visual_shader_editor_plugin.cpp 314 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 "scene/animation/animation_player.h"
  42. #include "scene/gui/menu_button.h"
  43. #include "scene/gui/panel.h"
  44. #include "scene/gui/view_panner.h"
  45. #include "scene/main/window.h"
  46. #include "scene/resources/visual_shader_nodes.h"
  47. #include "scene/resources/visual_shader_particle_nodes.h"
  48. #include "scene/resources/visual_shader_sdf_nodes.h"
  49. #include "servers/display_server.h"
  50. #include "servers/rendering/shader_types.h"
  51. struct FloatConstantDef {
  52. String name;
  53. float value = 0;
  54. String desc;
  55. };
  56. static FloatConstantDef float_constant_defs[] = {
  57. { "E", Math_E, TTR("E constant (2.718282). Represents the base of the natural logarithm.") },
  58. { "Epsilon", CMP_EPSILON, TTR("Epsilon constant (0.00001). Smallest possible scalar number.") },
  59. { "Phi", 1.618034f, TTR("Phi constant (1.618034). Golden ratio.") },
  60. { "Pi/4", Math_PI / 4, TTR("Pi/4 constant (0.785398) or 45 degrees.") },
  61. { "Pi/2", Math_PI / 2, TTR("Pi/2 constant (1.570796) or 90 degrees.") },
  62. { "Pi", Math_PI, TTR("Pi constant (3.141593) or 180 degrees.") },
  63. { "Tau", Math_TAU, TTR("Tau constant (6.283185) or 360 degrees.") },
  64. { "Sqrt2", Math_SQRT2, TTR("Sqrt2 constant (1.414214). Square root of 2.") }
  65. };
  66. const int MAX_FLOAT_CONST_DEFS = sizeof(float_constant_defs) / sizeof(FloatConstantDef);
  67. ///////////////////
  68. Control *VisualShaderNodePlugin::create_editor(const Ref<Resource> &p_parent_resource, const Ref<VisualShaderNode> &p_node) {
  69. Object *ret;
  70. if (GDVIRTUAL_CALL(_create_editor, p_parent_resource, p_node, ret)) {
  71. return Object::cast_to<Control>(ret);
  72. }
  73. return nullptr;
  74. }
  75. void VisualShaderNodePlugin::_bind_methods() {
  76. GDVIRTUAL_BIND(_create_editor, "parent_resource", "visual_shader_node");
  77. }
  78. ///////////////////
  79. 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) {
  80. Ref<StyleBoxEmpty> style(memnew(StyleBoxEmpty));
  81. style->set_default_margin(SIDE_LEFT, p_margin_left * EDSCALE);
  82. style->set_default_margin(SIDE_RIGHT, p_margin_right * EDSCALE);
  83. style->set_default_margin(SIDE_BOTTOM, p_margin_bottom * EDSCALE);
  84. style->set_default_margin(SIDE_TOP, p_margin_top * EDSCALE);
  85. return style;
  86. }
  87. ///////////////////
  88. VisualShaderGraphPlugin::VisualShaderGraphPlugin() {
  89. }
  90. void VisualShaderGraphPlugin::_bind_methods() {
  91. ClassDB::bind_method("add_node", &VisualShaderGraphPlugin::add_node);
  92. ClassDB::bind_method("remove_node", &VisualShaderGraphPlugin::remove_node);
  93. ClassDB::bind_method("connect_nodes", &VisualShaderGraphPlugin::connect_nodes);
  94. ClassDB::bind_method("disconnect_nodes", &VisualShaderGraphPlugin::disconnect_nodes);
  95. ClassDB::bind_method("set_node_position", &VisualShaderGraphPlugin::set_node_position);
  96. ClassDB::bind_method("update_node", &VisualShaderGraphPlugin::update_node);
  97. ClassDB::bind_method("update_node_deferred", &VisualShaderGraphPlugin::update_node_deferred);
  98. ClassDB::bind_method("set_input_port_default_value", &VisualShaderGraphPlugin::set_input_port_default_value);
  99. ClassDB::bind_method("set_uniform_name", &VisualShaderGraphPlugin::set_uniform_name);
  100. ClassDB::bind_method("set_expression", &VisualShaderGraphPlugin::set_expression);
  101. ClassDB::bind_method("update_curve", &VisualShaderGraphPlugin::update_curve);
  102. ClassDB::bind_method("update_curve_xyz", &VisualShaderGraphPlugin::update_curve_xyz);
  103. }
  104. void VisualShaderGraphPlugin::register_shader(VisualShader *p_shader) {
  105. visual_shader = Ref<VisualShader>(p_shader);
  106. }
  107. void VisualShaderGraphPlugin::set_connections(List<VisualShader::Connection> &p_connections) {
  108. connections = p_connections;
  109. }
  110. void VisualShaderGraphPlugin::show_port_preview(VisualShader::Type p_type, int p_node_id, int p_port_id) {
  111. if (visual_shader->get_shader_type() == p_type && links.has(p_node_id) && links[p_node_id].output_ports.has(p_port_id)) {
  112. for (const KeyValue<int, Port> &E : links[p_node_id].output_ports) {
  113. if (E.value.preview_button != nullptr) {
  114. E.value.preview_button->set_pressed(false);
  115. }
  116. }
  117. if (links[p_node_id].preview_visible && !is_dirty() && links[p_node_id].preview_box != nullptr) {
  118. links[p_node_id].graph_node->remove_child(links[p_node_id].preview_box);
  119. memdelete(links[p_node_id].preview_box);
  120. links[p_node_id].graph_node->reset_size();
  121. links[p_node_id].preview_visible = false;
  122. }
  123. if (p_port_id != -1 && links[p_node_id].output_ports[p_port_id].preview_button != nullptr) {
  124. if (is_dirty()) {
  125. links[p_node_id].preview_pos = links[p_node_id].graph_node->get_child_count();
  126. }
  127. VBoxContainer *vbox = memnew(VBoxContainer);
  128. links[p_node_id].graph_node->add_child(vbox);
  129. if (links[p_node_id].preview_pos != -1) {
  130. links[p_node_id].graph_node->move_child(vbox, links[p_node_id].preview_pos);
  131. }
  132. Control *offset = memnew(Control);
  133. offset->set_custom_minimum_size(Size2(0, 5 * EDSCALE));
  134. vbox->add_child(offset);
  135. VisualShaderNodePortPreview *port_preview = memnew(VisualShaderNodePortPreview);
  136. port_preview->setup(visual_shader, visual_shader->get_shader_type(), p_node_id, p_port_id);
  137. port_preview->set_h_size_flags(Control::SIZE_SHRINK_CENTER);
  138. vbox->add_child(port_preview);
  139. links[p_node_id].preview_visible = true;
  140. links[p_node_id].preview_box = vbox;
  141. links[p_node_id].output_ports[p_port_id].preview_button->set_pressed(true);
  142. }
  143. }
  144. }
  145. void VisualShaderGraphPlugin::update_node_deferred(VisualShader::Type p_type, int p_node_id) {
  146. call_deferred(SNAME("update_node"), p_type, p_node_id);
  147. }
  148. void VisualShaderGraphPlugin::update_node(VisualShader::Type p_type, int p_node_id) {
  149. if (p_type != visual_shader->get_shader_type() || !links.has(p_node_id)) {
  150. return;
  151. }
  152. remove_node(p_type, p_node_id);
  153. add_node(p_type, p_node_id);
  154. }
  155. void VisualShaderGraphPlugin::set_input_port_default_value(VisualShader::Type p_type, int p_node_id, int p_port_id, Variant p_value) {
  156. if (p_type != visual_shader->get_shader_type() || !links.has(p_node_id)) {
  157. return;
  158. }
  159. Button *button = links[p_node_id].input_ports[p_port_id].default_input_button;
  160. switch (p_value.get_type()) {
  161. case Variant::COLOR: {
  162. VisualShaderEditor *editor = VisualShaderEditor::get_singleton();
  163. if (!editor) {
  164. break;
  165. }
  166. button->set_custom_minimum_size(Size2(30, 0) * EDSCALE);
  167. Callable ce = callable_mp(editor, &VisualShaderEditor::_draw_color_over_button);
  168. if (!button->is_connected("draw", ce)) {
  169. button->connect("draw", ce, varray(button, p_value));
  170. }
  171. } break;
  172. case Variant::BOOL: {
  173. button->set_text(((bool)p_value) ? "true" : "false");
  174. } break;
  175. case Variant::INT:
  176. case Variant::FLOAT: {
  177. button->set_text(String::num(p_value, 4));
  178. } break;
  179. case Variant::VECTOR2: {
  180. Vector2 v = p_value;
  181. button->set_text(String::num(v.x, 3) + "," + String::num(v.y, 3));
  182. } break;
  183. case Variant::VECTOR3: {
  184. Vector3 v = p_value;
  185. button->set_text(String::num(v.x, 3) + "," + String::num(v.y, 3) + "," + String::num(v.z, 3));
  186. } break;
  187. default: {
  188. }
  189. }
  190. }
  191. void VisualShaderGraphPlugin::set_uniform_name(VisualShader::Type p_type, int p_node_id, const String &p_name) {
  192. if (visual_shader->get_shader_type() == p_type && links.has(p_node_id) && links[p_node_id].uniform_name != nullptr) {
  193. links[p_node_id].uniform_name->set_text(p_name);
  194. }
  195. }
  196. void VisualShaderGraphPlugin::update_curve(int p_node_id) {
  197. if (links.has(p_node_id) && links[p_node_id].curve_editors[0]) {
  198. Ref<VisualShaderNodeCurveTexture> tex = Object::cast_to<VisualShaderNodeCurveTexture>(links[p_node_id].visual_node);
  199. ERR_FAIL_COND(!tex.is_valid());
  200. if (tex->get_texture().is_valid()) {
  201. links[p_node_id].curve_editors[0]->set_curve(tex->get_texture()->get_curve());
  202. }
  203. tex->emit_signal(CoreStringNames::get_singleton()->changed);
  204. }
  205. }
  206. void VisualShaderGraphPlugin::update_curve_xyz(int p_node_id) {
  207. 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]) {
  208. Ref<VisualShaderNodeCurveXYZTexture> tex = Object::cast_to<VisualShaderNodeCurveXYZTexture>(links[p_node_id].visual_node);
  209. ERR_FAIL_COND(!tex.is_valid());
  210. if (tex->get_texture().is_valid()) {
  211. links[p_node_id].curve_editors[0]->set_curve(tex->get_texture()->get_curve_x());
  212. links[p_node_id].curve_editors[1]->set_curve(tex->get_texture()->get_curve_y());
  213. links[p_node_id].curve_editors[2]->set_curve(tex->get_texture()->get_curve_z());
  214. }
  215. tex->emit_signal(CoreStringNames::get_singleton()->changed);
  216. }
  217. }
  218. int VisualShaderGraphPlugin::get_constant_index(float p_constant) const {
  219. for (int i = 0; i < MAX_FLOAT_CONST_DEFS; i++) {
  220. if (Math::is_equal_approx(p_constant, float_constant_defs[i].value)) {
  221. return i + 1;
  222. }
  223. }
  224. return 0;
  225. }
  226. void VisualShaderGraphPlugin::set_expression(VisualShader::Type p_type, int p_node_id, const String &p_expression) {
  227. if (p_type != visual_shader->get_shader_type() || !links.has(p_node_id) || !links[p_node_id].expression_edit) {
  228. return;
  229. }
  230. links[p_node_id].expression_edit->set_text(p_expression);
  231. }
  232. void VisualShaderGraphPlugin::update_node_size(int p_node_id) {
  233. if (!links.has(p_node_id)) {
  234. return;
  235. }
  236. links[p_node_id].graph_node->reset_size();
  237. }
  238. void VisualShaderGraphPlugin::register_default_input_button(int p_node_id, int p_port_id, Button *p_button) {
  239. links[p_node_id].input_ports.insert(p_port_id, { p_button });
  240. }
  241. void VisualShaderGraphPlugin::register_expression_edit(int p_node_id, CodeEdit *p_expression_edit) {
  242. links[p_node_id].expression_edit = p_expression_edit;
  243. }
  244. void VisualShaderGraphPlugin::register_curve_editor(int p_node_id, int p_index, CurveEditor *p_curve_editor) {
  245. links[p_node_id].curve_editors[p_index] = p_curve_editor;
  246. }
  247. void VisualShaderGraphPlugin::update_uniform_refs() {
  248. for (KeyValue<int, Link> &E : links) {
  249. VisualShaderNodeUniformRef *ref = Object::cast_to<VisualShaderNodeUniformRef>(E.value.visual_node);
  250. if (ref) {
  251. remove_node(E.value.type, E.key);
  252. add_node(E.value.type, E.key);
  253. }
  254. }
  255. }
  256. VisualShader::Type VisualShaderGraphPlugin::get_shader_type() const {
  257. return visual_shader->get_shader_type();
  258. }
  259. void VisualShaderGraphPlugin::set_node_position(VisualShader::Type p_type, int p_id, const Vector2 &p_position) {
  260. if (visual_shader->get_shader_type() == p_type && links.has(p_id)) {
  261. links[p_id].graph_node->set_position_offset(p_position);
  262. }
  263. }
  264. bool VisualShaderGraphPlugin::is_preview_visible(int p_id) const {
  265. return links[p_id].preview_visible;
  266. }
  267. void VisualShaderGraphPlugin::clear_links() {
  268. links.clear();
  269. }
  270. bool VisualShaderGraphPlugin::is_dirty() const {
  271. return dirty;
  272. }
  273. void VisualShaderGraphPlugin::make_dirty(bool p_enabled) {
  274. dirty = p_enabled;
  275. }
  276. void VisualShaderGraphPlugin::register_link(VisualShader::Type p_type, int p_id, VisualShaderNode *p_visual_node, GraphNode *p_graph_node) {
  277. links.insert(p_id, { p_type, p_visual_node, p_graph_node, p_visual_node->get_output_port_for_preview() != -1, -1, Map<int, InputPort>(), Map<int, Port>(), nullptr, nullptr, nullptr, { nullptr, nullptr, nullptr } });
  278. }
  279. void VisualShaderGraphPlugin::register_output_port(int p_node_id, int p_port, TextureButton *p_button) {
  280. links[p_node_id].output_ports.insert(p_port, { p_button });
  281. }
  282. void VisualShaderGraphPlugin::register_uniform_name(int p_node_id, LineEdit *p_uniform_name) {
  283. links[p_node_id].uniform_name = p_uniform_name;
  284. }
  285. void VisualShaderGraphPlugin::update_theme() {
  286. VisualShaderEditor *editor = VisualShaderEditor::get_singleton();
  287. if (!editor) {
  288. return;
  289. }
  290. vector_expanded_color[0] = editor->get_theme_color(SNAME("axis_x_color"), SNAME("Editor")); // red
  291. vector_expanded_color[1] = editor->get_theme_color(SNAME("axis_y_color"), SNAME("Editor")); // green
  292. vector_expanded_color[2] = editor->get_theme_color(SNAME("axis_z_color"), SNAME("Editor")); // blue
  293. }
  294. void VisualShaderGraphPlugin::add_node(VisualShader::Type p_type, int p_id) {
  295. if (!visual_shader.is_valid() || p_type != visual_shader->get_shader_type()) {
  296. return;
  297. }
  298. VisualShaderEditor *editor = VisualShaderEditor::get_singleton();
  299. if (!editor) {
  300. return;
  301. }
  302. GraphEdit *graph = editor->graph;
  303. if (!graph) {
  304. return;
  305. }
  306. VisualShaderGraphPlugin *graph_plugin = editor->get_graph_plugin();
  307. if (!graph_plugin) {
  308. return;
  309. }
  310. Shader::Mode mode = visual_shader->get_mode();
  311. Control *offset;
  312. static Ref<StyleBoxEmpty> label_style = make_empty_stylebox(2, 1, 2, 1);
  313. static const Color type_color[7] = {
  314. Color(0.38, 0.85, 0.96), // scalar (float)
  315. Color(0.49, 0.78, 0.94), // scalar (int)
  316. Color(0.74, 0.57, 0.95), // vector2
  317. Color(0.84, 0.49, 0.93), // vector3
  318. Color(0.55, 0.65, 0.94), // boolean
  319. Color(0.96, 0.66, 0.43), // transform
  320. Color(1.0, 1.0, 0.0), // sampler
  321. };
  322. static const String vector_expanded_name[3] = {
  323. "red",
  324. "green",
  325. "blue"
  326. };
  327. Ref<VisualShaderNode> vsnode = visual_shader->get_node(p_type, p_id);
  328. Ref<VisualShaderNodeResizableBase> resizable_node = Object::cast_to<VisualShaderNodeResizableBase>(vsnode.ptr());
  329. bool is_resizable = !resizable_node.is_null();
  330. Size2 size = Size2(0, 0);
  331. Ref<VisualShaderNodeGroupBase> group_node = Object::cast_to<VisualShaderNodeGroupBase>(vsnode.ptr());
  332. bool is_group = !group_node.is_null();
  333. bool is_comment = false;
  334. Ref<VisualShaderNodeExpression> expression_node = Object::cast_to<VisualShaderNodeExpression>(group_node.ptr());
  335. bool is_expression = !expression_node.is_null();
  336. String expression = "";
  337. VisualShaderNodeCustom *custom_node = Object::cast_to<VisualShaderNodeCustom>(vsnode.ptr());
  338. if (custom_node) {
  339. custom_node->_set_initialized(true);
  340. }
  341. GraphNode *node = memnew(GraphNode);
  342. graph->add_child(node);
  343. editor->_update_created_node(node);
  344. register_link(p_type, p_id, vsnode.ptr(), node);
  345. if (is_resizable) {
  346. size = resizable_node->get_size();
  347. node->set_resizable(true);
  348. node->connect("resize_request", callable_mp(editor, &VisualShaderEditor::_node_resized), varray((int)p_type, p_id));
  349. }
  350. if (is_expression) {
  351. expression = expression_node->get_expression();
  352. }
  353. node->set_position_offset(visual_shader->get_node_position(p_type, p_id));
  354. node->set_title(vsnode->get_caption());
  355. node->set_name(itos(p_id));
  356. if (p_id >= 2) {
  357. node->set_show_close_button(true);
  358. node->connect("close_request", callable_mp(editor, &VisualShaderEditor::_delete_node_request), varray(p_type, p_id), CONNECT_DEFERRED);
  359. }
  360. node->connect("dragged", callable_mp(editor, &VisualShaderEditor::_node_dragged), varray(p_id));
  361. Control *custom_editor = nullptr;
  362. int port_offset = 1;
  363. Control *content_offset = memnew(Control);
  364. content_offset->set_custom_minimum_size(Size2(0, 5 * EDSCALE));
  365. node->add_child(content_offset);
  366. if (is_group) {
  367. port_offset += 1;
  368. }
  369. if (is_resizable) {
  370. Ref<VisualShaderNodeComment> comment_node = Object::cast_to<VisualShaderNodeComment>(vsnode.ptr());
  371. if (comment_node.is_valid()) {
  372. is_comment = true;
  373. node->set_comment(true);
  374. Label *comment_label = memnew(Label);
  375. node->add_child(comment_label);
  376. comment_label->set_h_size_flags(Control::SIZE_EXPAND_FILL);
  377. comment_label->set_v_size_flags(Control::SIZE_EXPAND_FILL);
  378. comment_label->set_text(comment_node->get_description());
  379. }
  380. editor->call_deferred(SNAME("_set_node_size"), (int)p_type, p_id, size);
  381. }
  382. Ref<VisualShaderNodeParticleEmit> emit = vsnode;
  383. if (emit.is_valid()) {
  384. node->set_custom_minimum_size(Size2(200 * EDSCALE, 0));
  385. }
  386. Ref<VisualShaderNodeUniform> uniform = vsnode;
  387. HBoxContainer *hb = nullptr;
  388. if (uniform.is_valid()) {
  389. LineEdit *uniform_name = memnew(LineEdit);
  390. register_uniform_name(p_id, uniform_name);
  391. uniform_name->set_h_size_flags(Control::SIZE_EXPAND_FILL);
  392. uniform_name->set_text(uniform->get_uniform_name());
  393. uniform_name->connect("text_submitted", callable_mp(editor, &VisualShaderEditor::_uniform_line_edit_changed), varray(p_id));
  394. uniform_name->connect("focus_exited", callable_mp(editor, &VisualShaderEditor::_uniform_line_edit_focus_out), varray(uniform_name, p_id));
  395. if (vsnode->get_output_port_count() == 1 && vsnode->get_output_port_name(0) == "") {
  396. hb = memnew(HBoxContainer);
  397. hb->add_child(uniform_name);
  398. node->add_child(hb);
  399. } else {
  400. node->add_child(uniform_name);
  401. }
  402. port_offset++;
  403. }
  404. for (int i = 0; i < editor->plugins.size(); i++) {
  405. vsnode->set_meta("id", p_id);
  406. vsnode->set_meta("shader_type", (int)p_type);
  407. custom_editor = editor->plugins.write[i]->create_editor(visual_shader, vsnode);
  408. vsnode->remove_meta("id");
  409. vsnode->remove_meta("shader_type");
  410. if (custom_editor) {
  411. if (vsnode->is_show_prop_names()) {
  412. custom_editor->call_deferred(SNAME("_show_prop_names"), true);
  413. }
  414. break;
  415. }
  416. }
  417. Ref<VisualShaderNodeCurveTexture> curve = vsnode;
  418. Ref<VisualShaderNodeCurveXYZTexture> curve_xyz = vsnode;
  419. bool is_curve = curve.is_valid() || curve_xyz.is_valid();
  420. if (is_curve) {
  421. hb = memnew(HBoxContainer);
  422. node->add_child(hb);
  423. }
  424. if (curve.is_valid()) {
  425. custom_editor->set_h_size_flags(Control::SIZE_EXPAND_FILL);
  426. Callable ce = callable_mp(graph_plugin, &VisualShaderGraphPlugin::update_curve);
  427. if (curve->get_texture().is_valid() && !curve->get_texture()->is_connected("changed", ce)) {
  428. curve->get_texture()->connect("changed", ce, varray(p_id));
  429. }
  430. CurveEditor *curve_editor = memnew(CurveEditor);
  431. node->add_child(curve_editor);
  432. register_curve_editor(p_id, 0, curve_editor);
  433. curve_editor->set_custom_minimum_size(Size2(300, 0));
  434. curve_editor->set_h_size_flags(Control::SIZE_EXPAND_FILL);
  435. if (curve->get_texture().is_valid()) {
  436. curve_editor->set_curve(curve->get_texture()->get_curve());
  437. }
  438. }
  439. if (curve_xyz.is_valid()) {
  440. custom_editor->set_h_size_flags(Control::SIZE_EXPAND_FILL);
  441. Callable ce = callable_mp(graph_plugin, &VisualShaderGraphPlugin::update_curve_xyz);
  442. if (curve_xyz->get_texture().is_valid() && !curve_xyz->get_texture()->is_connected("changed", ce)) {
  443. curve_xyz->get_texture()->connect("changed", ce, varray(p_id));
  444. }
  445. CurveEditor *curve_editor_x = memnew(CurveEditor);
  446. node->add_child(curve_editor_x);
  447. register_curve_editor(p_id, 0, curve_editor_x);
  448. curve_editor_x->set_custom_minimum_size(Size2(300, 0));
  449. curve_editor_x->set_h_size_flags(Control::SIZE_EXPAND_FILL);
  450. if (curve_xyz->get_texture().is_valid()) {
  451. curve_editor_x->set_curve(curve_xyz->get_texture()->get_curve_x());
  452. }
  453. CurveEditor *curve_editor_y = memnew(CurveEditor);
  454. node->add_child(curve_editor_y);
  455. register_curve_editor(p_id, 1, curve_editor_y);
  456. curve_editor_y->set_custom_minimum_size(Size2(300, 0));
  457. curve_editor_y->set_h_size_flags(Control::SIZE_EXPAND_FILL);
  458. if (curve_xyz->get_texture().is_valid()) {
  459. curve_editor_y->set_curve(curve_xyz->get_texture()->get_curve_y());
  460. }
  461. CurveEditor *curve_editor_z = memnew(CurveEditor);
  462. node->add_child(curve_editor_z);
  463. register_curve_editor(p_id, 2, curve_editor_z);
  464. curve_editor_z->set_custom_minimum_size(Size2(300, 0));
  465. curve_editor_z->set_h_size_flags(Control::SIZE_EXPAND_FILL);
  466. if (curve_xyz->get_texture().is_valid()) {
  467. curve_editor_z->set_curve(curve_xyz->get_texture()->get_curve_z());
  468. }
  469. }
  470. if (custom_editor) {
  471. 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) == ""))) {
  472. //will be embedded in first port
  473. } else {
  474. port_offset++;
  475. node->add_child(custom_editor);
  476. custom_editor = nullptr;
  477. }
  478. }
  479. if (is_group) {
  480. if (group_node->is_editable()) {
  481. HBoxContainer *hb2 = memnew(HBoxContainer);
  482. String input_port_name = "input" + itos(group_node->get_free_input_port_id());
  483. String output_port_name = "output" + itos(group_node->get_free_output_port_id());
  484. for (int i = 0; i < MAX(vsnode->get_input_port_count(), vsnode->get_output_port_count()); i++) {
  485. if (i < vsnode->get_input_port_count()) {
  486. if (input_port_name == vsnode->get_input_port_name(i)) {
  487. input_port_name = "_" + input_port_name;
  488. }
  489. }
  490. if (i < vsnode->get_output_port_count()) {
  491. if (output_port_name == vsnode->get_output_port_name(i)) {
  492. output_port_name = "_" + output_port_name;
  493. }
  494. }
  495. }
  496. Button *add_input_btn = memnew(Button);
  497. add_input_btn->set_text(TTR("Add Input"));
  498. 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);
  499. hb2->add_child(add_input_btn);
  500. hb2->add_spacer();
  501. Button *add_output_btn = memnew(Button);
  502. add_output_btn->set_text(TTR("Add Output"));
  503. 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);
  504. hb2->add_child(add_output_btn);
  505. node->add_child(hb2);
  506. }
  507. }
  508. int output_port_count = 0;
  509. for (int i = 0; i < vsnode->get_output_port_count(); i++) {
  510. if (vsnode->_is_output_port_expanded(i)) {
  511. switch (vsnode->get_output_port_type(i)) {
  512. case VisualShaderNode::PORT_TYPE_VECTOR_2D: {
  513. output_port_count += 2;
  514. } break;
  515. case VisualShaderNode::PORT_TYPE_VECTOR_3D: {
  516. output_port_count += 3;
  517. } break;
  518. default:
  519. break;
  520. }
  521. }
  522. output_port_count++;
  523. }
  524. int max_ports = MAX(vsnode->get_input_port_count(), output_port_count);
  525. VisualShaderNode::PortType expanded_type = VisualShaderNode::PORT_TYPE_SCALAR;
  526. int expanded_port_counter = 0;
  527. for (int i = 0, j = 0; i < max_ports; i++, j++) {
  528. switch (expanded_type) {
  529. case VisualShaderNode::PORT_TYPE_VECTOR_2D: {
  530. if (expanded_port_counter >= 2) {
  531. expanded_type = VisualShaderNode::PORT_TYPE_SCALAR;
  532. expanded_port_counter = 0;
  533. i -= 2;
  534. }
  535. } break;
  536. case VisualShaderNode::PORT_TYPE_VECTOR_3D: {
  537. if (expanded_port_counter >= 3) {
  538. expanded_type = VisualShaderNode::PORT_TYPE_SCALAR;
  539. expanded_port_counter = 0;
  540. i -= 3;
  541. }
  542. } break;
  543. default:
  544. break;
  545. }
  546. if (vsnode->is_port_separator(i)) {
  547. node->add_child(memnew(HSeparator));
  548. port_offset++;
  549. }
  550. bool valid_left = j < vsnode->get_input_port_count();
  551. VisualShaderNode::PortType port_left = VisualShaderNode::PORT_TYPE_SCALAR;
  552. bool port_left_used = false;
  553. String name_left;
  554. if (valid_left) {
  555. name_left = vsnode->get_input_port_name(i);
  556. port_left = vsnode->get_input_port_type(i);
  557. for (const VisualShader::Connection &E : connections) {
  558. if (E.to_node == p_id && E.to_port == j) {
  559. port_left_used = true;
  560. break;
  561. }
  562. }
  563. }
  564. bool valid_right = true;
  565. VisualShaderNode::PortType port_right = VisualShaderNode::PORT_TYPE_SCALAR;
  566. String name_right;
  567. if (expanded_type == VisualShaderNode::PORT_TYPE_SCALAR) {
  568. valid_right = i < vsnode->get_output_port_count();
  569. if (valid_right) {
  570. name_right = vsnode->get_output_port_name(i);
  571. port_right = vsnode->get_output_port_type(i);
  572. }
  573. } else {
  574. name_right = vector_expanded_name[expanded_port_counter++];
  575. }
  576. bool is_first_hbox = false;
  577. if (i == 0 && hb != nullptr) {
  578. is_first_hbox = true;
  579. } else {
  580. hb = memnew(HBoxContainer);
  581. }
  582. hb->add_theme_constant_override("separation", 7 * EDSCALE);
  583. Variant default_value;
  584. if (valid_left && !port_left_used) {
  585. default_value = vsnode->get_input_port_default_value(i);
  586. }
  587. Button *button = memnew(Button);
  588. hb->add_child(button);
  589. register_default_input_button(p_id, i, button);
  590. button->connect("pressed", callable_mp(editor, &VisualShaderEditor::_edit_port_default_input), varray(button, p_id, i));
  591. if (default_value.get_type() != Variant::NIL) { // only a label
  592. set_input_port_default_value(p_type, p_id, i, default_value);
  593. } else {
  594. button->hide();
  595. }
  596. if (i == 0 && custom_editor) {
  597. hb->add_child(custom_editor);
  598. custom_editor->set_h_size_flags(Control::SIZE_EXPAND_FILL);
  599. } else {
  600. if (valid_left) {
  601. if (is_group) {
  602. OptionButton *type_box = memnew(OptionButton);
  603. hb->add_child(type_box);
  604. type_box->add_item(TTR("Float"));
  605. type_box->add_item(TTR("Int"));
  606. type_box->add_item(TTR("Vector2"));
  607. type_box->add_item(TTR("Vector3"));
  608. type_box->add_item(TTR("Boolean"));
  609. type_box->add_item(TTR("Transform"));
  610. type_box->add_item(TTR("Sampler"));
  611. type_box->select(group_node->get_input_port_type(i));
  612. type_box->set_custom_minimum_size(Size2(100 * EDSCALE, 0));
  613. type_box->connect("item_selected", callable_mp(editor, &VisualShaderEditor::_change_input_port_type), varray(p_id, i), CONNECT_DEFERRED);
  614. LineEdit *name_box = memnew(LineEdit);
  615. hb->add_child(name_box);
  616. name_box->set_custom_minimum_size(Size2(65 * EDSCALE, 0));
  617. name_box->set_h_size_flags(Control::SIZE_EXPAND_FILL);
  618. name_box->set_text(name_left);
  619. name_box->connect("text_submitted", callable_mp(editor, &VisualShaderEditor::_change_input_port_name), varray(name_box, p_id, i), CONNECT_DEFERRED);
  620. name_box->connect("focus_exited", callable_mp(editor, &VisualShaderEditor::_port_name_focus_out), varray(name_box, p_id, i, false), CONNECT_DEFERRED);
  621. Button *remove_btn = memnew(Button);
  622. remove_btn->set_icon(EditorNode::get_singleton()->get_gui_base()->get_theme_icon(SNAME("Remove"), SNAME("EditorIcons")));
  623. remove_btn->set_tooltip(TTR("Remove") + " " + name_left);
  624. remove_btn->connect("pressed", callable_mp(editor, &VisualShaderEditor::_remove_input_port), varray(p_id, i), CONNECT_DEFERRED);
  625. hb->add_child(remove_btn);
  626. } else {
  627. Label *label = memnew(Label);
  628. label->set_text(name_left);
  629. label->add_theme_style_override("normal", label_style); //more compact
  630. hb->add_child(label);
  631. if (vsnode->is_input_port_default(i, mode) && !port_left_used) {
  632. Label *hint_label = memnew(Label);
  633. hint_label->set_text(TTR("[default]"));
  634. hint_label->add_theme_color_override("font_color", editor->get_theme_color(SNAME("font_readonly_color"), SNAME("TextEdit")));
  635. hint_label->add_theme_style_override("normal", label_style);
  636. hb->add_child(hint_label);
  637. }
  638. }
  639. }
  640. if (!is_group && !is_first_hbox) {
  641. hb->add_spacer();
  642. }
  643. if (valid_right) {
  644. if (is_group) {
  645. Button *remove_btn = memnew(Button);
  646. remove_btn->set_icon(EditorNode::get_singleton()->get_gui_base()->get_theme_icon(SNAME("Remove"), SNAME("EditorIcons")));
  647. remove_btn->set_tooltip(TTR("Remove") + " " + name_left);
  648. remove_btn->connect("pressed", callable_mp(editor, &VisualShaderEditor::_remove_output_port), varray(p_id, i), CONNECT_DEFERRED);
  649. hb->add_child(remove_btn);
  650. LineEdit *name_box = memnew(LineEdit);
  651. hb->add_child(name_box);
  652. name_box->set_custom_minimum_size(Size2(65 * EDSCALE, 0));
  653. name_box->set_h_size_flags(Control::SIZE_EXPAND_FILL);
  654. name_box->set_text(name_right);
  655. name_box->connect("text_submitted", callable_mp(editor, &VisualShaderEditor::_change_output_port_name), varray(name_box, p_id, i), CONNECT_DEFERRED);
  656. name_box->connect("focus_exited", callable_mp(editor, &VisualShaderEditor::_port_name_focus_out), varray(name_box, p_id, i, true), CONNECT_DEFERRED);
  657. OptionButton *type_box = memnew(OptionButton);
  658. hb->add_child(type_box);
  659. type_box->add_item(TTR("Float"));
  660. type_box->add_item(TTR("Int"));
  661. type_box->add_item(TTR("Vector2"));
  662. type_box->add_item(TTR("Vector3"));
  663. type_box->add_item(TTR("Boolean"));
  664. type_box->add_item(TTR("Transform"));
  665. type_box->select(group_node->get_output_port_type(i));
  666. type_box->set_custom_minimum_size(Size2(100 * EDSCALE, 0));
  667. type_box->connect("item_selected", callable_mp(editor, &VisualShaderEditor::_change_output_port_type), varray(p_id, i), CONNECT_DEFERRED);
  668. } else {
  669. Label *label = memnew(Label);
  670. label->set_text(name_right);
  671. label->add_theme_style_override("normal", label_style); //more compact
  672. hb->add_child(label);
  673. }
  674. }
  675. }
  676. if (valid_right) {
  677. if (vsnode->is_output_port_expandable(i)) {
  678. TextureButton *expand = memnew(TextureButton);
  679. expand->set_toggle_mode(true);
  680. expand->set_normal_texture(editor->get_theme_icon(SNAME("GuiTreeArrowDown"), SNAME("EditorIcons")));
  681. expand->set_pressed_texture(editor->get_theme_icon(SNAME("GuiTreeArrowRight"), SNAME("EditorIcons")));
  682. expand->set_v_size_flags(Control::SIZE_SHRINK_CENTER);
  683. expand->set_pressed(vsnode->_is_output_port_expanded(i));
  684. expand->connect("pressed", callable_mp(editor, &VisualShaderEditor::_expand_output_port), varray(p_id, i, !vsnode->_is_output_port_expanded(i)), CONNECT_DEFERRED);
  685. hb->add_child(expand);
  686. }
  687. if (vsnode->has_output_port_preview(i) && port_right != VisualShaderNode::PORT_TYPE_TRANSFORM && port_right != VisualShaderNode::PORT_TYPE_SAMPLER) {
  688. TextureButton *preview = memnew(TextureButton);
  689. preview->set_toggle_mode(true);
  690. preview->set_normal_texture(editor->get_theme_icon(SNAME("GuiVisibilityHidden"), SNAME("EditorIcons")));
  691. preview->set_pressed_texture(editor->get_theme_icon(SNAME("GuiVisibilityVisible"), SNAME("EditorIcons")));
  692. preview->set_v_size_flags(Control::SIZE_SHRINK_CENTER);
  693. register_output_port(p_id, j, preview);
  694. preview->connect("pressed", callable_mp(editor, &VisualShaderEditor::_preview_select_port), varray(p_id, j), CONNECT_DEFERRED);
  695. hb->add_child(preview);
  696. }
  697. }
  698. if (is_group) {
  699. offset = memnew(Control);
  700. offset->set_custom_minimum_size(Size2(0, 5 * EDSCALE));
  701. node->add_child(offset);
  702. port_offset++;
  703. }
  704. if (!is_first_hbox) {
  705. node->add_child(hb);
  706. }
  707. if (expanded_type != VisualShaderNode::PORT_TYPE_SCALAR) {
  708. continue;
  709. }
  710. int idx = 1;
  711. if (!is_first_hbox) {
  712. idx = i + port_offset;
  713. }
  714. node->set_slot(idx, valid_left, port_left, type_color[port_left], valid_right, port_right, type_color[port_right]);
  715. if (vsnode->_is_output_port_expanded(i)) {
  716. switch (vsnode->get_output_port_type(i)) {
  717. case VisualShaderNode::PORT_TYPE_VECTOR_2D: {
  718. port_offset++;
  719. valid_left = (i + 1) < vsnode->get_input_port_count();
  720. port_left = VisualShaderNode::PORT_TYPE_SCALAR;
  721. if (valid_left) {
  722. port_left = vsnode->get_input_port_type(i + 1);
  723. }
  724. node->set_slot(i + port_offset, valid_left, port_left, type_color[port_left], true, VisualShaderNode::PORT_TYPE_SCALAR, vector_expanded_color[0]);
  725. port_offset++;
  726. valid_left = (i + 2) < vsnode->get_input_port_count();
  727. port_left = VisualShaderNode::PORT_TYPE_SCALAR;
  728. if (valid_left) {
  729. port_left = vsnode->get_input_port_type(i + 2);
  730. }
  731. node->set_slot(i + port_offset, valid_left, port_left, type_color[port_left], true, VisualShaderNode::PORT_TYPE_SCALAR, vector_expanded_color[1]);
  732. expanded_type = VisualShaderNode::PORT_TYPE_VECTOR_2D;
  733. } break;
  734. case VisualShaderNode::PORT_TYPE_VECTOR_3D: {
  735. port_offset++;
  736. valid_left = (i + 1) < vsnode->get_input_port_count();
  737. port_left = VisualShaderNode::PORT_TYPE_SCALAR;
  738. if (valid_left) {
  739. port_left = vsnode->get_input_port_type(i + 1);
  740. }
  741. node->set_slot(i + port_offset, valid_left, port_left, type_color[port_left], true, VisualShaderNode::PORT_TYPE_SCALAR, vector_expanded_color[0]);
  742. port_offset++;
  743. valid_left = (i + 2) < vsnode->get_input_port_count();
  744. port_left = VisualShaderNode::PORT_TYPE_SCALAR;
  745. if (valid_left) {
  746. port_left = vsnode->get_input_port_type(i + 2);
  747. }
  748. node->set_slot(i + port_offset, valid_left, port_left, type_color[port_left], true, VisualShaderNode::PORT_TYPE_SCALAR, vector_expanded_color[1]);
  749. port_offset++;
  750. valid_left = (i + 3) < vsnode->get_input_port_count();
  751. port_left = VisualShaderNode::PORT_TYPE_SCALAR;
  752. if (valid_left) {
  753. port_left = vsnode->get_input_port_type(i + 3);
  754. }
  755. node->set_slot(i + port_offset, valid_left, port_left, type_color[port_left], true, VisualShaderNode::PORT_TYPE_SCALAR, vector_expanded_color[2]);
  756. expanded_type = VisualShaderNode::PORT_TYPE_VECTOR_3D;
  757. } break;
  758. default:
  759. break;
  760. }
  761. }
  762. }
  763. if (vsnode->get_output_port_for_preview() >= 0) {
  764. show_port_preview(p_type, p_id, vsnode->get_output_port_for_preview());
  765. }
  766. offset = memnew(Control);
  767. offset->set_custom_minimum_size(Size2(0, 4 * EDSCALE));
  768. node->add_child(offset);
  769. String error = vsnode->get_warning(mode, p_type);
  770. if (!error.is_empty()) {
  771. Label *error_label = memnew(Label);
  772. error_label->add_theme_color_override("font_color", editor->get_theme_color(SNAME("error_color"), SNAME("Editor")));
  773. error_label->set_text(error);
  774. node->add_child(error_label);
  775. }
  776. if (is_expression) {
  777. CodeEdit *expression_box = memnew(CodeEdit);
  778. Ref<CodeHighlighter> expression_syntax_highlighter;
  779. expression_syntax_highlighter.instantiate();
  780. expression_node->set_ctrl_pressed(expression_box, 0);
  781. node->add_child(expression_box);
  782. register_expression_edit(p_id, expression_box);
  783. Color background_color = EDITOR_GET("text_editor/theme/highlighting/background_color");
  784. Color text_color = EDITOR_GET("text_editor/theme/highlighting/text_color");
  785. Color keyword_color = EDITOR_GET("text_editor/theme/highlighting/keyword_color");
  786. Color control_flow_keyword_color = EDITOR_GET("text_editor/theme/highlighting/control_flow_keyword_color");
  787. Color comment_color = EDITOR_GET("text_editor/theme/highlighting/comment_color");
  788. Color symbol_color = EDITOR_GET("text_editor/theme/highlighting/symbol_color");
  789. Color function_color = EDITOR_GET("text_editor/theme/highlighting/function_color");
  790. Color number_color = EDITOR_GET("text_editor/theme/highlighting/number_color");
  791. Color members_color = EDITOR_GET("text_editor/theme/highlighting/member_variable_color");
  792. expression_box->set_syntax_highlighter(expression_syntax_highlighter);
  793. expression_box->add_theme_color_override("background_color", background_color);
  794. for (const String &E : editor->keyword_list) {
  795. if (ShaderLanguage::is_control_flow_keyword(E)) {
  796. expression_syntax_highlighter->add_keyword_color(E, control_flow_keyword_color);
  797. } else {
  798. expression_syntax_highlighter->add_keyword_color(E, keyword_color);
  799. }
  800. }
  801. expression_box->add_theme_font_override("font", editor->get_theme_font(SNAME("expression"), SNAME("EditorFonts")));
  802. expression_box->add_theme_font_size_override("font_size", editor->get_theme_font_size(SNAME("expression_size"), SNAME("EditorFonts")));
  803. expression_box->add_theme_color_override("font_color", text_color);
  804. expression_syntax_highlighter->set_number_color(number_color);
  805. expression_syntax_highlighter->set_symbol_color(symbol_color);
  806. expression_syntax_highlighter->set_function_color(function_color);
  807. expression_syntax_highlighter->set_member_variable_color(members_color);
  808. expression_syntax_highlighter->add_color_region("/*", "*/", comment_color, false);
  809. expression_syntax_highlighter->add_color_region("//", "", comment_color, true);
  810. expression_box->clear_comment_delimiters();
  811. expression_box->add_comment_delimiter("/*", "*/", false);
  812. expression_box->add_comment_delimiter("//", "", true);
  813. if (!expression_box->has_auto_brace_completion_open_key("/*")) {
  814. expression_box->add_auto_brace_completion_pair("/*", "*/");
  815. }
  816. expression_box->set_text(expression);
  817. expression_box->set_context_menu_enabled(false);
  818. expression_box->set_draw_line_numbers(true);
  819. expression_box->connect("focus_exited", callable_mp(editor, &VisualShaderEditor::_expression_focus_out), varray(expression_box, p_id));
  820. }
  821. if (is_comment) {
  822. graph->move_child(node, 0); // to prevents a bug where comment node overlaps its content
  823. }
  824. }
  825. void VisualShaderGraphPlugin::remove_node(VisualShader::Type p_type, int p_id) {
  826. if (visual_shader->get_shader_type() == p_type && links.has(p_id)) {
  827. links[p_id].graph_node->get_parent()->remove_child(links[p_id].graph_node);
  828. memdelete(links[p_id].graph_node);
  829. links.erase(p_id);
  830. }
  831. }
  832. void VisualShaderGraphPlugin::connect_nodes(VisualShader::Type p_type, int p_from_node, int p_from_port, int p_to_node, int p_to_port) {
  833. VisualShaderEditor *editor = VisualShaderEditor::get_singleton();
  834. if (!editor) {
  835. return;
  836. }
  837. GraphEdit *graph = editor->graph;
  838. if (!graph) {
  839. return;
  840. }
  841. if (visual_shader.is_valid() && visual_shader->get_shader_type() == p_type) {
  842. graph->connect_node(itos(p_from_node), p_from_port, itos(p_to_node), p_to_port);
  843. connections.push_back({ p_from_node, p_from_port, p_to_node, p_to_port });
  844. if (links[p_to_node].input_ports.has(p_to_port) && links[p_to_node].input_ports[p_to_port].default_input_button != nullptr) {
  845. links[p_to_node].input_ports[p_to_port].default_input_button->hide();
  846. }
  847. }
  848. }
  849. void VisualShaderGraphPlugin::disconnect_nodes(VisualShader::Type p_type, int p_from_node, int p_from_port, int p_to_node, int p_to_port) {
  850. VisualShaderEditor *editor = VisualShaderEditor::get_singleton();
  851. if (!editor) {
  852. return;
  853. }
  854. GraphEdit *graph = editor->graph;
  855. if (!graph) {
  856. return;
  857. }
  858. if (visual_shader.is_valid() && visual_shader->get_shader_type() == p_type) {
  859. graph->disconnect_node(itos(p_from_node), p_from_port, itos(p_to_node), p_to_port);
  860. for (const List<VisualShader::Connection>::Element *E = connections.front(); E; E = E->next()) {
  861. 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) {
  862. connections.erase(E);
  863. break;
  864. }
  865. }
  866. 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) {
  867. links[p_to_node].input_ports[p_to_port].default_input_button->show();
  868. 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));
  869. }
  870. }
  871. }
  872. VisualShaderGraphPlugin::~VisualShaderGraphPlugin() {
  873. }
  874. /////////////////
  875. void VisualShaderEditor::edit(VisualShader *p_visual_shader) {
  876. bool changed = false;
  877. if (p_visual_shader) {
  878. if (visual_shader.is_null()) {
  879. changed = true;
  880. } else {
  881. if (visual_shader.ptr() != p_visual_shader) {
  882. changed = true;
  883. }
  884. }
  885. visual_shader = Ref<VisualShader>(p_visual_shader);
  886. graph_plugin->register_shader(visual_shader.ptr());
  887. Callable ce = callable_mp(this, &VisualShaderEditor::_update_preview);
  888. if (!visual_shader->is_connected("changed", ce)) {
  889. visual_shader->connect("changed", ce);
  890. }
  891. #ifndef DISABLE_DEPRECATED
  892. Dictionary engine_version = Engine::get_singleton()->get_version_info();
  893. static Array components;
  894. if (components.is_empty()) {
  895. components.push_back("major");
  896. components.push_back("minor");
  897. }
  898. const Dictionary vs_version = visual_shader->get_engine_version();
  899. if (!vs_version.has_all(components)) {
  900. visual_shader->update_engine_version(engine_version);
  901. print_line(vformat(TTR("The shader (\"%s\") has been updated to correspond Godot %s.%s version."), visual_shader->get_path(), engine_version["major"], engine_version["minor"]));
  902. } else {
  903. for (int i = 0; i < components.size(); i++) {
  904. if (vs_version[components[i]] != engine_version[components[i]]) {
  905. visual_shader->update_engine_version(engine_version);
  906. print_line(vformat(TTR("The shader (\"%s\") has been updated to correspond Godot %s.%s version."), visual_shader->get_path(), engine_version["major"], engine_version["minor"]));
  907. break;
  908. }
  909. }
  910. }
  911. #endif
  912. visual_shader->set_graph_offset(graph->get_scroll_ofs() / EDSCALE);
  913. _set_mode(visual_shader->get_mode());
  914. } else {
  915. if (visual_shader.is_valid()) {
  916. Callable ce = callable_mp(this, &VisualShaderEditor::_update_preview);
  917. if (visual_shader->is_connected("changed", ce)) {
  918. visual_shader->disconnect("changed", ce);
  919. }
  920. }
  921. visual_shader.unref();
  922. }
  923. if (visual_shader.is_null()) {
  924. hide();
  925. } else {
  926. if (changed) { // to avoid tree collapse
  927. _update_varying_tree();
  928. _update_options_menu();
  929. _update_preview();
  930. _update_graph();
  931. }
  932. }
  933. }
  934. void VisualShaderEditor::update_nodes() {
  935. _update_nodes();
  936. }
  937. void VisualShaderEditor::add_plugin(const Ref<VisualShaderNodePlugin> &p_plugin) {
  938. if (plugins.has(p_plugin)) {
  939. return;
  940. }
  941. plugins.push_back(p_plugin);
  942. }
  943. void VisualShaderEditor::remove_plugin(const Ref<VisualShaderNodePlugin> &p_plugin) {
  944. plugins.erase(p_plugin);
  945. }
  946. void VisualShaderEditor::clear_custom_types() {
  947. for (int i = 0; i < add_options.size(); i++) {
  948. if (add_options[i].is_custom) {
  949. add_options.remove_at(i);
  950. i--;
  951. }
  952. }
  953. }
  954. 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) {
  955. ERR_FAIL_COND(!p_name.is_valid_identifier());
  956. ERR_FAIL_COND(!p_script.is_valid());
  957. for (int i = 0; i < add_options.size(); i++) {
  958. if (add_options[i].is_custom) {
  959. if (add_options[i].script == p_script) {
  960. return;
  961. }
  962. }
  963. }
  964. AddOption ao;
  965. ao.name = p_name;
  966. ao.script = p_script;
  967. ao.return_type = p_return_icon_type;
  968. ao.description = p_description;
  969. ao.category = p_category;
  970. ao.highend = p_highend;
  971. ao.is_custom = true;
  972. bool begin = false;
  973. String root = p_category.split("/")[0];
  974. for (int i = 0; i < add_options.size(); i++) {
  975. if (add_options[i].is_custom) {
  976. if (add_options[i].category == root) {
  977. if (!begin) {
  978. begin = true;
  979. }
  980. } else {
  981. if (begin) {
  982. add_options.insert(i, ao);
  983. return;
  984. }
  985. }
  986. }
  987. }
  988. add_options.push_back(ao);
  989. }
  990. bool VisualShaderEditor::_is_available(int p_mode) {
  991. int current_mode = edit_type->get_selected();
  992. if (p_mode != -1) {
  993. switch (current_mode) {
  994. case 0: // Vertex / Emit
  995. current_mode = 1;
  996. break;
  997. case 1: // Fragment / Process
  998. current_mode = 2;
  999. break;
  1000. case 2: // Light / Collide
  1001. current_mode = 4;
  1002. break;
  1003. default:
  1004. break;
  1005. }
  1006. }
  1007. return (p_mode == -1 || (p_mode & current_mode) != 0);
  1008. }
  1009. void VisualShaderEditor::_update_nodes() {
  1010. clear_custom_types();
  1011. List<StringName> class_list;
  1012. ScriptServer::get_global_class_list(&class_list);
  1013. Dictionary added;
  1014. for (int i = 0; i < class_list.size(); i++) {
  1015. if (ScriptServer::get_global_class_native_base(class_list[i]) == "VisualShaderNodeCustom") {
  1016. String script_path = ScriptServer::get_global_class_path(class_list[i]);
  1017. Ref<Resource> res = ResourceLoader::load(script_path);
  1018. ERR_FAIL_COND(res.is_null());
  1019. ERR_FAIL_COND(!res->is_class("Script"));
  1020. Ref<Script> script = Ref<Script>(res);
  1021. Ref<VisualShaderNodeCustom> ref;
  1022. ref.instantiate();
  1023. ref->set_script(script);
  1024. if (!ref->is_available(visual_shader->get_mode(), visual_shader->get_shader_type())) {
  1025. continue;
  1026. }
  1027. String name;
  1028. if (ref->has_method("_get_name")) {
  1029. name = (String)ref->call("_get_name");
  1030. } else {
  1031. name = "Unnamed";
  1032. }
  1033. String description = "";
  1034. if (ref->has_method("_get_description")) {
  1035. description = (String)ref->call("_get_description");
  1036. }
  1037. int return_icon_type = -1;
  1038. if (ref->has_method("_get_return_icon_type")) {
  1039. return_icon_type = (int)ref->call("_get_return_icon_type");
  1040. }
  1041. String category = "";
  1042. if (ref->has_method("_get_category")) {
  1043. category = (String)ref->call("_get_category");
  1044. }
  1045. String subcategory = "";
  1046. if (ref->has_method("_get_subcategory")) {
  1047. subcategory = (String)ref->call("_get_subcategory");
  1048. }
  1049. bool highend = false;
  1050. if (ref->has_method("_is_highend")) {
  1051. highend = (bool)ref->call("_is_highend");
  1052. }
  1053. Dictionary dict;
  1054. dict["name"] = name;
  1055. dict["script"] = script;
  1056. dict["description"] = description;
  1057. dict["return_icon_type"] = return_icon_type;
  1058. category = category.rstrip("/");
  1059. category = category.lstrip("/");
  1060. category = "Addons/" + category;
  1061. if (!subcategory.is_empty()) {
  1062. category += "/" + subcategory;
  1063. }
  1064. dict["category"] = category;
  1065. dict["highend"] = highend;
  1066. String key;
  1067. key = category + "/" + name;
  1068. added[key] = dict;
  1069. }
  1070. }
  1071. // Disables not-supported copied items.
  1072. {
  1073. for (CopyItem &item : copy_items_buffer) {
  1074. Ref<VisualShaderNodeCustom> custom = Object::cast_to<VisualShaderNodeCustom>(item.node.ptr());
  1075. if (custom.is_valid()) {
  1076. if (!custom->is_available(visual_shader->get_mode(), visual_shader->get_shader_type())) {
  1077. item.disabled = true;
  1078. } else {
  1079. item.disabled = false;
  1080. }
  1081. } else {
  1082. for (int i = 0; i < add_options.size(); i++) {
  1083. if (add_options[i].type == item.node->get_class_name()) {
  1084. if ((add_options[i].func != visual_shader->get_mode() && add_options[i].func != -1) || !_is_available(add_options[i].mode)) {
  1085. item.disabled = true;
  1086. } else {
  1087. item.disabled = false;
  1088. }
  1089. break;
  1090. }
  1091. }
  1092. }
  1093. }
  1094. }
  1095. Array keys = added.keys();
  1096. keys.sort();
  1097. for (int i = 0; i < keys.size(); i++) {
  1098. const Variant &key = keys.get(i);
  1099. const Dictionary &value = (Dictionary)added[key];
  1100. add_custom_type(value["name"], value["script"], value["description"], value["return_icon_type"], value["category"], value["highend"]);
  1101. }
  1102. _update_options_menu();
  1103. }
  1104. String VisualShaderEditor::_get_description(int p_idx) {
  1105. return add_options[p_idx].description;
  1106. }
  1107. void VisualShaderEditor::_update_options_menu() {
  1108. node_desc->set_text("");
  1109. members_dialog->get_ok_button()->set_disabled(true);
  1110. members->clear();
  1111. TreeItem *root = members->create_item();
  1112. String filter = node_filter->get_text().strip_edges();
  1113. bool use_filter = !filter.is_empty();
  1114. bool is_first_item = true;
  1115. Color unsupported_color = get_theme_color(SNAME("error_color"), SNAME("Editor"));
  1116. Color supported_color = get_theme_color(SNAME("warning_color"), SNAME("Editor"));
  1117. static bool low_driver = ProjectSettings::get_singleton()->get("rendering/driver/driver_name") == "opengl3";
  1118. Map<String, TreeItem *> folders;
  1119. int current_func = -1;
  1120. if (!visual_shader.is_null()) {
  1121. current_func = visual_shader->get_mode();
  1122. }
  1123. Vector<AddOption> custom_options;
  1124. Vector<AddOption> embedded_options;
  1125. static Vector<String> type_filter_exceptions;
  1126. if (type_filter_exceptions.is_empty()) {
  1127. type_filter_exceptions.append("VisualShaderNodeExpression");
  1128. }
  1129. for (int i = 0; i < add_options.size(); i++) {
  1130. if (!use_filter || add_options[i].name.findn(filter) != -1) {
  1131. // port type filtering
  1132. if (members_output_port_type != VisualShaderNode::PORT_TYPE_MAX || members_input_port_type != VisualShaderNode::PORT_TYPE_MAX) {
  1133. Ref<VisualShaderNode> vsn;
  1134. int check_result = 0;
  1135. if (!add_options[i].is_custom) {
  1136. vsn = Ref<VisualShaderNode>(Object::cast_to<VisualShaderNode>(ClassDB::instantiate(add_options[i].type)));
  1137. if (!vsn.is_valid()) {
  1138. continue;
  1139. }
  1140. if (type_filter_exceptions.has(add_options[i].type)) {
  1141. check_result = 1;
  1142. }
  1143. Ref<VisualShaderNodeInput> input = Object::cast_to<VisualShaderNodeInput>(vsn.ptr());
  1144. if (input.is_valid()) {
  1145. input->set_shader_mode(visual_shader->get_mode());
  1146. input->set_shader_type(visual_shader->get_shader_type());
  1147. if (!add_options[i].ops.is_empty() && add_options[i].ops[0].get_type() == Variant::STRING) {
  1148. input->set_input_name((String)add_options[i].ops[0]);
  1149. }
  1150. }
  1151. Ref<VisualShaderNodeExpression> expression = Object::cast_to<VisualShaderNodeExpression>(vsn.ptr());
  1152. if (expression.is_valid()) {
  1153. if (members_input_port_type == VisualShaderNode::PORT_TYPE_SAMPLER) {
  1154. check_result = -1; // expressions creates a port with required type automatically (except for sampler output)
  1155. }
  1156. }
  1157. Ref<VisualShaderNodeUniformRef> uniform_ref = Object::cast_to<VisualShaderNodeUniformRef>(vsn.ptr());
  1158. if (uniform_ref.is_valid()) {
  1159. check_result = -1;
  1160. if (members_input_port_type != VisualShaderNode::PORT_TYPE_MAX) {
  1161. for (int j = 0; j < uniform_ref->get_uniforms_count(); j++) {
  1162. if (visual_shader->is_port_types_compatible(uniform_ref->get_port_type_by_index(j), members_input_port_type)) {
  1163. check_result = 1;
  1164. break;
  1165. }
  1166. }
  1167. }
  1168. }
  1169. } else {
  1170. check_result = 1;
  1171. }
  1172. if (members_output_port_type != VisualShaderNode::PORT_TYPE_MAX) {
  1173. if (check_result == 0) {
  1174. for (int j = 0; j < vsn->get_input_port_count(); j++) {
  1175. if (visual_shader->is_port_types_compatible(vsn->get_input_port_type(j), members_output_port_type)) {
  1176. check_result = 1;
  1177. break;
  1178. }
  1179. }
  1180. }
  1181. if (check_result != 1) {
  1182. continue;
  1183. }
  1184. }
  1185. if (members_input_port_type != VisualShaderNode::PORT_TYPE_MAX) {
  1186. if (check_result == 0) {
  1187. for (int j = 0; j < vsn->get_output_port_count(); j++) {
  1188. if (visual_shader->is_port_types_compatible(vsn->get_output_port_type(j), members_input_port_type)) {
  1189. check_result = 1;
  1190. break;
  1191. }
  1192. }
  1193. }
  1194. if (check_result != 1) {
  1195. continue;
  1196. }
  1197. }
  1198. }
  1199. if ((add_options[i].func != current_func && add_options[i].func != -1) || !_is_available(add_options[i].mode)) {
  1200. continue;
  1201. }
  1202. const_cast<AddOption &>(add_options[i]).temp_idx = i; // save valid id
  1203. if (add_options[i].is_custom) {
  1204. custom_options.push_back(add_options[i]);
  1205. } else {
  1206. embedded_options.push_back(add_options[i]);
  1207. }
  1208. }
  1209. }
  1210. Vector<AddOption> options;
  1211. SortArray<AddOption, _OptionComparator> sorter;
  1212. sorter.sort(custom_options.ptrw(), custom_options.size());
  1213. options.append_array(custom_options);
  1214. options.append_array(embedded_options);
  1215. for (int i = 0; i < options.size(); i++) {
  1216. String path = options[i].category;
  1217. Vector<String> subfolders = path.split("/");
  1218. TreeItem *category = nullptr;
  1219. if (!folders.has(path)) {
  1220. category = root;
  1221. String path_temp = "";
  1222. for (int j = 0; j < subfolders.size(); j++) {
  1223. path_temp += subfolders[j];
  1224. if (!folders.has(path_temp)) {
  1225. category = members->create_item(category);
  1226. category->set_selectable(0, false);
  1227. category->set_collapsed(!use_filter);
  1228. category->set_text(0, subfolders[j]);
  1229. folders.insert(path_temp, category);
  1230. } else {
  1231. category = folders[path_temp];
  1232. }
  1233. }
  1234. } else {
  1235. category = folders[path];
  1236. }
  1237. TreeItem *item = members->create_item(category);
  1238. if (options[i].highend && low_driver) {
  1239. item->set_custom_color(0, unsupported_color);
  1240. } else if (options[i].highend) {
  1241. item->set_custom_color(0, supported_color);
  1242. }
  1243. item->set_text(0, options[i].name);
  1244. if (is_first_item && use_filter) {
  1245. item->select(0);
  1246. node_desc->set_text(options[i].description);
  1247. is_first_item = false;
  1248. }
  1249. switch (options[i].return_type) {
  1250. case VisualShaderNode::PORT_TYPE_SCALAR:
  1251. item->set_icon(0, EditorNode::get_singleton()->get_gui_base()->get_theme_icon(SNAME("float"), SNAME("EditorIcons")));
  1252. break;
  1253. case VisualShaderNode::PORT_TYPE_SCALAR_INT:
  1254. item->set_icon(0, EditorNode::get_singleton()->get_gui_base()->get_theme_icon(SNAME("int"), SNAME("EditorIcons")));
  1255. break;
  1256. case VisualShaderNode::PORT_TYPE_VECTOR_2D:
  1257. item->set_icon(0, EditorNode::get_singleton()->get_gui_base()->get_theme_icon(SNAME("Vector2"), SNAME("EditorIcons")));
  1258. break;
  1259. case VisualShaderNode::PORT_TYPE_VECTOR_3D:
  1260. item->set_icon(0, EditorNode::get_singleton()->get_gui_base()->get_theme_icon(SNAME("Vector3"), SNAME("EditorIcons")));
  1261. break;
  1262. case VisualShaderNode::PORT_TYPE_BOOLEAN:
  1263. item->set_icon(0, EditorNode::get_singleton()->get_gui_base()->get_theme_icon(SNAME("bool"), SNAME("EditorIcons")));
  1264. break;
  1265. case VisualShaderNode::PORT_TYPE_TRANSFORM:
  1266. item->set_icon(0, EditorNode::get_singleton()->get_gui_base()->get_theme_icon(SNAME("Transform3D"), SNAME("EditorIcons")));
  1267. break;
  1268. case VisualShaderNode::PORT_TYPE_SAMPLER:
  1269. item->set_icon(0, EditorNode::get_singleton()->get_gui_base()->get_theme_icon(SNAME("ImageTexture"), SNAME("EditorIcons")));
  1270. break;
  1271. default:
  1272. break;
  1273. }
  1274. item->set_meta("id", options[i].temp_idx);
  1275. }
  1276. }
  1277. void VisualShaderEditor::_set_mode(int p_which) {
  1278. if (p_which == VisualShader::MODE_SKY) {
  1279. edit_type_standard->set_visible(false);
  1280. edit_type_particles->set_visible(false);
  1281. edit_type_sky->set_visible(true);
  1282. edit_type_fog->set_visible(false);
  1283. edit_type = edit_type_sky;
  1284. custom_mode_box->set_visible(false);
  1285. varying_button->hide();
  1286. mode = MODE_FLAGS_SKY;
  1287. } else if (p_which == VisualShader::MODE_FOG) {
  1288. edit_type_standard->set_visible(false);
  1289. edit_type_particles->set_visible(false);
  1290. edit_type_sky->set_visible(false);
  1291. edit_type_fog->set_visible(true);
  1292. edit_type = edit_type_fog;
  1293. custom_mode_box->set_visible(false);
  1294. varying_button->hide();
  1295. mode = MODE_FLAGS_FOG;
  1296. } else if (p_which == VisualShader::MODE_PARTICLES) {
  1297. edit_type_standard->set_visible(false);
  1298. edit_type_particles->set_visible(true);
  1299. edit_type_sky->set_visible(false);
  1300. edit_type_fog->set_visible(false);
  1301. edit_type = edit_type_particles;
  1302. if ((edit_type->get_selected() + 3) > VisualShader::TYPE_PROCESS) {
  1303. custom_mode_box->set_visible(false);
  1304. } else {
  1305. custom_mode_box->set_visible(true);
  1306. }
  1307. varying_button->hide();
  1308. mode = MODE_FLAGS_PARTICLES;
  1309. } else {
  1310. edit_type_particles->set_visible(false);
  1311. edit_type_standard->set_visible(true);
  1312. edit_type_sky->set_visible(false);
  1313. edit_type_fog->set_visible(false);
  1314. edit_type = edit_type_standard;
  1315. custom_mode_box->set_visible(false);
  1316. varying_button->show();
  1317. mode = MODE_FLAGS_SPATIAL_CANVASITEM;
  1318. }
  1319. visual_shader->set_shader_type(get_current_shader_type());
  1320. }
  1321. Size2 VisualShaderEditor::get_minimum_size() const {
  1322. return Size2(10, 200);
  1323. }
  1324. void VisualShaderEditor::_draw_color_over_button(Object *obj, Color p_color) {
  1325. Button *button = Object::cast_to<Button>(obj);
  1326. if (!button) {
  1327. return;
  1328. }
  1329. Ref<StyleBox> normal = get_theme_stylebox(SNAME("normal"), SNAME("Button"));
  1330. button->draw_rect(Rect2(normal->get_offset(), button->get_size() - normal->get_minimum_size()), p_color);
  1331. }
  1332. void VisualShaderEditor::_update_created_node(GraphNode *node) {
  1333. const Ref<StyleBoxFlat> sb = node->get_theme_stylebox(SNAME("frame"), SNAME("GraphNode"));
  1334. Color c = sb->get_border_color();
  1335. 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);
  1336. c = mono_color;
  1337. node->add_theme_color_override("title_color", c);
  1338. c.a = 0.7;
  1339. node->add_theme_color_override("close_color", c);
  1340. node->add_theme_color_override("resizer_color", c);
  1341. }
  1342. void VisualShaderEditor::_update_uniforms(bool p_update_refs) {
  1343. VisualShaderNodeUniformRef::clear_uniforms();
  1344. for (int t = 0; t < VisualShader::TYPE_MAX; t++) {
  1345. Vector<int> tnodes = visual_shader->get_node_list((VisualShader::Type)t);
  1346. for (int i = 0; i < tnodes.size(); i++) {
  1347. Ref<VisualShaderNode> vsnode = visual_shader->get_node((VisualShader::Type)t, tnodes[i]);
  1348. Ref<VisualShaderNodeUniform> uniform = vsnode;
  1349. if (uniform.is_valid()) {
  1350. Ref<VisualShaderNodeFloatUniform> float_uniform = vsnode;
  1351. Ref<VisualShaderNodeIntUniform> int_uniform = vsnode;
  1352. Ref<VisualShaderNodeVec2Uniform> vec2_uniform = vsnode;
  1353. Ref<VisualShaderNodeVec3Uniform> vec3_uniform = vsnode;
  1354. Ref<VisualShaderNodeColorUniform> color_uniform = vsnode;
  1355. Ref<VisualShaderNodeBooleanUniform> bool_uniform = vsnode;
  1356. Ref<VisualShaderNodeTransformUniform> transform_uniform = vsnode;
  1357. VisualShaderNodeUniformRef::UniformType uniform_type;
  1358. if (float_uniform.is_valid()) {
  1359. uniform_type = VisualShaderNodeUniformRef::UniformType::UNIFORM_TYPE_FLOAT;
  1360. } else if (int_uniform.is_valid()) {
  1361. uniform_type = VisualShaderNodeUniformRef::UniformType::UNIFORM_TYPE_INT;
  1362. } else if (bool_uniform.is_valid()) {
  1363. uniform_type = VisualShaderNodeUniformRef::UniformType::UNIFORM_TYPE_BOOLEAN;
  1364. } else if (vec2_uniform.is_valid()) {
  1365. uniform_type = VisualShaderNodeUniformRef::UniformType::UNIFORM_TYPE_VECTOR2;
  1366. } else if (vec3_uniform.is_valid()) {
  1367. uniform_type = VisualShaderNodeUniformRef::UniformType::UNIFORM_TYPE_VECTOR3;
  1368. } else if (transform_uniform.is_valid()) {
  1369. uniform_type = VisualShaderNodeUniformRef::UniformType::UNIFORM_TYPE_TRANSFORM;
  1370. } else if (color_uniform.is_valid()) {
  1371. uniform_type = VisualShaderNodeUniformRef::UniformType::UNIFORM_TYPE_COLOR;
  1372. } else {
  1373. uniform_type = VisualShaderNodeUniformRef::UniformType::UNIFORM_TYPE_SAMPLER;
  1374. }
  1375. VisualShaderNodeUniformRef::add_uniform(uniform->get_uniform_name(), uniform_type);
  1376. }
  1377. }
  1378. }
  1379. if (p_update_refs) {
  1380. graph_plugin->update_uniform_refs();
  1381. }
  1382. }
  1383. void VisualShaderEditor::_update_uniform_refs(Set<String> &p_deleted_names) {
  1384. for (int i = 0; i < VisualShader::TYPE_MAX; i++) {
  1385. VisualShader::Type type = VisualShader::Type(i);
  1386. Vector<int> nodes = visual_shader->get_node_list(type);
  1387. for (int j = 0; j < nodes.size(); j++) {
  1388. if (j > 0) {
  1389. Ref<VisualShaderNodeUniformRef> ref = visual_shader->get_node(type, nodes[j]);
  1390. if (ref.is_valid()) {
  1391. if (p_deleted_names.has(ref->get_uniform_name())) {
  1392. undo_redo->add_do_method(ref.ptr(), "set_uniform_name", "[None]");
  1393. undo_redo->add_undo_method(ref.ptr(), "set_uniform_name", ref->get_uniform_name());
  1394. undo_redo->add_do_method(graph_plugin.ptr(), "update_node", VisualShader::Type(i), nodes[j]);
  1395. undo_redo->add_undo_method(graph_plugin.ptr(), "update_node", VisualShader::Type(i), nodes[j]);
  1396. }
  1397. }
  1398. }
  1399. }
  1400. }
  1401. }
  1402. void VisualShaderEditor::_update_graph() {
  1403. if (updating) {
  1404. return;
  1405. }
  1406. if (visual_shader.is_null()) {
  1407. return;
  1408. }
  1409. graph->set_scroll_ofs(visual_shader->get_graph_offset() * EDSCALE);
  1410. VisualShader::Type type = get_current_shader_type();
  1411. graph->clear_connections();
  1412. //erase all nodes
  1413. for (int i = 0; i < graph->get_child_count(); i++) {
  1414. if (Object::cast_to<GraphNode>(graph->get_child(i))) {
  1415. Node *node = graph->get_child(i);
  1416. graph->remove_child(node);
  1417. memdelete(node);
  1418. i--;
  1419. }
  1420. }
  1421. List<VisualShader::Connection> connections;
  1422. visual_shader->get_node_connections(type, &connections);
  1423. graph_plugin->set_connections(connections);
  1424. Vector<int> nodes = visual_shader->get_node_list(type);
  1425. _update_uniforms(false);
  1426. _update_varyings();
  1427. graph_plugin->clear_links();
  1428. graph_plugin->make_dirty(true);
  1429. graph_plugin->update_theme();
  1430. for (int n_i = 0; n_i < nodes.size(); n_i++) {
  1431. graph_plugin->add_node(type, nodes[n_i]);
  1432. }
  1433. graph_plugin->make_dirty(false);
  1434. for (const VisualShader::Connection &E : connections) {
  1435. int from = E.from_node;
  1436. int from_idx = E.from_port;
  1437. int to = E.to_node;
  1438. int to_idx = E.to_port;
  1439. graph->connect_node(itos(from), from_idx, itos(to), to_idx);
  1440. }
  1441. float graph_minimap_opacity = EditorSettings::get_singleton()->get("editors/visual_editors/minimap_opacity");
  1442. graph->set_minimap_opacity(graph_minimap_opacity);
  1443. }
  1444. VisualShader::Type VisualShaderEditor::get_current_shader_type() const {
  1445. VisualShader::Type type;
  1446. if (mode & MODE_FLAGS_PARTICLES) {
  1447. type = VisualShader::Type(edit_type->get_selected() + 3 + (custom_mode_enabled ? 3 : 0));
  1448. } else if (mode & MODE_FLAGS_SKY) {
  1449. type = VisualShader::Type(edit_type->get_selected() + 8);
  1450. } else if (mode & MODE_FLAGS_FOG) {
  1451. type = VisualShader::Type(edit_type->get_selected() + 9);
  1452. } else {
  1453. type = VisualShader::Type(edit_type->get_selected());
  1454. }
  1455. return type;
  1456. }
  1457. void VisualShaderEditor::_add_input_port(int p_node, int p_port, int p_port_type, const String &p_name) {
  1458. VisualShader::Type type = get_current_shader_type();
  1459. Ref<VisualShaderNodeExpression> node = visual_shader->get_node(type, p_node);
  1460. if (node.is_null()) {
  1461. return;
  1462. }
  1463. undo_redo->create_action(TTR("Add Input Port"));
  1464. undo_redo->add_do_method(node.ptr(), "add_input_port", p_port, p_port_type, p_name);
  1465. undo_redo->add_undo_method(node.ptr(), "remove_input_port", p_port);
  1466. undo_redo->add_do_method(graph_plugin.ptr(), "update_node", type, p_node);
  1467. undo_redo->add_undo_method(graph_plugin.ptr(), "update_node", type, p_node);
  1468. undo_redo->commit_action();
  1469. }
  1470. void VisualShaderEditor::_add_output_port(int p_node, int p_port, int p_port_type, const String &p_name) {
  1471. VisualShader::Type type = get_current_shader_type();
  1472. Ref<VisualShaderNodeGroupBase> node = visual_shader->get_node(type, p_node);
  1473. if (node.is_null()) {
  1474. return;
  1475. }
  1476. undo_redo->create_action(TTR("Add Output Port"));
  1477. undo_redo->add_do_method(node.ptr(), "add_output_port", p_port, p_port_type, p_name);
  1478. undo_redo->add_undo_method(node.ptr(), "remove_output_port", p_port);
  1479. undo_redo->add_do_method(graph_plugin.ptr(), "update_node", type, p_node);
  1480. undo_redo->add_undo_method(graph_plugin.ptr(), "update_node", type, p_node);
  1481. undo_redo->commit_action();
  1482. }
  1483. void VisualShaderEditor::_change_input_port_type(int p_type, int p_node, int p_port) {
  1484. VisualShader::Type type = get_current_shader_type();
  1485. Ref<VisualShaderNodeGroupBase> node = visual_shader->get_node(type, p_node);
  1486. if (node.is_null()) {
  1487. return;
  1488. }
  1489. undo_redo->create_action(TTR("Change Input Port Type"));
  1490. undo_redo->add_do_method(node.ptr(), "set_input_port_type", p_port, p_type);
  1491. undo_redo->add_undo_method(node.ptr(), "set_input_port_type", p_port, node->get_input_port_type(p_port));
  1492. undo_redo->add_do_method(graph_plugin.ptr(), "update_node", type, p_node);
  1493. undo_redo->add_undo_method(graph_plugin.ptr(), "update_node", type, p_node);
  1494. undo_redo->commit_action();
  1495. }
  1496. void VisualShaderEditor::_change_output_port_type(int p_type, int p_node, int p_port) {
  1497. VisualShader::Type type = get_current_shader_type();
  1498. Ref<VisualShaderNodeGroupBase> node = visual_shader->get_node(type, p_node);
  1499. if (node.is_null()) {
  1500. return;
  1501. }
  1502. undo_redo->create_action(TTR("Change Output Port Type"));
  1503. undo_redo->add_do_method(node.ptr(), "set_output_port_type", p_port, p_type);
  1504. undo_redo->add_undo_method(node.ptr(), "set_output_port_type", p_port, node->get_output_port_type(p_port));
  1505. undo_redo->add_do_method(graph_plugin.ptr(), "update_node", type, p_node);
  1506. undo_redo->add_undo_method(graph_plugin.ptr(), "update_node", type, p_node);
  1507. undo_redo->commit_action();
  1508. }
  1509. void VisualShaderEditor::_change_input_port_name(const String &p_text, Object *p_line_edit, int p_node_id, int p_port_id) {
  1510. VisualShader::Type type = get_current_shader_type();
  1511. Ref<VisualShaderNodeGroupBase> node = visual_shader->get_node(type, p_node_id);
  1512. ERR_FAIL_COND(!node.is_valid());
  1513. String prev_name = node->get_input_port_name(p_port_id);
  1514. if (prev_name == p_text) {
  1515. return;
  1516. }
  1517. LineEdit *line_edit = Object::cast_to<LineEdit>(p_line_edit);
  1518. ERR_FAIL_COND(!line_edit);
  1519. String validated_name = visual_shader->validate_port_name(p_text, node.ptr(), p_port_id, false);
  1520. if (validated_name.is_empty() || prev_name == validated_name) {
  1521. line_edit->set_text(node->get_input_port_name(p_port_id));
  1522. return;
  1523. }
  1524. undo_redo->create_action(TTR("Change Input Port Name"));
  1525. undo_redo->add_do_method(node.ptr(), "set_input_port_name", p_port_id, validated_name);
  1526. undo_redo->add_undo_method(node.ptr(), "set_input_port_name", p_port_id, node->get_input_port_name(p_port_id));
  1527. undo_redo->add_do_method(graph_plugin.ptr(), "update_node", type, p_node_id);
  1528. undo_redo->add_undo_method(graph_plugin.ptr(), "update_node", type, p_node_id);
  1529. undo_redo->commit_action();
  1530. }
  1531. void VisualShaderEditor::_change_output_port_name(const String &p_text, Object *p_line_edit, int p_node_id, int p_port_id) {
  1532. VisualShader::Type type = get_current_shader_type();
  1533. Ref<VisualShaderNodeGroupBase> node = visual_shader->get_node(type, p_node_id);
  1534. ERR_FAIL_COND(!node.is_valid());
  1535. String prev_name = node->get_output_port_name(p_port_id);
  1536. if (prev_name == p_text) {
  1537. return;
  1538. }
  1539. LineEdit *line_edit = Object::cast_to<LineEdit>(p_line_edit);
  1540. ERR_FAIL_COND(!line_edit);
  1541. String validated_name = visual_shader->validate_port_name(p_text, node.ptr(), p_port_id, true);
  1542. if (validated_name.is_empty() || prev_name == validated_name) {
  1543. line_edit->set_text(node->get_output_port_name(p_port_id));
  1544. return;
  1545. }
  1546. undo_redo->create_action(TTR("Change Output Port Name"));
  1547. undo_redo->add_do_method(node.ptr(), "set_output_port_name", p_port_id, validated_name);
  1548. undo_redo->add_undo_method(node.ptr(), "set_output_port_name", p_port_id, prev_name);
  1549. undo_redo->add_do_method(graph_plugin.ptr(), "update_node", type, p_node_id);
  1550. undo_redo->add_undo_method(graph_plugin.ptr(), "update_node", type, p_node_id);
  1551. undo_redo->commit_action();
  1552. }
  1553. void VisualShaderEditor::_expand_output_port(int p_node, int p_port, bool p_expand) {
  1554. VisualShader::Type type = get_current_shader_type();
  1555. Ref<VisualShaderNode> node = visual_shader->get_node(type, p_node);
  1556. ERR_FAIL_COND(!node.is_valid());
  1557. if (p_expand) {
  1558. undo_redo->create_action(TTR("Expand Output Port"));
  1559. } else {
  1560. undo_redo->create_action(TTR("Shrink Output Port"));
  1561. }
  1562. undo_redo->add_do_method(node.ptr(), "_set_output_port_expanded", p_port, p_expand);
  1563. undo_redo->add_undo_method(node.ptr(), "_set_output_port_expanded", p_port, !p_expand);
  1564. int type_size = 0;
  1565. switch (node->get_output_port_type(p_port)) {
  1566. case VisualShaderNode::PORT_TYPE_VECTOR_2D: {
  1567. type_size = 2;
  1568. } break;
  1569. case VisualShaderNode::PORT_TYPE_VECTOR_3D: {
  1570. type_size = 3;
  1571. } break;
  1572. default:
  1573. break;
  1574. }
  1575. List<VisualShader::Connection> conns;
  1576. visual_shader->get_node_connections(type, &conns);
  1577. for (const VisualShader::Connection &E : conns) {
  1578. int from_node = E.from_node;
  1579. int from_port = E.from_port;
  1580. int to_node = E.to_node;
  1581. int to_port = E.to_port;
  1582. if (from_node == p_node) {
  1583. if (p_expand) {
  1584. if (from_port > p_port) { // reconnect ports after expanded ports
  1585. undo_redo->add_do_method(visual_shader.ptr(), "disconnect_nodes", type, from_node, from_port, to_node, to_port);
  1586. undo_redo->add_undo_method(visual_shader.ptr(), "connect_nodes_forced", type, from_node, from_port, to_node, to_port);
  1587. undo_redo->add_do_method(graph_plugin.ptr(), "disconnect_nodes", type, from_node, from_port, to_node, to_port);
  1588. undo_redo->add_undo_method(graph_plugin.ptr(), "connect_nodes", type, from_node, from_port, to_node, to_port);
  1589. undo_redo->add_do_method(visual_shader.ptr(), "connect_nodes_forced", type, from_node, from_port + type_size, to_node, to_port);
  1590. undo_redo->add_undo_method(visual_shader.ptr(), "disconnect_nodes", type, from_node, from_port + type_size, to_node, to_port);
  1591. undo_redo->add_do_method(graph_plugin.ptr(), "connect_nodes", type, from_node, from_port + type_size, to_node, to_port);
  1592. undo_redo->add_undo_method(graph_plugin.ptr(), "disconnect_nodes", type, from_node, from_port + type_size, to_node, to_port);
  1593. }
  1594. } else {
  1595. if (from_port > p_port + type_size) { // reconnect ports after expanded ports
  1596. undo_redo->add_do_method(visual_shader.ptr(), "disconnect_nodes", type, from_node, from_port, to_node, to_port);
  1597. undo_redo->add_undo_method(visual_shader.ptr(), "connect_nodes_forced", type, from_node, from_port, to_node, to_port);
  1598. undo_redo->add_do_method(graph_plugin.ptr(), "disconnect_nodes", type, from_node, from_port, to_node, to_port);
  1599. undo_redo->add_undo_method(graph_plugin.ptr(), "connect_nodes", type, from_node, from_port, to_node, to_port);
  1600. undo_redo->add_do_method(visual_shader.ptr(), "connect_nodes", type, from_node, from_port - type_size, to_node, to_port);
  1601. undo_redo->add_undo_method(visual_shader.ptr(), "disconnect_nodes", type, from_node, from_port - type_size, to_node, to_port);
  1602. undo_redo->add_do_method(graph_plugin.ptr(), "connect_nodes", type, from_node, from_port - type_size, to_node, to_port);
  1603. undo_redo->add_undo_method(graph_plugin.ptr(), "disconnect_nodes", type, from_node, from_port - type_size, to_node, to_port);
  1604. } else if (from_port > p_port) { // disconnect component ports
  1605. undo_redo->add_do_method(visual_shader.ptr(), "disconnect_nodes", type, from_node, from_port, to_node, to_port);
  1606. undo_redo->add_undo_method(visual_shader.ptr(), "connect_nodes_forced", type, from_node, from_port, to_node, to_port);
  1607. undo_redo->add_do_method(graph_plugin.ptr(), "disconnect_nodes", type, from_node, from_port, to_node, to_port);
  1608. undo_redo->add_undo_method(graph_plugin.ptr(), "connect_nodes", type, from_node, from_port, to_node, to_port);
  1609. }
  1610. }
  1611. }
  1612. }
  1613. int preview_port = node->get_output_port_for_preview();
  1614. if (p_expand) {
  1615. if (preview_port > p_port) {
  1616. undo_redo->add_do_method(node.ptr(), "set_output_port_for_preview", preview_port + type_size);
  1617. undo_redo->add_undo_method(node.ptr(), "set_output_port_for_preview", preview_port);
  1618. }
  1619. } else {
  1620. if (preview_port > p_port + type_size) {
  1621. undo_redo->add_do_method(node.ptr(), "set_output_port_for_preview", preview_port - type_size);
  1622. undo_redo->add_undo_method(node.ptr(), "set_output_port_for_preview", preview_port);
  1623. }
  1624. }
  1625. undo_redo->add_do_method(graph_plugin.ptr(), "update_node", type, p_node);
  1626. undo_redo->add_undo_method(graph_plugin.ptr(), "update_node", type, p_node);
  1627. undo_redo->commit_action();
  1628. }
  1629. void VisualShaderEditor::_remove_input_port(int p_node, int p_port) {
  1630. VisualShader::Type type = get_current_shader_type();
  1631. Ref<VisualShaderNodeGroupBase> node = visual_shader->get_node(type, p_node);
  1632. if (node.is_null()) {
  1633. return;
  1634. }
  1635. undo_redo->create_action(TTR("Remove Input Port"));
  1636. List<VisualShader::Connection> conns;
  1637. visual_shader->get_node_connections(type, &conns);
  1638. for (const VisualShader::Connection &E : conns) {
  1639. int from_node = E.from_node;
  1640. int from_port = E.from_port;
  1641. int to_node = E.to_node;
  1642. int to_port = E.to_port;
  1643. if (to_node == p_node) {
  1644. if (to_port == p_port) {
  1645. undo_redo->add_do_method(visual_shader.ptr(), "disconnect_nodes", type, from_node, from_port, to_node, to_port);
  1646. undo_redo->add_undo_method(visual_shader.ptr(), "connect_nodes_forced", type, from_node, from_port, to_node, to_port);
  1647. undo_redo->add_do_method(graph_plugin.ptr(), "disconnect_nodes", type, from_node, from_port, to_node, to_port);
  1648. undo_redo->add_undo_method(graph_plugin.ptr(), "connect_nodes", type, from_node, from_port, to_node, to_port);
  1649. } else if (to_port > p_port) {
  1650. undo_redo->add_do_method(visual_shader.ptr(), "disconnect_nodes", type, from_node, from_port, to_node, to_port);
  1651. undo_redo->add_undo_method(visual_shader.ptr(), "connect_nodes_forced", type, from_node, from_port, to_node, to_port);
  1652. undo_redo->add_do_method(graph_plugin.ptr(), "disconnect_nodes", type, from_node, from_port, to_node, to_port);
  1653. undo_redo->add_undo_method(graph_plugin.ptr(), "connect_nodes", type, from_node, from_port, to_node, to_port);
  1654. undo_redo->add_do_method(visual_shader.ptr(), "connect_nodes_forced", type, from_node, from_port, to_node, to_port - 1);
  1655. undo_redo->add_undo_method(visual_shader.ptr(), "disconnect_nodes", type, from_node, from_port, to_node, to_port - 1);
  1656. undo_redo->add_do_method(graph_plugin.ptr(), "connect_nodes", type, from_node, from_port, to_node, to_port - 1);
  1657. undo_redo->add_undo_method(graph_plugin.ptr(), "disconnect_nodes", type, from_node, from_port, to_node, to_port - 1);
  1658. }
  1659. }
  1660. }
  1661. undo_redo->add_do_method(node.ptr(), "remove_input_port", p_port);
  1662. 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));
  1663. undo_redo->add_do_method(graph_plugin.ptr(), "update_node", type, p_node);
  1664. undo_redo->add_undo_method(graph_plugin.ptr(), "update_node", type, p_node);
  1665. undo_redo->commit_action();
  1666. }
  1667. void VisualShaderEditor::_remove_output_port(int p_node, int p_port) {
  1668. VisualShader::Type type = get_current_shader_type();
  1669. Ref<VisualShaderNodeGroupBase> node = visual_shader->get_node(type, p_node);
  1670. if (node.is_null()) {
  1671. return;
  1672. }
  1673. undo_redo->create_action(TTR("Remove Output Port"));
  1674. List<VisualShader::Connection> conns;
  1675. visual_shader->get_node_connections(type, &conns);
  1676. for (const VisualShader::Connection &E : conns) {
  1677. int from_node = E.from_node;
  1678. int from_port = E.from_port;
  1679. int to_node = E.to_node;
  1680. int to_port = E.to_port;
  1681. if (from_node == p_node) {
  1682. if (from_port == p_port) {
  1683. undo_redo->add_do_method(visual_shader.ptr(), "disconnect_nodes", type, from_node, from_port, to_node, to_port);
  1684. undo_redo->add_undo_method(visual_shader.ptr(), "connect_nodes_forced", type, from_node, from_port, to_node, to_port);
  1685. undo_redo->add_do_method(graph_plugin.ptr(), "disconnect_nodes", type, from_node, from_port, to_node, to_port);
  1686. undo_redo->add_undo_method(graph_plugin.ptr(), "connect_nodes", type, from_node, from_port, to_node, to_port);
  1687. } else if (from_port > p_port) {
  1688. undo_redo->add_do_method(visual_shader.ptr(), "disconnect_nodes", type, from_node, from_port, to_node, to_port);
  1689. undo_redo->add_undo_method(visual_shader.ptr(), "connect_nodes_forced", type, from_node, from_port, to_node, to_port);
  1690. undo_redo->add_do_method(graph_plugin.ptr(), "disconnect_nodes", type, from_node, from_port, to_node, to_port);
  1691. undo_redo->add_undo_method(graph_plugin.ptr(), "connect_nodes", type, from_node, from_port, to_node, to_port);
  1692. undo_redo->add_do_method(visual_shader.ptr(), "connect_nodes_forced", type, from_node, from_port - 1, to_node, to_port);
  1693. undo_redo->add_undo_method(visual_shader.ptr(), "disconnect_nodes", type, from_node, from_port - 1, to_node, to_port);
  1694. undo_redo->add_do_method(graph_plugin.ptr(), "connect_nodes", type, from_node, from_port - 1, to_node, to_port);
  1695. undo_redo->add_undo_method(graph_plugin.ptr(), "disconnect_nodes", type, from_node, from_port - 1, to_node, to_port);
  1696. }
  1697. }
  1698. }
  1699. int preview_port = node->get_output_port_for_preview();
  1700. if (preview_port != -1) {
  1701. if (preview_port == p_port) {
  1702. undo_redo->add_do_method(node.ptr(), "set_output_port_for_preview", -1);
  1703. undo_redo->add_undo_method(node.ptr(), "set_output_port_for_preview", preview_port);
  1704. } else if (preview_port > p_port) {
  1705. undo_redo->add_do_method(node.ptr(), "set_output_port_for_preview", preview_port - 1);
  1706. undo_redo->add_undo_method(node.ptr(), "set_output_port_for_preview", preview_port);
  1707. }
  1708. }
  1709. undo_redo->add_do_method(node.ptr(), "remove_output_port", p_port);
  1710. 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));
  1711. undo_redo->add_do_method(graph_plugin.ptr(), "update_node", type, p_node);
  1712. undo_redo->add_undo_method(graph_plugin.ptr(), "update_node", type, p_node);
  1713. undo_redo->commit_action();
  1714. }
  1715. void VisualShaderEditor::_expression_focus_out(Object *code_edit, int p_node) {
  1716. VisualShader::Type type = get_current_shader_type();
  1717. Ref<VisualShaderNodeExpression> node = visual_shader->get_node(type, p_node);
  1718. if (node.is_null()) {
  1719. return;
  1720. }
  1721. CodeEdit *expression_box = Object::cast_to<CodeEdit>(code_edit);
  1722. if (node->get_expression() == expression_box->get_text()) {
  1723. return;
  1724. }
  1725. undo_redo->create_action(TTR("Set VisualShader Expression"));
  1726. undo_redo->add_do_method(node.ptr(), "set_expression", expression_box->get_text());
  1727. undo_redo->add_undo_method(node.ptr(), "set_expression", node->get_expression());
  1728. undo_redo->add_do_method(graph_plugin.ptr(), "set_expression", type, p_node, expression_box->get_text());
  1729. undo_redo->add_undo_method(graph_plugin.ptr(), "set_expression", type, p_node, node->get_expression());
  1730. undo_redo->commit_action();
  1731. }
  1732. void VisualShaderEditor::_set_node_size(int p_type, int p_node, const Vector2 &p_size) {
  1733. VisualShader::Type type = VisualShader::Type(p_type);
  1734. Ref<VisualShaderNodeResizableBase> node = visual_shader->get_node(type, p_node);
  1735. if (node.is_null()) {
  1736. return;
  1737. }
  1738. Size2 size = p_size;
  1739. if (!node->is_allow_v_resize()) {
  1740. size.y = 0;
  1741. }
  1742. node->set_size(size);
  1743. if (get_current_shader_type() == type) {
  1744. Ref<VisualShaderNodeExpression> expression_node = Object::cast_to<VisualShaderNodeExpression>(node.ptr());
  1745. Control *text_box = nullptr;
  1746. if (!expression_node.is_null()) {
  1747. text_box = expression_node->is_ctrl_pressed(0);
  1748. if (text_box) {
  1749. text_box->set_custom_minimum_size(Size2(0, 0));
  1750. }
  1751. }
  1752. GraphNode *gn = nullptr;
  1753. Node *node2 = graph->get_node(itos(p_node));
  1754. gn = Object::cast_to<GraphNode>(node2);
  1755. if (!gn) {
  1756. return;
  1757. }
  1758. gn->set_custom_minimum_size(size);
  1759. gn->reset_size();
  1760. if (!expression_node.is_null() && text_box) {
  1761. Size2 box_size = size;
  1762. if (gn != nullptr) {
  1763. if (box_size.x < 150 * EDSCALE || box_size.y < 0) {
  1764. box_size.x = gn->get_size().x;
  1765. }
  1766. }
  1767. box_size.x -= text_box->get_offset(SIDE_LEFT);
  1768. box_size.x -= 28 * EDSCALE;
  1769. box_size.y -= text_box->get_offset(SIDE_TOP);
  1770. box_size.y -= 28 * EDSCALE;
  1771. text_box->set_custom_minimum_size(box_size);
  1772. text_box->reset_size();
  1773. }
  1774. }
  1775. }
  1776. void VisualShaderEditor::_node_resized(const Vector2 &p_new_size, int p_type, int p_node) {
  1777. Ref<VisualShaderNodeResizableBase> node = visual_shader->get_node(VisualShader::Type(p_type), p_node);
  1778. if (node.is_null()) {
  1779. return;
  1780. }
  1781. undo_redo->create_action(TTR("Resize VisualShader Node"), UndoRedo::MERGE_ENDS);
  1782. undo_redo->add_do_method(this, "_set_node_size", p_type, p_node, p_new_size);
  1783. undo_redo->add_undo_method(this, "_set_node_size", p_type, p_node, node->get_size());
  1784. undo_redo->commit_action();
  1785. }
  1786. void VisualShaderEditor::_preview_select_port(int p_node, int p_port) {
  1787. VisualShader::Type type = get_current_shader_type();
  1788. Ref<VisualShaderNode> node = visual_shader->get_node(type, p_node);
  1789. if (node.is_null()) {
  1790. return;
  1791. }
  1792. int prev_port = node->get_output_port_for_preview();
  1793. if (node->get_output_port_for_preview() == p_port) {
  1794. p_port = -1; //toggle it
  1795. }
  1796. undo_redo->create_action(p_port == -1 ? TTR("Hide Port Preview") : TTR("Show Port Preview"));
  1797. undo_redo->add_do_method(node.ptr(), "set_output_port_for_preview", p_port);
  1798. undo_redo->add_undo_method(node.ptr(), "set_output_port_for_preview", prev_port);
  1799. undo_redo->add_do_method(graph_plugin.ptr(), "update_node", (int)type, p_node);
  1800. undo_redo->add_undo_method(graph_plugin.ptr(), "update_node", (int)type, p_node);
  1801. undo_redo->commit_action();
  1802. }
  1803. void VisualShaderEditor::_comment_title_popup_show(const Point2 &p_position, int p_node_id) {
  1804. VisualShader::Type type = get_current_shader_type();
  1805. Ref<VisualShaderNodeComment> node = visual_shader->get_node(type, p_node_id);
  1806. if (node.is_null()) {
  1807. return;
  1808. }
  1809. comment_title_change_edit->set_text(node->get_title());
  1810. comment_title_change_popup->set_meta("id", p_node_id);
  1811. comment_title_change_popup->popup();
  1812. comment_title_change_popup->set_position(p_position);
  1813. }
  1814. void VisualShaderEditor::_comment_title_text_changed(const String &p_new_text) {
  1815. comment_title_change_edit->reset_size();
  1816. comment_title_change_popup->reset_size();
  1817. }
  1818. void VisualShaderEditor::_comment_title_text_submitted(const String &p_new_text) {
  1819. comment_title_change_popup->hide();
  1820. }
  1821. void VisualShaderEditor::_comment_title_popup_focus_out() {
  1822. comment_title_change_popup->hide();
  1823. }
  1824. void VisualShaderEditor::_comment_title_popup_hide() {
  1825. ERR_FAIL_COND(!comment_title_change_popup->has_meta("id"));
  1826. int node_id = (int)comment_title_change_popup->get_meta("id");
  1827. VisualShader::Type type = get_current_shader_type();
  1828. Ref<VisualShaderNodeComment> node = visual_shader->get_node(type, node_id);
  1829. ERR_FAIL_COND(node.is_null());
  1830. if (node->get_title() == comment_title_change_edit->get_text()) {
  1831. return; // nothing changed - ignored
  1832. }
  1833. undo_redo->create_action(TTR("Set Comment Node Title"));
  1834. undo_redo->add_do_method(node.ptr(), "set_title", comment_title_change_edit->get_text());
  1835. undo_redo->add_undo_method(node.ptr(), "set_title", node->get_title());
  1836. undo_redo->add_do_method(graph_plugin.ptr(), "update_node", (int)type, node_id);
  1837. undo_redo->add_undo_method(graph_plugin.ptr(), "update_node", (int)type, node_id);
  1838. undo_redo->commit_action();
  1839. }
  1840. void VisualShaderEditor::_comment_desc_popup_show(const Point2 &p_position, int p_node_id) {
  1841. VisualShader::Type type = get_current_shader_type();
  1842. Ref<VisualShaderNodeComment> node = visual_shader->get_node(type, p_node_id);
  1843. if (node.is_null()) {
  1844. return;
  1845. }
  1846. comment_desc_change_edit->set_text(node->get_description());
  1847. comment_desc_change_popup->set_meta("id", p_node_id);
  1848. comment_desc_change_popup->reset_size();
  1849. comment_desc_change_popup->popup();
  1850. comment_desc_change_popup->set_position(p_position);
  1851. }
  1852. void VisualShaderEditor::_comment_desc_text_changed() {
  1853. comment_desc_change_edit->reset_size();
  1854. comment_desc_change_popup->reset_size();
  1855. }
  1856. void VisualShaderEditor::_comment_desc_confirm() {
  1857. comment_desc_change_popup->hide();
  1858. }
  1859. void VisualShaderEditor::_comment_desc_popup_hide() {
  1860. ERR_FAIL_COND(!comment_desc_change_popup->has_meta("id"));
  1861. int node_id = (int)comment_desc_change_popup->get_meta("id");
  1862. VisualShader::Type type = get_current_shader_type();
  1863. Ref<VisualShaderNodeComment> node = visual_shader->get_node(type, node_id);
  1864. ERR_FAIL_COND(node.is_null());
  1865. if (node->get_description() == comment_desc_change_edit->get_text()) {
  1866. return; // nothing changed - ignored
  1867. }
  1868. undo_redo->create_action(TTR("Set Comment Node Description"));
  1869. undo_redo->add_do_method(node.ptr(), "set_description", comment_desc_change_edit->get_text());
  1870. undo_redo->add_undo_method(node.ptr(), "set_description", node->get_title());
  1871. undo_redo->add_do_method(graph_plugin.ptr(), "update_node", (int)type, node_id);
  1872. undo_redo->add_undo_method(graph_plugin.ptr(), "update_node", (int)type, node_id);
  1873. undo_redo->commit_action();
  1874. }
  1875. void VisualShaderEditor::_uniform_line_edit_changed(const String &p_text, int p_node_id) {
  1876. VisualShader::Type type = get_current_shader_type();
  1877. Ref<VisualShaderNodeUniform> node = visual_shader->get_node(type, p_node_id);
  1878. ERR_FAIL_COND(!node.is_valid());
  1879. String validated_name = visual_shader->validate_uniform_name(p_text, node);
  1880. if (validated_name == node->get_uniform_name()) {
  1881. return;
  1882. }
  1883. undo_redo->create_action(TTR("Set Uniform Name"));
  1884. undo_redo->add_do_method(node.ptr(), "set_uniform_name", validated_name);
  1885. undo_redo->add_undo_method(node.ptr(), "set_uniform_name", node->get_uniform_name());
  1886. undo_redo->add_do_method(graph_plugin.ptr(), "set_uniform_name", type, p_node_id, validated_name);
  1887. undo_redo->add_undo_method(graph_plugin.ptr(), "set_uniform_name", type, p_node_id, node->get_uniform_name());
  1888. undo_redo->add_do_method(graph_plugin.ptr(), "update_node_deferred", type, p_node_id);
  1889. undo_redo->add_undo_method(graph_plugin.ptr(), "update_node_deferred", type, p_node_id);
  1890. undo_redo->add_do_method(this, "_update_uniforms", true);
  1891. undo_redo->add_undo_method(this, "_update_uniforms", true);
  1892. Set<String> changed_names;
  1893. changed_names.insert(node->get_uniform_name());
  1894. _update_uniform_refs(changed_names);
  1895. undo_redo->commit_action();
  1896. }
  1897. void VisualShaderEditor::_uniform_line_edit_focus_out(Object *line_edit, int p_node_id) {
  1898. _uniform_line_edit_changed(Object::cast_to<LineEdit>(line_edit)->get_text(), p_node_id);
  1899. }
  1900. void VisualShaderEditor::_port_name_focus_out(Object *line_edit, int p_node_id, int p_port_id, bool p_output) {
  1901. if (!p_output) {
  1902. _change_input_port_name(Object::cast_to<LineEdit>(line_edit)->get_text(), line_edit, p_node_id, p_port_id);
  1903. } else {
  1904. _change_output_port_name(Object::cast_to<LineEdit>(line_edit)->get_text(), line_edit, p_node_id, p_port_id);
  1905. }
  1906. }
  1907. void VisualShaderEditor::_port_edited() {
  1908. VisualShader::Type type = get_current_shader_type();
  1909. Variant value = property_editor->get_variant();
  1910. Ref<VisualShaderNode> vsn = visual_shader->get_node(type, editing_node);
  1911. ERR_FAIL_COND(!vsn.is_valid());
  1912. undo_redo->create_action(TTR("Set Input Default Port"));
  1913. Ref<VisualShaderNodeCustom> custom = Object::cast_to<VisualShaderNodeCustom>(vsn.ptr());
  1914. if (custom.is_valid()) {
  1915. undo_redo->add_do_method(custom.ptr(), "_set_input_port_default_value", editing_port, value);
  1916. undo_redo->add_undo_method(custom.ptr(), "_set_input_port_default_value", editing_port, vsn->get_input_port_default_value(editing_port));
  1917. } else {
  1918. undo_redo->add_do_method(vsn.ptr(), "set_input_port_default_value", editing_port, value);
  1919. undo_redo->add_undo_method(vsn.ptr(), "set_input_port_default_value", editing_port, vsn->get_input_port_default_value(editing_port));
  1920. }
  1921. undo_redo->add_do_method(graph_plugin.ptr(), "set_input_port_default_value", type, editing_node, editing_port, value);
  1922. 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));
  1923. undo_redo->commit_action();
  1924. property_editor->hide();
  1925. }
  1926. void VisualShaderEditor::_edit_port_default_input(Object *p_button, int p_node, int p_port) {
  1927. VisualShader::Type type = get_current_shader_type();
  1928. Ref<VisualShaderNode> vsn = visual_shader->get_node(type, p_node);
  1929. Button *button = Object::cast_to<Button>(p_button);
  1930. ERR_FAIL_COND(!button);
  1931. Variant value = vsn->get_input_port_default_value(p_port);
  1932. property_editor->set_position(button->get_screen_position() + Vector2(0, button->get_size().height));
  1933. property_editor->edit(nullptr, "", value.get_type(), value, 0, "");
  1934. property_editor->popup();
  1935. editing_node = p_node;
  1936. editing_port = p_port;
  1937. }
  1938. void VisualShaderEditor::_setup_node(VisualShaderNode *p_node, const Vector<Variant> &p_ops) {
  1939. // INPUT
  1940. {
  1941. VisualShaderNodeInput *input = Object::cast_to<VisualShaderNodeInput>(p_node);
  1942. if (input) {
  1943. ERR_FAIL_COND(p_ops[0].get_type() != Variant::STRING);
  1944. input->set_input_name((String)p_ops[0]);
  1945. return;
  1946. }
  1947. }
  1948. // FLOAT_CONST
  1949. {
  1950. VisualShaderNodeFloatConstant *float_const = Object::cast_to<VisualShaderNodeFloatConstant>(p_node);
  1951. if (float_const) {
  1952. ERR_FAIL_COND(p_ops[0].get_type() != Variant::FLOAT);
  1953. float_const->set_constant((float)p_ops[0]);
  1954. return;
  1955. }
  1956. }
  1957. // FLOAT_OP
  1958. {
  1959. VisualShaderNodeFloatOp *floatOp = Object::cast_to<VisualShaderNodeFloatOp>(p_node);
  1960. if (floatOp) {
  1961. ERR_FAIL_COND(p_ops[0].get_type() != Variant::INT);
  1962. floatOp->set_operator((VisualShaderNodeFloatOp::Operator)(int)p_ops[0]);
  1963. return;
  1964. }
  1965. }
  1966. // FLOAT_FUNC
  1967. {
  1968. VisualShaderNodeFloatFunc *floatFunc = Object::cast_to<VisualShaderNodeFloatFunc>(p_node);
  1969. if (floatFunc) {
  1970. ERR_FAIL_COND(p_ops[0].get_type() != Variant::INT);
  1971. floatFunc->set_function((VisualShaderNodeFloatFunc::Function)(int)p_ops[0]);
  1972. return;
  1973. }
  1974. }
  1975. // VECTOR_OP
  1976. {
  1977. VisualShaderNodeVectorOp *vecOp = Object::cast_to<VisualShaderNodeVectorOp>(p_node);
  1978. if (vecOp) {
  1979. ERR_FAIL_COND(p_ops[0].get_type() != Variant::INT);
  1980. ERR_FAIL_COND(p_ops[1].get_type() != Variant::INT);
  1981. vecOp->set_operator((VisualShaderNodeVectorOp::Operator)(int)p_ops[0]);
  1982. vecOp->set_op_type((VisualShaderNodeVectorOp::OpType)(int)p_ops[1]);
  1983. return;
  1984. }
  1985. }
  1986. // VECTOR_FUNC
  1987. {
  1988. VisualShaderNodeVectorFunc *vecFunc = Object::cast_to<VisualShaderNodeVectorFunc>(p_node);
  1989. if (vecFunc) {
  1990. ERR_FAIL_COND(p_ops[0].get_type() != Variant::INT);
  1991. ERR_FAIL_COND(p_ops[1].get_type() != Variant::INT);
  1992. vecFunc->set_function((VisualShaderNodeVectorFunc::Function)(int)p_ops[0]);
  1993. vecFunc->set_op_type((VisualShaderNodeVectorFunc::OpType)(int)p_ops[1]);
  1994. return;
  1995. }
  1996. }
  1997. // COLOR_OP
  1998. {
  1999. VisualShaderNodeColorOp *colorOp = Object::cast_to<VisualShaderNodeColorOp>(p_node);
  2000. if (colorOp) {
  2001. ERR_FAIL_COND(p_ops[0].get_type() != Variant::INT);
  2002. colorOp->set_operator((VisualShaderNodeColorOp::Operator)(int)p_ops[0]);
  2003. return;
  2004. }
  2005. }
  2006. // COLOR_FUNC
  2007. {
  2008. VisualShaderNodeColorFunc *colorFunc = Object::cast_to<VisualShaderNodeColorFunc>(p_node);
  2009. if (colorFunc) {
  2010. ERR_FAIL_COND(p_ops[0].get_type() != Variant::INT);
  2011. colorFunc->set_function((VisualShaderNodeColorFunc::Function)(int)p_ops[0]);
  2012. return;
  2013. }
  2014. }
  2015. // INT_OP
  2016. {
  2017. VisualShaderNodeIntOp *intOp = Object::cast_to<VisualShaderNodeIntOp>(p_node);
  2018. if (intOp) {
  2019. ERR_FAIL_COND(p_ops[0].get_type() != Variant::INT);
  2020. intOp->set_operator((VisualShaderNodeIntOp::Operator)(int)p_ops[0]);
  2021. return;
  2022. }
  2023. }
  2024. // INT_FUNC
  2025. {
  2026. VisualShaderNodeIntFunc *intFunc = Object::cast_to<VisualShaderNodeIntFunc>(p_node);
  2027. if (intFunc) {
  2028. ERR_FAIL_COND(p_ops[0].get_type() != Variant::INT);
  2029. intFunc->set_function((VisualShaderNodeIntFunc::Function)(int)p_ops[0]);
  2030. return;
  2031. }
  2032. }
  2033. // TRANSFORM_OP
  2034. {
  2035. VisualShaderNodeTransformOp *matOp = Object::cast_to<VisualShaderNodeTransformOp>(p_node);
  2036. if (matOp) {
  2037. ERR_FAIL_COND(p_ops[0].get_type() != Variant::INT);
  2038. matOp->set_operator((VisualShaderNodeTransformOp::Operator)(int)p_ops[0]);
  2039. return;
  2040. }
  2041. }
  2042. // TRANSFORM_FUNC
  2043. {
  2044. VisualShaderNodeTransformFunc *matFunc = Object::cast_to<VisualShaderNodeTransformFunc>(p_node);
  2045. if (matFunc) {
  2046. ERR_FAIL_COND(p_ops[0].get_type() != Variant::INT);
  2047. matFunc->set_function((VisualShaderNodeTransformFunc::Function)(int)p_ops[0]);
  2048. return;
  2049. }
  2050. }
  2051. // VECTOR_COMPOSE
  2052. {
  2053. VisualShaderNodeVectorCompose *vecCompose = Object::cast_to<VisualShaderNodeVectorCompose>(p_node);
  2054. if (vecCompose) {
  2055. ERR_FAIL_COND(p_ops[0].get_type() != Variant::INT);
  2056. vecCompose->set_op_type((VisualShaderNodeVectorCompose::OpType)(int)p_ops[0]);
  2057. return;
  2058. }
  2059. }
  2060. // VECTOR_DECOMPOSE
  2061. {
  2062. VisualShaderNodeVectorDecompose *vecDecompose = Object::cast_to<VisualShaderNodeVectorDecompose>(p_node);
  2063. if (vecDecompose) {
  2064. ERR_FAIL_COND(p_ops[0].get_type() != Variant::INT);
  2065. vecDecompose->set_op_type((VisualShaderNodeVectorDecompose::OpType)(int)p_ops[0]);
  2066. return;
  2067. }
  2068. }
  2069. // UV_FUNC
  2070. {
  2071. VisualShaderNodeUVFunc *uvFunc = Object::cast_to<VisualShaderNodeUVFunc>(p_node);
  2072. if (uvFunc) {
  2073. ERR_FAIL_COND(p_ops[0].get_type() != Variant::INT);
  2074. uvFunc->set_function((VisualShaderNodeUVFunc::Function)(int)p_ops[0]);
  2075. return;
  2076. }
  2077. }
  2078. // IS
  2079. {
  2080. VisualShaderNodeIs *is = Object::cast_to<VisualShaderNodeIs>(p_node);
  2081. if (is) {
  2082. ERR_FAIL_COND(p_ops[0].get_type() != Variant::INT);
  2083. is->set_function((VisualShaderNodeIs::Function)(int)p_ops[0]);
  2084. return;
  2085. }
  2086. }
  2087. // COMPARE
  2088. {
  2089. VisualShaderNodeCompare *cmp = Object::cast_to<VisualShaderNodeCompare>(p_node);
  2090. if (cmp) {
  2091. ERR_FAIL_COND(p_ops[0].get_type() != Variant::INT);
  2092. cmp->set_function((VisualShaderNodeCompare::Function)(int)p_ops[0]);
  2093. return;
  2094. }
  2095. }
  2096. // DISTANCE
  2097. {
  2098. VisualShaderNodeVectorDistance *dist = Object::cast_to<VisualShaderNodeVectorDistance>(p_node);
  2099. if (dist) {
  2100. ERR_FAIL_COND(p_ops[0].get_type() != Variant::INT);
  2101. dist->set_op_type((VisualShaderNodeVectorDistance::OpType)(int)p_ops[0]);
  2102. return;
  2103. }
  2104. }
  2105. // DERIVATIVE
  2106. {
  2107. VisualShaderNodeDerivativeFunc *derFunc = Object::cast_to<VisualShaderNodeDerivativeFunc>(p_node);
  2108. if (derFunc) {
  2109. ERR_FAIL_COND(p_ops[0].get_type() != Variant::INT);
  2110. ERR_FAIL_COND(p_ops[1].get_type() != Variant::INT);
  2111. derFunc->set_function((VisualShaderNodeDerivativeFunc::Function)(int)p_ops[0]);
  2112. derFunc->set_op_type((VisualShaderNodeDerivativeFunc::OpType)(int)p_ops[1]);
  2113. return;
  2114. }
  2115. }
  2116. // MIX
  2117. {
  2118. VisualShaderNodeMix *mix = Object::cast_to<VisualShaderNodeMix>(p_node);
  2119. if (mix) {
  2120. ERR_FAIL_COND(p_ops[0].get_type() != Variant::INT);
  2121. mix->set_op_type((VisualShaderNodeMix::OpType)(int)p_ops[0]);
  2122. return;
  2123. }
  2124. }
  2125. // CLAMP
  2126. {
  2127. VisualShaderNodeClamp *clampFunc = Object::cast_to<VisualShaderNodeClamp>(p_node);
  2128. if (clampFunc) {
  2129. ERR_FAIL_COND(p_ops[0].get_type() != Variant::INT);
  2130. clampFunc->set_op_type((VisualShaderNodeClamp::OpType)(int)p_ops[0]);
  2131. return;
  2132. }
  2133. }
  2134. // SWITCH
  2135. {
  2136. VisualShaderNodeSwitch *switchFunc = Object::cast_to<VisualShaderNodeSwitch>(p_node);
  2137. if (switchFunc) {
  2138. ERR_FAIL_COND(p_ops[0].get_type() != Variant::INT);
  2139. switchFunc->set_op_type((VisualShaderNodeSwitch::OpType)(int)p_ops[0]);
  2140. return;
  2141. }
  2142. }
  2143. // FACEFORWARD
  2144. {
  2145. VisualShaderNodeFaceForward *faceForward = Object::cast_to<VisualShaderNodeFaceForward>(p_node);
  2146. if (faceForward) {
  2147. ERR_FAIL_COND(p_ops[0].get_type() != Variant::INT);
  2148. faceForward->set_op_type((VisualShaderNodeFaceForward::OpType)(int)p_ops[0]);
  2149. return;
  2150. }
  2151. }
  2152. // LENGTH
  2153. {
  2154. VisualShaderNodeVectorLen *length = Object::cast_to<VisualShaderNodeVectorLen>(p_node);
  2155. if (length) {
  2156. ERR_FAIL_COND(p_ops[0].get_type() != Variant::INT);
  2157. length->set_op_type((VisualShaderNodeVectorLen::OpType)(int)p_ops[0]);
  2158. return;
  2159. }
  2160. }
  2161. // SMOOTHSTEP
  2162. {
  2163. VisualShaderNodeSmoothStep *smoothStepFunc = Object::cast_to<VisualShaderNodeSmoothStep>(p_node);
  2164. if (smoothStepFunc) {
  2165. ERR_FAIL_COND(p_ops[0].get_type() != Variant::INT);
  2166. smoothStepFunc->set_op_type((VisualShaderNodeSmoothStep::OpType)(int)p_ops[0]);
  2167. return;
  2168. }
  2169. }
  2170. // STEP
  2171. {
  2172. VisualShaderNodeStep *stepFunc = Object::cast_to<VisualShaderNodeStep>(p_node);
  2173. if (stepFunc) {
  2174. ERR_FAIL_COND(p_ops[0].get_type() != Variant::INT);
  2175. stepFunc->set_op_type((VisualShaderNodeStep::OpType)(int)p_ops[0]);
  2176. return;
  2177. }
  2178. }
  2179. // MULTIPLY_ADD
  2180. {
  2181. VisualShaderNodeMultiplyAdd *fmaFunc = Object::cast_to<VisualShaderNodeMultiplyAdd>(p_node);
  2182. if (fmaFunc) {
  2183. ERR_FAIL_COND(p_ops[0].get_type() != Variant::INT);
  2184. fmaFunc->set_op_type((VisualShaderNodeMultiplyAdd::OpType)(int)p_ops[0]);
  2185. }
  2186. }
  2187. }
  2188. void VisualShaderEditor::_add_node(int p_idx, const Vector<Variant> &p_ops, String p_resource_path, int p_node_idx) {
  2189. ERR_FAIL_INDEX(p_idx, add_options.size());
  2190. VisualShader::Type type = get_current_shader_type();
  2191. Ref<VisualShaderNode> vsnode;
  2192. bool is_custom = add_options[p_idx].is_custom;
  2193. if (!is_custom && !add_options[p_idx].type.is_empty()) {
  2194. VisualShaderNode *vsn = Object::cast_to<VisualShaderNode>(ClassDB::instantiate(add_options[p_idx].type));
  2195. ERR_FAIL_COND(!vsn);
  2196. if (!p_ops.is_empty()) {
  2197. _setup_node(vsn, p_ops);
  2198. }
  2199. VisualShaderNodeUniformRef *uniform_ref = Object::cast_to<VisualShaderNodeUniformRef>(vsn);
  2200. if (uniform_ref && to_node != -1 && to_slot != -1) {
  2201. VisualShaderNode::PortType input_port_type = visual_shader->get_node(type, to_node)->get_input_port_type(to_slot);
  2202. bool success = false;
  2203. for (int i = 0; i < uniform_ref->get_uniforms_count(); i++) {
  2204. if (uniform_ref->get_port_type_by_index(i) == input_port_type) {
  2205. uniform_ref->set_uniform_name(uniform_ref->get_uniform_name_by_index(i));
  2206. success = true;
  2207. break;
  2208. }
  2209. }
  2210. if (!success) {
  2211. for (int i = 0; i < uniform_ref->get_uniforms_count(); i++) {
  2212. if (visual_shader->is_port_types_compatible(uniform_ref->get_port_type_by_index(i), input_port_type)) {
  2213. uniform_ref->set_uniform_name(uniform_ref->get_uniform_name_by_index(i));
  2214. break;
  2215. }
  2216. }
  2217. }
  2218. }
  2219. vsnode = Ref<VisualShaderNode>(vsn);
  2220. } else {
  2221. ERR_FAIL_COND(add_options[p_idx].script.is_null());
  2222. StringName base_type = add_options[p_idx].script->get_instance_base_type();
  2223. VisualShaderNode *vsn = Object::cast_to<VisualShaderNode>(ClassDB::instantiate(base_type));
  2224. ERR_FAIL_COND(!vsn);
  2225. vsnode = Ref<VisualShaderNode>(vsn);
  2226. vsnode->set_script(add_options[p_idx].script);
  2227. }
  2228. bool is_texture2d = (Object::cast_to<VisualShaderNodeTexture>(vsnode.ptr()) != nullptr);
  2229. bool is_texture3d = (Object::cast_to<VisualShaderNodeTexture3D>(vsnode.ptr()) != nullptr);
  2230. bool is_texture2d_array = (Object::cast_to<VisualShaderNodeTexture2DArray>(vsnode.ptr()) != nullptr);
  2231. bool is_cubemap = (Object::cast_to<VisualShaderNodeCubemap>(vsnode.ptr()) != nullptr);
  2232. bool is_curve = (Object::cast_to<VisualShaderNodeCurveTexture>(vsnode.ptr()) != nullptr);
  2233. bool is_curve_xyz = (Object::cast_to<VisualShaderNodeCurveXYZTexture>(vsnode.ptr()) != nullptr);
  2234. bool is_uniform = (Object::cast_to<VisualShaderNodeUniform>(vsnode.ptr()) != nullptr);
  2235. Point2 position = graph->get_scroll_ofs();
  2236. if (saved_node_pos_dirty) {
  2237. position += saved_node_pos;
  2238. } else {
  2239. position += graph->get_size() * 0.5;
  2240. position /= EDSCALE;
  2241. }
  2242. position /= graph->get_zoom();
  2243. saved_node_pos_dirty = false;
  2244. int id_to_use = visual_shader->get_valid_node_id(type);
  2245. if (p_resource_path.is_empty()) {
  2246. undo_redo->create_action(TTR("Add Node to Visual Shader"));
  2247. } else {
  2248. id_to_use += p_node_idx;
  2249. }
  2250. undo_redo->add_do_method(visual_shader.ptr(), "add_node", type, vsnode, position, id_to_use);
  2251. undo_redo->add_undo_method(visual_shader.ptr(), "remove_node", type, id_to_use);
  2252. undo_redo->add_do_method(graph_plugin.ptr(), "add_node", type, id_to_use);
  2253. undo_redo->add_undo_method(graph_plugin.ptr(), "remove_node", type, id_to_use);
  2254. VisualShaderNodeExpression *expr = Object::cast_to<VisualShaderNodeExpression>(vsnode.ptr());
  2255. if (expr) {
  2256. undo_redo->add_do_method(expr, "set_size", Size2(250 * EDSCALE, 150 * EDSCALE));
  2257. }
  2258. bool created_expression_port = false;
  2259. if (to_node != -1 && to_slot != -1) {
  2260. VisualShaderNode::PortType input_port_type = visual_shader->get_node(type, to_node)->get_input_port_type(to_slot);
  2261. if (expr && expr->is_editable() && input_port_type != VisualShaderNode::PORT_TYPE_SAMPLER) {
  2262. undo_redo->add_do_method(expr, "add_output_port", 0, input_port_type, "output0");
  2263. undo_redo->add_undo_method(expr, "remove_output_port", 0);
  2264. String initial_expression_code;
  2265. switch (input_port_type) {
  2266. case VisualShaderNode::PORT_TYPE_SCALAR:
  2267. initial_expression_code = "output0 = 1.0;";
  2268. break;
  2269. case VisualShaderNode::PORT_TYPE_SCALAR_INT:
  2270. initial_expression_code = "output0 = 1;";
  2271. break;
  2272. case VisualShaderNode::PORT_TYPE_VECTOR_2D:
  2273. initial_expression_code = "output0 = vec2(1.0, 1.0);";
  2274. break;
  2275. case VisualShaderNode::PORT_TYPE_VECTOR_3D:
  2276. initial_expression_code = "output0 = vec3(1.0, 1.0, 1.0);";
  2277. break;
  2278. case VisualShaderNode::PORT_TYPE_BOOLEAN:
  2279. initial_expression_code = "output0 = true;";
  2280. break;
  2281. case VisualShaderNode::PORT_TYPE_TRANSFORM:
  2282. initial_expression_code = "output0 = mat4(1.0);";
  2283. break;
  2284. default:
  2285. break;
  2286. }
  2287. undo_redo->add_do_method(expr, "set_expression", initial_expression_code);
  2288. undo_redo->add_do_method(graph_plugin.ptr(), "update_node", type, id_to_use);
  2289. created_expression_port = true;
  2290. }
  2291. if (vsnode->get_output_port_count() > 0 || created_expression_port) {
  2292. int _from_node = id_to_use;
  2293. int _from_slot = 0;
  2294. if (created_expression_port) {
  2295. undo_redo->add_do_method(visual_shader.ptr(), "connect_nodes", type, _from_node, _from_slot, to_node, to_slot);
  2296. undo_redo->add_undo_method(visual_shader.ptr(), "disconnect_nodes", type, _from_node, _from_slot, to_node, to_slot);
  2297. undo_redo->add_do_method(graph_plugin.ptr(), "connect_nodes", type, _from_node, _from_slot, to_node, to_slot);
  2298. undo_redo->add_undo_method(graph_plugin.ptr(), "disconnect_nodes", type, _from_node, _from_slot, to_node, to_slot);
  2299. } else {
  2300. // Need to setting up Input node properly before committing since `is_port_types_compatible` (calling below) is using `mode` and `shader_type`.
  2301. VisualShaderNodeInput *input = Object::cast_to<VisualShaderNodeInput>(vsnode.ptr());
  2302. if (input) {
  2303. input->set_shader_mode(visual_shader->get_mode());
  2304. input->set_shader_type(visual_shader->get_shader_type());
  2305. }
  2306. // Attempting to connect to the first correct port.
  2307. for (int i = 0; i < vsnode->get_output_port_count(); i++) {
  2308. if (visual_shader->is_port_types_compatible(vsnode->get_output_port_type(i), input_port_type)) {
  2309. undo_redo->add_do_method(visual_shader.ptr(), "connect_nodes", type, _from_node, i, to_node, to_slot);
  2310. undo_redo->add_undo_method(visual_shader.ptr(), "disconnect_nodes", type, _from_node, i, to_node, to_slot);
  2311. undo_redo->add_do_method(graph_plugin.ptr(), "connect_nodes", type, _from_node, i, to_node, to_slot);
  2312. undo_redo->add_undo_method(graph_plugin.ptr(), "disconnect_nodes", type, _from_node, i, to_node, to_slot);
  2313. break;
  2314. }
  2315. }
  2316. }
  2317. }
  2318. } else if (from_node != -1 && from_slot != -1) {
  2319. VisualShaderNode::PortType output_port_type = visual_shader->get_node(type, from_node)->get_output_port_type(from_slot);
  2320. if (expr && expr->is_editable()) {
  2321. undo_redo->add_do_method(expr, "add_input_port", 0, output_port_type, "input0");
  2322. undo_redo->add_undo_method(expr, "remove_input_port", 0);
  2323. undo_redo->add_do_method(graph_plugin.ptr(), "update_node", type, id_to_use);
  2324. created_expression_port = true;
  2325. }
  2326. if (vsnode->get_input_port_count() > 0 || created_expression_port) {
  2327. int _to_node = id_to_use;
  2328. int _to_slot = 0;
  2329. if (created_expression_port) {
  2330. undo_redo->add_undo_method(visual_shader.ptr(), "disconnect_nodes", type, from_node, from_slot, _to_node, _to_slot);
  2331. undo_redo->add_do_method(visual_shader.ptr(), "connect_nodes", type, from_node, from_slot, _to_node, _to_slot);
  2332. undo_redo->add_undo_method(graph_plugin.ptr(), "disconnect_nodes", type, from_node, from_slot, _to_node, _to_slot);
  2333. undo_redo->add_do_method(graph_plugin.ptr(), "connect_nodes", type, from_node, from_slot, _to_node, _to_slot);
  2334. } else {
  2335. // Attempting to connect to the first correct port.
  2336. for (int i = 0; i < vsnode->get_input_port_count(); i++) {
  2337. if (visual_shader->is_port_types_compatible(output_port_type, vsnode->get_input_port_type(i))) {
  2338. undo_redo->add_undo_method(visual_shader.ptr(), "disconnect_nodes", type, from_node, from_slot, _to_node, i);
  2339. undo_redo->add_do_method(visual_shader.ptr(), "connect_nodes", type, from_node, from_slot, _to_node, i);
  2340. undo_redo->add_undo_method(graph_plugin.ptr(), "disconnect_nodes", type, from_node, from_slot, _to_node, i);
  2341. undo_redo->add_do_method(graph_plugin.ptr(), "connect_nodes", type, from_node, from_slot, _to_node, i);
  2342. break;
  2343. }
  2344. }
  2345. }
  2346. if (output_port_type == VisualShaderNode::PORT_TYPE_SAMPLER) {
  2347. if (is_texture2d) {
  2348. undo_redo->add_do_method(vsnode.ptr(), "set_source", VisualShaderNodeTexture::SOURCE_PORT);
  2349. }
  2350. if (is_texture3d || is_texture2d_array) {
  2351. undo_redo->add_do_method(vsnode.ptr(), "set_source", VisualShaderNodeSample3D::SOURCE_PORT);
  2352. }
  2353. if (is_cubemap) {
  2354. undo_redo->add_do_method(vsnode.ptr(), "set_source", VisualShaderNodeCubemap::SOURCE_PORT);
  2355. }
  2356. }
  2357. }
  2358. }
  2359. _member_cancel();
  2360. if (is_uniform) {
  2361. undo_redo->add_do_method(this, "_update_uniforms", true);
  2362. undo_redo->add_undo_method(this, "_update_uniforms", true);
  2363. }
  2364. if (is_curve) {
  2365. graph_plugin->call_deferred(SNAME("update_curve"), id_to_use);
  2366. }
  2367. if (is_curve_xyz) {
  2368. graph_plugin->call_deferred(SNAME("update_curve_xyz"), id_to_use);
  2369. }
  2370. if (p_resource_path.is_empty()) {
  2371. undo_redo->commit_action();
  2372. } else {
  2373. //post-initialization
  2374. if (is_texture2d || is_texture3d || is_curve || is_curve_xyz) {
  2375. undo_redo->add_do_method(vsnode.ptr(), "set_texture", ResourceLoader::load(p_resource_path));
  2376. return;
  2377. }
  2378. if (is_cubemap) {
  2379. undo_redo->add_do_method(vsnode.ptr(), "set_cube_map", ResourceLoader::load(p_resource_path));
  2380. return;
  2381. }
  2382. if (is_texture2d_array) {
  2383. undo_redo->add_do_method(vsnode.ptr(), "set_texture_array", ResourceLoader::load(p_resource_path));
  2384. }
  2385. }
  2386. }
  2387. void VisualShaderEditor::_add_varying(const String &p_name, VisualShader::VaryingMode p_mode, VisualShader::VaryingType p_type) {
  2388. undo_redo->create_action(vformat(TTR("Add Varying to Visual Shader: %s"), p_name));
  2389. undo_redo->add_do_method(visual_shader.ptr(), "add_varying", p_name, p_mode, p_type);
  2390. undo_redo->add_undo_method(visual_shader.ptr(), "remove_varying", p_name);
  2391. undo_redo->add_do_method(this, "_update_varyings");
  2392. undo_redo->add_undo_method(this, "_update_varyings");
  2393. for (int i = 0; i <= VisualShader::TYPE_LIGHT; i++) {
  2394. if (p_mode == VisualShader::VARYING_MODE_FRAG_TO_LIGHT && i == 0) {
  2395. continue;
  2396. }
  2397. VisualShader::Type type = VisualShader::Type(i);
  2398. Vector<int> nodes = visual_shader->get_node_list(type);
  2399. for (int j = 0; j < nodes.size(); j++) {
  2400. int node_id = nodes[j];
  2401. Ref<VisualShaderNode> vsnode = visual_shader->get_node(type, node_id);
  2402. Ref<VisualShaderNodeVarying> var = vsnode;
  2403. if (var.is_valid()) {
  2404. undo_redo->add_do_method(graph_plugin.ptr(), "update_node", type, node_id);
  2405. undo_redo->add_undo_method(graph_plugin.ptr(), "update_node", type, node_id);
  2406. }
  2407. }
  2408. }
  2409. undo_redo->add_do_method(this, "_update_varying_tree");
  2410. undo_redo->add_undo_method(this, "_update_varying_tree");
  2411. undo_redo->commit_action();
  2412. }
  2413. void VisualShaderEditor::_remove_varying(const String &p_name) {
  2414. undo_redo->create_action(vformat(TTR("Remove Varying from Visual Shader: %s"), p_name));
  2415. VisualShader::VaryingMode mode = visual_shader->get_varying_mode(p_name);
  2416. undo_redo->add_do_method(visual_shader.ptr(), "remove_varying", p_name);
  2417. undo_redo->add_undo_method(visual_shader.ptr(), "add_varying", p_name, mode, visual_shader->get_varying_type(p_name));
  2418. undo_redo->add_do_method(this, "_update_varyings");
  2419. undo_redo->add_undo_method(this, "_update_varyings");
  2420. for (int i = 0; i <= VisualShader::TYPE_LIGHT; i++) {
  2421. if (mode == VisualShader::VARYING_MODE_FRAG_TO_LIGHT && i == 0) {
  2422. continue;
  2423. }
  2424. VisualShader::Type type = VisualShader::Type(i);
  2425. Vector<int> nodes = visual_shader->get_node_list(type);
  2426. for (int j = 0; j < nodes.size(); j++) {
  2427. int node_id = nodes[j];
  2428. Ref<VisualShaderNode> vsnode = visual_shader->get_node(type, node_id);
  2429. Ref<VisualShaderNodeVarying> var = vsnode;
  2430. if (var.is_valid()) {
  2431. String var_name = var->get_varying_name();
  2432. if (var_name == p_name) {
  2433. undo_redo->add_do_method(var.ptr(), "set_varying_name", "[None]");
  2434. undo_redo->add_undo_method(var.ptr(), "set_varying_name", var_name);
  2435. undo_redo->add_do_method(var.ptr(), "set_varying_type", VisualShader::VARYING_TYPE_FLOAT);
  2436. undo_redo->add_undo_method(var.ptr(), "set_varying_type", var->get_varying_type());
  2437. }
  2438. undo_redo->add_do_method(graph_plugin.ptr(), "update_node", type, node_id);
  2439. undo_redo->add_undo_method(graph_plugin.ptr(), "update_node", type, node_id);
  2440. }
  2441. }
  2442. List<VisualShader::Connection> connections;
  2443. visual_shader->get_node_connections(type, &connections);
  2444. for (VisualShader::Connection &E : connections) {
  2445. Ref<VisualShaderNodeVaryingGetter> var_getter = Object::cast_to<VisualShaderNodeVaryingGetter>(visual_shader->get_node(type, E.from_node).ptr());
  2446. if (var_getter.is_valid() && E.from_port > 0) {
  2447. undo_redo->add_do_method(visual_shader.ptr(), "disconnect_nodes", type, E.from_node, E.from_port, E.to_node, E.to_port);
  2448. undo_redo->add_undo_method(visual_shader.ptr(), "connect_nodes", type, E.from_node, E.from_port, E.to_node, E.to_port);
  2449. undo_redo->add_do_method(graph_plugin.ptr(), "disconnect_nodes", type, E.from_node, E.from_port, E.to_node, E.to_port);
  2450. undo_redo->add_undo_method(graph_plugin.ptr(), "connect_nodes", type, E.from_node, E.from_port, E.to_node, E.to_port);
  2451. }
  2452. Ref<VisualShaderNodeVaryingSetter> var_setter = Object::cast_to<VisualShaderNodeVaryingSetter>(visual_shader->get_node(type, E.to_node).ptr());
  2453. if (var_setter.is_valid() && E.to_port > 0) {
  2454. undo_redo->add_do_method(visual_shader.ptr(), "disconnect_nodes", type, E.from_node, E.from_port, E.to_node, E.to_port);
  2455. undo_redo->add_undo_method(visual_shader.ptr(), "connect_nodes", type, E.from_node, E.from_port, E.to_node, E.to_port);
  2456. undo_redo->add_do_method(graph_plugin.ptr(), "disconnect_nodes", type, E.from_node, E.from_port, E.to_node, E.to_port);
  2457. undo_redo->add_undo_method(graph_plugin.ptr(), "connect_nodes", type, E.from_node, E.from_port, E.to_node, E.to_port);
  2458. }
  2459. }
  2460. }
  2461. undo_redo->add_do_method(this, "_update_varying_tree");
  2462. undo_redo->add_undo_method(this, "_update_varying_tree");
  2463. undo_redo->commit_action();
  2464. }
  2465. void VisualShaderEditor::_update_varyings() {
  2466. VisualShaderNodeVarying::clear_varyings();
  2467. for (int i = 0; i < visual_shader->get_varyings_count(); i++) {
  2468. const VisualShader::Varying *var = visual_shader->get_varying_by_index(i);
  2469. if (var != nullptr) {
  2470. VisualShaderNodeVarying::add_varying(var->name, var->mode, var->type);
  2471. }
  2472. }
  2473. }
  2474. void VisualShaderEditor::_node_dragged(const Vector2 &p_from, const Vector2 &p_to, int p_node) {
  2475. VisualShader::Type type = get_current_shader_type();
  2476. drag_buffer.push_back({ type, p_node, p_from, p_to });
  2477. if (!drag_dirty) {
  2478. call_deferred(SNAME("_nodes_dragged"));
  2479. }
  2480. drag_dirty = true;
  2481. }
  2482. void VisualShaderEditor::_nodes_dragged() {
  2483. drag_dirty = false;
  2484. undo_redo->create_action(TTR("Node(s) Moved"));
  2485. for (const DragOp &E : drag_buffer) {
  2486. undo_redo->add_do_method(visual_shader.ptr(), "set_node_position", E.type, E.node, E.to);
  2487. undo_redo->add_undo_method(visual_shader.ptr(), "set_node_position", E.type, E.node, E.from);
  2488. undo_redo->add_do_method(graph_plugin.ptr(), "set_node_position", E.type, E.node, E.to);
  2489. undo_redo->add_undo_method(graph_plugin.ptr(), "set_node_position", E.type, E.node, E.from);
  2490. }
  2491. drag_buffer.clear();
  2492. undo_redo->commit_action();
  2493. }
  2494. void VisualShaderEditor::_connection_request(const String &p_from, int p_from_index, const String &p_to, int p_to_index) {
  2495. VisualShader::Type type = get_current_shader_type();
  2496. int from = p_from.to_int();
  2497. int to = p_to.to_int();
  2498. if (!visual_shader->can_connect_nodes(type, from, p_from_index, to, p_to_index)) {
  2499. return;
  2500. }
  2501. undo_redo->create_action(TTR("Nodes Connected"));
  2502. List<VisualShader::Connection> conns;
  2503. visual_shader->get_node_connections(type, &conns);
  2504. for (const VisualShader::Connection &E : conns) {
  2505. if (E.to_node == to && E.to_port == p_to_index) {
  2506. undo_redo->add_do_method(visual_shader.ptr(), "disconnect_nodes", type, E.from_node, E.from_port, E.to_node, E.to_port);
  2507. undo_redo->add_undo_method(visual_shader.ptr(), "connect_nodes", type, E.from_node, E.from_port, E.to_node, E.to_port);
  2508. undo_redo->add_do_method(graph_plugin.ptr(), "disconnect_nodes", type, E.from_node, E.from_port, E.to_node, E.to_port);
  2509. undo_redo->add_undo_method(graph_plugin.ptr(), "connect_nodes", type, E.from_node, E.from_port, E.to_node, E.to_port);
  2510. }
  2511. }
  2512. undo_redo->add_do_method(visual_shader.ptr(), "connect_nodes", type, from, p_from_index, to, p_to_index);
  2513. undo_redo->add_undo_method(visual_shader.ptr(), "disconnect_nodes", type, from, p_from_index, to, p_to_index);
  2514. undo_redo->add_do_method(graph_plugin.ptr(), "connect_nodes", type, from, p_from_index, to, p_to_index);
  2515. undo_redo->add_undo_method(graph_plugin.ptr(), "disconnect_nodes", type, from, p_from_index, to, p_to_index);
  2516. undo_redo->add_do_method(graph_plugin.ptr(), "update_node", (int)type, to);
  2517. undo_redo->add_undo_method(graph_plugin.ptr(), "update_node", (int)type, to);
  2518. undo_redo->commit_action();
  2519. }
  2520. void VisualShaderEditor::_disconnection_request(const String &p_from, int p_from_index, const String &p_to, int p_to_index) {
  2521. graph->disconnect_node(p_from, p_from_index, p_to, p_to_index);
  2522. VisualShader::Type type = get_current_shader_type();
  2523. int from = p_from.to_int();
  2524. int to = p_to.to_int();
  2525. undo_redo->create_action(TTR("Nodes Disconnected"));
  2526. undo_redo->add_do_method(visual_shader.ptr(), "disconnect_nodes", type, from, p_from_index, to, p_to_index);
  2527. undo_redo->add_undo_method(visual_shader.ptr(), "connect_nodes", type, from, p_from_index, to, p_to_index);
  2528. undo_redo->add_do_method(graph_plugin.ptr(), "disconnect_nodes", type, from, p_from_index, to, p_to_index);
  2529. undo_redo->add_undo_method(graph_plugin.ptr(), "connect_nodes", type, from, p_from_index, to, p_to_index);
  2530. undo_redo->add_do_method(graph_plugin.ptr(), "update_node", (int)type, to);
  2531. undo_redo->add_undo_method(graph_plugin.ptr(), "update_node", (int)type, to);
  2532. undo_redo->commit_action();
  2533. }
  2534. void VisualShaderEditor::_connection_to_empty(const String &p_from, int p_from_slot, const Vector2 &p_release_position) {
  2535. from_node = p_from.to_int();
  2536. from_slot = p_from_slot;
  2537. VisualShaderNode::PortType input_port_type = VisualShaderNode::PORT_TYPE_MAX;
  2538. VisualShaderNode::PortType output_port_type = VisualShaderNode::PORT_TYPE_MAX;
  2539. Ref<VisualShaderNode> node = visual_shader->get_node(get_current_shader_type(), from_node);
  2540. if (node.is_valid()) {
  2541. output_port_type = node->get_output_port_type(from_slot);
  2542. }
  2543. _show_members_dialog(true, input_port_type, output_port_type);
  2544. }
  2545. void VisualShaderEditor::_connection_from_empty(const String &p_to, int p_to_slot, const Vector2 &p_release_position) {
  2546. to_node = p_to.to_int();
  2547. to_slot = p_to_slot;
  2548. VisualShaderNode::PortType input_port_type = VisualShaderNode::PORT_TYPE_MAX;
  2549. VisualShaderNode::PortType output_port_type = VisualShaderNode::PORT_TYPE_MAX;
  2550. Ref<VisualShaderNode> node = visual_shader->get_node(get_current_shader_type(), to_node);
  2551. if (node.is_valid()) {
  2552. input_port_type = node->get_input_port_type(to_slot);
  2553. }
  2554. _show_members_dialog(true, input_port_type, output_port_type);
  2555. }
  2556. void VisualShaderEditor::_delete_nodes(int p_type, const List<int> &p_nodes) {
  2557. VisualShader::Type type = VisualShader::Type(p_type);
  2558. List<VisualShader::Connection> conns;
  2559. visual_shader->get_node_connections(type, &conns);
  2560. for (const int &F : p_nodes) {
  2561. for (const VisualShader::Connection &E : conns) {
  2562. if (E.from_node == F || E.to_node == F) {
  2563. undo_redo->add_do_method(graph_plugin.ptr(), "disconnect_nodes", type, E.from_node, E.from_port, E.to_node, E.to_port);
  2564. }
  2565. }
  2566. }
  2567. Set<String> uniform_names;
  2568. for (const int &F : p_nodes) {
  2569. Ref<VisualShaderNode> node = visual_shader->get_node(type, F);
  2570. undo_redo->add_do_method(visual_shader.ptr(), "remove_node", type, F);
  2571. undo_redo->add_undo_method(visual_shader.ptr(), "add_node", type, node, visual_shader->get_node_position(type, F), F);
  2572. undo_redo->add_undo_method(graph_plugin.ptr(), "add_node", type, F);
  2573. // restore size, inputs and outputs if node is group
  2574. VisualShaderNodeGroupBase *group = Object::cast_to<VisualShaderNodeGroupBase>(node.ptr());
  2575. if (group) {
  2576. undo_redo->add_undo_method(group, "set_size", group->get_size());
  2577. undo_redo->add_undo_method(group, "set_inputs", group->get_inputs());
  2578. undo_redo->add_undo_method(group, "set_outputs", group->get_outputs());
  2579. }
  2580. // restore expression text if node is expression
  2581. VisualShaderNodeExpression *expression = Object::cast_to<VisualShaderNodeExpression>(node.ptr());
  2582. if (expression) {
  2583. undo_redo->add_undo_method(expression, "set_expression", expression->get_expression());
  2584. }
  2585. VisualShaderNodeUniform *uniform = Object::cast_to<VisualShaderNodeUniform>(node.ptr());
  2586. if (uniform) {
  2587. uniform_names.insert(uniform->get_uniform_name());
  2588. }
  2589. }
  2590. List<VisualShader::Connection> used_conns;
  2591. for (const int &F : p_nodes) {
  2592. for (const VisualShader::Connection &E : conns) {
  2593. if (E.from_node == F || E.to_node == F) {
  2594. bool cancel = false;
  2595. for (List<VisualShader::Connection>::Element *R = used_conns.front(); R; R = R->next()) {
  2596. 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) {
  2597. cancel = true; // to avoid ERR_ALREADY_EXISTS warning
  2598. break;
  2599. }
  2600. }
  2601. if (!cancel) {
  2602. undo_redo->add_undo_method(visual_shader.ptr(), "connect_nodes", type, E.from_node, E.from_port, E.to_node, E.to_port);
  2603. undo_redo->add_undo_method(graph_plugin.ptr(), "connect_nodes", type, E.from_node, E.from_port, E.to_node, E.to_port);
  2604. used_conns.push_back(E);
  2605. }
  2606. }
  2607. }
  2608. }
  2609. // delete nodes from the graph
  2610. for (const int &F : p_nodes) {
  2611. undo_redo->add_do_method(graph_plugin.ptr(), "remove_node", type, F);
  2612. }
  2613. // update uniform refs if any uniform has been deleted
  2614. if (uniform_names.size() > 0) {
  2615. undo_redo->add_do_method(this, "_update_uniforms", true);
  2616. undo_redo->add_undo_method(this, "_update_uniforms", true);
  2617. _update_uniform_refs(uniform_names);
  2618. }
  2619. }
  2620. void VisualShaderEditor::_replace_node(VisualShader::Type p_type_id, int p_node_id, const StringName &p_from, const StringName &p_to) {
  2621. undo_redo->add_do_method(visual_shader.ptr(), "replace_node", p_type_id, p_node_id, p_to);
  2622. undo_redo->add_undo_method(visual_shader.ptr(), "replace_node", p_type_id, p_node_id, p_from);
  2623. }
  2624. void VisualShaderEditor::_update_constant(VisualShader::Type p_type_id, int p_node_id, Variant p_var, int p_preview_port) {
  2625. Ref<VisualShaderNode> node = visual_shader->get_node(p_type_id, p_node_id);
  2626. ERR_FAIL_COND(!node.is_valid());
  2627. ERR_FAIL_COND(!node->has_method("set_constant"));
  2628. node->call("set_constant", p_var);
  2629. if (p_preview_port != -1) {
  2630. node->set_output_port_for_preview(p_preview_port);
  2631. }
  2632. }
  2633. void VisualShaderEditor::_update_uniform(VisualShader::Type p_type_id, int p_node_id, Variant p_var, int p_preview_port) {
  2634. Ref<VisualShaderNodeUniform> uniform = visual_shader->get_node(p_type_id, p_node_id);
  2635. ERR_FAIL_COND(!uniform.is_valid());
  2636. String valid_name = visual_shader->validate_uniform_name(uniform->get_uniform_name(), uniform);
  2637. uniform->set_uniform_name(valid_name);
  2638. graph_plugin->set_uniform_name(p_type_id, p_node_id, valid_name);
  2639. if (uniform->has_method("set_default_value_enabled")) {
  2640. uniform->call("set_default_value_enabled", true);
  2641. uniform->call("set_default_value", p_var);
  2642. }
  2643. if (p_preview_port != -1) {
  2644. uniform->set_output_port_for_preview(p_preview_port);
  2645. }
  2646. }
  2647. void VisualShaderEditor::_convert_constants_to_uniforms(bool p_vice_versa) {
  2648. VisualShader::Type type_id = get_current_shader_type();
  2649. if (!p_vice_versa) {
  2650. undo_redo->create_action(TTR("Convert Constant Node(s) To Uniform(s)"));
  2651. } else {
  2652. undo_redo->create_action(TTR("Convert Uniform Node(s) To Constant(s)"));
  2653. }
  2654. const Set<int> &current_set = p_vice_versa ? selected_uniforms : selected_constants;
  2655. Set<String> deleted_names;
  2656. for (Set<int>::Element *E = current_set.front(); E; E = E->next()) {
  2657. int node_id = E->get();
  2658. Ref<VisualShaderNode> node = visual_shader->get_node(type_id, node_id);
  2659. bool caught = false;
  2660. Variant var;
  2661. // float
  2662. if (!p_vice_versa) {
  2663. Ref<VisualShaderNodeFloatConstant> float_const = Object::cast_to<VisualShaderNodeFloatConstant>(node.ptr());
  2664. if (float_const.is_valid()) {
  2665. _replace_node(type_id, node_id, "VisualShaderNodeFloatConstant", "VisualShaderNodeFloatUniform");
  2666. var = float_const->get_constant();
  2667. caught = true;
  2668. }
  2669. } else {
  2670. Ref<VisualShaderNodeFloatUniform> float_uniform = Object::cast_to<VisualShaderNodeFloatUniform>(node.ptr());
  2671. if (float_uniform.is_valid()) {
  2672. _replace_node(type_id, node_id, "VisualShaderNodeFloatUniform", "VisualShaderNodeFloatConstant");
  2673. var = float_uniform->get_default_value();
  2674. caught = true;
  2675. }
  2676. }
  2677. // int
  2678. if (!caught) {
  2679. if (!p_vice_versa) {
  2680. Ref<VisualShaderNodeIntConstant> int_const = Object::cast_to<VisualShaderNodeIntConstant>(node.ptr());
  2681. if (int_const.is_valid()) {
  2682. _replace_node(type_id, node_id, "VisualShaderNodeIntConstant", "VisualShaderNodeIntUniform");
  2683. var = int_const->get_constant();
  2684. caught = true;
  2685. }
  2686. } else {
  2687. Ref<VisualShaderNodeIntUniform> int_uniform = Object::cast_to<VisualShaderNodeIntUniform>(node.ptr());
  2688. if (int_uniform.is_valid()) {
  2689. _replace_node(type_id, node_id, "VisualShaderNodeIntUniform", "VisualShaderNodeIntConstant");
  2690. var = int_uniform->get_default_value();
  2691. caught = true;
  2692. }
  2693. }
  2694. }
  2695. // boolean
  2696. if (!caught) {
  2697. if (!p_vice_versa) {
  2698. Ref<VisualShaderNodeBooleanConstant> boolean_const = Object::cast_to<VisualShaderNodeBooleanConstant>(node.ptr());
  2699. if (boolean_const.is_valid()) {
  2700. _replace_node(type_id, node_id, "VisualShaderNodeBooleanConstant", "VisualShaderNodeBooleanUniform");
  2701. var = boolean_const->get_constant();
  2702. caught = true;
  2703. }
  2704. } else {
  2705. Ref<VisualShaderNodeBooleanUniform> boolean_uniform = Object::cast_to<VisualShaderNodeBooleanUniform>(node.ptr());
  2706. if (boolean_uniform.is_valid()) {
  2707. _replace_node(type_id, node_id, "VisualShaderNodeBooleanUniform", "VisualShaderNodeBooleanConstant");
  2708. var = boolean_uniform->get_default_value();
  2709. caught = true;
  2710. }
  2711. }
  2712. }
  2713. // vec2
  2714. if (!caught) {
  2715. if (!p_vice_versa) {
  2716. Ref<VisualShaderNodeVec2Constant> vec2_const = Object::cast_to<VisualShaderNodeVec2Constant>(node.ptr());
  2717. if (vec2_const.is_valid()) {
  2718. _replace_node(type_id, node_id, "VisualShaderNodeVec2Constant", "VisualShaderNodeVec2Uniform");
  2719. var = vec2_const->get_constant();
  2720. caught = true;
  2721. }
  2722. } else {
  2723. Ref<VisualShaderNodeVec2Uniform> vec2_uniform = Object::cast_to<VisualShaderNodeVec2Uniform>(node.ptr());
  2724. if (vec2_uniform.is_valid()) {
  2725. _replace_node(type_id, node_id, "VisualShaderNodeVec2Uniform", "VisualShaderNodeVec2Constant");
  2726. var = vec2_uniform->get_default_value();
  2727. caught = true;
  2728. }
  2729. }
  2730. }
  2731. // vec3
  2732. if (!caught) {
  2733. if (!p_vice_versa) {
  2734. Ref<VisualShaderNodeVec3Constant> vec3_const = Object::cast_to<VisualShaderNodeVec3Constant>(node.ptr());
  2735. if (vec3_const.is_valid()) {
  2736. _replace_node(type_id, node_id, "VisualShaderNodeVec3Constant", "VisualShaderNodeVec3Uniform");
  2737. var = vec3_const->get_constant();
  2738. caught = true;
  2739. }
  2740. } else {
  2741. Ref<VisualShaderNodeVec3Uniform> vec3_uniform = Object::cast_to<VisualShaderNodeVec3Uniform>(node.ptr());
  2742. if (vec3_uniform.is_valid()) {
  2743. _replace_node(type_id, node_id, "VisualShaderNodeVec3Uniform", "VisualShaderNodeVec3Constant");
  2744. var = vec3_uniform->get_default_value();
  2745. caught = true;
  2746. }
  2747. }
  2748. }
  2749. // color
  2750. if (!caught) {
  2751. if (!p_vice_versa) {
  2752. Ref<VisualShaderNodeColorConstant> color_const = Object::cast_to<VisualShaderNodeColorConstant>(node.ptr());
  2753. if (color_const.is_valid()) {
  2754. _replace_node(type_id, node_id, "VisualShaderNodeColorConstant", "VisualShaderNodeColorUniform");
  2755. var = color_const->get_constant();
  2756. caught = true;
  2757. }
  2758. } else {
  2759. Ref<VisualShaderNodeColorUniform> color_uniform = Object::cast_to<VisualShaderNodeColorUniform>(node.ptr());
  2760. if (color_uniform.is_valid()) {
  2761. _replace_node(type_id, node_id, "VisualShaderNodeColorUniform", "VisualShaderNodeColorConstant");
  2762. var = color_uniform->get_default_value();
  2763. caught = true;
  2764. }
  2765. }
  2766. }
  2767. // transform
  2768. if (!caught) {
  2769. if (!p_vice_versa) {
  2770. Ref<VisualShaderNodeTransformConstant> transform_const = Object::cast_to<VisualShaderNodeTransformConstant>(node.ptr());
  2771. if (transform_const.is_valid()) {
  2772. _replace_node(type_id, node_id, "VisualShaderNodeTransformConstant", "VisualShaderNodeTransformUniform");
  2773. var = transform_const->get_constant();
  2774. caught = true;
  2775. }
  2776. } else {
  2777. Ref<VisualShaderNodeTransformUniform> transform_uniform = Object::cast_to<VisualShaderNodeTransformUniform>(node.ptr());
  2778. if (transform_uniform.is_valid()) {
  2779. _replace_node(type_id, node_id, "VisualShaderNodeTransformUniform", "VisualShaderNodeTransformConstant");
  2780. var = transform_uniform->get_default_value();
  2781. caught = true;
  2782. }
  2783. }
  2784. }
  2785. ERR_CONTINUE(!caught);
  2786. int preview_port = node->get_output_port_for_preview();
  2787. if (!p_vice_versa) {
  2788. undo_redo->add_do_method(this, "_update_uniform", type_id, node_id, var, preview_port);
  2789. undo_redo->add_undo_method(this, "_update_constant", type_id, node_id, var, preview_port);
  2790. } else {
  2791. undo_redo->add_do_method(this, "_update_constant", type_id, node_id, var, preview_port);
  2792. undo_redo->add_undo_method(this, "_update_uniform", type_id, node_id, var, preview_port);
  2793. Ref<VisualShaderNodeUniform> uniform = Object::cast_to<VisualShaderNodeUniform>(node.ptr());
  2794. ERR_CONTINUE(!uniform.is_valid());
  2795. deleted_names.insert(uniform->get_uniform_name());
  2796. }
  2797. undo_redo->add_do_method(graph_plugin.ptr(), "update_node", type_id, node_id);
  2798. undo_redo->add_undo_method(graph_plugin.ptr(), "update_node", type_id, node_id);
  2799. }
  2800. undo_redo->add_do_method(this, "_update_uniforms", true);
  2801. undo_redo->add_undo_method(this, "_update_uniforms", true);
  2802. if (deleted_names.size() > 0) {
  2803. _update_uniform_refs(deleted_names);
  2804. }
  2805. undo_redo->commit_action();
  2806. }
  2807. void VisualShaderEditor::_delete_node_request(int p_type, int p_node) {
  2808. List<int> to_erase;
  2809. to_erase.push_back(p_node);
  2810. undo_redo->create_action(TTR("Delete VisualShader Node"));
  2811. _delete_nodes(p_type, to_erase);
  2812. undo_redo->commit_action();
  2813. }
  2814. void VisualShaderEditor::_delete_nodes_request() {
  2815. List<int> to_erase;
  2816. for (int i = 0; i < graph->get_child_count(); i++) {
  2817. GraphNode *gn = Object::cast_to<GraphNode>(graph->get_child(i));
  2818. if (gn) {
  2819. if (gn->is_selected() && gn->is_close_button_visible()) {
  2820. to_erase.push_back(gn->get_name().operator String().to_int());
  2821. }
  2822. }
  2823. }
  2824. if (to_erase.is_empty()) {
  2825. return;
  2826. }
  2827. undo_redo->create_action(TTR("Delete VisualShader Node(s)"));
  2828. _delete_nodes(get_current_shader_type(), to_erase);
  2829. undo_redo->commit_action();
  2830. }
  2831. void VisualShaderEditor::_node_selected(Object *p_node) {
  2832. VisualShader::Type type = get_current_shader_type();
  2833. GraphNode *gn = Object::cast_to<GraphNode>(p_node);
  2834. ERR_FAIL_COND(!gn);
  2835. int id = String(gn->get_name()).to_int();
  2836. Ref<VisualShaderNode> vsnode = visual_shader->get_node(type, id);
  2837. ERR_FAIL_COND(!vsnode.is_valid());
  2838. //do not rely on this, makes editor more complex
  2839. //EditorNode::get_singleton()->push_item(vsnode.ptr(), "", true);
  2840. }
  2841. void VisualShaderEditor::_graph_gui_input(const Ref<InputEvent> &p_event) {
  2842. Ref<InputEventMouseButton> mb = p_event;
  2843. VisualShader::Type type = get_current_shader_type();
  2844. if (mb.is_valid() && mb->is_pressed() && mb->get_button_index() == MouseButton::RIGHT) {
  2845. selected_constants.clear();
  2846. selected_uniforms.clear();
  2847. selected_comment = -1;
  2848. selected_float_constant = -1;
  2849. List<int> to_change;
  2850. for (int i = 0; i < graph->get_child_count(); i++) {
  2851. GraphNode *gn = Object::cast_to<GraphNode>(graph->get_child(i));
  2852. if (gn) {
  2853. if (gn->is_selected() && gn->is_close_button_visible()) {
  2854. int id = gn->get_name().operator String().to_int();
  2855. to_change.push_back(id);
  2856. Ref<VisualShaderNode> node = visual_shader->get_node(type, id);
  2857. VisualShaderNodeComment *comment_node = Object::cast_to<VisualShaderNodeComment>(node.ptr());
  2858. if (comment_node != nullptr) {
  2859. selected_comment = id;
  2860. }
  2861. VisualShaderNodeConstant *constant_node = Object::cast_to<VisualShaderNodeConstant>(node.ptr());
  2862. if (constant_node != nullptr) {
  2863. selected_constants.insert(id);
  2864. }
  2865. VisualShaderNodeFloatConstant *float_constant_node = Object::cast_to<VisualShaderNodeFloatConstant>(node.ptr());
  2866. if (float_constant_node != nullptr) {
  2867. selected_float_constant = id;
  2868. }
  2869. VisualShaderNodeUniform *uniform_node = Object::cast_to<VisualShaderNodeUniform>(node.ptr());
  2870. if (uniform_node != nullptr && uniform_node->is_convertible_to_constant()) {
  2871. selected_uniforms.insert(id);
  2872. }
  2873. }
  2874. }
  2875. }
  2876. if (to_change.size() > 1) {
  2877. selected_comment = -1;
  2878. selected_float_constant = -1;
  2879. }
  2880. bool copy_buffer_empty = true;
  2881. for (const CopyItem &item : copy_items_buffer) {
  2882. if (!item.disabled) {
  2883. copy_buffer_empty = false;
  2884. break;
  2885. }
  2886. }
  2887. if (to_change.is_empty() && copy_buffer_empty) {
  2888. _show_members_dialog(true);
  2889. } else {
  2890. popup_menu->set_item_disabled(NodeMenuOptions::CUT, to_change.is_empty());
  2891. popup_menu->set_item_disabled(NodeMenuOptions::COPY, to_change.is_empty());
  2892. popup_menu->set_item_disabled(NodeMenuOptions::PASTE, copy_buffer_empty);
  2893. popup_menu->set_item_disabled(NodeMenuOptions::DELETE, to_change.is_empty());
  2894. popup_menu->set_item_disabled(NodeMenuOptions::DUPLICATE, to_change.is_empty());
  2895. popup_menu->set_item_disabled(NodeMenuOptions::CLEAR_COPY_BUFFER, copy_buffer_empty);
  2896. int temp = popup_menu->get_item_index(NodeMenuOptions::SEPARATOR2);
  2897. if (temp != -1) {
  2898. popup_menu->remove_item(temp);
  2899. }
  2900. temp = popup_menu->get_item_index(NodeMenuOptions::FLOAT_CONSTANTS);
  2901. if (temp != -1) {
  2902. popup_menu->remove_item(temp);
  2903. }
  2904. temp = popup_menu->get_item_index(NodeMenuOptions::CONVERT_CONSTANTS_TO_UNIFORMS);
  2905. if (temp != -1) {
  2906. popup_menu->remove_item(temp);
  2907. }
  2908. temp = popup_menu->get_item_index(NodeMenuOptions::CONVERT_UNIFORMS_TO_CONSTANTS);
  2909. if (temp != -1) {
  2910. popup_menu->remove_item(temp);
  2911. }
  2912. temp = popup_menu->get_item_index(NodeMenuOptions::SEPARATOR3);
  2913. if (temp != -1) {
  2914. popup_menu->remove_item(temp);
  2915. }
  2916. temp = popup_menu->get_item_index(NodeMenuOptions::SET_COMMENT_TITLE);
  2917. if (temp != -1) {
  2918. popup_menu->remove_item(temp);
  2919. }
  2920. temp = popup_menu->get_item_index(NodeMenuOptions::SET_COMMENT_DESCRIPTION);
  2921. if (temp != -1) {
  2922. popup_menu->remove_item(temp);
  2923. }
  2924. if (selected_constants.size() > 0 || selected_uniforms.size() > 0) {
  2925. popup_menu->add_separator("", NodeMenuOptions::SEPARATOR2);
  2926. if (selected_float_constant != -1) {
  2927. popup_menu->add_submenu_item(TTR("Float Constants"), "FloatConstants", int(NodeMenuOptions::FLOAT_CONSTANTS));
  2928. if (!constants_submenu) {
  2929. constants_submenu = memnew(PopupMenu);
  2930. constants_submenu->set_name("FloatConstants");
  2931. for (int i = 0; i < MAX_FLOAT_CONST_DEFS; i++) {
  2932. constants_submenu->add_item(float_constant_defs[i].name, i);
  2933. }
  2934. popup_menu->add_child(constants_submenu);
  2935. constants_submenu->connect("index_pressed", callable_mp(this, &VisualShaderEditor::_float_constant_selected));
  2936. }
  2937. }
  2938. if (selected_constants.size() > 0) {
  2939. popup_menu->add_item(TTR("Convert Constant(s) to Uniform(s)"), NodeMenuOptions::CONVERT_CONSTANTS_TO_UNIFORMS);
  2940. }
  2941. if (selected_uniforms.size() > 0) {
  2942. popup_menu->add_item(TTR("Convert Uniform(s) to Constant(s)"), NodeMenuOptions::CONVERT_UNIFORMS_TO_CONSTANTS);
  2943. }
  2944. }
  2945. if (selected_comment != -1) {
  2946. popup_menu->add_separator("", NodeMenuOptions::SEPARATOR3);
  2947. popup_menu->add_item(TTR("Set Comment Title"), NodeMenuOptions::SET_COMMENT_TITLE);
  2948. popup_menu->add_item(TTR("Set Comment Description"), NodeMenuOptions::SET_COMMENT_DESCRIPTION);
  2949. }
  2950. menu_point = graph->get_local_mouse_position();
  2951. Point2 gpos = get_screen_position() + get_local_mouse_position();
  2952. popup_menu->set_position(gpos);
  2953. popup_menu->reset_size();
  2954. popup_menu->popup();
  2955. }
  2956. }
  2957. }
  2958. void VisualShaderEditor::_show_members_dialog(bool at_mouse_pos, VisualShaderNode::PortType p_input_port_type, VisualShaderNode::PortType p_output_port_type) {
  2959. if (members_input_port_type != p_input_port_type || members_output_port_type != p_output_port_type) {
  2960. members_input_port_type = p_input_port_type;
  2961. members_output_port_type = p_output_port_type;
  2962. _update_options_menu();
  2963. }
  2964. if (at_mouse_pos) {
  2965. saved_node_pos_dirty = true;
  2966. saved_node_pos = graph->get_local_mouse_position();
  2967. Point2 gpos = get_screen_position() + get_local_mouse_position();
  2968. members_dialog->set_position(gpos);
  2969. } else {
  2970. saved_node_pos_dirty = false;
  2971. members_dialog->set_position(graph->get_screen_position() + Point2(5 * EDSCALE, 65 * EDSCALE));
  2972. }
  2973. members_dialog->popup();
  2974. // Keep dialog within window bounds.
  2975. Rect2 window_rect = Rect2(DisplayServer::get_singleton()->window_get_position(), DisplayServer::get_singleton()->window_get_size());
  2976. Rect2 dialog_rect = Rect2(members_dialog->get_position(), members_dialog->get_size());
  2977. Vector2 difference = (dialog_rect.get_end() - window_rect.get_end()).max(Vector2());
  2978. members_dialog->set_position(members_dialog->get_position() - difference);
  2979. node_filter->call_deferred(SNAME("grab_focus")); // Still not visible.
  2980. node_filter->select_all();
  2981. }
  2982. void VisualShaderEditor::_show_varying_menu() {
  2983. varying_options->set_item_disabled(int(VaryingMenuOptions::REMOVE), visual_shader->get_varyings_count() == 0);
  2984. varying_options->set_position(graph->get_screen_position() + varying_button->get_position() + Size2(0, varying_button->get_size().height));
  2985. varying_options->popup();
  2986. }
  2987. void VisualShaderEditor::_varying_menu_id_pressed(int p_idx) {
  2988. switch (VaryingMenuOptions(p_idx)) {
  2989. case VaryingMenuOptions::ADD: {
  2990. _show_add_varying_dialog();
  2991. } break;
  2992. case VaryingMenuOptions::REMOVE: {
  2993. _show_remove_varying_dialog();
  2994. } break;
  2995. default:
  2996. break;
  2997. }
  2998. }
  2999. void VisualShaderEditor::_show_add_varying_dialog() {
  3000. _varying_name_changed(varying_name->get_text());
  3001. add_varying_dialog->set_position(graph->get_screen_position() + varying_button->get_position() + Point2(5 * EDSCALE, 65 * EDSCALE));
  3002. add_varying_dialog->popup();
  3003. // Keep dialog within window bounds.
  3004. Rect2 window_rect = Rect2(DisplayServer::get_singleton()->window_get_position(), DisplayServer::get_singleton()->window_get_size());
  3005. Rect2 dialog_rect = Rect2(add_varying_dialog->get_position(), add_varying_dialog->get_size());
  3006. Vector2 difference = (dialog_rect.get_end() - window_rect.get_end()).max(Vector2());
  3007. add_varying_dialog->set_position(add_varying_dialog->get_position() - difference);
  3008. }
  3009. void VisualShaderEditor::_show_remove_varying_dialog() {
  3010. remove_varying_dialog->set_position(graph->get_screen_position() + varying_button->get_position() + Point2(5 * EDSCALE, 65 * EDSCALE));
  3011. remove_varying_dialog->popup();
  3012. // Keep dialog within window bounds.
  3013. Rect2 window_rect = Rect2(DisplayServer::get_singleton()->window_get_position(), DisplayServer::get_singleton()->window_get_size());
  3014. Rect2 dialog_rect = Rect2(remove_varying_dialog->get_position(), remove_varying_dialog->get_size());
  3015. Vector2 difference = (dialog_rect.get_end() - window_rect.get_end()).max(Vector2());
  3016. remove_varying_dialog->set_position(remove_varying_dialog->get_position() - difference);
  3017. }
  3018. void VisualShaderEditor::_sbox_input(const Ref<InputEvent> &p_ie) {
  3019. Ref<InputEventKey> ie = p_ie;
  3020. 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)) {
  3021. members->gui_input(ie);
  3022. node_filter->accept_event();
  3023. }
  3024. }
  3025. void VisualShaderEditor::_notification(int p_what) {
  3026. switch (p_what) {
  3027. case EditorSettings::NOTIFICATION_EDITOR_SETTINGS_CHANGED: {
  3028. 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")));
  3029. graph->set_warped_panning(bool(EditorSettings::get_singleton()->get("editors/panning/warped_mouse_panning")));
  3030. } break;
  3031. case NOTIFICATION_ENTER_TREE: {
  3032. node_filter->set_clear_button_enabled(true);
  3033. // collapse tree by default
  3034. TreeItem *category = members->get_root()->get_first_child();
  3035. while (category) {
  3036. category->set_collapsed(true);
  3037. TreeItem *sub_category = category->get_first_child();
  3038. while (sub_category) {
  3039. sub_category->set_collapsed(true);
  3040. sub_category = sub_category->get_next();
  3041. }
  3042. category = category->get_next();
  3043. }
  3044. 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")));
  3045. graph->set_warped_panning(bool(EditorSettings::get_singleton()->get("editors/panning/warped_mouse_panning")));
  3046. [[fallthrough]];
  3047. }
  3048. case NOTIFICATION_THEME_CHANGED: {
  3049. highend_label->set_modulate(get_theme_color(SNAME("vulkan_color"), SNAME("Editor")));
  3050. node_filter->set_right_icon(Control::get_theme_icon(SNAME("Search"), SNAME("EditorIcons")));
  3051. preview_shader->set_icon(Control::get_theme_icon(SNAME("Shader"), SNAME("EditorIcons")));
  3052. {
  3053. Color background_color = EDITOR_GET("text_editor/theme/highlighting/background_color");
  3054. Color text_color = EDITOR_GET("text_editor/theme/highlighting/text_color");
  3055. Color keyword_color = EDITOR_GET("text_editor/theme/highlighting/keyword_color");
  3056. Color control_flow_keyword_color = EDITOR_GET("text_editor/theme/highlighting/control_flow_keyword_color");
  3057. Color comment_color = EDITOR_GET("text_editor/theme/highlighting/comment_color");
  3058. Color symbol_color = EDITOR_GET("text_editor/theme/highlighting/symbol_color");
  3059. Color function_color = EDITOR_GET("text_editor/theme/highlighting/function_color");
  3060. Color number_color = EDITOR_GET("text_editor/theme/highlighting/number_color");
  3061. Color members_color = EDITOR_GET("text_editor/theme/highlighting/member_variable_color");
  3062. Color error_color = get_theme_color(SNAME("error_color"), SNAME("Editor"));
  3063. preview_text->add_theme_color_override("background_color", background_color);
  3064. varying_error_label->add_theme_color_override("font_color", error_color);
  3065. for (const String &E : keyword_list) {
  3066. if (ShaderLanguage::is_control_flow_keyword(E)) {
  3067. syntax_highlighter->add_keyword_color(E, control_flow_keyword_color);
  3068. } else {
  3069. syntax_highlighter->add_keyword_color(E, keyword_color);
  3070. }
  3071. }
  3072. preview_text->add_theme_font_override("font", get_theme_font(SNAME("expression"), SNAME("EditorFonts")));
  3073. preview_text->add_theme_font_size_override("font_size", get_theme_font_size(SNAME("expression_size"), SNAME("EditorFonts")));
  3074. preview_text->add_theme_color_override("font_color", text_color);
  3075. syntax_highlighter->set_number_color(number_color);
  3076. syntax_highlighter->set_symbol_color(symbol_color);
  3077. syntax_highlighter->set_function_color(function_color);
  3078. syntax_highlighter->set_member_variable_color(members_color);
  3079. syntax_highlighter->clear_color_regions();
  3080. syntax_highlighter->add_color_region("/*", "*/", comment_color, false);
  3081. syntax_highlighter->add_color_region("//", "", comment_color, true);
  3082. preview_text->clear_comment_delimiters();
  3083. preview_text->add_comment_delimiter("/*", "*/", false);
  3084. preview_text->add_comment_delimiter("//", "", true);
  3085. error_panel->add_theme_style_override("panel", get_theme_stylebox(SNAME("panel"), SNAME("Panel")));
  3086. error_label->add_theme_font_override("font", get_theme_font(SNAME("status_source"), SNAME("EditorFonts")));
  3087. error_label->add_theme_font_size_override("font_size", get_theme_font_size(SNAME("status_source_size"), SNAME("EditorFonts")));
  3088. error_label->add_theme_color_override("font_color", error_color);
  3089. }
  3090. tools->set_icon(EditorNode::get_singleton()->get_gui_base()->get_theme_icon(SNAME("Tools"), SNAME("EditorIcons")));
  3091. if (p_what == NOTIFICATION_THEME_CHANGED && is_visible_in_tree()) {
  3092. _update_graph();
  3093. }
  3094. } break;
  3095. case NOTIFICATION_DRAG_BEGIN: {
  3096. Dictionary dd = get_viewport()->gui_get_drag_data();
  3097. if (members->is_visible_in_tree() && dd.has("id")) {
  3098. members->set_drop_mode_flags(Tree::DROP_MODE_ON_ITEM);
  3099. }
  3100. } break;
  3101. case NOTIFICATION_DRAG_END: {
  3102. members->set_drop_mode_flags(0);
  3103. } break;
  3104. }
  3105. }
  3106. void VisualShaderEditor::_scroll_changed(const Vector2 &p_scroll) {
  3107. if (updating) {
  3108. return;
  3109. }
  3110. updating = true;
  3111. visual_shader->set_graph_offset(p_scroll / EDSCALE);
  3112. updating = false;
  3113. }
  3114. void VisualShaderEditor::_node_changed(int p_id) {
  3115. if (updating) {
  3116. return;
  3117. }
  3118. if (is_visible_in_tree()) {
  3119. _update_graph();
  3120. }
  3121. }
  3122. void VisualShaderEditor::_dup_copy_nodes(int p_type, List<CopyItem> &r_items, List<VisualShader::Connection> &r_connections) {
  3123. VisualShader::Type type = (VisualShader::Type)p_type;
  3124. selection_center.x = 0.0f;
  3125. selection_center.y = 0.0f;
  3126. Set<int> nodes;
  3127. for (int i = 0; i < graph->get_child_count(); i++) {
  3128. GraphNode *gn = Object::cast_to<GraphNode>(graph->get_child(i));
  3129. if (gn) {
  3130. int id = String(gn->get_name()).to_int();
  3131. Ref<VisualShaderNode> node = visual_shader->get_node(type, id);
  3132. Ref<VisualShaderNodeOutput> output = node;
  3133. if (output.is_valid()) { // can't duplicate output
  3134. continue;
  3135. }
  3136. if (node.is_valid() && gn->is_selected()) {
  3137. Vector2 pos = visual_shader->get_node_position(type, id);
  3138. selection_center += pos;
  3139. CopyItem item;
  3140. item.id = id;
  3141. item.node = visual_shader->get_node(type, id)->duplicate();
  3142. item.position = visual_shader->get_node_position(type, id);
  3143. Ref<VisualShaderNodeResizableBase> resizable_base = node;
  3144. if (resizable_base.is_valid()) {
  3145. item.size = resizable_base->get_size();
  3146. }
  3147. Ref<VisualShaderNodeGroupBase> group = node;
  3148. if (group.is_valid()) {
  3149. item.group_inputs = group->get_inputs();
  3150. item.group_outputs = group->get_outputs();
  3151. }
  3152. Ref<VisualShaderNodeExpression> expression = node;
  3153. if (expression.is_valid()) {
  3154. item.expression = expression->get_expression();
  3155. }
  3156. r_items.push_back(item);
  3157. nodes.insert(id);
  3158. }
  3159. }
  3160. }
  3161. List<VisualShader::Connection> connections;
  3162. visual_shader->get_node_connections(type, &connections);
  3163. for (const VisualShader::Connection &E : connections) {
  3164. if (nodes.has(E.from_node) && nodes.has(E.to_node)) {
  3165. r_connections.push_back(E);
  3166. }
  3167. }
  3168. selection_center /= (float)r_items.size();
  3169. }
  3170. 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) {
  3171. if (p_duplicate) {
  3172. undo_redo->create_action(TTR("Duplicate VisualShader Node(s)"));
  3173. } else {
  3174. bool copy_buffer_empty = true;
  3175. for (const CopyItem &item : copy_items_buffer) {
  3176. if (!item.disabled) {
  3177. copy_buffer_empty = false;
  3178. break;
  3179. }
  3180. }
  3181. if (copy_buffer_empty) {
  3182. return;
  3183. }
  3184. undo_redo->create_action(TTR("Paste VisualShader Node(s)"));
  3185. }
  3186. VisualShader::Type type = (VisualShader::Type)p_type;
  3187. int base_id = visual_shader->get_valid_node_id(type);
  3188. int id_from = base_id;
  3189. Map<int, int> connection_remap;
  3190. Set<int> unsupported_set;
  3191. Set<int> added_set;
  3192. for (CopyItem &item : r_items) {
  3193. if (item.disabled) {
  3194. unsupported_set.insert(item.id);
  3195. continue;
  3196. }
  3197. connection_remap[item.id] = id_from;
  3198. Ref<VisualShaderNode> node = item.node->duplicate();
  3199. Ref<VisualShaderNodeResizableBase> resizable_base = Object::cast_to<VisualShaderNodeResizableBase>(node.ptr());
  3200. if (resizable_base.is_valid()) {
  3201. undo_redo->add_do_method(node.ptr(), "set_size", item.size);
  3202. }
  3203. Ref<VisualShaderNodeGroupBase> group = Object::cast_to<VisualShaderNodeGroupBase>(node.ptr());
  3204. if (group.is_valid()) {
  3205. undo_redo->add_do_method(node.ptr(), "set_inputs", item.group_inputs);
  3206. undo_redo->add_do_method(node.ptr(), "set_outputs", item.group_outputs);
  3207. }
  3208. Ref<VisualShaderNodeExpression> expression = Object::cast_to<VisualShaderNodeExpression>(node.ptr());
  3209. if (expression.is_valid()) {
  3210. undo_redo->add_do_method(node.ptr(), "set_expression", item.expression);
  3211. }
  3212. undo_redo->add_do_method(visual_shader.ptr(), "add_node", type, node, item.position + p_offset, id_from);
  3213. undo_redo->add_do_method(graph_plugin.ptr(), "add_node", type, id_from);
  3214. added_set.insert(id_from);
  3215. id_from++;
  3216. }
  3217. for (const VisualShader::Connection &E : p_connections) {
  3218. if (unsupported_set.has(E.from_node) || unsupported_set.has(E.to_node)) {
  3219. continue;
  3220. }
  3221. 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);
  3222. 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);
  3223. 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);
  3224. }
  3225. id_from = base_id;
  3226. for (const CopyItem &item : r_items) {
  3227. if (item.disabled) {
  3228. continue;
  3229. }
  3230. undo_redo->add_undo_method(visual_shader.ptr(), "remove_node", type, id_from);
  3231. undo_redo->add_undo_method(graph_plugin.ptr(), "remove_node", type, id_from);
  3232. id_from++;
  3233. }
  3234. undo_redo->commit_action();
  3235. // reselect nodes by excluding the other ones
  3236. for (int i = 0; i < graph->get_child_count(); i++) {
  3237. GraphNode *gn = Object::cast_to<GraphNode>(graph->get_child(i));
  3238. if (gn) {
  3239. int id = String(gn->get_name()).to_int();
  3240. if (added_set.has(id)) {
  3241. gn->set_selected(true);
  3242. } else {
  3243. gn->set_selected(false);
  3244. }
  3245. }
  3246. }
  3247. }
  3248. void VisualShaderEditor::_clear_copy_buffer() {
  3249. copy_items_buffer.clear();
  3250. copy_connections_buffer.clear();
  3251. }
  3252. void VisualShaderEditor::_duplicate_nodes() {
  3253. int type = get_current_shader_type();
  3254. List<CopyItem> items;
  3255. List<VisualShader::Connection> connections;
  3256. _dup_copy_nodes(type, items, connections);
  3257. if (items.is_empty()) {
  3258. return;
  3259. }
  3260. _dup_paste_nodes(type, items, connections, Vector2(10, 10) * EDSCALE, true);
  3261. }
  3262. void VisualShaderEditor::_copy_nodes(bool p_cut) {
  3263. _clear_copy_buffer();
  3264. _dup_copy_nodes(get_current_shader_type(), copy_items_buffer, copy_connections_buffer);
  3265. if (p_cut) {
  3266. undo_redo->create_action(TTR("Cut VisualShader Node(s)"));
  3267. List<int> ids;
  3268. for (const CopyItem &E : copy_items_buffer) {
  3269. ids.push_back(E.id);
  3270. }
  3271. _delete_nodes(get_current_shader_type(), ids);
  3272. undo_redo->commit_action();
  3273. }
  3274. }
  3275. void VisualShaderEditor::_paste_nodes(bool p_use_custom_position, const Vector2 &p_custom_position) {
  3276. if (copy_items_buffer.is_empty()) {
  3277. return;
  3278. }
  3279. int type = get_current_shader_type();
  3280. float scale = graph->get_zoom();
  3281. Vector2 mpos;
  3282. if (p_use_custom_position) {
  3283. mpos = p_custom_position;
  3284. } else {
  3285. mpos = graph->get_local_mouse_position();
  3286. }
  3287. _dup_paste_nodes(type, copy_items_buffer, copy_connections_buffer, graph->get_scroll_ofs() / scale + mpos / scale - selection_center, false);
  3288. }
  3289. void VisualShaderEditor::_mode_selected(int p_id) {
  3290. int offset = 0;
  3291. if (mode & MODE_FLAGS_PARTICLES) {
  3292. offset = 3;
  3293. if (p_id + offset > VisualShader::TYPE_PROCESS) {
  3294. custom_mode_box->set_visible(false);
  3295. custom_mode_enabled = false;
  3296. } else {
  3297. custom_mode_box->set_visible(true);
  3298. if (custom_mode_box->is_pressed()) {
  3299. custom_mode_enabled = true;
  3300. offset += 3;
  3301. }
  3302. }
  3303. } else if (mode & MODE_FLAGS_SKY) {
  3304. offset = 8;
  3305. } else if (mode & MODE_FLAGS_FOG) {
  3306. offset = 9;
  3307. }
  3308. visual_shader->set_shader_type(VisualShader::Type(p_id + offset));
  3309. _update_nodes();
  3310. _update_graph();
  3311. graph->grab_focus();
  3312. }
  3313. void VisualShaderEditor::_custom_mode_toggled(bool p_enabled) {
  3314. if (!(mode & MODE_FLAGS_PARTICLES)) {
  3315. return;
  3316. }
  3317. custom_mode_enabled = p_enabled;
  3318. int id = edit_type->get_selected() + 3;
  3319. if (p_enabled) {
  3320. visual_shader->set_shader_type(VisualShader::Type(id + 3));
  3321. } else {
  3322. visual_shader->set_shader_type(VisualShader::Type(id));
  3323. }
  3324. _update_options_menu();
  3325. _update_graph();
  3326. }
  3327. void VisualShaderEditor::_input_select_item(Ref<VisualShaderNodeInput> p_input, String p_name) {
  3328. String prev_name = p_input->get_input_name();
  3329. if (p_name == prev_name) {
  3330. return;
  3331. }
  3332. bool type_changed = p_input->get_input_type_by_name(p_name) != p_input->get_input_type_by_name(prev_name);
  3333. UndoRedo *undo_redo = EditorNode::get_singleton()->get_undo_redo();
  3334. undo_redo->create_action(TTR("Visual Shader Input Type Changed"));
  3335. undo_redo->add_do_method(p_input.ptr(), "set_input_name", p_name);
  3336. undo_redo->add_undo_method(p_input.ptr(), "set_input_name", prev_name);
  3337. // update output port
  3338. for (int type_id = 0; type_id < VisualShader::TYPE_MAX; type_id++) {
  3339. VisualShader::Type type = VisualShader::Type(type_id);
  3340. int id = visual_shader->find_node_id(type, p_input);
  3341. if (id != VisualShader::NODE_ID_INVALID) {
  3342. if (type_changed) {
  3343. List<VisualShader::Connection> conns;
  3344. visual_shader->get_node_connections(type, &conns);
  3345. for (const VisualShader::Connection &E : conns) {
  3346. if (E.from_node == id) {
  3347. if (visual_shader->is_port_types_compatible(p_input->get_input_type_by_name(p_name), visual_shader->get_node(type, E.to_node)->get_input_port_type(E.to_port))) {
  3348. undo_redo->add_do_method(visual_shader.ptr(), "connect_nodes", type, E.from_node, E.from_port, E.to_node, E.to_port);
  3349. undo_redo->add_undo_method(visual_shader.ptr(), "connect_nodes", type, E.from_node, E.from_port, E.to_node, E.to_port);
  3350. continue;
  3351. }
  3352. undo_redo->add_do_method(visual_shader.ptr(), "disconnect_nodes", type, E.from_node, E.from_port, E.to_node, E.to_port);
  3353. undo_redo->add_undo_method(visual_shader.ptr(), "connect_nodes", type, E.from_node, E.from_port, E.to_node, E.to_port);
  3354. undo_redo->add_do_method(graph_plugin.ptr(), "disconnect_nodes", type, E.from_node, E.from_port, E.to_node, E.to_port);
  3355. undo_redo->add_undo_method(graph_plugin.ptr(), "connect_nodes", type, E.from_node, E.from_port, E.to_node, E.to_port);
  3356. }
  3357. }
  3358. }
  3359. undo_redo->add_do_method(graph_plugin.ptr(), "update_node", type_id, id);
  3360. undo_redo->add_undo_method(graph_plugin.ptr(), "update_node", type_id, id);
  3361. break;
  3362. }
  3363. }
  3364. undo_redo->commit_action();
  3365. }
  3366. void VisualShaderEditor::_uniform_select_item(Ref<VisualShaderNodeUniformRef> p_uniform_ref, String p_name) {
  3367. String prev_name = p_uniform_ref->get_uniform_name();
  3368. if (p_name == prev_name) {
  3369. return;
  3370. }
  3371. bool type_changed = p_uniform_ref->get_uniform_type_by_name(p_name) != p_uniform_ref->get_uniform_type_by_name(prev_name);
  3372. UndoRedo *undo_redo = EditorNode::get_singleton()->get_undo_redo();
  3373. undo_redo->create_action(TTR("UniformRef Name Changed"));
  3374. undo_redo->add_do_method(p_uniform_ref.ptr(), "set_uniform_name", p_name);
  3375. undo_redo->add_undo_method(p_uniform_ref.ptr(), "set_uniform_name", prev_name);
  3376. // update output port
  3377. for (int type_id = 0; type_id < VisualShader::TYPE_MAX; type_id++) {
  3378. VisualShader::Type type = VisualShader::Type(type_id);
  3379. int id = visual_shader->find_node_id(type, p_uniform_ref);
  3380. if (id != VisualShader::NODE_ID_INVALID) {
  3381. if (type_changed) {
  3382. List<VisualShader::Connection> conns;
  3383. visual_shader->get_node_connections(type, &conns);
  3384. for (const VisualShader::Connection &E : conns) {
  3385. if (E.from_node == id) {
  3386. 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))) {
  3387. continue;
  3388. }
  3389. undo_redo->add_do_method(visual_shader.ptr(), "disconnect_nodes", type, E.from_node, E.from_port, E.to_node, E.to_port);
  3390. undo_redo->add_undo_method(visual_shader.ptr(), "connect_nodes", type, E.from_node, E.from_port, E.to_node, E.to_port);
  3391. undo_redo->add_do_method(graph_plugin.ptr(), "disconnect_nodes", type, E.from_node, E.from_port, E.to_node, E.to_port);
  3392. undo_redo->add_undo_method(graph_plugin.ptr(), "connect_nodes", type, E.from_node, E.from_port, E.to_node, E.to_port);
  3393. }
  3394. }
  3395. }
  3396. undo_redo->add_do_method(graph_plugin.ptr(), "update_node", type_id, id);
  3397. undo_redo->add_undo_method(graph_plugin.ptr(), "update_node", type_id, id);
  3398. break;
  3399. }
  3400. }
  3401. undo_redo->commit_action();
  3402. }
  3403. void VisualShaderEditor::_varying_select_item(Ref<VisualShaderNodeVarying> p_varying, String p_name) {
  3404. String prev_name = p_varying->get_varying_name();
  3405. if (p_name == prev_name) {
  3406. return;
  3407. }
  3408. bool is_getter = Ref<VisualShaderNodeVaryingGetter>(p_varying.ptr()).is_valid();
  3409. UndoRedo *undo_redo = EditorNode::get_singleton()->get_undo_redo();
  3410. undo_redo->create_action(TTR("Varying Name Changed"));
  3411. undo_redo->add_do_method(p_varying.ptr(), "set_varying_name", p_name);
  3412. undo_redo->add_undo_method(p_varying.ptr(), "set_varying_name", prev_name);
  3413. VisualShader::VaryingType vtype = p_varying->get_varying_type_by_name(p_name);
  3414. VisualShader::VaryingType prev_vtype = p_varying->get_varying_type_by_name(prev_name);
  3415. bool type_changed = vtype != prev_vtype;
  3416. if (type_changed) {
  3417. undo_redo->add_do_method(p_varying.ptr(), "set_varying_type", vtype);
  3418. undo_redo->add_undo_method(p_varying.ptr(), "set_varying_type", prev_vtype);
  3419. }
  3420. // update ports
  3421. for (int type_id = 0; type_id < VisualShader::TYPE_MAX; type_id++) {
  3422. VisualShader::Type type = VisualShader::Type(type_id);
  3423. int id = visual_shader->find_node_id(type, p_varying);
  3424. if (id != VisualShader::NODE_ID_INVALID) {
  3425. if (type_changed) {
  3426. List<VisualShader::Connection> conns;
  3427. visual_shader->get_node_connections(type, &conns);
  3428. for (const VisualShader::Connection &E : conns) {
  3429. if (is_getter) {
  3430. if (E.from_node == id) {
  3431. 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))) {
  3432. continue;
  3433. }
  3434. undo_redo->add_do_method(visual_shader.ptr(), "disconnect_nodes", type, E.from_node, E.from_port, E.to_node, E.to_port);
  3435. undo_redo->add_undo_method(visual_shader.ptr(), "connect_nodes", type, E.from_node, E.from_port, E.to_node, E.to_port);
  3436. undo_redo->add_do_method(graph_plugin.ptr(), "disconnect_nodes", type, E.from_node, E.from_port, E.to_node, E.to_port);
  3437. undo_redo->add_undo_method(graph_plugin.ptr(), "connect_nodes", type, E.from_node, E.from_port, E.to_node, E.to_port);
  3438. }
  3439. } else {
  3440. if (E.to_node == id) {
  3441. 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))) {
  3442. continue;
  3443. }
  3444. undo_redo->add_do_method(visual_shader.ptr(), "disconnect_nodes", type, E.from_node, E.from_port, E.to_node, E.to_port);
  3445. undo_redo->add_undo_method(visual_shader.ptr(), "connect_nodes", type, E.from_node, E.from_port, E.to_node, E.to_port);
  3446. undo_redo->add_do_method(graph_plugin.ptr(), "disconnect_nodes", type, E.from_node, E.from_port, E.to_node, E.to_port);
  3447. undo_redo->add_undo_method(graph_plugin.ptr(), "connect_nodes", type, E.from_node, E.from_port, E.to_node, E.to_port);
  3448. }
  3449. }
  3450. }
  3451. }
  3452. undo_redo->add_do_method(graph_plugin.ptr(), "update_node", type_id, id);
  3453. undo_redo->add_undo_method(graph_plugin.ptr(), "update_node", type_id, id);
  3454. break;
  3455. }
  3456. }
  3457. undo_redo->commit_action();
  3458. }
  3459. void VisualShaderEditor::_float_constant_selected(int p_which) {
  3460. ERR_FAIL_INDEX(p_which, MAX_FLOAT_CONST_DEFS);
  3461. VisualShader::Type type = get_current_shader_type();
  3462. Ref<VisualShaderNodeFloatConstant> node = visual_shader->get_node(type, selected_float_constant);
  3463. ERR_FAIL_COND(!node.is_valid());
  3464. if (Math::is_equal_approx(node->get_constant(), float_constant_defs[p_which].value)) {
  3465. return; // same
  3466. }
  3467. undo_redo->create_action(vformat(TTR("Set Constant: %s"), float_constant_defs[p_which].name));
  3468. undo_redo->add_do_method(node.ptr(), "set_constant", float_constant_defs[p_which].value);
  3469. undo_redo->add_undo_method(node.ptr(), "set_constant", node->get_constant());
  3470. undo_redo->commit_action();
  3471. }
  3472. void VisualShaderEditor::_member_filter_changed(const String &p_text) {
  3473. _update_options_menu();
  3474. }
  3475. void VisualShaderEditor::_member_selected() {
  3476. TreeItem *item = members->get_selected();
  3477. if (item != nullptr && item->has_meta("id")) {
  3478. members_dialog->get_ok_button()->set_disabled(false);
  3479. highend_label->set_visible(add_options[item->get_meta("id")].highend);
  3480. node_desc->set_text(_get_description(item->get_meta("id")));
  3481. } else {
  3482. highend_label->set_visible(false);
  3483. members_dialog->get_ok_button()->set_disabled(true);
  3484. node_desc->set_text("");
  3485. }
  3486. }
  3487. void VisualShaderEditor::_member_unselected() {
  3488. }
  3489. void VisualShaderEditor::_member_create() {
  3490. TreeItem *item = members->get_selected();
  3491. if (item != nullptr && item->has_meta("id")) {
  3492. int idx = members->get_selected()->get_meta("id");
  3493. _add_node(idx, add_options[idx].ops);
  3494. members_dialog->hide();
  3495. }
  3496. }
  3497. void VisualShaderEditor::_member_cancel() {
  3498. to_node = -1;
  3499. to_slot = -1;
  3500. from_node = -1;
  3501. from_slot = -1;
  3502. }
  3503. void VisualShaderEditor::_update_varying_tree() {
  3504. varyings->clear();
  3505. TreeItem *root = varyings->create_item();
  3506. int count = visual_shader->get_varyings_count();
  3507. for (int i = 0; i < count; i++) {
  3508. const VisualShader::Varying *varying = visual_shader->get_varying_by_index(i);
  3509. if (varying) {
  3510. TreeItem *item = varyings->create_item(root);
  3511. item->set_text(0, varying->name);
  3512. if (i == 0) {
  3513. item->select(0);
  3514. }
  3515. switch (varying->type) {
  3516. case VisualShader::VARYING_TYPE_FLOAT:
  3517. item->set_icon(0, EditorNode::get_singleton()->get_gui_base()->get_theme_icon(SNAME("float"), SNAME("EditorIcons")));
  3518. break;
  3519. case VisualShader::VARYING_TYPE_VECTOR_2D:
  3520. item->set_icon(0, EditorNode::get_singleton()->get_gui_base()->get_theme_icon(SNAME("Vector2"), SNAME("EditorIcons")));
  3521. break;
  3522. case VisualShader::VARYING_TYPE_VECTOR_3D:
  3523. item->set_icon(0, EditorNode::get_singleton()->get_gui_base()->get_theme_icon(SNAME("Vector3"), SNAME("EditorIcons")));
  3524. break;
  3525. case VisualShader::VARYING_TYPE_COLOR:
  3526. item->set_icon(0, EditorNode::get_singleton()->get_gui_base()->get_theme_icon(SNAME("Color"), SNAME("EditorIcons")));
  3527. break;
  3528. case VisualShader::VARYING_TYPE_TRANSFORM:
  3529. item->set_icon(0, EditorNode::get_singleton()->get_gui_base()->get_theme_icon(SNAME("Transform3D"), SNAME("EditorIcons")));
  3530. break;
  3531. default:
  3532. break;
  3533. }
  3534. }
  3535. }
  3536. varying_options->set_item_disabled(int(VaryingMenuOptions::REMOVE), count == 0);
  3537. }
  3538. void VisualShaderEditor::_varying_create() {
  3539. _add_varying(varying_name->get_text(), (VisualShader::VaryingMode)varying_mode->get_selected(), (VisualShader::VaryingType)varying_type->get_selected());
  3540. add_varying_dialog->hide();
  3541. }
  3542. void VisualShaderEditor::_varying_name_changed(const String &p_text) {
  3543. String name = p_text;
  3544. if (!name.is_valid_identifier()) {
  3545. varying_error_label->show();
  3546. varying_error_label->set_text(TTR("Invalid name for varying."));
  3547. add_varying_dialog->get_ok_button()->set_disabled(true);
  3548. return;
  3549. }
  3550. if (visual_shader->has_varying(name)) {
  3551. varying_error_label->show();
  3552. varying_error_label->set_text(TTR("Varying with that name is already exist."));
  3553. add_varying_dialog->get_ok_button()->set_disabled(true);
  3554. return;
  3555. }
  3556. if (varying_error_label->is_visible()) {
  3557. varying_error_label->hide();
  3558. add_varying_dialog->set_size(Size2(add_varying_dialog->get_size().x, 0));
  3559. }
  3560. add_varying_dialog->get_ok_button()->set_disabled(false);
  3561. }
  3562. void VisualShaderEditor::_varying_deleted() {
  3563. TreeItem *item = varyings->get_selected();
  3564. if (item != nullptr) {
  3565. _remove_varying(item->get_text(0));
  3566. remove_varying_dialog->hide();
  3567. }
  3568. }
  3569. void VisualShaderEditor::_varying_selected() {
  3570. add_varying_dialog->get_ok_button()->set_disabled(false);
  3571. }
  3572. void VisualShaderEditor::_varying_unselected() {
  3573. add_varying_dialog->get_ok_button()->set_disabled(true);
  3574. }
  3575. void VisualShaderEditor::_tools_menu_option(int p_idx) {
  3576. TreeItem *category = members->get_root()->get_first_child();
  3577. switch (p_idx) {
  3578. case EXPAND_ALL:
  3579. while (category) {
  3580. category->set_collapsed(false);
  3581. TreeItem *sub_category = category->get_first_child();
  3582. while (sub_category) {
  3583. sub_category->set_collapsed(false);
  3584. sub_category = sub_category->get_next();
  3585. }
  3586. category = category->get_next();
  3587. }
  3588. break;
  3589. case COLLAPSE_ALL:
  3590. while (category) {
  3591. category->set_collapsed(true);
  3592. TreeItem *sub_category = category->get_first_child();
  3593. while (sub_category) {
  3594. sub_category->set_collapsed(true);
  3595. sub_category = sub_category->get_next();
  3596. }
  3597. category = category->get_next();
  3598. }
  3599. break;
  3600. default:
  3601. break;
  3602. }
  3603. }
  3604. void VisualShaderEditor::_node_menu_id_pressed(int p_idx) {
  3605. switch (p_idx) {
  3606. case NodeMenuOptions::ADD:
  3607. _show_members_dialog(true);
  3608. break;
  3609. case NodeMenuOptions::CUT:
  3610. _copy_nodes(true);
  3611. break;
  3612. case NodeMenuOptions::COPY:
  3613. _copy_nodes(false);
  3614. break;
  3615. case NodeMenuOptions::PASTE:
  3616. _paste_nodes(true, menu_point);
  3617. break;
  3618. case NodeMenuOptions::DELETE:
  3619. _delete_nodes_request();
  3620. break;
  3621. case NodeMenuOptions::DUPLICATE:
  3622. _duplicate_nodes();
  3623. break;
  3624. case NodeMenuOptions::CLEAR_COPY_BUFFER:
  3625. _clear_copy_buffer();
  3626. break;
  3627. case NodeMenuOptions::CONVERT_CONSTANTS_TO_UNIFORMS:
  3628. _convert_constants_to_uniforms(false);
  3629. break;
  3630. case NodeMenuOptions::CONVERT_UNIFORMS_TO_CONSTANTS:
  3631. _convert_constants_to_uniforms(true);
  3632. break;
  3633. case NodeMenuOptions::SET_COMMENT_TITLE:
  3634. _comment_title_popup_show(get_screen_position() + get_local_mouse_position(), selected_comment);
  3635. break;
  3636. case NodeMenuOptions::SET_COMMENT_DESCRIPTION:
  3637. _comment_desc_popup_show(get_screen_position() + get_local_mouse_position(), selected_comment);
  3638. break;
  3639. default:
  3640. break;
  3641. }
  3642. }
  3643. Variant VisualShaderEditor::get_drag_data_fw(const Point2 &p_point, Control *p_from) {
  3644. if (p_from == members) {
  3645. TreeItem *it = members->get_item_at_position(p_point);
  3646. if (!it) {
  3647. return Variant();
  3648. }
  3649. if (!it->has_meta("id")) {
  3650. return Variant();
  3651. }
  3652. int id = it->get_meta("id");
  3653. AddOption op = add_options[id];
  3654. Dictionary d;
  3655. d["id"] = id;
  3656. Label *label = memnew(Label);
  3657. label->set_text(it->get_text(0));
  3658. set_drag_preview(label);
  3659. return d;
  3660. }
  3661. return Variant();
  3662. }
  3663. bool VisualShaderEditor::can_drop_data_fw(const Point2 &p_point, const Variant &p_data, Control *p_from) const {
  3664. if (p_from == graph) {
  3665. Dictionary d = p_data;
  3666. if (d.has("id")) {
  3667. return true;
  3668. }
  3669. if (d.has("files")) {
  3670. return true;
  3671. }
  3672. }
  3673. return false;
  3674. }
  3675. void VisualShaderEditor::drop_data_fw(const Point2 &p_point, const Variant &p_data, Control *p_from) {
  3676. if (p_from == graph) {
  3677. Dictionary d = p_data;
  3678. if (d.has("id")) {
  3679. int idx = d["id"];
  3680. saved_node_pos = p_point;
  3681. saved_node_pos_dirty = true;
  3682. _add_node(idx, add_options[idx].ops);
  3683. } else if (d.has("files")) {
  3684. undo_redo->create_action(TTR("Add Node(s) to Visual Shader"));
  3685. if (d["files"].get_type() == Variant::PACKED_STRING_ARRAY) {
  3686. PackedStringArray arr = d["files"];
  3687. for (int i = 0; i < arr.size(); i++) {
  3688. String type = ResourceLoader::get_resource_type(arr[i]);
  3689. if (type == "GDScript") {
  3690. Ref<Script> script = ResourceLoader::load(arr[i]);
  3691. if (script->get_instance_base_type() == "VisualShaderNodeCustom") {
  3692. saved_node_pos = p_point + Vector2(0, i * 250 * EDSCALE);
  3693. saved_node_pos_dirty = true;
  3694. int idx = -1;
  3695. for (int j = custom_node_option_idx; j < add_options.size(); j++) {
  3696. if (add_options[j].script.is_valid()) {
  3697. if (add_options[j].script->get_path() == arr[i]) {
  3698. idx = j;
  3699. break;
  3700. }
  3701. }
  3702. }
  3703. if (idx != -1) {
  3704. _add_node(idx, {}, arr[i], i);
  3705. }
  3706. }
  3707. } else if (type == "CurveTexture") {
  3708. saved_node_pos = p_point + Vector2(0, i * 250 * EDSCALE);
  3709. saved_node_pos_dirty = true;
  3710. _add_node(curve_node_option_idx, {}, arr[i], i);
  3711. } else if (type == "CurveXYZTexture") {
  3712. saved_node_pos = p_point + Vector2(0, i * 250 * EDSCALE);
  3713. saved_node_pos_dirty = true;
  3714. _add_node(curve_xyz_node_option_idx, {}, arr[i], i);
  3715. } else if (ClassDB::get_parent_class(type) == "Texture2D") {
  3716. saved_node_pos = p_point + Vector2(0, i * 250 * EDSCALE);
  3717. saved_node_pos_dirty = true;
  3718. _add_node(texture2d_node_option_idx, {}, arr[i], i);
  3719. } else if (type == "Texture2DArray") {
  3720. saved_node_pos = p_point + Vector2(0, i * 250 * EDSCALE);
  3721. saved_node_pos_dirty = true;
  3722. _add_node(texture2d_array_node_option_idx, {}, arr[i], i);
  3723. } else if (ClassDB::get_parent_class(type) == "Texture3D") {
  3724. saved_node_pos = p_point + Vector2(0, i * 250 * EDSCALE);
  3725. saved_node_pos_dirty = true;
  3726. _add_node(texture3d_node_option_idx, {}, arr[i], i);
  3727. } else if (type == "Cubemap") {
  3728. saved_node_pos = p_point + Vector2(0, i * 250 * EDSCALE);
  3729. saved_node_pos_dirty = true;
  3730. _add_node(cubemap_node_option_idx, {}, arr[i], i);
  3731. }
  3732. }
  3733. }
  3734. undo_redo->commit_action();
  3735. }
  3736. }
  3737. }
  3738. void VisualShaderEditor::_show_preview_text() {
  3739. preview_showed = !preview_showed;
  3740. if (preview_showed) {
  3741. if (preview_first) {
  3742. preview_window->set_size(Size2(400 * EDSCALE, 600 * EDSCALE));
  3743. preview_window->popup_centered();
  3744. preview_first = false;
  3745. } else {
  3746. preview_window->popup();
  3747. }
  3748. _preview_size_changed();
  3749. if (pending_update_preview) {
  3750. _update_preview();
  3751. pending_update_preview = false;
  3752. }
  3753. } else {
  3754. preview_window->hide();
  3755. }
  3756. }
  3757. void VisualShaderEditor::_preview_close_requested() {
  3758. preview_showed = false;
  3759. preview_window->hide();
  3760. preview_shader->set_pressed(false);
  3761. }
  3762. void VisualShaderEditor::_preview_size_changed() {
  3763. preview_vbox->set_custom_minimum_size(preview_window->get_size());
  3764. }
  3765. static ShaderLanguage::DataType _get_global_variable_type(const StringName &p_variable) {
  3766. RS::GlobalVariableType gvt = RS::get_singleton()->global_variable_get_type(p_variable);
  3767. return (ShaderLanguage::DataType)RS::global_variable_type_get_shader_datatype(gvt);
  3768. }
  3769. void VisualShaderEditor::_update_preview() {
  3770. if (!preview_showed) {
  3771. pending_update_preview = true;
  3772. return;
  3773. }
  3774. String code = visual_shader->get_code();
  3775. preview_text->set_text(code);
  3776. ShaderLanguage::ShaderCompileInfo info;
  3777. info.functions = ShaderTypes::get_singleton()->get_functions(RenderingServer::ShaderMode(visual_shader->get_mode()));
  3778. info.render_modes = ShaderTypes::get_singleton()->get_modes(RenderingServer::ShaderMode(visual_shader->get_mode()));
  3779. info.shader_types = ShaderTypes::get_singleton()->get_types();
  3780. info.global_variable_type_func = _get_global_variable_type;
  3781. ShaderLanguage sl;
  3782. Error err = sl.compile(code, info);
  3783. for (int i = 0; i < preview_text->get_line_count(); i++) {
  3784. preview_text->set_line_background_color(i, Color(0, 0, 0, 0));
  3785. }
  3786. if (err != OK) {
  3787. Color error_line_color = EDITOR_GET("text_editor/theme/highlighting/mark_color");
  3788. preview_text->set_line_background_color(sl.get_error_line() - 1, error_line_color);
  3789. error_panel->show();
  3790. String text = "error(" + itos(sl.get_error_line()) + "): " + sl.get_error_text();
  3791. error_label->set_text(text);
  3792. shader_error = true;
  3793. } else {
  3794. error_panel->hide();
  3795. shader_error = false;
  3796. }
  3797. }
  3798. void VisualShaderEditor::_visibility_changed() {
  3799. if (!is_visible()) {
  3800. if (preview_window->is_visible()) {
  3801. preview_shader->set_pressed(false);
  3802. preview_window->hide();
  3803. preview_showed = false;
  3804. }
  3805. }
  3806. }
  3807. void VisualShaderEditor::_bind_methods() {
  3808. ClassDB::bind_method("_update_nodes", &VisualShaderEditor::_update_nodes);
  3809. ClassDB::bind_method("_update_graph", &VisualShaderEditor::_update_graph);
  3810. ClassDB::bind_method("_add_node", &VisualShaderEditor::_add_node);
  3811. ClassDB::bind_method("_node_changed", &VisualShaderEditor::_node_changed);
  3812. ClassDB::bind_method("_input_select_item", &VisualShaderEditor::_input_select_item);
  3813. ClassDB::bind_method("_uniform_select_item", &VisualShaderEditor::_uniform_select_item);
  3814. ClassDB::bind_method("_varying_select_item", &VisualShaderEditor::_varying_select_item);
  3815. ClassDB::bind_method("_set_node_size", &VisualShaderEditor::_set_node_size);
  3816. ClassDB::bind_method("_clear_copy_buffer", &VisualShaderEditor::_clear_copy_buffer);
  3817. ClassDB::bind_method("_update_uniforms", &VisualShaderEditor::_update_uniforms);
  3818. ClassDB::bind_method("_update_varyings", &VisualShaderEditor::_update_varyings);
  3819. ClassDB::bind_method("_update_varying_tree", &VisualShaderEditor::_update_varying_tree);
  3820. ClassDB::bind_method("_set_mode", &VisualShaderEditor::_set_mode);
  3821. ClassDB::bind_method("_nodes_dragged", &VisualShaderEditor::_nodes_dragged);
  3822. ClassDB::bind_method("_float_constant_selected", &VisualShaderEditor::_float_constant_selected);
  3823. ClassDB::bind_method("_update_constant", &VisualShaderEditor::_update_constant);
  3824. ClassDB::bind_method("_update_uniform", &VisualShaderEditor::_update_uniform);
  3825. ClassDB::bind_method("_expand_output_port", &VisualShaderEditor::_expand_output_port);
  3826. ClassDB::bind_method(D_METHOD("_get_drag_data_fw"), &VisualShaderEditor::get_drag_data_fw);
  3827. ClassDB::bind_method(D_METHOD("_can_drop_data_fw"), &VisualShaderEditor::can_drop_data_fw);
  3828. ClassDB::bind_method(D_METHOD("_drop_data_fw"), &VisualShaderEditor::drop_data_fw);
  3829. ClassDB::bind_method("_is_available", &VisualShaderEditor::_is_available);
  3830. }
  3831. VisualShaderEditor *VisualShaderEditor::singleton = nullptr;
  3832. VisualShaderEditor::VisualShaderEditor() {
  3833. singleton = this;
  3834. ShaderLanguage::get_keyword_list(&keyword_list);
  3835. graph = memnew(GraphEdit);
  3836. graph->get_zoom_hbox()->set_h_size_flags(SIZE_EXPAND_FILL);
  3837. graph->set_v_size_flags(SIZE_EXPAND_FILL);
  3838. graph->set_h_size_flags(SIZE_EXPAND_FILL);
  3839. add_child(graph);
  3840. graph->set_drag_forwarding(this);
  3841. float graph_minimap_opacity = EditorSettings::get_singleton()->get("editors/visual_editors/minimap_opacity");
  3842. graph->set_minimap_opacity(graph_minimap_opacity);
  3843. graph->add_valid_right_disconnect_type(VisualShaderNode::PORT_TYPE_SCALAR);
  3844. graph->add_valid_right_disconnect_type(VisualShaderNode::PORT_TYPE_SCALAR_INT);
  3845. graph->add_valid_right_disconnect_type(VisualShaderNode::PORT_TYPE_BOOLEAN);
  3846. graph->add_valid_right_disconnect_type(VisualShaderNode::PORT_TYPE_VECTOR_2D);
  3847. graph->add_valid_right_disconnect_type(VisualShaderNode::PORT_TYPE_VECTOR_3D);
  3848. graph->add_valid_right_disconnect_type(VisualShaderNode::PORT_TYPE_TRANSFORM);
  3849. graph->add_valid_right_disconnect_type(VisualShaderNode::PORT_TYPE_SAMPLER);
  3850. //graph->add_valid_left_disconnect_type(0);
  3851. graph->set_v_size_flags(SIZE_EXPAND_FILL);
  3852. graph->connect("connection_request", callable_mp(this, &VisualShaderEditor::_connection_request), varray(), CONNECT_DEFERRED);
  3853. graph->connect("disconnection_request", callable_mp(this, &VisualShaderEditor::_disconnection_request), varray(), CONNECT_DEFERRED);
  3854. graph->connect("node_selected", callable_mp(this, &VisualShaderEditor::_node_selected));
  3855. graph->connect("scroll_offset_changed", callable_mp(this, &VisualShaderEditor::_scroll_changed));
  3856. graph->connect("duplicate_nodes_request", callable_mp(this, &VisualShaderEditor::_duplicate_nodes));
  3857. graph->connect("copy_nodes_request", callable_mp(this, &VisualShaderEditor::_copy_nodes), varray(false));
  3858. graph->connect("paste_nodes_request", callable_mp(this, &VisualShaderEditor::_paste_nodes), varray(false, Point2()));
  3859. graph->connect("delete_nodes_request", callable_mp(this, &VisualShaderEditor::_delete_nodes_request));
  3860. graph->connect("gui_input", callable_mp(this, &VisualShaderEditor::_graph_gui_input));
  3861. graph->connect("connection_to_empty", callable_mp(this, &VisualShaderEditor::_connection_to_empty));
  3862. graph->connect("connection_from_empty", callable_mp(this, &VisualShaderEditor::_connection_from_empty));
  3863. graph->connect("visibility_changed", callable_mp(this, &VisualShaderEditor::_visibility_changed));
  3864. graph->add_valid_connection_type(VisualShaderNode::PORT_TYPE_SCALAR, VisualShaderNode::PORT_TYPE_SCALAR);
  3865. graph->add_valid_connection_type(VisualShaderNode::PORT_TYPE_SCALAR, VisualShaderNode::PORT_TYPE_SCALAR_INT);
  3866. graph->add_valid_connection_type(VisualShaderNode::PORT_TYPE_SCALAR, VisualShaderNode::PORT_TYPE_VECTOR_2D);
  3867. graph->add_valid_connection_type(VisualShaderNode::PORT_TYPE_SCALAR, VisualShaderNode::PORT_TYPE_VECTOR_3D);
  3868. graph->add_valid_connection_type(VisualShaderNode::PORT_TYPE_SCALAR, VisualShaderNode::PORT_TYPE_BOOLEAN);
  3869. graph->add_valid_connection_type(VisualShaderNode::PORT_TYPE_SCALAR_INT, VisualShaderNode::PORT_TYPE_SCALAR_INT);
  3870. graph->add_valid_connection_type(VisualShaderNode::PORT_TYPE_SCALAR_INT, VisualShaderNode::PORT_TYPE_SCALAR);
  3871. graph->add_valid_connection_type(VisualShaderNode::PORT_TYPE_SCALAR_INT, VisualShaderNode::PORT_TYPE_VECTOR_2D);
  3872. graph->add_valid_connection_type(VisualShaderNode::PORT_TYPE_SCALAR_INT, VisualShaderNode::PORT_TYPE_VECTOR_3D);
  3873. graph->add_valid_connection_type(VisualShaderNode::PORT_TYPE_SCALAR_INT, VisualShaderNode::PORT_TYPE_BOOLEAN);
  3874. graph->add_valid_connection_type(VisualShaderNode::PORT_TYPE_VECTOR_2D, VisualShaderNode::PORT_TYPE_SCALAR);
  3875. graph->add_valid_connection_type(VisualShaderNode::PORT_TYPE_VECTOR_2D, VisualShaderNode::PORT_TYPE_SCALAR_INT);
  3876. graph->add_valid_connection_type(VisualShaderNode::PORT_TYPE_VECTOR_2D, VisualShaderNode::PORT_TYPE_VECTOR_2D);
  3877. graph->add_valid_connection_type(VisualShaderNode::PORT_TYPE_VECTOR_2D, VisualShaderNode::PORT_TYPE_VECTOR_3D);
  3878. graph->add_valid_connection_type(VisualShaderNode::PORT_TYPE_VECTOR_2D, VisualShaderNode::PORT_TYPE_BOOLEAN);
  3879. graph->add_valid_connection_type(VisualShaderNode::PORT_TYPE_VECTOR_3D, VisualShaderNode::PORT_TYPE_SCALAR);
  3880. graph->add_valid_connection_type(VisualShaderNode::PORT_TYPE_VECTOR_3D, VisualShaderNode::PORT_TYPE_SCALAR_INT);
  3881. graph->add_valid_connection_type(VisualShaderNode::PORT_TYPE_VECTOR_3D, VisualShaderNode::PORT_TYPE_VECTOR_2D);
  3882. graph->add_valid_connection_type(VisualShaderNode::PORT_TYPE_VECTOR_3D, VisualShaderNode::PORT_TYPE_VECTOR_3D);
  3883. graph->add_valid_connection_type(VisualShaderNode::PORT_TYPE_VECTOR_3D, VisualShaderNode::PORT_TYPE_BOOLEAN);
  3884. graph->add_valid_connection_type(VisualShaderNode::PORT_TYPE_BOOLEAN, VisualShaderNode::PORT_TYPE_SCALAR);
  3885. graph->add_valid_connection_type(VisualShaderNode::PORT_TYPE_BOOLEAN, VisualShaderNode::PORT_TYPE_SCALAR_INT);
  3886. graph->add_valid_connection_type(VisualShaderNode::PORT_TYPE_BOOLEAN, VisualShaderNode::PORT_TYPE_VECTOR_2D);
  3887. graph->add_valid_connection_type(VisualShaderNode::PORT_TYPE_BOOLEAN, VisualShaderNode::PORT_TYPE_VECTOR_3D);
  3888. graph->add_valid_connection_type(VisualShaderNode::PORT_TYPE_BOOLEAN, VisualShaderNode::PORT_TYPE_BOOLEAN);
  3889. graph->add_valid_connection_type(VisualShaderNode::PORT_TYPE_TRANSFORM, VisualShaderNode::PORT_TYPE_TRANSFORM);
  3890. graph->add_valid_connection_type(VisualShaderNode::PORT_TYPE_SAMPLER, VisualShaderNode::PORT_TYPE_SAMPLER);
  3891. VSeparator *vs = memnew(VSeparator);
  3892. graph->get_zoom_hbox()->add_child(vs);
  3893. graph->get_zoom_hbox()->move_child(vs, 0);
  3894. custom_mode_box = memnew(CheckBox);
  3895. custom_mode_box->set_text(TTR("Custom"));
  3896. custom_mode_box->set_pressed(false);
  3897. custom_mode_box->set_visible(false);
  3898. custom_mode_box->connect("toggled", callable_mp(this, &VisualShaderEditor::_custom_mode_toggled));
  3899. edit_type_standard = memnew(OptionButton);
  3900. edit_type_standard->add_item(TTR("Vertex"));
  3901. edit_type_standard->add_item(TTR("Fragment"));
  3902. edit_type_standard->add_item(TTR("Light"));
  3903. edit_type_standard->select(1);
  3904. edit_type_standard->connect("item_selected", callable_mp(this, &VisualShaderEditor::_mode_selected));
  3905. edit_type_particles = memnew(OptionButton);
  3906. edit_type_particles->add_item(TTR("Start"));
  3907. edit_type_particles->add_item(TTR("Process"));
  3908. edit_type_particles->add_item(TTR("Collide"));
  3909. edit_type_particles->select(0);
  3910. edit_type_particles->connect("item_selected", callable_mp(this, &VisualShaderEditor::_mode_selected));
  3911. edit_type_sky = memnew(OptionButton);
  3912. edit_type_sky->add_item(TTR("Sky"));
  3913. edit_type_sky->select(0);
  3914. edit_type_sky->connect("item_selected", callable_mp(this, &VisualShaderEditor::_mode_selected));
  3915. edit_type_fog = memnew(OptionButton);
  3916. edit_type_fog->add_item(TTR("Fog"));
  3917. edit_type_fog->select(0);
  3918. edit_type_fog->connect("item_selected", callable_mp(this, &VisualShaderEditor::_mode_selected));
  3919. edit_type = edit_type_standard;
  3920. graph->get_zoom_hbox()->add_child(custom_mode_box);
  3921. graph->get_zoom_hbox()->move_child(custom_mode_box, 0);
  3922. graph->get_zoom_hbox()->add_child(edit_type_standard);
  3923. graph->get_zoom_hbox()->move_child(edit_type_standard, 0);
  3924. graph->get_zoom_hbox()->add_child(edit_type_particles);
  3925. graph->get_zoom_hbox()->move_child(edit_type_particles, 0);
  3926. graph->get_zoom_hbox()->add_child(edit_type_sky);
  3927. graph->get_zoom_hbox()->move_child(edit_type_sky, 0);
  3928. graph->get_zoom_hbox()->add_child(edit_type_fog);
  3929. graph->get_zoom_hbox()->move_child(edit_type_fog, 0);
  3930. add_node = memnew(Button);
  3931. add_node->set_flat(true);
  3932. add_node->set_text(TTR("Add Node..."));
  3933. graph->get_zoom_hbox()->add_child(add_node);
  3934. graph->get_zoom_hbox()->move_child(add_node, 0);
  3935. add_node->connect("pressed", callable_mp(this, &VisualShaderEditor::_show_members_dialog), varray(false, VisualShaderNode::PORT_TYPE_MAX, VisualShaderNode::PORT_TYPE_MAX));
  3936. varying_button = memnew(Button);
  3937. varying_button->set_flat(true);
  3938. varying_button->set_text(TTR("Manage Varyings"));
  3939. graph->get_zoom_hbox()->add_child(varying_button);
  3940. varying_button->connect("pressed", callable_mp(this, &VisualShaderEditor::_show_varying_menu));
  3941. varying_options = memnew(PopupMenu);
  3942. add_child(varying_options);
  3943. varying_options->add_item(TTR("Add Varying"), int(VaryingMenuOptions::ADD));
  3944. varying_options->add_item(TTR("Remove Varying"), int(VaryingMenuOptions::REMOVE));
  3945. varying_options->connect("id_pressed", callable_mp(this, &VisualShaderEditor::_varying_menu_id_pressed));
  3946. preview_shader = memnew(Button);
  3947. preview_shader->set_flat(true);
  3948. preview_shader->set_toggle_mode(true);
  3949. preview_shader->set_tooltip(TTR("Show generated shader code."));
  3950. graph->get_zoom_hbox()->add_child(preview_shader);
  3951. preview_shader->connect("pressed", callable_mp(this, &VisualShaderEditor::_show_preview_text));
  3952. ///////////////////////////////////////
  3953. // PREVIEW WINDOW
  3954. ///////////////////////////////////////
  3955. preview_window = memnew(Window);
  3956. preview_window->set_title(TTR("Generated shader code"));
  3957. preview_window->set_visible(preview_showed);
  3958. preview_window->connect("close_requested", callable_mp(this, &VisualShaderEditor::_preview_close_requested));
  3959. preview_window->connect("size_changed", callable_mp(this, &VisualShaderEditor::_preview_size_changed));
  3960. add_child(preview_window);
  3961. preview_vbox = memnew(VBoxContainer);
  3962. preview_window->add_child(preview_vbox);
  3963. preview_vbox->add_theme_constant_override("separation", 0);
  3964. preview_text = memnew(CodeEdit);
  3965. syntax_highlighter.instantiate();
  3966. preview_vbox->add_child(preview_text);
  3967. preview_text->set_v_size_flags(Control::SIZE_EXPAND_FILL);
  3968. preview_text->set_syntax_highlighter(syntax_highlighter);
  3969. preview_text->set_draw_line_numbers(true);
  3970. preview_text->set_editable(false);
  3971. error_panel = memnew(PanelContainer);
  3972. preview_vbox->add_child(error_panel);
  3973. error_panel->set_visible(false);
  3974. error_label = memnew(Label);
  3975. error_panel->add_child(error_label);
  3976. error_label->set_autowrap_mode(Label::AUTOWRAP_WORD_SMART);
  3977. ///////////////////////////////////////
  3978. // POPUP MENU
  3979. ///////////////////////////////////////
  3980. popup_menu = memnew(PopupMenu);
  3981. add_child(popup_menu);
  3982. popup_menu->add_item(TTR("Add Node"), NodeMenuOptions::ADD);
  3983. popup_menu->add_separator();
  3984. popup_menu->add_item(TTR("Cut"), NodeMenuOptions::CUT);
  3985. popup_menu->add_item(TTR("Copy"), NodeMenuOptions::COPY);
  3986. popup_menu->add_item(TTR("Paste"), NodeMenuOptions::PASTE);
  3987. popup_menu->add_item(TTR("Delete"), NodeMenuOptions::DELETE);
  3988. popup_menu->add_item(TTR("Duplicate"), NodeMenuOptions::DUPLICATE);
  3989. popup_menu->add_item(TTR("Clear Copy Buffer"), NodeMenuOptions::CLEAR_COPY_BUFFER);
  3990. popup_menu->connect("id_pressed", callable_mp(this, &VisualShaderEditor::_node_menu_id_pressed));
  3991. ///////////////////////////////////////
  3992. // SHADER NODES TREE
  3993. ///////////////////////////////////////
  3994. VBoxContainer *members_vb = memnew(VBoxContainer);
  3995. members_vb->set_v_size_flags(SIZE_EXPAND_FILL);
  3996. HBoxContainer *filter_hb = memnew(HBoxContainer);
  3997. members_vb->add_child(filter_hb);
  3998. node_filter = memnew(LineEdit);
  3999. filter_hb->add_child(node_filter);
  4000. node_filter->connect("text_changed", callable_mp(this, &VisualShaderEditor::_member_filter_changed));
  4001. node_filter->connect("gui_input", callable_mp(this, &VisualShaderEditor::_sbox_input));
  4002. node_filter->set_h_size_flags(SIZE_EXPAND_FILL);
  4003. node_filter->set_placeholder(TTR("Search"));
  4004. tools = memnew(MenuButton);
  4005. filter_hb->add_child(tools);
  4006. tools->set_tooltip(TTR("Options"));
  4007. tools->get_popup()->connect("id_pressed", callable_mp(this, &VisualShaderEditor::_tools_menu_option));
  4008. tools->get_popup()->add_item(TTR("Expand All"), EXPAND_ALL);
  4009. tools->get_popup()->add_item(TTR("Collapse All"), COLLAPSE_ALL);
  4010. members = memnew(Tree);
  4011. members_vb->add_child(members);
  4012. members->set_drag_forwarding(this);
  4013. members->set_h_size_flags(SIZE_EXPAND_FILL);
  4014. members->set_v_size_flags(SIZE_EXPAND_FILL);
  4015. members->set_hide_root(true);
  4016. members->set_allow_reselect(true);
  4017. members->set_hide_folding(false);
  4018. members->set_custom_minimum_size(Size2(180 * EDSCALE, 200 * EDSCALE));
  4019. members->connect("item_activated", callable_mp(this, &VisualShaderEditor::_member_create));
  4020. members->connect("item_selected", callable_mp(this, &VisualShaderEditor::_member_selected));
  4021. members->connect("nothing_selected", callable_mp(this, &VisualShaderEditor::_member_unselected));
  4022. HBoxContainer *desc_hbox = memnew(HBoxContainer);
  4023. members_vb->add_child(desc_hbox);
  4024. Label *desc_label = memnew(Label);
  4025. desc_hbox->add_child(desc_label);
  4026. desc_label->set_text(TTR("Description:"));
  4027. desc_hbox->add_spacer();
  4028. highend_label = memnew(Label);
  4029. desc_hbox->add_child(highend_label);
  4030. highend_label->set_visible(false);
  4031. highend_label->set_text("Vulkan");
  4032. highend_label->set_mouse_filter(Control::MOUSE_FILTER_STOP);
  4033. highend_label->set_tooltip(TTR("High-end node"));
  4034. node_desc = memnew(RichTextLabel);
  4035. members_vb->add_child(node_desc);
  4036. node_desc->set_h_size_flags(SIZE_EXPAND_FILL);
  4037. node_desc->set_v_size_flags(SIZE_FILL);
  4038. node_desc->set_custom_minimum_size(Size2(0, 70 * EDSCALE));
  4039. members_dialog = memnew(ConfirmationDialog);
  4040. members_dialog->set_title(TTR("Create Shader Node"));
  4041. members_dialog->set_exclusive(false);
  4042. members_dialog->add_child(members_vb);
  4043. members_dialog->get_ok_button()->set_text(TTR("Create"));
  4044. members_dialog->get_ok_button()->connect("pressed", callable_mp(this, &VisualShaderEditor::_member_create));
  4045. members_dialog->get_ok_button()->set_disabled(true);
  4046. members_dialog->connect("cancelled", callable_mp(this, &VisualShaderEditor::_member_cancel));
  4047. add_child(members_dialog);
  4048. // add varyings dialog
  4049. {
  4050. add_varying_dialog = memnew(ConfirmationDialog);
  4051. add_varying_dialog->set_title(TTR("Create Shader Varying"));
  4052. add_varying_dialog->set_exclusive(false);
  4053. add_varying_dialog->get_ok_button()->set_text(TTR("Create"));
  4054. add_varying_dialog->get_ok_button()->connect("pressed", callable_mp(this, &VisualShaderEditor::_varying_create));
  4055. add_varying_dialog->get_ok_button()->set_disabled(true);
  4056. add_child(add_varying_dialog);
  4057. VBoxContainer *vb = memnew(VBoxContainer);
  4058. add_varying_dialog->add_child(vb);
  4059. HBoxContainer *hb = memnew(HBoxContainer);
  4060. vb->add_child(hb);
  4061. hb->set_h_size_flags(SIZE_EXPAND_FILL);
  4062. varying_type = memnew(OptionButton);
  4063. hb->add_child(varying_type);
  4064. varying_type->add_item("Float");
  4065. varying_type->add_item("Vector2");
  4066. varying_type->add_item("Vector3");
  4067. varying_type->add_item("Color");
  4068. varying_type->add_item("Transform");
  4069. varying_name = memnew(LineEdit);
  4070. hb->add_child(varying_name);
  4071. varying_name->set_custom_minimum_size(Size2(150 * EDSCALE, 0));
  4072. varying_name->set_h_size_flags(SIZE_EXPAND_FILL);
  4073. varying_name->connect("text_changed", callable_mp(this, &VisualShaderEditor::_varying_name_changed));
  4074. varying_mode = memnew(OptionButton);
  4075. hb->add_child(varying_mode);
  4076. varying_mode->add_item("Vertex -> [Fragment, Light]");
  4077. varying_mode->add_item("Fragment -> Light");
  4078. varying_error_label = memnew(Label);
  4079. vb->add_child(varying_error_label);
  4080. varying_error_label->set_h_size_flags(SIZE_EXPAND_FILL);
  4081. varying_error_label->hide();
  4082. }
  4083. // remove varying dialog
  4084. {
  4085. remove_varying_dialog = memnew(ConfirmationDialog);
  4086. remove_varying_dialog->set_title(TTR("Delete Shader Varying"));
  4087. remove_varying_dialog->set_exclusive(false);
  4088. remove_varying_dialog->get_ok_button()->set_text(TTR("Delete"));
  4089. remove_varying_dialog->get_ok_button()->connect("pressed", callable_mp(this, &VisualShaderEditor::_varying_deleted));
  4090. add_child(remove_varying_dialog);
  4091. VBoxContainer *vb = memnew(VBoxContainer);
  4092. remove_varying_dialog->add_child(vb);
  4093. varyings = memnew(Tree);
  4094. vb->add_child(varyings);
  4095. varyings->set_h_size_flags(SIZE_EXPAND_FILL);
  4096. varyings->set_v_size_flags(SIZE_EXPAND_FILL);
  4097. varyings->set_hide_root(true);
  4098. varyings->set_allow_reselect(true);
  4099. varyings->set_hide_folding(false);
  4100. varyings->set_custom_minimum_size(Size2(180 * EDSCALE, 200 * EDSCALE));
  4101. varyings->connect("item_activated", callable_mp(this, &VisualShaderEditor::_varying_deleted));
  4102. varyings->connect("item_selected", callable_mp(this, &VisualShaderEditor::_varying_selected));
  4103. varyings->connect("nothing_selected", callable_mp(this, &VisualShaderEditor::_varying_unselected));
  4104. }
  4105. alert = memnew(AcceptDialog);
  4106. alert->get_label()->set_autowrap_mode(Label::AUTOWRAP_WORD);
  4107. alert->get_label()->set_horizontal_alignment(HORIZONTAL_ALIGNMENT_CENTER);
  4108. alert->get_label()->set_vertical_alignment(VERTICAL_ALIGNMENT_CENTER);
  4109. alert->get_label()->set_custom_minimum_size(Size2(400, 60) * EDSCALE);
  4110. add_child(alert);
  4111. comment_title_change_popup = memnew(PopupPanel);
  4112. comment_title_change_edit = memnew(LineEdit);
  4113. comment_title_change_edit->set_expand_to_text_length_enabled(true);
  4114. comment_title_change_edit->connect("text_changed", callable_mp(this, &VisualShaderEditor::_comment_title_text_changed));
  4115. comment_title_change_edit->connect("text_submitted", callable_mp(this, &VisualShaderEditor::_comment_title_text_submitted));
  4116. comment_title_change_popup->add_child(comment_title_change_edit);
  4117. comment_title_change_edit->reset_size();
  4118. comment_title_change_popup->reset_size();
  4119. comment_title_change_popup->connect("focus_exited", callable_mp(this, &VisualShaderEditor::_comment_title_popup_focus_out));
  4120. comment_title_change_popup->connect("popup_hide", callable_mp(this, &VisualShaderEditor::_comment_title_popup_hide));
  4121. add_child(comment_title_change_popup);
  4122. comment_desc_change_popup = memnew(PopupPanel);
  4123. VBoxContainer *comment_desc_vbox = memnew(VBoxContainer);
  4124. comment_desc_change_popup->add_child(comment_desc_vbox);
  4125. comment_desc_change_edit = memnew(TextEdit);
  4126. comment_desc_change_edit->connect("text_changed", callable_mp(this, &VisualShaderEditor::_comment_desc_text_changed));
  4127. comment_desc_vbox->add_child(comment_desc_change_edit);
  4128. comment_desc_change_edit->set_custom_minimum_size(Size2(300 * EDSCALE, 150 * EDSCALE));
  4129. comment_desc_change_edit->reset_size();
  4130. comment_desc_change_popup->reset_size();
  4131. comment_desc_change_popup->connect("focus_exited", callable_mp(this, &VisualShaderEditor::_comment_desc_confirm));
  4132. comment_desc_change_popup->connect("popup_hide", callable_mp(this, &VisualShaderEditor::_comment_desc_popup_hide));
  4133. Button *comment_desc_confirm_button = memnew(Button);
  4134. comment_desc_confirm_button->set_text(TTR("OK"));
  4135. comment_desc_vbox->add_child(comment_desc_confirm_button);
  4136. comment_desc_confirm_button->connect("pressed", callable_mp(this, &VisualShaderEditor::_comment_desc_confirm));
  4137. add_child(comment_desc_change_popup);
  4138. ///////////////////////////////////////
  4139. // SHADER NODES TREE OPTIONS
  4140. ///////////////////////////////////////
  4141. // COLOR
  4142. add_options.push_back(AddOption("ColorFunc", "Color", "Common", "VisualShaderNodeColorFunc", TTR("Color function."), {}, VisualShaderNode::PORT_TYPE_VECTOR_3D));
  4143. add_options.push_back(AddOption("ColorOp", "Color", "Common", "VisualShaderNodeColorOp", TTR("Color operator."), {}, VisualShaderNode::PORT_TYPE_VECTOR_3D));
  4144. add_options.push_back(AddOption("Grayscale", "Color", "Functions", "VisualShaderNodeColorFunc", TTR("Grayscale function."), { VisualShaderNodeColorFunc::FUNC_GRAYSCALE }, VisualShaderNode::PORT_TYPE_VECTOR_3D));
  4145. add_options.push_back(AddOption("HSV2RGB", "Color", "Functions", "VisualShaderNodeVectorFunc", TTR("Converts HSV vector to RGB equivalent."), { VisualShaderNodeVectorFunc::FUNC_HSV2RGB, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_3D }, VisualShaderNode::PORT_TYPE_VECTOR_3D));
  4146. add_options.push_back(AddOption("RGB2HSV", "Color", "Functions", "VisualShaderNodeVectorFunc", TTR("Converts RGB vector to HSV equivalent."), { VisualShaderNodeVectorFunc::FUNC_RGB2HSV, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_3D }, VisualShaderNode::PORT_TYPE_VECTOR_3D));
  4147. add_options.push_back(AddOption("Sepia", "Color", "Functions", "VisualShaderNodeColorFunc", TTR("Sepia function."), { VisualShaderNodeColorFunc::FUNC_SEPIA }, VisualShaderNode::PORT_TYPE_VECTOR_3D));
  4148. add_options.push_back(AddOption("Burn", "Color", "Operators", "VisualShaderNodeColorOp", TTR("Burn operator."), { VisualShaderNodeColorOp::OP_BURN }, VisualShaderNode::PORT_TYPE_VECTOR_3D));
  4149. add_options.push_back(AddOption("Darken", "Color", "Operators", "VisualShaderNodeColorOp", TTR("Darken operator."), { VisualShaderNodeColorOp::OP_DARKEN }, VisualShaderNode::PORT_TYPE_VECTOR_3D));
  4150. add_options.push_back(AddOption("Difference", "Color", "Operators", "VisualShaderNodeColorOp", TTR("Difference operator."), { VisualShaderNodeColorOp::OP_DIFFERENCE }, VisualShaderNode::PORT_TYPE_VECTOR_3D));
  4151. add_options.push_back(AddOption("Dodge", "Color", "Operators", "VisualShaderNodeColorOp", TTR("Dodge operator."), { VisualShaderNodeColorOp::OP_DODGE }, VisualShaderNode::PORT_TYPE_VECTOR_3D));
  4152. add_options.push_back(AddOption("HardLight", "Color", "Operators", "VisualShaderNodeColorOp", TTR("HardLight operator."), { VisualShaderNodeColorOp::OP_HARD_LIGHT }, VisualShaderNode::PORT_TYPE_VECTOR_3D));
  4153. add_options.push_back(AddOption("Lighten", "Color", "Operators", "VisualShaderNodeColorOp", TTR("Lighten operator."), { VisualShaderNodeColorOp::OP_LIGHTEN }, VisualShaderNode::PORT_TYPE_VECTOR_3D));
  4154. add_options.push_back(AddOption("Overlay", "Color", "Operators", "VisualShaderNodeColorOp", TTR("Overlay operator."), { VisualShaderNodeColorOp::OP_OVERLAY }, VisualShaderNode::PORT_TYPE_VECTOR_3D));
  4155. add_options.push_back(AddOption("Screen", "Color", "Operators", "VisualShaderNodeColorOp", TTR("Screen operator."), { VisualShaderNodeColorOp::OP_SCREEN }, VisualShaderNode::PORT_TYPE_VECTOR_3D));
  4156. add_options.push_back(AddOption("SoftLight", "Color", "Operators", "VisualShaderNodeColorOp", TTR("SoftLight operator."), { VisualShaderNodeColorOp::OP_SOFT_LIGHT }, VisualShaderNode::PORT_TYPE_VECTOR_3D));
  4157. add_options.push_back(AddOption("ColorConstant", "Color", "Variables", "VisualShaderNodeColorConstant", TTR("Color constant.")));
  4158. add_options.push_back(AddOption("ColorUniform", "Color", "Variables", "VisualShaderNodeColorUniform", TTR("Color uniform.")));
  4159. // COMMON
  4160. 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));
  4161. // CONDITIONAL
  4162. const String &compare_func_desc = TTR("Returns the boolean result of the %s comparison between two parameters.");
  4163. add_options.push_back(AddOption("Equal", "Conditional", "Functions", "VisualShaderNodeCompare", vformat(compare_func_desc, TTR("Equal (==)")), { VisualShaderNodeCompare::FUNC_EQUAL }, VisualShaderNode::PORT_TYPE_BOOLEAN));
  4164. add_options.push_back(AddOption("GreaterThan", "Conditional", "Functions", "VisualShaderNodeCompare", vformat(compare_func_desc, TTR("Greater Than (>)")), { VisualShaderNodeCompare::FUNC_GREATER_THAN }, VisualShaderNode::PORT_TYPE_BOOLEAN));
  4165. 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));
  4166. 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));
  4167. 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));
  4168. 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));
  4169. add_options.push_back(AddOption("LessThan", "Conditional", "Functions", "VisualShaderNodeCompare", vformat(compare_func_desc, TTR("Less Than (<)")), { VisualShaderNodeCompare::FUNC_LESS_THAN }, VisualShaderNode::PORT_TYPE_BOOLEAN));
  4170. 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));
  4171. add_options.push_back(AddOption("NotEqual", "Conditional", "Functions", "VisualShaderNodeCompare", vformat(compare_func_desc, TTR("Not Equal (!=)")), { VisualShaderNodeCompare::FUNC_NOT_EQUAL }, VisualShaderNode::PORT_TYPE_BOOLEAN));
  4172. 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));
  4173. 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));
  4174. 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));
  4175. 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));
  4176. 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));
  4177. 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));
  4178. add_options.push_back(AddOption("Compare", "Conditional", "Common", "VisualShaderNodeCompare", TTR("Returns the boolean result of the comparison between two parameters."), {}, VisualShaderNode::PORT_TYPE_BOOLEAN));
  4179. 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));
  4180. add_options.push_back(AddOption("BooleanConstant", "Conditional", "Variables", "VisualShaderNodeBooleanConstant", TTR("Boolean constant."), {}, VisualShaderNode::PORT_TYPE_BOOLEAN));
  4181. add_options.push_back(AddOption("BooleanUniform", "Conditional", "Variables", "VisualShaderNodeBooleanUniform", TTR("Boolean uniform."), {}, VisualShaderNode::PORT_TYPE_BOOLEAN));
  4182. // INPUT
  4183. const String input_param_shader_modes = TTR("'%s' input parameter for all shader modes.");
  4184. // NODE3D-FOR-ALL
  4185. add_options.push_back(AddOption("Camera", "Input", "All", "VisualShaderNodeInput", vformat(input_param_shader_modes, "camera"), { "camera" }, VisualShaderNode::PORT_TYPE_TRANSFORM, -1, Shader::MODE_SPATIAL));
  4186. add_options.push_back(AddOption("InvCamera", "Input", "All", "VisualShaderNodeInput", vformat(input_param_shader_modes, "inv_camera"), { "inv_camera" }, VisualShaderNode::PORT_TYPE_TRANSFORM, -1, Shader::MODE_SPATIAL));
  4187. add_options.push_back(AddOption("InvProjection", "Input", "All", "VisualShaderNodeInput", vformat(input_param_shader_modes, "inv_projection"), { "inv_projection" }, VisualShaderNode::PORT_TYPE_TRANSFORM, -1, Shader::MODE_SPATIAL));
  4188. add_options.push_back(AddOption("Normal", "Input", "All", "VisualShaderNodeInput", vformat(input_param_shader_modes, "normal"), { "normal" }, VisualShaderNode::PORT_TYPE_VECTOR_3D, -1, Shader::MODE_SPATIAL));
  4189. add_options.push_back(AddOption("OutputIsSRGB", "Input", "All", "VisualShaderNodeInput", vformat(input_param_shader_modes, "output_is_srgb"), { "output_is_srgb" }, VisualShaderNode::PORT_TYPE_BOOLEAN, -1, Shader::MODE_SPATIAL));
  4190. add_options.push_back(AddOption("Projection", "Input", "All", "VisualShaderNodeInput", vformat(input_param_shader_modes, "projection"), { "projection" }, VisualShaderNode::PORT_TYPE_TRANSFORM, -1, Shader::MODE_SPATIAL));
  4191. add_options.push_back(AddOption("Time", "Input", "All", "VisualShaderNodeInput", vformat(input_param_shader_modes, "time"), { "time" }, VisualShaderNode::PORT_TYPE_SCALAR, -1, Shader::MODE_SPATIAL));
  4192. add_options.push_back(AddOption("UV", "Input", "All", "VisualShaderNodeInput", vformat(input_param_shader_modes, "uv"), { "uv" }, VisualShaderNode::PORT_TYPE_VECTOR_2D, -1, Shader::MODE_SPATIAL));
  4193. add_options.push_back(AddOption("UV2", "Input", "All", "VisualShaderNodeInput", vformat(input_param_shader_modes, "uv2"), { "uv2" }, VisualShaderNode::PORT_TYPE_VECTOR_2D, -1, Shader::MODE_SPATIAL));
  4194. add_options.push_back(AddOption("ViewportSize", "Input", "All", "VisualShaderNodeInput", vformat(input_param_shader_modes, "viewport_size"), { "viewport_size" }, VisualShaderNode::PORT_TYPE_VECTOR_2D, -1, Shader::MODE_SPATIAL));
  4195. add_options.push_back(AddOption("World", "Input", "All", "VisualShaderNodeInput", vformat(input_param_shader_modes, "world"), { "world" }, VisualShaderNode::PORT_TYPE_TRANSFORM, -1, Shader::MODE_SPATIAL));
  4196. // CANVASITEM-FOR-ALL
  4197. add_options.push_back(AddOption("Alpha", "Input", "All", "VisualShaderNodeInput", vformat(input_param_shader_modes, "alpha"), { "alpha" }, VisualShaderNode::PORT_TYPE_SCALAR, -1, Shader::MODE_CANVAS_ITEM));
  4198. add_options.push_back(AddOption("Color", "Input", "All", "VisualShaderNodeInput", vformat(input_param_shader_modes, "color"), { "color" }, VisualShaderNode::PORT_TYPE_VECTOR_3D, -1, Shader::MODE_CANVAS_ITEM));
  4199. add_options.push_back(AddOption("TexturePixelSize", "Input", "All", "VisualShaderNodeInput", vformat(input_param_shader_modes, "texture_pixel_size"), { "texture_pixel_size" }, VisualShaderNode::PORT_TYPE_VECTOR_2D, -1, Shader::MODE_CANVAS_ITEM));
  4200. add_options.push_back(AddOption("Time", "Input", "All", "VisualShaderNodeInput", vformat(input_param_shader_modes, "time"), { "time" }, VisualShaderNode::PORT_TYPE_SCALAR, -1, Shader::MODE_CANVAS_ITEM));
  4201. add_options.push_back(AddOption("UV", "Input", "All", "VisualShaderNodeInput", vformat(input_param_shader_modes, "uv"), { "uv" }, VisualShaderNode::PORT_TYPE_VECTOR_2D, -1, Shader::MODE_CANVAS_ITEM));
  4202. // PARTICLES-FOR-ALL
  4203. add_options.push_back(AddOption("Active", "Input", "All", "VisualShaderNodeInput", vformat(input_param_shader_modes, "active"), { "active" }, VisualShaderNode::PORT_TYPE_BOOLEAN, -1, Shader::MODE_PARTICLES));
  4204. add_options.push_back(AddOption("Alpha", "Input", "All", "VisualShaderNodeInput", vformat(input_param_shader_modes, "alpha"), { "alpha" }, VisualShaderNode::PORT_TYPE_SCALAR, -1, Shader::MODE_PARTICLES));
  4205. add_options.push_back(AddOption("AttractorForce", "Input", "All", "VisualShaderNodeInput", vformat(input_param_shader_modes, "attractor_force"), { "attractor_force" }, VisualShaderNode::PORT_TYPE_VECTOR_3D, -1, Shader::MODE_PARTICLES));
  4206. add_options.push_back(AddOption("Color", "Input", "All", "VisualShaderNodeInput", vformat(input_param_shader_modes, "color"), { "color" }, VisualShaderNode::PORT_TYPE_VECTOR_3D, -1, Shader::MODE_PARTICLES));
  4207. add_options.push_back(AddOption("Custom", "Input", "All", "VisualShaderNodeInput", vformat(input_param_shader_modes, "custom"), { "custom" }, VisualShaderNode::PORT_TYPE_VECTOR_3D, -1, Shader::MODE_PARTICLES));
  4208. add_options.push_back(AddOption("CustomAlpha", "Input", "All", "VisualShaderNodeInput", vformat(input_param_shader_modes, "custom_alpha"), { "custom_alpha" }, VisualShaderNode::PORT_TYPE_SCALAR, -1, Shader::MODE_PARTICLES));
  4209. add_options.push_back(AddOption("Delta", "Input", "All", "VisualShaderNodeInput", vformat(input_param_shader_modes, "delta"), { "delta" }, VisualShaderNode::PORT_TYPE_SCALAR, -1, Shader::MODE_PARTICLES));
  4210. add_options.push_back(AddOption("EmissionTransform", "Input", "All", "VisualShaderNodeInput", vformat(input_param_shader_modes, "emission_transform"), { "emission_transform" }, VisualShaderNode::PORT_TYPE_TRANSFORM, -1, Shader::MODE_PARTICLES));
  4211. add_options.push_back(AddOption("Index", "Input", "All", "VisualShaderNodeInput", vformat(input_param_shader_modes, "index"), { "index" }, VisualShaderNode::PORT_TYPE_SCALAR_INT, -1, Shader::MODE_PARTICLES));
  4212. add_options.push_back(AddOption("LifeTime", "Input", "All", "VisualShaderNodeInput", vformat(input_param_shader_modes, "lifetime"), { "lifetime" }, VisualShaderNode::PORT_TYPE_SCALAR, -1, Shader::MODE_PARTICLES));
  4213. add_options.push_back(AddOption("Restart", "Input", "All", "VisualShaderNodeInput", vformat(input_param_shader_modes, "restart"), { "restart" }, VisualShaderNode::PORT_TYPE_BOOLEAN, -1, Shader::MODE_PARTICLES));
  4214. add_options.push_back(AddOption("Time", "Input", "All", "VisualShaderNodeInput", vformat(input_param_shader_modes, "time"), { "time" }, VisualShaderNode::PORT_TYPE_SCALAR, -1, Shader::MODE_PARTICLES));
  4215. add_options.push_back(AddOption("Transform", "Input", "All", "VisualShaderNodeInput", vformat(input_param_shader_modes, "transform"), { "transform" }, VisualShaderNode::PORT_TYPE_TRANSFORM, -1, Shader::MODE_PARTICLES));
  4216. add_options.push_back(AddOption("Velocity", "Input", "All", "VisualShaderNodeInput", vformat(input_param_shader_modes, "velocity"), { "velocity" }, VisualShaderNode::PORT_TYPE_VECTOR_3D, -1, Shader::MODE_PARTICLES));
  4217. /////////////////
  4218. add_options.push_back(AddOption("Input", "Input", "Common", "VisualShaderNodeInput", TTR("Input parameter.")));
  4219. const String input_param_for_vertex_and_fragment_shader_modes = TTR("'%s' input parameter for vertex and fragment shader modes.");
  4220. const String input_param_for_fragment_and_light_shader_modes = TTR("'%s' input parameter for fragment and light shader modes.");
  4221. const String input_param_for_fragment_shader_mode = TTR("'%s' input parameter for fragment shader mode.");
  4222. const String input_param_for_sky_shader_mode = TTR("'%s' input parameter for sky shader mode.");
  4223. const String input_param_for_fog_shader_mode = TTR("'%s' input parameter for fog shader mode.");
  4224. const String input_param_for_light_shader_mode = TTR("'%s' input parameter for light shader mode.");
  4225. const String input_param_for_vertex_shader_mode = TTR("'%s' input parameter for vertex shader mode.");
  4226. const String input_param_for_start_shader_mode = TTR("'%s' input parameter for start shader mode.");
  4227. const String input_param_for_process_shader_mode = TTR("'%s' input parameter for process shader mode.");
  4228. const String input_param_for_collide_shader_mode = TTR("'%s' input parameter for collide shader mode.");
  4229. const String input_param_for_start_and_process_shader_mode = TTR("'%s' input parameter for start and process shader modes.");
  4230. const String input_param_for_process_and_collide_shader_mode = TTR("'%s' input parameter for process and collide shader modes.");
  4231. const String input_param_for_vertex_and_fragment_shader_mode = TTR("'%s' input parameter for vertex and fragment shader modes.");
  4232. // NODE3D INPUTS
  4233. add_options.push_back(AddOption("Alpha", "Input", "Vertex", "VisualShaderNodeInput", vformat(input_param_for_vertex_and_fragment_shader_modes, "alpha"), { "alpha" }, VisualShaderNode::PORT_TYPE_SCALAR, TYPE_FLAGS_VERTEX, Shader::MODE_SPATIAL));
  4234. add_options.push_back(AddOption("Binormal", "Input", "Vertex", "VisualShaderNodeInput", vformat(input_param_for_vertex_and_fragment_shader_modes, "binormal"), { "binormal" }, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_VERTEX, Shader::MODE_SPATIAL));
  4235. add_options.push_back(AddOption("Color", "Input", "Vertex", "VisualShaderNodeInput", vformat(input_param_for_vertex_and_fragment_shader_modes, "color"), { "color" }, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_VERTEX, Shader::MODE_SPATIAL));
  4236. add_options.push_back(AddOption("InstanceId", "Input", "Vertex", "VisualShaderNodeInput", vformat(input_param_for_vertex_shader_mode, "instance_id"), { "instance_id" }, VisualShaderNode::PORT_TYPE_SCALAR_INT, TYPE_FLAGS_VERTEX, Shader::MODE_SPATIAL));
  4237. add_options.push_back(AddOption("InstanceCustom", "Input", "Vertex", "VisualShaderNodeInput", vformat(input_param_for_vertex_shader_mode, "instance_custom"), { "instance_custom" }, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_VERTEX, Shader::MODE_SPATIAL));
  4238. add_options.push_back(AddOption("InstanceCustomAlpha", "Input", "Vertex", "VisualShaderNodeInput", vformat(input_param_for_vertex_shader_mode, "instance_custom_alpha"), { "instance_custom_alpha" }, VisualShaderNode::PORT_TYPE_SCALAR, TYPE_FLAGS_VERTEX, Shader::MODE_SPATIAL));
  4239. add_options.push_back(AddOption("ModelView", "Input", "Vertex", "VisualShaderNodeInput", vformat(input_param_for_vertex_shader_mode, "modelview"), { "modelview" }, VisualShaderNode::PORT_TYPE_TRANSFORM, TYPE_FLAGS_VERTEX, Shader::MODE_SPATIAL));
  4240. add_options.push_back(AddOption("PointSize", "Input", "Vertex", "VisualShaderNodeInput", vformat(input_param_for_vertex_shader_mode, "point_size"), { "point_size" }, VisualShaderNode::PORT_TYPE_SCALAR, TYPE_FLAGS_VERTEX, Shader::MODE_SPATIAL));
  4241. add_options.push_back(AddOption("Tangent", "Input", "Vertex", "VisualShaderNodeInput", vformat(input_param_for_vertex_and_fragment_shader_mode, "tangent"), { "tangent" }, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_VERTEX, Shader::MODE_SPATIAL));
  4242. add_options.push_back(AddOption("Vertex", "Input", "Vertex", "VisualShaderNodeInput", vformat(input_param_for_vertex_and_fragment_shader_modes, "vertex"), { "vertex" }, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_VERTEX, Shader::MODE_SPATIAL));
  4243. add_options.push_back(AddOption("VertexId", "Input", "Vertex", "VisualShaderNodeInput", vformat(input_param_for_vertex_shader_mode, "vertex_id"), { "vertex_id" }, VisualShaderNode::PORT_TYPE_SCALAR_INT, TYPE_FLAGS_VERTEX, Shader::MODE_SPATIAL));
  4244. add_options.push_back(AddOption("ViewIndex", "Input", "Vertex", "VisualShaderNodeInput", vformat(input_param_for_vertex_and_fragment_shader_modes, "view_index"), { "view_index" }, VisualShaderNode::PORT_TYPE_SCALAR_INT, TYPE_FLAGS_VERTEX, Shader::MODE_SPATIAL));
  4245. add_options.push_back(AddOption("ViewMonoLeft", "Input", "Vertex", "VisualShaderNodeInput", vformat(input_param_for_vertex_and_fragment_shader_modes, "view_mono_left"), { "view_mono_left" }, VisualShaderNode::PORT_TYPE_SCALAR_INT, TYPE_FLAGS_VERTEX, Shader::MODE_SPATIAL));
  4246. add_options.push_back(AddOption("ViewRight", "Input", "Vertex", "VisualShaderNodeInput", vformat(input_param_for_vertex_and_fragment_shader_modes, "view_right"), { "view_right" }, VisualShaderNode::PORT_TYPE_SCALAR_INT, TYPE_FLAGS_VERTEX, Shader::MODE_SPATIAL));
  4247. add_options.push_back(AddOption("Alpha", "Input", "Fragment", "VisualShaderNodeInput", vformat(input_param_for_vertex_and_fragment_shader_modes, "alpha"), { "alpha" }, VisualShaderNode::PORT_TYPE_SCALAR, TYPE_FLAGS_FRAGMENT, Shader::MODE_SPATIAL));
  4248. add_options.push_back(AddOption("Binormal", "Input", "Fragment", "VisualShaderNodeInput", vformat(input_param_for_vertex_and_fragment_shader_modes, "binormal"), { "binormal" }, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_FRAGMENT, Shader::MODE_SPATIAL));
  4249. add_options.push_back(AddOption("Color", "Input", "Fragment", "VisualShaderNodeInput", vformat(input_param_for_vertex_and_fragment_shader_modes, "color"), { "color" }, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_FRAGMENT, Shader::MODE_SPATIAL));
  4250. add_options.push_back(AddOption("DepthTexture", "Input", "Fragment", "VisualShaderNodeInput", vformat(input_param_for_fragment_shader_mode, "depth_texture"), { "depth_texture" }, VisualShaderNode::PORT_TYPE_SAMPLER, TYPE_FLAGS_FRAGMENT, Shader::MODE_SPATIAL));
  4251. add_options.push_back(AddOption("FragCoord", "Input", "Fragment", "VisualShaderNodeInput", vformat(input_param_for_fragment_and_light_shader_modes, "fragcoord"), { "fragcoord" }, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_FRAGMENT, Shader::MODE_SPATIAL));
  4252. add_options.push_back(AddOption("FrontFacing", "Input", "Fragment", "VisualShaderNodeInput", vformat(input_param_for_fragment_shader_mode, "front_facing"), { "front_facing" }, VisualShaderNode::PORT_TYPE_BOOLEAN, TYPE_FLAGS_FRAGMENT, Shader::MODE_SPATIAL));
  4253. add_options.push_back(AddOption("PointCoord", "Input", "Fragment", "VisualShaderNodeInput", vformat(input_param_for_fragment_shader_mode, "point_coord"), { "point_coord" }, VisualShaderNode::PORT_TYPE_VECTOR_2D, TYPE_FLAGS_FRAGMENT, Shader::MODE_SPATIAL));
  4254. add_options.push_back(AddOption("ScreenTexture", "Input", "Fragment", "VisualShaderNodeInput", vformat(input_param_for_fragment_shader_mode, "screen_texture"), { "screen_texture" }, VisualShaderNode::PORT_TYPE_SAMPLER, TYPE_FLAGS_FRAGMENT, Shader::MODE_SPATIAL));
  4255. add_options.push_back(AddOption("ScreenUV", "Input", "Fragment", "VisualShaderNodeInput", vformat(input_param_for_fragment_shader_mode, "screen_uv"), { "screen_uv" }, VisualShaderNode::PORT_TYPE_VECTOR_2D, TYPE_FLAGS_FRAGMENT, Shader::MODE_SPATIAL));
  4256. add_options.push_back(AddOption("Tangent", "Input", "Fragment", "VisualShaderNodeInput", vformat(input_param_for_vertex_and_fragment_shader_modes, "tangent"), { "tangent" }, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_FRAGMENT, Shader::MODE_SPATIAL));
  4257. add_options.push_back(AddOption("Vertex", "Input", "Fragment", "VisualShaderNodeInput", vformat(input_param_for_vertex_and_fragment_shader_modes, "vertex"), { "vertex" }, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_FRAGMENT, Shader::MODE_SPATIAL));
  4258. add_options.push_back(AddOption("View", "Input", "Fragment", "VisualShaderNodeInput", vformat(input_param_for_fragment_and_light_shader_modes, "view"), { "view" }, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_FRAGMENT, Shader::MODE_SPATIAL));
  4259. add_options.push_back(AddOption("ViewIndex", "Input", "Vertex", "VisualShaderNodeInput", vformat(input_param_for_vertex_and_fragment_shader_modes, "view_index"), { "view_index" }, VisualShaderNode::PORT_TYPE_SCALAR_INT, TYPE_FLAGS_FRAGMENT, Shader::MODE_SPATIAL));
  4260. add_options.push_back(AddOption("ViewMonoLeft", "Input", "Vertex", "VisualShaderNodeInput", vformat(input_param_for_vertex_and_fragment_shader_modes, "view_mono_left"), { "view_mono_left" }, VisualShaderNode::PORT_TYPE_SCALAR_INT, TYPE_FLAGS_FRAGMENT, Shader::MODE_SPATIAL));
  4261. add_options.push_back(AddOption("ViewRight", "Input", "Vertex", "VisualShaderNodeInput", vformat(input_param_for_vertex_and_fragment_shader_modes, "view_right"), { "view_right" }, VisualShaderNode::PORT_TYPE_SCALAR_INT, TYPE_FLAGS_FRAGMENT, Shader::MODE_SPATIAL));
  4262. add_options.push_back(AddOption("Albedo", "Input", "Light", "VisualShaderNodeInput", vformat(input_param_for_light_shader_mode, "albedo"), { "albedo" }, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_LIGHT, Shader::MODE_SPATIAL));
  4263. add_options.push_back(AddOption("Attenuation", "Input", "Light", "VisualShaderNodeInput", vformat(input_param_for_light_shader_mode, "attenuation"), { "attenuation" }, VisualShaderNode::PORT_TYPE_SCALAR, TYPE_FLAGS_LIGHT, Shader::MODE_SPATIAL));
  4264. add_options.push_back(AddOption("Backlight", "Input", "Light", "VisualShaderNodeInput", vformat(input_param_for_light_shader_mode, "backlight"), { "backlight" }, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_LIGHT, Shader::MODE_SPATIAL));
  4265. add_options.push_back(AddOption("Diffuse", "Input", "Light", "VisualShaderNodeInput", vformat(input_param_for_light_shader_mode, "diffuse"), { "diffuse" }, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_LIGHT, Shader::MODE_SPATIAL));
  4266. add_options.push_back(AddOption("FragCoord", "Input", "Light", "VisualShaderNodeInput", vformat(input_param_for_fragment_and_light_shader_modes, "fragcoord"), { "fragcoord" }, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_LIGHT, Shader::MODE_SPATIAL));
  4267. add_options.push_back(AddOption("Light", "Input", "Light", "VisualShaderNodeInput", vformat(input_param_for_light_shader_mode, "light"), { "light" }, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_LIGHT, Shader::MODE_SPATIAL));
  4268. add_options.push_back(AddOption("LightColor", "Input", "Light", "VisualShaderNodeInput", vformat(input_param_for_light_shader_mode, "light_color"), { "light_color" }, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_LIGHT, Shader::MODE_SPATIAL));
  4269. add_options.push_back(AddOption("Metallic", "Input", "Light", "VisualShaderNodeInput", vformat(input_param_for_light_shader_mode, "metallic"), { "metallic" }, VisualShaderNode::PORT_TYPE_SCALAR, TYPE_FLAGS_LIGHT, Shader::MODE_SPATIAL));
  4270. add_options.push_back(AddOption("Roughness", "Input", "Light", "VisualShaderNodeInput", vformat(input_param_for_light_shader_mode, "roughness"), { "roughness" }, VisualShaderNode::PORT_TYPE_SCALAR, TYPE_FLAGS_LIGHT, Shader::MODE_SPATIAL));
  4271. add_options.push_back(AddOption("ShadowAttenuation", "Input", "Light", "VisualShaderNodeInput", vformat(input_param_for_light_shader_mode, "shadow_attenuation"), { "shadow_attenuation" }, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_LIGHT, Shader::MODE_SPATIAL));
  4272. add_options.push_back(AddOption("Specular", "Input", "Light", "VisualShaderNodeInput", vformat(input_param_for_light_shader_mode, "specular"), { "specular" }, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_LIGHT, Shader::MODE_SPATIAL));
  4273. add_options.push_back(AddOption("View", "Input", "Light", "VisualShaderNodeInput", vformat(input_param_for_fragment_and_light_shader_modes, "view"), { "view" }, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_LIGHT, Shader::MODE_SPATIAL));
  4274. // CANVASITEM INPUTS
  4275. add_options.push_back(AddOption("AtLightPass", "Input", "Vertex", "VisualShaderNodeInput", vformat(input_param_for_vertex_and_fragment_shader_modes, "at_light_pass"), { "at_light_pass" }, VisualShaderNode::PORT_TYPE_BOOLEAN, TYPE_FLAGS_VERTEX, Shader::MODE_CANVAS_ITEM));
  4276. add_options.push_back(AddOption("Canvas", "Input", "Vertex", "VisualShaderNodeInput", vformat(input_param_for_vertex_shader_mode, "canvas"), { "canvas" }, VisualShaderNode::PORT_TYPE_TRANSFORM, TYPE_FLAGS_VERTEX, Shader::MODE_CANVAS_ITEM));
  4277. add_options.push_back(AddOption("InstanceCustom", "Input", "Vertex", "VisualShaderNodeInput", vformat(input_param_for_vertex_shader_mode, "instance_custom"), { "instance_custom" }, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_VERTEX, Shader::MODE_CANVAS_ITEM));
  4278. add_options.push_back(AddOption("InstanceCustomAlpha", "Input", "Vertex", "VisualShaderNodeInput", vformat(input_param_for_vertex_shader_mode, "instance_custom_alpha"), { "instance_custom_alpha" }, VisualShaderNode::PORT_TYPE_SCALAR, TYPE_FLAGS_VERTEX, Shader::MODE_CANVAS_ITEM));
  4279. add_options.push_back(AddOption("InstanceId", "Input", "Vertex", "VisualShaderNodeInput", vformat(input_param_for_vertex_shader_mode, "instance_id"), { "instance_id" }, VisualShaderNode::PORT_TYPE_SCALAR_INT, TYPE_FLAGS_VERTEX, Shader::MODE_CANVAS_ITEM));
  4280. add_options.push_back(AddOption("PointSize", "Input", "Vertex", "VisualShaderNodeInput", vformat(input_param_for_vertex_shader_mode, "point_size"), { "point_size" }, VisualShaderNode::PORT_TYPE_SCALAR, TYPE_FLAGS_VERTEX, Shader::MODE_CANVAS_ITEM));
  4281. add_options.push_back(AddOption("Screen", "Input", "Vertex", "VisualShaderNodeInput", vformat(input_param_for_vertex_shader_mode, "screen"), { "screen" }, VisualShaderNode::PORT_TYPE_TRANSFORM, TYPE_FLAGS_VERTEX, Shader::MODE_CANVAS_ITEM));
  4282. add_options.push_back(AddOption("Vertex", "Input", "Vertex", "VisualShaderNodeInput", vformat(input_param_for_vertex_and_fragment_shader_mode, "vertex"), { "vertex" }, VisualShaderNode::PORT_TYPE_VECTOR_2D, TYPE_FLAGS_VERTEX, Shader::MODE_CANVAS_ITEM));
  4283. add_options.push_back(AddOption("VertexId", "Input", "Vertex", "VisualShaderNodeInput", vformat(input_param_for_vertex_shader_mode, "vertex_id"), { "vertex_id" }, VisualShaderNode::PORT_TYPE_SCALAR_INT, TYPE_FLAGS_VERTEX, Shader::MODE_CANVAS_ITEM));
  4284. add_options.push_back(AddOption("World", "Input", "Vertex", "VisualShaderNodeInput", vformat(input_param_for_vertex_shader_mode, "world"), { "world" }, VisualShaderNode::PORT_TYPE_TRANSFORM, TYPE_FLAGS_VERTEX, Shader::MODE_CANVAS_ITEM));
  4285. add_options.push_back(AddOption("AtLightPass", "Input", "Fragment", "VisualShaderNodeInput", vformat(input_param_for_vertex_and_fragment_shader_modes, "at_light_pass"), { "at_light_pass" }, VisualShaderNode::PORT_TYPE_BOOLEAN, TYPE_FLAGS_FRAGMENT, Shader::MODE_CANVAS_ITEM));
  4286. add_options.push_back(AddOption("FragCoord", "Input", "Fragment", "VisualShaderNodeInput", vformat(input_param_for_fragment_and_light_shader_modes, "fragcoord"), { "fragcoord" }, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_FRAGMENT, Shader::MODE_CANVAS_ITEM));
  4287. add_options.push_back(AddOption("NormalTexture", "Input", "Fragment", "VisualShaderNodeInput", vformat(input_param_for_fragment_shader_mode, "normal_texture"), { "normal_texture" }, VisualShaderNode::PORT_TYPE_SAMPLER, TYPE_FLAGS_FRAGMENT, Shader::MODE_CANVAS_ITEM));
  4288. add_options.push_back(AddOption("PointCoord", "Input", "Fragment", "VisualShaderNodeInput", vformat(input_param_for_fragment_and_light_shader_modes, "point_coord"), { "point_coord" }, VisualShaderNode::PORT_TYPE_VECTOR_2D, TYPE_FLAGS_FRAGMENT, Shader::MODE_CANVAS_ITEM));
  4289. add_options.push_back(AddOption("ScreenPixelSize", "Input", "Fragment", "VisualShaderNodeInput", vformat(input_param_for_fragment_shader_mode, "screen_pixel_size"), { "screen_pixel_size" }, VisualShaderNode::PORT_TYPE_VECTOR_2D, TYPE_FLAGS_FRAGMENT, Shader::MODE_CANVAS_ITEM));
  4290. add_options.push_back(AddOption("ScreenTexture", "Input", "Fragment", "VisualShaderNodeInput", vformat(input_param_for_fragment_shader_mode, "screen_texture"), { "screen_texture" }, VisualShaderNode::PORT_TYPE_SAMPLER, TYPE_FLAGS_FRAGMENT, Shader::MODE_CANVAS_ITEM));
  4291. add_options.push_back(AddOption("ScreenUV", "Input", "Fragment", "VisualShaderNodeInput", vformat(input_param_for_fragment_and_light_shader_modes, "screen_uv"), { "screen_uv" }, VisualShaderNode::PORT_TYPE_VECTOR_2D, TYPE_FLAGS_FRAGMENT, Shader::MODE_CANVAS_ITEM));
  4292. add_options.push_back(AddOption("SpecularShininess", "Input", "Fragment", "VisualShaderNodeInput", vformat(input_param_for_fragment_and_light_shader_modes, "specular_shininess"), { "specular_shininess" }, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_FRAGMENT, Shader::MODE_CANVAS_ITEM));
  4293. add_options.push_back(AddOption("SpecularShininessAlpha", "Input", "Fragment", "VisualShaderNodeInput", vformat(input_param_for_fragment_and_light_shader_modes, "specular_shininess_alpha"), { "specular_shininess_alpha" }, VisualShaderNode::PORT_TYPE_SCALAR, TYPE_FLAGS_FRAGMENT, Shader::MODE_CANVAS_ITEM));
  4294. add_options.push_back(AddOption("SpecularShininessTexture", "Input", "Fragment", "VisualShaderNodeInput", vformat(input_param_for_fragment_shader_mode, "specular_shininess_texture"), { "specular_shininess_texture" }, VisualShaderNode::PORT_TYPE_SAMPLER, TYPE_FLAGS_FRAGMENT, Shader::MODE_CANVAS_ITEM));
  4295. add_options.push_back(AddOption("Texture", "Input", "Fragment", "VisualShaderNodeInput", vformat(input_param_for_fragment_and_light_shader_modes, "texture"), { "texture" }, VisualShaderNode::PORT_TYPE_SAMPLER, TYPE_FLAGS_FRAGMENT, Shader::MODE_CANVAS_ITEM));
  4296. add_options.push_back(AddOption("Vertex", "Input", "Fragment", "VisualShaderNodeInput", vformat(input_param_for_vertex_and_fragment_shader_mode, "vertex"), { "vertex" }, VisualShaderNode::PORT_TYPE_VECTOR_2D, TYPE_FLAGS_FRAGMENT, Shader::MODE_CANVAS_ITEM));
  4297. add_options.push_back(AddOption("FragCoord", "Input", "Light", "VisualShaderNodeInput", vformat(input_param_for_fragment_and_light_shader_modes, "fragcoord"), { "fragcoord" }, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_LIGHT, Shader::MODE_CANVAS_ITEM));
  4298. add_options.push_back(AddOption("Light", "Input", "Light", "VisualShaderNodeInput", vformat(input_param_for_light_shader_mode, "light"), { "light" }, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_LIGHT, Shader::MODE_CANVAS_ITEM));
  4299. add_options.push_back(AddOption("LightAlpha", "Input", "Light", "VisualShaderNodeInput", vformat(input_param_for_light_shader_mode, "light_alpha"), { "light_alpha" }, VisualShaderNode::PORT_TYPE_SCALAR, TYPE_FLAGS_LIGHT, Shader::MODE_CANVAS_ITEM));
  4300. add_options.push_back(AddOption("LightColor", "Input", "Light", "VisualShaderNodeInput", vformat(input_param_for_light_shader_mode, "light_color"), { "light_color" }, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_LIGHT, Shader::MODE_CANVAS_ITEM));
  4301. add_options.push_back(AddOption("LightColorAlpha", "Input", "Light", "VisualShaderNodeInput", vformat(input_param_for_light_shader_mode, "light_color_alpha"), { "light_color_alpha" }, VisualShaderNode::PORT_TYPE_SCALAR, TYPE_FLAGS_LIGHT, Shader::MODE_CANVAS_ITEM));
  4302. add_options.push_back(AddOption("LightPosition", "Input", "Light", "VisualShaderNodeInput", vformat(input_param_for_light_shader_mode, "light_position"), { "light_position" }, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_LIGHT, Shader::MODE_CANVAS_ITEM));
  4303. add_options.push_back(AddOption("LightVertex", "Input", "Light", "VisualShaderNodeInput", vformat(input_param_for_fragment_and_light_shader_modes, "light_vertex"), { "light_vertex" }, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_LIGHT, Shader::MODE_CANVAS_ITEM));
  4304. add_options.push_back(AddOption("Normal", "Input", "Light", "VisualShaderNodeInput", vformat(input_param_for_light_shader_mode, "normal"), { "normal" }, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_LIGHT, Shader::MODE_CANVAS_ITEM));
  4305. add_options.push_back(AddOption("PointCoord", "Input", "Light", "VisualShaderNodeInput", vformat(input_param_for_fragment_and_light_shader_modes, "point_coord"), { "point_coord" }, VisualShaderNode::PORT_TYPE_VECTOR_2D, TYPE_FLAGS_LIGHT, Shader::MODE_CANVAS_ITEM));
  4306. add_options.push_back(AddOption("ScreenUV", "Input", "Light", "VisualShaderNodeInput", vformat(input_param_for_fragment_and_light_shader_modes, "screen_uv"), { "screen_uv" }, VisualShaderNode::PORT_TYPE_VECTOR_2D, TYPE_FLAGS_LIGHT, Shader::MODE_CANVAS_ITEM));
  4307. add_options.push_back(AddOption("Shadow", "Input", "Light", "VisualShaderNodeInput", vformat(input_param_for_light_shader_mode, "shadow"), { "shadow" }, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_LIGHT, Shader::MODE_CANVAS_ITEM));
  4308. add_options.push_back(AddOption("ShadowAlpha", "Input", "Light", "VisualShaderNodeInput", vformat(input_param_for_light_shader_mode, "shadow_alpha"), { "shadow_alpha" }, VisualShaderNode::PORT_TYPE_SCALAR, TYPE_FLAGS_LIGHT, Shader::MODE_CANVAS_ITEM));
  4309. add_options.push_back(AddOption("SpecularShininess", "Input", "Light", "VisualShaderNodeInput", vformat(input_param_for_fragment_and_light_shader_modes, "specular_shininess"), { "specular_shininess" }, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_LIGHT, Shader::MODE_CANVAS_ITEM));
  4310. add_options.push_back(AddOption("SpecularShininessAlpha", "Input", "Light", "VisualShaderNodeInput", vformat(input_param_for_fragment_and_light_shader_modes, "specular_shininess_alpha"), { "specular_shininess_alpha" }, VisualShaderNode::PORT_TYPE_SCALAR, TYPE_FLAGS_LIGHT, Shader::MODE_CANVAS_ITEM));
  4311. add_options.push_back(AddOption("Texture", "Input", "Light", "VisualShaderNodeInput", vformat(input_param_for_fragment_and_light_shader_modes, "texture"), { "texture" }, VisualShaderNode::PORT_TYPE_SAMPLER, TYPE_FLAGS_LIGHT, Shader::MODE_CANVAS_ITEM));
  4312. // SKY INPUTS
  4313. add_options.push_back(AddOption("AtCubeMapPass", "Input", "Sky", "VisualShaderNodeInput", vformat(input_param_for_sky_shader_mode, "at_cubemap_pass"), { "at_cubemap_pass" }, VisualShaderNode::PORT_TYPE_BOOLEAN, TYPE_FLAGS_SKY, Shader::MODE_SKY));
  4314. add_options.push_back(AddOption("AtHalfResPass", "Input", "Sky", "VisualShaderNodeInput", vformat(input_param_for_sky_shader_mode, "at_half_res_pass"), { "at_half_res_pass" }, VisualShaderNode::PORT_TYPE_BOOLEAN, TYPE_FLAGS_SKY, Shader::MODE_SKY));
  4315. add_options.push_back(AddOption("AtQuarterResPass", "Input", "Sky", "VisualShaderNodeInput", vformat(input_param_for_sky_shader_mode, "at_quarter_res_pass"), { "at_quarter_res_pass" }, VisualShaderNode::PORT_TYPE_BOOLEAN, TYPE_FLAGS_SKY, Shader::MODE_SKY));
  4316. add_options.push_back(AddOption("EyeDir", "Input", "Sky", "VisualShaderNodeInput", vformat(input_param_for_sky_shader_mode, "eyedir"), { "eyedir" }, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_SKY, Shader::MODE_SKY));
  4317. add_options.push_back(AddOption("HalfResColor", "Input", "Sky", "VisualShaderNodeInput", vformat(input_param_for_sky_shader_mode, "half_res_color"), { "half_res_color" }, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_SKY, Shader::MODE_SKY));
  4318. add_options.push_back(AddOption("HalfResAlpha", "Input", "Sky", "VisualShaderNodeInput", vformat(input_param_for_sky_shader_mode, "half_res_alpha"), { "half_res_alpha" }, VisualShaderNode::PORT_TYPE_SCALAR, TYPE_FLAGS_SKY, Shader::MODE_SKY));
  4319. add_options.push_back(AddOption("Light0Color", "Input", "Sky", "VisualShaderNodeInput", vformat(input_param_for_sky_shader_mode, "light0_color"), { "light0_color" }, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_SKY, Shader::MODE_SKY));
  4320. add_options.push_back(AddOption("Light0Direction", "Input", "Sky", "VisualShaderNodeInput", vformat(input_param_for_sky_shader_mode, "light0_direction"), { "light0_direction" }, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_SKY, Shader::MODE_SKY));
  4321. add_options.push_back(AddOption("Light0Enabled", "Input", "Sky", "VisualShaderNodeInput", vformat(input_param_for_sky_shader_mode, "light0_enabled"), { "light0_enabled" }, VisualShaderNode::PORT_TYPE_BOOLEAN, TYPE_FLAGS_SKY, Shader::MODE_SKY));
  4322. add_options.push_back(AddOption("Light0Energy", "Input", "Sky", "VisualShaderNodeInput", vformat(input_param_for_sky_shader_mode, "light0_energy"), { "light0_energy" }, VisualShaderNode::PORT_TYPE_SCALAR, TYPE_FLAGS_SKY, Shader::MODE_SKY));
  4323. add_options.push_back(AddOption("Light1Color", "Input", "Sky", "VisualShaderNodeInput", vformat(input_param_for_sky_shader_mode, "light1_color"), { "light1_color" }, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_SKY, Shader::MODE_SKY));
  4324. add_options.push_back(AddOption("Light1Direction", "Input", "Sky", "VisualShaderNodeInput", vformat(input_param_for_sky_shader_mode, "light1_direction"), { "light1_direction" }, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_SKY, Shader::MODE_SKY));
  4325. add_options.push_back(AddOption("Light1Enabled", "Input", "Sky", "VisualShaderNodeInput", vformat(input_param_for_sky_shader_mode, "light1_enabled"), { "light1_enabled" }, VisualShaderNode::PORT_TYPE_BOOLEAN, TYPE_FLAGS_SKY, Shader::MODE_SKY));
  4326. add_options.push_back(AddOption("Light1Energy", "Input", "Sky", "VisualShaderNodeInput", vformat(input_param_for_sky_shader_mode, "light1_energy"), { "light1_energy" }, VisualShaderNode::PORT_TYPE_SCALAR, TYPE_FLAGS_SKY, Shader::MODE_SKY));
  4327. add_options.push_back(AddOption("Light2Color", "Input", "Sky", "VisualShaderNodeInput", vformat(input_param_for_sky_shader_mode, "light2_color"), { "light2_color" }, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_SKY, Shader::MODE_SKY));
  4328. add_options.push_back(AddOption("Light2Direction", "Input", "Sky", "VisualShaderNodeInput", vformat(input_param_for_sky_shader_mode, "light2_direction"), { "light2_direction" }, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_SKY, Shader::MODE_SKY));
  4329. add_options.push_back(AddOption("Light2Enabled", "Input", "Sky", "VisualShaderNodeInput", vformat(input_param_for_sky_shader_mode, "light2_enabled"), { "light2_enabled" }, VisualShaderNode::PORT_TYPE_BOOLEAN, TYPE_FLAGS_SKY, Shader::MODE_SKY));
  4330. add_options.push_back(AddOption("Light2Energy", "Input", "Sky", "VisualShaderNodeInput", vformat(input_param_for_sky_shader_mode, "light2_energy"), { "light2_energy" }, VisualShaderNode::PORT_TYPE_SCALAR, TYPE_FLAGS_SKY, Shader::MODE_SKY));
  4331. add_options.push_back(AddOption("Light3Color", "Input", "Sky", "VisualShaderNodeInput", vformat(input_param_for_sky_shader_mode, "light3_color"), { "light3_color" }, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_SKY, Shader::MODE_SKY));
  4332. add_options.push_back(AddOption("Light3Direction", "Input", "Sky", "VisualShaderNodeInput", vformat(input_param_for_sky_shader_mode, "light3_direction"), { "light3_direction" }, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_SKY, Shader::MODE_SKY));
  4333. add_options.push_back(AddOption("Light3Enabled", "Input", "Sky", "VisualShaderNodeInput", vformat(input_param_for_sky_shader_mode, "light3_enabled"), { "light3_enabled" }, VisualShaderNode::PORT_TYPE_BOOLEAN, TYPE_FLAGS_SKY, Shader::MODE_SKY));
  4334. add_options.push_back(AddOption("Light3Energy", "Input", "Sky", "VisualShaderNodeInput", vformat(input_param_for_sky_shader_mode, "light3_energy"), { "light3_energy" }, VisualShaderNode::PORT_TYPE_SCALAR, TYPE_FLAGS_SKY, Shader::MODE_SKY));
  4335. add_options.push_back(AddOption("Position", "Input", "Sky", "VisualShaderNodeInput", vformat(input_param_for_sky_shader_mode, "position"), { "position" }, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_SKY, Shader::MODE_SKY));
  4336. add_options.push_back(AddOption("QuarterResColor", "Input", "Sky", "VisualShaderNodeInput", vformat(input_param_for_sky_shader_mode, "quarter_res_color"), { "quarter_res_color" }, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_SKY, Shader::MODE_SKY));
  4337. add_options.push_back(AddOption("QuarterResAlpha", "Input", "Sky", "VisualShaderNodeInput", vformat(input_param_for_sky_shader_mode, "quarter_res_alpha"), { "quarter_res_alpha" }, VisualShaderNode::PORT_TYPE_SCALAR, TYPE_FLAGS_SKY, Shader::MODE_SKY));
  4338. add_options.push_back(AddOption("Radiance", "Input", "Sky", "VisualShaderNodeInput", vformat(input_param_for_sky_shader_mode, "radiance"), { "radiance" }, VisualShaderNode::PORT_TYPE_SAMPLER, TYPE_FLAGS_SKY, Shader::MODE_SKY));
  4339. add_options.push_back(AddOption("ScreenUV", "Input", "Sky", "VisualShaderNodeInput", vformat(input_param_for_sky_shader_mode, "screen_uv"), { "screen_uv" }, VisualShaderNode::PORT_TYPE_VECTOR_2D, TYPE_FLAGS_SKY, Shader::MODE_SKY));
  4340. add_options.push_back(AddOption("SkyCoords", "Input", "Sky", "VisualShaderNodeInput", vformat(input_param_for_sky_shader_mode, "sky_coords"), { "sky_coords" }, VisualShaderNode::PORT_TYPE_VECTOR_2D, TYPE_FLAGS_SKY, Shader::MODE_SKY));
  4341. add_options.push_back(AddOption("Time", "Input", "Sky", "VisualShaderNodeInput", vformat(input_param_for_sky_shader_mode, "time"), { "time" }, VisualShaderNode::PORT_TYPE_SCALAR, TYPE_FLAGS_SKY, Shader::MODE_SKY));
  4342. // FOG INPUTS
  4343. add_options.push_back(AddOption("WorldPosition", "Input", "Fog", "VisualShaderNodeInput", vformat(input_param_for_fog_shader_mode, "world_position"), { "world_position" }, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_FOG, Shader::MODE_FOG));
  4344. add_options.push_back(AddOption("ObjectPosition", "Input", "Fog", "VisualShaderNodeInput", vformat(input_param_for_fog_shader_mode, "object_position"), { "object_position" }, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_FOG, Shader::MODE_FOG));
  4345. add_options.push_back(AddOption("UVW", "Input", "Fog", "VisualShaderNodeInput", vformat(input_param_for_fog_shader_mode, "uvw"), { "uvw" }, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_FOG, Shader::MODE_FOG));
  4346. add_options.push_back(AddOption("Extents", "Input", "Fog", "VisualShaderNodeInput", vformat(input_param_for_fog_shader_mode, "extents"), { "extents" }, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_FOG, Shader::MODE_FOG));
  4347. add_options.push_back(AddOption("SDF", "Input", "Fog", "VisualShaderNodeInput", vformat(input_param_for_fog_shader_mode, "sdf"), { "sdf" }, VisualShaderNode::PORT_TYPE_SCALAR, TYPE_FLAGS_FOG, Shader::MODE_FOG));
  4348. add_options.push_back(AddOption("Time", "Input", "Fog", "VisualShaderNodeInput", vformat(input_param_for_fog_shader_mode, "time"), { "time" }, VisualShaderNode::PORT_TYPE_SCALAR, TYPE_FLAGS_FOG, Shader::MODE_FOG));
  4349. // PARTICLES INPUTS
  4350. add_options.push_back(AddOption("CollisionDepth", "Input", "Collide", "VisualShaderNodeInput", vformat(input_param_for_collide_shader_mode, "collision_depth"), { "collision_depth" }, VisualShaderNode::PORT_TYPE_SCALAR, TYPE_FLAGS_COLLIDE, Shader::MODE_PARTICLES));
  4351. add_options.push_back(AddOption("CollisionNormal", "Input", "Collide", "VisualShaderNodeInput", vformat(input_param_for_collide_shader_mode, "collision_normal"), { "collision_normal" }, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_COLLIDE, Shader::MODE_PARTICLES));
  4352. // PARTICLES
  4353. add_options.push_back(AddOption("EmitParticle", "Particles", "", "VisualShaderNodeParticleEmit", "", {}, -1, TYPE_FLAGS_PROCESS | TYPE_FLAGS_PROCESS_CUSTOM | TYPE_FLAGS_COLLIDE, Shader::MODE_PARTICLES));
  4354. add_options.push_back(AddOption("ParticleAccelerator", "Particles", "", "VisualShaderNodeParticleAccelerator", "", {}, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_PROCESS, Shader::MODE_PARTICLES));
  4355. add_options.push_back(AddOption("ParticleRandomness", "Particles", "", "VisualShaderNodeParticleRandomness", "", {}, VisualShaderNode::PORT_TYPE_SCALAR, TYPE_FLAGS_EMIT | TYPE_FLAGS_PROCESS | TYPE_FLAGS_COLLIDE, Shader::MODE_PARTICLES));
  4356. 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));
  4357. add_options.push_back(AddOption("BoxEmitter", "Particles", "Emitters", "VisualShaderNodeParticleBoxEmitter", "", {}, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_EMIT, Shader::MODE_PARTICLES));
  4358. add_options.push_back(AddOption("MeshEmitter", "Particles", "Emitters", "VisualShaderNodeParticleMeshEmitter", "", {}, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_EMIT, Shader::MODE_PARTICLES));
  4359. add_options.push_back(AddOption("RingEmitter", "Particles", "Emitters", "VisualShaderNodeParticleRingEmitter", "", {}, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_EMIT, Shader::MODE_PARTICLES));
  4360. add_options.push_back(AddOption("SphereEmitter", "Particles", "Emitters", "VisualShaderNodeParticleSphereEmitter", "", {}, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_EMIT, Shader::MODE_PARTICLES));
  4361. add_options.push_back(AddOption("ConeVelocity", "Particles", "Velocity", "VisualShaderNodeParticleConeVelocity", "", {}, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_EMIT, Shader::MODE_PARTICLES));
  4362. // SCALAR
  4363. add_options.push_back(AddOption("FloatFunc", "Scalar", "Common", "VisualShaderNodeFloatFunc", TTR("Float function."), {}, VisualShaderNode::PORT_TYPE_SCALAR));
  4364. add_options.push_back(AddOption("FloatOp", "Scalar", "Common", "VisualShaderNodeFloatOp", TTR("Float operator."), {}, VisualShaderNode::PORT_TYPE_SCALAR));
  4365. add_options.push_back(AddOption("IntFunc", "Scalar", "Common", "VisualShaderNodeIntFunc", TTR("Integer function."), {}, VisualShaderNode::PORT_TYPE_SCALAR_INT));
  4366. add_options.push_back(AddOption("IntOp", "Scalar", "Common", "VisualShaderNodeIntOp", TTR("Integer operator."), {}, VisualShaderNode::PORT_TYPE_SCALAR_INT));
  4367. // CONSTANTS
  4368. for (int i = 0; i < MAX_FLOAT_CONST_DEFS; i++) {
  4369. 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));
  4370. }
  4371. // FUNCTIONS
  4372. add_options.push_back(AddOption("Abs", "Scalar", "Functions", "VisualShaderNodeFloatFunc", TTR("Returns the absolute value of the parameter."), { VisualShaderNodeFloatFunc::FUNC_ABS }, VisualShaderNode::PORT_TYPE_SCALAR));
  4373. 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));
  4374. add_options.push_back(AddOption("ACos", "Scalar", "Functions", "VisualShaderNodeFloatFunc", TTR("Returns the arc-cosine of the parameter."), { VisualShaderNodeFloatFunc::FUNC_ACOS }, VisualShaderNode::PORT_TYPE_SCALAR));
  4375. 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));
  4376. add_options.push_back(AddOption("ASin", "Scalar", "Functions", "VisualShaderNodeFloatFunc", TTR("Returns the arc-sine of the parameter."), { VisualShaderNodeFloatFunc::FUNC_ASIN }, VisualShaderNode::PORT_TYPE_SCALAR));
  4377. 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));
  4378. add_options.push_back(AddOption("ATan", "Scalar", "Functions", "VisualShaderNodeFloatFunc", TTR("Returns the arc-tangent of the parameter."), { VisualShaderNodeFloatFunc::FUNC_ATAN }, VisualShaderNode::PORT_TYPE_SCALAR));
  4379. add_options.push_back(AddOption("ATan2", "Scalar", "Functions", "VisualShaderNodeFloatOp", TTR("Returns the arc-tangent of the parameters."), { VisualShaderNodeFloatOp::OP_ATAN2 }, VisualShaderNode::PORT_TYPE_SCALAR));
  4380. 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));
  4381. 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));
  4382. 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));
  4383. 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));
  4384. 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));
  4385. add_options.push_back(AddOption("Cos", "Scalar", "Functions", "VisualShaderNodeFloatFunc", TTR("Returns the cosine of the parameter."), { VisualShaderNodeFloatFunc::FUNC_COS }, VisualShaderNode::PORT_TYPE_SCALAR));
  4386. add_options.push_back(AddOption("CosH", "Scalar", "Functions", "VisualShaderNodeFloatFunc", TTR("Returns the hyperbolic cosine of the parameter."), { VisualShaderNodeFloatFunc::FUNC_COSH }, VisualShaderNode::PORT_TYPE_SCALAR));
  4387. add_options.push_back(AddOption("Degrees", "Scalar", "Functions", "VisualShaderNodeFloatFunc", TTR("Converts a quantity in radians to degrees."), { VisualShaderNodeFloatFunc::FUNC_DEGREES }, VisualShaderNode::PORT_TYPE_SCALAR));
  4388. 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));
  4389. 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));
  4390. add_options.push_back(AddOption("Exp", "Scalar", "Functions", "VisualShaderNodeFloatFunc", TTR("Base-e Exponential."), { VisualShaderNodeFloatFunc::FUNC_EXP }, VisualShaderNode::PORT_TYPE_SCALAR));
  4391. add_options.push_back(AddOption("Exp2", "Scalar", "Functions", "VisualShaderNodeFloatFunc", TTR("Base-2 Exponential."), { VisualShaderNodeFloatFunc::FUNC_EXP2 }, VisualShaderNode::PORT_TYPE_SCALAR));
  4392. 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));
  4393. add_options.push_back(AddOption("Fract", "Scalar", "Functions", "VisualShaderNodeFloatFunc", TTR("Computes the fractional part of the argument."), { VisualShaderNodeFloatFunc::FUNC_FRAC }, VisualShaderNode::PORT_TYPE_SCALAR));
  4394. 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));
  4395. add_options.push_back(AddOption("Log", "Scalar", "Functions", "VisualShaderNodeFloatFunc", TTR("Natural logarithm."), { VisualShaderNodeFloatFunc::FUNC_LOG }, VisualShaderNode::PORT_TYPE_SCALAR));
  4396. add_options.push_back(AddOption("Log2", "Scalar", "Functions", "VisualShaderNodeFloatFunc", TTR("Base-2 logarithm."), { VisualShaderNodeFloatFunc::FUNC_LOG2 }, VisualShaderNode::PORT_TYPE_SCALAR));
  4397. add_options.push_back(AddOption("Max", "Scalar", "Functions", "VisualShaderNodeFloatOp", TTR("Returns the greater of two values."), { VisualShaderNodeFloatOp::OP_MAX }, VisualShaderNode::PORT_TYPE_SCALAR));
  4398. add_options.push_back(AddOption("Min", "Scalar", "Functions", "VisualShaderNodeFloatOp", TTR("Returns the lesser of two values."), { VisualShaderNodeFloatOp::OP_MIN }, VisualShaderNode::PORT_TYPE_SCALAR));
  4399. add_options.push_back(AddOption("Mix", "Scalar", "Functions", "VisualShaderNodeMix", TTR("Linear interpolation between two scalars."), { VisualShaderNodeMix::OP_TYPE_SCALAR }, VisualShaderNode::PORT_TYPE_SCALAR));
  4400. 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));
  4401. add_options.push_back(AddOption("Negate", "Scalar", "Functions", "VisualShaderNodeFloatFunc", TTR("Returns the opposite value of the parameter."), { VisualShaderNodeFloatFunc::FUNC_NEGATE }, VisualShaderNode::PORT_TYPE_SCALAR));
  4402. 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));
  4403. add_options.push_back(AddOption("OneMinus", "Scalar", "Functions", "VisualShaderNodeFloatFunc", TTR("1.0 - scalar"), { VisualShaderNodeFloatFunc::FUNC_ONEMINUS }, VisualShaderNode::PORT_TYPE_SCALAR));
  4404. 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));
  4405. add_options.push_back(AddOption("Radians", "Scalar", "Functions", "VisualShaderNodeFloatFunc", TTR("Converts a quantity in degrees to radians."), { VisualShaderNodeFloatFunc::FUNC_RADIANS }, VisualShaderNode::PORT_TYPE_SCALAR));
  4406. add_options.push_back(AddOption("Reciprocal", "Scalar", "Functions", "VisualShaderNodeFloatFunc", TTR("1.0 / scalar"), { VisualShaderNodeFloatFunc::FUNC_RECIPROCAL }, VisualShaderNode::PORT_TYPE_SCALAR));
  4407. add_options.push_back(AddOption("Round", "Scalar", "Functions", "VisualShaderNodeFloatFunc", TTR("Finds the nearest integer to the parameter."), { VisualShaderNodeFloatFunc::FUNC_ROUND }, VisualShaderNode::PORT_TYPE_SCALAR));
  4408. 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));
  4409. 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));
  4410. add_options.push_back(AddOption("Sign", "Scalar", "Functions", "VisualShaderNodeFloatFunc", TTR("Extracts the sign of the parameter."), { VisualShaderNodeFloatFunc::FUNC_SIGN }, VisualShaderNode::PORT_TYPE_SCALAR));
  4411. add_options.push_back(AddOption("Sign", "Scalar", "Functions", "VisualShaderNodeIntFunc", TTR("Extracts the sign of the parameter."), { VisualShaderNodeIntFunc::FUNC_SIGN }, VisualShaderNode::PORT_TYPE_SCALAR_INT));
  4412. add_options.push_back(AddOption("Sin", "Scalar", "Functions", "VisualShaderNodeFloatFunc", TTR("Returns the sine of the parameter."), { VisualShaderNodeFloatFunc::FUNC_SIN }, VisualShaderNode::PORT_TYPE_SCALAR));
  4413. add_options.push_back(AddOption("SinH", "Scalar", "Functions", "VisualShaderNodeFloatFunc", TTR("Returns the hyperbolic sine of the parameter."), { VisualShaderNodeFloatFunc::FUNC_SINH }, VisualShaderNode::PORT_TYPE_SCALAR));
  4414. add_options.push_back(AddOption("Sqrt", "Scalar", "Functions", "VisualShaderNodeFloatFunc", TTR("Returns the square root of the parameter."), { VisualShaderNodeFloatFunc::FUNC_SQRT }, VisualShaderNode::PORT_TYPE_SCALAR));
  4415. 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));
  4416. 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));
  4417. 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));
  4418. add_options.push_back(AddOption("Tan", "Scalar", "Functions", "VisualShaderNodeFloatFunc", TTR("Returns the tangent of the parameter."), { VisualShaderNodeFloatFunc::FUNC_TAN }, VisualShaderNode::PORT_TYPE_SCALAR));
  4419. add_options.push_back(AddOption("TanH", "Scalar", "Functions", "VisualShaderNodeFloatFunc", TTR("Returns the hyperbolic tangent of the parameter."), { VisualShaderNodeFloatFunc::FUNC_TANH }, VisualShaderNode::PORT_TYPE_SCALAR));
  4420. add_options.push_back(AddOption("Trunc", "Scalar", "Functions", "VisualShaderNodeFloatFunc", TTR("Finds the truncated value of the parameter."), { VisualShaderNodeFloatFunc::FUNC_TRUNC }, VisualShaderNode::PORT_TYPE_SCALAR));
  4421. add_options.push_back(AddOption("Add", "Scalar", "Operators", "VisualShaderNodeFloatOp", TTR("Sums two floating-point scalars."), { VisualShaderNodeFloatOp::OP_ADD }, VisualShaderNode::PORT_TYPE_SCALAR));
  4422. add_options.push_back(AddOption("Add", "Scalar", "Operators", "VisualShaderNodeIntOp", TTR("Sums two integer scalars."), { VisualShaderNodeIntOp::OP_ADD }, VisualShaderNode::PORT_TYPE_SCALAR_INT));
  4423. 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));
  4424. 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));
  4425. 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));
  4426. 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));
  4427. 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));
  4428. add_options.push_back(AddOption("Divide", "Scalar", "Operators", "VisualShaderNodeFloatOp", TTR("Divides two floating-point scalars."), { VisualShaderNodeFloatOp::OP_DIV }, VisualShaderNode::PORT_TYPE_SCALAR));
  4429. add_options.push_back(AddOption("Divide", "Scalar", "Operators", "VisualShaderNodeIntOp", TTR("Divides two integer scalars."), { VisualShaderNodeIntOp::OP_DIV }, VisualShaderNode::PORT_TYPE_SCALAR_INT));
  4430. add_options.push_back(AddOption("Multiply", "Scalar", "Operators", "VisualShaderNodeFloatOp", TTR("Multiplies two floating-point scalars."), { VisualShaderNodeFloatOp::OP_MUL }, VisualShaderNode::PORT_TYPE_SCALAR));
  4431. add_options.push_back(AddOption("Multiply", "Scalar", "Operators", "VisualShaderNodeIntOp", TTR("Multiplies two integer scalars."), { VisualShaderNodeIntOp::OP_MUL }, VisualShaderNode::PORT_TYPE_SCALAR_INT));
  4432. 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));
  4433. 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));
  4434. add_options.push_back(AddOption("Subtract", "Scalar", "Operators", "VisualShaderNodeFloatOp", TTR("Subtracts two floating-point scalars."), { VisualShaderNodeFloatOp::OP_SUB }, VisualShaderNode::PORT_TYPE_SCALAR));
  4435. add_options.push_back(AddOption("Subtract", "Scalar", "Operators", "VisualShaderNodeIntOp", TTR("Subtracts two integer scalars."), { VisualShaderNodeIntOp::OP_SUB }, VisualShaderNode::PORT_TYPE_SCALAR_INT));
  4436. add_options.push_back(AddOption("FloatConstant", "Scalar", "Variables", "VisualShaderNodeFloatConstant", TTR("Scalar floating-point constant."), {}, VisualShaderNode::PORT_TYPE_SCALAR));
  4437. add_options.push_back(AddOption("IntConstant", "Scalar", "Variables", "VisualShaderNodeIntConstant", TTR("Scalar integer constant."), {}, VisualShaderNode::PORT_TYPE_SCALAR_INT));
  4438. add_options.push_back(AddOption("FloatUniform", "Scalar", "Variables", "VisualShaderNodeFloatUniform", TTR("Scalar floating-point uniform."), {}, VisualShaderNode::PORT_TYPE_SCALAR));
  4439. add_options.push_back(AddOption("IntUniform", "Scalar", "Variables", "VisualShaderNodeIntUniform", TTR("Scalar integer uniform."), {}, VisualShaderNode::PORT_TYPE_SCALAR_INT));
  4440. // SDF
  4441. {
  4442. 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));
  4443. 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));
  4444. 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));
  4445. 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));
  4446. 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));
  4447. }
  4448. // TEXTURES
  4449. add_options.push_back(AddOption("UVFunc", "Textures", "Common", "VisualShaderNodeUVFunc", TTR("Function to be applied on texture coordinates."), {}, VisualShaderNode::PORT_TYPE_VECTOR_2D));
  4450. cubemap_node_option_idx = add_options.size();
  4451. add_options.push_back(AddOption("CubeMap", "Textures", "Functions", "VisualShaderNodeCubemap", TTR("Perform the cubic texture lookup.")));
  4452. curve_node_option_idx = add_options.size();
  4453. add_options.push_back(AddOption("CurveTexture", "Textures", "Functions", "VisualShaderNodeCurveTexture", TTR("Perform the curve texture lookup.")));
  4454. curve_xyz_node_option_idx = add_options.size();
  4455. add_options.push_back(AddOption("CurveXYZTexture", "Textures", "Functions", "VisualShaderNodeCurveXYZTexture", TTR("Perform the three components curve texture lookup.")));
  4456. texture2d_node_option_idx = add_options.size();
  4457. add_options.push_back(AddOption("Texture2D", "Textures", "Functions", "VisualShaderNodeTexture", TTR("Perform the 2D texture lookup.")));
  4458. texture2d_array_node_option_idx = add_options.size();
  4459. add_options.push_back(AddOption("Texture2DArray", "Textures", "Functions", "VisualShaderNodeTexture2DArray", TTR("Perform the 2D-array texture lookup.")));
  4460. texture3d_node_option_idx = add_options.size();
  4461. add_options.push_back(AddOption("Texture3D", "Textures", "Functions", "VisualShaderNodeTexture3D", TTR("Perform the 3D texture lookup.")));
  4462. add_options.push_back(AddOption("UVPanning", "Textures", "Functions", "VisualShaderNodeUVFunc", TTR("Apply panning function on texture coordinates."), { VisualShaderNodeUVFunc::FUNC_PANNING }, VisualShaderNode::PORT_TYPE_VECTOR_2D));
  4463. add_options.push_back(AddOption("UVScaling", "Textures", "Functions", "VisualShaderNodeUVFunc", TTR("Apply scaling function on texture coordinates."), { VisualShaderNodeUVFunc::FUNC_SCALING }, VisualShaderNode::PORT_TYPE_VECTOR_2D));
  4464. add_options.push_back(AddOption("CubeMapUniform", "Textures", "Variables", "VisualShaderNodeCubemapUniform", TTR("Cubic texture uniform lookup.")));
  4465. add_options.push_back(AddOption("TextureUniform", "Textures", "Variables", "VisualShaderNodeTextureUniform", TTR("2D texture uniform lookup.")));
  4466. 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));
  4467. add_options.push_back(AddOption("Texture2DArrayUniform", "Textures", "Variables", "VisualShaderNodeTexture2DArrayUniform", TTR("2D array of textures uniform lookup.")));
  4468. add_options.push_back(AddOption("Texture3DUniform", "Textures", "Variables", "VisualShaderNodeTexture3DUniform", TTR("3D texture uniform lookup.")));
  4469. // TRANSFORM
  4470. add_options.push_back(AddOption("TransformFunc", "Transform", "Common", "VisualShaderNodeTransformFunc", TTR("Transform function."), {}, VisualShaderNode::PORT_TYPE_TRANSFORM));
  4471. add_options.push_back(AddOption("TransformOp", "Transform", "Common", "VisualShaderNodeTransformOp", TTR("Transform operator."), {}, VisualShaderNode::PORT_TYPE_TRANSFORM));
  4472. 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));
  4473. add_options.push_back(AddOption("TransformCompose", "Transform", "Composition", "VisualShaderNodeTransformCompose", TTR("Composes transform from four vectors."), {}, VisualShaderNode::PORT_TYPE_TRANSFORM));
  4474. add_options.push_back(AddOption("TransformDecompose", "Transform", "Composition", "VisualShaderNodeTransformDecompose", TTR("Decomposes transform to four vectors.")));
  4475. add_options.push_back(AddOption("Determinant", "Transform", "Functions", "VisualShaderNodeDeterminant", TTR("Calculates the determinant of a transform."), {}, VisualShaderNode::PORT_TYPE_SCALAR));
  4476. 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));
  4477. add_options.push_back(AddOption("Inverse", "Transform", "Functions", "VisualShaderNodeTransformFunc", TTR("Calculates the inverse of a transform."), { VisualShaderNodeTransformFunc::FUNC_INVERSE }, VisualShaderNode::PORT_TYPE_TRANSFORM));
  4478. add_options.push_back(AddOption("Transpose", "Transform", "Functions", "VisualShaderNodeTransformFunc", TTR("Calculates the transpose of a transform."), { VisualShaderNodeTransformFunc::FUNC_TRANSPOSE }, VisualShaderNode::PORT_TYPE_TRANSFORM));
  4479. add_options.push_back(AddOption("Add", "Transform", "Operators", "VisualShaderNodeTransformOp", TTR("Sums two transforms."), { VisualShaderNodeTransformOp::OP_ADD }, VisualShaderNode::PORT_TYPE_TRANSFORM));
  4480. add_options.push_back(AddOption("Divide", "Transform", "Operators", "VisualShaderNodeTransformOp", TTR("Divides two transforms."), { VisualShaderNodeTransformOp::OP_A_DIV_B }, VisualShaderNode::PORT_TYPE_TRANSFORM));
  4481. add_options.push_back(AddOption("Multiply", "Transform", "Operators", "VisualShaderNodeTransformOp", TTR("Multiplies two transforms."), { VisualShaderNodeTransformOp::OP_AxB }, VisualShaderNode::PORT_TYPE_TRANSFORM));
  4482. 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));
  4483. add_options.push_back(AddOption("Subtract", "Transform", "Operators", "VisualShaderNodeTransformOp", TTR("Subtracts two transforms."), { VisualShaderNodeTransformOp::OP_A_MINUS_B }, VisualShaderNode::PORT_TYPE_TRANSFORM));
  4484. add_options.push_back(AddOption("TransformVectorMult", "Transform", "Operators", "VisualShaderNodeTransformVecMult", TTR("Multiplies vector by transform."), {}, VisualShaderNode::PORT_TYPE_VECTOR_3D));
  4485. add_options.push_back(AddOption("TransformConstant", "Transform", "Variables", "VisualShaderNodeTransformConstant", TTR("Transform constant."), {}, VisualShaderNode::PORT_TYPE_TRANSFORM));
  4486. add_options.push_back(AddOption("TransformUniform", "Transform", "Variables", "VisualShaderNodeTransformUniform", TTR("Transform uniform."), {}, VisualShaderNode::PORT_TYPE_TRANSFORM));
  4487. // VECTOR
  4488. add_options.push_back(AddOption("VectorFunc", "Vector", "Common", "VisualShaderNodeVectorFunc", TTR("Vector function."), {}, VisualShaderNode::PORT_TYPE_VECTOR_3D));
  4489. add_options.push_back(AddOption("VectorOp", "Vector", "Common", "VisualShaderNodeVectorOp", TTR("Vector operator."), {}, VisualShaderNode::PORT_TYPE_VECTOR_3D));
  4490. add_options.push_back(AddOption("VectorCompose", "Vector", "Common", "VisualShaderNodeVectorCompose", TTR("Composes vector from three scalars.")));
  4491. add_options.push_back(AddOption("VectorDecompose", "Vector", "Common", "VisualShaderNodeVectorDecompose", TTR("Decomposes vector to three scalars.")));
  4492. add_options.push_back(AddOption("Vector2Compose", "Vector", "Composition", "VisualShaderNodeVectorCompose", TTR("Composes 2D vector from three scalars."), { VisualShaderNodeVectorCompose::OP_TYPE_VECTOR_2D }, VisualShaderNode::PORT_TYPE_VECTOR_2D));
  4493. add_options.push_back(AddOption("Vector2Decompose", "Vector", "Composition", "VisualShaderNodeVectorDecompose", TTR("Decomposes 2D vector to three scalars."), { VisualShaderNodeVectorCompose::OP_TYPE_VECTOR_2D }));
  4494. 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));
  4495. add_options.push_back(AddOption("Vector3Decompose", "Vector", "Composition", "VisualShaderNodeVectorDecompose", TTR("Decomposes 3D vector to three scalars."), { VisualShaderNodeVectorCompose::OP_TYPE_VECTOR_3D }));
  4496. 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));
  4497. 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));
  4498. 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));
  4499. 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));
  4500. 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));
  4501. 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));
  4502. 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));
  4503. 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));
  4504. 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));
  4505. 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));
  4506. 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));
  4507. 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));
  4508. 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));
  4509. 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));
  4510. 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));
  4511. 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));
  4512. 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));
  4513. 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));
  4514. 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));
  4515. 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));
  4516. 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));
  4517. 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));
  4518. 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));
  4519. 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));
  4520. 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));
  4521. 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));
  4522. 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));
  4523. 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));
  4524. 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));
  4525. 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));
  4526. 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));
  4527. 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));
  4528. 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));
  4529. add_options.push_back(AddOption("Dot", "Vector", "Functions", "VisualShaderNodeDotProduct", TTR("Calculates the dot product of two vectors."), {}, VisualShaderNode::PORT_TYPE_SCALAR));
  4530. 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));
  4531. 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));
  4532. 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));
  4533. 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));
  4534. 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));
  4535. 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));
  4536. 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));
  4537. 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));
  4538. add_options.push_back(AddOption("Fract", "Vector", "Functions", "VisualShaderNodeVectorFunc", TTR("Computes the fractional part of the argument."), { VisualShaderNodeVectorFunc::FUNC_FRAC, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_2D }, VisualShaderNode::PORT_TYPE_VECTOR_2D));
  4539. add_options.push_back(AddOption("Fract", "Vector", "Functions", "VisualShaderNodeVectorFunc", TTR("Computes the fractional part of the argument."), { VisualShaderNodeVectorFunc::FUNC_FRAC, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_3D }, VisualShaderNode::PORT_TYPE_VECTOR_3D));
  4540. 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));
  4541. 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));
  4542. 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));
  4543. add_options.push_back(AddOption("Length", "Vector", "Functions", "VisualShaderNodeVectorLen", TTR("Calculates the length of a vector."), { VisualShaderNodeVectorLen::OP_TYPE_VECTOR_2D }, VisualShaderNode::PORT_TYPE_SCALAR));
  4544. add_options.push_back(AddOption("Length", "Vector", "Functions", "VisualShaderNodeVectorLen", TTR("Calculates the length of a vector."), { VisualShaderNodeVectorLen::OP_TYPE_VECTOR_3D }, VisualShaderNode::PORT_TYPE_SCALAR));
  4545. 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));
  4546. 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));
  4547. 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));
  4548. 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));
  4549. 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));
  4550. 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));
  4551. 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));
  4552. 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));
  4553. 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));
  4554. 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));
  4555. 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));
  4556. 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));
  4557. 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));
  4558. 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));
  4559. 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));
  4560. 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));
  4561. 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));
  4562. 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));
  4563. 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));
  4564. 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));
  4565. 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));
  4566. 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));
  4567. 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));
  4568. 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));
  4569. 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));
  4570. 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));
  4571. 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));
  4572. 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));
  4573. 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));
  4574. 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));
  4575. 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));
  4576. 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));
  4577. 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));
  4578. 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));
  4579. 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));
  4580. 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));
  4581. 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));
  4582. 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));
  4583. 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));
  4584. 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));
  4585. 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));
  4586. 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));
  4587. 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));
  4588. 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));
  4589. 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));
  4590. 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));
  4591. 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));
  4592. 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));
  4593. 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));
  4594. 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));
  4595. 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));
  4596. 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));
  4597. 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));
  4598. 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));
  4599. 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));
  4600. 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));
  4601. 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));
  4602. 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));
  4603. 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));
  4604. 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));
  4605. 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));
  4606. 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));
  4607. 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));
  4608. 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));
  4609. 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));
  4610. 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));
  4611. 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));
  4612. 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));
  4613. add_options.push_back(AddOption("Vector2Constant", "Vector", "Variables", "VisualShaderNodeVec2Constant", TTR("2D vector constant."), {}, VisualShaderNode::PORT_TYPE_VECTOR_2D));
  4614. add_options.push_back(AddOption("Vector2Uniform", "Vector", "Variables", "VisualShaderNodeVec2Uniform", TTR("2D vector uniform."), {}, VisualShaderNode::PORT_TYPE_VECTOR_2D));
  4615. add_options.push_back(AddOption("Vector3Constant", "Vector", "Variables", "VisualShaderNodeVec3Constant", TTR("3D vector constant."), {}, VisualShaderNode::PORT_TYPE_VECTOR_3D));
  4616. add_options.push_back(AddOption("Vector3Uniform", "Vector", "Variables", "VisualShaderNodeVec3Uniform", TTR("3D vector uniform."), {}, VisualShaderNode::PORT_TYPE_VECTOR_3D));
  4617. // SPECIAL
  4618. add_options.push_back(AddOption("Comment", "Special", "", "VisualShaderNodeComment", TTR("A rectangular area with a description string for better graph organization.")));
  4619. 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.")));
  4620. 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.")));
  4621. add_options.push_back(AddOption("UniformRef", "Special", "", "VisualShaderNodeUniformRef", TTR("A reference to an existing uniform.")));
  4622. add_options.push_back(AddOption("VaryingGetter", "Special", "", "VisualShaderNodeVaryingGetter", TTR("Get varying parameter."), {}, -1, TYPE_FLAGS_FRAGMENT | TYPE_FLAGS_LIGHT, Shader::MODE_SPATIAL));
  4623. add_options.push_back(AddOption("VaryingSetter", "Special", "", "VisualShaderNodeVaryingSetter", TTR("Set varying parameter."), {}, -1, TYPE_FLAGS_VERTEX | TYPE_FLAGS_FRAGMENT, Shader::MODE_SPATIAL));
  4624. add_options.push_back(AddOption("VaryingGetter", "Special", "", "VisualShaderNodeVaryingGetter", TTR("Get varying parameter."), {}, -1, TYPE_FLAGS_FRAGMENT | TYPE_FLAGS_LIGHT, Shader::MODE_CANVAS_ITEM));
  4625. add_options.push_back(AddOption("VaryingSetter", "Special", "", "VisualShaderNodeVaryingSetter", TTR("Set varying parameter."), {}, -1, TYPE_FLAGS_VERTEX | TYPE_FLAGS_FRAGMENT, Shader::MODE_CANVAS_ITEM));
  4626. custom_node_option_idx = add_options.size();
  4627. /////////////////////////////////////////////////////////////////////
  4628. _update_options_menu();
  4629. undo_redo = EditorNode::get_singleton()->get_undo_redo();
  4630. Ref<VisualShaderNodePluginDefault> default_plugin;
  4631. default_plugin.instantiate();
  4632. add_plugin(default_plugin);
  4633. graph_plugin.instantiate();
  4634. property_editor = memnew(CustomPropertyEditor);
  4635. add_child(property_editor);
  4636. property_editor->connect("variant_changed", callable_mp(this, &VisualShaderEditor::_port_edited));
  4637. }
  4638. /////////////////
  4639. void VisualShaderEditorPlugin::edit(Object *p_object) {
  4640. visual_shader_editor->edit(Object::cast_to<VisualShader>(p_object));
  4641. }
  4642. bool VisualShaderEditorPlugin::handles(Object *p_object) const {
  4643. return p_object->is_class("VisualShader");
  4644. }
  4645. void VisualShaderEditorPlugin::make_visible(bool p_visible) {
  4646. if (p_visible) {
  4647. //editor->hide_animation_player_editors();
  4648. //editor->animation_panel_make_visible(true);
  4649. button->show();
  4650. EditorNode::get_singleton()->make_bottom_panel_item_visible(visual_shader_editor);
  4651. visual_shader_editor->update_nodes();
  4652. visual_shader_editor->set_process_input(true);
  4653. //visual_shader_editor->set_process(true);
  4654. } else {
  4655. if (visual_shader_editor->is_visible_in_tree()) {
  4656. EditorNode::get_singleton()->hide_bottom_panel();
  4657. }
  4658. button->hide();
  4659. visual_shader_editor->set_process_input(false);
  4660. //visual_shader_editor->set_process(false);
  4661. }
  4662. }
  4663. VisualShaderEditorPlugin::VisualShaderEditorPlugin() {
  4664. visual_shader_editor = memnew(VisualShaderEditor);
  4665. visual_shader_editor->set_custom_minimum_size(Size2(0, 300) * EDSCALE);
  4666. button = EditorNode::get_singleton()->add_bottom_panel_item(TTR("VisualShader"), visual_shader_editor);
  4667. button->hide();
  4668. }
  4669. VisualShaderEditorPlugin::~VisualShaderEditorPlugin() {
  4670. }
  4671. ////////////////
  4672. class VisualShaderNodePluginInputEditor : public OptionButton {
  4673. GDCLASS(VisualShaderNodePluginInputEditor, OptionButton);
  4674. Ref<VisualShaderNodeInput> input;
  4675. public:
  4676. void _notification(int p_what) {
  4677. switch (p_what) {
  4678. case NOTIFICATION_READY: {
  4679. connect("item_selected", callable_mp(this, &VisualShaderNodePluginInputEditor::_item_selected));
  4680. } break;
  4681. }
  4682. }
  4683. void _item_selected(int p_item) {
  4684. VisualShaderEditor *editor = VisualShaderEditor::get_singleton();
  4685. if (editor) {
  4686. editor->call_deferred(SNAME("_input_select_item"), input, get_item_text(p_item));
  4687. }
  4688. }
  4689. void setup(const Ref<VisualShaderNodeInput> &p_input) {
  4690. input = p_input;
  4691. Ref<Texture2D> type_icon[7] = {
  4692. EditorNode::get_singleton()->get_gui_base()->get_theme_icon(SNAME("float"), SNAME("EditorIcons")),
  4693. EditorNode::get_singleton()->get_gui_base()->get_theme_icon(SNAME("int"), SNAME("EditorIcons")),
  4694. EditorNode::get_singleton()->get_gui_base()->get_theme_icon(SNAME("Vector2"), SNAME("EditorIcons")),
  4695. EditorNode::get_singleton()->get_gui_base()->get_theme_icon(SNAME("Vector3"), SNAME("EditorIcons")),
  4696. EditorNode::get_singleton()->get_gui_base()->get_theme_icon(SNAME("bool"), SNAME("EditorIcons")),
  4697. EditorNode::get_singleton()->get_gui_base()->get_theme_icon(SNAME("Transform3D"), SNAME("EditorIcons")),
  4698. EditorNode::get_singleton()->get_gui_base()->get_theme_icon(SNAME("ImageTexture"), SNAME("EditorIcons")),
  4699. };
  4700. add_item("[None]");
  4701. int to_select = -1;
  4702. for (int i = 0; i < input->get_input_index_count(); i++) {
  4703. if (input->get_input_name() == input->get_input_index_name(i)) {
  4704. to_select = i + 1;
  4705. }
  4706. add_icon_item(type_icon[input->get_input_index_type(i)], input->get_input_index_name(i));
  4707. }
  4708. if (to_select >= 0) {
  4709. select(to_select);
  4710. }
  4711. }
  4712. };
  4713. ////////////////
  4714. class VisualShaderNodePluginVaryingEditor : public OptionButton {
  4715. GDCLASS(VisualShaderNodePluginVaryingEditor, OptionButton);
  4716. Ref<VisualShaderNodeVarying> varying;
  4717. public:
  4718. void _notification(int p_what) {
  4719. if (p_what == NOTIFICATION_READY) {
  4720. connect("item_selected", callable_mp(this, &VisualShaderNodePluginVaryingEditor::_item_selected));
  4721. }
  4722. }
  4723. void _item_selected(int p_item) {
  4724. VisualShaderEditor *editor = VisualShaderEditor::get_singleton();
  4725. if (editor) {
  4726. editor->call_deferred(SNAME("_varying_select_item"), varying, get_item_text(p_item));
  4727. }
  4728. }
  4729. void setup(const Ref<VisualShaderNodeVarying> &p_varying, VisualShader::Type p_type) {
  4730. varying = p_varying;
  4731. Ref<Texture2D> type_icon[] = {
  4732. EditorNode::get_singleton()->get_gui_base()->get_theme_icon(SNAME("float"), SNAME("EditorIcons")),
  4733. EditorNode::get_singleton()->get_gui_base()->get_theme_icon(SNAME("Vector2"), SNAME("EditorIcons")),
  4734. EditorNode::get_singleton()->get_gui_base()->get_theme_icon(SNAME("Vector3"), SNAME("EditorIcons")),
  4735. EditorNode::get_singleton()->get_gui_base()->get_theme_icon(SNAME("Color"), SNAME("EditorIcons")),
  4736. EditorNode::get_singleton()->get_gui_base()->get_theme_icon(SNAME("Transform3D"), SNAME("EditorIcons")),
  4737. };
  4738. bool is_getter = Ref<VisualShaderNodeVaryingGetter>(p_varying.ptr()).is_valid();
  4739. add_item("[None]");
  4740. int to_select = -1;
  4741. for (int i = 0, j = 0; i < varying->get_varyings_count(); i++) {
  4742. VisualShader::VaryingMode mode = varying->get_varying_mode_by_index(i);
  4743. if (is_getter) {
  4744. if (mode == VisualShader::VARYING_MODE_FRAG_TO_LIGHT) {
  4745. if (p_type != VisualShader::TYPE_LIGHT) {
  4746. j++;
  4747. continue;
  4748. }
  4749. } else {
  4750. if (p_type != VisualShader::TYPE_FRAGMENT && p_type != VisualShader::TYPE_LIGHT) {
  4751. j++;
  4752. continue;
  4753. }
  4754. }
  4755. } else {
  4756. if (mode == VisualShader::VARYING_MODE_FRAG_TO_LIGHT) {
  4757. if (p_type != VisualShader::TYPE_FRAGMENT) {
  4758. j++;
  4759. continue;
  4760. }
  4761. } else {
  4762. if (p_type != VisualShader::TYPE_VERTEX) {
  4763. j++;
  4764. continue;
  4765. }
  4766. }
  4767. }
  4768. if (varying->get_varying_name() == varying->get_varying_name_by_index(i)) {
  4769. to_select = i - j + 1;
  4770. }
  4771. add_icon_item(type_icon[varying->get_varying_type_by_index(i)], varying->get_varying_name_by_index(i));
  4772. }
  4773. if (to_select >= 0) {
  4774. select(to_select);
  4775. }
  4776. }
  4777. };
  4778. ////////////////
  4779. class VisualShaderNodePluginUniformRefEditor : public OptionButton {
  4780. GDCLASS(VisualShaderNodePluginUniformRefEditor, OptionButton);
  4781. Ref<VisualShaderNodeUniformRef> uniform_ref;
  4782. public:
  4783. void _notification(int p_what) {
  4784. switch (p_what) {
  4785. case NOTIFICATION_READY: {
  4786. connect("item_selected", callable_mp(this, &VisualShaderNodePluginUniformRefEditor::_item_selected));
  4787. } break;
  4788. }
  4789. }
  4790. void _item_selected(int p_item) {
  4791. VisualShaderEditor *editor = VisualShaderEditor::get_singleton();
  4792. if (editor) {
  4793. editor->call_deferred(SNAME("_uniform_select_item"), uniform_ref, get_item_text(p_item));
  4794. }
  4795. }
  4796. void setup(const Ref<VisualShaderNodeUniformRef> &p_uniform_ref) {
  4797. uniform_ref = p_uniform_ref;
  4798. Ref<Texture2D> type_icon[8] = {
  4799. EditorNode::get_singleton()->get_gui_base()->get_theme_icon(SNAME("float"), SNAME("EditorIcons")),
  4800. EditorNode::get_singleton()->get_gui_base()->get_theme_icon(SNAME("int"), SNAME("EditorIcons")),
  4801. EditorNode::get_singleton()->get_gui_base()->get_theme_icon(SNAME("bool"), SNAME("EditorIcons")),
  4802. EditorNode::get_singleton()->get_gui_base()->get_theme_icon(SNAME("Vector2"), SNAME("EditorIcons")),
  4803. EditorNode::get_singleton()->get_gui_base()->get_theme_icon(SNAME("Vector3"), SNAME("EditorIcons")),
  4804. EditorNode::get_singleton()->get_gui_base()->get_theme_icon(SNAME("Transform3D"), SNAME("EditorIcons")),
  4805. EditorNode::get_singleton()->get_gui_base()->get_theme_icon(SNAME("Color"), SNAME("EditorIcons")),
  4806. EditorNode::get_singleton()->get_gui_base()->get_theme_icon(SNAME("ImageTexture"), SNAME("EditorIcons")),
  4807. };
  4808. add_item("[None]");
  4809. int to_select = -1;
  4810. for (int i = 0; i < p_uniform_ref->get_uniforms_count(); i++) {
  4811. if (p_uniform_ref->get_uniform_name() == p_uniform_ref->get_uniform_name_by_index(i)) {
  4812. to_select = i + 1;
  4813. }
  4814. add_icon_item(type_icon[p_uniform_ref->get_uniform_type_by_index(i)], p_uniform_ref->get_uniform_name_by_index(i));
  4815. }
  4816. if (to_select >= 0) {
  4817. select(to_select);
  4818. }
  4819. }
  4820. };
  4821. ////////////////
  4822. class VisualShaderNodePluginDefaultEditor : public VBoxContainer {
  4823. GDCLASS(VisualShaderNodePluginDefaultEditor, VBoxContainer);
  4824. Ref<Resource> parent_resource;
  4825. int node_id;
  4826. VisualShader::Type shader_type;
  4827. public:
  4828. void _property_changed(const String &p_property, const Variant &p_value, const String &p_field = "", bool p_changing = false) {
  4829. if (p_changing) {
  4830. return;
  4831. }
  4832. UndoRedo *undo_redo = EditorNode::get_singleton()->get_undo_redo();
  4833. updating = true;
  4834. undo_redo->create_action(TTR("Edit Visual Property:") + " " + p_property, UndoRedo::MERGE_ENDS);
  4835. undo_redo->add_do_property(node.ptr(), p_property, p_value);
  4836. undo_redo->add_undo_property(node.ptr(), p_property, node->get(p_property));
  4837. if (p_value.get_type() == Variant::OBJECT) {
  4838. RES prev_res = node->get(p_property);
  4839. RES curr_res = p_value;
  4840. if (curr_res.is_null()) {
  4841. undo_redo->add_do_method(this, "_open_inspector", (RES)parent_resource.ptr());
  4842. } else {
  4843. undo_redo->add_do_method(this, "_open_inspector", (RES)curr_res.ptr());
  4844. }
  4845. if (!prev_res.is_null()) {
  4846. undo_redo->add_undo_method(this, "_open_inspector", (RES)prev_res.ptr());
  4847. } else {
  4848. undo_redo->add_undo_method(this, "_open_inspector", (RES)parent_resource.ptr());
  4849. }
  4850. }
  4851. if (p_property != "constant") {
  4852. VisualShaderEditor *editor = VisualShaderEditor::get_singleton();
  4853. if (editor) {
  4854. VisualShaderGraphPlugin *graph_plugin = editor->get_graph_plugin();
  4855. if (graph_plugin) {
  4856. undo_redo->add_do_method(graph_plugin, "update_node_deferred", shader_type, node_id);
  4857. undo_redo->add_undo_method(graph_plugin, "update_node_deferred", shader_type, node_id);
  4858. }
  4859. }
  4860. }
  4861. undo_redo->commit_action();
  4862. updating = false;
  4863. }
  4864. void _node_changed() {
  4865. if (updating) {
  4866. return;
  4867. }
  4868. for (int i = 0; i < properties.size(); i++) {
  4869. properties[i]->update_property();
  4870. }
  4871. }
  4872. void _resource_selected(const String &p_path, RES p_resource) {
  4873. _open_inspector(p_resource);
  4874. }
  4875. void _open_inspector(RES p_resource) {
  4876. InspectorDock::get_inspector_singleton()->edit(p_resource.ptr());
  4877. }
  4878. bool updating;
  4879. Ref<VisualShaderNode> node;
  4880. Vector<EditorProperty *> properties;
  4881. Vector<Label *> prop_names;
  4882. void _show_prop_names(bool p_show) {
  4883. for (int i = 0; i < prop_names.size(); i++) {
  4884. prop_names[i]->set_visible(p_show);
  4885. }
  4886. }
  4887. void setup(Ref<Resource> p_parent_resource, Vector<EditorProperty *> p_properties, const Vector<StringName> &p_names, const Map<StringName, String> &p_overrided_names, Ref<VisualShaderNode> p_node) {
  4888. parent_resource = p_parent_resource;
  4889. updating = false;
  4890. node = p_node;
  4891. properties = p_properties;
  4892. node_id = (int)p_node->get_meta("id");
  4893. shader_type = VisualShader::Type((int)p_node->get_meta("shader_type"));
  4894. for (int i = 0; i < p_properties.size(); i++) {
  4895. HBoxContainer *hbox = memnew(HBoxContainer);
  4896. hbox->set_h_size_flags(SIZE_EXPAND_FILL);
  4897. add_child(hbox);
  4898. Label *prop_name = memnew(Label);
  4899. String prop_name_str = p_names[i];
  4900. if (p_overrided_names.has(p_names[i])) {
  4901. prop_name_str = p_overrided_names[p_names[i]] + ":";
  4902. } else {
  4903. prop_name_str = prop_name_str.capitalize() + ":";
  4904. }
  4905. prop_name->set_text(prop_name_str);
  4906. prop_name->set_visible(false);
  4907. hbox->add_child(prop_name);
  4908. prop_names.push_back(prop_name);
  4909. p_properties[i]->set_h_size_flags(SIZE_EXPAND_FILL);
  4910. hbox->add_child(p_properties[i]);
  4911. bool res_prop = Object::cast_to<EditorPropertyResource>(p_properties[i]);
  4912. if (res_prop) {
  4913. p_properties[i]->connect("resource_selected", callable_mp(this, &VisualShaderNodePluginDefaultEditor::_resource_selected));
  4914. }
  4915. properties[i]->connect("property_changed", callable_mp(this, &VisualShaderNodePluginDefaultEditor::_property_changed));
  4916. properties[i]->set_object_and_property(node.ptr(), p_names[i]);
  4917. properties[i]->update_property();
  4918. properties[i]->set_name_split_ratio(0);
  4919. }
  4920. node->connect("changed", callable_mp(this, &VisualShaderNodePluginDefaultEditor::_node_changed));
  4921. }
  4922. static void _bind_methods() {
  4923. ClassDB::bind_method("_open_inspector", &VisualShaderNodePluginDefaultEditor::_open_inspector); // Used by UndoRedo.
  4924. ClassDB::bind_method("_show_prop_names", &VisualShaderNodePluginDefaultEditor::_show_prop_names); // Used with call_deferred.
  4925. }
  4926. };
  4927. Control *VisualShaderNodePluginDefault::create_editor(const Ref<Resource> &p_parent_resource, const Ref<VisualShaderNode> &p_node) {
  4928. Ref<VisualShader> p_shader = Ref<VisualShader>(p_parent_resource.ptr());
  4929. if (p_shader.is_valid() && (p_node->is_class("VisualShaderNodeVaryingGetter") || p_node->is_class("VisualShaderNodeVaryingSetter"))) {
  4930. VisualShaderNodePluginVaryingEditor *editor = memnew(VisualShaderNodePluginVaryingEditor);
  4931. editor->setup(p_node, p_shader->get_shader_type());
  4932. return editor;
  4933. }
  4934. if (p_node->is_class("VisualShaderNodeUniformRef")) {
  4935. VisualShaderNodePluginUniformRefEditor *editor = memnew(VisualShaderNodePluginUniformRefEditor);
  4936. editor->setup(p_node);
  4937. return editor;
  4938. }
  4939. if (p_node->is_class("VisualShaderNodeInput")) {
  4940. VisualShaderNodePluginInputEditor *editor = memnew(VisualShaderNodePluginInputEditor);
  4941. editor->setup(p_node);
  4942. return editor;
  4943. }
  4944. Vector<StringName> properties = p_node->get_editable_properties();
  4945. if (properties.size() == 0) {
  4946. return nullptr;
  4947. }
  4948. List<PropertyInfo> props;
  4949. p_node->get_property_list(&props);
  4950. Vector<PropertyInfo> pinfo;
  4951. for (const PropertyInfo &E : props) {
  4952. for (int i = 0; i < properties.size(); i++) {
  4953. if (E.name == String(properties[i])) {
  4954. pinfo.push_back(E);
  4955. }
  4956. }
  4957. }
  4958. if (pinfo.size() == 0) {
  4959. return nullptr;
  4960. }
  4961. properties.clear();
  4962. Ref<VisualShaderNode> node = p_node;
  4963. Vector<EditorProperty *> editors;
  4964. for (int i = 0; i < pinfo.size(); i++) {
  4965. EditorProperty *prop = EditorInspector::instantiate_property_editor(node.ptr(), pinfo[i].type, pinfo[i].name, pinfo[i].hint, pinfo[i].hint_string, pinfo[i].usage);
  4966. if (!prop) {
  4967. return nullptr;
  4968. }
  4969. if (Object::cast_to<EditorPropertyResource>(prop)) {
  4970. Object::cast_to<EditorPropertyResource>(prop)->set_use_sub_inspector(false);
  4971. prop->set_custom_minimum_size(Size2(100 * EDSCALE, 0));
  4972. } else if (Object::cast_to<EditorPropertyTransform3D>(prop) || Object::cast_to<EditorPropertyVector3>(prop)) {
  4973. prop->set_custom_minimum_size(Size2(250 * EDSCALE, 0));
  4974. } else if (Object::cast_to<EditorPropertyFloat>(prop)) {
  4975. prop->set_custom_minimum_size(Size2(100 * EDSCALE, 0));
  4976. } else if (Object::cast_to<EditorPropertyEnum>(prop)) {
  4977. prop->set_custom_minimum_size(Size2(100 * EDSCALE, 0));
  4978. Object::cast_to<EditorPropertyEnum>(prop)->set_option_button_clip(false);
  4979. }
  4980. editors.push_back(prop);
  4981. properties.push_back(pinfo[i].name);
  4982. }
  4983. VisualShaderNodePluginDefaultEditor *editor = memnew(VisualShaderNodePluginDefaultEditor);
  4984. editor->setup(p_parent_resource, editors, properties, p_node->get_editable_properties_names(), p_node);
  4985. return editor;
  4986. }
  4987. void EditorPropertyShaderMode::_option_selected(int p_which) {
  4988. VisualShaderEditor *editor = VisualShaderEditor::get_singleton();
  4989. if (!editor) {
  4990. return;
  4991. }
  4992. //will not use this, instead will do all the logic setting manually
  4993. //emit_signal(SNAME("property_changed"), get_edited_property(), p_which);
  4994. Ref<VisualShader> visual_shader(Object::cast_to<VisualShader>(get_edited_object()));
  4995. if (visual_shader->get_mode() == p_which) {
  4996. return;
  4997. }
  4998. UndoRedo *undo_redo = EditorNode::get_singleton()->get_undo_redo();
  4999. undo_redo->create_action(TTR("Visual Shader Mode Changed"));
  5000. //do is easy
  5001. undo_redo->add_do_method(visual_shader.ptr(), "set_mode", p_which);
  5002. undo_redo->add_undo_method(visual_shader.ptr(), "set_mode", visual_shader->get_mode());
  5003. undo_redo->add_do_method(editor, "_set_mode", p_which);
  5004. undo_redo->add_undo_method(editor, "_set_mode", visual_shader->get_mode());
  5005. //now undo is hell
  5006. //1. restore connections to output
  5007. for (int i = 0; i < VisualShader::TYPE_MAX; i++) {
  5008. VisualShader::Type type = VisualShader::Type(i);
  5009. List<VisualShader::Connection> conns;
  5010. visual_shader->get_node_connections(type, &conns);
  5011. for (const VisualShader::Connection &E : conns) {
  5012. if (E.to_node == VisualShader::NODE_ID_OUTPUT) {
  5013. undo_redo->add_undo_method(visual_shader.ptr(), "connect_nodes", type, E.from_node, E.from_port, E.to_node, E.to_port);
  5014. }
  5015. }
  5016. }
  5017. //2. restore input indices
  5018. for (int i = 0; i < VisualShader::TYPE_MAX; i++) {
  5019. VisualShader::Type type = VisualShader::Type(i);
  5020. Vector<int> nodes = visual_shader->get_node_list(type);
  5021. for (int j = 0; j < nodes.size(); j++) {
  5022. Ref<VisualShaderNodeInput> input = visual_shader->get_node(type, nodes[j]);
  5023. if (!input.is_valid()) {
  5024. continue;
  5025. }
  5026. undo_redo->add_undo_method(input.ptr(), "set_input_name", input->get_input_name());
  5027. }
  5028. }
  5029. //3. restore enums and flags
  5030. List<PropertyInfo> props;
  5031. visual_shader->get_property_list(&props);
  5032. for (const PropertyInfo &E : props) {
  5033. if (E.name.begins_with("flags/") || E.name.begins_with("modes/")) {
  5034. undo_redo->add_undo_property(visual_shader.ptr(), E.name, visual_shader->get(E.name));
  5035. }
  5036. }
  5037. //4. delete varyings (if needed)
  5038. if (p_which == VisualShader::MODE_PARTICLES || p_which == VisualShader::MODE_SKY || p_which == VisualShader::MODE_FOG) {
  5039. int var_count = visual_shader->get_varyings_count();
  5040. if (var_count > 0) {
  5041. for (int i = 0; i < var_count; i++) {
  5042. const VisualShader::Varying *var = visual_shader->get_varying_by_index(i);
  5043. undo_redo->add_do_method(visual_shader.ptr(), "remove_varying", var->name);
  5044. undo_redo->add_undo_method(visual_shader.ptr(), "add_varying", var->name, var->mode, var->type);
  5045. }
  5046. undo_redo->add_do_method(editor, "_update_varyings");
  5047. undo_redo->add_undo_method(editor, "_update_varyings");
  5048. }
  5049. }
  5050. undo_redo->add_do_method(editor, "_update_nodes");
  5051. undo_redo->add_undo_method(editor, "_update_nodes");
  5052. undo_redo->add_do_method(editor, "_update_graph");
  5053. undo_redo->add_undo_method(editor, "_update_graph");
  5054. undo_redo->commit_action();
  5055. }
  5056. void EditorPropertyShaderMode::update_property() {
  5057. int which = get_edited_object()->get(get_edited_property());
  5058. options->select(which);
  5059. }
  5060. void EditorPropertyShaderMode::setup(const Vector<String> &p_options) {
  5061. for (int i = 0; i < p_options.size(); i++) {
  5062. options->add_item(p_options[i], i);
  5063. }
  5064. }
  5065. void EditorPropertyShaderMode::set_option_button_clip(bool p_enable) {
  5066. options->set_clip_text(p_enable);
  5067. }
  5068. void EditorPropertyShaderMode::_bind_methods() {
  5069. }
  5070. EditorPropertyShaderMode::EditorPropertyShaderMode() {
  5071. options = memnew(OptionButton);
  5072. options->set_clip_text(true);
  5073. add_child(options);
  5074. add_focusable(options);
  5075. options->connect("item_selected", callable_mp(this, &EditorPropertyShaderMode::_option_selected));
  5076. }
  5077. bool EditorInspectorShaderModePlugin::can_handle(Object *p_object) {
  5078. return true; // Can handle everything.
  5079. }
  5080. 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) {
  5081. if (p_path == "mode" && p_object->is_class("VisualShader") && p_type == Variant::INT) {
  5082. EditorPropertyShaderMode *editor = memnew(EditorPropertyShaderMode);
  5083. Vector<String> options = p_hint_text.split(",");
  5084. editor->setup(options);
  5085. add_property_editor(p_path, editor);
  5086. return true;
  5087. }
  5088. return false;
  5089. }
  5090. //////////////////////////////////
  5091. void VisualShaderNodePortPreview::_shader_changed() {
  5092. if (shader.is_null()) {
  5093. return;
  5094. }
  5095. Vector<VisualShader::DefaultTextureParam> default_textures;
  5096. String shader_code = shader->generate_preview_shader(type, node, port, default_textures);
  5097. Ref<Shader> preview_shader;
  5098. preview_shader.instantiate();
  5099. preview_shader->set_code(shader_code);
  5100. for (int i = 0; i < default_textures.size(); i++) {
  5101. for (int j = 0; j < default_textures[i].params.size(); j++) {
  5102. preview_shader->set_default_texture_param(default_textures[i].name, default_textures[i].params[j], j);
  5103. }
  5104. }
  5105. Ref<ShaderMaterial> material;
  5106. material.instantiate();
  5107. material->set_shader(preview_shader);
  5108. //find if a material is also being edited and copy parameters to this one
  5109. for (int i = EditorNode::get_singleton()->get_editor_history()->get_path_size() - 1; i >= 0; i--) {
  5110. Object *object = ObjectDB::get_instance(EditorNode::get_singleton()->get_editor_history()->get_path_object(i));
  5111. ShaderMaterial *src_mat;
  5112. if (!object) {
  5113. continue;
  5114. }
  5115. if (object->has_method("get_material_override")) { // trying getting material from MeshInstance
  5116. src_mat = Object::cast_to<ShaderMaterial>(object->call("get_material_override"));
  5117. } else if (object->has_method("get_material")) { // from CanvasItem/Node2D
  5118. src_mat = Object::cast_to<ShaderMaterial>(object->call("get_material"));
  5119. } else {
  5120. src_mat = Object::cast_to<ShaderMaterial>(object);
  5121. }
  5122. if (src_mat && src_mat->get_shader().is_valid()) {
  5123. List<PropertyInfo> params;
  5124. src_mat->get_shader()->get_param_list(&params);
  5125. for (const PropertyInfo &E : params) {
  5126. material->set(E.name, src_mat->get(E.name));
  5127. }
  5128. }
  5129. }
  5130. set_material(material);
  5131. }
  5132. void VisualShaderNodePortPreview::setup(const Ref<VisualShader> &p_shader, VisualShader::Type p_type, int p_node, int p_port) {
  5133. shader = p_shader;
  5134. shader->connect("changed", callable_mp(this, &VisualShaderNodePortPreview::_shader_changed));
  5135. type = p_type;
  5136. port = p_port;
  5137. node = p_node;
  5138. update();
  5139. _shader_changed();
  5140. }
  5141. Size2 VisualShaderNodePortPreview::get_minimum_size() const {
  5142. return Size2(100, 100) * EDSCALE;
  5143. }
  5144. void VisualShaderNodePortPreview::_notification(int p_what) {
  5145. switch (p_what) {
  5146. case NOTIFICATION_DRAW: {
  5147. Vector<Vector2> points = {
  5148. Vector2(),
  5149. Vector2(get_size().width, 0),
  5150. get_size(),
  5151. Vector2(0, get_size().height)
  5152. };
  5153. Vector<Vector2> uvs = {
  5154. Vector2(0, 0),
  5155. Vector2(1, 0),
  5156. Vector2(1, 1),
  5157. Vector2(0, 1)
  5158. };
  5159. Vector<Color> colors = {
  5160. Color(1, 1, 1, 1),
  5161. Color(1, 1, 1, 1),
  5162. Color(1, 1, 1, 1),
  5163. Color(1, 1, 1, 1)
  5164. };
  5165. draw_primitive(points, colors, uvs);
  5166. } break;
  5167. }
  5168. }
  5169. void VisualShaderNodePortPreview::_bind_methods() {
  5170. }
  5171. //////////////////////////////////
  5172. String VisualShaderConversionPlugin::converts_to() const {
  5173. return "Shader";
  5174. }
  5175. bool VisualShaderConversionPlugin::handles(const Ref<Resource> &p_resource) const {
  5176. Ref<VisualShader> vshader = p_resource;
  5177. return vshader.is_valid();
  5178. }
  5179. Ref<Resource> VisualShaderConversionPlugin::convert(const Ref<Resource> &p_resource) const {
  5180. Ref<VisualShader> vshader = p_resource;
  5181. ERR_FAIL_COND_V(!vshader.is_valid(), Ref<Resource>());
  5182. Ref<Shader> shader;
  5183. shader.instantiate();
  5184. String code = vshader->get_code();
  5185. shader->set_code(code);
  5186. return shader;
  5187. }