else {
  601. name_right = vector_expanded_name[expanded_port_counter++];
  602. }
  603. bool is_first_hbox = false;
  604. if (i == 0 && hb != nullptr) {
  605. is_first_hbox = true;
  606. } else {
  607. hb = memnew(HBoxContainer);
  608. }
  609. hb->add_theme_constant_override("separation", 7 * EDSCALE);
  610. Variant default_value;
  611. if (valid_left && !port_left_used) {
  612. default_value = vsnode->get_input_port_default_value(i);
  613. }
  614. Button *button = memnew(Button);
  615. hb->add_child(button);
  616. register_default_input_button(p_id, i, button);
  617. button->connect("pressed", callable_mp(editor, &VisualShaderEditor::_edit_port_default_input), varray(button, p_id, i));
  618. if (default_value.get_type() != Variant::NIL) { // only a label
  619. set_input_port_default_value(p_type, p_id, i, default_value);
  620. } else {
  621. button->hide();
  622. }
  623. if (i == 0 && custom_editor) {
  624. hb->add_child(custom_editor);
  625. custom_editor->set_h_size_flags(Control::SIZE_EXPAND_FILL);
  626. } else {
  627. if (valid_left) {
  628. if (is_group) {
  629. OptionButton *type_box = memnew(OptionButton);
  630. hb->add_child(type_box);
  631. type_box->add_item(TTR("Float"));
  632. type_box->add_item(TTR("Int"));
  633. type_box->add_item(TTR("Vector2"));
  634. type_box->add_item(TTR("Vector3"));
  635. type_box->add_item(TTR("Vector4"));
  636. type_box->add_item(TTR("Boolean"));
  637. type_box->add_item(TTR("Transform"));
  638. type_box->add_item(TTR("Sampler"));
  639. type_box->select(group_node->get_input_port_type(i));
  640. type_box->set_custom_minimum_size(Size2(100 * EDSCALE, 0));
  641. type_box->connect("item_selected", callable_mp(editor, &VisualShaderEditor::_change_input_port_type), varray(p_id, i), CONNECT_DEFERRED);
  642. LineEdit *name_box = memnew(LineEdit);
  643. hb->add_child(name_box);
  644. name_box->set_custom_minimum_size(Size2(65 * EDSCALE, 0));
  645. name_box->set_h_size_flags(Control::SIZE_EXPAND_FILL);
  646. name_box->set_text(name_left);
  647. name_box->connect("text_submitted", callable_mp(editor, &VisualShaderEditor::_change_input_port_name), varray(name_box, p_id, i), CONNECT_DEFERRED);
  648. name_box->connect("focus_exited", callable_mp(editor, &VisualShaderEditor::_port_name_focus_out), varray(name_box, p_id, i, false), CONNECT_DEFERRED);
  649. Button *remove_btn = memnew(Button);
  650. remove_btn->set_icon(EditorNode::get_singleton()->get_gui_base()->get_theme_icon(SNAME("Remove"), SNAME("EditorIcons")));
  651. remove_btn->set_tooltip(TTR("Remove") + " " + name_left);
  652. remove_btn->connect("pressed", callable_mp(editor, &VisualShaderEditor::_remove_input_port), varray(p_id, i), CONNECT_DEFERRED);
  653. hb->add_child(remove_btn);
  654. } else {
  655. Label *label = memnew(Label);
  656. label->set_text(name_left);
  657. label->add_theme_style_override("normal", label_style); //more compact
  658. hb->add_child(label);
  659. if (vsnode->is_input_port_default(i, mode) && !port_left_used) {
  660. Label *hint_label = memnew(Label);
  661. hint_label->set_text(TTR("[default]"));
  662. hint_label->add_theme_color_override("font_color", editor->get_theme_color(SNAME("font_readonly_color"), SNAME("TextEdit")));
  663. hint_label->add_theme_style_override("normal", label_style);
  664. hb->add_child(hint_label);
  665. }
  666. }
  667. }
  668. if (!is_group && !is_first_hbox) {
  669. hb->add_spacer();
  670. }
  671. if (valid_right) {
  672. if (is_group) {
  673. Button *remove_btn = memnew(Button);
  674. remove_btn->set_icon(EditorNode::get_singleton()->get_gui_base()->get_theme_icon(SNAME("Remove"), SNAME("EditorIcons")));
  675. remove_btn->set_tooltip(TTR("Remove") + " " + name_left);
  676. remove_btn->connect("pressed", callable_mp(editor, &VisualShaderEditor::_remove_output_port), varray(p_id, i), CONNECT_DEFERRED);
  677. hb->add_child(remove_btn);
  678. LineEdit *name_box = memnew(LineEdit);
  679. hb->add_child(name_box);
  680. name_box->set_custom_minimum_size(Size2(65 * EDSCALE, 0));
  681. name_box->set_h_size_flags(Control::SIZE_EXPAND_FILL);
  682. name_box->set_text(name_right);
  683. name_box->connect("text_submitted", callable_mp(editor, &VisualShaderEditor::_change_output_port_name), varray(name_box, p_id, i), CONNECT_DEFERRED);
  684. name_box->connect("focus_exited", callable_mp(editor, &VisualShaderEditor::_port_name_focus_out), varray(name_box, p_id, i, true), CONNECT_DEFERRED);
  685. OptionButton *type_box = memnew(OptionButton);
  686. hb->add_child(type_box);
  687. type_box->add_item(TTR("Float"));
  688. type_box->add_item(TTR("Int"));
  689. type_box->add_item(TTR("Vector2"));
  690. type_box->add_item(TTR("Vector3"));
  691. type_box->add_item(TTR("Vector4"));
  692. type_box->add_item(TTR("Boolean"));
  693. type_box->add_item(TTR("Transform"));
  694. type_box->select(group_node->get_output_port_type(i));
  695. type_box->set_custom_minimum_size(Size2(100 * EDSCALE, 0));
  696. type_box->connect("item_selected", callable_mp(editor, &VisualShaderEditor::_change_output_port_type), varray(p_id, i), CONNECT_DEFERRED);
  697. } else {
  698. Label *label = memnew(Label);
  699. label->set_text(name_right);
  700. label->add_theme_style_override("normal", label_style); //more compact
  701. hb->add_child(label);
  702. }
  703. }
  704. }
  705. if (valid_right) {
  706. if (vsnode->is_output_port_expandable(i)) {
  707. TextureButton *expand = memnew(TextureButton);
  708. expand->set_toggle_mode(true);
  709. expand->set_normal_texture(editor->get_theme_icon(SNAME("GuiTreeArrowDown"), SNAME("EditorIcons")));
  710. expand->set_pressed_texture(editor->get_theme_icon(SNAME("GuiTreeArrowRight"), SNAME("EditorIcons")));
  711. expand->set_v_size_flags(Control::SIZE_SHRINK_CENTER);
  712. expand->set_pressed(vsnode->_is_output_port_expanded(i));
  713. expand->connect("pressed", callable_mp(editor, &VisualShaderEditor::_expand_output_port), varray(p_id, i, !vsnode->_is_output_port_expanded(i)), CONNECT_DEFERRED);
  714. hb->add_child(expand);
  715. }
  716. if (vsnode->has_output_port_preview(i) && port_right != VisualShaderNode::PORT_TYPE_TRANSFORM && port_right != VisualShaderNode::PORT_TYPE_SAMPLER) {
  717. TextureButton *preview = memnew(TextureButton);
  718. preview->set_toggle_mode(true);
  719. preview->set_normal_texture(editor->get_theme_icon(SNAME("GuiVisibilityHidden"), SNAME("EditorIcons")));
  720. preview->set_pressed_texture(editor->get_theme_icon(SNAME("GuiVisibilityVisible"), SNAME("EditorIcons")));
  721. preview->set_v_size_flags(Control::SIZE_SHRINK_CENTER);
  722. register_output_port(p_id, j, preview);
  723. preview->connect("pressed", callable_mp(editor, &VisualShaderEditor::_preview_select_port), varray(p_id, j), CONNECT_DEFERRED);
  724. hb->add_child(preview);
  725. }
  726. }
  727. if (is_group) {
  728. offset = memnew(Control);
  729. offset->set_custom_minimum_size(Size2(0, 5 * EDSCALE));
  730. node->add_child(offset);
  731. port_offset++;
  732. }
  733. if (!is_first_hbox) {
  734. node->add_child(hb);
  735. }
  736. if (expanded_type != VisualShaderNode::PORT_TYPE_SCALAR) {
  737. continue;
  738. }
  739. int idx = 1;
  740. if (!is_first_hbox) {
  741. idx = i + port_offset;
  742. }
  743. node->set_slot(idx, valid_left, port_left, type_color[port_left], valid_right, port_right, type_color[port_right]);
  744. if (vsnode->_is_output_port_expanded(i)) {
  745. switch (vsnode->get_output_port_type(i)) {
  746. case VisualShaderNode::PORT_TYPE_VECTOR_2D: {
  747. port_offset++;
  748. valid_left = (i + 1) < vsnode->get_input_port_count();
  749. port_left = VisualShaderNode::PORT_TYPE_SCALAR;
  750. if (valid_left) {
  751. port_left = vsnode->get_input_port_type(i + 1);
  752. }
  753. node->set_slot(i + port_offset, valid_left, port_left, type_color[port_left], true, VisualShaderNode::PORT_TYPE_SCALAR, vector_expanded_color[0]);
  754. port_offset++;
  755. valid_left = (i + 2) < vsnode->get_input_port_count();
  756. port_left = VisualShaderNode::PORT_TYPE_SCALAR;
  757. if (valid_left) {
  758. port_left = vsnode->get_input_port_type(i + 2);
  759. }
  760. node->set_slot(i + port_offset, valid_left, port_left, type_color[port_left], true, VisualShaderNode::PORT_TYPE_SCALAR, vector_expanded_color[1]);
  761. expanded_type = VisualShaderNode::PORT_TYPE_VECTOR_2D;
  762. } break;
  763. case VisualShaderNode::PORT_TYPE_VECTOR_3D: {
  764. port_offset++;
  765. valid_left = (i + 1) < vsnode->get_input_port_count();
  766. port_left = VisualShaderNode::PORT_TYPE_SCALAR;
  767. if (valid_left) {
  768. port_left = vsnode->get_input_port_type(i + 1);
  769. }
  770. node->set_slot(i + port_offset, valid_left, port_left, type_color[port_left], true, VisualShaderNode::PORT_TYPE_SCALAR, vector_expanded_color[0]);
  771. port_offset++;
  772. valid_left = (i + 2) < vsnode->get_input_port_count();
  773. port_left = VisualShaderNode::PORT_TYPE_SCALAR;
  774. if (valid_left) {
  775. port_left = vsnode->get_input_port_type(i + 2);
  776. }
  777. node->set_slot(i + port_offset, valid_left, port_left, type_color[port_left], true, VisualShaderNode::PORT_TYPE_SCALAR, vector_expanded_color[1]);
  778. port_offset++;
  779. valid_left = (i + 3) < vsnode->get_input_port_count();
  780. port_left = VisualShaderNode::PORT_TYPE_SCALAR;
  781. if (valid_left) {
  782. port_left = vsnode->get_input_port_type(i + 3);
  783. }
  784. node->set_slot(i + port_offset, valid_left, port_left, type_color[port_left], true, VisualShaderNode::PORT_TYPE_SCALAR, vector_expanded_color[2]);
  785. expanded_type = VisualShaderNode::PORT_TYPE_VECTOR_3D;
  786. } break;
  787. case VisualShaderNode::PORT_TYPE_VECTOR_4D: {
  788. port_offset++;
  789. valid_left = (i + 1) < vsnode->get_input_port_count();
  790. port_left = VisualShaderNode::PORT_TYPE_SCALAR;
  791. if (valid_left) {
  792. port_left = vsnode->get_input_port_type(i + 1);
  793. }
  794. node->set_slot(i + port_offset, valid_left, port_left, type_color[port_left], true, VisualShaderNode::PORT_TYPE_SCALAR, vector_expanded_color[0]);
  795. port_offset++;
  796. valid_left = (i + 2) < vsnode->get_input_port_count();
  797. port_left = VisualShaderNode::PORT_TYPE_SCALAR;
  798. if (valid_left) {
  799. port_left = vsnode->get_input_port_type(i + 2);
  800. }
  801. node->set_slot(i + port_offset, valid_left, port_left, type_color[port_left], true, VisualShaderNode::PORT_TYPE_SCALAR, vector_expanded_color[1]);
  802. port_offset++;
  803. valid_left = (i + 3) < vsnode->get_input_port_count();
  804. port_left = VisualShaderNode::PORT_TYPE_SCALAR;
  805. if (valid_left) {
  806. port_left = vsnode->get_input_port_type(i + 3);
  807. }
  808. node->set_slot(i + port_offset, valid_left, port_left, type_color[port_left], true, VisualShaderNode::PORT_TYPE_SCALAR, vector_expanded_color[2]);
  809. port_offset++;
  810. valid_left = (i + 4) < vsnode->get_input_port_count();
  811. port_left = VisualShaderNode::PORT_TYPE_SCALAR;
  812. if (valid_left) {
  813. port_left = vsnode->get_input_port_type(i + 4);
  814. }
  815. node->set_slot(i + port_offset, valid_left, port_left, type_color[port_left], true, VisualShaderNode::PORT_TYPE_SCALAR, vector_expanded_color[3]);
  816. expanded_type = VisualShaderNode::PORT_TYPE_VECTOR_4D;
  817. } break;
  818. default:
  819. break;
  820. }
  821. }
  822. }
  823. if (vsnode->get_output_port_for_preview() >= 0) {
  824. show_port_preview(p_type, p_id, vsnode->get_output_port_for_preview());
  825. } else {
  826. offset = memnew(Control);
  827. offset->set_custom_minimum_size(Size2(0, 4 * EDSCALE));
  828. node->add_child(offset);
  829. }
  830. String error = vsnode->get_warning(mode, p_type);
  831. if (!error.is_empty()) {
  832. Label *error_label = memnew(Label);
  833. error_label->add_theme_color_override("font_color", editor->get_theme_color(SNAME("error_color"), SNAME("Editor")));
  834. error_label->set_text(error);
  835. node->add_child(error_label);
  836. }
  837. if (is_expression) {
  838. CodeEdit *expression_box = memnew(CodeEdit);
  839. Ref<CodeHighlighter> expression_syntax_highlighter;
  840. expression_syntax_highlighter.instantiate();
  841. expression_node->set_ctrl_pressed(expression_box, 0);
  842. node->add_child(expression_box);
  843. register_expression_edit(p_id, expression_box);
  844. Color background_color = EDITOR_GET("text_editor/theme/highlighting/background_color");
  845. Color text_color = EDITOR_GET("text_editor/theme/highlighting/text_color");
  846. Color keyword_color = EDITOR_GET("text_editor/theme/highlighting/keyword_color");
  847. Color control_flow_keyword_color = EDITOR_GET("text_editor/theme/highlighting/control_flow_keyword_color");
  848. Color comment_color = EDITOR_GET("text_editor/theme/highlighting/comment_color");
  849. Color symbol_color = EDITOR_GET("text_editor/theme/highlighting/symbol_color");
  850. Color function_color = EDITOR_GET("text_editor/theme/highlighting/function_color");
  851. Color number_color = EDITOR_GET("text_editor/theme/highlighting/number_color");
  852. Color members_color = EDITOR_GET("text_editor/theme/highlighting/member_variable_color");
  853. expression_box->set_syntax_highlighter(expression_syntax_highlighter);
  854. expression_box->add_theme_color_override("background_color", background_color);
  855. for (const String &E : editor->keyword_list) {
  856. if (ShaderLanguage::is_control_flow_keyword(E)) {
  857. expression_syntax_highlighter->add_keyword_color(E, control_flow_keyword_color);
  858. } else {
  859. expression_syntax_highlighter->add_keyword_color(E, keyword_color);
  860. }
  861. }
  862. expression_box->add_theme_font_override("font", editor->get_theme_font(SNAME("expression"), SNAME("EditorFonts")));
  863. expression_box->add_theme_font_size_override("font_size", editor->get_theme_font_size(SNAME("expression_size"), SNAME("EditorFonts")));
  864. expression_box->add_theme_color_override("font_color", text_color);
  865. expression_syntax_highlighter->set_number_color(number_color);
  866. expression_syntax_highlighter->set_symbol_color(symbol_color);
  867. expression_syntax_highlighter->set_function_color(function_color);
  868. expression_syntax_highlighter->set_member_variable_color(members_color);
  869. expression_syntax_highlighter->add_color_region("/*", "*/", comment_color, false);
  870. expression_syntax_highlighter->add_color_region("//", "", comment_color, true);
  871. expression_box->clear_comment_delimiters();
  872. expression_box->add_comment_delimiter("/*", "*/", false);
  873. expression_box->add_comment_delimiter("//", "", true);
  874. if (!expression_box->has_auto_brace_completion_open_key("/*")) {
  875. expression_box->add_auto_brace_completion_pair("/*", "*/");
  876. }
  877. expression_box->set_text(expression);
  878. expression_box->set_context_menu_enabled(false);
  879. expression_box->set_draw_line_numbers(true);
  880. expression_box->connect("focus_exited", callable_mp(editor, &VisualShaderEditor::_expression_focus_out), varray(expression_box, p_id));
  881. }
  882. if (is_comment) {
  883. graph->move_child(node, 0); // to prevents a bug where comment node overlaps its content
  884. }
  885. }
  886. void VisualShaderGraphPlugin::remove_node(VisualShader::Type p_type, int p_id) {
  887. if (visual_shader->get_shader_type() == p_type && links.has(p_id)) {
  888. links[p_id].graph_node->get_parent()->remove_child(links[p_id].graph_node);
  889. memdelete(links[p_id].graph_node);
  890. links.erase(p_id);
  891. }
  892. }
  893. void VisualShaderGraphPlugin::connect_nodes(VisualShader::Type p_type, int p_from_node, int p_from_port, int p_to_node, int p_to_port) {
  894. GraphEdit *graph = editor->graph;
  895. if (!graph) {
  896. return;
  897. }
  898. if (visual_shader.is_valid() && visual_shader->get_shader_type() == p_type) {
  899. graph->connect_node(itos(p_from_node), p_from_port, itos(p_to_node), p_to_port);
  900. connections.push_back({ p_from_node, p_from_port, p_to_node, p_to_port });
  901. if (links[p_to_node].input_ports.has(p_to_port) && links[p_to_node].input_ports[p_to_port].default_input_button != nullptr) {
  902. links[p_to_node].input_ports[p_to_port].default_input_button->hide();
  903. }
  904. }
  905. }
  906. void VisualShaderGraphPlugin::disconnect_nodes(VisualShader::Type p_type, int p_from_node, int p_from_port, int p_to_node, int p_to_port) {
  907. GraphEdit *graph = editor->graph;
  908. if (!graph) {
  909. return;
  910. }
  911. if (visual_shader.is_valid() && visual_shader->get_shader_type() == p_type) {
  912. graph->disconnect_node(itos(p_from_node), p_from_port, itos(p_to_node), p_to_port);
  913. for (const List<VisualShader::Connection>::Element *E = connections.front(); E; E = E->next()) {
  914. 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) {
  915. connections.erase(E);
  916. break;
  917. }
  918. }
  919. 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) {
  920. links[p_to_node].input_ports[p_to_port].default_input_button->show();
  921. 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));
  922. }
  923. }
  924. }
  925. VisualShaderGraphPlugin::~VisualShaderGraphPlugin() {
  926. }
  927. /////////////////
  928. Vector2 VisualShaderEditor::selection_center;
  929. List<VisualShaderEditor::CopyItem> VisualShaderEditor::copy_items_buffer;
  930. List<VisualShader::Connection> VisualShaderEditor::copy_connections_buffer;
  931. void VisualShaderEditor::edit(VisualShader *p_visual_shader) {
  932. bool changed = false;
  933. if (p_visual_shader) {
  934. if (visual_shader.is_null()) {
  935. changed = true;
  936. } else {
  937. if (visual_shader.ptr() != p_visual_shader) {
  938. changed = true;
  939. }
  940. }
  941. visual_shader = Ref<VisualShader>(p_visual_shader);
  942. graph_plugin->register_shader(visual_shader.ptr());
  943. Callable ce = callable_mp(this, &VisualShaderEditor::_update_preview);
  944. if (!visual_shader->is_connected("changed", ce)) {
  945. visual_shader->connect("changed", ce);
  946. }
  947. visual_shader->set_graph_offset(graph->get_scroll_ofs() / EDSCALE);
  948. _set_mode(visual_shader->get_mode());
  949. } else {
  950. if (visual_shader.is_valid()) {
  951. Callable ce = callable_mp(this, &VisualShaderEditor::_update_preview);
  952. if (visual_shader->is_connected("changed", ce)) {
  953. visual_shader->disconnect("changed", ce);
  954. }
  955. }
  956. visual_shader.unref();
  957. }
  958. if (visual_shader.is_null()) {
  959. hide();
  960. } else {
  961. if (changed) { // to avoid tree collapse
  962. _update_varying_tree();
  963. _update_options_menu();
  964. _update_preview();
  965. _update_graph();
  966. }
  967. }
  968. }
  969. void VisualShaderEditor::update_nodes() {
  970. _update_nodes();
  971. }
  972. void VisualShaderEditor::add_plugin(const Ref<VisualShaderNodePlugin> &p_plugin) {
  973. if (plugins.has(p_plugin)) {
  974. return;
  975. }
  976. plugins.push_back(p_plugin);
  977. }
  978. void VisualShaderEditor::remove_plugin(const Ref<VisualShaderNodePlugin> &p_plugin) {
  979. plugins.erase(p_plugin);
  980. }
  981. void VisualShaderEditor::clear_custom_types() {
  982. for (int i = 0; i < add_options.size(); i++) {
  983. if (add_options[i].is_custom) {
  984. add_options.remove_at(i);
  985. i--;
  986. }
  987. }
  988. }
  989. 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) {
  990. ERR_FAIL_COND(!p_name.is_valid_identifier());
  991. ERR_FAIL_COND(!p_script.is_valid());
  992. for (int i = 0; i < add_options.size(); i++) {
  993. if (add_options[i].is_custom) {
  994. if (add_options[i].script == p_script) {
  995. return;
  996. }
  997. }
  998. }
  999. AddOption ao;
  1000. ao.name = p_name;
  1001. ao.script = p_script;
  1002. ao.return_type = p_return_icon_type;
  1003. ao.description = p_description;
  1004. ao.category = p_category;
  1005. ao.highend = p_highend;
  1006. ao.is_custom = true;
  1007. bool begin = false;
  1008. String root = p_category.split("/")[0];
  1009. for (int i = 0; i < add_options.size(); i++) {
  1010. if (add_options[i].is_custom) {
  1011. if (add_options[i].category == root) {
  1012. if (!begin) {
  1013. begin = true;
  1014. }
  1015. } else {
  1016. if (begin) {
  1017. add_options.insert(i, ao);
  1018. return;
  1019. }
  1020. }
  1021. }
  1022. }
  1023. add_options.push_back(ao);
  1024. }
  1025. bool VisualShaderEditor::_is_available(int p_mode) {
  1026. int current_mode = edit_type->get_selected();
  1027. if (p_mode != -1) {
  1028. switch (current_mode) {
  1029. case 0: // Vertex / Emit
  1030. current_mode = 1;
  1031. break;
  1032. case 1: // Fragment / Process
  1033. current_mode = 2;
  1034. break;
  1035. case 2: // Light / Collide
  1036. current_mode = 4;
  1037. break;
  1038. default:
  1039. break;
  1040. }
  1041. }
  1042. return (p_mode == -1 || (p_mode & current_mode) != 0);
  1043. }
  1044. void VisualShaderEditor::_update_nodes() {
  1045. clear_custom_types();
  1046. List<StringName> class_list;
  1047. ScriptServer::get_global_class_list(&class_list);
  1048. Dictionary added;
  1049. for (int i = 0; i < class_list.size(); i++) {
  1050. if (ScriptServer::get_global_class_native_base(class_list[i]) == "VisualShaderNodeCustom") {
  1051. String script_path = ScriptServer::get_global_class_path(class_list[i]);
  1052. Ref<Resource> res = ResourceLoader::load(script_path);
  1053. ERR_FAIL_COND(res.is_null());
  1054. ERR_FAIL_COND(!res->is_class("Script"));
  1055. Ref<Script> script = Ref<Script>(res);
  1056. Ref<VisualShaderNodeCustom> ref;
  1057. ref.instantiate();
  1058. ref->set_script(script);
  1059. if (!ref->is_available(visual_shader->get_mode(), visual_shader->get_shader_type())) {
  1060. continue;
  1061. }
  1062. String name;
  1063. if (ref->has_method("_get_name")) {
  1064. name = (String)ref->call("_get_name");
  1065. } else {
  1066. name = "Unnamed";
  1067. }
  1068. String description = "";
  1069. if (ref->has_method("_get_description")) {
  1070. description = (String)ref->call("_get_description");
  1071. }
  1072. int return_icon_type = -1;
  1073. if (ref->has_method("_get_return_icon_type")) {
  1074. return_icon_type = (int)ref->call("_get_return_icon_type");
  1075. }
  1076. String category = "";
  1077. if (ref->has_method("_get_category")) {
  1078. category = (String)ref->call("_get_category");
  1079. }
  1080. String subcategory = "";
  1081. if (ref->has_method("_get_subcategory")) {
  1082. subcategory = (String)ref->call("_get_subcategory");
  1083. }
  1084. bool highend = false;
  1085. if (ref->has_method("_is_highend")) {
  1086. highend = (bool)ref->call("_is_highend");
  1087. }
  1088. Dictionary dict;
  1089. dict["name"] = name;
  1090. dict["script"] = script;
  1091. dict["description"] = description;
  1092. dict["return_icon_type"] = return_icon_type;
  1093. category = category.rstrip("/");
  1094. category = category.lstrip("/");
  1095. category = "Addons/" + category;
  1096. if (!subcategory.is_empty()) {
  1097. category += "/" + subcategory;
  1098. }
  1099. dict["category"] = category;
  1100. dict["highend"] = highend;
  1101. String key;
  1102. key = category + "/" + name;
  1103. added[key] = dict;
  1104. }
  1105. }
  1106. // Disables not-supported copied items.
  1107. {
  1108. for (CopyItem &item : copy_items_buffer) {
  1109. Ref<VisualShaderNodeCustom> custom = Object::cast_to<VisualShaderNodeCustom>(item.node.ptr());
  1110. if (custom.is_valid()) {
  1111. if (!custom->is_available(visual_shader->get_mode(), visual_shader->get_shader_type())) {
  1112. item.disabled = true;
  1113. } else {
  1114. item.disabled = false;
  1115. }
  1116. } else {
  1117. for (int i = 0; i < add_options.size(); i++) {
  1118. if (add_options[i].type == item.node->get_class_name()) {
  1119. if ((add_options[i].func != visual_shader->get_mode() && add_options[i].func != -1) || !_is_available(add_options[i].mode)) {
  1120. item.disabled = true;
  1121. } else {
  1122. item.disabled = false;
  1123. }
  1124. break;
  1125. }
  1126. }
  1127. }
  1128. }
  1129. }
  1130. Array keys = added.keys();
  1131. keys.sort();
  1132. for (int i = 0; i < keys.size(); i++) {
  1133. const Variant &key = keys.get(i);
  1134. const Dictionary &value = (Dictionary)added[key];
  1135. add_custom_type(value["name"], value["script"], value["description"], value["return_icon_type"], value["category"], value["highend"]);
  1136. }
  1137. _update_options_menu();
  1138. }
  1139. String VisualShaderEditor::_get_description(int p_idx) {
  1140. return add_options[p_idx].description;
  1141. }
  1142. void VisualShaderEditor::_update_options_menu() {
  1143. node_desc->set_text("");
  1144. members_dialog->get_ok_button()->set_disabled(true);
  1145. members->clear();
  1146. TreeItem *root = members->create_item();
  1147. String filter = node_filter->get_text().strip_edges();
  1148. bool use_filter = !filter.is_empty();
  1149. bool is_first_item = true;
  1150. Color unsupported_color = get_theme_color(SNAME("error_color"), SNAME("Editor"));
  1151. Color supported_color = get_theme_color(SNAME("warning_color"), SNAME("Editor"));
  1152. static bool low_driver = ProjectSettings::get_singleton()->get("rendering/driver/driver_name") == "opengl3";
  1153. HashMap<String, TreeItem *> folders;
  1154. int current_func = -1;
  1155. if (!visual_shader.is_null()) {
  1156. current_func = visual_shader->get_mode();
  1157. }
  1158. Vector<AddOption> custom_options;
  1159. Vector<AddOption> embedded_options;
  1160. static Vector<String> type_filter_exceptions;
  1161. if (type_filter_exceptions.is_empty()) {
  1162. type_filter_exceptions.append("VisualShaderNodeExpression");
  1163. }
  1164. for (int i = 0; i < add_options.size(); i++) {
  1165. if (!use_filter || add_options[i].name.findn(filter) != -1) {
  1166. // port type filtering
  1167. if (members_output_port_type != VisualShaderNode::PORT_TYPE_MAX || members_input_port_type != VisualShaderNode::PORT_TYPE_MAX) {
  1168. Ref<VisualShaderNode> vsn;
  1169. int check_result = 0;
  1170. if (!add_options[i].is_custom) {
  1171. vsn = Ref<VisualShaderNode>(Object::cast_to<VisualShaderNode>(ClassDB::instantiate(add_options[i].type)));
  1172. if (!vsn.is_valid()) {
  1173. continue;
  1174. }
  1175. if (type_filter_exceptions.has(add_options[i].type)) {
  1176. check_result = 1;
  1177. }
  1178. Ref<VisualShaderNodeInput> input = Object::cast_to<VisualShaderNodeInput>(vsn.ptr());
  1179. if (input.is_valid()) {
  1180. input->set_shader_mode(visual_shader->get_mode());
  1181. input->set_shader_type(visual_shader->get_shader_type());
  1182. if (!add_options[i].ops.is_empty() && add_options[i].ops[0].get_type() == Variant::STRING) {
  1183. input->set_input_name((String)add_options[i].ops[0]);
  1184. }
  1185. }
  1186. Ref<VisualShaderNodeExpression> expression = Object::cast_to<VisualShaderNodeExpression>(vsn.ptr());
  1187. if (expression.is_valid()) {
  1188. if (members_input_port_type == VisualShaderNode::PORT_TYPE_SAMPLER) {
  1189. check_result = -1; // expressions creates a port with required type automatically (except for sampler output)
  1190. }
  1191. }
  1192. Ref<VisualShaderNodeUniformRef> uniform_ref = Object::cast_to<VisualShaderNodeUniformRef>(vsn.ptr());
  1193. if (uniform_ref.is_valid()) {
  1194. check_result = -1;
  1195. if (members_input_port_type != VisualShaderNode::PORT_TYPE_MAX) {
  1196. for (int j = 0; j < uniform_ref->get_uniforms_count(); j++) {
  1197. if (visual_shader->is_port_types_compatible(uniform_ref->get_port_type_by_index(j), members_input_port_type)) {
  1198. check_result = 1;
  1199. break;
  1200. }
  1201. }
  1202. }
  1203. }
  1204. } else {
  1205. check_result = 1;
  1206. }
  1207. if (members_output_port_type != VisualShaderNode::PORT_TYPE_MAX) {
  1208. if (check_result == 0) {
  1209. for (int j = 0; j < vsn->get_input_port_count(); j++) {
  1210. if (visual_shader->is_port_types_compatible(vsn->get_input_port_type(j), members_output_port_type)) {
  1211. check_result = 1;
  1212. break;
  1213. }
  1214. }
  1215. }
  1216. if (check_result != 1) {
  1217. continue;
  1218. }
  1219. }
  1220. if (members_input_port_type != VisualShaderNode::PORT_TYPE_MAX) {
  1221. if (check_result == 0) {
  1222. for (int j = 0; j < vsn->get_output_port_count(); j++) {
  1223. if (visual_shader->is_port_types_compatible(vsn->get_output_port_type(j), members_input_port_type)) {
  1224. check_result = 1;
  1225. break;
  1226. }
  1227. }
  1228. }
  1229. if (check_result != 1) {
  1230. continue;
  1231. }
  1232. }
  1233. }
  1234. if ((add_options[i].func != current_func && add_options[i].func != -1) || !_is_available(add_options[i].mode)) {
  1235. continue;
  1236. }
  1237. const_cast<AddOption &>(add_options[i]).temp_idx = i; // save valid id
  1238. if (add_options[i].is_custom) {
  1239. custom_options.push_back(add_options[i]);
  1240. } else {
  1241. embedded_options.push_back(add_options[i]);
  1242. }
  1243. }
  1244. }
  1245. Vector<AddOption> options;
  1246. SortArray<AddOption, _OptionComparator> sorter;
  1247. sorter.sort(custom_options.ptrw(), custom_options.size());
  1248. options.append_array(custom_options);
  1249. options.append_array(embedded_options);
  1250. for (int i = 0; i < options.size(); i++) {
  1251. String path = options[i].category;
  1252. Vector<String> subfolders = path.split("/");
  1253. TreeItem *category = nullptr;
  1254. if (!folders.has(path)) {
  1255. category = root;
  1256. String path_temp = "";
  1257. for (int j = 0; j < subfolders.size(); j++) {
  1258. path_temp += subfolders[j];
  1259. if (!folders.has(path_temp)) {
  1260. category = members->create_item(category);
  1261. category->set_selectable(0, false);
  1262. category->set_collapsed(!use_filter);
  1263. category->set_text(0, subfolders[j]);
  1264. folders.insert(path_temp, category);
  1265. } else {
  1266. category = folders[path_temp];
  1267. }
  1268. }
  1269. } else {
  1270. category = folders[path];
  1271. }
  1272. TreeItem *item = members->create_item(category);
  1273. if (options[i].highend && low_driver) {
  1274. item->set_custom_color(0, unsupported_color);
  1275. } else if (options[i].highend) {
  1276. item->set_custom_color(0, supported_color);
  1277. }
  1278. item->set_text(0, options[i].name);
  1279. if (is_first_item && use_filter) {
  1280. item->select(0);
  1281. node_desc->set_text(options[i].description);
  1282. is_first_item = false;
  1283. }
  1284. switch (options[i].return_type) {
  1285. case VisualShaderNode::PORT_TYPE_SCALAR:
  1286. item->set_icon(0, EditorNode::get_singleton()->get_gui_base()->get_theme_icon(SNAME("float"), SNAME("EditorIcons")));
  1287. break;
  1288. case VisualShaderNode::PORT_TYPE_SCALAR_INT:
  1289. item->set_icon(0, EditorNode::get_singleton()->get_gui_base()->get_theme_icon(SNAME("int"), SNAME("EditorIcons")));
  1290. break;
  1291. case VisualShaderNode::PORT_TYPE_VECTOR_2D:
  1292. item->set_icon(0, EditorNode::get_singleton()->get_gui_base()->get_theme_icon(SNAME("Vector2"), SNAME("EditorIcons")));
  1293. break;
  1294. case VisualShaderNode::PORT_TYPE_VECTOR_3D:
  1295. item->set_icon(0, EditorNode::get_singleton()->get_gui_base()->get_theme_icon(SNAME("Vector3"), SNAME("EditorIcons")));
  1296. break;
  1297. case VisualShaderNode::PORT_TYPE_VECTOR_4D:
  1298. item->set_icon(0, EditorNode::get_singleton()->get_gui_base()->get_theme_icon(SNAME("Vector4"), SNAME("EditorIcons")));
  1299. break;
  1300. case VisualShaderNode::PORT_TYPE_BOOLEAN:
  1301. item->set_icon(0, EditorNode::get_singleton()->get_gui_base()->get_theme_icon(SNAME("bool"), SNAME("EditorIcons")));
  1302. break;
  1303. case VisualShaderNode::PORT_TYPE_TRANSFORM:
  1304. item->set_icon(0, EditorNode::get_singleton()->get_gui_base()->get_theme_icon(SNAME("Transform3D"), SNAME("EditorIcons")));
  1305. break;
  1306. case VisualShaderNode::PORT_TYPE_SAMPLER:
  1307. item->set_icon(0, EditorNode::get_singleton()->get_gui_base()->get_theme_icon(SNAME("ImageTexture"), SNAME("EditorIcons")));
  1308. break;
  1309. default:
  1310. break;
  1311. }
  1312. item->set_meta("id", options[i].temp_idx);
  1313. }
  1314. }
  1315. void VisualShaderEditor::_set_mode(int p_which) {
  1316. if (p_which == VisualShader::MODE_SKY) {
  1317. edit_type_standard->set_visible(false);
  1318. edit_type_particles->set_visible(false);
  1319. edit_type_sky->set_visible(true);
  1320. edit_type_fog->set_visible(false);
  1321. edit_type = edit_type_sky;
  1322. custom_mode_box->set_visible(false);
  1323. varying_button->hide();
  1324. mode = MODE_FLAGS_SKY;
  1325. } else if (p_which == VisualShader::MODE_FOG) {
  1326. edit_type_standard->set_visible(false);
  1327. edit_type_particles->set_visible(false);
  1328. edit_type_sky->set_visible(false);
  1329. edit_type_fog->set_visible(true);
  1330. edit_type = edit_type_fog;
  1331. custom_mode_box->set_visible(false);
  1332. varying_button->hide();
  1333. mode = MODE_FLAGS_FOG;
  1334. } else if (p_which == VisualShader::MODE_PARTICLES) {
  1335. edit_type_standard->set_visible(false);
  1336. edit_type_particles->set_visible(true);
  1337. edit_type_sky->set_visible(false);
  1338. edit_type_fog->set_visible(false);
  1339. edit_type = edit_type_particles;
  1340. if ((edit_type->get_selected() + 3) > VisualShader::TYPE_PROCESS) {
  1341. custom_mode_box->set_visible(false);
  1342. } else {
  1343. custom_mode_box->set_visible(true);
  1344. }
  1345. varying_button->hide();
  1346. mode = MODE_FLAGS_PARTICLES;
  1347. } else {
  1348. edit_type_particles->set_visible(false);
  1349. edit_type_standard->set_visible(true);
  1350. edit_type_sky->set_visible(false);
  1351. edit_type_fog->set_visible(false);
  1352. edit_type = edit_type_standard;
  1353. custom_mode_box->set_visible(false);
  1354. varying_button->show();
  1355. mode = MODE_FLAGS_SPATIAL_CANVASITEM;
  1356. }
  1357. visual_shader->set_shader_type(get_current_shader_type());
  1358. }
  1359. Size2 VisualShaderEditor::get_minimum_size() const {
  1360. return Size2(10, 200);
  1361. }
  1362. void VisualShaderEditor::_draw_color_over_button(Object *obj, Color p_color) {
  1363. Button *button = Object::cast_to<Button>(obj);
  1364. if (!button) {
  1365. return;
  1366. }
  1367. Ref<StyleBox> normal = get_theme_stylebox(SNAME("normal"), SNAME("Button"));
  1368. button->draw_rect(Rect2(normal->get_offset(), button->get_size() - normal->get_minimum_size()), p_color);
  1369. }
  1370. void VisualShaderEditor::_update_created_node(GraphNode *node) {
  1371. const Ref<StyleBoxFlat> sb = node->get_theme_stylebox(SNAME("frame"), SNAME("GraphNode"));
  1372. Color c = sb->get_border_color();
  1373. 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);
  1374. c = mono_color;
  1375. node->add_theme_color_override("title_color", c);
  1376. c.a = 0.7;
  1377. node->add_theme_color_override("close_color", c);
  1378. node->add_theme_color_override("resizer_color", c);
  1379. }
  1380. void VisualShaderEditor::_update_uniforms(bool p_update_refs) {
  1381. VisualShaderNodeUniformRef::clear_uniforms(visual_shader->get_rid());
  1382. for (int t = 0; t < VisualShader::TYPE_MAX; t++) {
  1383. Vector<int> tnodes = visual_shader->get_node_list((VisualShader::Type)t);
  1384. for (int i = 0; i < tnodes.size(); i++) {
  1385. Ref<VisualShaderNode> vsnode = visual_shader->get_node((VisualShader::Type)t, tnodes[i]);
  1386. Ref<VisualShaderNodeUniform> uniform = vsnode;
  1387. if (uniform.is_valid()) {
  1388. Ref<VisualShaderNodeFloatUniform> float_uniform = vsnode;
  1389. Ref<VisualShaderNodeIntUniform> int_uniform = vsnode;
  1390. Ref<VisualShaderNodeVec2Uniform> vec2_uniform = vsnode;
  1391. Ref<VisualShaderNodeVec3Uniform> vec3_uniform = vsnode;
  1392. Ref<VisualShaderNodeVec4Uniform> vec4_uniform = vsnode;
  1393. Ref<VisualShaderNodeColorUniform> color_uniform = vsnode;
  1394. Ref<VisualShaderNodeBooleanUniform> bool_uniform = vsnode;
  1395. Ref<VisualShaderNodeTransformUniform> transform_uniform = vsnode;
  1396. VisualShaderNodeUniformRef::UniformType uniform_type;
  1397. if (float_uniform.is_valid()) {
  1398. uniform_type = VisualShaderNodeUniformRef::UniformType::UNIFORM_TYPE_FLOAT;
  1399. } else if (int_uniform.is_valid()) {
  1400. uniform_type = VisualShaderNodeUniformRef::UniformType::UNIFORM_TYPE_INT;
  1401. } else if (bool_uniform.is_valid()) {
  1402. uniform_type = VisualShaderNodeUniformRef::UniformType::UNIFORM_TYPE_BOOLEAN;
  1403. } else if (vec2_uniform.is_valid()) {
  1404. uniform_type = VisualShaderNodeUniformRef::UniformType::UNIFORM_TYPE_VECTOR2;
  1405. } else if (vec3_uniform.is_valid()) {
  1406. uniform_type = VisualShaderNodeUniformRef::UniformType::UNIFORM_TYPE_VECTOR3;
  1407. } else if (vec4_uniform.is_valid()) {
  1408. uniform_type = VisualShaderNodeUniformRef::UniformType::UNIFORM_TYPE_VECTOR4;
  1409. } else if (transform_uniform.is_valid()) {
  1410. uniform_type = VisualShaderNodeUniformRef::UniformType::UNIFORM_TYPE_TRANSFORM;
  1411. } else if (color_uniform.is_valid()) {
  1412. uniform_type = VisualShaderNodeUniformRef::UniformType::UNIFORM_TYPE_COLOR;
  1413. } else {
  1414. uniform_type = VisualShaderNodeUniformRef::UniformType::UNIFORM_TYPE_SAMPLER;
  1415. }
  1416. VisualShaderNodeUniformRef::add_uniform(visual_shader->get_rid(), uniform->get_uniform_name(), uniform_type);
  1417. }
  1418. }
  1419. }
  1420. if (p_update_refs) {
  1421. graph_plugin->update_uniform_refs();
  1422. }
  1423. }
  1424. void VisualShaderEditor::_update_uniform_refs(HashSet<String> &p_deleted_names) {
  1425. for (int i = 0; i < VisualShader::TYPE_MAX; i++) {
  1426. VisualShader::Type type = VisualShader::Type(i);
  1427. Vector<int> nodes = visual_shader->get_node_list(type);
  1428. for (int j = 0; j < nodes.size(); j++) {
  1429. if (j > 0) {
  1430. Ref<VisualShaderNodeUniformRef> ref = visual_shader->get_node(type, nodes[j]);
  1431. if (ref.is_valid()) {
  1432. if (p_deleted_names.has(ref->get_uniform_name())) {
  1433. undo_redo->add_do_method(ref.ptr(), "set_uniform_name", "[None]");
  1434. undo_redo->add_undo_method(ref.ptr(), "set_uniform_name", ref->get_uniform_name());
  1435. undo_redo->add_do_method(graph_plugin.ptr(), "update_node", VisualShader::Type(i), nodes[j]);
  1436. undo_redo->add_undo_method(graph_plugin.ptr(), "update_node", VisualShader::Type(i), nodes[j]);
  1437. }
  1438. }
  1439. }
  1440. }
  1441. }
  1442. }
  1443. void VisualShaderEditor::_update_graph() {
  1444. if (updating) {
  1445. return;
  1446. }
  1447. if (visual_shader.is_null()) {
  1448. return;
  1449. }
  1450. graph->set_scroll_ofs(visual_shader->get_graph_offset() * EDSCALE);
  1451. VisualShader::Type type = get_current_shader_type();
  1452. graph->clear_connections();
  1453. //erase all nodes
  1454. for (int i = 0; i < graph->get_child_count(); i++) {
  1455. if (Object::cast_to<GraphNode>(graph->get_child(i))) {
  1456. Node *node = graph->get_child(i);
  1457. graph->remove_child(node);
  1458. memdelete(node);
  1459. i--;
  1460. }
  1461. }
  1462. List<VisualShader::Connection> connections;
  1463. visual_shader->get_node_connections(type, &connections);
  1464. graph_plugin->set_connections(connections);
  1465. Vector<int> nodes = visual_shader->get_node_list(type);
  1466. _update_uniforms(false);
  1467. _update_varyings();
  1468. graph_plugin->clear_links();
  1469. graph_plugin->make_dirty(true);
  1470. graph_plugin->update_theme();
  1471. for (int n_i = 0; n_i < nodes.size(); n_i++) {
  1472. graph_plugin->add_node(type, nodes[n_i]);
  1473. }
  1474. graph_plugin->make_dirty(false);
  1475. for (const VisualShader::Connection &E : connections) {
  1476. int from = E.from_node;
  1477. int from_idx = E.from_port;
  1478. int to = E.to_node;
  1479. int to_idx = E.to_port;
  1480. graph->connect_node(itos(from), from_idx, itos(to), to_idx);
  1481. }
  1482. float graph_minimap_opacity = EditorSettings::get_singleton()->get("editors/visual_editors/minimap_opacity");
  1483. graph->set_minimap_opacity(graph_minimap_opacity);
  1484. float graph_lines_curvature = EditorSettings::get_singleton()->get("editors/visual_editors/lines_curvature");
  1485. graph->set_connection_lines_curvature(graph_lines_curvature);
  1486. }
  1487. VisualShader::Type VisualShaderEditor::get_current_shader_type() const {
  1488. VisualShader::Type type;
  1489. if (mode & MODE_FLAGS_PARTICLES) {
  1490. type = VisualShader::Type(edit_type->get_selected() + 3 + (custom_mode_enabled ? 3 : 0));
  1491. } else if (mode & MODE_FLAGS_SKY) {
  1492. type = VisualShader::Type(edit_type->get_selected() + 8);
  1493. } else if (mode & MODE_FLAGS_FOG) {
  1494. type = VisualShader::Type(edit_type->get_selected() + 9);
  1495. } else {
  1496. type = VisualShader::Type(edit_type->get_selected());
  1497. }
  1498. return type;
  1499. }
  1500. void VisualShaderEditor::_add_input_port(int p_node, int p_port, int p_port_type, const String &p_name) {
  1501. VisualShader::Type type = get_current_shader_type();
  1502. Ref<VisualShaderNodeExpression> node = visual_shader->get_node(type, p_node);
  1503. if (node.is_null()) {
  1504. return;
  1505. }
  1506. undo_redo->create_action(TTR("Add Input Port"));
  1507. undo_redo->add_do_method(node.ptr(), "add_input_port", p_port, p_port_type, p_name);
  1508. undo_redo->add_undo_method(node.ptr(), "remove_input_port", p_port);
  1509. undo_redo->add_do_method(graph_plugin.ptr(), "update_node", type, p_node);
  1510. undo_redo->add_undo_method(graph_plugin.ptr(), "update_node", type, p_node);
  1511. undo_redo->commit_action();
  1512. }
  1513. void VisualShaderEditor::_add_output_port(int p_node, int p_port, int p_port_type, const String &p_name) {
  1514. VisualShader::Type type = get_current_shader_type();
  1515. Ref<VisualShaderNodeGroupBase> node = visual_shader->get_node(type, p_node);
  1516. if (node.is_null()) {
  1517. return;
  1518. }
  1519. undo_redo->create_action(TTR("Add Output Port"));
  1520. undo_redo->add_do_method(node.ptr(), "add_output_port", p_port, p_port_type, p_name);
  1521. undo_redo->add_undo_method(node.ptr(), "remove_output_port", p_port);
  1522. undo_redo->add_do_method(graph_plugin.ptr(), "update_node", type, p_node);
  1523. undo_redo->add_undo_method(graph_plugin.ptr(), "update_node", type, p_node);
  1524. undo_redo->commit_action();
  1525. }
  1526. void VisualShaderEditor::_change_input_port_type(int p_type, int p_node, int p_port) {
  1527. VisualShader::Type type = get_current_shader_type();
  1528. Ref<VisualShaderNodeGroupBase> node = visual_shader->get_node(type, p_node);
  1529. if (node.is_null()) {
  1530. return;
  1531. }
  1532. undo_redo->create_action(TTR("Change Input Port Type"));
  1533. undo_redo->add_do_method(node.ptr(), "set_input_port_type", p_port, p_type);
  1534. undo_redo->add_undo_method(node.ptr(), "set_input_port_type", p_port, node->get_input_port_type(p_port));
  1535. undo_redo->add_do_method(graph_plugin.ptr(), "update_node", type, p_node);
  1536. undo_redo->add_undo_method(graph_plugin.ptr(), "update_node", type, p_node);
  1537. undo_redo->commit_action();
  1538. }
  1539. void VisualShaderEditor::_change_output_port_type(int p_type, int p_node, int p_port) {
  1540. VisualShader::Type type = get_current_shader_type();
  1541. Ref<VisualShaderNodeGroupBase> node = visual_shader->get_node(type, p_node);
  1542. if (node.is_null()) {
  1543. return;
  1544. }
  1545. undo_redo->create_action(TTR("Change Output Port Type"));
  1546. undo_redo->add_do_method(node.ptr(), "set_output_port_type", p_port, p_type);
  1547. undo_redo->add_undo_method(node.ptr(), "set_output_port_type", p_port, node->get_output_port_type(p_port));
  1548. undo_redo->add_do_method(graph_plugin.ptr(), "update_node", type, p_node);
  1549. undo_redo->add_undo_method(graph_plugin.ptr(), "update_node", type, p_node);
  1550. undo_redo->commit_action();
  1551. }
  1552. void VisualShaderEditor::_change_input_port_name(const String &p_text, Object *p_line_edit, int p_node_id, int p_port_id) {
  1553. VisualShader::Type type = get_current_shader_type();
  1554. Ref<VisualShaderNodeGroupBase> node = visual_shader->get_node(type, p_node_id);
  1555. ERR_FAIL_COND(!node.is_valid());
  1556. String prev_name = node->get_input_port_name(p_port_id);
  1557. if (prev_name == p_text) {
  1558. return;
  1559. }
  1560. LineEdit *line_edit = Object::cast_to<LineEdit>(p_line_edit);
  1561. ERR_FAIL_COND(!line_edit);
  1562. String validated_name = visual_shader->validate_port_name(p_text, node.ptr(), p_port_id, false);
  1563. if (validated_name.is_empty() || prev_name == validated_name) {
  1564. line_edit->set_text(node->get_input_port_name(p_port_id));
  1565. return;
  1566. }
  1567. undo_redo->create_action(TTR("Change Input Port Name"));
  1568. undo_redo->add_do_method(node.ptr(), "set_input_port_name", p_port_id, validated_name);
  1569. undo_redo->add_undo_method(node.ptr(), "set_input_port_name", p_port_id, node->get_input_port_name(p_port_id));
  1570. undo_redo->commit_action();
  1571. }
  1572. void VisualShaderEditor::_change_output_port_name(const String &p_text, Object *p_line_edit, int p_node_id, int p_port_id) {
  1573. VisualShader::Type type = get_current_shader_type();
  1574. Ref<VisualShaderNodeGroupBase> node = visual_shader->get_node(type, p_node_id);
  1575. ERR_FAIL_COND(!node.is_valid());
  1576. String prev_name = node->get_output_port_name(p_port_id);
  1577. if (prev_name == p_text) {
  1578. return;
  1579. }
  1580. LineEdit *line_edit = Object::cast_to<LineEdit>(p_line_edit);
  1581. ERR_FAIL_COND(!line_edit);
  1582. String validated_name = visual_shader->validate_port_name(p_text, node.ptr(), p_port_id, true);
  1583. if (validated_name.is_empty() || prev_name == validated_name) {
  1584. line_edit->set_text(node->get_output_port_name(p_port_id));
  1585. return;
  1586. }
  1587. undo_redo->create_action(TTR("Change Output Port Name"));
  1588. undo_redo->add_do_method(node.ptr(), "set_output_port_name", p_port_id, validated_name);
  1589. undo_redo->add_undo_method(node.ptr(), "set_output_port_name", p_port_id, prev_name);
  1590. undo_redo->commit_action();
  1591. }
  1592. void VisualShaderEditor::_expand_output_port(int p_node, int p_port, bool p_expand) {
  1593. VisualShader::Type type = get_current_shader_type();
  1594. Ref<VisualShaderNode> node = visual_shader->get_node(type, p_node);
  1595. ERR_FAIL_COND(!node.is_valid());
  1596. if (p_expand) {
  1597. undo_redo->create_action(TTR("Expand Output Port"));
  1598. } else {
  1599. undo_redo->create_action(TTR("Shrink Output Port"));
  1600. }
  1601. undo_redo->add_do_method(node.ptr(), "_set_output_port_expanded", p_port, p_expand);
  1602. undo_redo->add_undo_method(node.ptr(), "_set_output_port_expanded", p_port, !p_expand);
  1603. int type_size = 0;
  1604. switch (node->get_output_port_type(p_port)) {
  1605. case VisualShaderNode::PORT_TYPE_VECTOR_2D: {
  1606. type_size = 2;
  1607. } break;
  1608. case VisualShaderNode::PORT_TYPE_VECTOR_3D: {
  1609. type_size = 3;
  1610. } break;
  1611. case VisualShaderNode::PORT_TYPE_VECTOR_4D: {
  1612. type_size = 4;
  1613. } break;
  1614. default:
  1615. break;
  1616. }
  1617. List<VisualShader::Connection> conns;
  1618. visual_shader->get_node_connections(type, &conns);
  1619. for (const VisualShader::Connection &E : conns) {
  1620. int from_node = E.from_node;
  1621. int from_port = E.from_port;
  1622. int to_node = E.to_node;
  1623. int to_port = E.to_port;
  1624. if (from_node == p_node) {
  1625. if (p_expand) {
  1626. if (from_port > p_port) { // reconnect ports after expanded ports
  1627. undo_redo->add_do_method(visual_shader.ptr(), "disconnect_nodes", type, from_node, from_port, to_node, to_port);
  1628. undo_redo->add_undo_method(visual_shader.ptr(), "connect_nodes_forced", type, from_node, from_port, to_node, to_port);
  1629. undo_redo->add_do_method(graph_plugin.ptr(), "disconnect_nodes", type, from_node, from_port, to_node, to_port);
  1630. undo_redo->add_undo_method(graph_plugin.ptr(), "connect_nodes", type, from_node, from_port, to_node, to_port);
  1631. undo_redo->add_do_method(visual_shader.ptr(), "connect_nodes_forced", type, from_node, from_port + type_size, to_node, to_port);
  1632. undo_redo->add_undo_method(visual_shader.ptr(), "disconnect_nodes", type, from_node, from_port + type_size, to_node, to_port);
  1633. undo_redo->add_do_method(graph_plugin.ptr(), "connect_nodes", type, from_node, from_port + type_size, to_node, to_port);
  1634. undo_redo->add_undo_method(graph_plugin.ptr(), "disconnect_nodes", type, from_node, from_port + type_size, to_node, to_port);
  1635. }
  1636. } else {
  1637. if (from_port > p_port + type_size) { // reconnect ports after expanded ports
  1638. undo_redo->add_do_method(visual_shader.ptr(), "disconnect_nodes", type, from_node, from_port, to_node, to_port);
  1639. undo_redo->add_undo_method(visual_shader.ptr(), "connect_nodes_forced", type, from_node, from_port, to_node, to_port);
  1640. undo_redo->add_do_method(graph_plugin.ptr(), "disconnect_nodes", type, from_node, from_port, to_node, to_port);
  1641. undo_redo->add_undo_method(graph_plugin.ptr(), "connect_nodes", type, from_node, from_port, to_node, to_port);
  1642. undo_redo->add_do_method(visual_shader.ptr(), "connect_nodes", type, from_node, from_port - type_size, to_node, to_port);
  1643. undo_redo->add_undo_method(visual_shader.ptr(), "disconnect_nodes", type, from_node, from_port - type_size, to_node, to_port);
  1644. undo_redo->add_do_method(graph_plugin.ptr(), "connect_nodes", type, from_node, from_port - type_size, to_node, to_port);
  1645. undo_redo->add_undo_method(graph_plugin.ptr(), "disconnect_nodes", type, from_node, from_port - type_size, to_node, to_port);
  1646. } else if (from_port > p_port) { // disconnect component ports
  1647. undo_redo->add_do_method(visual_shader.ptr(), "disconnect_nodes", type, from_node, from_port, to_node, to_port);
  1648. undo_redo->add_undo_method(visual_shader.ptr(), "connect_nodes_forced", type, from_node, from_port, to_node, to_port);
  1649. undo_redo->add_do_method(graph_plugin.ptr(), "disconnect_nodes", type, from_node, from_port, to_node, to_port);
  1650. undo_redo->add_undo_method(graph_plugin.ptr(), "connect_nodes", type, from_node, from_port, to_node, to_port);
  1651. }
  1652. }
  1653. }
  1654. }
  1655. int preview_port = node->get_output_port_for_preview();
  1656. if (p_expand) {
  1657. if (preview_port > p_port) {
  1658. undo_redo->add_do_method(node.ptr(), "set_output_port_for_preview", preview_port + type_size);
  1659. undo_redo->add_undo_method(node.ptr(), "set_output_port_for_preview", preview_port);
  1660. }
  1661. } else {
  1662. if (preview_port > p_port + type_size) {
  1663. undo_redo->add_do_method(node.ptr(), "set_output_port_for_preview", preview_port - type_size);
  1664. undo_redo->add_undo_method(node.ptr(), "set_output_port_for_preview", preview_port);
  1665. }
  1666. }
  1667. undo_redo->add_do_method(graph_plugin.ptr(), "update_node", type, p_node);
  1668. undo_redo->add_undo_method(graph_plugin.ptr(), "update_node", type, p_node);
  1669. undo_redo->commit_action();
  1670. }
  1671. void VisualShaderEditor::_remove_input_port(int p_node, int p_port) {
  1672. VisualShader::Type type = get_current_shader_type();
  1673. Ref<VisualShaderNodeGroupBase> node = visual_shader->get_node(type, p_node);
  1674. if (node.is_null()) {
  1675. return;
  1676. }
  1677. undo_redo->create_action(TTR("Remove Input Port"));
  1678. List<VisualShader::Connection> conns;
  1679. visual_shader->get_node_connections(type, &conns);
  1680. for (const VisualShader::Connection &E : conns) {
  1681. int from_node = E.from_node;
  1682. int from_port = E.from_port;
  1683. int to_node = E.to_node;
  1684. int to_port = E.to_port;
  1685. if (to_node == p_node) {
  1686. if (to_port == p_port) {
  1687. undo_redo->add_do_method(visual_shader.ptr(), "disconnect_nodes", type, from_node, from_port, to_node, to_port);
  1688. undo_redo->add_undo_method(visual_shader.ptr(), "connect_nodes_forced", type, from_node, from_port, to_node, to_port);
  1689. undo_redo->add_do_method(graph_plugin.ptr(), "disconnect_nodes", type, from_node, from_port, to_node, to_port);
  1690. undo_redo->add_undo_method(graph_plugin.ptr(), "connect_nodes", type, from_node, from_port, to_node, to_port);
  1691. } else if (to_port > p_port) {
  1692. undo_redo->add_do_method(visual_shader.ptr(), "disconnect_nodes", type, from_node, from_port, to_node, to_port);
  1693. undo_redo->add_undo_method(visual_shader.ptr(), "connect_nodes_forced", type, from_node, from_port, to_node, to_port);
  1694. undo_redo->add_do_method(graph_plugin.ptr(), "disconnect_nodes", type, from_node, from_port, to_node, to_port);
  1695. undo_redo->add_undo_method(graph_plugin.ptr(), "connect_nodes", type, from_node, from_port, to_node, to_port);
  1696. undo_redo->add_do_method(visual_shader.ptr(), "connect_nodes_forced", type, from_node, from_port, to_node, to_port - 1);
  1697. undo_redo->add_undo_method(visual_shader.ptr(), "disconnect_nodes", type, from_node, from_port, to_node, to_port - 1);
  1698. undo_redo->add_do_method(graph_plugin.ptr(), "connect_nodes", type, from_node, from_port, to_node, to_port - 1);
  1699. undo_redo->add_undo_method(graph_plugin.ptr(), "disconnect_nodes", type, from_node, from_port, to_node, to_port - 1);
  1700. }
  1701. }
  1702. }
  1703. undo_redo->add_do_method(node.ptr(), "remove_input_port", p_port);
  1704. 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));
  1705. undo_redo->add_do_method(graph_plugin.ptr(), "update_node", type, p_node);
  1706. undo_redo->add_undo_method(graph_plugin.ptr(), "update_node", type, p_node);
  1707. undo_redo->commit_action();
  1708. }
  1709. void VisualShaderEditor::_remove_output_port(int p_node, int p_port) {
  1710. VisualShader::Type type = get_current_shader_type();
  1711. Ref<VisualShaderNodeGroupBase> node = visual_shader->get_node(type, p_node);
  1712. if (node.is_null()) {
  1713. return;
  1714. }
  1715. undo_redo->create_action(TTR("Remove Output Port"));
  1716. List<VisualShader::Connection> conns;
  1717. visual_shader->get_node_connections(type, &conns);
  1718. for (const VisualShader::Connection &E : conns) {
  1719. int from_node = E.from_node;
  1720. int from_port = E.from_port;
  1721. int to_node = E.to_node;
  1722. int to_port = E.to_port;
  1723. if (from_node == p_node) {
  1724. if (from_port == p_port) {
  1725. undo_redo->add_do_method(visual_shader.ptr(), "disconnect_nodes", type, from_node, from_port, to_node, to_port);
  1726. undo_redo->add_undo_method(visual_shader.ptr(), "connect_nodes_forced", type, from_node, from_port, to_node, to_port);
  1727. undo_redo->add_do_method(graph_plugin.ptr(), "disconnect_nodes", type, from_node, from_port, to_node, to_port);
  1728. undo_redo->add_undo_method(graph_plugin.ptr(), "connect_nodes", type, from_node, from_port, to_node, to_port);
  1729. } else if (from_port > p_port) {
  1730. undo_redo->add_do_method(visual_shader.ptr(), "disconnect_nodes", type, from_node, from_port, to_node, to_port);
  1731. undo_redo->add_undo_method(visual_shader.ptr(), "connect_nodes_forced", type, from_node, from_port, to_node, to_port);
  1732. undo_redo->add_do_method(graph_plugin.ptr(), "disconnect_nodes", type, from_node, from_port, to_node, to_port);
  1733. undo_redo->add_undo_method(graph_plugin.ptr(), "connect_nodes", type, from_node, from_port, to_node, to_port);
  1734. undo_redo->add_do_method(visual_shader.ptr(), "connect_nodes_forced", type, from_node, from_port - 1, to_node, to_port);
  1735. undo_redo->add_undo_method(visual_shader.ptr(), "disconnect_nodes", type, from_node, from_port - 1, to_node, to_port);
  1736. undo_redo->add_do_method(graph_plugin.ptr(), "connect_nodes", type, from_node, from_port - 1, to_node, to_port);
  1737. undo_redo->add_undo_method(graph_plugin.ptr(), "disconnect_nodes", type, from_node, from_port - 1, to_node, to_port);
  1738. }
  1739. }
  1740. }
  1741. int preview_port = node->get_output_port_for_preview();
  1742. if (preview_port != -1) {
  1743. if (preview_port == p_port) {
  1744. undo_redo->add_do_method(node.ptr(), "set_output_port_for_preview", -1);
  1745. undo_redo->add_undo_method(node.ptr(), "set_output_port_for_preview", preview_port);
  1746. } else if (preview_port > p_port) {
  1747. undo_redo->add_do_method(node.ptr(), "set_output_port_for_preview", preview_port - 1);
  1748. undo_redo->add_undo_method(node.ptr(), "set_output_port_for_preview", preview_port);
  1749. }
  1750. }
  1751. undo_redo->add_do_method(node.ptr(), "remove_output_port", p_port);
  1752. 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));
  1753. undo_redo->add_do_method(graph_plugin.ptr(), "update_node", type, p_node);
  1754. undo_redo->add_undo_method(graph_plugin.ptr(), "update_node", type, p_node);
  1755. undo_redo->commit_action();
  1756. }
  1757. void VisualShaderEditor::_expression_focus_out(Object *code_edit, int p_node) {
  1758. VisualShader::Type type = get_current_shader_type();
  1759. Ref<VisualShaderNodeExpression> node = visual_shader->get_node(type, p_node);
  1760. if (node.is_null()) {
  1761. return;
  1762. }
  1763. CodeEdit *expression_box = Object::cast_to<CodeEdit>(code_edit);
  1764. if (node->get_expression() == expression_box->get_text()) {
  1765. return;
  1766. }
  1767. undo_redo->create_action(TTR("Set VisualShader Expression"));
  1768. undo_redo->add_do_method(node.ptr(), "set_expression", expression_box->get_text());
  1769. undo_redo->add_undo_method(node.ptr(), "set_expression", node->get_expression());
  1770. undo_redo->add_do_method(graph_plugin.ptr(), "set_expression", type, p_node, expression_box->get_text());
  1771. undo_redo->add_undo_method(graph_plugin.ptr(), "set_expression", type, p_node, node->get_expression());
  1772. undo_redo->commit_action();
  1773. }
  1774. void VisualShaderEditor::_set_node_size(int p_type, int p_node, const Vector2 &p_size) {
  1775. VisualShader::Type type = VisualShader::Type(p_type);
  1776. Ref<VisualShaderNodeResizableBase> node = visual_shader->get_node(type, p_node);
  1777. if (node.is_null()) {
  1778. return;
  1779. }
  1780. Size2 size = p_size;
  1781. if (!node->is_allow_v_resize()) {
  1782. size.y = 0;
  1783. }
  1784. node->set_size(size);
  1785. if (get_current_shader_type() == type) {
  1786. Ref<VisualShaderNodeExpression> expression_node = Object::cast_to<VisualShaderNodeExpression>(node.ptr());
  1787. Control *text_box = nullptr;
  1788. if (!expression_node.is_null()) {
  1789. text_box = expression_node->is_ctrl_pressed(0);
  1790. if (text_box) {
  1791. text_box->set_custom_minimum_size(Size2(0, 0));
  1792. }
  1793. }
  1794. GraphNode *gn = nullptr;
  1795. Node *node2 = graph->get_node(itos(p_node));
  1796. gn = Object::cast_to<GraphNode>(node2);
  1797. if (!gn) {
  1798. return;
  1799. }
  1800. gn->set_custom_minimum_size(size);
  1801. gn->reset_size();
  1802. if (!expression_node.is_null() && text_box) {
  1803. Size2 box_size = size;
  1804. if (box_size.x < 150 * EDSCALE || box_size.y < 0) {
  1805. box_size.x = gn->get_size().x;
  1806. }
  1807. box_size.x -= text_box->get_offset(SIDE_LEFT);
  1808. box_size.x -= 28 * EDSCALE;
  1809. box_size.y -= text_box->get_offset(SIDE_TOP);
  1810. box_size.y -= 28 * EDSCALE;
  1811. text_box->set_custom_minimum_size(box_size);
  1812. text_box->reset_size();
  1813. }
  1814. }
  1815. }
  1816. void VisualShaderEditor::_node_resized(const Vector2 &p_new_size, int p_type, int p_node) {
  1817. Ref<VisualShaderNodeResizableBase> node = visual_shader->get_node(VisualShader::Type(p_type), p_node);
  1818. if (node.is_null()) {
  1819. return;
  1820. }
  1821. undo_redo->create_action(TTR("Resize VisualShader Node"), UndoRedo::MERGE_ENDS);
  1822. undo_redo->add_do_method(this, "_set_node_size", p_type, p_node, p_new_size);
  1823. undo_redo->add_undo_method(this, "_set_node_size", p_type, p_node, node->get_size());
  1824. undo_redo->commit_action();
  1825. }
  1826. void VisualShaderEditor::_preview_select_port(int p_node, int p_port) {
  1827. VisualShader::Type type = get_current_shader_type();
  1828. Ref<VisualShaderNode> node = visual_shader->get_node(type, p_node);
  1829. if (node.is_null()) {
  1830. return;
  1831. }
  1832. int prev_port = node->get_output_port_for_preview();
  1833. if (node->get_output_port_for_preview() == p_port) {
  1834. p_port = -1; //toggle it
  1835. }
  1836. undo_redo->create_action(p_port == -1 ? TTR("Hide Port Preview") : TTR("Show Port Preview"));
  1837. undo_redo->add_do_method(node.ptr(), "set_output_port_for_preview", p_port);
  1838. undo_redo->add_undo_method(node.ptr(), "set_output_port_for_preview", prev_port);
  1839. undo_redo->add_do_method(graph_plugin.ptr(), "update_node", (int)type, p_node);
  1840. undo_redo->add_undo_method(graph_plugin.ptr(), "update_node", (int)type, p_node);
  1841. undo_redo->commit_action();
  1842. }
  1843. void VisualShaderEditor::_comment_title_popup_show(const Point2 &p_position, int p_node_id) {
  1844. VisualShader::Type type = get_current_shader_type();
  1845. Ref<VisualShaderNodeComment> node = visual_shader->get_node(type, p_node_id);
  1846. if (node.is_null()) {
  1847. return;
  1848. }
  1849. comment_title_change_edit->set_text(node->get_title());
  1850. comment_title_change_popup->set_meta("id", p_node_id);
  1851. comment_title_change_popup->popup();
  1852. comment_title_change_popup->set_position(p_position);
  1853. }
  1854. void VisualShaderEditor::_comment_title_text_changed(const String &p_new_text) {
  1855. comment_title_change_edit->reset_size();
  1856. comment_title_change_popup->reset_size();
  1857. }
  1858. void VisualShaderEditor::_comment_title_text_submitted(const String &p_new_text) {
  1859. comment_title_change_popup->hide();
  1860. }
  1861. void VisualShaderEditor::_comment_title_popup_focus_out() {
  1862. comment_title_change_popup->hide();
  1863. }
  1864. void VisualShaderEditor::_comment_title_popup_hide() {
  1865. ERR_FAIL_COND(!comment_title_change_popup->has_meta("id"));
  1866. int node_id = (int)comment_title_change_popup->get_meta("id");
  1867. VisualShader::Type type = get_current_shader_type();
  1868. Ref<VisualShaderNodeComment> node = visual_shader->get_node(type, node_id);
  1869. ERR_FAIL_COND(node.is_null());
  1870. if (node->get_title() == comment_title_change_edit->get_text()) {
  1871. return; // nothing changed - ignored
  1872. }
  1873. undo_redo->create_action(TTR("Set Comment Node Title"));
  1874. undo_redo->add_do_method(node.ptr(), "set_title", comment_title_change_edit->get_text());
  1875. undo_redo->add_undo_method(node.ptr(), "set_title", node->get_title());
  1876. undo_redo->add_do_method(graph_plugin.ptr(), "update_node", (int)type, node_id);
  1877. undo_redo->add_undo_method(graph_plugin.ptr(), "update_node", (int)type, node_id);
  1878. undo_redo->commit_action();
  1879. }
  1880. void VisualShaderEditor::_comment_desc_popup_show(const Point2 &p_position, int p_node_id) {
  1881. VisualShader::Type type = get_current_shader_type();
  1882. Ref<VisualShaderNodeComment> node = visual_shader->get_node(type, p_node_id);
  1883. if (node.is_null()) {
  1884. return;
  1885. }
  1886. comment_desc_change_edit->set_text(node->get_description());
  1887. comment_desc_change_popup->set_meta("id", p_node_id);
  1888. comment_desc_change_popup->reset_size();
  1889. comment_desc_change_popup->popup();
  1890. comment_desc_change_popup->set_position(p_position);
  1891. }
  1892. void VisualShaderEditor::_comment_desc_text_changed() {
  1893. comment_desc_change_edit->reset_size();
  1894. comment_desc_change_popup->reset_size();
  1895. }
  1896. void VisualShaderEditor::_comment_desc_confirm() {
  1897. comment_desc_change_popup->hide();
  1898. }
  1899. void VisualShaderEditor::_comment_desc_popup_hide() {
  1900. ERR_FAIL_COND(!comment_desc_change_popup->has_meta("id"));
  1901. int node_id = (int)comment_desc_change_popup->get_meta("id");
  1902. VisualShader::Type type = get_current_shader_type();
  1903. Ref<VisualShaderNodeComment> node = visual_shader->get_node(type, node_id);
  1904. ERR_FAIL_COND(node.is_null());
  1905. if (node->get_description() == comment_desc_change_edit->get_text()) {
  1906. return; // nothing changed - ignored
  1907. }
  1908. undo_redo->create_action(TTR("Set Comment Node Description"));
  1909. undo_redo->add_do_method(node.ptr(), "set_description", comment_desc_change_edit->get_text());
  1910. undo_redo->add_undo_method(node.ptr(), "set_description", node->get_title());
  1911. undo_redo->add_do_method(graph_plugin.ptr(), "update_node", (int)type, node_id);
  1912. undo_redo->add_undo_method(graph_plugin.ptr(), "update_node", (int)type, node_id);
  1913. undo_redo->commit_action();
  1914. }
  1915. void VisualShaderEditor::_uniform_line_edit_changed(const String &p_text, int p_node_id) {
  1916. VisualShader::Type type = get_current_shader_type();
  1917. Ref<VisualShaderNodeUniform> node = visual_shader->get_node(type, p_node_id);
  1918. ERR_FAIL_COND(!node.is_valid());
  1919. String validated_name = visual_shader->validate_uniform_name(p_text, node);
  1920. if (validated_name == node->get_uniform_name()) {
  1921. return;
  1922. }
  1923. undo_redo->create_action(TTR("Set Uniform Name"));
  1924. undo_redo->add_do_method(node.ptr(), "set_uniform_name", validated_name);
  1925. undo_redo->add_undo_method(node.ptr(), "set_uniform_name", node->get_uniform_name());
  1926. undo_redo->add_do_method(graph_plugin.ptr(), "set_uniform_name", type, p_node_id, validated_name);
  1927. undo_redo->add_undo_method(graph_plugin.ptr(), "set_uniform_name", type, p_node_id, node->get_uniform_name());
  1928. undo_redo->add_do_method(graph_plugin.ptr(), "update_node_deferred", type, p_node_id);
  1929. undo_redo->add_undo_method(graph_plugin.ptr(), "update_node_deferred", type, p_node_id);
  1930. undo_redo->add_do_method(this, "_update_uniforms", true);
  1931. undo_redo->add_undo_method(this, "_update_uniforms", true);
  1932. HashSet<String> changed_names;
  1933. changed_names.insert(node->get_uniform_name());
  1934. _update_uniform_refs(changed_names);
  1935. undo_redo->commit_action();
  1936. }
  1937. void VisualShaderEditor::_uniform_line_edit_focus_out(Object *line_edit, int p_node_id) {
  1938. _uniform_line_edit_changed(Object::cast_to<LineEdit>(line_edit)->get_text(), p_node_id);
  1939. }
  1940. void VisualShaderEditor::_port_name_focus_out(Object *line_edit, int p_node_id, int p_port_id, bool p_output) {
  1941. if (!p_output) {
  1942. _change_input_port_name(Object::cast_to<LineEdit>(line_edit)->get_text(), line_edit, p_node_id, p_port_id);
  1943. } else {
  1944. _change_output_port_name(Object::cast_to<LineEdit>(line_edit)->get_text(), line_edit, p_node_id, p_port_id);
  1945. }
  1946. }
  1947. void VisualShaderEditor::_port_edited() {
  1948. VisualShader::Type type = get_current_shader_type();
  1949. Variant value = property_editor->get_variant();
  1950. Ref<VisualShaderNode> vsn = visual_shader->get_node(type, editing_node);
  1951. ERR_FAIL_COND(!vsn.is_valid());
  1952. undo_redo->create_action(TTR("Set Input Default Port"));
  1953. Ref<VisualShaderNodeCustom> custom = Object::cast_to<VisualShaderNodeCustom>(vsn.ptr());
  1954. if (custom.is_valid()) {
  1955. undo_redo->add_do_method(custom.ptr(), "_set_input_port_default_value", editing_port, value);
  1956. undo_redo->add_undo_method(custom.ptr(), "_set_input_port_default_value", editing_port, vsn->get_input_port_default_value(editing_port));
  1957. } else {
  1958. undo_redo->add_do_method(vsn.ptr(), "set_input_port_default_value", editing_port, value);
  1959. undo_redo->add_undo_method(vsn.ptr(), "set_input_port_default_value", editing_port, vsn->get_input_port_default_value(editing_port));
  1960. }
  1961. undo_redo->add_do_method(graph_plugin.ptr(), "set_input_port_default_value", type, editing_node, editing_port, value);
  1962. 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));
  1963. undo_redo->commit_action();
  1964. property_editor->hide();
  1965. }
  1966. void VisualShaderEditor::_edit_port_default_input(Object *p_button, int p_node, int p_port) {
  1967. VisualShader::Type type = get_current_shader_type();
  1968. Ref<VisualShaderNode> vsn = visual_shader->get_node(type, p_node);
  1969. Button *button = Object::cast_to<Button>(p_button);
  1970. ERR_FAIL_COND(!button);
  1971. Variant value = vsn->get_input_port_default_value(p_port);
  1972. property_editor->set_position(button->get_screen_position() + Vector2(0, button->get_size().height));
  1973. property_editor->edit(nullptr, "", value.get_type(), value, 0, "");
  1974. property_editor->popup();
  1975. editing_node = p_node;
  1976. editing_port = p_port;
  1977. }
  1978. void VisualShaderEditor::_setup_node(VisualShaderNode *p_node, const Vector<Variant> &p_ops) {
  1979. // INPUT
  1980. {
  1981. VisualShaderNodeInput *input = Object::cast_to<VisualShaderNodeInput>(p_node);
  1982. if (input) {
  1983. ERR_FAIL_COND(p_ops[0].get_type() != Variant::STRING);
  1984. input->set_input_name((String)p_ops[0]);
  1985. return;
  1986. }
  1987. }
  1988. // FLOAT_CONST
  1989. {
  1990. VisualShaderNodeFloatConstant *float_const = Object::cast_to<VisualShaderNodeFloatConstant>(p_node);
  1991. if (float_const) {
  1992. ERR_FAIL_COND(p_ops[0].get_type() != Variant::FLOAT);
  1993. float_const->set_constant((float)p_ops[0]);
  1994. return;
  1995. }
  1996. }
  1997. // FLOAT_OP
  1998. {
  1999. VisualShaderNodeFloatOp *floatOp = Object::cast_to<VisualShaderNodeFloatOp>(p_node);
  2000. if (floatOp) {
  2001. ERR_FAIL_COND(p_ops[0].get_type() != Variant::INT);
  2002. floatOp->set_operator((VisualShaderNodeFloatOp::Operator)(int)p_ops[0]);
  2003. return;
  2004. }
  2005. }
  2006. // FLOAT_FUNC
  2007. {
  2008. VisualShaderNodeFloatFunc *floatFunc = Object::cast_to<VisualShaderNodeFloatFunc>(p_node);
  2009. if (floatFunc) {
  2010. ERR_FAIL_COND(p_ops[0].get_type() != Variant::INT);
  2011. floatFunc->set_function((VisualShaderNodeFloatFunc::Function)(int)p_ops[0]);
  2012. return;
  2013. }
  2014. }
  2015. // VECTOR_OP
  2016. {
  2017. VisualShaderNodeVectorOp *vecOp = Object::cast_to<VisualShaderNodeVectorOp>(p_node);
  2018. if (vecOp) {
  2019. ERR_FAIL_COND(p_ops[0].get_type() != Variant::INT);
  2020. ERR_FAIL_COND(p_ops[1].get_type() != Variant::INT);
  2021. vecOp->set_operator((VisualShaderNodeVectorOp::Operator)(int)p_ops[0]);
  2022. vecOp->set_op_type((VisualShaderNodeVectorOp::OpType)(int)p_ops[1]);
  2023. return;
  2024. }
  2025. }
  2026. // VECTOR_FUNC
  2027. {
  2028. VisualShaderNodeVectorFunc *vecFunc = Object::cast_to<VisualShaderNodeVectorFunc>(p_node);
  2029. if (vecFunc) {
  2030. ERR_FAIL_COND(p_ops[0].get_type() != Variant::INT);
  2031. ERR_FAIL_COND(p_ops[1].get_type() != Variant::INT);
  2032. vecFunc->set_function((VisualShaderNodeVectorFunc::Function)(int)p_ops[0]);
  2033. vecFunc->set_op_type((VisualShaderNodeVectorFunc::OpType)(int)p_ops[1]);
  2034. return;
  2035. }
  2036. }
  2037. // COLOR_OP
  2038. {
  2039. VisualShaderNodeColorOp *colorOp = Object::cast_to<VisualShaderNodeColorOp>(p_node);
  2040. if (colorOp) {
  2041. ERR_FAIL_COND(p_ops[0].get_type() != Variant::INT);
  2042. colorOp->set_operator((VisualShaderNodeColorOp::Operator)(int)p_ops[0]);
  2043. return;
  2044. }
  2045. }
  2046. // COLOR_FUNC
  2047. {
  2048. VisualShaderNodeColorFunc *colorFunc = Object::cast_to<VisualShaderNodeColorFunc>(p_node);
  2049. if (colorFunc) {
  2050. ERR_FAIL_COND(p_ops[0].get_type() != Variant::INT);
  2051. colorFunc->set_function((VisualShaderNodeColorFunc::Function)(int)p_ops[0]);
  2052. return;
  2053. }
  2054. }
  2055. // INT_OP
  2056. {
  2057. VisualShaderNodeIntOp *intOp = Object::cast_to<VisualShaderNodeIntOp>(p_node);
  2058. if (intOp) {
  2059. ERR_FAIL_COND(p_ops[0].get_type() != Variant::INT);
  2060. intOp->set_operator((VisualShaderNodeIntOp::Operator)(int)p_ops[0]);
  2061. return;
  2062. }
  2063. }
  2064. // INT_FUNC
  2065. {
  2066. VisualShaderNodeIntFunc *intFunc = Object::cast_to<VisualShaderNodeIntFunc>(p_node);
  2067. if (intFunc) {
  2068. ERR_FAIL_COND(p_ops[0].get_type() != Variant::INT);
  2069. intFunc->set_function((VisualShaderNodeIntFunc::Function)(int)p_ops[0]);
  2070. return;
  2071. }
  2072. }
  2073. // TRANSFORM_OP
  2074. {
  2075. VisualShaderNodeTransformOp *matOp = Object::cast_to<VisualShaderNodeTransformOp>(p_node);
  2076. if (matOp) {
  2077. ERR_FAIL_COND(p_ops[0].get_type() != Variant::INT);
  2078. matOp->set_operator((VisualShaderNodeTransformOp::Operator)(int)p_ops[0]);
  2079. return;
  2080. }
  2081. }
  2082. // TRANSFORM_FUNC
  2083. {
  2084. VisualShaderNodeTransformFunc *matFunc = Object::cast_to<VisualShaderNodeTransformFunc>(p_node);
  2085. if (matFunc) {
  2086. ERR_FAIL_COND(p_ops[0].get_type() != Variant::INT);
  2087. matFunc->set_function((VisualShaderNodeTransformFunc::Function)(int)p_ops[0]);
  2088. return;
  2089. }
  2090. }
  2091. // VECTOR_COMPOSE
  2092. {
  2093. VisualShaderNodeVectorCompose *vecCompose = Object::cast_to<VisualShaderNodeVectorCompose>(p_node);
  2094. if (vecCompose) {
  2095. ERR_FAIL_COND(p_ops[0].get_type() != Variant::INT);
  2096. vecCompose->set_op_type((VisualShaderNodeVectorCompose::OpType)(int)p_ops[0]);
  2097. return;
  2098. }
  2099. }
  2100. // VECTOR_DECOMPOSE
  2101. {
  2102. VisualShaderNodeVectorDecompose *vecDecompose = Object::cast_to<VisualShaderNodeVectorDecompose>(p_node);
  2103. if (vecDecompose) {
  2104. ERR_FAIL_COND(p_ops[0].get_type() != Variant::INT);
  2105. vecDecompose->set_op_type((VisualShaderNodeVectorDecompose::OpType)(int)p_ops[0]);
  2106. return;
  2107. }
  2108. }
  2109. // UV_FUNC
  2110. {
  2111. VisualShaderNodeUVFunc *uvFunc = Object::cast_to<VisualShaderNodeUVFunc>(p_node);
  2112. if (uvFunc) {
  2113. ERR_FAIL_COND(p_ops[0].get_type() != Variant::INT);
  2114. uvFunc->set_function((VisualShaderNodeUVFunc::Function)(int)p_ops[0]);
  2115. return;
  2116. }
  2117. }
  2118. // IS
  2119. {
  2120. VisualShaderNodeIs *is = Object::cast_to<VisualShaderNodeIs>(p_node);
  2121. if (is) {
  2122. ERR_FAIL_COND(p_ops[0].get_type() != Variant::INT);
  2123. is->set_function((VisualShaderNodeIs::Function)(int)p_ops[0]);
  2124. return;
  2125. }
  2126. }
  2127. // COMPARE
  2128. {
  2129. VisualShaderNodeCompare *cmp = Object::cast_to<VisualShaderNodeCompare>(p_node);
  2130. if (cmp) {
  2131. ERR_FAIL_COND(p_ops[0].get_type() != Variant::INT);
  2132. cmp->set_function((VisualShaderNodeCompare::Function)(int)p_ops[0]);
  2133. return;
  2134. }
  2135. }
  2136. // DISTANCE
  2137. {
  2138. VisualShaderNodeVectorDistance *dist = Object::cast_to<VisualShaderNodeVectorDistance>(p_node);
  2139. if (dist) {
  2140. ERR_FAIL_COND(p_ops[0].get_type() != Variant::INT);
  2141. dist->set_op_type((VisualShaderNodeVectorDistance::OpType)(int)p_ops[0]);
  2142. return;
  2143. }
  2144. }
  2145. // DERIVATIVE
  2146. {
  2147. VisualShaderNodeDerivativeFunc *derFunc = Object::cast_to<VisualShaderNodeDerivativeFunc>(p_node);
  2148. if (derFunc) {
  2149. ERR_FAIL_COND(p_ops[0].get_type() != Variant::INT);
  2150. ERR_FAIL_COND(p_ops[1].get_type() != Variant::INT);
  2151. derFunc->set_function((VisualShaderNodeDerivativeFunc::Function)(int)p_ops[0]);
  2152. derFunc->set_op_type((VisualShaderNodeDerivativeFunc::OpType)(int)p_ops[1]);
  2153. return;
  2154. }
  2155. }
  2156. // MIX
  2157. {
  2158. VisualShaderNodeMix *mix = Object::cast_to<VisualShaderNodeMix>(p_node);
  2159. if (mix) {
  2160. ERR_FAIL_COND(p_ops[0].get_type() != Variant::INT);
  2161. mix->set_op_type((VisualShaderNodeMix::OpType)(int)p_ops[0]);
  2162. return;
  2163. }
  2164. }
  2165. // CLAMP
  2166. {
  2167. VisualShaderNodeClamp *clampFunc = Object::cast_to<VisualShaderNodeClamp>(p_node);
  2168. if (clampFunc) {
  2169. ERR_FAIL_COND(p_ops[0].get_type() != Variant::INT);
  2170. clampFunc->set_op_type((VisualShaderNodeClamp::OpType)(int)p_ops[0]);
  2171. return;
  2172. }
  2173. }
  2174. // SWITCH
  2175. {
  2176. VisualShaderNodeSwitch *switchFunc = Object::cast_to<VisualShaderNodeSwitch>(p_node);
  2177. if (switchFunc) {
  2178. ERR_FAIL_COND(p_ops[0].get_type() != Variant::INT);
  2179. switchFunc->set_op_type((VisualShaderNodeSwitch::OpType)(int)p_ops[0]);
  2180. return;
  2181. }
  2182. }
  2183. // FACEFORWARD
  2184. {
  2185. VisualShaderNodeFaceForward *faceForward = Object::cast_to<VisualShaderNodeFaceForward>(p_node);
  2186. if (faceForward) {
  2187. ERR_FAIL_COND(p_ops[0].get_type() != Variant::INT);
  2188. faceForward->set_op_type((VisualShaderNodeFaceForward::OpType)(int)p_ops[0]);
  2189. return;
  2190. }
  2191. }
  2192. // LENGTH
  2193. {
  2194. VisualShaderNodeVectorLen *length = Object::cast_to<VisualShaderNodeVectorLen>(p_node);
  2195. if (length) {
  2196. ERR_FAIL_COND(p_ops[0].get_type() != Variant::INT);
  2197. length->set_op_type((VisualShaderNodeVectorLen::OpType)(int)p_ops[0]);
  2198. return;
  2199. }
  2200. }
  2201. // SMOOTHSTEP
  2202. {
  2203. VisualShaderNodeSmoothStep *smoothStepFunc = Object::cast_to<VisualShaderNodeSmoothStep>(p_node);
  2204. if (smoothStepFunc) {
  2205. ERR_FAIL_COND(p_ops[0].get_type() != Variant::INT);
  2206. smoothStepFunc->set_op_type((VisualShaderNodeSmoothStep::OpType)(int)p_ops[0]);
  2207. return;
  2208. }
  2209. }
  2210. // STEP
  2211. {
  2212. VisualShaderNodeStep *stepFunc = Object::cast_to<VisualShaderNodeStep>(p_node);
  2213. if (stepFunc) {
  2214. ERR_FAIL_COND(p_ops[0].get_type() != Variant::INT);
  2215. stepFunc->set_op_type((VisualShaderNodeStep::OpType)(int)p_ops[0]);
  2216. return;
  2217. }
  2218. }
  2219. // MULTIPLY_ADD
  2220. {
  2221. VisualShaderNodeMultiplyAdd *fmaFunc = Object::cast_to<VisualShaderNodeMultiplyAdd>(p_node);
  2222. if (fmaFunc) {
  2223. ERR_FAIL_COND(p_ops[0].get_type() != Variant::INT);
  2224. fmaFunc->set_op_type((VisualShaderNodeMultiplyAdd::OpType)(int)p_ops[0]);
  2225. }
  2226. }
  2227. }
  2228. void VisualShaderEditor::_add_node(int p_idx, const Vector<Variant> &p_ops, String p_resource_path, int p_node_idx) {
  2229. ERR_FAIL_INDEX(p_idx, add_options.size());
  2230. VisualShader::Type type = get_current_shader_type();
  2231. Ref<VisualShaderNode> vsnode;
  2232. bool is_custom = add_options[p_idx].is_custom;
  2233. if (!is_custom && !add_options[p_idx].type.is_empty()) {
  2234. VisualShaderNode *vsn = Object::cast_to<VisualShaderNode>(ClassDB::instantiate(add_options[p_idx].type));
  2235. ERR_FAIL_COND(!vsn);
  2236. if (!p_ops.is_empty()) {
  2237. _setup_node(vsn, p_ops);
  2238. }
  2239. VisualShaderNodeUniformRef *uniform_ref = Object::cast_to<VisualShaderNodeUniformRef>(vsn);
  2240. if (uniform_ref && to_node != -1 && to_slot != -1) {
  2241. VisualShaderNode::PortType input_port_type = visual_shader->get_node(type, to_node)->get_input_port_type(to_slot);
  2242. bool success = false;
  2243. for (int i = 0; i < uniform_ref->get_uniforms_count(); i++) {
  2244. if (uniform_ref->get_port_type_by_index(i) == input_port_type) {
  2245. uniform_ref->set_uniform_name(uniform_ref->get_uniform_name_by_index(i));
  2246. success = true;
  2247. break;
  2248. }
  2249. }
  2250. if (!success) {
  2251. for (int i = 0; i < uniform_ref->get_uniforms_count(); i++) {
  2252. if (visual_shader->is_port_types_compatible(uniform_ref->get_port_type_by_index(i), input_port_type)) {
  2253. uniform_ref->set_uniform_name(uniform_ref->get_uniform_name_by_index(i));
  2254. break;
  2255. }
  2256. }
  2257. }
  2258. }
  2259. vsnode = Ref<VisualShaderNode>(vsn);
  2260. } else {
  2261. ERR_FAIL_COND(add_options[p_idx].script.is_null());
  2262. StringName base_type = add_options[p_idx].script->get_instance_base_type();
  2263. VisualShaderNode *vsn = Object::cast_to<VisualShaderNode>(ClassDB::instantiate(base_type));
  2264. ERR_FAIL_COND(!vsn);
  2265. vsnode = Ref<VisualShaderNode>(vsn);
  2266. vsnode->set_script(add_options[p_idx].script);
  2267. }
  2268. bool is_texture2d = (Object::cast_to<VisualShaderNodeTexture>(vsnode.ptr()) != nullptr);
  2269. bool is_texture3d = (Object::cast_to<VisualShaderNodeTexture3D>(vsnode.ptr()) != nullptr);
  2270. bool is_texture2d_array = (Object::cast_to<VisualShaderNodeTexture2DArray>(vsnode.ptr()) != nullptr);
  2271. bool is_cubemap = (Object::cast_to<VisualShaderNodeCubemap>(vsnode.ptr()) != nullptr);
  2272. bool is_curve = (Object::cast_to<VisualShaderNodeCurveTexture>(vsnode.ptr()) != nullptr);
  2273. bool is_curve_xyz = (Object::cast_to<VisualShaderNodeCurveXYZTexture>(vsnode.ptr()) != nullptr);
  2274. bool is_uniform = (Object::cast_to<VisualShaderNodeUniform>(vsnode.ptr()) != nullptr);
  2275. Point2 position = graph->get_scroll_ofs();
  2276. if (saved_node_pos_dirty) {
  2277. position += saved_node_pos;
  2278. } else {
  2279. position += graph->get_size() * 0.5;
  2280. position /= EDSCALE;
  2281. }
  2282. position /= graph->get_zoom();
  2283. saved_node_pos_dirty = false;
  2284. int id_to_use = visual_shader->get_valid_node_id(type);
  2285. if (p_resource_path.is_empty()) {
  2286. undo_redo->create_action(TTR("Add Node to Visual Shader"));
  2287. } else {
  2288. id_to_use += p_node_idx;
  2289. }
  2290. undo_redo->add_do_method(visual_shader.ptr(), "add_node", type, vsnode, position, id_to_use);
  2291. undo_redo->add_undo_method(visual_shader.ptr(), "remove_node", type, id_to_use);
  2292. undo_redo->add_do_method(graph_plugin.ptr(), "add_node", type, id_to_use);
  2293. undo_redo->add_undo_method(graph_plugin.ptr(), "remove_node", type, id_to_use);
  2294. VisualShaderNodeExpression *expr = Object::cast_to<VisualShaderNodeExpression>(vsnode.ptr());
  2295. if (expr) {
  2296. undo_redo->add_do_method(expr, "set_size", Size2(250 * EDSCALE, 150 * EDSCALE));
  2297. }
  2298. bool created_expression_port = false;
  2299. if (to_node != -1 && to_slot != -1) {
  2300. VisualShaderNode::PortType input_port_type = visual_shader->get_node(type, to_node)->get_input_port_type(to_slot);
  2301. if (expr && expr->is_editable() && input_port_type != VisualShaderNode::PORT_TYPE_SAMPLER) {
  2302. undo_redo->add_do_method(expr, "add_output_port", 0, input_port_type, "output0");
  2303. undo_redo->add_undo_method(expr, "remove_output_port", 0);
  2304. String initial_expression_code;
  2305. switch (input_port_type) {
  2306. case VisualShaderNode::PORT_TYPE_SCALAR:
  2307. initial_expression_code = "output0 = 1.0;";
  2308. break;
  2309. case VisualShaderNode::PORT_TYPE_SCALAR_INT:
  2310. initial_expression_code = "output0 = 1;";
  2311. break;
  2312. case VisualShaderNode::PORT_TYPE_VECTOR_2D:
  2313. initial_expression_code = "output0 = vec2(1.0, 1.0);";
  2314. break;
  2315. case VisualShaderNode::PORT_TYPE_VECTOR_3D:
  2316. initial_expression_code = "output0 = vec3(1.0, 1.0, 1.0);";
  2317. break;
  2318. case VisualShaderNode::PORT_TYPE_VECTOR_4D:
  2319. initial_expression_code = "output0 = vec4(1.0, 1.0, 1.0, 1.0);";
  2320. break;
  2321. case VisualShaderNode::PORT_TYPE_BOOLEAN:
  2322. initial_expression_code = "output0 = true;";
  2323. break;
  2324. case VisualShaderNode::PORT_TYPE_TRANSFORM:
  2325. initial_expression_code = "output0 = mat4(1.0);";
  2326. break;
  2327. default:
  2328. break;
  2329. }
  2330. undo_redo->add_do_method(expr, "set_expression", initial_expression_code);
  2331. undo_redo->add_do_method(graph_plugin.ptr(), "update_node", type, id_to_use);
  2332. created_expression_port = true;
  2333. }
  2334. if (vsnode->get_output_port_count() > 0 || created_expression_port) {
  2335. int _from_node = id_to_use;
  2336. if (created_expression_port) {
  2337. int _from_slot = 0;
  2338. undo_redo->add_do_method(visual_shader.ptr(), "connect_nodes", type, _from_node, _from_slot, to_node, to_slot);
  2339. undo_redo->add_undo_method(visual_shader.ptr(), "disconnect_nodes", type, _from_node, _from_slot, to_node, to_slot);
  2340. undo_redo->add_do_method(graph_plugin.ptr(), "connect_nodes", type, _from_node, _from_slot, to_node, to_slot);
  2341. undo_redo->add_undo_method(graph_plugin.ptr(), "disconnect_nodes", type, _from_node, _from_slot, to_node, to_slot);
  2342. } else {
  2343. // Need to setting up Input node properly before committing since `is_port_types_compatible` (calling below) is using `mode` and `shader_type`.
  2344. VisualShaderNodeInput *input = Object::cast_to<VisualShaderNodeInput>(vsnode.ptr());
  2345. if (input) {
  2346. input->set_shader_mode(visual_shader->get_mode());
  2347. input->set_shader_type(visual_shader->get_shader_type());
  2348. }
  2349. // Attempting to connect to the first correct port.
  2350. for (int i = 0; i < vsnode->get_output_port_count(); i++) {
  2351. if (visual_shader->is_port_types_compatible(vsnode->get_output_port_type(i), input_port_type)) {
  2352. undo_redo->add_do_method(visual_shader.ptr(), "connect_nodes", type, _from_node, i, to_node, to_slot);
  2353. undo_redo->add_undo_method(visual_shader.ptr(), "disconnect_nodes", type, _from_node, i, to_node, to_slot);
  2354. undo_redo->add_do_method(graph_plugin.ptr(), "connect_nodes", type, _from_node, i, to_node, to_slot);
  2355. undo_redo->add_undo_method(graph_plugin.ptr(), "disconnect_nodes", type, _from_node, i, to_node, to_slot);
  2356. break;
  2357. }
  2358. }
  2359. }
  2360. }
  2361. } else if (from_node != -1 && from_slot != -1) {
  2362. VisualShaderNode::PortType output_port_type = visual_shader->get_node(type, from_node)->get_output_port_type(from_slot);
  2363. if (expr && expr->is_editable()) {
  2364. undo_redo->add_do_method(expr, "add_input_port", 0, output_port_type, "input0");
  2365. undo_redo->add_undo_method(expr, "remove_input_port", 0);
  2366. undo_redo->add_do_method(graph_plugin.ptr(), "update_node", type, id_to_use);
  2367. created_expression_port = true;
  2368. }
  2369. if (vsnode->get_input_port_count() > 0 || created_expression_port) {
  2370. int _to_node = id_to_use;
  2371. if (created_expression_port) {
  2372. int _to_slot = 0;
  2373. undo_redo->add_undo_method(visual_shader.ptr(), "disconnect_nodes", type, from_node, from_slot, _to_node, _to_slot);
  2374. undo_redo->add_do_method(visual_shader.ptr(), "connect_nodes", type, from_node, from_slot, _to_node, _to_slot);
  2375. undo_redo->add_undo_method(graph_plugin.ptr(), "disconnect_nodes", type, from_node, from_slot, _to_node, _to_slot);
  2376. undo_redo->add_do_method(graph_plugin.ptr(), "connect_nodes", type, from_node, from_slot, _to_node, _to_slot);
  2377. } else {
  2378. // Attempting to connect to the first correct port.
  2379. for (int i = 0; i < vsnode->get_input_port_count(); i++) {
  2380. if (visual_shader->is_port_types_compatible(output_port_type, vsnode->get_input_port_type(i))) {
  2381. undo_redo->add_undo_method(visual_shader.ptr(), "disconnect_nodes", type, from_node, from_slot, _to_node, i);
  2382. undo_redo->add_do_method(visual_shader.ptr(), "connect_nodes", type, from_node, from_slot, _to_node, i);
  2383. undo_redo->add_undo_method(graph_plugin.ptr(), "disconnect_nodes", type, from_node, from_slot, _to_node, i);
  2384. undo_redo->add_do_method(graph_plugin.ptr(), "connect_nodes", type, from_node, from_slot, _to_node, i);
  2385. break;
  2386. }
  2387. }
  2388. }
  2389. if (output_port_type == VisualShaderNode::PORT_TYPE_SAMPLER) {
  2390. if (is_texture2d) {
  2391. undo_redo->add_do_method(vsnode.ptr(), "set_source", VisualShaderNodeTexture::SOURCE_PORT);
  2392. }
  2393. if (is_texture3d || is_texture2d_array) {
  2394. undo_redo->add_do_method(vsnode.ptr(), "set_source", VisualShaderNodeSample3D::SOURCE_PORT);
  2395. }
  2396. if (is_cubemap) {
  2397. undo_redo->add_do_method(vsnode.ptr(), "set_source", VisualShaderNodeCubemap::SOURCE_PORT);
  2398. }
  2399. }
  2400. }
  2401. }
  2402. _member_cancel();
  2403. if (is_uniform) {
  2404. undo_redo->add_do_method(this, "_update_uniforms", true);
  2405. undo_redo->add_undo_method(this, "_update_uniforms", true);
  2406. }
  2407. if (is_curve) {
  2408. graph_plugin->call_deferred(SNAME("update_curve"), id_to_use);
  2409. }
  2410. if (is_curve_xyz) {
  2411. graph_plugin->call_deferred(SNAME("update_curve_xyz"), id_to_use);
  2412. }
  2413. if (p_resource_path.is_empty()) {
  2414. undo_redo->commit_action();
  2415. } else {
  2416. //post-initialization
  2417. if (is_texture2d || is_texture3d || is_curve || is_curve_xyz) {
  2418. undo_redo->add_do_method(vsnode.ptr(), "set_texture", ResourceLoader::load(p_resource_path));
  2419. return;
  2420. }
  2421. if (is_cubemap) {
  2422. undo_redo->add_do_method(vsnode.ptr(), "set_cube_map", ResourceLoader::load(p_resource_path));
  2423. return;
  2424. }
  2425. if (is_texture2d_array) {
  2426. undo_redo->add_do_method(vsnode.ptr(), "set_texture_array", ResourceLoader::load(p_resource_path));
  2427. }
  2428. }
  2429. }
  2430. void VisualShaderEditor::_add_varying(const String &p_name, VisualShader::VaryingMode p_mode, VisualShader::VaryingType p_type) {
  2431. undo_redo->create_action(vformat(TTR("Add Varying to Visual Shader: %s"), p_name));
  2432. undo_redo->add_do_method(visual_shader.ptr(), "add_varying", p_name, p_mode, p_type);
  2433. undo_redo->add_undo_method(visual_shader.ptr(), "remove_varying", p_name);
  2434. undo_redo->add_do_method(this, "_update_varyings");
  2435. undo_redo->add_undo_method(this, "_update_varyings");
  2436. for (int i = 0; i <= VisualShader::TYPE_LIGHT; i++) {
  2437. if (p_mode == VisualShader::VARYING_MODE_FRAG_TO_LIGHT && i == 0) {
  2438. continue;
  2439. }
  2440. VisualShader::Type type = VisualShader::Type(i);
  2441. Vector<int> nodes = visual_shader->get_node_list(type);
  2442. for (int j = 0; j < nodes.size(); j++) {
  2443. int node_id = nodes[j];
  2444. Ref<VisualShaderNode> vsnode = visual_shader->get_node(type, node_id);
  2445. Ref<VisualShaderNodeVarying> var = vsnode;
  2446. if (var.is_valid()) {
  2447. undo_redo->add_do_method(graph_plugin.ptr(), "update_node", type, node_id);
  2448. undo_redo->add_undo_method(graph_plugin.ptr(), "update_node", type, node_id);
  2449. }
  2450. }
  2451. }
  2452. undo_redo->add_do_method(this, "_update_varying_tree");
  2453. undo_redo->add_undo_method(this, "_update_varying_tree");
  2454. undo_redo->commit_action();
  2455. }
  2456. void VisualShaderEditor::_remove_varying(const String &p_name) {
  2457. undo_redo->create_action(vformat(TTR("Remove Varying from Visual Shader: %s"), p_name));
  2458. VisualShader::VaryingMode mode = visual_shader->get_varying_mode(p_name);
  2459. undo_redo->add_do_method(visual_shader.ptr(), "remove_varying", p_name);
  2460. undo_redo->add_undo_method(visual_shader.ptr(), "add_varying", p_name, mode, visual_shader->get_varying_type(p_name));
  2461. undo_redo->add_do_method(this, "_update_varyings");
  2462. undo_redo->add_undo_method(this, "_update_varyings");
  2463. for (int i = 0; i <= VisualShader::TYPE_LIGHT; i++) {
  2464. if (mode == VisualShader::VARYING_MODE_FRAG_TO_LIGHT && i == 0) {
  2465. continue;
  2466. }
  2467. VisualShader::Type type = VisualShader::Type(i);
  2468. Vector<int> nodes = visual_shader->get_node_list(type);
  2469. for (int j = 0; j < nodes.size(); j++) {
  2470. int node_id = nodes[j];
  2471. Ref<VisualShaderNode> vsnode = visual_shader->get_node(type, node_id);
  2472. Ref<VisualShaderNodeVarying> var = vsnode;
  2473. if (var.is_valid()) {
  2474. String var_name = var->get_varying_name();
  2475. if (var_name == p_name) {
  2476. undo_redo->add_do_method(var.ptr(), "set_varying_name", "[None]");
  2477. undo_redo->add_undo_method(var.ptr(), "set_varying_name", var_name);
  2478. undo_redo->add_do_method(var.ptr(), "set_varying_type", VisualShader::VARYING_TYPE_FLOAT);
  2479. undo_redo->add_undo_method(var.ptr(), "set_varying_type", var->get_varying_type());
  2480. }
  2481. undo_redo->add_do_method(graph_plugin.ptr(), "update_node", type, node_id);
  2482. undo_redo->add_undo_method(graph_plugin.ptr(), "update_node", type, node_id);
  2483. }
  2484. }
  2485. List<VisualShader::Connection> connections;
  2486. visual_shader->get_node_connections(type, &connections);
  2487. for (VisualShader::Connection &E : connections) {
  2488. Ref<VisualShaderNodeVaryingGetter> var_getter = Object::cast_to<VisualShaderNodeVaryingGetter>(visual_shader->get_node(type, E.from_node).ptr());
  2489. if (var_getter.is_valid() && E.from_port > 0) {
  2490. undo_redo->add_do_method(visual_shader.ptr(), "disconnect_nodes", type, E.from_node, E.from_port, E.to_node, E.to_port);
  2491. undo_redo->add_undo_method(visual_shader.ptr(), "connect_nodes", type, E.from_node, E.from_port, E.to_node, E.to_port);
  2492. undo_redo->add_do_method(graph_plugin.ptr(), "disconnect_nodes", type, E.from_node, E.from_port, E.to_node, E.to_port);
  2493. undo_redo->add_undo_method(graph_plugin.ptr(), "connect_nodes", type, E.from_node, E.from_port, E.to_node, E.to_port);
  2494. }
  2495. Ref<VisualShaderNodeVaryingSetter> var_setter = Object::cast_to<VisualShaderNodeVaryingSetter>(visual_shader->get_node(type, E.to_node).ptr());
  2496. if (var_setter.is_valid() && E.to_port > 0) {
  2497. undo_redo->add_do_method(visual_shader.ptr(), "disconnect_nodes", type, E.from_node, E.from_port, E.to_node, E.to_port);
  2498. undo_redo->add_undo_method(visual_shader.ptr(), "connect_nodes", type, E.from_node, E.from_port, E.to_node, E.to_port);
  2499. undo_redo->add_do_method(graph_plugin.ptr(), "disconnect_nodes", type, E.from_node, E.from_port, E.to_node, E.to_port);
  2500. undo_redo->add_undo_method(graph_plugin.ptr(), "connect_nodes", type, E.from_node, E.from_port, E.to_node, E.to_port);
  2501. }
  2502. }
  2503. }
  2504. undo_redo->add_do_method(this, "_update_varying_tree");
  2505. undo_redo->add_undo_method(this, "_update_varying_tree");
  2506. undo_redo->commit_action();
  2507. }
  2508. void VisualShaderEditor::_update_varyings() {
  2509. VisualShaderNodeVarying::clear_varyings();
  2510. for (int i = 0; i < visual_shader->get_varyings_count(); i++) {
  2511. const VisualShader::Varying *var = visual_shader->get_varying_by_index(i);
  2512. if (var != nullptr) {
  2513. VisualShaderNodeVarying::add_varying(var->name, var->mode, var->type);
  2514. }
  2515. }
  2516. }
  2517. void VisualShaderEditor::_node_dragged(const Vector2 &p_from, const Vector2 &p_to, int p_node) {
  2518. VisualShader::Type type = get_current_shader_type();
  2519. drag_buffer.push_back({ type, p_node, p_from, p_to });
  2520. if (!drag_dirty) {
  2521. call_deferred(SNAME("_nodes_dragged"));
  2522. }
  2523. drag_dirty = true;
  2524. }
  2525. void VisualShaderEditor::_nodes_dragged() {
  2526. drag_dirty = false;
  2527. undo_redo->create_action(TTR("Node(s) Moved"));
  2528. for (const DragOp &E : drag_buffer) {
  2529. undo_redo->add_do_method(visual_shader.ptr(), "set_node_position", E.type, E.node, E.to);
  2530. undo_redo->add_undo_method(visual_shader.ptr(), "set_node_position", E.type, E.node, E.from);
  2531. undo_redo->add_do_method(graph_plugin.ptr(), "set_node_position", E.type, E.node, E.to);
  2532. undo_redo->add_undo_method(graph_plugin.ptr(), "set_node_position", E.type, E.node, E.from);
  2533. }
  2534. drag_buffer.clear();
  2535. undo_redo->commit_action();
  2536. }
  2537. void VisualShaderEditor::_connection_request(const String &p_from, int p_from_index, const String &p_to, int p_to_index) {
  2538. VisualShader::Type type = get_current_shader_type();
  2539. int from = p_from.to_int();
  2540. int to = p_to.to_int();
  2541. if (!visual_shader->can_connect_nodes(type, from, p_from_index, to, p_to_index)) {
  2542. return;
  2543. }
  2544. undo_redo->create_action(TTR("Nodes Connected"));
  2545. List<VisualShader::Connection> conns;
  2546. visual_shader->get_node_connections(type, &conns);
  2547. for (const VisualShader::Connection &E : conns) {
  2548. if (E.to_node == to && E.to_port == p_to_index) {
  2549. undo_redo->add_do_method(visual_shader.ptr(), "disconnect_nodes", type, E.from_node, E.from_port, E.to_node, E.to_port);
  2550. undo_redo->add_undo_method(visual_shader.ptr(), "connect_nodes", type, E.from_node, E.from_port, E.to_node, E.to_port);
  2551. undo_redo->add_do_method(graph_plugin.ptr(), "disconnect_nodes", type, E.from_node, E.from_port, E.to_node, E.to_port);
  2552. undo_redo->add_undo_method(graph_plugin.ptr(), "connect_nodes", type, E.from_node, E.from_port, E.to_node, E.to_port);
  2553. }
  2554. }
  2555. undo_redo->add_do_method(visual_shader.ptr(), "connect_nodes", type, from, p_from_index, to, p_to_index);
  2556. undo_redo->add_undo_method(visual_shader.ptr(), "disconnect_nodes", type, from, p_from_index, to, p_to_index);
  2557. undo_redo->add_do_method(graph_plugin.ptr(), "connect_nodes", type, from, p_from_index, to, p_to_index);
  2558. undo_redo->add_undo_method(graph_plugin.ptr(), "disconnect_nodes", type, from, p_from_index, to, p_to_index);
  2559. undo_redo->add_do_method(graph_plugin.ptr(), "update_node", (int)type, to);
  2560. undo_redo->add_undo_method(graph_plugin.ptr(), "update_node", (int)type, to);
  2561. undo_redo->commit_action();
  2562. }
  2563. void VisualShaderEditor::_disconnection_request(const String &p_from, int p_from_index, const String &p_to, int p_to_index) {
  2564. graph->disconnect_node(p_from, p_from_index, p_to, p_to_index);
  2565. VisualShader::Type type = get_current_shader_type();
  2566. int from = p_from.to_int();
  2567. int to = p_to.to_int();
  2568. undo_redo->create_action(TTR("Nodes Disconnected"));
  2569. undo_redo->add_do_method(visual_shader.ptr(), "disconnect_nodes", type, from, p_from_index, to, p_to_index);
  2570. undo_redo->add_undo_method(visual_shader.ptr(), "connect_nodes", type, from, p_from_index, to, p_to_index);
  2571. undo_redo->add_do_method(graph_plugin.ptr(), "disconnect_nodes", type, from, p_from_index, to, p_to_index);
  2572. undo_redo->add_undo_method(graph_plugin.ptr(), "connect_nodes", type, from, p_from_index, to, p_to_index);
  2573. undo_redo->add_do_method(graph_plugin.ptr(), "update_node", (int)type, to);
  2574. undo_redo->add_undo_method(graph_plugin.ptr(), "update_node", (int)type, to);
  2575. undo_redo->commit_action();
  2576. }
  2577. void VisualShaderEditor::_connection_to_empty(const String &p_from, int p_from_slot, const Vector2 &p_release_position) {
  2578. from_node = p_from.to_int();
  2579. from_slot = p_from_slot;
  2580. VisualShaderNode::PortType input_port_type = VisualShaderNode::PORT_TYPE_MAX;
  2581. VisualShaderNode::PortType output_port_type = VisualShaderNode::PORT_TYPE_MAX;
  2582. Ref<VisualShaderNode> node = visual_shader->get_node(get_current_shader_type(), from_node);
  2583. if (node.is_valid()) {
  2584. output_port_type = node->get_output_port_type(from_slot);
  2585. }
  2586. _show_members_dialog(true, input_port_type, output_port_type);
  2587. }
  2588. void VisualShaderEditor::_connection_from_empty(const String &p_to, int p_to_slot, const Vector2 &p_release_position) {
  2589. to_node = p_to.to_int();
  2590. to_slot = p_to_slot;
  2591. VisualShaderNode::PortType input_port_type = VisualShaderNode::PORT_TYPE_MAX;
  2592. VisualShaderNode::PortType output_port_type = VisualShaderNode::PORT_TYPE_MAX;
  2593. Ref<VisualShaderNode> node = visual_shader->get_node(get_current_shader_type(), to_node);
  2594. if (node.is_valid()) {
  2595. input_port_type = node->get_input_port_type(to_slot);
  2596. }
  2597. _show_members_dialog(true, input_port_type, output_port_type);
  2598. }
  2599. void VisualShaderEditor::_delete_nodes(int p_type, const List<int> &p_nodes) {
  2600. VisualShader::Type type = VisualShader::Type(p_type);
  2601. List<VisualShader::Connection> conns;
  2602. visual_shader->get_node_connections(type, &conns);
  2603. for (const int &F : p_nodes) {
  2604. for (const VisualShader::Connection &E : conns) {
  2605. if (E.from_node == F || E.to_node == F) {
  2606. undo_redo->add_do_method(graph_plugin.ptr(), "disconnect_nodes", type, E.from_node, E.from_port, E.to_node, E.to_port);
  2607. }
  2608. }
  2609. }
  2610. HashSet<String> uniform_names;
  2611. for (const int &F : p_nodes) {
  2612. Ref<VisualShaderNode> node = visual_shader->get_node(type, F);
  2613. undo_redo->add_do_method(visual_shader.ptr(), "remove_node", type, F);
  2614. undo_redo->add_undo_method(visual_shader.ptr(), "add_node", type, node, visual_shader->get_node_position(type, F), F);
  2615. undo_redo->add_undo_method(graph_plugin.ptr(), "add_node", type, F);
  2616. // restore size, inputs and outputs if node is group
  2617. VisualShaderNodeGroupBase *group = Object::cast_to<VisualShaderNodeGroupBase>(node.ptr());
  2618. if (group) {
  2619. undo_redo->add_undo_method(group, "set_size", group->get_size());
  2620. undo_redo->add_undo_method(group, "set_inputs", group->get_inputs());
  2621. undo_redo->add_undo_method(group, "set_outputs", group->get_outputs());
  2622. }
  2623. // restore expression text if node is expression
  2624. VisualShaderNodeExpression *expression = Object::cast_to<VisualShaderNodeExpression>(node.ptr());
  2625. if (expression) {
  2626. undo_redo->add_undo_method(expression, "set_expression", expression->get_expression());
  2627. }
  2628. VisualShaderNodeUniform *uniform = Object::cast_to<VisualShaderNodeUniform>(node.ptr());
  2629. if (uniform) {
  2630. uniform_names.insert(uniform->get_uniform_name());
  2631. }
  2632. }
  2633. List<VisualShader::Connection> used_conns;
  2634. for (const int &F : p_nodes) {
  2635. for (const VisualShader::Connection &E : conns) {
  2636. if (E.from_node == F || E.to_node == F) {
  2637. bool cancel = false;
  2638. for (List<VisualShader::Connection>::Element *R = used_conns.front(); R; R = R->next()) {
  2639. 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) {
  2640. cancel = true; // to avoid ERR_ALREADY_EXISTS warning
  2641. break;
  2642. }
  2643. }
  2644. if (!cancel) {
  2645. undo_redo->add_undo_method(visual_shader.ptr(), "connect_nodes", type, E.from_node, E.from_port, E.to_node, E.to_port);
  2646. undo_redo->add_undo_method(graph_plugin.ptr(), "connect_nodes", type, E.from_node, E.from_port, E.to_node, E.to_port);
  2647. used_conns.push_back(E);
  2648. }
  2649. }
  2650. }
  2651. }
  2652. // delete nodes from the graph
  2653. for (const int &F : p_nodes) {
  2654. undo_redo->add_do_method(graph_plugin.ptr(), "remove_node", type, F);
  2655. }
  2656. // update uniform refs if any uniform has been deleted
  2657. if (uniform_names.size() > 0) {
  2658. undo_redo->add_do_method(this, "_update_uniforms", true);
  2659. undo_redo->add_undo_method(this, "_update_uniforms", true);
  2660. _update_uniform_refs(uniform_names);
  2661. }
  2662. }
  2663. void VisualShaderEditor::_replace_node(VisualShader::Type p_type_id, int p_node_id, const StringName &p_from, const StringName &p_to) {
  2664. undo_redo->add_do_method(visual_shader.ptr(), "replace_node", p_type_id, p_node_id, p_to);
  2665. undo_redo->add_undo_method(visual_shader.ptr(), "replace_node", p_type_id, p_node_id, p_from);
  2666. }
  2667. void VisualShaderEditor::_update_constant(VisualShader::Type p_type_id, int p_node_id, Variant p_var, int p_preview_port) {
  2668. Ref<VisualShaderNode> node = visual_shader->get_node(p_type_id, p_node_id);
  2669. ERR_FAIL_COND(!node.is_valid());
  2670. ERR_FAIL_COND(!node->has_method("set_constant"));
  2671. node->call("set_constant", p_var);
  2672. if (p_preview_port != -1) {
  2673. node->set_output_port_for_preview(p_preview_port);
  2674. }
  2675. }
  2676. void VisualShaderEditor::_update_uniform(VisualShader::Type p_type_id, int p_node_id, Variant p_var, int p_preview_port) {
  2677. Ref<VisualShaderNodeUniform> uniform = visual_shader->get_node(p_type_id, p_node_id);
  2678. ERR_FAIL_COND(!uniform.is_valid());
  2679. String valid_name = visual_shader->validate_uniform_name(uniform->get_uniform_name(), uniform);
  2680. uniform->set_uniform_name(valid_name);
  2681. graph_plugin->set_uniform_name(p_type_id, p_node_id, valid_name);
  2682. if (uniform->has_method("set_default_value_enabled")) {
  2683. uniform->call("set_default_value_enabled", true);
  2684. uniform->call("set_default_value", p_var);
  2685. }
  2686. if (p_preview_port != -1) {
  2687. uniform->set_output_port_for_preview(p_preview_port);
  2688. }
  2689. }
  2690. void VisualShaderEditor::_convert_constants_to_uniforms(bool p_vice_versa) {
  2691. VisualShader::Type type_id = get_current_shader_type();
  2692. if (!p_vice_versa) {
  2693. undo_redo->create_action(TTR("Convert Constant Node(s) To Uniform(s)"));
  2694. } else {
  2695. undo_redo->create_action(TTR("Convert Uniform Node(s) To Constant(s)"));
  2696. }
  2697. const HashSet<int> &current_set = p_vice_versa ? selected_uniforms : selected_constants;
  2698. HashSet<String> deleted_names;
  2699. for (const int &E : current_set) {
  2700. int node_id = E;
  2701. Ref<VisualShaderNode> node = visual_shader->get_node(type_id, node_id);
  2702. bool caught = false;
  2703. Variant var;
  2704. // float
  2705. if (!p_vice_versa) {
  2706. Ref<VisualShaderNodeFloatConstant> float_const = Object::cast_to<VisualShaderNodeFloatConstant>(node.ptr());
  2707. if (float_const.is_valid()) {
  2708. _replace_node(type_id, node_id, "VisualShaderNodeFloatConstant", "VisualShaderNodeFloatUniform");
  2709. var = float_const->get_constant();
  2710. caught = true;
  2711. }
  2712. } else {
  2713. Ref<VisualShaderNodeFloatUniform> float_uniform = Object::cast_to<VisualShaderNodeFloatUniform>(node.ptr());
  2714. if (float_uniform.is_valid()) {
  2715. _replace_node(type_id, node_id, "VisualShaderNodeFloatUniform", "VisualShaderNodeFloatConstant");
  2716. var = float_uniform->get_default_value();
  2717. caught = true;
  2718. }
  2719. }
  2720. // int
  2721. if (!caught) {
  2722. if (!p_vice_versa) {
  2723. Ref<VisualShaderNodeIntConstant> int_const = Object::cast_to<VisualShaderNodeIntConstant>(node.ptr());
  2724. if (int_const.is_valid()) {
  2725. _replace_node(type_id, node_id, "VisualShaderNodeIntConstant", "VisualShaderNodeIntUniform");
  2726. var = int_const->get_constant();
  2727. caught = true;
  2728. }
  2729. } else {
  2730. Ref<VisualShaderNodeIntUniform> int_uniform = Object::cast_to<VisualShaderNodeIntUniform>(node.ptr());
  2731. if (int_uniform.is_valid()) {
  2732. _replace_node(type_id, node_id, "VisualShaderNodeIntUniform", "VisualShaderNodeIntConstant");
  2733. var = int_uniform->get_default_value();
  2734. caught = true;
  2735. }
  2736. }
  2737. }
  2738. // boolean
  2739. if (!caught) {
  2740. if (!p_vice_versa) {
  2741. Ref<VisualShaderNodeBooleanConstant> boolean_const = Object::cast_to<VisualShaderNodeBooleanConstant>(node.ptr());
  2742. if (boolean_const.is_valid()) {
  2743. _replace_node(type_id, node_id, "VisualShaderNodeBooleanConstant", "VisualShaderNodeBooleanUniform");
  2744. var = boolean_const->get_constant();
  2745. caught = true;
  2746. }
  2747. } else {
  2748. Ref<VisualShaderNodeBooleanUniform> boolean_uniform = Object::cast_to<VisualShaderNodeBooleanUniform>(node.ptr());
  2749. if (boolean_uniform.is_valid()) {
  2750. _replace_node(type_id, node_id, "VisualShaderNodeBooleanUniform", "VisualShaderNodeBooleanConstant");
  2751. var = boolean_uniform->get_default_value();
  2752. caught = true;
  2753. }
  2754. }
  2755. }
  2756. // vec2
  2757. if (!caught) {
  2758. if (!p_vice_versa) {
  2759. Ref<VisualShaderNodeVec2Constant> vec2_const = Object::cast_to<VisualShaderNodeVec2Constant>(node.ptr());
  2760. if (vec2_const.is_valid()) {
  2761. _replace_node(type_id, node_id, "VisualShaderNodeVec2Constant", "VisualShaderNodeVec2Uniform");
  2762. var = vec2_const->get_constant();
  2763. caught = true;
  2764. }
  2765. } else {
  2766. Ref<VisualShaderNodeVec2Uniform> vec2_uniform = Object::cast_to<VisualShaderNodeVec2Uniform>(node.ptr());
  2767. if (vec2_uniform.is_valid()) {
  2768. _replace_node(type_id, node_id, "VisualShaderNodeVec2Uniform", "VisualShaderNodeVec2Constant");
  2769. var = vec2_uniform->get_default_value();
  2770. caught = true;
  2771. }
  2772. }
  2773. }
  2774. // vec3
  2775. if (!caught) {
  2776. if (!p_vice_versa) {
  2777. Ref<VisualShaderNodeVec3Constant> vec3_const = Object::cast_to<VisualShaderNodeVec3Constant>(node.ptr());
  2778. if (vec3_const.is_valid()) {
  2779. _replace_node(type_id, node_id, "VisualShaderNodeVec3Constant", "VisualShaderNodeVec3Uniform");
  2780. var = vec3_const->get_constant();
  2781. caught = true;
  2782. }
  2783. } else {
  2784. Ref<VisualShaderNodeVec3Uniform> vec3_uniform = Object::cast_to<VisualShaderNodeVec3Uniform>(node.ptr());
  2785. if (vec3_uniform.is_valid()) {
  2786. _replace_node(type_id, node_id, "VisualShaderNodeVec3Uniform", "VisualShaderNodeVec3Constant");
  2787. var = vec3_uniform->get_default_value();
  2788. caught = true;
  2789. }
  2790. }
  2791. }
  2792. // vec4
  2793. if (!caught) {
  2794. if (!p_vice_versa) {
  2795. Ref<VisualShaderNodeVec4Constant> vec4_const = Object::cast_to<VisualShaderNodeVec4Constant>(node.ptr());
  2796. if (vec4_const.is_valid()) {
  2797. _replace_node(type_id, node_id, "VisualShaderNodeVec4Constant", "VisualShaderNodeVec4Uniform");
  2798. var = vec4_const->get_constant();
  2799. caught = true;
  2800. }
  2801. } else {
  2802. Ref<VisualShaderNodeVec4Uniform> vec4_uniform = Object::cast_to<VisualShaderNodeVec4Uniform>(node.ptr());
  2803. if (vec4_uniform.is_valid()) {
  2804. _replace_node(type_id, node_id, "VisualShaderNodeVec4Uniform", "VisualShaderNodeVec4Constant");
  2805. var = vec4_uniform->get_default_value();
  2806. caught = true;
  2807. }
  2808. }
  2809. }
  2810. // color
  2811. if (!caught) {
  2812. if (!p_vice_versa) {
  2813. Ref<VisualShaderNodeColorConstant> color_const = Object::cast_to<VisualShaderNodeColorConstant>(node.ptr());
  2814. if (color_const.is_valid()) {
  2815. _replace_node(type_id, node_id, "VisualShaderNodeColorConstant", "VisualShaderNodeColorUniform");
  2816. var = color_const->get_constant();
  2817. caught = true;
  2818. }
  2819. } else {
  2820. Ref<VisualShaderNodeColorUniform> color_uniform = Object::cast_to<VisualShaderNodeColorUniform>(node.ptr());
  2821. if (color_uniform.is_valid()) {
  2822. _replace_node(type_id, node_id, "VisualShaderNodeColorUniform", "VisualShaderNodeColorConstant");
  2823. var = color_uniform->get_default_value();
  2824. caught = true;
  2825. }
  2826. }
  2827. }
  2828. // transform
  2829. if (!caught) {
  2830. if (!p_vice_versa) {
  2831. Ref<VisualShaderNodeTransformConstant> transform_const = Object::cast_to<VisualShaderNodeTransformConstant>(node.ptr());
  2832. if (transform_const.is_valid()) {
  2833. _replace_node(type_id, node_id, "VisualShaderNodeTransformConstant", "VisualShaderNodeTransformUniform");
  2834. var = transform_const->get_constant();
  2835. caught = true;
  2836. }
  2837. } else {
  2838. Ref<VisualShaderNodeTransformUniform> transform_uniform = Object::cast_to<VisualShaderNodeTransformUniform>(node.ptr());
  2839. if (transform_uniform.is_valid()) {
  2840. _replace_node(type_id, node_id, "VisualShaderNodeTransformUniform", "VisualShaderNodeTransformConstant");
  2841. var = transform_uniform->get_default_value();
  2842. caught = true;
  2843. }
  2844. }
  2845. }
  2846. ERR_CONTINUE(!caught);
  2847. int preview_port = node->get_output_port_for_preview();
  2848. if (!p_vice_versa) {
  2849. undo_redo->add_do_method(this, "_update_uniform", type_id, node_id, var, preview_port);
  2850. undo_redo->add_undo_method(this, "_update_constant", type_id, node_id, var, preview_port);
  2851. } else {
  2852. undo_redo->add_do_method(this, "_update_constant", type_id, node_id, var, preview_port);
  2853. undo_redo->add_undo_method(this, "_update_uniform", type_id, node_id, var, preview_port);
  2854. Ref<VisualShaderNodeUniform> uniform = Object::cast_to<VisualShaderNodeUniform>(node.ptr());
  2855. ERR_CONTINUE(!uniform.is_valid());
  2856. deleted_names.insert(uniform->get_uniform_name());
  2857. }
  2858. undo_redo->add_do_method(graph_plugin.ptr(), "update_node", type_id, node_id);
  2859. undo_redo->add_undo_method(graph_plugin.ptr(), "update_node", type_id, node_id);
  2860. }
  2861. undo_redo->add_do_method(this, "_update_uniforms", true);
  2862. undo_redo->add_undo_method(this, "_update_uniforms", true);
  2863. if (deleted_names.size() > 0) {
  2864. _update_uniform_refs(deleted_names);
  2865. }
  2866. undo_redo->commit_action();
  2867. }
  2868. void VisualShaderEditor::_delete_node_request(int p_type, int p_node) {
  2869. List<int> to_erase;
  2870. to_erase.push_back(p_node);
  2871. undo_redo->create_action(TTR("Delete VisualShader Node"));
  2872. _delete_nodes(p_type, to_erase);
  2873. undo_redo->commit_action();
  2874. }
  2875. void VisualShaderEditor::_delete_nodes_request(const TypedArray<StringName> &p_nodes) {
  2876. List<int> to_erase;
  2877. if (p_nodes.is_empty()) {
  2878. // Called from context menu.
  2879. for (int i = 0; i < graph->get_child_count(); i++) {
  2880. GraphNode *gn = Object::cast_to<GraphNode>(graph->get_child(i));
  2881. if (gn) {
  2882. if (gn->is_selected() && gn->is_close_button_visible()) {
  2883. to_erase.push_back(gn->get_name().operator String().to_int());
  2884. }
  2885. }
  2886. }
  2887. } else {
  2888. for (int i = 0; i < p_nodes.size(); i++) {
  2889. to_erase.push_back(p_nodes[i].operator String().to_int());
  2890. }
  2891. }
  2892. if (to_erase.is_empty()) {
  2893. return;
  2894. }
  2895. undo_redo->create_action(TTR("Delete VisualShader Node(s)"));
  2896. _delete_nodes(get_current_shader_type(), to_erase);
  2897. undo_redo->commit_action();
  2898. }
  2899. void VisualShaderEditor::_node_selected(Object *p_node) {
  2900. VisualShader::Type type = get_current_shader_type();
  2901. GraphNode *gn = Object::cast_to<GraphNode>(p_node);
  2902. ERR_FAIL_COND(!gn);
  2903. int id = String(gn->get_name()).to_int();
  2904. Ref<VisualShaderNode> vsnode = visual_shader->get_node(type, id);
  2905. ERR_FAIL_COND(!vsnode.is_valid());
  2906. //do not rely on this, makes editor more complex
  2907. //EditorNode::get_singleton()->push_item(vsnode.ptr(), "", true);
  2908. }
  2909. void VisualShaderEditor::_graph_gui_input(const Ref<InputEvent> &p_event) {
  2910. Ref<InputEventMouseButton> mb = p_event;
  2911. VisualShader::Type type = get_current_shader_type();
  2912. if (mb.is_valid() && mb->is_pressed() && mb->get_button_index() == MouseButton::RIGHT) {
  2913. selected_constants.clear();
  2914. selected_uniforms.clear();
  2915. selected_comment = -1;
  2916. selected_float_constant = -1;
  2917. List<int> to_change;
  2918. for (int i = 0; i < graph->get_child_count(); i++) {
  2919. GraphNode *gn = Object::cast_to<GraphNode>(graph->get_child(i));
  2920. if (gn) {
  2921. if (gn->is_selected() && gn->is_close_button_visible()) {
  2922. int id = gn->get_name().operator String().to_int();
  2923. to_change.push_back(id);
  2924. Ref<VisualShaderNode> node = visual_shader->get_node(type, id);
  2925. VisualShaderNodeComment *comment_node = Object::cast_to<VisualShaderNodeComment>(node.ptr());
  2926. if (comment_node != nullptr) {
  2927. selected_comment = id;
  2928. }
  2929. VisualShaderNodeConstant *constant_node = Object::cast_to<VisualShaderNodeConstant>(node.ptr());
  2930. if (constant_node != nullptr) {
  2931. selected_constants.insert(id);
  2932. }
  2933. VisualShaderNodeFloatConstant *float_constant_node = Object::cast_to<VisualShaderNodeFloatConstant>(node.ptr());
  2934. if (float_constant_node != nullptr) {
  2935. selected_float_constant = id;
  2936. }
  2937. VisualShaderNodeUniform *uniform_node = Object::cast_to<VisualShaderNodeUniform>(node.ptr());
  2938. if (uniform_node != nullptr && uniform_node->is_convertible_to_constant()) {
  2939. selected_uniforms.insert(id);
  2940. }
  2941. }
  2942. }
  2943. }
  2944. if (to_change.size() > 1) {
  2945. selected_comment = -1;
  2946. selected_float_constant = -1;
  2947. }
  2948. bool copy_buffer_empty = true;
  2949. for (const CopyItem &item : copy_items_buffer) {
  2950. if (!item.disabled) {
  2951. copy_buffer_empty = false;
  2952. break;
  2953. }
  2954. }
  2955. if (to_change.is_empty() && copy_buffer_empty) {
  2956. _show_members_dialog(true);
  2957. } else {
  2958. popup_menu->set_item_disabled(NodeMenuOptions::CUT, to_change.is_empty());
  2959. popup_menu->set_item_disabled(NodeMenuOptions::COPY, to_change.is_empty());
  2960. popup_menu->set_item_disabled(NodeMenuOptions::PASTE, copy_buffer_empty);
  2961. popup_menu->set_item_disabled(NodeMenuOptions::DELETE, to_change.is_empty());
  2962. popup_menu->set_item_disabled(NodeMenuOptions::DUPLICATE, to_change.is_empty());
  2963. popup_menu->set_item_disabled(NodeMenuOptions::CLEAR_COPY_BUFFER, copy_buffer_empty);
  2964. int temp = popup_menu->get_item_index(NodeMenuOptions::SEPARATOR2);
  2965. if (temp != -1) {
  2966. popup_menu->remove_item(temp);
  2967. }
  2968. temp = popup_menu->get_item_index(NodeMenuOptions::FLOAT_CONSTANTS);
  2969. if (temp != -1) {
  2970. popup_menu->remove_item(temp);
  2971. }
  2972. temp = popup_menu->get_item_index(NodeMenuOptions::CONVERT_CONSTANTS_TO_UNIFORMS);
  2973. if (temp != -1) {
  2974. popup_menu->remove_item(temp);
  2975. }
  2976. temp = popup_menu->get_item_index(NodeMenuOptions::CONVERT_UNIFORMS_TO_CONSTANTS);
  2977. if (temp != -1) {
  2978. popup_menu->remove_item(temp);
  2979. }
  2980. temp = popup_menu->get_item_index(NodeMenuOptions::SEPARATOR3);
  2981. if (temp != -1) {
  2982. popup_menu->remove_item(temp);
  2983. }
  2984. temp = popup_menu->get_item_index(NodeMenuOptions::SET_COMMENT_TITLE);
  2985. if (temp != -1) {
  2986. popup_menu->remove_item(temp);
  2987. }
  2988. temp = popup_menu->get_item_index(NodeMenuOptions::SET_COMMENT_DESCRIPTION);
  2989. if (temp != -1) {
  2990. popup_menu->remove_item(temp);
  2991. }
  2992. if (selected_constants.size() > 0 || selected_uniforms.size() > 0) {
  2993. popup_menu->add_separator("", NodeMenuOptions::SEPARATOR2);
  2994. if (selected_float_constant != -1) {
  2995. popup_menu->add_submenu_item(TTR("Float Constants"), "FloatConstants", int(NodeMenuOptions::FLOAT_CONSTANTS));
  2996. if (!constants_submenu) {
  2997. constants_submenu = memnew(PopupMenu);
  2998. constants_submenu->set_name("FloatConstants");
  2999. for (int i = 0; i < MAX_FLOAT_CONST_DEFS; i++) {
  3000. constants_submenu->add_item(float_constant_defs[i].name, i);
  3001. }
  3002. popup_menu->add_child(constants_submenu);
  3003. constants_submenu->connect("index_pressed", callable_mp(this, &VisualShaderEditor::_float_constant_selected));
  3004. }
  3005. }
  3006. if (selected_constants.size() > 0) {
  3007. popup_menu->add_item(TTR("Convert Constant(s) to Uniform(s)"), NodeMenuOptions::CONVERT_CONSTANTS_TO_UNIFORMS);
  3008. }
  3009. if (selected_uniforms.size() > 0) {
  3010. popup_menu->add_item(TTR("Convert Uniform(s) to Constant(s)"), NodeMenuOptions::CONVERT_UNIFORMS_TO_CONSTANTS);
  3011. }
  3012. }
  3013. if (selected_comment != -1) {
  3014. popup_menu->add_separator("", NodeMenuOptions::SEPARATOR3);
  3015. popup_menu->add_item(TTR("Set Comment Title"), NodeMenuOptions::SET_COMMENT_TITLE);
  3016. popup_menu->add_item(TTR("Set Comment Description"), NodeMenuOptions::SET_COMMENT_DESCRIPTION);
  3017. }
  3018. menu_point = graph->get_local_mouse_position();
  3019. Point2 gpos = get_screen_position() + get_local_mouse_position();
  3020. popup_menu->set_position(gpos);
  3021. popup_menu->reset_size();
  3022. popup_menu->popup();
  3023. }
  3024. }
  3025. }
  3026. void VisualShaderEditor::_show_members_dialog(bool at_mouse_pos, VisualShaderNode::PortType p_input_port_type, VisualShaderNode::PortType p_output_port_type) {
  3027. if (members_input_port_type != p_input_port_type || members_output_port_type != p_output_port_type) {
  3028. members_input_port_type = p_input_port_type;
  3029. members_output_port_type = p_output_port_type;
  3030. _update_options_menu();
  3031. }
  3032. if (at_mouse_pos) {
  3033. saved_node_pos_dirty = true;
  3034. saved_node_pos = graph->get_local_mouse_position();
  3035. Point2 gpos = get_screen_position() + get_local_mouse_position();
  3036. members_dialog->set_position(gpos);
  3037. } else {
  3038. saved_node_pos_dirty = false;
  3039. members_dialog->set_position(graph->get_screen_position() + Point2(5 * EDSCALE, 65 * EDSCALE));
  3040. }
  3041. members_dialog->popup();
  3042. // Keep dialog within window bounds.
  3043. Rect2 window_rect = Rect2(DisplayServer::get_singleton()->window_get_position(), DisplayServer::get_singleton()->window_get_size());
  3044. Rect2 dialog_rect = Rect2(members_dialog->get_position(), members_dialog->get_size());
  3045. Vector2 difference = (dialog_rect.get_end() - window_rect.get_end()).max(Vector2());
  3046. members_dialog->set_position(members_dialog->get_position() - difference);
  3047. node_filter->call_deferred(SNAME("grab_focus")); // Still not visible.
  3048. node_filter->select_all();
  3049. }
  3050. void VisualShaderEditor::_show_varying_menu() {
  3051. varying_options->set_item_disabled(int(VaryingMenuOptions::REMOVE), visual_shader->get_varyings_count() == 0);
  3052. varying_options->set_position(graph->get_screen_position() + varying_button->get_position() + Size2(0, varying_button->get_size().height));
  3053. varying_options->popup();
  3054. }
  3055. void VisualShaderEditor::_varying_menu_id_pressed(int p_idx) {
  3056. switch (VaryingMenuOptions(p_idx)) {
  3057. case VaryingMenuOptions::ADD: {
  3058. _show_add_varying_dialog();
  3059. } break;
  3060. case VaryingMenuOptions::REMOVE: {
  3061. _show_remove_varying_dialog();
  3062. } break;
  3063. default:
  3064. break;
  3065. }
  3066. }
  3067. void VisualShaderEditor::_show_add_varying_dialog() {
  3068. _varying_name_changed(varying_name->get_text());
  3069. add_varying_dialog->set_position(graph->get_screen_position() + varying_button->get_position() + Point2(5 * EDSCALE, 65 * EDSCALE));
  3070. add_varying_dialog->popup();
  3071. // Keep dialog within window bounds.
  3072. Rect2 window_rect = Rect2(DisplayServer::get_singleton()->window_get_position(), DisplayServer::get_singleton()->window_get_size());
  3073. Rect2 dialog_rect = Rect2(add_varying_dialog->get_position(), add_varying_dialog->get_size());
  3074. Vector2 difference = (dialog_rect.get_end() - window_rect.get_end()).max(Vector2());
  3075. add_varying_dialog->set_position(add_varying_dialog->get_position() - difference);
  3076. }
  3077. void VisualShaderEditor::_show_remove_varying_dialog() {
  3078. remove_varying_dialog->set_position(graph->get_screen_position() + varying_button->get_position() + Point2(5 * EDSCALE, 65 * EDSCALE));
  3079. remove_varying_dialog->popup();
  3080. // Keep dialog within window bounds.
  3081. Rect2 window_rect = Rect2(DisplayServer::get_singleton()->window_get_position(), DisplayServer::get_singleton()->window_get_size());
  3082. Rect2 dialog_rect = Rect2(remove_varying_dialog->get_position(), remove_varying_dialog->get_size());
  3083. Vector2 difference = (dialog_rect.get_end() - window_rect.get_end()).max(Vector2());
  3084. remove_varying_dialog->set_position(remove_varying_dialog->get_position() - difference);
  3085. }
  3086. void VisualShaderEditor::_sbox_input(const Ref<InputEvent> &p_ie) {
  3087. Ref<InputEventKey> ie = p_ie;
  3088. 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)) {
  3089. members->gui_input(ie);
  3090. node_filter->accept_event();
  3091. }
  3092. }
  3093. void VisualShaderEditor::_notification(int p_what) {
  3094. switch (p_what) {
  3095. case EditorSettings::NOTIFICATION_EDITOR_SETTINGS_CHANGED: {
  3096. 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(EditorSettings::get_singleton()->get("editors/panning/simple_panning")));
  3097. graph->set_warped_panning(bool(EditorSettings::get_singleton()->get("editors/panning/warped_mouse_panning")));
  3098. graph->set_minimap_opacity(EditorSettings::get_singleton()->get("editors/visual_editors/minimap_opacity"));
  3099. graph->set_connection_lines_curvature(EditorSettings::get_singleton()->get("editors/visual_editors/lines_curvature"));
  3100. _update_graph();
  3101. } break;
  3102. case NOTIFICATION_ENTER_TREE: {
  3103. node_filter->set_clear_button_enabled(true);
  3104. // collapse tree by default
  3105. TreeItem *category = members->get_root()->get_first_child();
  3106. while (category) {
  3107. category->set_collapsed(true);
  3108. TreeItem *sub_category = category->get_first_child();
  3109. while (sub_category) {
  3110. sub_category->set_collapsed(true);
  3111. sub_category = sub_category->get_next();
  3112. }
  3113. category = category->get_next();
  3114. }
  3115. 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(EditorSettings::get_singleton()->get("editors/panning/simple_panning")));
  3116. graph->set_warped_panning(bool(EditorSettings::get_singleton()->get("editors/panning/warped_mouse_panning")));
  3117. [[fallthrough]];
  3118. }
  3119. case NOTIFICATION_THEME_CHANGED: {
  3120. highend_label->set_modulate(get_theme_color(SNAME("vulkan_color"), SNAME("Editor")));
  3121. node_filter->set_right_icon(Control::get_theme_icon(SNAME("Search"), SNAME("EditorIcons")));
  3122. preview_shader->set_icon(Control::get_theme_icon(SNAME("Shader"), SNAME("EditorIcons")));
  3123. {
  3124. Color background_color = EDITOR_GET("text_editor/theme/highlighting/background_color");
  3125. Color text_color = EDITOR_GET("text_editor/theme/highlighting/text_color");
  3126. Color keyword_color = EDITOR_GET("text_editor/theme/highlighting/keyword_color");
  3127. Color control_flow_keyword_color = EDITOR_GET("text_editor/theme/highlighting/control_flow_keyword_color");
  3128. Color comment_color = EDITOR_GET("text_editor/theme/highlighting/comment_color");
  3129. Color symbol_color = EDITOR_GET("text_editor/theme/highlighting/symbol_color");
  3130. Color function_color = EDITOR_GET("text_editor/theme/highlighting/function_color");
  3131. Color number_color = EDITOR_GET("text_editor/theme/highlighting/number_color");
  3132. Color members_color = EDITOR_GET("text_editor/theme/highlighting/member_variable_color");
  3133. Color error_color = get_theme_color(SNAME("error_color"), SNAME("Editor"));
  3134. preview_text->add_theme_color_override("background_color", background_color);
  3135. varying_error_label->add_theme_color_override("font_color", error_color);
  3136. for (const String &E : keyword_list) {
  3137. if (ShaderLanguage::is_control_flow_keyword(E)) {
  3138. syntax_highlighter->add_keyword_color(E, control_flow_keyword_color);
  3139. } else {
  3140. syntax_highlighter->add_keyword_color(E, keyword_color);
  3141. }
  3142. }
  3143. preview_text->add_theme_font_override("font", get_theme_font(SNAME("expression"), SNAME("EditorFonts")));
  3144. preview_text->add_theme_font_size_override("font_size", get_theme_font_size(SNAME("expression_size"), SNAME("EditorFonts")));
  3145. preview_text->add_theme_color_override("font_color", text_color);
  3146. syntax_highlighter->set_number_color(number_color);
  3147. syntax_highlighter->set_symbol_color(symbol_color);
  3148. syntax_highlighter->set_function_color(function_color);
  3149. syntax_highlighter->set_member_variable_color(members_color);
  3150. syntax_highlighter->clear_color_regions();
  3151. syntax_highlighter->add_color_region("/*", "*/", comment_color, false);
  3152. syntax_highlighter->add_color_region("//", "", comment_color, true);
  3153. preview_text->clear_comment_delimiters();
  3154. preview_text->add_comment_delimiter("/*", "*/", false);
  3155. preview_text->add_comment_delimiter("//", "", true);
  3156. error_panel->add_theme_style_override("panel", get_theme_stylebox(SNAME("panel"), SNAME("Panel")));
  3157. error_label->add_theme_font_override("font", get_theme_font(SNAME("status_source"), SNAME("EditorFonts")));
  3158. error_label->add_theme_font_size_override("font_size", get_theme_font_size(SNAME("status_source_size"), SNAME("EditorFonts")));
  3159. error_label->add_theme_color_override("font_color", error_color);
  3160. }
  3161. tools->set_icon(EditorNode::get_singleton()->get_gui_base()->get_theme_icon(SNAME("Tools"), SNAME("EditorIcons")));
  3162. if (p_what == NOTIFICATION_THEME_CHANGED && is_visible_in_tree()) {
  3163. _update_graph();
  3164. }
  3165. } break;
  3166. case NOTIFICATION_DRAG_BEGIN: {
  3167. Dictionary dd = get_viewport()->gui_get_drag_data();
  3168. if (members->is_visible_in_tree() && dd.has("id")) {
  3169. members->set_drop_mode_flags(Tree::DROP_MODE_ON_ITEM);
  3170. }
  3171. } break;
  3172. case NOTIFICATION_DRAG_END: {
  3173. members->set_drop_mode_flags(0);
  3174. } break;
  3175. }
  3176. }
  3177. void VisualShaderEditor::_scroll_changed(const Vector2 &p_scroll) {
  3178. if (updating) {
  3179. return;
  3180. }
  3181. updating = true;
  3182. visual_shader->set_graph_offset(p_scroll / EDSCALE);
  3183. updating = false;
  3184. }
  3185. void VisualShaderEditor::_node_changed(int p_id) {
  3186. if (updating) {
  3187. return;
  3188. }
  3189. if (is_visible_in_tree()) {
  3190. _update_graph();
  3191. }
  3192. }
  3193. void VisualShaderEditor::_dup_copy_nodes(int p_type, List<CopyItem> &r_items, List<VisualShader::Connection> &r_connections) {
  3194. VisualShader::Type type = (VisualShader::Type)p_type;
  3195. selection_center.x = 0.0f;
  3196. selection_center.y = 0.0f;
  3197. HashSet<int> nodes;
  3198. for (int i = 0; i < graph->get_child_count(); i++) {
  3199. GraphNode *gn = Object::cast_to<GraphNode>(graph->get_child(i));
  3200. if (gn) {
  3201. int id = String(gn->get_name()).to_int();
  3202. Ref<VisualShaderNode> node = visual_shader->get_node(type, id);
  3203. Ref<VisualShaderNodeOutput> output = node;
  3204. if (output.is_valid()) { // can't duplicate output
  3205. continue;
  3206. }
  3207. if (node.is_valid() && gn->is_selected()) {
  3208. Vector2 pos = visual_shader->get_node_position(type, id);
  3209. selection_center += pos;
  3210. CopyItem item;
  3211. item.id = id;
  3212. item.node = visual_shader->get_node(type, id)->duplicate();
  3213. item.position = visual_shader->get_node_position(type, id);
  3214. Ref<VisualShaderNodeResizableBase> resizable_base = node;
  3215. if (resizable_base.is_valid()) {
  3216. item.size = resizable_base->get_size();
  3217. }
  3218. Ref<VisualShaderNodeGroupBase> group = node;
  3219. if (group.is_valid()) {
  3220. item.group_inputs = group->get_inputs();
  3221. item.group_outputs = group->get_outputs();
  3222. }
  3223. Ref<VisualShaderNodeExpression> expression = node;
  3224. if (expression.is_valid()) {
  3225. item.expression = expression->get_expression();
  3226. }
  3227. r_items.push_back(item);
  3228. nodes.insert(id);
  3229. }
  3230. }
  3231. }
  3232. List<VisualShader::Connection> connections;
  3233. visual_shader->get_node_connections(type, &connections);
  3234. for (const VisualShader::Connection &E : connections) {
  3235. if (nodes.has(E.from_node) && nodes.has(E.to_node)) {
  3236. r_connections.push_back(E);
  3237. }
  3238. }
  3239. selection_center /= (float)r_items.size();
  3240. }
  3241. 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) {
  3242. if (p_duplicate) {
  3243. undo_redo->create_action(TTR("Duplicate VisualShader Node(s)"));
  3244. } else {
  3245. bool copy_buffer_empty = true;
  3246. for (const CopyItem &item : copy_items_buffer) {
  3247. if (!item.disabled) {
  3248. copy_buffer_empty = false;
  3249. break;
  3250. }
  3251. }
  3252. if (copy_buffer_empty) {
  3253. return;
  3254. }
  3255. undo_redo->create_action(TTR("Paste VisualShader Node(s)"));
  3256. }
  3257. VisualShader::Type type = (VisualShader::Type)p_type;
  3258. int base_id = visual_shader->get_valid_node_id(type);
  3259. int id_from = base_id;
  3260. HashMap<int, int> connection_remap;
  3261. HashSet<int> unsupported_set;
  3262. HashSet<int> added_set;
  3263. for (CopyItem &item : r_items) {
  3264. if (item.disabled) {
  3265. unsupported_set.insert(item.id);
  3266. continue;
  3267. }
  3268. connection_remap[item.id] = id_from;
  3269. Ref<VisualShaderNode> node = item.node->duplicate();
  3270. Ref<VisualShaderNodeResizableBase> resizable_base = Object::cast_to<VisualShaderNodeResizableBase>(node.ptr());
  3271. if (resizable_base.is_valid()) {
  3272. undo_redo->add_do_method(node.ptr(), "set_size", item.size);
  3273. }
  3274. Ref<VisualShaderNodeGroupBase> group = Object::cast_to<VisualShaderNodeGroupBase>(node.ptr());
  3275. if (group.is_valid()) {
  3276. undo_redo->add_do_method(node.ptr(), "set_inputs", item.group_inputs);
  3277. undo_redo->add_do_method(node.ptr(), "set_outputs", item.group_outputs);
  3278. }
  3279. Ref<VisualShaderNodeExpression> expression = Object::cast_to<VisualShaderNodeExpression>(node.ptr());
  3280. if (expression.is_valid()) {
  3281. undo_redo->add_do_method(node.ptr(), "set_expression", item.expression);
  3282. }
  3283. undo_redo->add_do_method(visual_shader.ptr(), "add_node", type, node, item.position + p_offset, id_from);
  3284. undo_redo->add_do_method(graph_plugin.ptr(), "add_node", type, id_from);
  3285. added_set.insert(id_from);
  3286. id_from++;
  3287. }
  3288. for (const VisualShader::Connection &E : p_connections) {
  3289. if (unsupported_set.has(E.from_node) || unsupported_set.has(E.to_node)) {
  3290. continue;
  3291. }
  3292. 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);
  3293. 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);
  3294. 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);
  3295. }
  3296. id_from = base_id;
  3297. for (const CopyItem &item : r_items) {
  3298. if (item.disabled) {
  3299. continue;
  3300. }
  3301. undo_redo->add_undo_method(visual_shader.ptr(), "remove_node", type, id_from);
  3302. undo_redo->add_undo_method(graph_plugin.ptr(), "remove_node", type, id_from);
  3303. id_from++;
  3304. }
  3305. undo_redo->commit_action();
  3306. // reselect nodes by excluding the other ones
  3307. for (int i = 0; i < graph->get_child_count(); i++) {
  3308. GraphNode *gn = Object::cast_to<GraphNode>(graph->get_child(i));
  3309. if (gn) {
  3310. int id = String(gn->get_name()).to_int();
  3311. if (added_set.has(id)) {
  3312. gn->set_selected(true);
  3313. } else {
  3314. gn->set_selected(false);
  3315. }
  3316. }
  3317. }
  3318. }
  3319. void VisualShaderEditor::_clear_copy_buffer() {
  3320. copy_items_buffer.clear();
  3321. copy_connections_buffer.clear();
  3322. }
  3323. void VisualShaderEditor::_duplicate_nodes() {
  3324. int type = get_current_shader_type();
  3325. List<CopyItem> items;
  3326. List<VisualShader::Connection> connections;
  3327. _dup_copy_nodes(type, items, connections);
  3328. if (items.is_empty()) {
  3329. return;
  3330. }
  3331. _dup_paste_nodes(type, items, connections, Vector2(10, 10) * EDSCALE, true);
  3332. }
  3333. void VisualShaderEditor::_copy_nodes(bool p_cut) {
  3334. _clear_copy_buffer();
  3335. _dup_copy_nodes(get_current_shader_type(), copy_items_buffer, copy_connections_buffer);
  3336. if (p_cut) {
  3337. undo_redo->create_action(TTR("Cut VisualShader Node(s)"));
  3338. List<int> ids;
  3339. for (const CopyItem &E : copy_items_buffer) {
  3340. ids.push_back(E.id);
  3341. }
  3342. _delete_nodes(get_current_shader_type(), ids);
  3343. undo_redo->commit_action();
  3344. }
  3345. }
  3346. void VisualShaderEditor::_paste_nodes(bool p_use_custom_position, const Vector2 &p_custom_position) {
  3347. if (copy_items_buffer.is_empty()) {
  3348. return;
  3349. }
  3350. int type = get_current_shader_type();
  3351. float scale = graph->get_zoom();
  3352. Vector2 mpos;
  3353. if (p_use_custom_position) {
  3354. mpos = p_custom_position;
  3355. } else {
  3356. mpos = graph->get_local_mouse_position();
  3357. }
  3358. _dup_paste_nodes(type, copy_items_buffer, copy_connections_buffer, graph->get_scroll_ofs() / scale + mpos / scale - selection_center, false);
  3359. }
  3360. void VisualShaderEditor::_mode_selected(int p_id) {
  3361. int offset = 0;
  3362. if (mode & MODE_FLAGS_PARTICLES) {
  3363. offset = 3;
  3364. if (p_id + offset > VisualShader::TYPE_PROCESS) {
  3365. custom_mode_box->set_visible(false);
  3366. custom_mode_enabled = false;
  3367. } else {
  3368. custom_mode_box->set_visible(true);
  3369. if (custom_mode_box->is_pressed()) {
  3370. custom_mode_enabled = true;
  3371. offset += 3;
  3372. }
  3373. }
  3374. } else if (mode & MODE_FLAGS_SKY) {
  3375. offset = 8;
  3376. } else if (mode & MODE_FLAGS_FOG) {
  3377. offset = 9;
  3378. }
  3379. visual_shader->set_shader_type(VisualShader::Type(p_id + offset));
  3380. _update_nodes();
  3381. _update_graph();
  3382. graph->grab_focus();
  3383. }
  3384. void VisualShaderEditor::_custom_mode_toggled(bool p_enabled) {
  3385. if (!(mode & MODE_FLAGS_PARTICLES)) {
  3386. return;
  3387. }
  3388. custom_mode_enabled = p_enabled;
  3389. int id = edit_type->get_selected() + 3;
  3390. if (p_enabled) {
  3391. visual_shader->set_shader_type(VisualShader::Type(id + 3));
  3392. } else {
  3393. visual_shader->set_shader_type(VisualShader::Type(id));
  3394. }
  3395. _update_options_menu();
  3396. _update_graph();
  3397. }
  3398. void VisualShaderEditor::_input_select_item(Ref<VisualShaderNodeInput> p_input, String p_name) {
  3399. String prev_name = p_input->get_input_name();
  3400. if (p_name == prev_name) {
  3401. return;
  3402. }
  3403. VisualShaderNode::PortType next_input_type = p_input->get_input_type_by_name(p_name);
  3404. VisualShaderNode::PortType prev_input_type = p_input->get_input_type_by_name(prev_name);
  3405. bool type_changed = next_input_type != prev_input_type;
  3406. UndoRedo *undo_redo = EditorNode::get_singleton()->get_undo_redo();
  3407. undo_redo->create_action(TTR("Visual Shader Input Type Changed"));
  3408. undo_redo->add_do_method(p_input.ptr(), "set_input_name", p_name);
  3409. undo_redo->add_undo_method(p_input.ptr(), "set_input_name", prev_name);
  3410. if (type_changed) {
  3411. for (int type_id = 0; type_id < VisualShader::TYPE_MAX; type_id++) {
  3412. VisualShader::Type type = VisualShader::Type(type_id);
  3413. int id = visual_shader->find_node_id(type, p_input);
  3414. if (id != VisualShader::NODE_ID_INVALID) {
  3415. bool is_expanded = p_input->is_output_port_expandable(0) && p_input->_is_output_port_expanded(0);
  3416. int type_size = 0;
  3417. if (is_expanded) {
  3418. switch (next_input_type) {
  3419. case VisualShaderNode::PORT_TYPE_VECTOR_2D: {
  3420. type_size = 2;
  3421. } break;
  3422. case VisualShaderNode::PORT_TYPE_VECTOR_3D: {
  3423. type_size = 3;
  3424. } break;
  3425. case VisualShaderNode::PORT_TYPE_VECTOR_4D: {
  3426. type_size = 4;
  3427. } break;
  3428. default:
  3429. break;
  3430. }
  3431. }
  3432. List<VisualShader::Connection> conns;
  3433. visual_shader->get_node_connections(type, &conns);
  3434. for (const VisualShader::Connection &E : conns) {
  3435. int from_node = E.from_node;
  3436. int from_port = E.from_port;
  3437. int to_node = E.to_node;
  3438. int to_port = E.to_port;
  3439. if (from_node == id) {
  3440. bool is_incompatible_types = !visual_shader->is_port_types_compatible(p_input->get_input_type_by_name(p_name), visual_shader->get_node(type, to_node)->get_input_port_type(to_port));
  3441. if (is_incompatible_types || from_port > type_size) {
  3442. undo_redo->add_do_method(visual_shader.ptr(), "disconnect_nodes", type, from_node, from_port, to_node, to_port);
  3443. undo_redo->add_undo_method(visual_shader.ptr(), "connect_nodes", type, from_node, from_port, to_node, to_port);
  3444. undo_redo->add_do_method(graph_plugin.ptr(), "disconnect_nodes", type, from_node, from_port, to_node, to_port);
  3445. undo_redo->add_undo_method(graph_plugin.ptr(), "connect_nodes", type, from_node, from_port, to_node, to_port);
  3446. }
  3447. }
  3448. }
  3449. undo_redo->add_do_method(graph_plugin.ptr(), "update_node", type_id, id);
  3450. undo_redo->add_undo_method(graph_plugin.ptr(), "update_node", type_id, id);
  3451. }
  3452. }
  3453. }
  3454. undo_redo->commit_action();
  3455. }
  3456. void VisualShaderEditor::_uniform_select_item(Ref<VisualShaderNodeUniformRef> p_uniform_ref, String p_name) {
  3457. String prev_name = p_uniform_ref->get_uniform_name();
  3458. if (p_name == prev_name) {
  3459. return;
  3460. }
  3461. bool type_changed = p_uniform_ref->get_uniform_type_by_name(p_name) != p_uniform_ref->get_uniform_type_by_name(prev_name);
  3462. UndoRedo *undo_redo = EditorNode::get_singleton()->get_undo_redo();
  3463. undo_redo->create_action(TTR("UniformRef Name Changed"));
  3464. undo_redo->add_do_method(p_uniform_ref.ptr(), "set_uniform_name", p_name);
  3465. undo_redo->add_undo_method(p_uniform_ref.ptr(), "set_uniform_name", prev_name);
  3466. // update output port
  3467. for (int type_id = 0; type_id < VisualShader::TYPE_MAX; type_id++) {
  3468. VisualShader::Type type = VisualShader::Type(type_id);
  3469. int id = visual_shader->find_node_id(type, p_uniform_ref);
  3470. if (id != VisualShader::NODE_ID_INVALID) {
  3471. if (type_changed) {
  3472. List<VisualShader::Connection> conns;
  3473. visual_shader->get_node_connections(type, &conns);
  3474. for (const VisualShader::Connection &E : conns) {
  3475. if (E.from_node == id) {
  3476. if (visual_shader->is_port_types_compatible(p_uniform_ref->get_uniform_type_by_name(p_name), visual_shader->get_node(type, E.to_node)->get_input_port_type(E.to_port))) {
  3477. continue;
  3478. }
  3479. undo_redo->add_do_method(visual_shader.ptr(), "disconnect_nodes", type, E.from_node, E.from_port, E.to_node, E.to_port);
  3480. undo_redo->add_undo_method(visual_shader.ptr(), "connect_nodes", type, E.from_node, E.from_port, E.to_node, E.to_port);
  3481. undo_redo->add_do_method(graph_plugin.ptr(), "disconnect_nodes", type, E.from_node, E.from_port, E.to_node, E.to_port);
  3482. undo_redo->add_undo_method(graph_plugin.ptr(), "connect_nodes", type, E.from_node, E.from_port, E.to_node, E.to_port);
  3483. }
  3484. }
  3485. }
  3486. undo_redo->add_do_method(graph_plugin.ptr(), "update_node", type_id, id);
  3487. undo_redo->add_undo_method(graph_plugin.ptr(), "update_node", type_id, id);
  3488. break;
  3489. }
  3490. }
  3491. undo_redo->commit_action();
  3492. }
  3493. void VisualShaderEditor::_varying_select_item(Ref<VisualShaderNodeVarying> p_varying, String p_name) {
  3494. String prev_name = p_varying->get_varying_name();
  3495. if (p_name == prev_name) {
  3496. return;
  3497. }
  3498. bool is_getter = Ref<VisualShaderNodeVaryingGetter>(p_varying.ptr()).is_valid();
  3499. UndoRedo *undo_redo = EditorNode::get_singleton()->get_undo_redo();
  3500. undo_redo->create_action(TTR("Varying Name Changed"));
  3501. undo_redo->add_do_method(p_varying.ptr(), "set_varying_name", p_name);
  3502. undo_redo->add_undo_method(p_varying.ptr(), "set_varying_name", prev_name);
  3503. VisualShader::VaryingType vtype = p_varying->get_varying_type_by_name(p_name);
  3504. VisualShader::VaryingType prev_vtype = p_varying->get_varying_type_by_name(prev_name);
  3505. bool type_changed = vtype != prev_vtype;
  3506. if (type_changed) {
  3507. undo_redo->add_do_method(p_varying.ptr(), "set_varying_type", vtype);
  3508. undo_redo->add_undo_method(p_varying.ptr(), "set_varying_type", prev_vtype);
  3509. }
  3510. // update ports
  3511. for (int type_id = 0; type_id < VisualShader::TYPE_MAX; type_id++) {
  3512. VisualShader::Type type = VisualShader::Type(type_id);
  3513. int id = visual_shader->find_node_id(type, p_varying);
  3514. if (id != VisualShader::NODE_ID_INVALID) {
  3515. if (type_changed) {
  3516. List<VisualShader::Connection> conns;
  3517. visual_shader->get_node_connections(type, &conns);
  3518. for (const VisualShader::Connection &E : conns) {
  3519. if (is_getter) {
  3520. if (E.from_node == id) {
  3521. 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))) {
  3522. continue;
  3523. }
  3524. undo_redo->add_do_method(visual_shader.ptr(), "disconnect_nodes", type, E.from_node, E.from_port, E.to_node, E.to_port);
  3525. undo_redo->add_undo_method(visual_shader.ptr(), "connect_nodes", type, E.from_node, E.from_port, E.to_node, E.to_port);
  3526. undo_redo->add_do_method(graph_plugin.ptr(), "disconnect_nodes", type, E.from_node, E.from_port, E.to_node, E.to_port);
  3527. undo_redo->add_undo_method(graph_plugin.ptr(), "connect_nodes", type, E.from_node, E.from_port, E.to_node, E.to_port);
  3528. }
  3529. } else {
  3530. if (E.to_node == id) {
  3531. 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))) {
  3532. continue;
  3533. }
  3534. undo_redo->add_do_method(visual_shader.ptr(), "disconnect_nodes", type, E.from_node, E.from_port, E.to_node, E.to_port);
  3535. undo_redo->add_undo_method(visual_shader.ptr(), "connect_nodes", type, E.from_node, E.from_port, E.to_node, E.to_port);
  3536. undo_redo->add_do_method(graph_plugin.ptr(), "disconnect_nodes", type, E.from_node, E.from_port, E.to_node, E.to_port);
  3537. undo_redo->add_undo_method(graph_plugin.ptr(), "connect_nodes", type, E.from_node, E.from_port, E.to_node, E.to_port);
  3538. }
  3539. }
  3540. }
  3541. }
  3542. undo_redo->add_do_method(graph_plugin.ptr(), "update_node", type_id, id);
  3543. undo_redo->add_undo_method(graph_plugin.ptr(), "update_node", type_id, id);
  3544. break;
  3545. }
  3546. }
  3547. undo_redo->commit_action();
  3548. }
  3549. void VisualShaderEditor::_float_constant_selected(int p_which) {
  3550. ERR_FAIL_INDEX(p_which, MAX_FLOAT_CONST_DEFS);
  3551. VisualShader::Type type = get_current_shader_type();
  3552. Ref<VisualShaderNodeFloatConstant> node = visual_shader->get_node(type, selected_float_constant);
  3553. ERR_FAIL_COND(!node.is_valid());
  3554. if (Math::is_equal_approx(node->get_constant(), float_constant_defs[p_which].value)) {
  3555. return; // same
  3556. }
  3557. undo_redo->create_action(vformat(TTR("Set Constant: %s"), float_constant_defs[p_which].name));
  3558. undo_redo->add_do_method(node.ptr(), "set_constant", float_constant_defs[p_which].value);
  3559. undo_redo->add_undo_method(node.ptr(), "set_constant", node->get_constant());
  3560. undo_redo->commit_action();
  3561. }
  3562. void VisualShaderEditor::_member_filter_changed(const String &p_text) {
  3563. _update_options_menu();
  3564. }
  3565. void VisualShaderEditor::_member_selected() {
  3566. TreeItem *item = members->get_selected();
  3567. if (item != nullptr && item->has_meta("id")) {
  3568. members_dialog->get_ok_button()->set_disabled(false);
  3569. highend_label->set_visible(add_options[item->get_meta("id")].highend);
  3570. node_desc->set_text(_get_description(item->get_meta("id")));
  3571. } else {
  3572. highend_label->set_visible(false);
  3573. members_dialog->get_ok_button()->set_disabled(true);
  3574. node_desc->set_text("");
  3575. }
  3576. }
  3577. void VisualShaderEditor::_member_unselected() {
  3578. }
  3579. void VisualShaderEditor::_member_create() {
  3580. TreeItem *item = members->get_selected();
  3581. if (item != nullptr && item->has_meta("id")) {
  3582. int idx = members->get_selected()->get_meta("id");
  3583. _add_node(idx, add_options[idx].ops);
  3584. members_dialog->hide();
  3585. }
  3586. }
  3587. void VisualShaderEditor::_member_cancel() {
  3588. to_node = -1;
  3589. to_slot = -1;
  3590. from_node = -1;
  3591. from_slot = -1;
  3592. }
  3593. void VisualShaderEditor::_update_varying_tree() {
  3594. varyings->clear();
  3595. TreeItem *root = varyings->create_item();
  3596. int count = visual_shader->get_varyings_count();
  3597. for (int i = 0; i < count; i++) {
  3598. const VisualShader::Varying *varying = visual_shader->get_varying_by_index(i);
  3599. if (varying) {
  3600. TreeItem *item = varyings->create_item(root);
  3601. item->set_text(0, varying->name);
  3602. if (i == 0) {
  3603. item->select(0);
  3604. }
  3605. switch (varying->type) {
  3606. case VisualShader::VARYING_TYPE_FLOAT:
  3607. item->set_icon(0, EditorNode::get_singleton()->get_gui_base()->get_theme_icon(SNAME("float"), SNAME("EditorIcons")));
  3608. break;
  3609. case VisualShader::VARYING_TYPE_VECTOR_2D:
  3610. item->set_icon(0, EditorNode::get_singleton()->get_gui_base()->get_theme_icon(SNAME("Vector2"), SNAME("EditorIcons")));
  3611. break;
  3612. case VisualShader::VARYING_TYPE_VECTOR_3D:
  3613. item->set_icon(0, EditorNode::get_singleton()->get_gui_base()->get_theme_icon(SNAME("Vector3"), SNAME("EditorIcons")));
  3614. break;
  3615. case VisualShader::VARYING_TYPE_VECTOR_4D:
  3616. item->set_icon(0, EditorNode::get_singleton()->get_gui_base()->get_theme_icon(SNAME("Vector4"), SNAME("EditorIcons")));
  3617. break;
  3618. case VisualShader::VARYING_TYPE_COLOR:
  3619. item->set_icon(0, EditorNode::get_singleton()->get_gui_base()->get_theme_icon(SNAME("Color"), SNAME("EditorIcons")));
  3620. break;
  3621. case VisualShader::VARYING_TYPE_TRANSFORM:
  3622. item->set_icon(0, EditorNode::get_singleton()->get_gui_base()->get_theme_icon(SNAME("Transform3D"), SNAME("EditorIcons")));
  3623. break;
  3624. default:
  3625. break;
  3626. }
  3627. }
  3628. }
  3629. varying_options->set_item_disabled(int(VaryingMenuOptions::REMOVE), count == 0);
  3630. }
  3631. void VisualShaderEditor::_varying_create() {
  3632. _add_varying(varying_name->get_text(), (VisualShader::VaryingMode)varying_mode->get_selected(), (VisualShader::VaryingType)varying_type->get_selected());
  3633. add_varying_dialog->hide();
  3634. }
  3635. void VisualShaderEditor::_varying_name_changed(const String &p_text) {
  3636. String name = p_text;
  3637. if (!name.is_valid_identifier()) {
  3638. varying_error_label->show();
  3639. varying_error_label->set_text(TTR("Invalid name for varying."));
  3640. add_varying_dialog->get_ok_button()->set_disabled(true);
  3641. return;
  3642. }
  3643. if (visual_shader->has_varying(name)) {
  3644. varying_error_label->show();
  3645. varying_error_label->set_text(TTR("Varying with that name is already exist."));
  3646. add_varying_dialog->get_ok_button()->set_disabled(true);
  3647. return;
  3648. }
  3649. if (varying_error_label->is_visible()) {
  3650. varying_error_label->hide();
  3651. add_varying_dialog->set_size(Size2(add_varying_dialog->get_size().x, 0));
  3652. }
  3653. add_varying_dialog->get_ok_button()->set_disabled(false);
  3654. }
  3655. void VisualShaderEditor::_varying_deleted() {
  3656. TreeItem *item = varyings->get_selected();
  3657. if (item != nullptr) {
  3658. _remove_varying(item->get_text(0));
  3659. remove_varying_dialog->hide();
  3660. }
  3661. }
  3662. void VisualShaderEditor::_varying_selected() {
  3663. add_varying_dialog->get_ok_button()->set_disabled(false);
  3664. }
  3665. void VisualShaderEditor::_varying_unselected() {
  3666. add_varying_dialog->get_ok_button()->set_disabled(true);
  3667. }
  3668. void VisualShaderEditor::_tools_menu_option(int p_idx) {
  3669. TreeItem *category = members->get_root()->get_first_child();
  3670. switch (p_idx) {
  3671. case EXPAND_ALL:
  3672. while (category) {
  3673. category->set_collapsed(false);
  3674. TreeItem *sub_category = category->get_first_child();
  3675. while (sub_category) {
  3676. sub_category->set_collapsed(false);
  3677. sub_category = sub_category->get_next();
  3678. }
  3679. category = category->get_next();
  3680. }
  3681. break;
  3682. case COLLAPSE_ALL:
  3683. while (category) {
  3684. category->set_collapsed(true);
  3685. TreeItem *sub_category = category->get_first_child();
  3686. while (sub_category) {
  3687. sub_category->set_collapsed(true);
  3688. sub_category = sub_category->get_next();
  3689. }
  3690. category = category->get_next();
  3691. }
  3692. break;
  3693. default:
  3694. break;
  3695. }
  3696. }
  3697. void VisualShaderEditor::_node_menu_id_pressed(int p_idx) {
  3698. switch (p_idx) {
  3699. case NodeMenuOptions::ADD:
  3700. _show_members_dialog(true);
  3701. break;
  3702. case NodeMenuOptions::CUT:
  3703. _copy_nodes(true);
  3704. break;
  3705. case NodeMenuOptions::COPY:
  3706. _copy_nodes(false);
  3707. break;
  3708. case NodeMenuOptions::PASTE:
  3709. _paste_nodes(true, menu_point);
  3710. break;
  3711. case NodeMenuOptions::DELETE:
  3712. _delete_nodes_request(TypedArray<StringName>());
  3713. break;
  3714. case NodeMenuOptions::DUPLICATE:
  3715. _duplicate_nodes();
  3716. break;
  3717. case NodeMenuOptions::CLEAR_COPY_BUFFER:
  3718. _clear_copy_buffer();
  3719. break;
  3720. case NodeMenuOptions::CONVERT_CONSTANTS_TO_UNIFORMS:
  3721. _convert_constants_to_uniforms(false);
  3722. break;
  3723. case NodeMenuOptions::CONVERT_UNIFORMS_TO_CONSTANTS:
  3724. _convert_constants_to_uniforms(true);
  3725. break;
  3726. case NodeMenuOptions::SET_COMMENT_TITLE:
  3727. _comment_title_popup_show(get_screen_position() + get_local_mouse_position(), selected_comment);
  3728. break;
  3729. case NodeMenuOptions::SET_COMMENT_DESCRIPTION:
  3730. _comment_desc_popup_show(get_screen_position() + get_local_mouse_position(), selected_comment);
  3731. break;
  3732. default:
  3733. break;
  3734. }
  3735. }
  3736. Variant VisualShaderEditor::get_drag_data_fw(const Point2 &p_point, Control *p_from) {
  3737. if (p_from == members) {
  3738. TreeItem *it = members->get_item_at_position(p_point);
  3739. if (!it) {
  3740. return Variant();
  3741. }
  3742. if (!it->has_meta("id")) {
  3743. return Variant();
  3744. }
  3745. int id = it->get_meta("id");
  3746. AddOption op = add_options[id];
  3747. Dictionary d;
  3748. d["id"] = id;
  3749. Label *label = memnew(Label);
  3750. label->set_text(it->get_text(0));
  3751. set_drag_preview(label);
  3752. return d;
  3753. }
  3754. return Variant();
  3755. }
  3756. bool VisualShaderEditor::can_drop_data_fw(const Point2 &p_point, const Variant &p_data, Control *p_from) const {
  3757. if (p_from == graph) {
  3758. Dictionary d = p_data;
  3759. if (d.has("id")) {
  3760. return true;
  3761. }
  3762. if (d.has("files")) {
  3763. return true;
  3764. }
  3765. }
  3766. return false;
  3767. }
  3768. void VisualShaderEditor::drop_data_fw(const Point2 &p_point, const Variant &p_data, Control *p_from) {
  3769. if (p_from == graph) {
  3770. Dictionary d = p_data;
  3771. if (d.has("id")) {
  3772. int idx = d["id"];
  3773. saved_node_pos = p_point;
  3774. saved_node_pos_dirty = true;
  3775. _add_node(idx, add_options[idx].ops);
  3776. } else if (d.has("files")) {
  3777. undo_redo->create_action(TTR("Add Node(s) to Visual Shader"));
  3778. if (d["files"].get_type() == Variant::PACKED_STRING_ARRAY) {
  3779. PackedStringArray arr = d["files"];
  3780. for (int i = 0; i < arr.size(); i++) {
  3781. String type = ResourceLoader::get_resource_type(arr[i]);
  3782. if (type == "GDScript") {
  3783. Ref<Script> script = ResourceLoader::load(arr[i]);
  3784. if (script->get_instance_base_type() == "VisualShaderNodeCustom") {
  3785. saved_node_pos = p_point + Vector2(0, i * 250 * EDSCALE);
  3786. saved_node_pos_dirty = true;
  3787. int idx = -1;
  3788. for (int j = custom_node_option_idx; j < add_options.size(); j++) {
  3789. if (add_options[j].script.is_valid()) {
  3790. if (add_options[j].script->get_path() == arr[i]) {
  3791. idx = j;
  3792. break;
  3793. }
  3794. }
  3795. }
  3796. if (idx != -1) {
  3797. _add_node(idx, {}, arr[i], i);
  3798. }
  3799. }
  3800. } else if (type == "CurveTexture") {
  3801. saved_node_pos = p_point + Vector2(0, i * 250 * EDSCALE);
  3802. saved_node_pos_dirty = true;
  3803. _add_node(curve_node_option_idx, {}, arr[i], i);
  3804. } else if (type == "CurveXYZTexture") {
  3805. saved_node_pos = p_point + Vector2(0, i * 250 * EDSCALE);
  3806. saved_node_pos_dirty = true;
  3807. _add_node(curve_xyz_node_option_idx, {}, arr[i], i);
  3808. } else if (ClassDB::get_parent_class(type) == "Texture2D") {
  3809. saved_node_pos = p_point + Vector2(0, i * 250 * EDSCALE);
  3810. saved_node_pos_dirty = true;
  3811. _add_node(texture2d_node_option_idx, {}, arr[i], i);
  3812. } else if (type == "Texture2DArray") {
  3813. saved_node_pos = p_point + Vector2(0, i * 250 * EDSCALE);
  3814. saved_node_pos_dirty = true;
  3815. _add_node(texture2d_array_node_option_idx, {}, arr[i], i);
  3816. } else if (ClassDB::get_parent_class(type) == "Texture3D") {
  3817. saved_node_pos = p_point + Vector2(0, i * 250 * EDSCALE);
  3818. saved_node_pos_dirty = true;
  3819. _add_node(texture3d_node_option_idx, {}, arr[i], i);
  3820. } else if (type == "Cubemap") {
  3821. saved_node_pos = p_point + Vector2(0, i * 250 * EDSCALE);
  3822. saved_node_pos_dirty = true;
  3823. _add_node(cubemap_node_option_idx, {}, arr[i], i);
  3824. }
  3825. }
  3826. }
  3827. undo_redo->commit_action();
  3828. }
  3829. }
  3830. }
  3831. void VisualShaderEditor::_show_preview_text() {
  3832. preview_showed = !preview_showed;
  3833. if (preview_showed) {
  3834. if (preview_first) {
  3835. preview_window->set_size(Size2(400 * EDSCALE, 600 * EDSCALE));
  3836. preview_window->popup_centered();
  3837. preview_first = false;
  3838. } else {
  3839. preview_window->popup();
  3840. }
  3841. _preview_size_changed();
  3842. if (pending_update_preview) {
  3843. _update_preview();
  3844. pending_update_preview = false;
  3845. }
  3846. } else {
  3847. preview_window->hide();
  3848. }
  3849. }
  3850. void VisualShaderEditor::_preview_close_requested() {
  3851. preview_showed = false;
  3852. preview_window->hide();
  3853. preview_shader->set_pressed(false);
  3854. }
  3855. void VisualShaderEditor::_preview_size_changed() {
  3856. preview_vbox->set_custom_minimum_size(preview_window->get_size());
  3857. }
  3858. static ShaderLanguage::DataType _get_global_shader_uniform_type(const StringName &p_variable) {
  3859. RS::GlobalShaderUniformType gvt = RS::get_singleton()->global_shader_uniform_get_type(p_variable);
  3860. return (ShaderLanguage::DataType)RS::global_shader_uniform_type_get_shader_datatype(gvt);
  3861. }
  3862. void VisualShaderEditor::_update_preview() {
  3863. if (!preview_showed) {
  3864. pending_update_preview = true;
  3865. return;
  3866. }
  3867. String code = visual_shader->get_code();
  3868. preview_text->set_text(code);
  3869. ShaderLanguage::ShaderCompileInfo info;
  3870. info.functions = ShaderTypes::get_singleton()->get_functions(RenderingServer::ShaderMode(visual_shader->get_mode()));
  3871. info.render_modes = ShaderTypes::get_singleton()->get_modes(RenderingServer::ShaderMode(visual_shader->get_mode()));
  3872. info.shader_types = ShaderTypes::get_singleton()->get_types();
  3873. info.global_shader_uniform_type_func = _get_global_shader_uniform_type;
  3874. ShaderLanguage sl;
  3875. Error err = sl.compile(code, info);
  3876. for (int i = 0; i < preview_text->get_line_count(); i++) {
  3877. preview_text->set_line_background_color(i, Color(0, 0, 0, 0));
  3878. }
  3879. if (err != OK) {
  3880. Color error_line_color = EDITOR_GET("text_editor/theme/highlighting/mark_color");
  3881. preview_text->set_line_background_color(sl.get_error_line() - 1, error_line_color);
  3882. error_panel->show();
  3883. String text = "error(" + itos(sl.get_error_line()) + "): " + sl.get_error_text();
  3884. error_label->set_text(text);
  3885. shader_error = true;
  3886. } else {
  3887. error_panel->hide();
  3888. shader_error = false;
  3889. }
  3890. }
  3891. void VisualShaderEditor::_visibility_changed() {
  3892. if (!is_visible()) {
  3893. if (preview_window->is_visible()) {
  3894. preview_shader->set_pressed(false);
  3895. preview_window->hide();
  3896. preview_showed = false;
  3897. }
  3898. }
  3899. }
  3900. void VisualShaderEditor::_bind_methods() {
  3901. ClassDB::bind_method("_update_nodes", &VisualShaderEditor::_update_nodes);
  3902. ClassDB::bind_method("_update_graph", &VisualShaderEditor::_update_graph);
  3903. ClassDB::bind_method("_add_node", &VisualShaderEditor::_add_node);
  3904. ClassDB::bind_method("_node_changed", &VisualShaderEditor::_node_changed);
  3905. ClassDB::bind_method("_input_select_item", &VisualShaderEditor::_input_select_item);
  3906. ClassDB::bind_method("_uniform_select_item", &VisualShaderEditor::_uniform_select_item);
  3907. ClassDB::bind_method("_varying_select_item", &VisualShaderEditor::_varying_select_item);
  3908. ClassDB::bind_method("_set_node_size", &VisualShaderEditor::_set_node_size);
  3909. ClassDB::bind_method("_clear_copy_buffer", &VisualShaderEditor::_clear_copy_buffer);
  3910. ClassDB::bind_method("_update_uniforms", &VisualShaderEditor::_update_uniforms);
  3911. ClassDB::bind_method("_update_varyings", &VisualShaderEditor::_update_varyings);
  3912. ClassDB::bind_method("_update_varying_tree", &VisualShaderEditor::_update_varying_tree);
  3913. ClassDB::bind_method("_set_mode", &VisualShaderEditor::_set_mode);
  3914. ClassDB::bind_method("_nodes_dragged", &VisualShaderEditor::_nodes_dragged);
  3915. ClassDB::bind_method("_float_constant_selected", &VisualShaderEditor::_float_constant_selected);
  3916. ClassDB::bind_method("_update_constant", &VisualShaderEditor::_update_constant);
  3917. ClassDB::bind_method("_update_uniform", &VisualShaderEditor::_update_uniform);
  3918. ClassDB::bind_method("_expand_output_port", &VisualShaderEditor::_expand_output_port);
  3919. ClassDB::bind_method(D_METHOD("_get_drag_data_fw"), &VisualShaderEditor::get_drag_data_fw);
  3920. ClassDB::bind_method(D_METHOD("_can_drop_data_fw"), &VisualShaderEditor::can_drop_data_fw);
  3921. ClassDB::bind_method(D_METHOD("_drop_data_fw"), &VisualShaderEditor::drop_data_fw);
  3922. ClassDB::bind_method("_is_available", &VisualShaderEditor::_is_available);
  3923. }
  3924. VisualShaderEditor::VisualShaderEditor() {
  3925. ShaderLanguage::get_keyword_list(&keyword_list);
  3926. graph = memnew(GraphEdit);
  3927. graph->get_zoom_hbox()->set_h_size_flags(SIZE_EXPAND_FILL);
  3928. graph->set_v_size_flags(SIZE_EXPAND_FILL);
  3929. graph->set_h_size_flags(SIZE_EXPAND_FILL);
  3930. graph->set_show_zoom_label(true);
  3931. add_child(graph);
  3932. graph->set_drag_forwarding(this);
  3933. float graph_minimap_opacity = EditorSettings::get_singleton()->get("editors/visual_editors/minimap_opacity");
  3934. graph->set_minimap_opacity(graph_minimap_opacity);
  3935. float graph_lines_curvature = EditorSettings::get_singleton()->get("editors/visual_editors/lines_curvature");
  3936. graph->set_connection_lines_curvature(graph_lines_curvature);
  3937. graph->add_valid_right_disconnect_type(VisualShaderNode::PORT_TYPE_SCALAR);
  3938. graph->add_valid_right_disconnect_type(VisualShaderNode::PORT_TYPE_SCALAR_INT);
  3939. graph->add_valid_right_disconnect_type(VisualShaderNode::PORT_TYPE_BOOLEAN);
  3940. graph->add_valid_right_disconnect_type(VisualShaderNode::PORT_TYPE_VECTOR_2D);
  3941. graph->add_valid_right_disconnect_type(VisualShaderNode::PORT_TYPE_VECTOR_3D);
  3942. graph->add_valid_right_disconnect_type(VisualShaderNode::PORT_TYPE_VECTOR_4D);
  3943. graph->add_valid_right_disconnect_type(VisualShaderNode::PORT_TYPE_TRANSFORM);
  3944. graph->add_valid_right_disconnect_type(VisualShaderNode::PORT_TYPE_SAMPLER);
  3945. //graph->add_valid_left_disconnect_type(0);
  3946. graph->set_v_size_flags(SIZE_EXPAND_FILL);
  3947. graph->connect("connection_request", callable_mp(this, &VisualShaderEditor::_connection_request), varray(), CONNECT_DEFERRED);
  3948. graph->connect("disconnection_request", callable_mp(this, &VisualShaderEditor::_disconnection_request), varray(), CONNECT_DEFERRED);
  3949. graph->connect("node_selected", callable_mp(this, &VisualShaderEditor::_node_selected));
  3950. graph->connect("scroll_offset_changed", callable_mp(this, &VisualShaderEditor::_scroll_changed));
  3951. graph->connect("duplicate_nodes_request", callable_mp(this, &VisualShaderEditor::_duplicate_nodes));
  3952. graph->connect("copy_nodes_request", callable_mp(this, &VisualShaderEditor::_copy_nodes), varray(false));
  3953. graph->connect("paste_nodes_request", callable_mp(this, &VisualShaderEditor::_paste_nodes), varray(false, Point2()));
  3954. graph->connect("delete_nodes_request", callable_mp(this, &VisualShaderEditor::_delete_nodes_request));
  3955. graph->connect("gui_input", callable_mp(this, &VisualShaderEditor::_graph_gui_input));
  3956. graph->connect("connection_to_empty", callable_mp(this, &VisualShaderEditor::_connection_to_empty));
  3957. graph->connect("connection_from_empty", callable_mp(this, &VisualShaderEditor::_connection_from_empty));
  3958. graph->connect("visibility_changed", callable_mp(this, &VisualShaderEditor::_visibility_changed));
  3959. graph->add_valid_connection_type(VisualShaderNode::PORT_TYPE_SCALAR, VisualShaderNode::PORT_TYPE_SCALAR);
  3960. graph->add_valid_connection_type(VisualShaderNode::PORT_TYPE_SCALAR, VisualShaderNode::PORT_TYPE_SCALAR_INT);
  3961. graph->add_valid_connection_type(VisualShaderNode::PORT_TYPE_SCALAR, VisualShaderNode::PORT_TYPE_VECTOR_2D);
  3962. graph->add_valid_connection_type(VisualShaderNode::PORT_TYPE_SCALAR, VisualShaderNode::PORT_TYPE_VECTOR_3D);
  3963. graph->add_valid_connection_type(VisualShaderNode::PORT_TYPE_SCALAR, VisualShaderNode::PORT_TYPE_VECTOR_4D);
  3964. graph->add_valid_connection_type(VisualShaderNode::PORT_TYPE_SCALAR, VisualShaderNode::PORT_TYPE_BOOLEAN);
  3965. graph->add_valid_connection_type(VisualShaderNode::PORT_TYPE_SCALAR_INT, VisualShaderNode::PORT_TYPE_SCALAR_INT);
  3966. graph->add_valid_connection_type(VisualShaderNode::PORT_TYPE_SCALAR_INT, VisualShaderNode::PORT_TYPE_SCALAR);
  3967. graph->add_valid_connection_type(VisualShaderNode::PORT_TYPE_SCALAR_INT, VisualShaderNode::PORT_TYPE_VECTOR_2D);
  3968. graph->add_valid_connection_type(VisualShaderNode::PORT_TYPE_SCALAR_INT, VisualShaderNode::PORT_TYPE_VECTOR_3D);
  3969. graph->add_valid_connection_type(VisualShaderNode::PORT_TYPE_SCALAR_INT, VisualShaderNode::PORT_TYPE_VECTOR_4D);
  3970. graph->add_valid_connection_type(VisualShaderNode::PORT_TYPE_SCALAR_INT, VisualShaderNode::PORT_TYPE_BOOLEAN);
  3971. graph->add_valid_connection_type(VisualShaderNode::PORT_TYPE_VECTOR_2D, VisualShaderNode::PORT_TYPE_SCALAR);
  3972. graph->add_valid_connection_type(VisualShaderNode::PORT_TYPE_VECTOR_2D, VisualShaderNode::PORT_TYPE_SCALAR_INT);
  3973. graph->add_valid_connection_type(VisualShaderNode::PORT_TYPE_VECTOR_2D, VisualShaderNode::PORT_TYPE_VECTOR_2D);
  3974. graph->add_valid_connection_type(VisualShaderNode::PORT_TYPE_VECTOR_2D, VisualShaderNode::PORT_TYPE_VECTOR_3D);
  3975. graph->add_valid_connection_type(VisualShaderNode::PORT_TYPE_VECTOR_2D, VisualShaderNode::PORT_TYPE_VECTOR_4D);
  3976. graph->add_valid_connection_type(VisualShaderNode::PORT_TYPE_VECTOR_2D, VisualShaderNode::PORT_TYPE_BOOLEAN);
  3977. graph->add_valid_connection_type(VisualShaderNode::PORT_TYPE_VECTOR_3D, VisualShaderNode::PORT_TYPE_SCALAR);
  3978. graph->add_valid_connection_type(VisualShaderNode::PORT_TYPE_VECTOR_3D, VisualShaderNode::PORT_TYPE_SCALAR_INT);
  3979. graph->add_valid_connection_type(VisualShaderNode::PORT_TYPE_VECTOR_3D, VisualShaderNode::PORT_TYPE_VECTOR_2D);
  3980. graph->add_valid_connection_type(VisualShaderNode::PORT_TYPE_VECTOR_3D, VisualShaderNode::PORT_TYPE_VECTOR_3D);
  3981. graph->add_valid_connection_type(VisualShaderNode::PORT_TYPE_VECTOR_3D, VisualShaderNode::PORT_TYPE_VECTOR_4D);
  3982. graph->add_valid_connection_type(VisualShaderNode::PORT_TYPE_VECTOR_3D, VisualShaderNode::PORT_TYPE_BOOLEAN);
  3983. graph->add_valid_connection_type(VisualShaderNode::PORT_TYPE_VECTOR_4D, VisualShaderNode::PORT_TYPE_SCALAR);
  3984. graph->add_valid_connection_type(VisualShaderNode::PORT_TYPE_VECTOR_4D, VisualShaderNode::PORT_TYPE_SCALAR_INT);
  3985. graph->add_valid_connection_type(VisualShaderNode::PORT_TYPE_VECTOR_4D, VisualShaderNode::PORT_TYPE_VECTOR_2D);
  3986. graph->add_valid_connection_type(VisualShaderNode::PORT_TYPE_VECTOR_4D, VisualShaderNode::PORT_TYPE_VECTOR_3D);
  3987. graph->add_valid_connection_type(VisualShaderNode::PORT_TYPE_VECTOR_4D, VisualShaderNode::PORT_TYPE_VECTOR_4D);
  3988. graph->add_valid_connection_type(VisualShaderNode::PORT_TYPE_VECTOR_4D, VisualShaderNode::PORT_TYPE_BOOLEAN);
  3989. graph->add_valid_connection_type(VisualShaderNode::PORT_TYPE_BOOLEAN, VisualShaderNode::PORT_TYPE_SCALAR);
  3990. graph->add_valid_connection_type(VisualShaderNode::PORT_TYPE_BOOLEAN, VisualShaderNode::PORT_TYPE_SCALAR_INT);
  3991. graph->add_valid_connection_type(VisualShaderNode::PORT_TYPE_BOOLEAN, VisualShaderNode::PORT_TYPE_VECTOR_2D);
  3992. graph->add_valid_connection_type(VisualShaderNode::PORT_TYPE_BOOLEAN, VisualShaderNode::PORT_TYPE_VECTOR_3D);
  3993. graph->add_valid_connection_type(VisualShaderNode::PORT_TYPE_BOOLEAN, VisualShaderNode::PORT_TYPE_VECTOR_4D);
  3994. graph->add_valid_connection_type(VisualShaderNode::PORT_TYPE_BOOLEAN, VisualShaderNode::PORT_TYPE_BOOLEAN);
  3995. graph->add_valid_connection_type(VisualShaderNode::PORT_TYPE_TRANSFORM, VisualShaderNode::PORT_TYPE_TRANSFORM);
  3996. graph->add_valid_connection_type(VisualShaderNode::PORT_TYPE_SAMPLER, VisualShaderNode::PORT_TYPE_SAMPLER);
  3997. VSeparator *vs = memnew(VSeparator);
  3998. graph->get_zoom_hbox()->add_child(vs);
  3999. graph->get_zoom_hbox()->move_child(vs, 0);
  4000. custom_mode_box = memnew(CheckBox);
  4001. custom_mode_box->set_text(TTR("Custom"));
  4002. custom_mode_box->set_pressed(false);
  4003. custom_mode_box->set_visible(false);
  4004. custom_mode_box->connect("toggled", callable_mp(this, &VisualShaderEditor::_custom_mode_toggled));
  4005. edit_type_standard = memnew(OptionButton);
  4006. edit_type_standard->add_item(TTR("Vertex"));
  4007. edit_type_standard->add_item(TTR("Fragment"));
  4008. edit_type_standard->add_item(TTR("Light"));
  4009. edit_type_standard->select(1);
  4010. edit_type_standard->connect("item_selected", callable_mp(this, &VisualShaderEditor::_mode_selected));
  4011. edit_type_particles = memnew(OptionButton);
  4012. edit_type_particles->add_item(TTR("Start"));
  4013. edit_type_particles->add_item(TTR("Process"));
  4014. edit_type_particles->add_item(TTR("Collide"));
  4015. edit_type_particles->select(0);
  4016. edit_type_particles->connect("item_selected", callable_mp(this, &VisualShaderEditor::_mode_selected));
  4017. edit_type_sky = memnew(OptionButton);
  4018. edit_type_sky->add_item(TTR("Sky"));
  4019. edit_type_sky->select(0);
  4020. edit_type_sky->connect("item_selected", callable_mp(this, &VisualShaderEditor::_mode_selected));
  4021. edit_type_fog = memnew(OptionButton);
  4022. edit_type_fog->add_item(TTR("Fog"));
  4023. edit_type_fog->select(0);
  4024. edit_type_fog->connect("item_selected", callable_mp(this, &VisualShaderEditor::_mode_selected));
  4025. edit_type = edit_type_standard;
  4026. graph->get_zoom_hbox()->add_child(custom_mode_box);
  4027. graph->get_zoom_hbox()->move_child(custom_mode_box, 0);
  4028. graph->get_zoom_hbox()->add_child(edit_type_standard);
  4029. graph->get_zoom_hbox()->move_child(edit_type_standard, 0);
  4030. graph->get_zoom_hbox()->add_child(edit_type_particles);
  4031. graph->get_zoom_hbox()->move_child(edit_type_particles, 0);
  4032. graph->get_zoom_hbox()->add_child(edit_type_sky);
  4033. graph->get_zoom_hbox()->move_child(edit_type_sky, 0);
  4034. graph->get_zoom_hbox()->add_child(edit_type_fog);
  4035. graph->get_zoom_hbox()->move_child(edit_type_fog, 0);
  4036. add_node = memnew(Button);
  4037. add_node->set_flat(true);
  4038. add_node->set_text(TTR("Add Node..."));
  4039. graph->get_zoom_hbox()->add_child(add_node);
  4040. graph->get_zoom_hbox()->move_child(add_node, 0);
  4041. add_node->connect("pressed", callable_mp(this, &VisualShaderEditor::_show_members_dialog), varray(false, VisualShaderNode::PORT_TYPE_MAX, VisualShaderNode::PORT_TYPE_MAX));
  4042. varying_button = memnew(Button);
  4043. varying_button->set_flat(true);
  4044. varying_button->set_text(TTR("Manage Varyings"));
  4045. graph->get_zoom_hbox()->add_child(varying_button);
  4046. varying_button->connect("pressed", callable_mp(this, &VisualShaderEditor::_show_varying_menu));
  4047. varying_options = memnew(PopupMenu);
  4048. add_child(varying_options);
  4049. varying_options->add_item(TTR("Add Varying"), int(VaryingMenuOptions::ADD));
  4050. varying_options->add_item(TTR("Remove Varying"), int(VaryingMenuOptions::REMOVE));
  4051. varying_options->connect("id_pressed", callable_mp(this, &VisualShaderEditor::_varying_menu_id_pressed));
  4052. preview_shader = memnew(Button);
  4053. preview_shader->set_flat(true);
  4054. preview_shader->set_toggle_mode(true);
  4055. preview_shader->set_tooltip(TTR("Show generated shader code."));
  4056. graph->get_zoom_hbox()->add_child(preview_shader);
  4057. preview_shader->connect("pressed", callable_mp(this, &VisualShaderEditor::_show_preview_text));
  4058. ///////////////////////////////////////
  4059. // PREVIEW WINDOW
  4060. ///////////////////////////////////////
  4061. preview_window = memnew(Window);
  4062. preview_window->set_title(TTR("Generated Shader Code"));
  4063. preview_window->set_visible(preview_showed);
  4064. preview_window->connect("close_requested", callable_mp(this, &VisualShaderEditor::_preview_close_requested));
  4065. preview_window->connect("size_changed", callable_mp(this, &VisualShaderEditor::_preview_size_changed));
  4066. add_child(preview_window);
  4067. preview_vbox = memnew(VBoxContainer);
  4068. preview_window->add_child(preview_vbox);
  4069. preview_vbox->add_theme_constant_override("separation", 0);
  4070. preview_text = memnew(CodeEdit);
  4071. syntax_highlighter.instantiate();
  4072. preview_vbox->add_child(preview_text);
  4073. preview_text->set_v_size_flags(Control::SIZE_EXPAND_FILL);
  4074. preview_text->set_syntax_highlighter(syntax_highlighter);
  4075. preview_text->set_draw_line_numbers(true);
  4076. preview_text->set_editable(false);
  4077. error_panel = memnew(PanelContainer);
  4078. preview_vbox->add_child(error_panel);
  4079. error_panel->set_visible(false);
  4080. error_label = memnew(Label);
  4081. error_panel->add_child(error_label);
  4082. error_label->set_autowrap_mode(TextServer::AUTOWRAP_WORD_SMART);
  4083. ///////////////////////////////////////
  4084. // POPUP MENU
  4085. ///////////////////////////////////////
  4086. popup_menu = memnew(PopupMenu);
  4087. add_child(popup_menu);
  4088. popup_menu->add_item(TTR("Add Node"), NodeMenuOptions::ADD);
  4089. popup_menu->add_separator();
  4090. popup_menu->add_item(TTR("Cut"), NodeMenuOptions::CUT);
  4091. popup_menu->add_item(TTR("Copy"), NodeMenuOptions::COPY);
  4092. popup_menu->add_item(TTR("Paste"), NodeMenuOptions::PASTE);
  4093. popup_menu->add_item(TTR("Delete"), NodeMenuOptions::DELETE);
  4094. popup_menu->add_item(TTR("Duplicate"), NodeMenuOptions::DUPLICATE);
  4095. popup_menu->add_item(TTR("Clear Copy Buffer"), NodeMenuOptions::CLEAR_COPY_BUFFER);
  4096. popup_menu->connect("id_pressed", callable_mp(this, &VisualShaderEditor::_node_menu_id_pressed));
  4097. ///////////////////////////////////////
  4098. // SHADER NODES TREE
  4099. ///////////////////////////////////////
  4100. VBoxContainer *members_vb = memnew(VBoxContainer);
  4101. members_vb->set_v_size_flags(SIZE_EXPAND_FILL);
  4102. HBoxContainer *filter_hb = memnew(HBoxContainer);
  4103. members_vb->add_child(filter_hb);
  4104. node_filter = memnew(LineEdit);
  4105. filter_hb->add_child(node_filter);
  4106. node_filter->connect("text_changed", callable_mp(this, &VisualShaderEditor::_member_filter_changed));
  4107. node_filter->connect("gui_input", callable_mp(this, &VisualShaderEditor::_sbox_input));
  4108. node_filter->set_h_size_flags(SIZE_EXPAND_FILL);
  4109. node_filter->set_placeholder(TTR("Search"));
  4110. tools = memnew(MenuButton);
  4111. filter_hb->add_child(tools);
  4112. tools->set_tooltip(TTR("Options"));
  4113. tools->get_popup()->connect("id_pressed", callable_mp(this, &VisualShaderEditor::_tools_menu_option));
  4114. tools->get_popup()->add_item(TTR("Expand All"), EXPAND_ALL);
  4115. tools->get_popup()->add_item(TTR("Collapse All"), COLLAPSE_ALL);
  4116. members = memnew(Tree);
  4117. members_vb->add_child(members);
  4118. members->set_drag_forwarding(this);
  4119. members->set_h_size_flags(SIZE_EXPAND_FILL);
  4120. members->set_v_size_flags(SIZE_EXPAND_FILL);
  4121. members->set_hide_root(true);
  4122. members->set_allow_reselect(true);
  4123. members->set_hide_folding(false);
  4124. members->set_custom_minimum_size(Size2(180 * EDSCALE, 200 * EDSCALE));
  4125. members->connect("item_activated", callable_mp(this, &VisualShaderEditor::_member_create));
  4126. members->connect("item_selected", callable_mp(this, &VisualShaderEditor::_member_selected));
  4127. members->connect("nothing_selected", callable_mp(this, &VisualShaderEditor::_member_unselected));
  4128. HBoxContainer *desc_hbox = memnew(HBoxContainer);
  4129. members_vb->add_child(desc_hbox);
  4130. Label *desc_label = memnew(Label);
  4131. desc_hbox->add_child(desc_label);
  4132. desc_label->set_text(TTR("Description:"));
  4133. desc_hbox->add_spacer();
  4134. highend_label = memnew(Label);
  4135. desc_hbox->add_child(highend_label);
  4136. highend_label->set_visible(false);
  4137. highend_label->set_text("Vulkan");
  4138. highend_label->set_mouse_filter(Control::MOUSE_FILTER_STOP);
  4139. highend_label->set_tooltip(TTR("High-end node"));
  4140. node_desc = memnew(RichTextLabel);
  4141. members_vb->add_child(node_desc);
  4142. node_desc->set_h_size_flags(SIZE_EXPAND_FILL);
  4143. node_desc->set_v_size_flags(SIZE_FILL);
  4144. node_desc->set_custom_minimum_size(Size2(0, 70 * EDSCALE));
  4145. members_dialog = memnew(ConfirmationDialog);
  4146. members_dialog->set_title(TTR("Create Shader Node"));
  4147. members_dialog->set_exclusive(false);
  4148. members_dialog->add_child(members_vb);
  4149. members_dialog->set_ok_button_text(TTR("Create"));
  4150. members_dialog->get_ok_button()->connect("pressed", callable_mp(this, &VisualShaderEditor::_member_create));
  4151. members_dialog->get_ok_button()->set_disabled(true);
  4152. members_dialog->connect("cancelled", callable_mp(this, &VisualShaderEditor::_member_cancel));
  4153. add_child(members_dialog);
  4154. // add varyings dialog
  4155. {
  4156. add_varying_dialog = memnew(ConfirmationDialog);
  4157. add_varying_dialog->set_title(TTR("Create Shader Varying"));
  4158. add_varying_dialog->set_exclusive(false);
  4159. add_varying_dialog->set_ok_button_text(TTR("Create"));
  4160. add_varying_dialog->get_ok_button()->connect("pressed", callable_mp(this, &VisualShaderEditor::_varying_create));
  4161. add_varying_dialog->get_ok_button()->set_disabled(true);
  4162. add_child(add_varying_dialog);
  4163. VBoxContainer *vb = memnew(VBoxContainer);
  4164. add_varying_dialog->add_child(vb);
  4165. HBoxContainer *hb = memnew(HBoxContainer);
  4166. vb->add_child(hb);
  4167. hb->set_h_size_flags(SIZE_EXPAND_FILL);
  4168. varying_type = memnew(OptionButton);
  4169. hb->add_child(varying_type);
  4170. varying_type->add_item("Float");
  4171. varying_type->add_item("Vector2");
  4172. varying_type->add_item("Vector3");
  4173. varying_type->add_item("Vector4");
  4174. varying_type->add_item("Color");
  4175. varying_type->add_item("Transform");
  4176. varying_name = memnew(LineEdit);
  4177. hb->add_child(varying_name);
  4178. varying_name->set_custom_minimum_size(Size2(150 * EDSCALE, 0));
  4179. varying_name->set_h_size_flags(SIZE_EXPAND_FILL);
  4180. varying_name->connect("text_changed", callable_mp(this, &VisualShaderEditor::_varying_name_changed));
  4181. varying_mode = memnew(OptionButton);
  4182. hb->add_child(varying_mode);
  4183. varying_mode->add_item("Vertex -> [Fragment, Light]");
  4184. varying_mode->add_item("Fragment -> Light");
  4185. varying_error_label = memnew(Label);
  4186. vb->add_child(varying_error_label);
  4187. varying_error_label->set_h_size_flags(SIZE_EXPAND_FILL);
  4188. varying_error_label->hide();
  4189. }
  4190. // remove varying dialog
  4191. {
  4192. remove_varying_dialog = memnew(ConfirmationDialog);
  4193. remove_varying_dialog->set_title(TTR("Delete Shader Varying"));
  4194. remove_varying_dialog->set_exclusive(false);
  4195. remove_varying_dialog->set_ok_button_text(TTR("Delete"));
  4196. remove_varying_dialog->get_ok_button()->connect("pressed", callable_mp(this, &VisualShaderEditor::_varying_deleted));
  4197. add_child(remove_varying_dialog);
  4198. VBoxContainer *vb = memnew(VBoxContainer);
  4199. remove_varying_dialog->add_child(vb);
  4200. varyings = memnew(Tree);
  4201. vb->add_child(varyings);
  4202. varyings->set_h_size_flags(SIZE_EXPAND_FILL);
  4203. varyings->set_v_size_flags(SIZE_EXPAND_FILL);
  4204. varyings->set_hide_root(true);
  4205. varyings->set_allow_reselect(true);
  4206. varyings->set_hide_folding(false);
  4207. varyings->set_custom_minimum_size(Size2(180 * EDSCALE, 200 * EDSCALE));
  4208. varyings->connect("item_activated", callable_mp(this, &VisualShaderEditor::_varying_deleted));
  4209. varyings->connect("item_selected", callable_mp(this, &VisualShaderEditor::_varying_selected));
  4210. varyings->connect("nothing_selected", callable_mp(this, &VisualShaderEditor::_varying_unselected));
  4211. }
  4212. alert = memnew(AcceptDialog);
  4213. alert->get_label()->set_autowrap_mode(TextServer::AUTOWRAP_WORD);
  4214. alert->get_label()->set_horizontal_alignment(HORIZONTAL_ALIGNMENT_CENTER);
  4215. alert->get_label()->set_vertical_alignment(VERTICAL_ALIGNMENT_CENTER);
  4216. alert->get_label()->set_custom_minimum_size(Size2(400, 60) * EDSCALE);
  4217. add_child(alert);
  4218. comment_title_change_popup = memnew(PopupPanel);
  4219. comment_title_change_edit = memnew(LineEdit);
  4220. comment_title_change_edit->set_expand_to_text_length_enabled(true);
  4221. comment_title_change_edit->connect("text_changed", callable_mp(this, &VisualShaderEditor::_comment_title_text_changed));
  4222. comment_title_change_edit->connect("text_submitted", callable_mp(this, &VisualShaderEditor::_comment_title_text_submitted));
  4223. comment_title_change_popup->add_child(comment_title_change_edit);
  4224. comment_title_change_edit->reset_size();
  4225. comment_title_change_popup->reset_size();
  4226. comment_title_change_popup->connect("focus_exited", callable_mp(this, &VisualShaderEditor::_comment_title_popup_focus_out));
  4227. comment_title_change_popup->connect("popup_hide", callable_mp(this, &VisualShaderEditor::_comment_title_popup_hide));
  4228. add_child(comment_title_change_popup);
  4229. comment_desc_change_popup = memnew(PopupPanel);
  4230. VBoxContainer *comment_desc_vbox = memnew(VBoxContainer);
  4231. comment_desc_change_popup->add_child(comment_desc_vbox);
  4232. comment_desc_change_edit = memnew(TextEdit);
  4233. comment_desc_change_edit->connect("text_changed", callable_mp(this, &VisualShaderEditor::_comment_desc_text_changed));
  4234. comment_desc_vbox->add_child(comment_desc_change_edit);
  4235. comment_desc_change_edit->set_custom_minimum_size(Size2(300 * EDSCALE, 150 * EDSCALE));
  4236. comment_desc_change_edit->reset_size();
  4237. comment_desc_change_popup->reset_size();
  4238. comment_desc_change_popup->connect("focus_exited", callable_mp(this, &VisualShaderEditor::_comment_desc_confirm));
  4239. comment_desc_change_popup->connect("popup_hide", callable_mp(this, &VisualShaderEditor::_comment_desc_popup_hide));
  4240. Button *comment_desc_confirm_button = memnew(Button);
  4241. comment_desc_confirm_button->set_text(TTR("OK"));
  4242. comment_desc_vbox->add_child(comment_desc_confirm_button);
  4243. comment_desc_confirm_button->connect("pressed", callable_mp(this, &VisualShaderEditor::_comment_desc_confirm));
  4244. add_child(comment_desc_change_popup);
  4245. ///////////////////////////////////////
  4246. // SHADER NODES TREE OPTIONS
  4247. ///////////////////////////////////////
  4248. // COLOR
  4249. add_options.push_back(AddOption("ColorFunc", "Color", "Common", "VisualShaderNodeColorFunc", TTR("Color function."), {}, VisualShaderNode::PORT_TYPE_VECTOR_3D));
  4250. add_options.push_back(AddOption("ColorOp", "Color", "Common", "VisualShaderNodeColorOp", TTR("Color operator."), {}, VisualShaderNode::PORT_TYPE_VECTOR_3D));
  4251. add_options.push_back(AddOption("Grayscale", "Color", "Functions", "VisualShaderNodeColorFunc", TTR("Grayscale function."), { VisualShaderNodeColorFunc::FUNC_GRAYSCALE }, VisualShaderNode::PORT_TYPE_VECTOR_3D));
  4252. 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));
  4253. 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));
  4254. add_options.push_back(AddOption("Sepia", "Color", "Functions", "VisualShaderNodeColorFunc", TTR("Sepia function."), { VisualShaderNodeColorFunc::FUNC_SEPIA }, VisualShaderNode::PORT_TYPE_VECTOR_3D));
  4255. add_options.push_back(AddOption("Burn", "Color", "Operators", "VisualShaderNodeColorOp", TTR("Burn operator."), { VisualShaderNodeColorOp::OP_BURN }, VisualShaderNode::PORT_TYPE_VECTOR_3D));
  4256. add_options.push_back(AddOption("Darken", "Color", "Operators", "VisualShaderNodeColorOp", TTR("Darken operator."), { VisualShaderNodeColorOp::OP_DARKEN }, VisualShaderNode::PORT_TYPE_VECTOR_3D));
  4257. add_options.push_back(AddOption("Difference", "Color", "Operators", "VisualShaderNodeColorOp", TTR("Difference operator."), { VisualShaderNodeColorOp::OP_DIFFERENCE }, VisualShaderNode::PORT_TYPE_VECTOR_3D));
  4258. add_options.push_back(AddOption("Dodge", "Color", "Operators", "VisualShaderNodeColorOp", TTR("Dodge operator."), { VisualShaderNodeColorOp::OP_DODGE }, VisualShaderNode::PORT_TYPE_VECTOR_3D));
  4259. add_options.push_back(AddOption("HardLight", "Color", "Operators", "VisualShaderNodeColorOp", TTR("HardLight operator."), { VisualShaderNodeColorOp::OP_HARD_LIGHT }, VisualShaderNode::PORT_TYPE_VECTOR_3D));
  4260. add_options.push_back(AddOption("Lighten", "Color", "Operators", "VisualShaderNodeColorOp", TTR("Lighten operator."), { VisualShaderNodeColorOp::OP_LIGHTEN }, VisualShaderNode::PORT_TYPE_VECTOR_3D));
  4261. add_options.push_back(AddOption("Overlay", "Color", "Operators", "VisualShaderNodeColorOp", TTR("Overlay operator."), { VisualShaderNodeColorOp::OP_OVERLAY }, VisualShaderNode::PORT_TYPE_VECTOR_3D));
  4262. add_options.push_back(AddOption("Screen", "Color", "Operators", "VisualShaderNodeColorOp", TTR("Screen operator."), { VisualShaderNodeColorOp::OP_SCREEN }, VisualShaderNode::PORT_TYPE_VECTOR_3D));
  4263. add_options.push_back(AddOption("SoftLight", "Color", "Operators", "VisualShaderNodeColorOp", TTR("SoftLight operator."), { VisualShaderNodeColorOp::OP_SOFT_LIGHT }, VisualShaderNode::PORT_TYPE_VECTOR_3D));
  4264. add_options.push_back(AddOption("ColorConstant", "Color", "Variables", "VisualShaderNodeColorConstant", TTR("Color constant."), {}, VisualShaderNode::PORT_TYPE_VECTOR_4D));
  4265. add_options.push_back(AddOption("ColorUniform", "Color", "Variables", "VisualShaderNodeColorUniform", TTR("Color uniform."), {}, VisualShaderNode::PORT_TYPE_VECTOR_4D));
  4266. // COMMON
  4267. 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));
  4268. // CONDITIONAL
  4269. const String &compare_func_desc = TTR("Returns the boolean result of the %s comparison between two parameters.");
  4270. add_options.push_back(AddOption("Equal", "Conditional", "Functions", "VisualShaderNodeCompare", vformat(compare_func_desc, TTR("Equal (==)")), { VisualShaderNodeCompare::FUNC_EQUAL }, VisualShaderNode::PORT_TYPE_BOOLEAN));
  4271. add_options.push_back(AddOption("GreaterThan", "Conditional", "Functions", "VisualShaderNodeCompare", vformat(compare_func_desc, TTR("Greater Than (>)")), { VisualShaderNodeCompare::FUNC_GREATER_THAN }, VisualShaderNode::PORT_TYPE_BOOLEAN));
  4272. 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));
  4273. 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));
  4274. 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));
  4275. 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));
  4276. add_options.push_back(AddOption("LessThan", "Conditional", "Functions", "VisualShaderNodeCompare", vformat(compare_func_desc, TTR("Less Than (<)")), { VisualShaderNodeCompare::FUNC_LESS_THAN }, VisualShaderNode::PORT_TYPE_BOOLEAN));
  4277. 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));
  4278. add_options.push_back(AddOption("NotEqual", "Conditional", "Functions", "VisualShaderNodeCompare", vformat(compare_func_desc, TTR("Not Equal (!=)")), { VisualShaderNodeCompare::FUNC_NOT_EQUAL }, VisualShaderNode::PORT_TYPE_BOOLEAN));
  4279. 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));
  4280. 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));
  4281. 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));
  4282. 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));
  4283. 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));
  4284. 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));
  4285. add_options.push_back(AddOption("Compare", "Conditional", "Common", "VisualShaderNodeCompare", TTR("Returns the boolean result of the comparison between two parameters."), {}, VisualShaderNode::PORT_TYPE_BOOLEAN));
  4286. 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));
  4287. add_options.push_back(AddOption("BooleanConstant", "Conditional", "Variables", "VisualShaderNodeBooleanConstant", TTR("Boolean constant."), {}, VisualShaderNode::PORT_TYPE_BOOLEAN));
  4288. add_options.push_back(AddOption("BooleanUniform", "Conditional", "Variables", "VisualShaderNodeBooleanUniform", TTR("Boolean uniform."), {}, VisualShaderNode::PORT_TYPE_BOOLEAN));
  4289. // INPUT
  4290. const String translation_gdsl = "\n\n" + TTR("Translated to '%s' in Godot Shading Language.");
  4291. const String input_param_shader_modes = TTR("'%s' input parameter for all shader modes.") + translation_gdsl;
  4292. // NODE3D-FOR-ALL
  4293. 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));
  4294. 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));
  4295. 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));
  4296. 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));
  4297. 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));
  4298. 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));
  4299. 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));
  4300. 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));
  4301. 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));
  4302. 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));
  4303. 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));
  4304. // CANVASITEM-FOR-ALL
  4305. 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));
  4306. 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));
  4307. 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));
  4308. 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));
  4309. // PARTICLES-FOR-ALL
  4310. 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));
  4311. 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));
  4312. 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));
  4313. 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));
  4314. 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));
  4315. 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));
  4316. 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));
  4317. 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));
  4318. 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));
  4319. 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));
  4320. 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));
  4321. 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));
  4322. /////////////////
  4323. add_options.push_back(AddOption("Input", "Input", "Common", "VisualShaderNodeInput", TTR("Input parameter.")));
  4324. const String input_param_for_vertex_and_fragment_shader_modes = TTR("'%s' input parameter for vertex and fragment shader modes.") + translation_gdsl;
  4325. const String input_param_for_fragment_and_light_shader_modes = TTR("'%s' input parameter for fragment and light shader modes.") + translation_gdsl;
  4326. const String input_param_for_fragment_shader_mode = TTR("'%s' input parameter for fragment shader mode.") + translation_gdsl;
  4327. const String input_param_for_sky_shader_mode = TTR("'%s' input parameter for sky shader mode.") + translation_gdsl;
  4328. const String input_param_for_fog_shader_mode = TTR("'%s' input parameter for fog shader mode.") + translation_gdsl;
  4329. const String input_param_for_light_shader_mode = TTR("'%s' input parameter for light shader mode.") + translation_gdsl;
  4330. const String input_param_for_vertex_shader_mode = TTR("'%s' input parameter for vertex shader mode.") + translation_gdsl;
  4331. const String input_param_for_start_shader_mode = TTR("'%s' input parameter for start shader mode.") + translation_gdsl;
  4332. const String input_param_for_process_shader_mode = TTR("'%s' input parameter for process shader mode.") + translation_gdsl;
  4333. const String input_param_for_collide_shader_mode = TTR("'%s' input parameter for collide shader mode." + translation_gdsl);
  4334. const String input_param_for_start_and_process_shader_mode = TTR("'%s' input parameter for start and process shader modes.") + translation_gdsl;
  4335. const String input_param_for_process_and_collide_shader_mode = TTR("'%s' input parameter for process and collide shader modes.") + translation_gdsl;
  4336. const String input_param_for_vertex_and_fragment_shader_mode = TTR("'%s' input parameter for vertex and fragment shader modes.") + translation_gdsl;
  4337. // NODE3D INPUTS
  4338. 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));
  4339. 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));
  4340. 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));
  4341. 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));
  4342. 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));
  4343. 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));
  4344. 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));
  4345. 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));
  4346. 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));
  4347. 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));
  4348. 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));
  4349. 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));
  4350. 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));
  4351. 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));
  4352. 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));
  4353. 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));
  4354. 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));
  4355. 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));
  4356. 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));
  4357. 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));
  4358. 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));
  4359. 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));
  4360. 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));
  4361. 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_FRAGMENT, Shader::MODE_SPATIAL));
  4362. 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_FRAGMENT, Shader::MODE_SPATIAL));
  4363. 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_FRAGMENT, Shader::MODE_SPATIAL));
  4364. 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));
  4365. 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));
  4366. 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));
  4367. 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));
  4368. 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));
  4369. 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));
  4370. 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));
  4371. 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));
  4372. 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));
  4373. 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));
  4374. 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));
  4375. // CANVASITEM INPUTS
  4376. 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));
  4377. 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));
  4378. 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));
  4379. 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));
  4380. 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));
  4381. 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));
  4382. 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));
  4383. 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));
  4384. 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));
  4385. 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));
  4386. 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));
  4387. 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));
  4388. 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));
  4389. 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));
  4390. 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));
  4391. 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));
  4392. 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));
  4393. 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));
  4394. 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));
  4395. 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));
  4396. 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));
  4397. 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));
  4398. 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));
  4399. 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));
  4400. 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));
  4401. 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));
  4402. 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));
  4403. 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));
  4404. 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));
  4405. 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));
  4406. 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));
  4407. // SKY INPUTS
  4408. 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));
  4409. 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));
  4410. 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));
  4411. 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));
  4412. 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));
  4413. 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));
  4414. 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));
  4415. 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));
  4416. 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));
  4417. 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));
  4418. 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));
  4419. 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));
  4420. 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));
  4421. 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));
  4422. 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));
  4423. 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));
  4424. 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));
  4425. 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));
  4426. 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));
  4427. 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));
  4428. 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));
  4429. 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));
  4430. 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));
  4431. 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));
  4432. 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));
  4433. 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));
  4434. 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));
  4435. 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));
  4436. // FOG INPUTS
  4437. 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));
  4438. 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));
  4439. 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));
  4440. 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));
  4441. 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));
  4442. 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));
  4443. // PARTICLES INPUTS
  4444. 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));
  4445. 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));
  4446. // PARTICLES
  4447. add_options.push_back(AddOption("EmitParticle", "Particles", "", "VisualShaderNodeParticleEmit", "", {}, -1, TYPE_FLAGS_PROCESS | TYPE_FLAGS_PROCESS_CUSTOM | TYPE_FLAGS_COLLIDE, Shader::MODE_PARTICLES));
  4448. add_options.push_back(AddOption("ParticleAccelerator", "Particles", "", "VisualShaderNodeParticleAccelerator", "", {}, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_PROCESS, Shader::MODE_PARTICLES));
  4449. add_options.push_back(AddOption("ParticleRandomness", "Particles", "", "VisualShaderNodeParticleRandomness", "", {}, VisualShaderNode::PORT_TYPE_SCALAR, TYPE_FLAGS_EMIT | TYPE_FLAGS_PROCESS | TYPE_FLAGS_COLLIDE, Shader::MODE_PARTICLES));
  4450. 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));
  4451. add_options.push_back(AddOption("BoxEmitter", "Particles", "Emitters", "VisualShaderNodeParticleBoxEmitter", "", {}, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_EMIT, Shader::MODE_PARTICLES));
  4452. add_options.push_back(AddOption("MeshEmitter", "Particles", "Emitters", "VisualShaderNodeParticleMeshEmitter", "", {}, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_EMIT, Shader::MODE_PARTICLES));
  4453. add_options.push_back(AddOption("RingEmitter", "Particles", "Emitters", "VisualShaderNodeParticleRingEmitter", "", {}, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_EMIT, Shader::MODE_PARTICLES));
  4454. add_options.push_back(AddOption("SphereEmitter", "Particles", "Emitters", "VisualShaderNodeParticleSphereEmitter", "", {}, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_EMIT, Shader::MODE_PARTICLES));
  4455. add_options.push_back(AddOption("ConeVelocity", "Particles", "Velocity", "VisualShaderNodeParticleConeVelocity", "", {}, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_EMIT, Shader::MODE_PARTICLES));
  4456. // SCALAR
  4457. add_options.push_back(AddOption("FloatFunc", "Scalar", "Common", "VisualShaderNodeFloatFunc", TTR("Float function."), {}, VisualShaderNode::PORT_TYPE_SCALAR));
  4458. add_options.push_back(AddOption("FloatOp", "Scalar", "Common", "VisualShaderNodeFloatOp", TTR("Float operator."), {}, VisualShaderNode::PORT_TYPE_SCALAR));
  4459. add_options.push_back(AddOption("IntFunc", "Scalar", "Common", "VisualShaderNodeIntFunc", TTR("Integer function."), {}, VisualShaderNode::PORT_TYPE_SCALAR_INT));
  4460. add_options.push_back(AddOption("IntOp", "Scalar", "Common", "VisualShaderNodeIntOp", TTR("Integer operator."), {}, VisualShaderNode::PORT_TYPE_SCALAR_INT));
  4461. // CONSTANTS
  4462. for (int i = 0; i < MAX_FLOAT_CONST_DEFS; i++) {
  4463. 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));
  4464. }
  4465. // FUNCTIONS
  4466. add_options.push_back(AddOption("Abs", "Scalar", "Functions", "VisualShaderNodeFloatFunc", TTR("Returns the absolute value of the parameter."), { VisualShaderNodeFloatFunc::FUNC_ABS }, VisualShaderNode::PORT_TYPE_SCALAR));
  4467. 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));
  4468. add_options.push_back(AddOption("ACos", "Scalar", "Functions", "VisualShaderNodeFloatFunc", TTR("Returns the arc-cosine of the parameter."), { VisualShaderNodeFloatFunc::FUNC_ACOS }, VisualShaderNode::PORT_TYPE_SCALAR));
  4469. 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));
  4470. add_options.push_back(AddOption("ASin", "Scalar", "Functions", "VisualShaderNodeFloatFunc", TTR("Returns the arc-sine of the parameter."), { VisualShaderNodeFloatFunc::FUNC_ASIN }, VisualShaderNode::PORT_TYPE_SCALAR));
  4471. 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));
  4472. add_options.push_back(AddOption("ATan", "Scalar", "Functions", "VisualShaderNodeFloatFunc", TTR("Returns the arc-tangent of the parameter."), { VisualShaderNodeFloatFunc::FUNC_ATAN }, VisualShaderNode::PORT_TYPE_SCALAR));
  4473. add_options.push_back(AddOption("ATan2", "Scalar", "Functions", "VisualShaderNodeFloatOp", TTR("Returns the arc-tangent of the parameters."), { VisualShaderNodeFloatOp::OP_ATAN2 }, VisualShaderNode::PORT_TYPE_SCALAR));
  4474. 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));
  4475. 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));
  4476. 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));
  4477. 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));
  4478. 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));
  4479. add_options.push_back(AddOption("Cos", "Scalar", "Functions", "VisualShaderNodeFloatFunc", TTR("Returns the cosine of the parameter."), { VisualShaderNodeFloatFunc::FUNC_COS }, VisualShaderNode::PORT_TYPE_SCALAR));
  4480. add_options.push_back(AddOption("CosH", "Scalar", "Functions", "VisualShaderNodeFloatFunc", TTR("Returns the hyperbolic cosine of the parameter."), { VisualShaderNodeFloatFunc::FUNC_COSH }, VisualShaderNode::PORT_TYPE_SCALAR));
  4481. add_options.push_back(AddOption("Degrees", "Scalar", "Functions", "VisualShaderNodeFloatFunc", TTR("Converts a quantity in radians to degrees."), { VisualShaderNodeFloatFunc::FUNC_DEGREES }, VisualShaderNode::PORT_TYPE_SCALAR));
  4482. 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));
  4483. 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));
  4484. add_options.push_back(AddOption("Exp", "Scalar", "Functions", "VisualShaderNodeFloatFunc", TTR("Base-e Exponential."), { VisualShaderNodeFloatFunc::FUNC_EXP }, VisualShaderNode::PORT_TYPE_SCALAR));
  4485. add_options.push_back(AddOption("Exp2", "Scalar", "Functions", "VisualShaderNodeFloatFunc", TTR("Base-2 Exponential."), { VisualShaderNodeFloatFunc::FUNC_EXP2 }, VisualShaderNode::PORT_TYPE_SCALAR));
  4486. 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));
  4487. add_options.push_back(AddOption("Fract", "Scalar", "Functions", "VisualShaderNodeFloatFunc", TTR("Computes the fractional part of the argument."), { VisualShaderNodeFloatFunc::FUNC_FRACT }, VisualShaderNode::PORT_TYPE_SCALAR));
  4488. 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));
  4489. add_options.push_back(AddOption("Log", "Scalar", "Functions", "VisualShaderNodeFloatFunc", TTR("Natural logarithm."), { VisualShaderNodeFloatFunc::FUNC_LOG }, VisualShaderNode::PORT_TYPE_SCALAR));
  4490. add_options.push_back(AddOption("Log2", "Scalar", "Functions", "VisualShaderNodeFloatFunc", TTR("Base-2 logarithm."), { VisualShaderNodeFloatFunc::FUNC_LOG2 }, VisualShaderNode::PORT_TYPE_SCALAR));
  4491. add_options.push_back(AddOption("Max", "Scalar", "Functions", "VisualShaderNodeFloatOp", TTR("Returns the greater of two values."), { VisualShaderNodeFloatOp::OP_MAX }, VisualShaderNode::PORT_TYPE_SCALAR));
  4492. add_options.push_back(AddOption("Min", "Scalar", "Functions", "VisualShaderNodeFloatOp", TTR("Returns the lesser of two values."), { VisualShaderNodeFloatOp::OP_MIN }, VisualShaderNode::PORT_TYPE_SCALAR));
  4493. add_options.push_back(AddOption("Mix", "Scalar", "Functions", "VisualShaderNodeMix", TTR("Linear interpolation between two scalars."), { VisualShaderNodeMix::OP_TYPE_SCALAR }, VisualShaderNode::PORT_TYPE_SCALAR));
  4494. add_options.push_back(AddOption("MultiplyAdd", "Scalar", "Functions", "VisualShaderNodeMultiplyAdd", TTR("Performs a fused multiply-add operation (a * b + c) on scalars."), { VisualShaderNodeMultiplyAdd::OP_TYPE_SCALAR }, VisualShaderNode::PORT_TYPE_SCALAR));
  4495. add_options.push_back(AddOption("Negate", "Scalar", "Functions", "VisualShaderNodeFloatFunc", TTR("Returns the opposite value of the parameter."), { VisualShaderNodeFloatFunc::FUNC_NEGATE }, VisualShaderNode::PORT_TYPE_SCALAR));
  4496. add_options.push_back(AddOption("Negate", "Scalar", "Functions", "VisualShaderNodeIntFunc", TTR("Returns the opposite value of the parameter."), { VisualShaderNodeIntFunc::FUNC_NEGATE }, VisualShaderNode::PORT_TYPE_SCALAR_INT));
  4497. add_options.push_back(AddOption("OneMinus", "Scalar", "Functions", "VisualShaderNodeFloatFunc", TTR("1.0 - scalar"), { VisualShaderNodeFloatFunc::FUNC_ONEMINUS }, VisualShaderNode::PORT_TYPE_SCALAR));
  4498. 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));
  4499. add_options.push_back(AddOption("Radians", "Scalar", "Functions", "VisualShaderNodeFloatFunc", TTR("Converts a quantity in degrees to radians."), { VisualShaderNodeFloatFunc::FUNC_RADIANS }, VisualShaderNode::PORT_TYPE_SCALAR));
  4500. add_options.push_back(AddOption("Reciprocal", "Scalar", "Functions", "VisualShaderNodeFloatFunc", TTR("1.0 / scalar"), { VisualShaderNodeFloatFunc::FUNC_RECIPROCAL }, VisualShaderNode::PORT_TYPE_SCALAR));
  4501. add_options.push_back(AddOption("Round", "Scalar", "Functions", "VisualShaderNodeFloatFunc", TTR("Finds the nearest integer to the parameter."), { VisualShaderNodeFloatFunc::FUNC_ROUND }, VisualShaderNode::PORT_TYPE_SCALAR));
  4502. 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));
  4503. 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));
  4504. add_options.push_back(AddOption("Sign", "Scalar", "Functions", "VisualShaderNodeFloatFunc", TTR("Extracts the sign of the parameter."), { VisualShaderNodeFloatFunc::FUNC_SIGN }, VisualShaderNode::PORT_TYPE_SCALAR));
  4505. add_options.push_back(AddOption("Sign", "Scalar", "Functions", "VisualShaderNodeIntFunc", TTR("Extracts the sign of the parameter."), { VisualShaderNodeIntFunc::FUNC_SIGN }, VisualShaderNode::PORT_TYPE_SCALAR_INT));
  4506. add_options.push_back(AddOption("Sin", "Scalar", "Functions", "VisualShaderNodeFloatFunc", TTR("Returns the sine of the parameter."), { VisualShaderNodeFloatFunc::FUNC_SIN }, VisualShaderNode::PORT_TYPE_SCALAR));
  4507. add_options.push_back(AddOption("SinH", "Scalar", "Functions", "VisualShaderNodeFloatFunc", TTR("Returns the hyperbolic sine of the parameter."), { VisualShaderNodeFloatFunc::FUNC_SINH }, VisualShaderNode::PORT_TYPE_SCALAR));
  4508. add_options.push_back(AddOption("Sqrt", "Scalar", "Functions", "VisualShaderNodeFloatFunc", TTR("Returns the square root of the parameter."), { VisualShaderNodeFloatFunc::FUNC_SQRT }, VisualShaderNode::PORT_TYPE_SCALAR));
  4509. 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));
  4510. 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));
  4511. 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));
  4512. add_options.push_back(AddOption("Tan", "Scalar", "Functions", "VisualShaderNodeFloatFunc", TTR("Returns the tangent of the parameter."), { VisualShaderNodeFloatFunc::FUNC_TAN }, VisualShaderNode::PORT_TYPE_SCALAR));
  4513. add_options.push_back(AddOption("TanH", "Scalar", "Functions", "VisualShaderNodeFloatFunc", TTR("Returns the hyperbolic tangent of the parameter."), { VisualShaderNodeFloatFunc::FUNC_TANH }, VisualShaderNode::PORT_TYPE_SCALAR));
  4514. add_options.push_back(AddOption("Trunc", "Scalar", "Functions", "VisualShaderNodeFloatFunc", TTR("Finds the truncated value of the parameter."), { VisualShaderNodeFloatFunc::FUNC_TRUNC }, VisualShaderNode::PORT_TYPE_SCALAR));
  4515. add_options.push_back(AddOption("Add", "Scalar", "Operators", "VisualShaderNodeFloatOp", TTR("Sums two floating-point scalars."), { VisualShaderNodeFloatOp::OP_ADD }, VisualShaderNode::PORT_TYPE_SCALAR));
  4516. add_options.push_back(AddOption("Add", "Scalar", "Operators", "VisualShaderNodeIntOp", TTR("Sums two integer scalars."), { VisualShaderNodeIntOp::OP_ADD }, VisualShaderNode::PORT_TYPE_SCALAR_INT));
  4517. 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));
  4518. 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));
  4519. 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));
  4520. 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));
  4521. 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));
  4522. add_options.push_back(AddOption("Divide", "Scalar", "Operators", "VisualShaderNodeFloatOp", TTR("Divides two floating-point scalars."), { VisualShaderNodeFloatOp::OP_DIV }, VisualShaderNode::PORT_TYPE_SCALAR));
  4523. add_options.push_back(AddOption("Divide", "Scalar", "Operators", "VisualShaderNodeIntOp", TTR("Divides two integer scalars."), { VisualShaderNodeIntOp::OP_DIV }, VisualShaderNode::PORT_TYPE_SCALAR_INT));
  4524. add_options.push_back(AddOption("Multiply", "Scalar", "Operators", "VisualShaderNodeFloatOp", TTR("Multiplies two floating-point scalars."), { VisualShaderNodeFloatOp::OP_MUL }, VisualShaderNode::PORT_TYPE_SCALAR));
  4525. add_options.push_back(AddOption("Multiply", "Scalar", "Operators", "VisualShaderNodeIntOp", TTR("Multiplies two integer scalars."), { VisualShaderNodeIntOp::OP_MUL }, VisualShaderNode::PORT_TYPE_SCALAR_INT));
  4526. 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));
  4527. 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));
  4528. add_options.push_back(AddOption("Subtract", "Scalar", "Operators", "VisualShaderNodeFloatOp", TTR("Subtracts two floating-point scalars."), { VisualShaderNodeFloatOp::OP_SUB }, VisualShaderNode::PORT_TYPE_SCALAR));
  4529. add_options.push_back(AddOption("Subtract", "Scalar", "Operators", "VisualShaderNodeIntOp", TTR("Subtracts two integer scalars."), { VisualShaderNodeIntOp::OP_SUB }, VisualShaderNode::PORT_TYPE_SCALAR_INT));
  4530. add_options.push_back(AddOption("FloatConstant", "Scalar", "Variables", "VisualShaderNodeFloatConstant", TTR("Scalar floating-point constant."), {}, VisualShaderNode::PORT_TYPE_SCALAR));
  4531. add_options.push_back(AddOption("IntConstant", "Scalar", "Variables", "VisualShaderNodeIntConstant", TTR("Scalar integer constant."), {}, VisualShaderNode::PORT_TYPE_SCALAR_INT));
  4532. add_options.push_back(AddOption("FloatUniform", "Scalar", "Variables", "VisualShaderNodeFloatUniform", TTR("Scalar floating-point uniform."), {}, VisualShaderNode::PORT_TYPE_SCALAR));
  4533. add_options.push_back(AddOption("IntUniform", "Scalar", "Variables", "VisualShaderNodeIntUniform", TTR("Scalar integer uniform."), {}, VisualShaderNode::PORT_TYPE_SCALAR_INT));
  4534. // SDF
  4535. {
  4536. 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));
  4537. 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));
  4538. 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));
  4539. 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));
  4540. 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));
  4541. }
  4542. // TEXTURES
  4543. add_options.push_back(AddOption("UVFunc", "Textures", "Common", "VisualShaderNodeUVFunc", TTR("Function to be applied on texture coordinates."), {}, VisualShaderNode::PORT_TYPE_VECTOR_2D));
  4544. cubemap_node_option_idx = add_options.size();
  4545. add_options.push_back(AddOption("CubeMap", "Textures", "Functions", "VisualShaderNodeCubemap", TTR("Perform the cubic texture lookup."), {}, VisualShaderNode::PORT_TYPE_VECTOR_4D));
  4546. curve_node_option_idx = add_options.size();
  4547. add_options.push_back(AddOption("CurveTexture", "Textures", "Functions", "VisualShaderNodeCurveTexture", TTR("Perform the curve texture lookup."), {}, VisualShaderNode::PORT_TYPE_SCALAR));
  4548. curve_xyz_node_option_idx = add_options.size();
  4549. add_options.push_back(AddOption("CurveXYZTexture", "Textures", "Functions", "VisualShaderNodeCurveXYZTexture", TTR("Perform the three components curve texture lookup."), {}, VisualShaderNode::PORT_TYPE_VECTOR_3D));
  4550. texture2d_node_option_idx = add_options.size();
  4551. add_options.push_back(AddOption("Texture2D", "Textures", "Functions", "VisualShaderNodeTexture", TTR("Perform the 2D texture lookup."), {}, VisualShaderNode::PORT_TYPE_VECTOR_4D));
  4552. texture2d_array_node_option_idx = add_options.size();
  4553. add_options.push_back(AddOption("Texture2DArray", "Textures", "Functions", "VisualShaderNodeTexture2DArray", TTR("Perform the 2D-array texture lookup."), {}, VisualShaderNode::PORT_TYPE_VECTOR_4D));
  4554. texture3d_node_option_idx = add_options.size();
  4555. add_options.push_back(AddOption("Texture3D", "Textures", "Functions", "VisualShaderNodeTexture3D", TTR("Perform the 3D texture lookup."), {}, VisualShaderNode::PORT_TYPE_VECTOR_4D));
  4556. add_options.push_back(AddOption("UVPanning", "Textures", "Functions", "VisualShaderNodeUVFunc", TTR("Apply panning function on texture coordinates."), { VisualShaderNodeUVFunc::FUNC_PANNING }, VisualShaderNode::PORT_TYPE_VECTOR_2D));
  4557. add_options.push_back(AddOption("UVScaling", "Textures", "Functions", "VisualShaderNodeUVFunc", TTR("Apply scaling function on texture coordinates."), { VisualShaderNodeUVFunc::FUNC_SCALING }, VisualShaderNode::PORT_TYPE_VECTOR_2D));
  4558. add_options.push_back(AddOption("CubeMapUniform", "Textures", "Variables", "VisualShaderNodeCubemapUniform", TTR("Cubic texture uniform lookup."), {}, VisualShaderNode::PORT_TYPE_SAMPLER));
  4559. add_options.push_back(AddOption("TextureUniform", "Textures", "Variables", "VisualShaderNodeTextureUniform", TTR("2D texture uniform lookup."), {}, VisualShaderNode::PORT_TYPE_SAMPLER));
  4560. add_options.push_back(AddOption("TextureUniformTriplanar", "Textures", "Variables", "VisualShaderNodeTextureUniformTriplanar", TTR("2D texture uniform lookup with triplanar."), {}, -1, TYPE_FLAGS_FRAGMENT | TYPE_FLAGS_LIGHT, Shader::MODE_SPATIAL));
  4561. add_options.push_back(AddOption("Texture2DArrayUniform", "Textures", "Variables", "VisualShaderNodeTexture2DArrayUniform", TTR("2D array of textures uniform lookup."), {}, VisualShaderNode::PORT_TYPE_SAMPLER));
  4562. add_options.push_back(AddOption("Texture3DUniform", "Textures", "Variables", "VisualShaderNodeTexture3DUniform", TTR("3D texture uniform lookup."), {}, VisualShaderNode::PORT_TYPE_SAMPLER));
  4563. // TRANSFORM
  4564. add_options.push_back(AddOption("TransformFunc", "Transform", "Common", "VisualShaderNodeTransformFunc", TTR("Transform function."), {}, VisualShaderNode::PORT_TYPE_TRANSFORM));
  4565. add_options.push_back(AddOption("TransformOp", "Transform", "Common", "VisualShaderNodeTransformOp", TTR("Transform operator."), {}, VisualShaderNode::PORT_TYPE_TRANSFORM));
  4566. 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));
  4567. add_options.push_back(AddOption("TransformCompose", "Transform", "Composition", "VisualShaderNodeTransformCompose", TTR("Composes transform from four vectors."), {}, VisualShaderNode::PORT_TYPE_TRANSFORM));
  4568. add_options.push_back(AddOption("TransformDecompose", "Transform", "Composition", "VisualShaderNodeTransformDecompose", TTR("Decomposes transform to four vectors.")));
  4569. add_options.push_back(AddOption("Determinant", "Transform", "Functions", "VisualShaderNodeDeterminant", TTR("Calculates the determinant of a transform."), {}, VisualShaderNode::PORT_TYPE_SCALAR));
  4570. 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));
  4571. add_options.push_back(AddOption("Inverse", "Transform", "Functions", "VisualShaderNodeTransformFunc", TTR("Calculates the inverse of a transform."), { VisualShaderNodeTransformFunc::FUNC_INVERSE }, VisualShaderNode::PORT_TYPE_TRANSFORM));
  4572. add_options.push_back(AddOption("Transpose", "Transform", "Functions", "VisualShaderNodeTransformFunc", TTR("Calculates the transpose of a transform."), { VisualShaderNodeTransformFunc::FUNC_TRANSPOSE }, VisualShaderNode::PORT_TYPE_TRANSFORM));
  4573. add_options.push_back(AddOption("Add", "Transform", "Operators", "VisualShaderNodeTransformOp", TTR("Sums two transforms."), { VisualShaderNodeTransformOp::OP_ADD }, VisualShaderNode::PORT_TYPE_TRANSFORM));
  4574. add_options.push_back(AddOption("Divide", "Transform", "Operators", "VisualShaderNodeTransformOp", TTR("Divides two transforms."), { VisualShaderNodeTransformOp::OP_A_DIV_B }, VisualShaderNode::PORT_TYPE_TRANSFORM));
  4575. add_options.push_back(AddOption("Multiply", "Transform", "Operators", "VisualShaderNodeTransformOp", TTR("Multiplies two transforms."), { VisualShaderNodeTransformOp::OP_AxB }, VisualShaderNode::PORT_TYPE_TRANSFORM));
  4576. 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));
  4577. add_options.push_back(AddOption("Subtract", "Transform", "Operators", "VisualShaderNodeTransformOp", TTR("Subtracts two transforms."), { VisualShaderNodeTransformOp::OP_A_MINUS_B }, VisualShaderNode::PORT_TYPE_TRANSFORM));
  4578. add_options.push_back(AddOption("TransformVectorMult", "Transform", "Operators", "VisualShaderNodeTransformVecMult", TTR("Multiplies vector by transform."), {}, VisualShaderNode::PORT_TYPE_VECTOR_3D));
  4579. add_options.push_back(AddOption("TransformConstant", "Transform", "Variables", "VisualShaderNodeTransformConstant", TTR("Transform constant."), {}, VisualShaderNode::PORT_TYPE_TRANSFORM));
  4580. add_options.push_back(AddOption("TransformUniform", "Transform", "Variables", "VisualShaderNodeTransformUniform", TTR("Transform uniform."), {}, VisualShaderNode::PORT_TYPE_TRANSFORM));
  4581. // VECTOR
  4582. add_options.push_back(AddOption("VectorFunc", "Vector", "Common", "VisualShaderNodeVectorFunc", TTR("Vector function."), {}, VisualShaderNode::PORT_TYPE_VECTOR_3D));
  4583. add_options.push_back(AddOption("VectorOp", "Vector", "Common", "VisualShaderNodeVectorOp", TTR("Vector operator."), {}, VisualShaderNode::PORT_TYPE_VECTOR_3D));
  4584. add_options.push_back(AddOption("VectorCompose", "Vector", "Common", "VisualShaderNodeVectorCompose", TTR("Composes vector from scalars.")));
  4585. add_options.push_back(AddOption("VectorDecompose", "Vector", "Common", "VisualShaderNodeVectorDecompose", TTR("Decomposes vector to scalars.")));
  4586. 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));
  4587. add_options.push_back(AddOption("Vector2Decompose", "Vector", "Composition", "VisualShaderNodeVectorDecompose", TTR("Decomposes 2D vector to two scalars."), { VisualShaderNodeVectorDecompose::OP_TYPE_VECTOR_2D }));
  4588. 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));
  4589. add_options.push_back(AddOption("Vector3Decompose", "Vector", "Composition", "VisualShaderNodeVectorDecompose", TTR("Decomposes 3D vector to three scalars."), { VisualShaderNodeVectorDecompose::OP_TYPE_VECTOR_3D }));
  4590. 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));
  4591. add_options.push_back(AddOption("Vector4Decompose", "Vector", "Composition", "VisualShaderNodeVectorDecompose", TTR("Decomposes 4D vector to four scalars."), { VisualShaderNodeVectorDecompose::OP_TYPE_VECTOR_4D }));
  4592. 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));
  4593. 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));
  4594. 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));
  4595. 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));
  4596. 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));
  4597. 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));
  4598. 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));
  4599. 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));
  4600. 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));
  4601. 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));
  4602. 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));
  4603. 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));
  4604. 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));
  4605. 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));
  4606. 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));
  4607. 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));
  4608. 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));
  4609. 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));
  4610. 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));
  4611. 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));
  4612. 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));
  4613. 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));
  4614. 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));
  4615. 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));
  4616. 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));
  4617. 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));
  4618. 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));
  4619. 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));
  4620. 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));
  4621. 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));
  4622. 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));
  4623. 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));
  4624. 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));
  4625. 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));
  4626. 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));
  4627. 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));
  4628. 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));
  4629. 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));
  4630. 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));
  4631. 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));
  4632. 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));
  4633. 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));
  4634. 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));
  4635. 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));
  4636. 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));
  4637. 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));
  4638. 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));
  4639. 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));
  4640. 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));
  4641. add_options.push_back(AddOption("Dot", "Vector", "Functions", "VisualShaderNodeDotProduct", TTR("Calculates the dot product of two vectors."), {}, VisualShaderNode::PORT_TYPE_SCALAR));
  4642. 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));
  4643. 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));
  4644. 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));
  4645. 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));
  4646. 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));
  4647. 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));
  4648. 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));
  4649. 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));
  4650. 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));
  4651. 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));
  4652. 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));
  4653. 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));
  4654. 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));
  4655. 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));
  4656. 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));
  4657. 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));
  4658. 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));
  4659. 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));
  4660. 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));
  4661. 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));
  4662. 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));
  4663. 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));
  4664. 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));
  4665. 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));
  4666. 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));
  4667. 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));
  4668. 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));
  4669. 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));
  4670. 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));
  4671. 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));
  4672. 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));
  4673. 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));
  4674. 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));
  4675. 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));
  4676. 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));
  4677. 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));
  4678. 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));
  4679. 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));
  4680. 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));
  4681. 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));
  4682. add_options.push_back(AddOption("MultiplyAdd", "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));
  4683. add_options.push_back(AddOption("MultiplyAdd", "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));
  4684. add_options.push_back(AddOption("MultiplyAdd", "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));
  4685. add_options.push_back(AddOption("Negate", "Vector", "Functions", "VisualShaderNodeVectorFunc", TTR("Returns the opposite value of the parameter."), { VisualShaderNodeVectorFunc::FUNC_NEGATE, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_2D }, VisualShaderNode::PORT_TYPE_VECTOR_2D));
  4686. add_options.push_back(AddOption("Negate", "Vector", "Functions", "VisualShaderNodeVectorFunc", TTR("Returns the opposite value of the parameter."), { VisualShaderNodeVectorFunc::FUNC_NEGATE, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_3D }, VisualShaderNode::PORT_TYPE_VECTOR_3D));
  4687. add_options.push_back(AddOption("Negate", "Vector", "Functions", "VisualShaderNodeVectorFunc", TTR("Returns the opposite value of the parameter."), { VisualShaderNodeVectorFunc::FUNC_NEGATE, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_4D }, VisualShaderNode::PORT_TYPE_VECTOR_4D));
  4688. 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));
  4689. 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));
  4690. 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));
  4691. add_options.push_back(AddOption("OneMinus", "Vector", "Functions", "VisualShaderNodeVectorFunc", TTR("1.0 - vector"), { VisualShaderNodeVectorFunc::FUNC_ONEMINUS, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_2D }, VisualShaderNode::PORT_TYPE_VECTOR_2D));
  4692. add_options.push_back(AddOption("OneMinus", "Vector", "Functions", "VisualShaderNodeVectorFunc", TTR("1.0 - vector"), { VisualShaderNodeVectorFunc::FUNC_ONEMINUS, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_3D }, VisualShaderNode::PORT_TYPE_VECTOR_3D));
  4693. add_options.push_back(AddOption("OneMinus", "Vector", "Functions", "VisualShaderNodeVectorFunc", TTR("1.0 - vector"), { VisualShaderNodeVectorFunc::FUNC_ONEMINUS, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_4D }, VisualShaderNode::PORT_TYPE_VECTOR_4D));
  4694. 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));
  4695. 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));
  4696. 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));
  4697. 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));
  4698. 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));
  4699. 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));
  4700. 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));
  4701. 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));
  4702. 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));
  4703. 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));
  4704. 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));
  4705. 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));
  4706. 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));
  4707. 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));
  4708. 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));
  4709. 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));
  4710. 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));
  4711. 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));
  4712. 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));
  4713. 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));
  4714. 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));
  4715. 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));
  4716. 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));
  4717. 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));
  4718. 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));
  4719. 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));
  4720. 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));
  4721. 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));
  4722. 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));
  4723. 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));
  4724. 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));
  4725. 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));
  4726. 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));
  4727. 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));
  4728. 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));
  4729. 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));
  4730. 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));
  4731. 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));
  4732. 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));
  4733. 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));
  4734. 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));
  4735. 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));
  4736. 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));
  4737. 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));
  4738. 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));
  4739. 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));
  4740. 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));
  4741. 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));
  4742. 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));
  4743. 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));
  4744. 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));
  4745. 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));
  4746. 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));
  4747. 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));
  4748. 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));
  4749. 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));
  4750. 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));
  4751. 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));
  4752. 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));
  4753. 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));
  4754. 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));
  4755. 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));
  4756. 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));
  4757. 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));
  4758. 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));
  4759. 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));
  4760. 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));
  4761. 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));
  4762. 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));
  4763. 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));
  4764. add_options.push_back(AddOption("Vector2Constant", "Vector", "Variables", "VisualShaderNodeVec2Constant", TTR("2D vector constant."), {}, VisualShaderNode::PORT_TYPE_VECTOR_2D));
  4765. add_options.push_back(AddOption("Vector2Uniform", "Vector", "Variables", "VisualShaderNodeVec2Uniform", TTR("2D vector uniform."), {}, VisualShaderNode::PORT_TYPE_VECTOR_2D));
  4766. add_options.push_back(AddOption("Vector3Constant", "Vector", "Variables", "VisualShaderNodeVec3Constant", TTR("3D vector constant."), {}, VisualShaderNode::PORT_TYPE_VECTOR_3D));
  4767. add_options.push_back(AddOption("Vector3Uniform", "Vector", "Variables", "VisualShaderNodeVec3Uniform", TTR("3D vector uniform."), {}, VisualShaderNode::PORT_TYPE_VECTOR_3D));
  4768. add_options.push_back(AddOption("Vector4Constant", "Vector", "Variables", "VisualShaderNodeVec4Constant", TTR("4D vector constant."), {}, VisualShaderNode::PORT_TYPE_VECTOR_4D));
  4769. add_options.push_back(AddOption("Vector4Uniform", "Vector", "Variables", "VisualShaderNodeVec4Uniform", TTR("4D vector uniform."), {}, VisualShaderNode::PORT_TYPE_VECTOR_4D));
  4770. // SPECIAL
  4771. add_options.push_back(AddOption("Comment", "Special", "", "VisualShaderNodeComment", TTR("A rectangular area with a description string for better graph organization.")));
  4772. 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.")));
  4773. 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, uniforms and constants.")));
  4774. add_options.push_back(AddOption("UniformRef", "Special", "", "VisualShaderNodeUniformRef", TTR("A reference to an existing uniform.")));
  4775. add_options.push_back(AddOption("VaryingGetter", "Special", "", "VisualShaderNodeVaryingGetter", TTR("Get varying parameter."), {}, -1, TYPE_FLAGS_FRAGMENT | TYPE_FLAGS_LIGHT, Shader::MODE_SPATIAL));
  4776. add_options.push_back(AddOption("VaryingSetter", "Special", "", "VisualShaderNodeVaryingSetter", TTR("Set varying parameter."), {}, -1, TYPE_FLAGS_VERTEX | TYPE_FLAGS_FRAGMENT, Shader::MODE_SPATIAL));
  4777. add_options.push_back(AddOption("VaryingGetter", "Special", "", "VisualShaderNodeVaryingGetter", TTR("Get varying parameter."), {}, -1, TYPE_FLAGS_FRAGMENT | TYPE_FLAGS_LIGHT, Shader::MODE_CANVAS_ITEM));
  4778. add_options.push_back(AddOption("VaryingSetter", "Special", "", "VisualShaderNodeVaryingSetter", TTR("Set varying parameter."), {}, -1, TYPE_FLAGS_VERTEX | TYPE_FLAGS_FRAGMENT, Shader::MODE_CANVAS_ITEM));
  4779. custom_node_option_idx = add_options.size();
  4780. /////////////////////////////////////////////////////////////////////
  4781. _update_options_menu();
  4782. undo_redo = EditorNode::get_singleton()->get_undo_redo();
  4783. Ref<VisualShaderNodePluginDefault> default_plugin;
  4784. default_plugin.instantiate();
  4785. default_plugin->set_editor(this);
  4786. add_plugin(default_plugin);
  4787. graph_plugin.instantiate();
  4788. graph_plugin->set_editor(this);
  4789. property_editor = memnew(CustomPropertyEditor);
  4790. add_child(property_editor);
  4791. property_editor->connect("variant_changed", callable_mp(this, &VisualShaderEditor::_port_edited));
  4792. }
  4793. class VisualShaderNodePluginInputEditor : public OptionButton {
  4794. GDCLASS(VisualShaderNodePluginInputEditor, OptionButton);
  4795. VisualShaderEditor *editor = nullptr;
  4796. Ref<VisualShaderNodeInput> input;
  4797. public:
  4798. void _notification(int p_what) {
  4799. switch (p_what) {
  4800. case NOTIFICATION_READY: {
  4801. connect("item_selected", callable_mp(this, &VisualShaderNodePluginInputEditor::_item_selected));
  4802. } break;
  4803. }
  4804. }
  4805. void _item_selected(int p_item) {
  4806. editor->call_deferred(SNAME("_input_select_item"), input, get_item_text(p_item));
  4807. }
  4808. void setup(VisualShaderEditor *p_editor, const Ref<VisualShaderNodeInput> &p_input) {
  4809. editor = p_editor;
  4810. input = p_input;
  4811. Ref<Texture2D> type_icon[] = {
  4812. EditorNode::get_singleton()->get_gui_base()->get_theme_icon(SNAME("float"), SNAME("EditorIcons")),
  4813. EditorNode::get_singleton()->get_gui_base()->get_theme_icon(SNAME("int"), SNAME("EditorIcons")),
  4814. EditorNode::get_singleton()->get_gui_base()->get_theme_icon(SNAME("Vector2"), SNAME("EditorIcons")),
  4815. EditorNode::get_singleton()->get_gui_base()->get_theme_icon(SNAME("Vector3"), SNAME("EditorIcons")),
  4816. EditorNode::get_singleton()->get_gui_base()->get_theme_icon(SNAME("Vector4"), SNAME("EditorIcons")),
  4817. EditorNode::get_singleton()->get_gui_base()->get_theme_icon(SNAME("bool"), SNAME("EditorIcons")),
  4818. EditorNode::get_singleton()->get_gui_base()->get_theme_icon(SNAME("Transform3D"), SNAME("EditorIcons")),
  4819. EditorNode::get_singleton()->get_gui_base()->get_theme_icon(SNAME("ImageTexture"), SNAME("EditorIcons")),
  4820. };
  4821. add_item("[None]");
  4822. int to_select = -1;
  4823. for (int i = 0; i < input->get_input_index_count(); i++) {
  4824. if (input->get_input_name() == input->get_input_index_name(i)) {
  4825. to_select = i + 1;
  4826. }
  4827. add_icon_item(type_icon[input->get_input_index_type(i)], input->get_input_index_name(i));
  4828. }
  4829. if (to_select >= 0) {
  4830. select(to_select);
  4831. }
  4832. }
  4833. };
  4834. ////////////////
  4835. class VisualShaderNodePluginVaryingEditor : public OptionButton {
  4836. GDCLASS(VisualShaderNodePluginVaryingEditor, OptionButton);
  4837. VisualShaderEditor *editor = nullptr;
  4838. Ref<VisualShaderNodeVarying> varying;
  4839. public:
  4840. void _notification(int p_what) {
  4841. if (p_what == NOTIFICATION_READY) {
  4842. connect("item_selected", callable_mp(this, &VisualShaderNodePluginVaryingEditor::_item_selected));
  4843. }
  4844. }
  4845. void _item_selected(int p_item) {
  4846. editor->call_deferred(SNAME("_varying_select_item"), varying, get_item_text(p_item));
  4847. }
  4848. void setup(VisualShaderEditor *p_editor, const Ref<VisualShaderNodeVarying> &p_varying, VisualShader::Type p_type) {
  4849. editor = p_editor;
  4850. varying = p_varying;
  4851. Ref<Texture2D> type_icon[] = {
  4852. EditorNode::get_singleton()->get_gui_base()->get_theme_icon(SNAME("float"), SNAME("EditorIcons")),
  4853. EditorNode::get_singleton()->get_gui_base()->get_theme_icon(SNAME("Vector2"), SNAME("EditorIcons")),
  4854. EditorNode::get_singleton()->get_gui_base()->get_theme_icon(SNAME("Vector3"), SNAME("EditorIcons")),
  4855. EditorNode::get_singleton()->get_gui_base()->get_theme_icon(SNAME("Vector4"), SNAME("EditorIcons")),
  4856. EditorNode::get_singleton()->get_gui_base()->get_theme_icon(SNAME("Color"), SNAME("EditorIcons")),
  4857. EditorNode::get_singleton()->get_gui_base()->get_theme_icon(SNAME("Transform3D"), SNAME("EditorIcons")),
  4858. };
  4859. bool is_getter = Ref<VisualShaderNodeVaryingGetter>(p_varying.ptr()).is_valid();
  4860. add_item("[None]");
  4861. int to_select = -1;
  4862. for (int i = 0, j = 0; i < varying->get_varyings_count(); i++) {
  4863. VisualShader::VaryingMode mode = varying->get_varying_mode_by_index(i);
  4864. if (is_getter) {
  4865. if (mode == VisualShader::VARYING_MODE_FRAG_TO_LIGHT) {
  4866. if (p_type != VisualShader::TYPE_LIGHT) {
  4867. j++;
  4868. continue;
  4869. }
  4870. } else {
  4871. if (p_type != VisualShader::TYPE_FRAGMENT && p_type != VisualShader::TYPE_LIGHT) {
  4872. j++;
  4873. continue;
  4874. }
  4875. }
  4876. } else {
  4877. if (mode == VisualShader::VARYING_MODE_FRAG_TO_LIGHT) {
  4878. if (p_type != VisualShader::TYPE_FRAGMENT) {
  4879. j++;
  4880. continue;
  4881. }
  4882. } else {
  4883. if (p_type != VisualShader::TYPE_VERTEX) {
  4884. j++;
  4885. continue;
  4886. }
  4887. }
  4888. }
  4889. if (varying->get_varying_name() == varying->get_varying_name_by_index(i)) {
  4890. to_select = i - j + 1;
  4891. }
  4892. add_icon_item(type_icon[varying->get_varying_type_by_index(i)], varying->get_varying_name_by_index(i));
  4893. }
  4894. if (to_select >= 0) {
  4895. select(to_select);
  4896. }
  4897. }
  4898. };
  4899. ////////////////
  4900. class VisualShaderNodePluginUniformRefEditor : public OptionButton {
  4901. GDCLASS(VisualShaderNodePluginUniformRefEditor, OptionButton);
  4902. VisualShaderEditor *editor = nullptr;
  4903. Ref<VisualShaderNodeUniformRef> uniform_ref;
  4904. public:
  4905. void _notification(int p_what) {
  4906. switch (p_what) {
  4907. case NOTIFICATION_READY: {
  4908. connect("item_selected", callable_mp(this, &VisualShaderNodePluginUniformRefEditor::_item_selected));
  4909. } break;
  4910. }
  4911. }
  4912. void _item_selected(int p_item) {
  4913. editor->call_deferred(SNAME("_uniform_select_item"), uniform_ref, get_item_text(p_item));
  4914. }
  4915. void setup(VisualShaderEditor *p_editor, const Ref<VisualShaderNodeUniformRef> &p_uniform_ref) {
  4916. editor = p_editor;
  4917. uniform_ref = p_uniform_ref;
  4918. Ref<Texture2D> type_icon[] = {
  4919. EditorNode::get_singleton()->get_gui_base()->get_theme_icon(SNAME("float"), SNAME("EditorIcons")),
  4920. EditorNode::get_singleton()->get_gui_base()->get_theme_icon(SNAME("int"), SNAME("EditorIcons")),
  4921. EditorNode::get_singleton()->get_gui_base()->get_theme_icon(SNAME("bool"), SNAME("EditorIcons")),
  4922. EditorNode::get_singleton()->get_gui_base()->get_theme_icon(SNAME("Vector2"), SNAME("EditorIcons")),
  4923. EditorNode::get_singleton()->get_gui_base()->get_theme_icon(SNAME("Vector3"), SNAME("EditorIcons")),
  4924. EditorNode::get_singleton()->get_gui_base()->get_theme_icon(SNAME("Vector4"), SNAME("EditorIcons")),
  4925. EditorNode::get_singleton()->get_gui_base()->get_theme_icon(SNAME("Transform3D"), SNAME("EditorIcons")),
  4926. EditorNode::get_singleton()->get_gui_base()->get_theme_icon(SNAME("Color"), SNAME("EditorIcons")),
  4927. EditorNode::get_singleton()->get_gui_base()->get_theme_icon(SNAME("ImageTexture"), SNAME("EditorIcons")),
  4928. };
  4929. add_item("[None]");
  4930. int to_select = -1;
  4931. for (int i = 0; i < p_uniform_ref->get_uniforms_count(); i++) {
  4932. if (p_uniform_ref->get_uniform_name() == p_uniform_ref->get_uniform_name_by_index(i)) {
  4933. to_select = i + 1;
  4934. }
  4935. add_icon_item(type_icon[p_uniform_ref->get_uniform_type_by_index(i)], p_uniform_ref->get_uniform_name_by_index(i));
  4936. }
  4937. if (to_select >= 0) {
  4938. select(to_select);
  4939. }
  4940. }
  4941. };
  4942. ////////////////
  4943. class VisualShaderNodePluginDefaultEditor : public VBoxContainer {
  4944. GDCLASS(VisualShaderNodePluginDefaultEditor, VBoxContainer);
  4945. VisualShaderEditor *editor = nullptr;
  4946. Ref<Resource> parent_resource;
  4947. int node_id = 0;
  4948. VisualShader::Type shader_type;
  4949. public:
  4950. void _property_changed(const String &p_property, const Variant &p_value, const String &p_field = "", bool p_changing = false) {
  4951. if (p_changing) {
  4952. return;
  4953. }
  4954. UndoRedo *undo_redo = EditorNode::get_singleton()->get_undo_redo();
  4955. updating = true;
  4956. undo_redo->create_action(TTR("Edit Visual Property:") + " " + p_property, UndoRedo::MERGE_ENDS);
  4957. undo_redo->add_do_property(node.ptr(), p_property, p_value);
  4958. undo_redo->add_undo_property(node.ptr(), p_property, node->get(p_property));
  4959. if (p_value.get_type() == Variant::OBJECT) {
  4960. Ref<Resource> prev_res = node->get(p_property);
  4961. Ref<Resource> curr_res = p_value;
  4962. if (curr_res.is_null()) {
  4963. undo_redo->add_do_method(this, "_open_inspector", (Ref<Resource>)parent_resource.ptr());
  4964. } else {
  4965. undo_redo->add_do_method(this, "_open_inspector", (Ref<Resource>)curr_res.ptr());
  4966. }
  4967. if (!prev_res.is_null()) {
  4968. undo_redo->add_undo_method(this, "_open_inspector", (Ref<Resource>)prev_res.ptr());
  4969. } else {
  4970. undo_redo->add_undo_method(this, "_open_inspector", (Ref<Resource>)parent_resource.ptr());
  4971. }
  4972. }
  4973. if (p_property != "constant") {
  4974. VisualShaderGraphPlugin *graph_plugin = editor->get_graph_plugin();
  4975. if (graph_plugin) {
  4976. undo_redo->add_do_method(graph_plugin, "update_node_deferred", shader_type, node_id);
  4977. undo_redo->add_undo_method(graph_plugin, "update_node_deferred", shader_type, node_id);
  4978. }
  4979. }
  4980. undo_redo->commit_action();
  4981. updating = false;
  4982. }
  4983. void _node_changed() {
  4984. if (updating) {
  4985. return;
  4986. }
  4987. for (int i = 0; i < properties.size(); i++) {
  4988. properties[i]->update_property();
  4989. }
  4990. }
  4991. void _resource_selected(const String &p_path, Ref<Resource> p_resource) {
  4992. _open_inspector(p_resource);
  4993. }
  4994. void _open_inspector(Ref<Resource> p_resource) {
  4995. InspectorDock::get_inspector_singleton()->edit(p_resource.ptr());
  4996. }
  4997. bool updating = false;
  4998. Ref<VisualShaderNode> node;
  4999. Vector<EditorProperty *> properties;
  5000. Vector<Label *> prop_names;
  5001. void _show_prop_names(bool p_show) {
  5002. for (int i = 0; i < prop_names.size(); i++) {
  5003. prop_names[i]->set_visible(p_show);
  5004. }
  5005. }
  5006. 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) {
  5007. editor = p_editor;
  5008. parent_resource = p_parent_resource;
  5009. updating = false;
  5010. node = p_node;
  5011. properties = p_properties;
  5012. node_id = (int)p_node->get_meta("id");
  5013. shader_type = VisualShader::Type((int)p_node->get_meta("shader_type"));
  5014. for (int i = 0; i < p_properties.size(); i++) {
  5015. HBoxContainer *hbox = memnew(HBoxContainer);
  5016. hbox->set_h_size_flags(SIZE_EXPAND_FILL);
  5017. add_child(hbox);
  5018. Label *prop_name = memnew(Label);
  5019. String prop_name_str = p_names[i];
  5020. if (p_overrided_names.has(p_names[i])) {
  5021. prop_name_str = p_overrided_names[p_names[i]] + ":";
  5022. } else {
  5023. prop_name_str = prop_name_str.capitalize() + ":";
  5024. }
  5025. prop_name->set_text(prop_name_str);
  5026. prop_name->set_visible(false);
  5027. hbox->add_child(prop_name);
  5028. prop_names.push_back(prop_name);
  5029. p_properties[i]->set_h_size_flags(SIZE_EXPAND_FILL);
  5030. hbox->add_child(p_properties[i]);
  5031. bool res_prop = Object::cast_to<EditorPropertyResource>(p_properties[i]);
  5032. if (res_prop) {
  5033. p_properties[i]->connect("resource_selected", callable_mp(this, &VisualShaderNodePluginDefaultEditor::_resource_selected));
  5034. }
  5035. properties[i]->connect("property_changed", callable_mp(this, &VisualShaderNodePluginDefaultEditor::_property_changed));
  5036. properties[i]->set_object_and_property(node.ptr(), p_names[i]);
  5037. properties[i]->update_property();
  5038. properties[i]->set_name_split_ratio(0);
  5039. }
  5040. node->connect("changed", callable_mp(this, &VisualShaderNodePluginDefaultEditor::_node_changed));
  5041. }
  5042. static void _bind_methods() {
  5043. ClassDB::bind_method("_open_inspector", &VisualShaderNodePluginDefaultEditor::_open_inspector); // Used by UndoRedo.
  5044. ClassDB::bind_method("_show_prop_names", &VisualShaderNodePluginDefaultEditor::_show_prop_names); // Used with call_deferred.
  5045. }
  5046. };
  5047. Control *VisualShaderNodePluginDefault::create_editor(const Ref<Resource> &p_parent_resource, const Ref<VisualShaderNode> &p_node) {
  5048. Ref<VisualShader> p_shader = Ref<VisualShader>(p_parent_resource.ptr());
  5049. if (p_shader.is_valid() && (p_node->is_class("VisualShaderNodeVaryingGetter") || p_node->is_class("VisualShaderNodeVaryingSetter"))) {
  5050. VisualShaderNodePluginVaryingEditor *editor = memnew(VisualShaderNodePluginVaryingEditor);
  5051. editor->setup(vseditor, p_node, p_shader->get_shader_type());
  5052. return editor;
  5053. }
  5054. if (p_node->is_class("VisualShaderNodeUniformRef")) {
  5055. VisualShaderNodePluginUniformRefEditor *editor = memnew(VisualShaderNodePluginUniformRefEditor);
  5056. editor->setup(vseditor, p_node);
  5057. return editor;
  5058. }
  5059. if (p_node->is_class("VisualShaderNodeInput")) {
  5060. VisualShaderNodePluginInputEditor *editor = memnew(VisualShaderNodePluginInputEditor);
  5061. editor->setup(vseditor, p_node);
  5062. return editor;
  5063. }
  5064. Vector<StringName> properties = p_node->get_editable_properties();
  5065. if (properties.size() == 0) {
  5066. return nullptr;
  5067. }
  5068. List<PropertyInfo> props;
  5069. p_node->get_property_list(&props);
  5070. Vector<PropertyInfo> pinfo;
  5071. for (const PropertyInfo &E : props) {
  5072. for (int i = 0; i < properties.size(); i++) {
  5073. if (E.name == String(properties[i])) {
  5074. pinfo.push_back(E);
  5075. }
  5076. }
  5077. }
  5078. if (pinfo.size() == 0) {
  5079. return nullptr;
  5080. }
  5081. properties.clear();
  5082. Ref<VisualShaderNode> node = p_node;
  5083. Vector<EditorProperty *> editors;
  5084. for (int i = 0; i < pinfo.size(); i++) {
  5085. EditorProperty *prop = EditorInspector::instantiate_property_editor(node.ptr(), pinfo[i].type, pinfo[i].name, pinfo[i].hint, pinfo[i].hint_string, pinfo[i].usage);
  5086. if (!prop) {
  5087. return nullptr;
  5088. }
  5089. if (Object::cast_to<EditorPropertyResource>(prop)) {
  5090. Object::cast_to<EditorPropertyResource>(prop)->set_use_sub_inspector(false);
  5091. prop->set_custom_minimum_size(Size2(100 * EDSCALE, 0));
  5092. } else if (Object::cast_to<EditorPropertyTransform3D>(prop) || Object::cast_to<EditorPropertyVector3>(prop)) {
  5093. prop->set_custom_minimum_size(Size2(250 * EDSCALE, 0));
  5094. } else if (Object::cast_to<EditorPropertyQuaternion>(prop)) {
  5095. prop->set_custom_minimum_size(Size2(320 * EDSCALE, 0));
  5096. } else if (Object::cast_to<EditorPropertyFloat>(prop)) {
  5097. prop->set_custom_minimum_size(Size2(100 * EDSCALE, 0));
  5098. } else if (Object::cast_to<EditorPropertyEnum>(prop)) {
  5099. prop->set_custom_minimum_size(Size2(100 * EDSCALE, 0));
  5100. Object::cast_to<EditorPropertyEnum>(prop)->set_option_button_clip(false);
  5101. }
  5102. editors.push_back(prop);
  5103. properties.push_back(pinfo[i].name);
  5104. }
  5105. VisualShaderNodePluginDefaultEditor *editor = memnew(VisualShaderNodePluginDefaultEditor);
  5106. editor->setup(vseditor, p_parent_resource, editors, properties, p_node->get_editable_properties_names(), p_node);
  5107. return editor;
  5108. }
  5109. void EditorPropertyShaderMode::_option_selected(int p_which) {
  5110. Ref<VisualShader> visual_shader(Object::cast_to<VisualShader>(get_edited_object()));
  5111. if (visual_shader->get_mode() == p_which) {
  5112. return;
  5113. }
  5114. ShaderEditorPlugin *shader_editor = Object::cast_to<ShaderEditorPlugin>(EditorNode::get_singleton()->get_editor_data().get_editor("Shader"));
  5115. if (!shader_editor) {
  5116. return;
  5117. }
  5118. VisualShaderEditor *editor = shader_editor->get_visual_shader_editor(visual_shader);
  5119. if (!editor) {
  5120. return;
  5121. }
  5122. UndoRedo *undo_redo = EditorNode::get_singleton()->get_undo_redo();
  5123. undo_redo->create_action(TTR("Visual Shader Mode Changed"));
  5124. //do is easy
  5125. undo_redo->add_do_method(visual_shader.ptr(), "set_mode", p_which);
  5126. undo_redo->add_undo_method(visual_shader.ptr(), "set_mode", visual_shader->get_mode());
  5127. undo_redo->add_do_method(editor, "_set_mode", p_which);
  5128. undo_redo->add_undo_method(editor, "_set_mode", visual_shader->get_mode());
  5129. //now undo is hell
  5130. //1. restore connections to output
  5131. for (int i = 0; i < VisualShader::TYPE_MAX; i++) {
  5132. VisualShader::Type type = VisualShader::Type(i);
  5133. List<VisualShader::Connection> conns;
  5134. visual_shader->get_node_connections(type, &conns);
  5135. for (const VisualShader::Connection &E : conns) {
  5136. if (E.to_node == VisualShader::NODE_ID_OUTPUT) {
  5137. undo_redo->add_undo_method(visual_shader.ptr(), "connect_nodes", type, E.from_node, E.from_port, E.to_node, E.to_port);
  5138. }
  5139. }
  5140. }
  5141. //2. restore input indices
  5142. for (int i = 0; i < VisualShader::TYPE_MAX; i++) {
  5143. VisualShader::Type type = VisualShader::Type(i);
  5144. Vector<int> nodes = visual_shader->get_node_list(type);
  5145. for (int j = 0; j < nodes.size(); j++) {
  5146. Ref<VisualShaderNodeInput> input = visual_shader->get_node(type, nodes[j]);
  5147. if (!input.is_valid()) {
  5148. continue;
  5149. }
  5150. undo_redo->add_undo_method(input.ptr(), "set_input_name", input->get_input_name());
  5151. }
  5152. }
  5153. //3. restore enums and flags
  5154. List<PropertyInfo> props;
  5155. visual_shader->get_property_list(&props);
  5156. for (const PropertyInfo &E : props) {
  5157. if (E.name.begins_with("flags/") || E.name.begins_with("modes/")) {
  5158. undo_redo->add_undo_property(visual_shader.ptr(), E.name, visual_shader->get(E.name));
  5159. }
  5160. }
  5161. //4. delete varyings (if needed)
  5162. if (p_which == VisualShader::MODE_PARTICLES || p_which == VisualShader::MODE_SKY || p_which == VisualShader::MODE_FOG) {
  5163. int var_count = visual_shader->get_varyings_count();
  5164. if (var_count > 0) {
  5165. for (int i = 0; i < var_count; i++) {
  5166. const VisualShader::Varying *var = visual_shader->get_varying_by_index(i);
  5167. undo_redo->add_do_method(visual_shader.ptr(), "remove_varying", var->name);
  5168. undo_redo->add_undo_method(visual_shader.ptr(), "add_varying", var->name, var->mode, var->type);
  5169. }
  5170. undo_redo->add_do_method(editor, "_update_varyings");
  5171. undo_redo->add_undo_method(editor, "_update_varyings");
  5172. }
  5173. }
  5174. undo_redo->add_do_method(editor, "_update_nodes");
  5175. undo_redo->add_undo_method(editor, "_update_nodes");
  5176. undo_redo->add_do_method(editor, "_update_graph");
  5177. undo_redo->add_undo_method(editor, "_update_graph");
  5178. undo_redo->commit_action();
  5179. }
  5180. void EditorPropertyShaderMode::update_property() {
  5181. int which = get_edited_object()->get(get_edited_property());
  5182. options->select(which);
  5183. }
  5184. void EditorPropertyShaderMode::setup(const Vector<String> &p_options) {
  5185. for (int i = 0; i < p_options.size(); i++) {
  5186. options->add_item(p_options[i], i);
  5187. }
  5188. }
  5189. void EditorPropertyShaderMode::set_option_button_clip(bool p_enable) {
  5190. options->set_clip_text(p_enable);
  5191. }
  5192. void EditorPropertyShaderMode::_bind_methods() {
  5193. }
  5194. EditorPropertyShaderMode::EditorPropertyShaderMode() {
  5195. options = memnew(OptionButton);
  5196. options->set_clip_text(true);
  5197. add_child(options);
  5198. add_focusable(options);
  5199. options->connect("item_selected", callable_mp(this, &EditorPropertyShaderMode::_option_selected));
  5200. }
  5201. bool EditorInspectorShaderModePlugin::can_handle(Object *p_object) {
  5202. return true; // Can handle everything.
  5203. }
  5204. bool EditorInspectorShaderModePlugin::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) {
  5205. if (p_path == "mode" && p_object->is_class("VisualShader") && p_type == Variant::INT) {
  5206. EditorPropertyShaderMode *mode_editor = memnew(EditorPropertyShaderMode);
  5207. Vector<String> options = p_hint_text.split(",");
  5208. mode_editor->setup(options);
  5209. add_property_editor(p_path, mode_editor);
  5210. return true;
  5211. }
  5212. return false;
  5213. }
  5214. //////////////////////////////////
  5215. void VisualShaderNodePortPreview::_shader_changed() {
  5216. if (shader.is_null()) {
  5217. return;
  5218. }
  5219. Vector<VisualShader::DefaultTextureParam> default_textures;
  5220. String shader_code = shader->generate_preview_shader(type, node, port, default_textures);
  5221. Ref<Shader> preview_shader;
  5222. preview_shader.instantiate();
  5223. preview_shader->set_code(shader_code);
  5224. for (int i = 0; i < default_textures.size(); i++) {
  5225. for (int j = 0; j < default_textures[i].params.size(); j++) {
  5226. preview_shader->set_default_texture_param(default_textures[i].name, default_textures[i].params[j], j);
  5227. }
  5228. }
  5229. Ref<ShaderMaterial> material;
  5230. material.instantiate();
  5231. material->set_shader(preview_shader);
  5232. //find if a material is also being edited and copy parameters to this one
  5233. for (int i = EditorNode::get_singleton()->get_editor_selection_history()->get_path_size() - 1; i >= 0; i--) {
  5234. Object *object = ObjectDB::get_instance(EditorNode::get_singleton()->get_editor_selection_history()->get_path_object(i));
  5235. ShaderMaterial *src_mat;
  5236. if (!object) {
  5237. continue;
  5238. }
  5239. if (object->has_method("get_material_override")) { // trying getting material from MeshInstance
  5240. src_mat = Object::cast_to<ShaderMaterial>(object->call("get_material_override"));
  5241. } else if (object->has_method("get_material")) { // from CanvasItem/Node2D
  5242. src_mat = Object::cast_to<ShaderMaterial>(object->call("get_material"));
  5243. } else {
  5244. src_mat = Object::cast_to<ShaderMaterial>(object);
  5245. }
  5246. if (src_mat && src_mat->get_shader().is_valid()) {
  5247. List<PropertyInfo> params;
  5248. src_mat->get_shader()->get_param_list(&params);
  5249. for (const PropertyInfo &E : params) {
  5250. material->set(E.name, src_mat->get(E.name));
  5251. }
  5252. }
  5253. }
  5254. set_material(material);
  5255. }
  5256. void VisualShaderNodePortPreview::setup(const Ref<VisualShader> &p_shader, VisualShader::Type p_type, int p_node, int p_port) {
  5257. shader = p_shader;
  5258. shader->connect("changed", callable_mp(this, &VisualShaderNodePortPreview::_shader_changed));
  5259. type = p_type;
  5260. port = p_port;
  5261. node = p_node;
  5262. update();
  5263. _shader_changed();
  5264. }
  5265. Size2 VisualShaderNodePortPreview::get_minimum_size() const {
  5266. int port_preview_size = EditorSettings::get_singleton()->get("editors/visual_editors/visualshader/port_preview_size");
  5267. return Size2(port_preview_size, port_preview_size) * EDSCALE;
  5268. }
  5269. void VisualShaderNodePortPreview::_notification(int p_what) {
  5270. switch (p_what) {
  5271. case NOTIFICATION_DRAW: {
  5272. Vector<Vector2> points = {
  5273. Vector2(),
  5274. Vector2(get_size().width, 0),
  5275. get_size(),
  5276. Vector2(0, get_size().height)
  5277. };
  5278. Vector<Vector2> uvs = {
  5279. Vector2(0, 0),
  5280. Vector2(1, 0),
  5281. Vector2(1, 1),
  5282. Vector2(0, 1)
  5283. };
  5284. Vector<Color> colors = {
  5285. Color(1, 1, 1, 1),
  5286. Color(1, 1, 1, 1),
  5287. Color(1, 1, 1, 1),
  5288. Color(1, 1, 1, 1)
  5289. };
  5290. draw_primitive(points, colors, uvs);
  5291. } break;
  5292. }
  5293. }
  5294. void VisualShaderNodePortPreview::_bind_methods() {
  5295. }
  5296. //////////////////////////////////
  5297. String VisualShaderConversionPlugin::converts_to() const {
  5298. return "Shader";
  5299. }
  5300. bool VisualShaderConversionPlugin::handles(const Ref<Resource> &p_resource) const {
  5301. Ref<VisualShader> vshader = p_resource;
  5302. return vshader.is_valid();
  5303. }
  5304. Ref<Resource> VisualShaderConversionPlugin::convert(const Ref<Resource> &p_resource) const {
  5305. Ref<VisualShader> vshader = p_resource;
  5306. ERR_FAIL_COND_V(!vshader.is_valid(), Ref<Resource>());
  5307. Ref<Shader> shader;
  5308. shader.instantiate();
  5309. String code = vshader->get_code();
  5310. shader->set_code(code);
  5311. return shader;
  5312. }