visual_shader_editor_plugin.cpp 366 KB

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  1. /**************************************************************************/
  2. /* visual_shader_editor_plugin.cpp */
  3. /**************************************************************************/
  4. /* This file is part of: */
  5. /* GODOT ENGINE */
  6. /* https://godotengine.org */
  7. /**************************************************************************/
  8. /* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
  9. /* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
  10. /* */
  11. /* Permission is hereby granted, free of charge, to any person obtaining */
  12. /* a copy of this software and associated documentation files (the */
  13. /* "Software"), to deal in the Software without restriction, including */
  14. /* without limitation the rights to use, copy, modify, merge, publish, */
  15. /* distribute, sublicense, and/or sell copies of the Software, and to */
  16. /* permit persons to whom the Software is furnished to do so, subject to */
  17. /* the following conditions: */
  18. /* */
  19. /* The above copyright notice and this permission notice shall be */
  20. /* included in all copies or substantial portions of the Software. */
  21. /* */
  22. /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
  23. /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
  24. /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
  25. /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
  26. /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
  27. /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
  28. /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
  29. /**************************************************************************/
  30. #include "visual_shader_editor_plugin.h"
  31. #include "core/config/project_settings.h"
  32. #include "core/io/resource_loader.h"
  33. #include "core/math/math_defs.h"
  34. #include "core/os/keyboard.h"
  35. #include "editor/editor_node.h"
  36. #include "editor/editor_properties.h"
  37. #include "editor/editor_properties_vector.h"
  38. #include "editor/editor_scale.h"
  39. #include "editor/editor_settings.h"
  40. #include "editor/editor_undo_redo_manager.h"
  41. #include "editor/filesystem_dock.h"
  42. #include "editor/inspector_dock.h"
  43. #include "editor/plugins/curve_editor_plugin.h"
  44. #include "editor/plugins/shader_editor_plugin.h"
  45. #include "scene/gui/button.h"
  46. #include "scene/gui/check_box.h"
  47. #include "scene/gui/code_edit.h"
  48. #include "scene/gui/graph_edit.h"
  49. #include "scene/gui/menu_button.h"
  50. #include "scene/gui/option_button.h"
  51. #include "scene/gui/popup.h"
  52. #include "scene/gui/rich_text_label.h"
  53. #include "scene/gui/separator.h"
  54. #include "scene/gui/tree.h"
  55. #include "scene/gui/view_panner.h"
  56. #include "scene/main/window.h"
  57. #include "scene/resources/curve_texture.h"
  58. #include "scene/resources/image_texture.h"
  59. #include "scene/resources/style_box_flat.h"
  60. #include "scene/resources/visual_shader_nodes.h"
  61. #include "scene/resources/visual_shader_particle_nodes.h"
  62. #include "servers/display_server.h"
  63. #include "servers/rendering/shader_types.h"
  64. struct FloatConstantDef {
  65. String name;
  66. float value = 0;
  67. String desc;
  68. };
  69. static FloatConstantDef float_constant_defs[] = {
  70. { "E", Math_E, TTR("E constant (2.718282). Represents the base of the natural logarithm.") },
  71. { "Epsilon", CMP_EPSILON, TTR("Epsilon constant (0.00001). Smallest possible scalar number.") },
  72. { "Phi", 1.618034f, TTR("Phi constant (1.618034). Golden ratio.") },
  73. { "Pi/4", Math_PI / 4, TTR("Pi/4 constant (0.785398) or 45 degrees.") },
  74. { "Pi/2", Math_PI / 2, TTR("Pi/2 constant (1.570796) or 90 degrees.") },
  75. { "Pi", Math_PI, TTR("Pi constant (3.141593) or 180 degrees.") },
  76. { "Tau", Math_TAU, TTR("Tau constant (6.283185) or 360 degrees.") },
  77. { "Sqrt2", Math_SQRT2, TTR("Sqrt2 constant (1.414214). Square root of 2.") }
  78. };
  79. const int MAX_FLOAT_CONST_DEFS = sizeof(float_constant_defs) / sizeof(FloatConstantDef);
  80. ///////////////////
  81. void VisualShaderNodePlugin::set_editor(VisualShaderEditor *p_editor) {
  82. vseditor = p_editor;
  83. }
  84. Control *VisualShaderNodePlugin::create_editor(const Ref<Resource> &p_parent_resource, const Ref<VisualShaderNode> &p_node) {
  85. Object *ret = nullptr;
  86. GDVIRTUAL_CALL(_create_editor, p_parent_resource, p_node, ret);
  87. return Object::cast_to<Control>(ret);
  88. }
  89. void VisualShaderNodePlugin::_bind_methods() {
  90. GDVIRTUAL_BIND(_create_editor, "parent_resource", "visual_shader_node");
  91. }
  92. ///////////////////
  93. VisualShaderGraphPlugin::VisualShaderGraphPlugin() {
  94. }
  95. void VisualShaderGraphPlugin::_bind_methods() {
  96. ClassDB::bind_method("add_node", &VisualShaderGraphPlugin::add_node);
  97. ClassDB::bind_method("remove_node", &VisualShaderGraphPlugin::remove_node);
  98. ClassDB::bind_method("connect_nodes", &VisualShaderGraphPlugin::connect_nodes);
  99. ClassDB::bind_method("disconnect_nodes", &VisualShaderGraphPlugin::disconnect_nodes);
  100. ClassDB::bind_method("set_node_position", &VisualShaderGraphPlugin::set_node_position);
  101. ClassDB::bind_method("update_node", &VisualShaderGraphPlugin::update_node);
  102. ClassDB::bind_method("update_node_deferred", &VisualShaderGraphPlugin::update_node_deferred);
  103. ClassDB::bind_method("set_input_port_default_value", &VisualShaderGraphPlugin::set_input_port_default_value);
  104. ClassDB::bind_method("set_parameter_name", &VisualShaderGraphPlugin::set_parameter_name);
  105. ClassDB::bind_method("set_expression", &VisualShaderGraphPlugin::set_expression);
  106. ClassDB::bind_method("update_curve", &VisualShaderGraphPlugin::update_curve);
  107. ClassDB::bind_method("update_curve_xyz", &VisualShaderGraphPlugin::update_curve_xyz);
  108. }
  109. void VisualShaderGraphPlugin::set_editor(VisualShaderEditor *p_editor) {
  110. editor = p_editor;
  111. }
  112. void VisualShaderGraphPlugin::register_shader(VisualShader *p_shader) {
  113. visual_shader = Ref<VisualShader>(p_shader);
  114. }
  115. void VisualShaderGraphPlugin::set_connections(const List<VisualShader::Connection> &p_connections) {
  116. connections = p_connections;
  117. }
  118. void VisualShaderGraphPlugin::show_port_preview(VisualShader::Type p_type, int p_node_id, int p_port_id, bool p_is_valid) {
  119. if (visual_shader->get_shader_type() == p_type && links.has(p_node_id) && links[p_node_id].output_ports.has(p_port_id)) {
  120. Link &link = links[p_node_id];
  121. for (const KeyValue<int, Port> &E : link.output_ports) {
  122. if (E.value.preview_button != nullptr) {
  123. E.value.preview_button->set_pressed(false);
  124. }
  125. }
  126. bool is_dirty = link.preview_pos < 0;
  127. if (!is_dirty && link.preview_visible && link.preview_box != nullptr) {
  128. link.graph_node->remove_child(link.preview_box);
  129. memdelete(link.preview_box);
  130. link.preview_box = nullptr;
  131. link.graph_node->reset_size();
  132. link.preview_visible = false;
  133. }
  134. if (p_port_id != -1 && link.output_ports[p_port_id].preview_button != nullptr) {
  135. if (is_dirty) {
  136. link.preview_pos = link.graph_node->get_child_count();
  137. }
  138. VBoxContainer *vbox = memnew(VBoxContainer);
  139. link.graph_node->add_child(vbox);
  140. link.graph_node->move_child(vbox, link.preview_pos);
  141. link.graph_node->set_slot_draw_stylebox(vbox->get_index(), false);
  142. Control *offset = memnew(Control);
  143. offset->set_custom_minimum_size(Size2(0, 5 * EDSCALE));
  144. vbox->add_child(offset);
  145. VisualShaderNodePortPreview *port_preview = memnew(VisualShaderNodePortPreview);
  146. port_preview->setup(visual_shader, visual_shader->get_shader_type(), p_node_id, p_port_id, p_is_valid);
  147. port_preview->set_h_size_flags(Control::SIZE_SHRINK_CENTER);
  148. vbox->add_child(port_preview);
  149. link.preview_visible = true;
  150. link.preview_box = vbox;
  151. link.output_ports[p_port_id].preview_button->set_pressed(true);
  152. }
  153. }
  154. }
  155. void VisualShaderGraphPlugin::update_node_deferred(VisualShader::Type p_type, int p_node_id) {
  156. call_deferred(SNAME("update_node"), p_type, p_node_id);
  157. }
  158. void VisualShaderGraphPlugin::update_node(VisualShader::Type p_type, int p_node_id) {
  159. if (p_type != visual_shader->get_shader_type() || !links.has(p_node_id)) {
  160. return;
  161. }
  162. remove_node(p_type, p_node_id, true);
  163. add_node(p_type, p_node_id, true);
  164. }
  165. void VisualShaderGraphPlugin::set_input_port_default_value(VisualShader::Type p_type, int p_node_id, int p_port_id, Variant p_value) {
  166. if (p_type != visual_shader->get_shader_type() || !links.has(p_node_id)) {
  167. return;
  168. }
  169. Button *button = links[p_node_id].input_ports[p_port_id].default_input_button;
  170. switch (p_value.get_type()) {
  171. case Variant::COLOR: {
  172. button->set_custom_minimum_size(Size2(30, 0) * EDSCALE);
  173. Callable ce = callable_mp(editor, &VisualShaderEditor::_draw_color_over_button);
  174. if (!button->is_connected("draw", ce)) {
  175. button->connect("draw", ce.bind(button, p_value));
  176. }
  177. } break;
  178. case Variant::BOOL: {
  179. button->set_text(((bool)p_value) ? "true" : "false");
  180. } break;
  181. case Variant::INT:
  182. case Variant::FLOAT: {
  183. button->set_text(String::num(p_value, 4));
  184. } break;
  185. case Variant::VECTOR2: {
  186. Vector2 v = p_value;
  187. button->set_text(String::num(v.x, 3) + "," + String::num(v.y, 3));
  188. } break;
  189. case Variant::VECTOR3: {
  190. Vector3 v = p_value;
  191. button->set_text(String::num(v.x, 3) + "," + String::num(v.y, 3) + "," + String::num(v.z, 3));
  192. } break;
  193. case Variant::QUATERNION: {
  194. Quaternion v = p_value;
  195. button->set_text(String::num(v.x, 3) + "," + String::num(v.y, 3) + "," + String::num(v.z, 3) + "," + String::num(v.w, 3));
  196. } break;
  197. default: {
  198. }
  199. }
  200. }
  201. void VisualShaderGraphPlugin::set_parameter_name(VisualShader::Type p_type, int p_node_id, const String &p_name) {
  202. if (visual_shader->get_shader_type() == p_type && links.has(p_node_id) && links[p_node_id].parameter_name != nullptr) {
  203. links[p_node_id].parameter_name->set_text(p_name);
  204. }
  205. }
  206. void VisualShaderGraphPlugin::update_curve(int p_node_id) {
  207. if (links.has(p_node_id) && links[p_node_id].curve_editors[0]) {
  208. Ref<VisualShaderNodeCurveTexture> tex = Object::cast_to<VisualShaderNodeCurveTexture>(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());
  212. }
  213. tex->emit_changed();
  214. }
  215. }
  216. void VisualShaderGraphPlugin::update_curve_xyz(int p_node_id) {
  217. 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]) {
  218. Ref<VisualShaderNodeCurveXYZTexture> tex = Object::cast_to<VisualShaderNodeCurveXYZTexture>(links[p_node_id].visual_node);
  219. ERR_FAIL_COND(!tex.is_valid());
  220. if (tex->get_texture().is_valid()) {
  221. links[p_node_id].curve_editors[0]->set_curve(tex->get_texture()->get_curve_x());
  222. links[p_node_id].curve_editors[1]->set_curve(tex->get_texture()->get_curve_y());
  223. links[p_node_id].curve_editors[2]->set_curve(tex->get_texture()->get_curve_z());
  224. }
  225. tex->emit_changed();
  226. }
  227. }
  228. int VisualShaderGraphPlugin::get_constant_index(float p_constant) const {
  229. for (int i = 0; i < MAX_FLOAT_CONST_DEFS; i++) {
  230. if (Math::is_equal_approx(p_constant, float_constant_defs[i].value)) {
  231. return i + 1;
  232. }
  233. }
  234. return 0;
  235. }
  236. void VisualShaderGraphPlugin::set_expression(VisualShader::Type p_type, int p_node_id, const String &p_expression) {
  237. if (p_type != visual_shader->get_shader_type() || !links.has(p_node_id) || !links[p_node_id].expression_edit) {
  238. return;
  239. }
  240. links[p_node_id].expression_edit->set_text(p_expression);
  241. }
  242. Ref<Script> VisualShaderGraphPlugin::get_node_script(int p_node_id) const {
  243. if (!links.has(p_node_id)) {
  244. return Ref<Script>();
  245. }
  246. Ref<VisualShaderNodeCustom> custom = Ref<VisualShaderNodeCustom>(links[p_node_id].visual_node);
  247. if (custom.is_valid()) {
  248. return custom->get_script();
  249. }
  250. return Ref<Script>();
  251. }
  252. void VisualShaderGraphPlugin::update_node_size(int p_node_id) {
  253. if (!links.has(p_node_id)) {
  254. return;
  255. }
  256. links[p_node_id].graph_node->reset_size();
  257. }
  258. void VisualShaderGraphPlugin::register_default_input_button(int p_node_id, int p_port_id, Button *p_button) {
  259. links[p_node_id].input_ports.insert(p_port_id, { p_button });
  260. }
  261. void VisualShaderGraphPlugin::register_expression_edit(int p_node_id, CodeEdit *p_expression_edit) {
  262. links[p_node_id].expression_edit = p_expression_edit;
  263. }
  264. void VisualShaderGraphPlugin::register_curve_editor(int p_node_id, int p_index, CurveEditor *p_curve_editor) {
  265. links[p_node_id].curve_editors[p_index] = p_curve_editor;
  266. }
  267. void VisualShaderGraphPlugin::update_parameter_refs() {
  268. for (KeyValue<int, Link> &E : links) {
  269. VisualShaderNodeParameterRef *ref = Object::cast_to<VisualShaderNodeParameterRef>(E.value.visual_node);
  270. if (ref) {
  271. remove_node(E.value.type, E.key, true);
  272. add_node(E.value.type, E.key, true);
  273. }
  274. }
  275. }
  276. VisualShader::Type VisualShaderGraphPlugin::get_shader_type() const {
  277. return visual_shader->get_shader_type();
  278. }
  279. void VisualShaderGraphPlugin::set_node_position(VisualShader::Type p_type, int p_id, const Vector2 &p_position) {
  280. if (visual_shader->get_shader_type() == p_type && links.has(p_id)) {
  281. links[p_id].graph_node->set_position_offset(p_position);
  282. }
  283. }
  284. bool VisualShaderGraphPlugin::is_preview_visible(int p_id) const {
  285. return links[p_id].preview_visible;
  286. }
  287. void VisualShaderGraphPlugin::clear_links() {
  288. links.clear();
  289. }
  290. void VisualShaderGraphPlugin::register_link(VisualShader::Type p_type, int p_id, VisualShaderNode *p_visual_node, GraphNode *p_graph_node) {
  291. links.insert(p_id, { p_type, p_visual_node, p_graph_node, p_visual_node->get_output_port_for_preview() != -1, -1, HashMap<int, InputPort>(), HashMap<int, Port>(), nullptr, nullptr, nullptr, { nullptr, nullptr, nullptr } });
  292. }
  293. void VisualShaderGraphPlugin::register_output_port(int p_node_id, int p_port, TextureButton *p_button) {
  294. links[p_node_id].output_ports.insert(p_port, { p_button });
  295. }
  296. void VisualShaderGraphPlugin::register_parameter_name(int p_node_id, LineEdit *p_parameter_name) {
  297. links[p_node_id].parameter_name = p_parameter_name;
  298. }
  299. void VisualShaderGraphPlugin::update_theme() {
  300. vector_expanded_color[0] = editor->get_theme_color(SNAME("axis_x_color"), SNAME("Editor")); // red
  301. vector_expanded_color[1] = editor->get_theme_color(SNAME("axis_y_color"), SNAME("Editor")); // green
  302. vector_expanded_color[2] = editor->get_theme_color(SNAME("axis_z_color"), SNAME("Editor")); // blue
  303. vector_expanded_color[3] = editor->get_theme_color(SNAME("axis_w_color"), SNAME("Editor")); // alpha
  304. }
  305. bool VisualShaderGraphPlugin::is_node_has_parameter_instances_relatively(VisualShader::Type p_type, int p_node) const {
  306. bool result = false;
  307. Ref<VisualShaderNodeParameter> parameter_node = Object::cast_to<VisualShaderNodeParameter>(visual_shader->get_node_unchecked(p_type, p_node).ptr());
  308. if (parameter_node.is_valid()) {
  309. if (parameter_node->get_qualifier() == VisualShaderNodeParameter::QUAL_INSTANCE) {
  310. return true;
  311. }
  312. }
  313. const LocalVector<int> &prev_connected_nodes = visual_shader->get_prev_connected_nodes(p_type, p_node);
  314. for (const int &E : prev_connected_nodes) {
  315. result = is_node_has_parameter_instances_relatively(p_type, E);
  316. if (result) {
  317. break;
  318. }
  319. }
  320. return result;
  321. }
  322. void VisualShaderGraphPlugin::add_node(VisualShader::Type p_type, int p_id, bool p_just_update) {
  323. if (!visual_shader.is_valid() || p_type != visual_shader->get_shader_type()) {
  324. return;
  325. }
  326. GraphEdit *graph = editor->graph;
  327. if (!graph) {
  328. return;
  329. }
  330. VisualShaderGraphPlugin *graph_plugin = editor->get_graph_plugin();
  331. if (!graph_plugin) {
  332. return;
  333. }
  334. Shader::Mode mode = visual_shader->get_mode();
  335. Control *offset;
  336. static const Color type_color[] = {
  337. Color(0.38, 0.85, 0.96), // scalar (float)
  338. Color(0.49, 0.78, 0.94), // scalar (int)
  339. Color(0.20, 0.88, 0.67), // scalar (uint)
  340. Color(0.74, 0.57, 0.95), // vector2
  341. Color(0.84, 0.49, 0.93), // vector3
  342. Color(1.0, 0.125, 0.95), // vector4
  343. Color(0.55, 0.65, 0.94), // boolean
  344. Color(0.96, 0.66, 0.43), // transform
  345. Color(1.0, 1.0, 0.0), // sampler
  346. };
  347. static const String vector_expanded_name[4] = {
  348. "red",
  349. "green",
  350. "blue",
  351. "alpha"
  352. };
  353. // Visual shader specific theme for MSDF font.
  354. Ref<Theme> vstheme;
  355. vstheme.instantiate();
  356. Ref<Font> label_font = EditorNode::get_singleton()->get_editor_theme()->get_font("main_msdf", "EditorFonts");
  357. vstheme->set_font("font", "Label", label_font);
  358. vstheme->set_font("font", "LineEdit", label_font);
  359. vstheme->set_font("font", "Button", label_font);
  360. Ref<VisualShaderNode> vsnode = visual_shader->get_node(p_type, p_id);
  361. Ref<VisualShaderNodeResizableBase> resizable_node = Object::cast_to<VisualShaderNodeResizableBase>(vsnode.ptr());
  362. bool is_resizable = !resizable_node.is_null();
  363. Size2 size = Size2(0, 0);
  364. Ref<VisualShaderNodeGroupBase> group_node = Object::cast_to<VisualShaderNodeGroupBase>(vsnode.ptr());
  365. bool is_group = !group_node.is_null();
  366. Ref<VisualShaderNodeComment> comment_node = Object::cast_to<VisualShaderNodeComment>(vsnode.ptr());
  367. bool is_comment = comment_node.is_valid();
  368. Ref<VisualShaderNodeExpression> expression_node = Object::cast_to<VisualShaderNodeExpression>(group_node.ptr());
  369. bool is_expression = !expression_node.is_null();
  370. String expression = "";
  371. VisualShaderNodeCustom *custom_node = Object::cast_to<VisualShaderNodeCustom>(vsnode.ptr());
  372. if (custom_node) {
  373. custom_node->_set_initialized(true);
  374. }
  375. // Create graph node.
  376. GraphNode *node = memnew(GraphNode);
  377. graph->add_child(node);
  378. node->set_theme(vstheme);
  379. editor->_update_created_node(node);
  380. if (p_just_update) {
  381. Link &link = links[p_id];
  382. link.graph_node = node;
  383. link.preview_box = nullptr;
  384. link.preview_pos = -1;
  385. link.output_ports.clear();
  386. link.input_ports.clear();
  387. } else {
  388. register_link(p_type, p_id, vsnode.ptr(), node);
  389. }
  390. if (is_resizable) {
  391. size = resizable_node->get_size();
  392. node->set_resizable(true);
  393. node->connect("resize_request", callable_mp(editor, &VisualShaderEditor::_node_resized).bind((int)p_type, p_id));
  394. }
  395. if (is_expression) {
  396. expression = expression_node->get_expression();
  397. }
  398. if (is_comment) {
  399. node->set_visible(false);
  400. }
  401. node->set_position_offset(visual_shader->get_node_position(p_type, p_id));
  402. node->set_title(vsnode->get_caption());
  403. node->set_name(itos(p_id));
  404. if (p_id >= 2) {
  405. node->set_show_close_button(true);
  406. node->connect("close_request", callable_mp(editor, &VisualShaderEditor::_delete_node_request).bind(p_type, p_id), CONNECT_DEFERRED);
  407. }
  408. node->connect("dragged", callable_mp(editor, &VisualShaderEditor::_node_dragged).bind(p_id));
  409. Control *custom_editor = nullptr;
  410. int port_offset = 1;
  411. Control *content_offset = memnew(Control);
  412. content_offset->set_custom_minimum_size(Size2(0, 5 * EDSCALE));
  413. node->add_child(content_offset);
  414. if (is_group) {
  415. port_offset += 1;
  416. }
  417. if (is_resizable) {
  418. editor->call_deferred(SNAME("_set_node_size"), (int)p_type, p_id, size);
  419. }
  420. Ref<VisualShaderNodeParticleEmit> emit = vsnode;
  421. if (emit.is_valid()) {
  422. node->set_custom_minimum_size(Size2(200 * EDSCALE, 0));
  423. }
  424. Ref<VisualShaderNodeParameterRef> parameter_ref = vsnode;
  425. if (parameter_ref.is_valid()) {
  426. parameter_ref->set_shader_rid(visual_shader->get_rid());
  427. parameter_ref->update_parameter_type();
  428. }
  429. Ref<VisualShaderNodeParameter> parameter = vsnode;
  430. HBoxContainer *hb = nullptr;
  431. if (parameter.is_valid()) {
  432. LineEdit *parameter_name = memnew(LineEdit);
  433. register_parameter_name(p_id, parameter_name);
  434. parameter_name->set_h_size_flags(Control::SIZE_EXPAND_FILL);
  435. parameter_name->set_text(parameter->get_parameter_name());
  436. parameter_name->connect("text_submitted", callable_mp(editor, &VisualShaderEditor::_parameter_line_edit_changed).bind(p_id));
  437. parameter_name->connect("focus_exited", callable_mp(editor, &VisualShaderEditor::_parameter_line_edit_focus_out).bind(parameter_name, p_id));
  438. if (vsnode->get_output_port_count() == 1 && vsnode->get_output_port_name(0) == "") {
  439. hb = memnew(HBoxContainer);
  440. hb->add_child(parameter_name);
  441. node->add_child(hb);
  442. } else {
  443. node->add_child(parameter_name);
  444. }
  445. port_offset++;
  446. }
  447. for (int i = 0; i < editor->plugins.size(); i++) {
  448. vsnode->set_meta("id", p_id);
  449. vsnode->set_meta("shader_type", (int)p_type);
  450. custom_editor = editor->plugins.write[i]->create_editor(visual_shader, vsnode);
  451. vsnode->remove_meta("id");
  452. vsnode->remove_meta("shader_type");
  453. if (custom_editor) {
  454. if (vsnode->is_show_prop_names()) {
  455. custom_editor->call_deferred(SNAME("_show_prop_names"), true);
  456. }
  457. break;
  458. }
  459. }
  460. Ref<VisualShaderNodeCurveTexture> curve = vsnode;
  461. Ref<VisualShaderNodeCurveXYZTexture> curve_xyz = vsnode;
  462. bool is_curve = curve.is_valid() || curve_xyz.is_valid();
  463. if (is_curve) {
  464. hb = memnew(HBoxContainer);
  465. node->add_child(hb);
  466. }
  467. if (curve.is_valid()) {
  468. custom_editor->set_h_size_flags(Control::SIZE_EXPAND_FILL);
  469. if (curve->get_texture().is_valid()) {
  470. curve->get_texture()->connect_changed(callable_mp(graph_plugin, &VisualShaderGraphPlugin::update_curve).bind(p_id));
  471. }
  472. CurveEditor *curve_editor = memnew(CurveEditor);
  473. node->add_child(curve_editor);
  474. register_curve_editor(p_id, 0, curve_editor);
  475. curve_editor->set_custom_minimum_size(Size2(300, 0));
  476. curve_editor->set_h_size_flags(Control::SIZE_EXPAND_FILL);
  477. if (curve->get_texture().is_valid()) {
  478. curve_editor->set_curve(curve->get_texture()->get_curve());
  479. }
  480. }
  481. if (curve_xyz.is_valid()) {
  482. custom_editor->set_h_size_flags(Control::SIZE_EXPAND_FILL);
  483. if (curve_xyz->get_texture().is_valid()) {
  484. curve_xyz->get_texture()->connect_changed(callable_mp(graph_plugin, &VisualShaderGraphPlugin::update_curve_xyz).bind(p_id));
  485. }
  486. CurveEditor *curve_editor_x = memnew(CurveEditor);
  487. node->add_child(curve_editor_x);
  488. register_curve_editor(p_id, 0, curve_editor_x);
  489. curve_editor_x->set_custom_minimum_size(Size2(300, 0));
  490. curve_editor_x->set_h_size_flags(Control::SIZE_EXPAND_FILL);
  491. if (curve_xyz->get_texture().is_valid()) {
  492. curve_editor_x->set_curve(curve_xyz->get_texture()->get_curve_x());
  493. }
  494. CurveEditor *curve_editor_y = memnew(CurveEditor);
  495. node->add_child(curve_editor_y);
  496. register_curve_editor(p_id, 1, curve_editor_y);
  497. curve_editor_y->set_custom_minimum_size(Size2(300, 0));
  498. curve_editor_y->set_h_size_flags(Control::SIZE_EXPAND_FILL);
  499. if (curve_xyz->get_texture().is_valid()) {
  500. curve_editor_y->set_curve(curve_xyz->get_texture()->get_curve_y());
  501. }
  502. CurveEditor *curve_editor_z = memnew(CurveEditor);
  503. node->add_child(curve_editor_z);
  504. register_curve_editor(p_id, 2, curve_editor_z);
  505. curve_editor_z->set_custom_minimum_size(Size2(300, 0));
  506. curve_editor_z->set_h_size_flags(Control::SIZE_EXPAND_FILL);
  507. if (curve_xyz->get_texture().is_valid()) {
  508. curve_editor_z->set_curve(curve_xyz->get_texture()->get_curve_z());
  509. }
  510. }
  511. if (custom_editor) {
  512. 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) == ""))) {
  513. //will be embedded in first port
  514. } else {
  515. port_offset++;
  516. node->add_child(custom_editor);
  517. custom_editor = nullptr;
  518. }
  519. }
  520. if (is_group) {
  521. if (group_node->is_editable()) {
  522. HBoxContainer *hb2 = memnew(HBoxContainer);
  523. String input_port_name = "input" + itos(group_node->get_free_input_port_id());
  524. String output_port_name = "output" + itos(group_node->get_free_output_port_id());
  525. for (int i = 0; i < MAX(vsnode->get_input_port_count(), vsnode->get_output_port_count()); i++) {
  526. if (i < vsnode->get_input_port_count()) {
  527. if (input_port_name == vsnode->get_input_port_name(i)) {
  528. input_port_name = "_" + input_port_name;
  529. }
  530. }
  531. if (i < vsnode->get_output_port_count()) {
  532. if (output_port_name == vsnode->get_output_port_name(i)) {
  533. output_port_name = "_" + output_port_name;
  534. }
  535. }
  536. }
  537. Button *add_input_btn = memnew(Button);
  538. add_input_btn->set_text(TTR("Add Input"));
  539. add_input_btn->connect("pressed", callable_mp(editor, &VisualShaderEditor::_add_input_port).bind(p_id, group_node->get_free_input_port_id(), VisualShaderNode::PORT_TYPE_VECTOR_3D, input_port_name), CONNECT_DEFERRED);
  540. hb2->add_child(add_input_btn);
  541. hb2->add_spacer();
  542. Button *add_output_btn = memnew(Button);
  543. add_output_btn->set_text(TTR("Add Output"));
  544. add_output_btn->connect("pressed", callable_mp(editor, &VisualShaderEditor::_add_output_port).bind(p_id, group_node->get_free_output_port_id(), VisualShaderNode::PORT_TYPE_VECTOR_3D, output_port_name), CONNECT_DEFERRED);
  545. hb2->add_child(add_output_btn);
  546. node->add_child(hb2);
  547. }
  548. }
  549. int output_port_count = 0;
  550. for (int i = 0; i < vsnode->get_output_port_count(); i++) {
  551. if (vsnode->_is_output_port_expanded(i)) {
  552. switch (vsnode->get_output_port_type(i)) {
  553. case VisualShaderNode::PORT_TYPE_VECTOR_2D: {
  554. output_port_count += 2;
  555. } break;
  556. case VisualShaderNode::PORT_TYPE_VECTOR_3D: {
  557. output_port_count += 3;
  558. } break;
  559. case VisualShaderNode::PORT_TYPE_VECTOR_4D: {
  560. output_port_count += 4;
  561. } break;
  562. default:
  563. break;
  564. }
  565. }
  566. output_port_count++;
  567. }
  568. int max_ports = MAX(vsnode->get_input_port_count(), output_port_count);
  569. VisualShaderNode::PortType expanded_type = VisualShaderNode::PORT_TYPE_SCALAR;
  570. int expanded_port_counter = 0;
  571. for (int i = 0, j = 0; i < max_ports; i++, j++) {
  572. switch (expanded_type) {
  573. case VisualShaderNode::PORT_TYPE_VECTOR_2D: {
  574. if (expanded_port_counter >= 2) {
  575. expanded_type = VisualShaderNode::PORT_TYPE_SCALAR;
  576. expanded_port_counter = 0;
  577. i -= 2;
  578. }
  579. } break;
  580. case VisualShaderNode::PORT_TYPE_VECTOR_3D: {
  581. if (expanded_port_counter >= 3) {
  582. expanded_type = VisualShaderNode::PORT_TYPE_SCALAR;
  583. expanded_port_counter = 0;
  584. i -= 3;
  585. }
  586. } break;
  587. case VisualShaderNode::PORT_TYPE_VECTOR_4D: {
  588. if (expanded_port_counter >= 4) {
  589. expanded_type = VisualShaderNode::PORT_TYPE_SCALAR;
  590. expanded_port_counter = 0;
  591. i -= 4;
  592. }
  593. } break;
  594. default:
  595. break;
  596. }
  597. if (vsnode->is_port_separator(i)) {
  598. node->add_child(memnew(HSeparator));
  599. port_offset++;
  600. }
  601. bool valid_left = j < vsnode->get_input_port_count();
  602. VisualShaderNode::PortType port_left = VisualShaderNode::PORT_TYPE_SCALAR;
  603. bool port_left_used = false;
  604. String name_left;
  605. if (valid_left) {
  606. name_left = vsnode->get_input_port_name(i);
  607. port_left = vsnode->get_input_port_type(i);
  608. for (const VisualShader::Connection &E : connections) {
  609. if (E.to_node == p_id && E.to_port == j) {
  610. port_left_used = true;
  611. break;
  612. }
  613. }
  614. }
  615. bool valid_right = true;
  616. VisualShaderNode::PortType port_right = VisualShaderNode::PORT_TYPE_SCALAR;
  617. String name_right;
  618. if (expanded_type == VisualShaderNode::PORT_TYPE_SCALAR) {
  619. valid_right = i < vsnode->get_output_port_count();
  620. if (valid_right) {
  621. name_right = vsnode->get_output_port_name(i);
  622. port_right = vsnode->get_output_port_type(i);
  623. }
  624. } else {
  625. name_right = vector_expanded_name[expanded_port_counter++];
  626. }
  627. bool is_first_hbox = false;
  628. if (i == 0 && hb != nullptr) {
  629. is_first_hbox = true;
  630. } else {
  631. hb = memnew(HBoxContainer);
  632. }
  633. hb->add_theme_constant_override("separation", 7 * EDSCALE);
  634. Variant default_value;
  635. if (valid_left && !port_left_used) {
  636. default_value = vsnode->get_input_port_default_value(i);
  637. }
  638. Button *button = memnew(Button);
  639. hb->add_child(button);
  640. register_default_input_button(p_id, i, button);
  641. button->connect("pressed", callable_mp(editor, &VisualShaderEditor::_edit_port_default_input).bind(button, p_id, i));
  642. if (default_value.get_type() != Variant::NIL) { // only a label
  643. set_input_port_default_value(p_type, p_id, i, default_value);
  644. } else {
  645. button->hide();
  646. }
  647. if (i == 0 && custom_editor) {
  648. hb->add_child(custom_editor);
  649. custom_editor->set_h_size_flags(Control::SIZE_EXPAND_FILL);
  650. } else {
  651. if (valid_left) {
  652. if (is_group) {
  653. OptionButton *type_box = memnew(OptionButton);
  654. hb->add_child(type_box);
  655. type_box->add_item(TTR("Float"));
  656. type_box->add_item(TTR("Int"));
  657. type_box->add_item(TTR("UInt"));
  658. type_box->add_item(TTR("Vector2"));
  659. type_box->add_item(TTR("Vector3"));
  660. type_box->add_item(TTR("Vector4"));
  661. type_box->add_item(TTR("Boolean"));
  662. type_box->add_item(TTR("Transform"));
  663. type_box->add_item(TTR("Sampler"));
  664. type_box->select(group_node->get_input_port_type(i));
  665. type_box->set_custom_minimum_size(Size2(100 * EDSCALE, 0));
  666. type_box->connect("item_selected", callable_mp(editor, &VisualShaderEditor::_change_input_port_type).bind(p_id, i), CONNECT_DEFERRED);
  667. LineEdit *name_box = memnew(LineEdit);
  668. hb->add_child(name_box);
  669. name_box->set_custom_minimum_size(Size2(65 * EDSCALE, 0));
  670. name_box->set_h_size_flags(Control::SIZE_EXPAND_FILL);
  671. name_box->set_text(name_left);
  672. name_box->connect("text_submitted", callable_mp(editor, &VisualShaderEditor::_change_input_port_name).bind(name_box, p_id, i), CONNECT_DEFERRED);
  673. name_box->connect("focus_exited", callable_mp(editor, &VisualShaderEditor::_port_name_focus_out).bind(name_box, p_id, i, false), CONNECT_DEFERRED);
  674. Button *remove_btn = memnew(Button);
  675. remove_btn->set_icon(EditorNode::get_singleton()->get_gui_base()->get_theme_icon(SNAME("Remove"), SNAME("EditorIcons")));
  676. remove_btn->set_tooltip_text(TTR("Remove") + " " + name_left);
  677. remove_btn->connect("pressed", callable_mp(editor, &VisualShaderEditor::_remove_input_port).bind(p_id, i), CONNECT_DEFERRED);
  678. hb->add_child(remove_btn);
  679. } else {
  680. Label *label = memnew(Label);
  681. label->set_text(name_left);
  682. label->add_theme_style_override("normal", editor->get_theme_stylebox(SNAME("label_style"), SNAME("VShaderEditor"))); //more compact
  683. hb->add_child(label);
  684. if (vsnode->is_input_port_default(i, mode) && !port_left_used) {
  685. Label *hint_label = memnew(Label);
  686. hint_label->set_text(TTR("[default]"));
  687. hint_label->add_theme_color_override("font_color", editor->get_theme_color(SNAME("font_readonly_color"), SNAME("TextEdit")));
  688. hint_label->add_theme_style_override("normal", editor->get_theme_stylebox(SNAME("label_style"), SNAME("VShaderEditor")));
  689. hb->add_child(hint_label);
  690. }
  691. }
  692. }
  693. if (!is_group && !is_first_hbox) {
  694. hb->add_spacer();
  695. }
  696. if (valid_right) {
  697. if (is_group) {
  698. Button *remove_btn = memnew(Button);
  699. remove_btn->set_icon(EditorNode::get_singleton()->get_gui_base()->get_theme_icon(SNAME("Remove"), SNAME("EditorIcons")));
  700. remove_btn->set_tooltip_text(TTR("Remove") + " " + name_left);
  701. remove_btn->connect("pressed", callable_mp(editor, &VisualShaderEditor::_remove_output_port).bind(p_id, i), CONNECT_DEFERRED);
  702. hb->add_child(remove_btn);
  703. LineEdit *name_box = memnew(LineEdit);
  704. hb->add_child(name_box);
  705. name_box->set_custom_minimum_size(Size2(65 * EDSCALE, 0));
  706. name_box->set_h_size_flags(Control::SIZE_EXPAND_FILL);
  707. name_box->set_text(name_right);
  708. name_box->connect("text_submitted", callable_mp(editor, &VisualShaderEditor::_change_output_port_name).bind(name_box, p_id, i), CONNECT_DEFERRED);
  709. name_box->connect("focus_exited", callable_mp(editor, &VisualShaderEditor::_port_name_focus_out).bind(name_box, p_id, i, true), CONNECT_DEFERRED);
  710. OptionButton *type_box = memnew(OptionButton);
  711. hb->add_child(type_box);
  712. type_box->add_item(TTR("Float"));
  713. type_box->add_item(TTR("Int"));
  714. type_box->add_item(TTR("UInt"));
  715. type_box->add_item(TTR("Vector2"));
  716. type_box->add_item(TTR("Vector3"));
  717. type_box->add_item(TTR("Vector4"));
  718. type_box->add_item(TTR("Boolean"));
  719. type_box->add_item(TTR("Transform"));
  720. type_box->select(group_node->get_output_port_type(i));
  721. type_box->set_custom_minimum_size(Size2(100 * EDSCALE, 0));
  722. type_box->connect("item_selected", callable_mp(editor, &VisualShaderEditor::_change_output_port_type).bind(p_id, i), CONNECT_DEFERRED);
  723. } else {
  724. Label *label = memnew(Label);
  725. label->set_text(name_right);
  726. label->add_theme_style_override("normal", editor->get_theme_stylebox(SNAME("label_style"), SNAME("VShaderEditor"))); //more compact
  727. hb->add_child(label);
  728. }
  729. }
  730. }
  731. if (valid_right) {
  732. if (vsnode->is_output_port_expandable(i)) {
  733. TextureButton *expand = memnew(TextureButton);
  734. expand->set_toggle_mode(true);
  735. expand->set_texture_normal(editor->get_theme_icon(SNAME("GuiTreeArrowDown"), SNAME("EditorIcons")));
  736. expand->set_texture_pressed(editor->get_theme_icon(SNAME("GuiTreeArrowRight"), SNAME("EditorIcons")));
  737. expand->set_v_size_flags(Control::SIZE_SHRINK_CENTER);
  738. expand->set_pressed(vsnode->_is_output_port_expanded(i));
  739. expand->connect("pressed", callable_mp(editor, &VisualShaderEditor::_expand_output_port).bind(p_id, i, !vsnode->_is_output_port_expanded(i)), CONNECT_DEFERRED);
  740. hb->add_child(expand);
  741. }
  742. if (vsnode->has_output_port_preview(i) && port_right != VisualShaderNode::PORT_TYPE_TRANSFORM && port_right != VisualShaderNode::PORT_TYPE_SAMPLER) {
  743. TextureButton *preview = memnew(TextureButton);
  744. preview->set_toggle_mode(true);
  745. preview->set_texture_normal(editor->get_theme_icon(SNAME("GuiVisibilityHidden"), SNAME("EditorIcons")));
  746. preview->set_texture_pressed(editor->get_theme_icon(SNAME("GuiVisibilityVisible"), SNAME("EditorIcons")));
  747. preview->set_v_size_flags(Control::SIZE_SHRINK_CENTER);
  748. register_output_port(p_id, j, preview);
  749. preview->connect("pressed", callable_mp(editor, &VisualShaderEditor::_preview_select_port).bind(p_id, j), CONNECT_DEFERRED);
  750. hb->add_child(preview);
  751. }
  752. }
  753. if (is_group) {
  754. offset = memnew(Control);
  755. offset->set_custom_minimum_size(Size2(0, 5 * EDSCALE));
  756. node->add_child(offset);
  757. port_offset++;
  758. }
  759. if (!is_first_hbox) {
  760. node->add_child(hb);
  761. }
  762. if (expanded_type != VisualShaderNode::PORT_TYPE_SCALAR) {
  763. continue;
  764. }
  765. int idx = 1;
  766. if (!is_first_hbox) {
  767. idx = i + port_offset;
  768. }
  769. node->set_slot(idx, valid_left, port_left, type_color[port_left], valid_right, port_right, type_color[port_right]);
  770. if (vsnode->_is_output_port_expanded(i)) {
  771. switch (vsnode->get_output_port_type(i)) {
  772. case VisualShaderNode::PORT_TYPE_VECTOR_2D: {
  773. port_offset++;
  774. valid_left = (i + 1) < vsnode->get_input_port_count();
  775. port_left = VisualShaderNode::PORT_TYPE_SCALAR;
  776. if (valid_left) {
  777. port_left = vsnode->get_input_port_type(i + 1);
  778. }
  779. node->set_slot(i + port_offset, valid_left, port_left, type_color[port_left], true, VisualShaderNode::PORT_TYPE_SCALAR, vector_expanded_color[0]);
  780. port_offset++;
  781. valid_left = (i + 2) < vsnode->get_input_port_count();
  782. port_left = VisualShaderNode::PORT_TYPE_SCALAR;
  783. if (valid_left) {
  784. port_left = vsnode->get_input_port_type(i + 2);
  785. }
  786. node->set_slot(i + port_offset, valid_left, port_left, type_color[port_left], true, VisualShaderNode::PORT_TYPE_SCALAR, vector_expanded_color[1]);
  787. expanded_type = VisualShaderNode::PORT_TYPE_VECTOR_2D;
  788. } break;
  789. case VisualShaderNode::PORT_TYPE_VECTOR_3D: {
  790. port_offset++;
  791. valid_left = (i + 1) < vsnode->get_input_port_count();
  792. port_left = VisualShaderNode::PORT_TYPE_SCALAR;
  793. if (valid_left) {
  794. port_left = vsnode->get_input_port_type(i + 1);
  795. }
  796. node->set_slot(i + port_offset, valid_left, port_left, type_color[port_left], true, VisualShaderNode::PORT_TYPE_SCALAR, vector_expanded_color[0]);
  797. port_offset++;
  798. valid_left = (i + 2) < vsnode->get_input_port_count();
  799. port_left = VisualShaderNode::PORT_TYPE_SCALAR;
  800. if (valid_left) {
  801. port_left = vsnode->get_input_port_type(i + 2);
  802. }
  803. node->set_slot(i + port_offset, valid_left, port_left, type_color[port_left], true, VisualShaderNode::PORT_TYPE_SCALAR, vector_expanded_color[1]);
  804. port_offset++;
  805. valid_left = (i + 3) < vsnode->get_input_port_count();
  806. port_left = VisualShaderNode::PORT_TYPE_SCALAR;
  807. if (valid_left) {
  808. port_left = vsnode->get_input_port_type(i + 3);
  809. }
  810. node->set_slot(i + port_offset, valid_left, port_left, type_color[port_left], true, VisualShaderNode::PORT_TYPE_SCALAR, vector_expanded_color[2]);
  811. expanded_type = VisualShaderNode::PORT_TYPE_VECTOR_3D;
  812. } break;
  813. case VisualShaderNode::PORT_TYPE_VECTOR_4D: {
  814. port_offset++;
  815. valid_left = (i + 1) < vsnode->get_input_port_count();
  816. port_left = VisualShaderNode::PORT_TYPE_SCALAR;
  817. if (valid_left) {
  818. port_left = vsnode->get_input_port_type(i + 1);
  819. }
  820. node->set_slot(i + port_offset, valid_left, port_left, type_color[port_left], true, VisualShaderNode::PORT_TYPE_SCALAR, vector_expanded_color[0]);
  821. port_offset++;
  822. valid_left = (i + 2) < vsnode->get_input_port_count();
  823. port_left = VisualShaderNode::PORT_TYPE_SCALAR;
  824. if (valid_left) {
  825. port_left = vsnode->get_input_port_type(i + 2);
  826. }
  827. node->set_slot(i + port_offset, valid_left, port_left, type_color[port_left], true, VisualShaderNode::PORT_TYPE_SCALAR, vector_expanded_color[1]);
  828. port_offset++;
  829. valid_left = (i + 3) < vsnode->get_input_port_count();
  830. port_left = VisualShaderNode::PORT_TYPE_SCALAR;
  831. if (valid_left) {
  832. port_left = vsnode->get_input_port_type(i + 3);
  833. }
  834. node->set_slot(i + port_offset, valid_left, port_left, type_color[port_left], true, VisualShaderNode::PORT_TYPE_SCALAR, vector_expanded_color[2]);
  835. port_offset++;
  836. valid_left = (i + 4) < vsnode->get_input_port_count();
  837. port_left = VisualShaderNode::PORT_TYPE_SCALAR;
  838. if (valid_left) {
  839. port_left = vsnode->get_input_port_type(i + 4);
  840. }
  841. node->set_slot(i + port_offset, valid_left, port_left, type_color[port_left], true, VisualShaderNode::PORT_TYPE_SCALAR, vector_expanded_color[3]);
  842. expanded_type = VisualShaderNode::PORT_TYPE_VECTOR_4D;
  843. } break;
  844. default:
  845. break;
  846. }
  847. }
  848. }
  849. bool has_relative_parameter_instances = false;
  850. if (vsnode->get_output_port_for_preview() >= 0) {
  851. has_relative_parameter_instances = is_node_has_parameter_instances_relatively(p_type, p_id);
  852. show_port_preview(p_type, p_id, vsnode->get_output_port_for_preview(), !has_relative_parameter_instances);
  853. } else {
  854. offset = memnew(Control);
  855. offset->set_custom_minimum_size(Size2(0, 4 * EDSCALE));
  856. node->add_child(offset);
  857. }
  858. String error = vsnode->get_warning(mode, p_type);
  859. if (has_relative_parameter_instances) {
  860. error += "\n" + TTR("The 2D preview cannot correctly show the result retrieved from instance parameter.");
  861. }
  862. if (!error.is_empty()) {
  863. Label *error_label = memnew(Label);
  864. error_label->add_theme_color_override("font_color", editor->get_theme_color(SNAME("error_color"), SNAME("Editor")));
  865. error_label->set_text(error);
  866. node->add_child(error_label);
  867. }
  868. if (is_expression) {
  869. CodeEdit *expression_box = memnew(CodeEdit);
  870. Ref<CodeHighlighter> expression_syntax_highlighter;
  871. expression_syntax_highlighter.instantiate();
  872. expression_node->set_ctrl_pressed(expression_box, 0);
  873. node->add_child(expression_box);
  874. register_expression_edit(p_id, expression_box);
  875. Color background_color = EDITOR_GET("text_editor/theme/highlighting/background_color");
  876. Color text_color = EDITOR_GET("text_editor/theme/highlighting/text_color");
  877. Color keyword_color = EDITOR_GET("text_editor/theme/highlighting/keyword_color");
  878. Color control_flow_keyword_color = EDITOR_GET("text_editor/theme/highlighting/control_flow_keyword_color");
  879. Color comment_color = EDITOR_GET("text_editor/theme/highlighting/comment_color");
  880. Color symbol_color = EDITOR_GET("text_editor/theme/highlighting/symbol_color");
  881. Color function_color = EDITOR_GET("text_editor/theme/highlighting/function_color");
  882. Color number_color = EDITOR_GET("text_editor/theme/highlighting/number_color");
  883. Color members_color = EDITOR_GET("text_editor/theme/highlighting/member_variable_color");
  884. expression_box->set_syntax_highlighter(expression_syntax_highlighter);
  885. expression_box->add_theme_color_override("background_color", background_color);
  886. for (const String &E : editor->keyword_list) {
  887. if (ShaderLanguage::is_control_flow_keyword(E)) {
  888. expression_syntax_highlighter->add_keyword_color(E, control_flow_keyword_color);
  889. } else {
  890. expression_syntax_highlighter->add_keyword_color(E, keyword_color);
  891. }
  892. }
  893. expression_box->add_theme_font_override("font", editor->get_theme_font(SNAME("expression"), SNAME("EditorFonts")));
  894. expression_box->add_theme_font_size_override("font_size", editor->get_theme_font_size(SNAME("expression_size"), SNAME("EditorFonts")));
  895. expression_box->add_theme_color_override("font_color", text_color);
  896. expression_syntax_highlighter->set_number_color(number_color);
  897. expression_syntax_highlighter->set_symbol_color(symbol_color);
  898. expression_syntax_highlighter->set_function_color(function_color);
  899. expression_syntax_highlighter->set_member_variable_color(members_color);
  900. expression_syntax_highlighter->add_color_region("/*", "*/", comment_color, false);
  901. expression_syntax_highlighter->add_color_region("//", "", comment_color, true);
  902. expression_box->clear_comment_delimiters();
  903. expression_box->add_comment_delimiter("/*", "*/", false);
  904. expression_box->add_comment_delimiter("//", "", true);
  905. if (!expression_box->has_auto_brace_completion_open_key("/*")) {
  906. expression_box->add_auto_brace_completion_pair("/*", "*/");
  907. }
  908. expression_box->set_text(expression);
  909. expression_box->set_context_menu_enabled(false);
  910. expression_box->set_draw_line_numbers(true);
  911. expression_box->connect("focus_exited", callable_mp(editor, &VisualShaderEditor::_expression_focus_out).bind(expression_box, p_id));
  912. }
  913. if (is_comment) {
  914. graph->move_child(node, 0); // to prevents a bug where comment node overlaps its content
  915. }
  916. }
  917. void VisualShaderGraphPlugin::remove_node(VisualShader::Type p_type, int p_id, bool p_just_update) {
  918. if (visual_shader->get_shader_type() == p_type && links.has(p_id)) {
  919. links[p_id].graph_node->get_parent()->remove_child(links[p_id].graph_node);
  920. memdelete(links[p_id].graph_node);
  921. if (!p_just_update) {
  922. links.erase(p_id);
  923. }
  924. }
  925. }
  926. void VisualShaderGraphPlugin::connect_nodes(VisualShader::Type p_type, int p_from_node, int p_from_port, int p_to_node, int p_to_port) {
  927. GraphEdit *graph = editor->graph;
  928. if (!graph) {
  929. return;
  930. }
  931. if (visual_shader.is_valid() && visual_shader->get_shader_type() == p_type) {
  932. graph->connect_node(itos(p_from_node), p_from_port, itos(p_to_node), p_to_port);
  933. connections.push_back({ p_from_node, p_from_port, p_to_node, p_to_port });
  934. if (links[p_to_node].input_ports.has(p_to_port) && links[p_to_node].input_ports[p_to_port].default_input_button != nullptr) {
  935. links[p_to_node].input_ports[p_to_port].default_input_button->hide();
  936. }
  937. }
  938. }
  939. void VisualShaderGraphPlugin::disconnect_nodes(VisualShader::Type p_type, int p_from_node, int p_from_port, int p_to_node, int p_to_port) {
  940. GraphEdit *graph = editor->graph;
  941. if (!graph) {
  942. return;
  943. }
  944. if (visual_shader.is_valid() && visual_shader->get_shader_type() == p_type) {
  945. graph->disconnect_node(itos(p_from_node), p_from_port, itos(p_to_node), p_to_port);
  946. for (const List<VisualShader::Connection>::Element *E = connections.front(); E; E = E->next()) {
  947. 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) {
  948. connections.erase(E);
  949. break;
  950. }
  951. }
  952. 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) {
  953. links[p_to_node].input_ports[p_to_port].default_input_button->show();
  954. 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));
  955. }
  956. }
  957. }
  958. VisualShaderGraphPlugin::~VisualShaderGraphPlugin() {
  959. }
  960. /////////////////
  961. void VisualShaderEditedProperty::_bind_methods() {
  962. ClassDB::bind_method(D_METHOD("set_edited_property", "value"), &VisualShaderEditedProperty::set_edited_property);
  963. ClassDB::bind_method(D_METHOD("get_edited_property"), &VisualShaderEditedProperty::get_edited_property);
  964. ADD_PROPERTY(PropertyInfo(Variant::NIL, "edited_property", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NIL_IS_VARIANT), "set_edited_property", "get_edited_property");
  965. }
  966. void VisualShaderEditedProperty::set_edited_property(Variant p_variant) {
  967. edited_property = p_variant;
  968. }
  969. Variant VisualShaderEditedProperty::get_edited_property() const {
  970. return edited_property;
  971. }
  972. /////////////////
  973. Vector2 VisualShaderEditor::selection_center;
  974. List<VisualShaderEditor::CopyItem> VisualShaderEditor::copy_items_buffer;
  975. List<VisualShader::Connection> VisualShaderEditor::copy_connections_buffer;
  976. void VisualShaderEditor::edit(VisualShader *p_visual_shader) {
  977. bool changed = false;
  978. if (p_visual_shader) {
  979. if (visual_shader.is_null()) {
  980. changed = true;
  981. } else {
  982. if (visual_shader.ptr() != p_visual_shader) {
  983. changed = true;
  984. }
  985. }
  986. visual_shader = Ref<VisualShader>(p_visual_shader);
  987. graph_plugin->register_shader(visual_shader.ptr());
  988. visual_shader->connect_changed(callable_mp(this, &VisualShaderEditor::_update_preview));
  989. visual_shader->set_graph_offset(graph->get_scroll_offset() / EDSCALE);
  990. _set_mode(visual_shader->get_mode());
  991. _update_nodes();
  992. } else {
  993. if (visual_shader.is_valid()) {
  994. visual_shader->disconnect_changed(callable_mp(this, &VisualShaderEditor::_update_preview));
  995. }
  996. visual_shader.unref();
  997. }
  998. if (visual_shader.is_null()) {
  999. hide();
  1000. } else {
  1001. if (changed) { // to avoid tree collapse
  1002. _update_varying_tree();
  1003. _update_options_menu();
  1004. _update_preview();
  1005. _update_graph();
  1006. }
  1007. }
  1008. }
  1009. void VisualShaderEditor::add_plugin(const Ref<VisualShaderNodePlugin> &p_plugin) {
  1010. if (plugins.has(p_plugin)) {
  1011. return;
  1012. }
  1013. plugins.push_back(p_plugin);
  1014. }
  1015. void VisualShaderEditor::remove_plugin(const Ref<VisualShaderNodePlugin> &p_plugin) {
  1016. plugins.erase(p_plugin);
  1017. }
  1018. void VisualShaderEditor::clear_custom_types() {
  1019. for (int i = 0; i < add_options.size(); i++) {
  1020. if (add_options[i].is_custom) {
  1021. add_options.remove_at(i);
  1022. i--;
  1023. }
  1024. }
  1025. }
  1026. void VisualShaderEditor::add_custom_type(const String &p_name, const String &p_type, const Ref<Script> &p_script, const String &p_description, int p_return_icon_type, const String &p_category, bool p_highend) {
  1027. ERR_FAIL_COND(!p_name.is_valid_identifier());
  1028. ERR_FAIL_COND(p_type.is_empty() && !p_script.is_valid());
  1029. for (int i = 0; i < add_options.size(); i++) {
  1030. const AddOption &op = add_options[i];
  1031. if (op.is_custom) {
  1032. if (!p_type.is_empty()) {
  1033. if (op.type == p_type) {
  1034. return;
  1035. }
  1036. } else if (op.script == p_script) {
  1037. return;
  1038. }
  1039. }
  1040. }
  1041. AddOption ao;
  1042. ao.name = p_name;
  1043. ao.type = p_type;
  1044. ao.script = p_script;
  1045. ao.return_type = p_return_icon_type;
  1046. ao.description = p_description;
  1047. ao.category = p_category;
  1048. ao.highend = p_highend;
  1049. ao.is_custom = true;
  1050. ao.is_native = !p_type.is_empty();
  1051. bool begin = false;
  1052. String root = p_category.split("/")[0];
  1053. for (int i = 0; i < add_options.size(); i++) {
  1054. if (add_options[i].is_custom) {
  1055. if (add_options[i].category == root) {
  1056. if (!begin) {
  1057. begin = true;
  1058. }
  1059. } else {
  1060. if (begin) {
  1061. add_options.insert(i, ao);
  1062. return;
  1063. }
  1064. }
  1065. }
  1066. }
  1067. add_options.push_back(ao);
  1068. }
  1069. Dictionary VisualShaderEditor::get_custom_node_data(Ref<VisualShaderNodeCustom> &p_custom_node) {
  1070. Dictionary dict;
  1071. dict["script"] = p_custom_node->get_script();
  1072. dict["name"] = p_custom_node->_get_name();
  1073. dict["description"] = p_custom_node->_get_description();
  1074. dict["return_icon_type"] = p_custom_node->_get_return_icon_type();
  1075. dict["highend"] = p_custom_node->_is_highend();
  1076. String category = p_custom_node->_get_category();
  1077. category = category.rstrip("/");
  1078. category = category.lstrip("/");
  1079. category = "Addons/" + category;
  1080. if (p_custom_node->has_method("_get_subcategory")) {
  1081. String subcategory = (String)p_custom_node->call("_get_subcategory");
  1082. if (!subcategory.is_empty()) {
  1083. category += "/" + subcategory;
  1084. }
  1085. }
  1086. dict["category"] = category;
  1087. return dict;
  1088. }
  1089. void VisualShaderEditor::_get_current_mode_limits(int &r_begin_type, int &r_end_type) const {
  1090. switch (visual_shader->get_mode()) {
  1091. case Shader::MODE_CANVAS_ITEM:
  1092. case Shader::MODE_SPATIAL: {
  1093. r_begin_type = 0;
  1094. r_end_type = 3;
  1095. } break;
  1096. case Shader::MODE_PARTICLES: {
  1097. r_begin_type = 3;
  1098. r_end_type = 5 + r_begin_type;
  1099. } break;
  1100. case Shader::MODE_SKY: {
  1101. r_begin_type = 8;
  1102. r_end_type = 1 + r_begin_type;
  1103. } break;
  1104. case Shader::MODE_FOG: {
  1105. r_begin_type = 9;
  1106. r_end_type = 1 + r_begin_type;
  1107. } break;
  1108. default: {
  1109. } break;
  1110. }
  1111. }
  1112. void VisualShaderEditor::_script_created(const Ref<Script> &p_script) {
  1113. if (p_script.is_null() || p_script->get_instance_base_type() != "VisualShaderNodeCustom") {
  1114. return;
  1115. }
  1116. Ref<VisualShaderNodeCustom> ref;
  1117. ref.instantiate();
  1118. ref->set_script(p_script);
  1119. Dictionary dict = get_custom_node_data(ref);
  1120. add_custom_type(dict["name"], String(), dict["script"], dict["description"], dict["return_icon_type"], dict["category"], dict["highend"]);
  1121. _update_options_menu();
  1122. }
  1123. void VisualShaderEditor::_update_custom_script(const Ref<Script> &p_script) {
  1124. if (p_script.is_null() || p_script->get_instance_base_type() != "VisualShaderNodeCustom") {
  1125. return;
  1126. }
  1127. Ref<VisualShaderNodeCustom> ref;
  1128. ref.instantiate();
  1129. ref->set_script(p_script);
  1130. if (!ref->is_available(visual_shader->get_mode(), visual_shader->get_shader_type())) {
  1131. for (int i = 0; i < add_options.size(); i++) {
  1132. if (add_options[i].is_custom && add_options[i].script == p_script) {
  1133. add_options.remove_at(i);
  1134. _update_options_menu();
  1135. // TODO: Make indication for the existed custom nodes with that script on graph to be disabled.
  1136. break;
  1137. }
  1138. }
  1139. return;
  1140. }
  1141. Dictionary dict = get_custom_node_data(ref);
  1142. bool found_type = false;
  1143. bool need_rebuild = false;
  1144. for (int i = custom_node_option_idx; i < add_options.size(); i++) {
  1145. if (add_options[i].script == p_script) {
  1146. found_type = true;
  1147. add_options.write[i].name = dict["name"];
  1148. add_options.write[i].return_type = dict["return_icon_type"];
  1149. add_options.write[i].description = dict["description"];
  1150. add_options.write[i].category = dict["category"];
  1151. add_options.write[i].highend = dict["highend"];
  1152. int begin_type = 0;
  1153. int end_type = 0;
  1154. _get_current_mode_limits(begin_type, end_type);
  1155. for (int t = begin_type; t < end_type; t++) {
  1156. VisualShader::Type type = (VisualShader::Type)t;
  1157. Vector<int> nodes = visual_shader->get_node_list(type);
  1158. List<VisualShader::Connection> node_connections;
  1159. visual_shader->get_node_connections(type, &node_connections);
  1160. List<VisualShader::Connection> custom_node_input_connections;
  1161. List<VisualShader::Connection> custom_node_output_connections;
  1162. for (const VisualShader::Connection &E : node_connections) {
  1163. int from = E.from_node;
  1164. int from_port = E.from_port;
  1165. int to = E.to_node;
  1166. int to_port = E.to_port;
  1167. if (graph_plugin->get_node_script(from) == p_script) {
  1168. custom_node_output_connections.push_back({ from, from_port, to, to_port });
  1169. } else if (graph_plugin->get_node_script(to) == p_script) {
  1170. custom_node_input_connections.push_back({ from, from_port, to, to_port });
  1171. }
  1172. }
  1173. for (int node_id : nodes) {
  1174. Ref<VisualShaderNode> vsnode = visual_shader->get_node(type, node_id);
  1175. if (vsnode.is_null()) {
  1176. continue;
  1177. }
  1178. Ref<VisualShaderNodeCustom> custom_node = Ref<VisualShaderNodeCustom>(vsnode.ptr());
  1179. if (custom_node.is_null() || custom_node->get_script() != p_script) {
  1180. continue;
  1181. }
  1182. need_rebuild = true;
  1183. // Removes invalid connections.
  1184. {
  1185. int prev_input_port_count = custom_node->get_input_port_count();
  1186. int prev_output_port_count = custom_node->get_output_port_count();
  1187. custom_node->update_ports();
  1188. int input_port_count = custom_node->get_input_port_count();
  1189. int output_port_count = custom_node->get_output_port_count();
  1190. if (output_port_count != prev_output_port_count) {
  1191. for (const VisualShader::Connection &E : custom_node_output_connections) {
  1192. int from = E.from_node;
  1193. int from_idx = E.from_port;
  1194. int to = E.to_node;
  1195. int to_idx = E.to_port;
  1196. if (from_idx >= output_port_count) {
  1197. visual_shader->disconnect_nodes(type, from, from_idx, to, to_idx);
  1198. graph_plugin->disconnect_nodes(type, from, from_idx, to, to_idx);
  1199. }
  1200. }
  1201. }
  1202. if (input_port_count != prev_input_port_count) {
  1203. for (const VisualShader::Connection &E : custom_node_input_connections) {
  1204. int from = E.from_node;
  1205. int from_idx = E.from_port;
  1206. int to = E.to_node;
  1207. int to_idx = E.to_port;
  1208. if (to_idx >= input_port_count) {
  1209. visual_shader->disconnect_nodes(type, from, from_idx, to, to_idx);
  1210. graph_plugin->disconnect_nodes(type, from, from_idx, to, to_idx);
  1211. }
  1212. }
  1213. }
  1214. }
  1215. graph_plugin->update_node(type, node_id);
  1216. }
  1217. }
  1218. break;
  1219. }
  1220. }
  1221. if (!found_type) {
  1222. add_custom_type(dict["name"], String(), dict["script"], dict["description"], dict["return_icon_type"], dict["category"], dict["highend"]);
  1223. }
  1224. // To prevent updating options multiple times when multiple scripts are saved.
  1225. if (!_block_update_options_menu) {
  1226. _block_update_options_menu = true;
  1227. call_deferred(SNAME("_update_options_menu_deferred"));
  1228. }
  1229. // To prevent rebuilding the shader multiple times when multiple scripts are saved.
  1230. if (need_rebuild && !_block_rebuild_shader) {
  1231. _block_rebuild_shader = true;
  1232. call_deferred(SNAME("_rebuild_shader_deferred"));
  1233. }
  1234. }
  1235. void VisualShaderEditor::_resource_saved(const Ref<Resource> &p_resource) {
  1236. _update_custom_script(Ref<Script>(p_resource.ptr()));
  1237. }
  1238. void VisualShaderEditor::_resources_removed() {
  1239. bool has_any_instance = false;
  1240. for (const Ref<Script> &scr : custom_scripts_to_delete) {
  1241. for (int i = custom_node_option_idx; i < add_options.size(); i++) {
  1242. if (add_options[i].script == scr) {
  1243. add_options.remove_at(i);
  1244. // Removes all node instances using that script from the graph.
  1245. {
  1246. int begin_type = 0;
  1247. int end_type = 0;
  1248. _get_current_mode_limits(begin_type, end_type);
  1249. for (int t = begin_type; t < end_type; t++) {
  1250. VisualShader::Type type = (VisualShader::Type)t;
  1251. List<VisualShader::Connection> node_connections;
  1252. visual_shader->get_node_connections(type, &node_connections);
  1253. for (const VisualShader::Connection &E : node_connections) {
  1254. int from = E.from_node;
  1255. int from_port = E.from_port;
  1256. int to = E.to_node;
  1257. int to_port = E.to_port;
  1258. if (graph_plugin->get_node_script(from) == scr || graph_plugin->get_node_script(to) == scr) {
  1259. visual_shader->disconnect_nodes(type, from, from_port, to, to_port);
  1260. graph_plugin->disconnect_nodes(type, from, from_port, to, to_port);
  1261. }
  1262. }
  1263. Vector<int> nodes = visual_shader->get_node_list(type);
  1264. for (int node_id : nodes) {
  1265. Ref<VisualShaderNode> vsnode = visual_shader->get_node(type, node_id);
  1266. if (vsnode.is_null()) {
  1267. continue;
  1268. }
  1269. Ref<VisualShaderNodeCustom> custom_node = Ref<VisualShaderNodeCustom>(vsnode.ptr());
  1270. if (custom_node.is_null() || custom_node->get_script() != scr) {
  1271. continue;
  1272. }
  1273. visual_shader->remove_node(type, node_id);
  1274. graph_plugin->remove_node(type, node_id, false);
  1275. has_any_instance = true;
  1276. }
  1277. }
  1278. }
  1279. break;
  1280. }
  1281. }
  1282. }
  1283. if (has_any_instance) {
  1284. EditorUndoRedoManager::get_singleton()->clear_history(); // Need to clear undo history, otherwise it may lead to hard-detected errors and crashes (since the script was removed).
  1285. ResourceSaver::save(visual_shader, visual_shader->get_path());
  1286. }
  1287. _update_options_menu();
  1288. custom_scripts_to_delete.clear();
  1289. pending_custom_scripts_to_delete = false;
  1290. }
  1291. void VisualShaderEditor::_resource_removed(const Ref<Resource> &p_resource) {
  1292. Ref<Script> scr = Ref<Script>(p_resource.ptr());
  1293. if (scr.is_null() || scr->get_instance_base_type() != "VisualShaderNodeCustom") {
  1294. return;
  1295. }
  1296. custom_scripts_to_delete.push_back(scr);
  1297. if (!pending_custom_scripts_to_delete) {
  1298. pending_custom_scripts_to_delete = true;
  1299. call_deferred("_resources_removed");
  1300. }
  1301. }
  1302. void VisualShaderEditor::_update_options_menu_deferred() {
  1303. _update_options_menu();
  1304. _block_update_options_menu = false;
  1305. }
  1306. void VisualShaderEditor::_rebuild_shader_deferred() {
  1307. if (visual_shader.is_valid()) {
  1308. visual_shader->rebuild();
  1309. }
  1310. _block_rebuild_shader = false;
  1311. }
  1312. bool VisualShaderEditor::_is_available(int p_mode) {
  1313. int current_mode = edit_type->get_selected();
  1314. if (p_mode != -1) {
  1315. switch (current_mode) {
  1316. case 0: // Vertex / Emit
  1317. current_mode = 1;
  1318. break;
  1319. case 1: // Fragment / Process
  1320. current_mode = 2;
  1321. break;
  1322. case 2: // Light / Collide
  1323. current_mode = 4;
  1324. break;
  1325. default:
  1326. break;
  1327. }
  1328. }
  1329. return (p_mode == -1 || (p_mode & current_mode) != 0);
  1330. }
  1331. void VisualShaderEditor::_update_nodes() {
  1332. clear_custom_types();
  1333. Dictionary added;
  1334. // Add GDScript classes.
  1335. {
  1336. List<StringName> class_list;
  1337. ScriptServer::get_global_class_list(&class_list);
  1338. for (int i = 0; i < class_list.size(); i++) {
  1339. if (ScriptServer::get_global_class_native_base(class_list[i]) == "VisualShaderNodeCustom") {
  1340. String script_path = ScriptServer::get_global_class_path(class_list[i]);
  1341. Ref<Resource> res = ResourceLoader::load(script_path);
  1342. ERR_CONTINUE(res.is_null());
  1343. ERR_CONTINUE(!res->is_class("Script"));
  1344. Ref<Script> scr = Ref<Script>(res);
  1345. Ref<VisualShaderNodeCustom> ref;
  1346. ref.instantiate();
  1347. ref->set_script(scr);
  1348. if (!ref->is_available(visual_shader->get_mode(), visual_shader->get_shader_type())) {
  1349. continue;
  1350. }
  1351. Dictionary dict = get_custom_node_data(ref);
  1352. dict["type"] = String();
  1353. String key;
  1354. key = String(dict["category"]) + "/" + String(dict["name"]);
  1355. added[key] = dict;
  1356. }
  1357. }
  1358. }
  1359. // Add GDExtension classes.
  1360. {
  1361. List<StringName> class_list;
  1362. ClassDB::get_class_list(&class_list);
  1363. for (int i = 0; i < class_list.size(); i++) {
  1364. if (ClassDB::get_parent_class(class_list[i]) == "VisualShaderNodeCustom") {
  1365. Object *instance = ClassDB::instantiate(class_list[i]);
  1366. Ref<VisualShaderNodeCustom> ref = Object::cast_to<VisualShaderNodeCustom>(instance);
  1367. ERR_CONTINUE(ref.is_null());
  1368. if (!ref->is_available(visual_shader->get_mode(), visual_shader->get_shader_type())) {
  1369. continue;
  1370. }
  1371. Dictionary dict = get_custom_node_data(ref);
  1372. dict["type"] = class_list[i];
  1373. dict["script"] = Ref<Script>();
  1374. String key;
  1375. key = String(dict["category"]) + "/" + String(dict["name"]);
  1376. added[key] = dict;
  1377. }
  1378. }
  1379. }
  1380. // Disables not-supported copied items.
  1381. {
  1382. for (CopyItem &item : copy_items_buffer) {
  1383. Ref<VisualShaderNodeCustom> custom = Object::cast_to<VisualShaderNodeCustom>(item.node.ptr());
  1384. if (custom.is_valid()) {
  1385. if (!custom->is_available(visual_shader->get_mode(), visual_shader->get_shader_type())) {
  1386. item.disabled = true;
  1387. } else {
  1388. item.disabled = false;
  1389. }
  1390. } else {
  1391. for (int i = 0; i < add_options.size(); i++) {
  1392. if (add_options[i].type == item.node->get_class_name()) {
  1393. if ((add_options[i].func != visual_shader->get_mode() && add_options[i].func != -1) || !_is_available(add_options[i].mode)) {
  1394. item.disabled = true;
  1395. } else {
  1396. item.disabled = false;
  1397. }
  1398. break;
  1399. }
  1400. }
  1401. }
  1402. }
  1403. }
  1404. Array keys = added.keys();
  1405. keys.sort();
  1406. for (int i = 0; i < keys.size(); i++) {
  1407. const Variant &key = keys.get(i);
  1408. const Dictionary &value = (Dictionary)added[key];
  1409. add_custom_type(value["name"], value["type"], value["script"], value["description"], value["return_icon_type"], value["category"], value["highend"]);
  1410. }
  1411. _update_options_menu();
  1412. }
  1413. String VisualShaderEditor::_get_description(int p_idx) {
  1414. return add_options[p_idx].description;
  1415. }
  1416. void VisualShaderEditor::_update_options_menu() {
  1417. node_desc->set_text("");
  1418. members_dialog->get_ok_button()->set_disabled(true);
  1419. members->clear();
  1420. TreeItem *root = members->create_item();
  1421. String filter = node_filter->get_text().strip_edges();
  1422. bool use_filter = !filter.is_empty();
  1423. bool is_first_item = true;
  1424. Color unsupported_color = get_theme_color(SNAME("error_color"), SNAME("Editor"));
  1425. Color supported_color = get_theme_color(SNAME("warning_color"), SNAME("Editor"));
  1426. static bool low_driver = GLOBAL_GET("rendering/renderer/rendering_method") == "gl_compatibility";
  1427. HashMap<String, TreeItem *> folders;
  1428. int current_func = -1;
  1429. if (!visual_shader.is_null()) {
  1430. current_func = visual_shader->get_mode();
  1431. }
  1432. Vector<AddOption> custom_options;
  1433. Vector<AddOption> embedded_options;
  1434. static Vector<String> type_filter_exceptions;
  1435. if (type_filter_exceptions.is_empty()) {
  1436. type_filter_exceptions.append("VisualShaderNodeExpression");
  1437. }
  1438. for (int i = 0; i < add_options.size(); i++) {
  1439. if (!use_filter || add_options[i].name.findn(filter) != -1) {
  1440. // port type filtering
  1441. if (members_output_port_type != VisualShaderNode::PORT_TYPE_MAX || members_input_port_type != VisualShaderNode::PORT_TYPE_MAX) {
  1442. Ref<VisualShaderNode> vsn;
  1443. int check_result = 0;
  1444. if (!add_options[i].is_custom) {
  1445. vsn = Ref<VisualShaderNode>(Object::cast_to<VisualShaderNode>(ClassDB::instantiate(add_options[i].type)));
  1446. if (!vsn.is_valid()) {
  1447. continue;
  1448. }
  1449. if (type_filter_exceptions.has(add_options[i].type)) {
  1450. check_result = 1;
  1451. }
  1452. Ref<VisualShaderNodeInput> input = Object::cast_to<VisualShaderNodeInput>(vsn.ptr());
  1453. if (input.is_valid()) {
  1454. input->set_shader_mode(visual_shader->get_mode());
  1455. input->set_shader_type(visual_shader->get_shader_type());
  1456. if (!add_options[i].ops.is_empty() && add_options[i].ops[0].get_type() == Variant::STRING) {
  1457. input->set_input_name((String)add_options[i].ops[0]);
  1458. }
  1459. }
  1460. Ref<VisualShaderNodeExpression> expression = Object::cast_to<VisualShaderNodeExpression>(vsn.ptr());
  1461. if (expression.is_valid()) {
  1462. if (members_input_port_type == VisualShaderNode::PORT_TYPE_SAMPLER) {
  1463. check_result = -1; // expressions creates a port with required type automatically (except for sampler output)
  1464. }
  1465. }
  1466. Ref<VisualShaderNodeParameterRef> parameter_ref = Object::cast_to<VisualShaderNodeParameterRef>(vsn.ptr());
  1467. if (parameter_ref.is_valid()) {
  1468. check_result = -1;
  1469. if (members_input_port_type != VisualShaderNode::PORT_TYPE_MAX) {
  1470. for (int j = 0; j < parameter_ref->get_parameters_count(); j++) {
  1471. if (visual_shader->is_port_types_compatible(parameter_ref->get_port_type_by_index(j), members_input_port_type)) {
  1472. check_result = 1;
  1473. break;
  1474. }
  1475. }
  1476. }
  1477. }
  1478. } else {
  1479. check_result = 1;
  1480. }
  1481. if (members_output_port_type != VisualShaderNode::PORT_TYPE_MAX) {
  1482. if (check_result == 0) {
  1483. for (int j = 0; j < vsn->get_input_port_count(); j++) {
  1484. if (visual_shader->is_port_types_compatible(vsn->get_input_port_type(j), members_output_port_type)) {
  1485. check_result = 1;
  1486. break;
  1487. }
  1488. }
  1489. }
  1490. if (check_result != 1) {
  1491. continue;
  1492. }
  1493. }
  1494. if (members_input_port_type != VisualShaderNode::PORT_TYPE_MAX) {
  1495. if (check_result == 0) {
  1496. for (int j = 0; j < vsn->get_output_port_count(); j++) {
  1497. if (visual_shader->is_port_types_compatible(vsn->get_output_port_type(j), members_input_port_type)) {
  1498. check_result = 1;
  1499. break;
  1500. }
  1501. }
  1502. }
  1503. if (check_result != 1) {
  1504. continue;
  1505. }
  1506. }
  1507. }
  1508. if ((add_options[i].func != current_func && add_options[i].func != -1) || !_is_available(add_options[i].mode)) {
  1509. continue;
  1510. }
  1511. const_cast<AddOption &>(add_options[i]).temp_idx = i; // save valid id
  1512. if (add_options[i].is_custom) {
  1513. custom_options.push_back(add_options[i]);
  1514. } else {
  1515. embedded_options.push_back(add_options[i]);
  1516. }
  1517. }
  1518. }
  1519. Vector<AddOption> options;
  1520. SortArray<AddOption, _OptionComparator> sorter;
  1521. sorter.sort(custom_options.ptrw(), custom_options.size());
  1522. options.append_array(custom_options);
  1523. options.append_array(embedded_options);
  1524. for (int i = 0; i < options.size(); i++) {
  1525. String path = options[i].category;
  1526. Vector<String> subfolders = path.split("/");
  1527. TreeItem *category = nullptr;
  1528. if (!folders.has(path)) {
  1529. category = root;
  1530. String path_temp = "";
  1531. for (int j = 0; j < subfolders.size(); j++) {
  1532. path_temp += subfolders[j];
  1533. if (!folders.has(path_temp)) {
  1534. category = members->create_item(category);
  1535. category->set_selectable(0, false);
  1536. category->set_collapsed(!use_filter);
  1537. category->set_text(0, subfolders[j]);
  1538. folders.insert(path_temp, category);
  1539. } else {
  1540. category = folders[path_temp];
  1541. }
  1542. }
  1543. } else {
  1544. category = folders[path];
  1545. }
  1546. TreeItem *item = members->create_item(category);
  1547. if (options[i].highend && low_driver) {
  1548. item->set_custom_color(0, unsupported_color);
  1549. } else if (options[i].highend) {
  1550. item->set_custom_color(0, supported_color);
  1551. }
  1552. item->set_text(0, options[i].name);
  1553. if (is_first_item && use_filter) {
  1554. item->select(0);
  1555. node_desc->set_text(options[i].description);
  1556. is_first_item = false;
  1557. }
  1558. switch (options[i].return_type) {
  1559. case VisualShaderNode::PORT_TYPE_SCALAR:
  1560. item->set_icon(0, get_theme_icon(SNAME("float"), SNAME("EditorIcons")));
  1561. break;
  1562. case VisualShaderNode::PORT_TYPE_SCALAR_INT:
  1563. item->set_icon(0, get_theme_icon(SNAME("int"), SNAME("EditorIcons")));
  1564. break;
  1565. case VisualShaderNode::PORT_TYPE_SCALAR_UINT:
  1566. item->set_icon(0, get_theme_icon(SNAME("uint"), SNAME("EditorIcons")));
  1567. break;
  1568. case VisualShaderNode::PORT_TYPE_VECTOR_2D:
  1569. item->set_icon(0, get_theme_icon(SNAME("Vector2"), SNAME("EditorIcons")));
  1570. break;
  1571. case VisualShaderNode::PORT_TYPE_VECTOR_3D:
  1572. item->set_icon(0, get_theme_icon(SNAME("Vector3"), SNAME("EditorIcons")));
  1573. break;
  1574. case VisualShaderNode::PORT_TYPE_VECTOR_4D:
  1575. item->set_icon(0, get_theme_icon(SNAME("Vector4"), SNAME("EditorIcons")));
  1576. break;
  1577. case VisualShaderNode::PORT_TYPE_BOOLEAN:
  1578. item->set_icon(0, get_theme_icon(SNAME("bool"), SNAME("EditorIcons")));
  1579. break;
  1580. case VisualShaderNode::PORT_TYPE_TRANSFORM:
  1581. item->set_icon(0, get_theme_icon(SNAME("Transform3D"), SNAME("EditorIcons")));
  1582. break;
  1583. case VisualShaderNode::PORT_TYPE_SAMPLER:
  1584. item->set_icon(0, get_theme_icon(SNAME("ImageTexture"), SNAME("EditorIcons")));
  1585. break;
  1586. default:
  1587. break;
  1588. }
  1589. item->set_meta("id", options[i].temp_idx);
  1590. }
  1591. }
  1592. void VisualShaderEditor::_set_mode(int p_which) {
  1593. if (p_which == VisualShader::MODE_SKY) {
  1594. edit_type_standard->set_visible(false);
  1595. edit_type_particles->set_visible(false);
  1596. edit_type_sky->set_visible(true);
  1597. edit_type_fog->set_visible(false);
  1598. edit_type = edit_type_sky;
  1599. custom_mode_box->set_visible(false);
  1600. varying_button->hide();
  1601. mode = MODE_FLAGS_SKY;
  1602. } else if (p_which == VisualShader::MODE_FOG) {
  1603. edit_type_standard->set_visible(false);
  1604. edit_type_particles->set_visible(false);
  1605. edit_type_sky->set_visible(false);
  1606. edit_type_fog->set_visible(true);
  1607. edit_type = edit_type_fog;
  1608. custom_mode_box->set_visible(false);
  1609. varying_button->hide();
  1610. mode = MODE_FLAGS_FOG;
  1611. } else if (p_which == VisualShader::MODE_PARTICLES) {
  1612. edit_type_standard->set_visible(false);
  1613. edit_type_particles->set_visible(true);
  1614. edit_type_sky->set_visible(false);
  1615. edit_type_fog->set_visible(false);
  1616. edit_type = edit_type_particles;
  1617. if ((edit_type->get_selected() + 3) > VisualShader::TYPE_PROCESS) {
  1618. custom_mode_box->set_visible(false);
  1619. } else {
  1620. custom_mode_box->set_visible(true);
  1621. }
  1622. varying_button->hide();
  1623. mode = MODE_FLAGS_PARTICLES;
  1624. } else {
  1625. edit_type_particles->set_visible(false);
  1626. edit_type_standard->set_visible(true);
  1627. edit_type_sky->set_visible(false);
  1628. edit_type_fog->set_visible(false);
  1629. edit_type = edit_type_standard;
  1630. custom_mode_box->set_visible(false);
  1631. varying_button->show();
  1632. mode = MODE_FLAGS_SPATIAL_CANVASITEM;
  1633. }
  1634. visual_shader->set_shader_type(get_current_shader_type());
  1635. }
  1636. Size2 VisualShaderEditor::get_minimum_size() const {
  1637. return Size2(10, 200);
  1638. }
  1639. void VisualShaderEditor::_draw_color_over_button(Object *obj, Color p_color) {
  1640. Button *button = Object::cast_to<Button>(obj);
  1641. if (!button) {
  1642. return;
  1643. }
  1644. Ref<StyleBox> normal = get_theme_stylebox(SNAME("normal"), SNAME("Button"));
  1645. button->draw_rect(Rect2(normal->get_offset(), button->get_size() - normal->get_minimum_size()), p_color);
  1646. }
  1647. void VisualShaderEditor::_update_created_node(GraphNode *node) {
  1648. const Ref<StyleBoxFlat> sb = node->get_theme_stylebox(SNAME("frame"), SNAME("GraphNode"));
  1649. Color c = sb->get_border_color();
  1650. 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);
  1651. c = mono_color;
  1652. node->add_theme_color_override("title_color", c);
  1653. c.a = 0.7;
  1654. node->add_theme_color_override("close_color", c);
  1655. node->add_theme_color_override("resizer_color", c);
  1656. }
  1657. void VisualShaderEditor::_update_parameters(bool p_update_refs) {
  1658. VisualShaderNodeParameterRef::clear_parameters(visual_shader->get_rid());
  1659. for (int t = 0; t < VisualShader::TYPE_MAX; t++) {
  1660. Vector<int> tnodes = visual_shader->get_node_list((VisualShader::Type)t);
  1661. for (int i = 0; i < tnodes.size(); i++) {
  1662. Ref<VisualShaderNode> vsnode = visual_shader->get_node((VisualShader::Type)t, tnodes[i]);
  1663. Ref<VisualShaderNodeParameter> parameter = vsnode;
  1664. if (parameter.is_valid()) {
  1665. Ref<VisualShaderNodeFloatParameter> float_parameter = vsnode;
  1666. Ref<VisualShaderNodeIntParameter> int_parameter = vsnode;
  1667. Ref<VisualShaderNodeUIntParameter> uint_parameter = vsnode;
  1668. Ref<VisualShaderNodeVec2Parameter> vec2_parameter = vsnode;
  1669. Ref<VisualShaderNodeVec3Parameter> vec3_parameter = vsnode;
  1670. Ref<VisualShaderNodeVec4Parameter> vec4_parameter = vsnode;
  1671. Ref<VisualShaderNodeColorParameter> color_parameter = vsnode;
  1672. Ref<VisualShaderNodeBooleanParameter> boolean_parameter = vsnode;
  1673. Ref<VisualShaderNodeTransformParameter> transform_parameter = vsnode;
  1674. VisualShaderNodeParameterRef::ParameterType parameter_type;
  1675. if (float_parameter.is_valid()) {
  1676. parameter_type = VisualShaderNodeParameterRef::PARAMETER_TYPE_FLOAT;
  1677. } else if (int_parameter.is_valid()) {
  1678. parameter_type = VisualShaderNodeParameterRef::PARAMETER_TYPE_INT;
  1679. } else if (uint_parameter.is_valid()) {
  1680. parameter_type = VisualShaderNodeParameterRef::PARAMETER_TYPE_UINT;
  1681. } else if (boolean_parameter.is_valid()) {
  1682. parameter_type = VisualShaderNodeParameterRef::PARAMETER_TYPE_BOOLEAN;
  1683. } else if (vec2_parameter.is_valid()) {
  1684. parameter_type = VisualShaderNodeParameterRef::PARAMETER_TYPE_VECTOR2;
  1685. } else if (vec3_parameter.is_valid()) {
  1686. parameter_type = VisualShaderNodeParameterRef::PARAMETER_TYPE_VECTOR3;
  1687. } else if (vec4_parameter.is_valid()) {
  1688. parameter_type = VisualShaderNodeParameterRef::PARAMETER_TYPE_VECTOR4;
  1689. } else if (transform_parameter.is_valid()) {
  1690. parameter_type = VisualShaderNodeParameterRef::PARAMETER_TYPE_TRANSFORM;
  1691. } else if (color_parameter.is_valid()) {
  1692. parameter_type = VisualShaderNodeParameterRef::PARAMETER_TYPE_COLOR;
  1693. } else {
  1694. parameter_type = VisualShaderNodeParameterRef::UNIFORM_TYPE_SAMPLER;
  1695. }
  1696. VisualShaderNodeParameterRef::add_parameter(visual_shader->get_rid(), parameter->get_parameter_name(), parameter_type);
  1697. }
  1698. }
  1699. }
  1700. if (p_update_refs) {
  1701. graph_plugin->update_parameter_refs();
  1702. }
  1703. }
  1704. void VisualShaderEditor::_update_parameter_refs(HashSet<String> &p_deleted_names) {
  1705. EditorUndoRedoManager *undo_redo = EditorUndoRedoManager::get_singleton();
  1706. for (int i = 0; i < VisualShader::TYPE_MAX; i++) {
  1707. VisualShader::Type type = VisualShader::Type(i);
  1708. Vector<int> nodes = visual_shader->get_node_list(type);
  1709. for (int j = 0; j < nodes.size(); j++) {
  1710. if (j > 0) {
  1711. Ref<VisualShaderNodeParameterRef> ref = visual_shader->get_node(type, nodes[j]);
  1712. if (ref.is_valid()) {
  1713. if (p_deleted_names.has(ref->get_parameter_name())) {
  1714. undo_redo->add_do_method(ref.ptr(), "set_parameter_name", "[None]");
  1715. undo_redo->add_undo_method(ref.ptr(), "set_parameter_name", ref->get_parameter_name());
  1716. undo_redo->add_do_method(graph_plugin.ptr(), "update_node", VisualShader::Type(i), nodes[j]);
  1717. undo_redo->add_undo_method(graph_plugin.ptr(), "update_node", VisualShader::Type(i), nodes[j]);
  1718. }
  1719. }
  1720. }
  1721. }
  1722. }
  1723. }
  1724. void VisualShaderEditor::_update_graph() {
  1725. if (updating) {
  1726. return;
  1727. }
  1728. if (visual_shader.is_null()) {
  1729. return;
  1730. }
  1731. graph->set_scroll_offset(visual_shader->get_graph_offset() * EDSCALE);
  1732. VisualShader::Type type = get_current_shader_type();
  1733. graph->clear_connections();
  1734. //erase all nodes
  1735. for (int i = 0; i < graph->get_child_count(); i++) {
  1736. if (Object::cast_to<GraphNode>(graph->get_child(i))) {
  1737. Node *node = graph->get_child(i);
  1738. graph->remove_child(node);
  1739. memdelete(node);
  1740. i--;
  1741. }
  1742. }
  1743. List<VisualShader::Connection> node_connections;
  1744. visual_shader->get_node_connections(type, &node_connections);
  1745. graph_plugin->set_connections(node_connections);
  1746. Vector<int> nodes = visual_shader->get_node_list(type);
  1747. _update_parameters(false);
  1748. _update_varyings();
  1749. graph_plugin->clear_links();
  1750. graph_plugin->update_theme();
  1751. for (int n_i = 0; n_i < nodes.size(); n_i++) {
  1752. graph_plugin->add_node(type, nodes[n_i], false);
  1753. }
  1754. for (const VisualShader::Connection &E : node_connections) {
  1755. int from = E.from_node;
  1756. int from_idx = E.from_port;
  1757. int to = E.to_node;
  1758. int to_idx = E.to_port;
  1759. graph->connect_node(itos(from), from_idx, itos(to), to_idx);
  1760. }
  1761. float graph_minimap_opacity = EDITOR_GET("editors/visual_editors/minimap_opacity");
  1762. graph->set_minimap_opacity(graph_minimap_opacity);
  1763. float graph_lines_curvature = EDITOR_GET("editors/visual_editors/lines_curvature");
  1764. graph->set_connection_lines_curvature(graph_lines_curvature);
  1765. }
  1766. VisualShader::Type VisualShaderEditor::get_current_shader_type() const {
  1767. VisualShader::Type type;
  1768. if (mode & MODE_FLAGS_PARTICLES) {
  1769. type = VisualShader::Type(edit_type->get_selected() + 3 + (custom_mode_enabled ? 3 : 0));
  1770. } else if (mode & MODE_FLAGS_SKY) {
  1771. type = VisualShader::Type(edit_type->get_selected() + 8);
  1772. } else if (mode & MODE_FLAGS_FOG) {
  1773. type = VisualShader::Type(edit_type->get_selected() + 9);
  1774. } else {
  1775. type = VisualShader::Type(edit_type->get_selected());
  1776. }
  1777. return type;
  1778. }
  1779. void VisualShaderEditor::_add_input_port(int p_node, int p_port, int p_port_type, const String &p_name) {
  1780. VisualShader::Type type = get_current_shader_type();
  1781. Ref<VisualShaderNodeExpression> node = visual_shader->get_node(type, p_node);
  1782. if (node.is_null()) {
  1783. return;
  1784. }
  1785. EditorUndoRedoManager *undo_redo = EditorUndoRedoManager::get_singleton();
  1786. undo_redo->create_action(TTR("Add Input Port"));
  1787. undo_redo->add_do_method(node.ptr(), "add_input_port", p_port, p_port_type, p_name);
  1788. undo_redo->add_undo_method(node.ptr(), "remove_input_port", p_port);
  1789. undo_redo->add_do_method(graph_plugin.ptr(), "update_node", type, p_node);
  1790. undo_redo->add_undo_method(graph_plugin.ptr(), "update_node", type, p_node);
  1791. undo_redo->commit_action();
  1792. }
  1793. void VisualShaderEditor::_add_output_port(int p_node, int p_port, int p_port_type, const String &p_name) {
  1794. VisualShader::Type type = get_current_shader_type();
  1795. Ref<VisualShaderNodeGroupBase> node = visual_shader->get_node(type, p_node);
  1796. if (node.is_null()) {
  1797. return;
  1798. }
  1799. EditorUndoRedoManager *undo_redo = EditorUndoRedoManager::get_singleton();
  1800. undo_redo->create_action(TTR("Add Output Port"));
  1801. undo_redo->add_do_method(node.ptr(), "add_output_port", p_port, p_port_type, p_name);
  1802. undo_redo->add_undo_method(node.ptr(), "remove_output_port", p_port);
  1803. undo_redo->add_do_method(graph_plugin.ptr(), "update_node", type, p_node);
  1804. undo_redo->add_undo_method(graph_plugin.ptr(), "update_node", type, p_node);
  1805. undo_redo->commit_action();
  1806. }
  1807. void VisualShaderEditor::_change_input_port_type(int p_type, int p_node, int p_port) {
  1808. VisualShader::Type type = get_current_shader_type();
  1809. Ref<VisualShaderNodeGroupBase> node = visual_shader->get_node(type, p_node);
  1810. if (node.is_null()) {
  1811. return;
  1812. }
  1813. EditorUndoRedoManager *undo_redo = EditorUndoRedoManager::get_singleton();
  1814. undo_redo->create_action(TTR("Change Input Port Type"));
  1815. undo_redo->add_do_method(node.ptr(), "set_input_port_type", p_port, p_type);
  1816. undo_redo->add_undo_method(node.ptr(), "set_input_port_type", p_port, node->get_input_port_type(p_port));
  1817. undo_redo->add_do_method(graph_plugin.ptr(), "update_node", type, p_node);
  1818. undo_redo->add_undo_method(graph_plugin.ptr(), "update_node", type, p_node);
  1819. undo_redo->commit_action();
  1820. }
  1821. void VisualShaderEditor::_change_output_port_type(int p_type, int p_node, int p_port) {
  1822. VisualShader::Type type = get_current_shader_type();
  1823. Ref<VisualShaderNodeGroupBase> node = visual_shader->get_node(type, p_node);
  1824. if (node.is_null()) {
  1825. return;
  1826. }
  1827. EditorUndoRedoManager *undo_redo = EditorUndoRedoManager::get_singleton();
  1828. undo_redo->create_action(TTR("Change Output Port Type"));
  1829. undo_redo->add_do_method(node.ptr(), "set_output_port_type", p_port, p_type);
  1830. undo_redo->add_undo_method(node.ptr(), "set_output_port_type", p_port, node->get_output_port_type(p_port));
  1831. undo_redo->add_do_method(graph_plugin.ptr(), "update_node", type, p_node);
  1832. undo_redo->add_undo_method(graph_plugin.ptr(), "update_node", type, p_node);
  1833. undo_redo->commit_action();
  1834. }
  1835. void VisualShaderEditor::_change_input_port_name(const String &p_text, Object *p_line_edit, int p_node_id, int p_port_id) {
  1836. VisualShader::Type type = get_current_shader_type();
  1837. Ref<VisualShaderNodeGroupBase> node = visual_shader->get_node(type, p_node_id);
  1838. ERR_FAIL_COND(!node.is_valid());
  1839. String prev_name = node->get_input_port_name(p_port_id);
  1840. if (prev_name == p_text) {
  1841. return;
  1842. }
  1843. LineEdit *line_edit = Object::cast_to<LineEdit>(p_line_edit);
  1844. ERR_FAIL_COND(!line_edit);
  1845. String validated_name = visual_shader->validate_port_name(p_text, node.ptr(), p_port_id, false);
  1846. if (validated_name.is_empty() || prev_name == validated_name) {
  1847. line_edit->set_text(node->get_input_port_name(p_port_id));
  1848. return;
  1849. }
  1850. EditorUndoRedoManager *undo_redo = EditorUndoRedoManager::get_singleton();
  1851. undo_redo->create_action(TTR("Change Input Port Name"));
  1852. undo_redo->add_do_method(node.ptr(), "set_input_port_name", p_port_id, validated_name);
  1853. undo_redo->add_undo_method(node.ptr(), "set_input_port_name", p_port_id, node->get_input_port_name(p_port_id));
  1854. undo_redo->commit_action();
  1855. }
  1856. void VisualShaderEditor::_change_output_port_name(const String &p_text, Object *p_line_edit, int p_node_id, int p_port_id) {
  1857. VisualShader::Type type = get_current_shader_type();
  1858. Ref<VisualShaderNodeGroupBase> node = visual_shader->get_node(type, p_node_id);
  1859. ERR_FAIL_COND(!node.is_valid());
  1860. String prev_name = node->get_output_port_name(p_port_id);
  1861. if (prev_name == p_text) {
  1862. return;
  1863. }
  1864. LineEdit *line_edit = Object::cast_to<LineEdit>(p_line_edit);
  1865. ERR_FAIL_COND(!line_edit);
  1866. String validated_name = visual_shader->validate_port_name(p_text, node.ptr(), p_port_id, true);
  1867. if (validated_name.is_empty() || prev_name == validated_name) {
  1868. line_edit->set_text(node->get_output_port_name(p_port_id));
  1869. return;
  1870. }
  1871. EditorUndoRedoManager *undo_redo = EditorUndoRedoManager::get_singleton();
  1872. undo_redo->create_action(TTR("Change Output Port Name"));
  1873. undo_redo->add_do_method(node.ptr(), "set_output_port_name", p_port_id, validated_name);
  1874. undo_redo->add_undo_method(node.ptr(), "set_output_port_name", p_port_id, prev_name);
  1875. undo_redo->commit_action();
  1876. }
  1877. void VisualShaderEditor::_expand_output_port(int p_node, int p_port, bool p_expand) {
  1878. VisualShader::Type type = get_current_shader_type();
  1879. Ref<VisualShaderNode> node = visual_shader->get_node(type, p_node);
  1880. ERR_FAIL_COND(!node.is_valid());
  1881. EditorUndoRedoManager *undo_redo = EditorUndoRedoManager::get_singleton();
  1882. if (p_expand) {
  1883. undo_redo->create_action(TTR("Expand Output Port"));
  1884. } else {
  1885. undo_redo->create_action(TTR("Shrink Output Port"));
  1886. }
  1887. undo_redo->add_do_method(node.ptr(), "_set_output_port_expanded", p_port, p_expand);
  1888. undo_redo->add_undo_method(node.ptr(), "_set_output_port_expanded", p_port, !p_expand);
  1889. int type_size = 0;
  1890. switch (node->get_output_port_type(p_port)) {
  1891. case VisualShaderNode::PORT_TYPE_VECTOR_2D: {
  1892. type_size = 2;
  1893. } break;
  1894. case VisualShaderNode::PORT_TYPE_VECTOR_3D: {
  1895. type_size = 3;
  1896. } break;
  1897. case VisualShaderNode::PORT_TYPE_VECTOR_4D: {
  1898. type_size = 4;
  1899. } break;
  1900. default:
  1901. break;
  1902. }
  1903. List<VisualShader::Connection> conns;
  1904. visual_shader->get_node_connections(type, &conns);
  1905. for (const VisualShader::Connection &E : conns) {
  1906. int cn_from_node = E.from_node;
  1907. int cn_from_port = E.from_port;
  1908. int cn_to_node = E.to_node;
  1909. int cn_to_port = E.to_port;
  1910. if (cn_from_node == p_node) {
  1911. if (p_expand) {
  1912. if (cn_from_port > p_port) { // reconnect ports after expanded ports
  1913. undo_redo->add_do_method(visual_shader.ptr(), "disconnect_nodes", type, cn_from_node, cn_from_port, cn_to_node, cn_to_port);
  1914. undo_redo->add_undo_method(visual_shader.ptr(), "connect_nodes_forced", type, cn_from_node, cn_from_port, cn_to_node, cn_to_port);
  1915. undo_redo->add_do_method(graph_plugin.ptr(), "disconnect_nodes", type, cn_from_node, cn_from_port, cn_to_node, cn_to_port);
  1916. undo_redo->add_undo_method(graph_plugin.ptr(), "connect_nodes", type, cn_from_node, cn_from_port, cn_to_node, cn_to_port);
  1917. undo_redo->add_do_method(visual_shader.ptr(), "connect_nodes_forced", type, cn_from_node, cn_from_port + type_size, cn_to_node, cn_to_port);
  1918. undo_redo->add_undo_method(visual_shader.ptr(), "disconnect_nodes", type, cn_from_node, cn_from_port + type_size, cn_to_node, cn_to_port);
  1919. undo_redo->add_do_method(graph_plugin.ptr(), "connect_nodes", type, cn_from_node, cn_from_port + type_size, cn_to_node, cn_to_port);
  1920. undo_redo->add_undo_method(graph_plugin.ptr(), "disconnect_nodes", type, cn_from_node, cn_from_port + type_size, cn_to_node, cn_to_port);
  1921. }
  1922. } else {
  1923. if (cn_from_port > p_port + type_size) { // reconnect ports after expanded ports
  1924. undo_redo->add_do_method(visual_shader.ptr(), "disconnect_nodes", type, cn_from_node, cn_from_port, cn_to_node, cn_to_port);
  1925. undo_redo->add_undo_method(visual_shader.ptr(), "connect_nodes_forced", type, cn_from_node, cn_from_port, cn_to_node, cn_to_port);
  1926. undo_redo->add_do_method(graph_plugin.ptr(), "disconnect_nodes", type, cn_from_node, cn_from_port, cn_to_node, cn_to_port);
  1927. undo_redo->add_undo_method(graph_plugin.ptr(), "connect_nodes", type, cn_from_node, cn_from_port, cn_to_node, cn_to_port);
  1928. undo_redo->add_do_method(visual_shader.ptr(), "connect_nodes", type, cn_from_node, cn_from_port - type_size, cn_to_node, cn_to_port);
  1929. undo_redo->add_undo_method(visual_shader.ptr(), "disconnect_nodes", type, cn_from_node, cn_from_port - type_size, cn_to_node, cn_to_port);
  1930. undo_redo->add_do_method(graph_plugin.ptr(), "connect_nodes", type, cn_from_node, cn_from_port - type_size, cn_to_node, cn_to_port);
  1931. undo_redo->add_undo_method(graph_plugin.ptr(), "disconnect_nodes", type, cn_from_node, cn_from_port - type_size, cn_to_node, cn_to_port);
  1932. } else if (cn_from_port > p_port) { // disconnect component ports
  1933. undo_redo->add_do_method(visual_shader.ptr(), "disconnect_nodes", type, cn_from_node, cn_from_port, cn_to_node, cn_to_port);
  1934. undo_redo->add_undo_method(visual_shader.ptr(), "connect_nodes_forced", type, cn_from_node, cn_from_port, cn_to_node, cn_to_port);
  1935. undo_redo->add_do_method(graph_plugin.ptr(), "disconnect_nodes", type, cn_from_node, cn_from_port, cn_to_node, cn_to_port);
  1936. undo_redo->add_undo_method(graph_plugin.ptr(), "connect_nodes", type, cn_from_node, cn_from_port, cn_to_node, cn_to_port);
  1937. }
  1938. }
  1939. }
  1940. }
  1941. int preview_port = node->get_output_port_for_preview();
  1942. if (p_expand) {
  1943. if (preview_port > p_port) {
  1944. undo_redo->add_do_method(node.ptr(), "set_output_port_for_preview", preview_port + type_size);
  1945. undo_redo->add_undo_method(node.ptr(), "set_output_port_for_preview", preview_port);
  1946. }
  1947. } else {
  1948. if (preview_port > p_port + type_size) {
  1949. undo_redo->add_do_method(node.ptr(), "set_output_port_for_preview", preview_port - type_size);
  1950. undo_redo->add_undo_method(node.ptr(), "set_output_port_for_preview", preview_port);
  1951. }
  1952. }
  1953. undo_redo->add_do_method(graph_plugin.ptr(), "update_node", type, p_node);
  1954. undo_redo->add_undo_method(graph_plugin.ptr(), "update_node", type, p_node);
  1955. undo_redo->commit_action();
  1956. }
  1957. void VisualShaderEditor::_remove_input_port(int p_node, int p_port) {
  1958. VisualShader::Type type = get_current_shader_type();
  1959. Ref<VisualShaderNodeGroupBase> node = visual_shader->get_node(type, p_node);
  1960. if (node.is_null()) {
  1961. return;
  1962. }
  1963. EditorUndoRedoManager *undo_redo = EditorUndoRedoManager::get_singleton();
  1964. undo_redo->create_action(TTR("Remove Input Port"));
  1965. List<VisualShader::Connection> conns;
  1966. visual_shader->get_node_connections(type, &conns);
  1967. for (const VisualShader::Connection &E : conns) {
  1968. int cn_from_node = E.from_node;
  1969. int cn_from_port = E.from_port;
  1970. int cn_to_node = E.to_node;
  1971. int cn_to_port = E.to_port;
  1972. if (cn_to_node == p_node) {
  1973. if (cn_to_port == p_port) {
  1974. undo_redo->add_do_method(visual_shader.ptr(), "disconnect_nodes", type, cn_from_node, cn_from_port, cn_to_node, cn_to_port);
  1975. undo_redo->add_undo_method(visual_shader.ptr(), "connect_nodes_forced", type, cn_from_node, cn_from_port, cn_to_node, cn_to_port);
  1976. undo_redo->add_do_method(graph_plugin.ptr(), "disconnect_nodes", type, cn_from_node, cn_from_port, cn_to_node, cn_to_port);
  1977. undo_redo->add_undo_method(graph_plugin.ptr(), "connect_nodes", type, cn_from_node, cn_from_port, cn_to_node, cn_to_port);
  1978. } else if (cn_to_port > p_port) {
  1979. undo_redo->add_do_method(visual_shader.ptr(), "disconnect_nodes", type, cn_from_node, cn_from_port, cn_to_node, cn_to_port);
  1980. undo_redo->add_undo_method(visual_shader.ptr(), "connect_nodes_forced", type, cn_from_node, cn_from_port, cn_to_node, cn_to_port);
  1981. undo_redo->add_do_method(graph_plugin.ptr(), "disconnect_nodes", type, cn_from_node, cn_from_port, cn_to_node, cn_to_port);
  1982. undo_redo->add_undo_method(graph_plugin.ptr(), "connect_nodes", type, cn_from_node, cn_from_port, cn_to_node, cn_to_port);
  1983. undo_redo->add_do_method(visual_shader.ptr(), "connect_nodes_forced", type, cn_from_node, cn_from_port, cn_to_node, cn_to_port - 1);
  1984. undo_redo->add_undo_method(visual_shader.ptr(), "disconnect_nodes", type, cn_from_node, cn_from_port, cn_to_node, cn_to_port - 1);
  1985. undo_redo->add_do_method(graph_plugin.ptr(), "connect_nodes", type, cn_from_node, cn_from_port, cn_to_node, cn_to_port - 1);
  1986. undo_redo->add_undo_method(graph_plugin.ptr(), "disconnect_nodes", type, cn_from_node, cn_from_port, cn_to_node, cn_to_port - 1);
  1987. }
  1988. }
  1989. }
  1990. undo_redo->add_do_method(node.ptr(), "remove_input_port", p_port);
  1991. 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));
  1992. undo_redo->add_do_method(graph_plugin.ptr(), "update_node", type, p_node);
  1993. undo_redo->add_undo_method(graph_plugin.ptr(), "update_node", type, p_node);
  1994. undo_redo->commit_action();
  1995. }
  1996. void VisualShaderEditor::_remove_output_port(int p_node, int p_port) {
  1997. VisualShader::Type type = get_current_shader_type();
  1998. Ref<VisualShaderNodeGroupBase> node = visual_shader->get_node(type, p_node);
  1999. if (node.is_null()) {
  2000. return;
  2001. }
  2002. EditorUndoRedoManager *undo_redo = EditorUndoRedoManager::get_singleton();
  2003. undo_redo->create_action(TTR("Remove Output Port"));
  2004. List<VisualShader::Connection> conns;
  2005. visual_shader->get_node_connections(type, &conns);
  2006. for (const VisualShader::Connection &E : conns) {
  2007. int cn_from_node = E.from_node;
  2008. int cn_from_port = E.from_port;
  2009. int cn_to_node = E.to_node;
  2010. int cn_to_port = E.to_port;
  2011. if (cn_from_node == p_node) {
  2012. if (cn_from_port == p_port) {
  2013. undo_redo->add_do_method(visual_shader.ptr(), "disconnect_nodes", type, cn_from_node, cn_from_port, cn_to_node, cn_to_port);
  2014. undo_redo->add_undo_method(visual_shader.ptr(), "connect_nodes_forced", type, cn_from_node, cn_from_port, cn_to_node, cn_to_port);
  2015. undo_redo->add_do_method(graph_plugin.ptr(), "disconnect_nodes", type, cn_from_node, cn_from_port, cn_to_node, cn_to_port);
  2016. undo_redo->add_undo_method(graph_plugin.ptr(), "connect_nodes", type, cn_from_node, cn_from_port, cn_to_node, cn_to_port);
  2017. } else if (cn_from_port > p_port) {
  2018. undo_redo->add_do_method(visual_shader.ptr(), "disconnect_nodes", type, cn_from_node, cn_from_port, cn_to_node, cn_to_port);
  2019. undo_redo->add_undo_method(visual_shader.ptr(), "connect_nodes_forced", type, cn_from_node, cn_from_port, cn_to_node, cn_to_port);
  2020. undo_redo->add_do_method(graph_plugin.ptr(), "disconnect_nodes", type, cn_from_node, cn_from_port, cn_to_node, cn_to_port);
  2021. undo_redo->add_undo_method(graph_plugin.ptr(), "connect_nodes", type, cn_from_node, cn_from_port, cn_to_node, cn_to_port);
  2022. undo_redo->add_do_method(visual_shader.ptr(), "connect_nodes_forced", type, cn_from_node, cn_from_port - 1, cn_to_node, cn_to_port);
  2023. undo_redo->add_undo_method(visual_shader.ptr(), "disconnect_nodes", type, cn_from_node, cn_from_port - 1, cn_to_node, cn_to_port);
  2024. undo_redo->add_do_method(graph_plugin.ptr(), "connect_nodes", type, cn_from_node, cn_from_port - 1, cn_to_node, cn_to_port);
  2025. undo_redo->add_undo_method(graph_plugin.ptr(), "disconnect_nodes", type, cn_from_node, cn_from_port - 1, cn_to_node, cn_to_port);
  2026. }
  2027. }
  2028. }
  2029. int preview_port = node->get_output_port_for_preview();
  2030. if (preview_port != -1) {
  2031. if (preview_port == p_port) {
  2032. undo_redo->add_do_method(node.ptr(), "set_output_port_for_preview", -1);
  2033. undo_redo->add_undo_method(node.ptr(), "set_output_port_for_preview", preview_port);
  2034. } else if (preview_port > p_port) {
  2035. undo_redo->add_do_method(node.ptr(), "set_output_port_for_preview", preview_port - 1);
  2036. undo_redo->add_undo_method(node.ptr(), "set_output_port_for_preview", preview_port);
  2037. }
  2038. }
  2039. undo_redo->add_do_method(node.ptr(), "remove_output_port", p_port);
  2040. 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));
  2041. undo_redo->add_do_method(graph_plugin.ptr(), "update_node", type, p_node);
  2042. undo_redo->add_undo_method(graph_plugin.ptr(), "update_node", type, p_node);
  2043. undo_redo->commit_action();
  2044. }
  2045. void VisualShaderEditor::_expression_focus_out(Object *code_edit, int p_node) {
  2046. VisualShader::Type type = get_current_shader_type();
  2047. Ref<VisualShaderNodeExpression> node = visual_shader->get_node(type, p_node);
  2048. if (node.is_null()) {
  2049. return;
  2050. }
  2051. CodeEdit *expression_box = Object::cast_to<CodeEdit>(code_edit);
  2052. if (node->get_expression() == expression_box->get_text()) {
  2053. return;
  2054. }
  2055. EditorUndoRedoManager *undo_redo = EditorUndoRedoManager::get_singleton();
  2056. undo_redo->create_action(TTR("Set VisualShader Expression"));
  2057. undo_redo->add_do_method(node.ptr(), "set_expression", expression_box->get_text());
  2058. undo_redo->add_undo_method(node.ptr(), "set_expression", node->get_expression());
  2059. undo_redo->add_do_method(graph_plugin.ptr(), "set_expression", type, p_node, expression_box->get_text());
  2060. undo_redo->add_undo_method(graph_plugin.ptr(), "set_expression", type, p_node, node->get_expression());
  2061. undo_redo->commit_action();
  2062. }
  2063. void VisualShaderEditor::_set_node_size(int p_type, int p_node, const Vector2 &p_size) {
  2064. VisualShader::Type type = VisualShader::Type(p_type);
  2065. Ref<VisualShaderNodeResizableBase> node = visual_shader->get_node(type, p_node);
  2066. if (node.is_null()) {
  2067. return;
  2068. }
  2069. Size2 size = p_size;
  2070. if (!node->is_allow_v_resize()) {
  2071. size.y = 0;
  2072. }
  2073. node->set_size(size);
  2074. if (get_current_shader_type() == type) {
  2075. Ref<VisualShaderNodeExpression> expression_node = Object::cast_to<VisualShaderNodeExpression>(node.ptr());
  2076. Control *text_box = nullptr;
  2077. if (!expression_node.is_null()) {
  2078. text_box = expression_node->is_ctrl_pressed(0);
  2079. if (text_box) {
  2080. text_box->set_custom_minimum_size(Size2(0, 0));
  2081. }
  2082. }
  2083. GraphNode *gn = nullptr;
  2084. Node *node2 = graph->get_node(itos(p_node));
  2085. gn = Object::cast_to<GraphNode>(node2);
  2086. if (!gn) {
  2087. return;
  2088. }
  2089. gn->set_custom_minimum_size(size);
  2090. gn->reset_size();
  2091. if (!expression_node.is_null() && text_box) {
  2092. Size2 box_size = size;
  2093. if (box_size.x < 150 * EDSCALE || box_size.y < 0) {
  2094. box_size.x = gn->get_size().x;
  2095. }
  2096. box_size.x -= text_box->get_offset(SIDE_LEFT);
  2097. box_size.x -= 28 * EDSCALE;
  2098. box_size.y -= text_box->get_offset(SIDE_TOP);
  2099. box_size.y -= 28 * EDSCALE;
  2100. text_box->set_custom_minimum_size(box_size);
  2101. text_box->reset_size();
  2102. }
  2103. }
  2104. }
  2105. void VisualShaderEditor::_node_resized(const Vector2 &p_new_size, int p_type, int p_node) {
  2106. Ref<VisualShaderNodeResizableBase> node = visual_shader->get_node(VisualShader::Type(p_type), p_node);
  2107. if (node.is_null()) {
  2108. return;
  2109. }
  2110. EditorUndoRedoManager *undo_redo = EditorUndoRedoManager::get_singleton();
  2111. undo_redo->create_action(TTR("Resize VisualShader Node"), UndoRedo::MERGE_ENDS);
  2112. undo_redo->add_do_method(this, "_set_node_size", p_type, p_node, p_new_size);
  2113. undo_redo->add_undo_method(this, "_set_node_size", p_type, p_node, node->get_size());
  2114. undo_redo->commit_action();
  2115. }
  2116. void VisualShaderEditor::_preview_select_port(int p_node, int p_port) {
  2117. VisualShader::Type type = get_current_shader_type();
  2118. Ref<VisualShaderNode> node = visual_shader->get_node(type, p_node);
  2119. if (node.is_null()) {
  2120. return;
  2121. }
  2122. int prev_port = node->get_output_port_for_preview();
  2123. if (node->get_output_port_for_preview() == p_port) {
  2124. p_port = -1; //toggle it
  2125. }
  2126. EditorUndoRedoManager *undo_redo = EditorUndoRedoManager::get_singleton();
  2127. undo_redo->create_action(p_port == -1 ? TTR("Hide Port Preview") : TTR("Show Port Preview"));
  2128. undo_redo->add_do_method(node.ptr(), "set_output_port_for_preview", p_port);
  2129. undo_redo->add_undo_method(node.ptr(), "set_output_port_for_preview", prev_port);
  2130. undo_redo->add_do_method(graph_plugin.ptr(), "update_node", (int)type, p_node);
  2131. undo_redo->add_undo_method(graph_plugin.ptr(), "update_node", (int)type, p_node);
  2132. undo_redo->commit_action();
  2133. }
  2134. void VisualShaderEditor::_comment_title_popup_show(const Point2 &p_position, int p_node_id) {
  2135. VisualShader::Type type = get_current_shader_type();
  2136. Ref<VisualShaderNodeComment> node = visual_shader->get_node(type, p_node_id);
  2137. if (node.is_null()) {
  2138. return;
  2139. }
  2140. comment_title_change_edit->set_text(node->get_title());
  2141. comment_title_change_popup->set_meta("id", p_node_id);
  2142. comment_title_change_popup->popup();
  2143. comment_title_change_popup->set_position(p_position);
  2144. }
  2145. void VisualShaderEditor::_comment_title_text_changed(const String &p_new_text) {
  2146. comment_title_change_edit->reset_size();
  2147. comment_title_change_popup->reset_size();
  2148. }
  2149. void VisualShaderEditor::_comment_title_text_submitted(const String &p_new_text) {
  2150. comment_title_change_popup->hide();
  2151. }
  2152. void VisualShaderEditor::_comment_title_popup_focus_out() {
  2153. comment_title_change_popup->hide();
  2154. }
  2155. void VisualShaderEditor::_comment_title_popup_hide() {
  2156. ERR_FAIL_COND(!comment_title_change_popup->has_meta("id"));
  2157. int node_id = (int)comment_title_change_popup->get_meta("id");
  2158. VisualShader::Type type = get_current_shader_type();
  2159. Ref<VisualShaderNodeComment> node = visual_shader->get_node(type, node_id);
  2160. ERR_FAIL_COND(node.is_null());
  2161. if (node->get_title() == comment_title_change_edit->get_text()) {
  2162. return; // nothing changed - ignored
  2163. }
  2164. EditorUndoRedoManager *undo_redo = EditorUndoRedoManager::get_singleton();
  2165. undo_redo->create_action(TTR("Set Comment Node Title"));
  2166. undo_redo->add_do_method(node.ptr(), "set_title", comment_title_change_edit->get_text());
  2167. undo_redo->add_undo_method(node.ptr(), "set_title", node->get_title());
  2168. undo_redo->add_do_method(graph_plugin.ptr(), "update_node", (int)type, node_id);
  2169. undo_redo->add_undo_method(graph_plugin.ptr(), "update_node", (int)type, node_id);
  2170. undo_redo->commit_action();
  2171. }
  2172. void VisualShaderEditor::_comment_desc_popup_show(const Point2 &p_position, int p_node_id) {
  2173. VisualShader::Type type = get_current_shader_type();
  2174. Ref<VisualShaderNodeComment> node = visual_shader->get_node(type, p_node_id);
  2175. if (node.is_null()) {
  2176. return;
  2177. }
  2178. comment_desc_change_edit->set_text(node->get_description());
  2179. comment_desc_change_popup->set_meta("id", p_node_id);
  2180. comment_desc_change_popup->reset_size();
  2181. comment_desc_change_popup->popup();
  2182. comment_desc_change_popup->set_position(p_position);
  2183. }
  2184. void VisualShaderEditor::_comment_desc_text_changed() {
  2185. comment_desc_change_edit->reset_size();
  2186. comment_desc_change_popup->reset_size();
  2187. }
  2188. void VisualShaderEditor::_comment_desc_confirm() {
  2189. comment_desc_change_popup->hide();
  2190. }
  2191. void VisualShaderEditor::_comment_desc_popup_hide() {
  2192. ERR_FAIL_COND(!comment_desc_change_popup->has_meta("id"));
  2193. int node_id = (int)comment_desc_change_popup->get_meta("id");
  2194. VisualShader::Type type = get_current_shader_type();
  2195. Ref<VisualShaderNodeComment> node = visual_shader->get_node(type, node_id);
  2196. ERR_FAIL_COND(node.is_null());
  2197. if (node->get_description() == comment_desc_change_edit->get_text()) {
  2198. return; // nothing changed - ignored
  2199. }
  2200. EditorUndoRedoManager *undo_redo = EditorUndoRedoManager::get_singleton();
  2201. undo_redo->create_action(TTR("Set Comment Node Description"));
  2202. undo_redo->add_do_method(node.ptr(), "set_description", comment_desc_change_edit->get_text());
  2203. undo_redo->add_undo_method(node.ptr(), "set_description", node->get_title());
  2204. undo_redo->add_do_method(graph_plugin.ptr(), "update_node", (int)type, node_id);
  2205. undo_redo->add_undo_method(graph_plugin.ptr(), "update_node", (int)type, node_id);
  2206. undo_redo->commit_action();
  2207. }
  2208. void VisualShaderEditor::_parameter_line_edit_changed(const String &p_text, int p_node_id) {
  2209. VisualShader::Type type = get_current_shader_type();
  2210. Ref<VisualShaderNodeParameter> node = visual_shader->get_node(type, p_node_id);
  2211. ERR_FAIL_COND(!node.is_valid());
  2212. String validated_name = visual_shader->validate_parameter_name(p_text, node);
  2213. if (validated_name == node->get_parameter_name()) {
  2214. return;
  2215. }
  2216. EditorUndoRedoManager *undo_redo = EditorUndoRedoManager::get_singleton();
  2217. undo_redo->create_action(TTR("Set Parameter Name"));
  2218. undo_redo->add_do_method(node.ptr(), "set_parameter_name", validated_name);
  2219. undo_redo->add_undo_method(node.ptr(), "set_parameter_name", node->get_parameter_name());
  2220. undo_redo->add_do_method(graph_plugin.ptr(), "set_parameter_name", type, p_node_id, validated_name);
  2221. undo_redo->add_undo_method(graph_plugin.ptr(), "set_parameter_name", type, p_node_id, node->get_parameter_name());
  2222. undo_redo->add_do_method(graph_plugin.ptr(), "update_node_deferred", type, p_node_id);
  2223. undo_redo->add_undo_method(graph_plugin.ptr(), "update_node_deferred", type, p_node_id);
  2224. undo_redo->add_do_method(this, "_update_parameters", true);
  2225. undo_redo->add_undo_method(this, "_update_parameters", true);
  2226. HashSet<String> changed_names;
  2227. changed_names.insert(node->get_parameter_name());
  2228. _update_parameter_refs(changed_names);
  2229. undo_redo->commit_action();
  2230. }
  2231. void VisualShaderEditor::_parameter_line_edit_focus_out(Object *line_edit, int p_node_id) {
  2232. _parameter_line_edit_changed(Object::cast_to<LineEdit>(line_edit)->get_text(), p_node_id);
  2233. }
  2234. void VisualShaderEditor::_port_name_focus_out(Object *line_edit, int p_node_id, int p_port_id, bool p_output) {
  2235. if (!p_output) {
  2236. _change_input_port_name(Object::cast_to<LineEdit>(line_edit)->get_text(), line_edit, p_node_id, p_port_id);
  2237. } else {
  2238. _change_output_port_name(Object::cast_to<LineEdit>(line_edit)->get_text(), line_edit, p_node_id, p_port_id);
  2239. }
  2240. }
  2241. void VisualShaderEditor::_port_edited(const StringName &p_property, const Variant &p_value, const String &p_field, bool p_changing) {
  2242. VisualShader::Type type = get_current_shader_type();
  2243. Ref<VisualShaderNode> vsn = visual_shader->get_node(type, editing_node);
  2244. ERR_FAIL_COND(!vsn.is_valid());
  2245. EditorUndoRedoManager *undo_redo = EditorUndoRedoManager::get_singleton();
  2246. undo_redo->create_action(TTR("Set Input Default Port"));
  2247. Ref<VisualShaderNodeCustom> custom = Object::cast_to<VisualShaderNodeCustom>(vsn.ptr());
  2248. if (custom.is_valid()) {
  2249. undo_redo->add_do_method(custom.ptr(), "_set_input_port_default_value", editing_port, p_value);
  2250. undo_redo->add_undo_method(custom.ptr(), "_set_input_port_default_value", editing_port, vsn->get_input_port_default_value(editing_port));
  2251. } else {
  2252. undo_redo->add_do_method(vsn.ptr(), "set_input_port_default_value", editing_port, p_value);
  2253. undo_redo->add_undo_method(vsn.ptr(), "set_input_port_default_value", editing_port, vsn->get_input_port_default_value(editing_port));
  2254. }
  2255. undo_redo->add_do_method(graph_plugin.ptr(), "set_input_port_default_value", type, editing_node, editing_port, p_value);
  2256. 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));
  2257. undo_redo->commit_action();
  2258. }
  2259. void VisualShaderEditor::_edit_port_default_input(Object *p_button, int p_node, int p_port) {
  2260. VisualShader::Type type = get_current_shader_type();
  2261. Ref<VisualShaderNode> vs_node = visual_shader->get_node(type, p_node);
  2262. Variant value = vs_node->get_input_port_default_value(p_port);
  2263. edited_property_holder->set_edited_property(value);
  2264. if (property_editor) {
  2265. property_editor->disconnect("property_changed", callable_mp(this, &VisualShaderEditor::_port_edited));
  2266. property_editor_popup->remove_child(property_editor);
  2267. }
  2268. // TODO: Define these properties with actual PropertyInfo and feed it to the property editor widget.
  2269. property_editor = EditorInspector::instantiate_property_editor(edited_property_holder.ptr(), value.get_type(), "edited_property", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NONE);
  2270. if (property_editor) {
  2271. property_editor->set_object_and_property(edited_property_holder.ptr(), "edited_property");
  2272. property_editor->update_property();
  2273. property_editor->set_name_split_ratio(0);
  2274. property_editor_popup->add_child(property_editor);
  2275. property_editor->connect("property_changed", callable_mp(this, &VisualShaderEditor::_port_edited));
  2276. Button *button = Object::cast_to<Button>(p_button);
  2277. if (button) {
  2278. property_editor_popup->set_position(button->get_screen_position() + Vector2(0, button->get_size().height) * graph->get_zoom());
  2279. }
  2280. property_editor_popup->reset_size();
  2281. if (button) {
  2282. property_editor_popup->popup();
  2283. } else {
  2284. property_editor_popup->popup_centered_ratio();
  2285. }
  2286. }
  2287. editing_node = p_node;
  2288. editing_port = p_port;
  2289. }
  2290. void VisualShaderEditor::_setup_node(VisualShaderNode *p_node, const Vector<Variant> &p_ops) {
  2291. // INPUT
  2292. {
  2293. VisualShaderNodeInput *input = Object::cast_to<VisualShaderNodeInput>(p_node);
  2294. if (input) {
  2295. ERR_FAIL_COND(p_ops[0].get_type() != Variant::STRING);
  2296. input->set_input_name((String)p_ops[0]);
  2297. return;
  2298. }
  2299. }
  2300. // FLOAT_CONST
  2301. {
  2302. VisualShaderNodeFloatConstant *float_const = Object::cast_to<VisualShaderNodeFloatConstant>(p_node);
  2303. if (float_const) {
  2304. ERR_FAIL_COND(p_ops[0].get_type() != Variant::FLOAT);
  2305. float_const->set_constant((float)p_ops[0]);
  2306. return;
  2307. }
  2308. }
  2309. // FLOAT_OP
  2310. {
  2311. VisualShaderNodeFloatOp *floatOp = Object::cast_to<VisualShaderNodeFloatOp>(p_node);
  2312. if (floatOp) {
  2313. ERR_FAIL_COND(p_ops[0].get_type() != Variant::INT);
  2314. floatOp->set_operator((VisualShaderNodeFloatOp::Operator)(int)p_ops[0]);
  2315. return;
  2316. }
  2317. }
  2318. // FLOAT_FUNC
  2319. {
  2320. VisualShaderNodeFloatFunc *floatFunc = Object::cast_to<VisualShaderNodeFloatFunc>(p_node);
  2321. if (floatFunc) {
  2322. ERR_FAIL_COND(p_ops[0].get_type() != Variant::INT);
  2323. floatFunc->set_function((VisualShaderNodeFloatFunc::Function)(int)p_ops[0]);
  2324. return;
  2325. }
  2326. }
  2327. // VECTOR_OP
  2328. {
  2329. VisualShaderNodeVectorOp *vecOp = Object::cast_to<VisualShaderNodeVectorOp>(p_node);
  2330. if (vecOp) {
  2331. ERR_FAIL_COND(p_ops[0].get_type() != Variant::INT);
  2332. ERR_FAIL_COND(p_ops[1].get_type() != Variant::INT);
  2333. vecOp->set_operator((VisualShaderNodeVectorOp::Operator)(int)p_ops[0]);
  2334. vecOp->set_op_type((VisualShaderNodeVectorOp::OpType)(int)p_ops[1]);
  2335. return;
  2336. }
  2337. }
  2338. // VECTOR_FUNC
  2339. {
  2340. VisualShaderNodeVectorFunc *vecFunc = Object::cast_to<VisualShaderNodeVectorFunc>(p_node);
  2341. if (vecFunc) {
  2342. ERR_FAIL_COND(p_ops[0].get_type() != Variant::INT);
  2343. ERR_FAIL_COND(p_ops[1].get_type() != Variant::INT);
  2344. vecFunc->set_function((VisualShaderNodeVectorFunc::Function)(int)p_ops[0]);
  2345. vecFunc->set_op_type((VisualShaderNodeVectorFunc::OpType)(int)p_ops[1]);
  2346. return;
  2347. }
  2348. }
  2349. // COLOR_OP
  2350. {
  2351. VisualShaderNodeColorOp *colorOp = Object::cast_to<VisualShaderNodeColorOp>(p_node);
  2352. if (colorOp) {
  2353. ERR_FAIL_COND(p_ops[0].get_type() != Variant::INT);
  2354. colorOp->set_operator((VisualShaderNodeColorOp::Operator)(int)p_ops[0]);
  2355. return;
  2356. }
  2357. }
  2358. // COLOR_FUNC
  2359. {
  2360. VisualShaderNodeColorFunc *colorFunc = Object::cast_to<VisualShaderNodeColorFunc>(p_node);
  2361. if (colorFunc) {
  2362. ERR_FAIL_COND(p_ops[0].get_type() != Variant::INT);
  2363. colorFunc->set_function((VisualShaderNodeColorFunc::Function)(int)p_ops[0]);
  2364. return;
  2365. }
  2366. }
  2367. // INT_OP
  2368. {
  2369. VisualShaderNodeIntOp *intOp = Object::cast_to<VisualShaderNodeIntOp>(p_node);
  2370. if (intOp) {
  2371. ERR_FAIL_COND(p_ops[0].get_type() != Variant::INT);
  2372. intOp->set_operator((VisualShaderNodeIntOp::Operator)(int)p_ops[0]);
  2373. return;
  2374. }
  2375. }
  2376. // INT_FUNC
  2377. {
  2378. VisualShaderNodeIntFunc *intFunc = Object::cast_to<VisualShaderNodeIntFunc>(p_node);
  2379. if (intFunc) {
  2380. ERR_FAIL_COND(p_ops[0].get_type() != Variant::INT);
  2381. intFunc->set_function((VisualShaderNodeIntFunc::Function)(int)p_ops[0]);
  2382. return;
  2383. }
  2384. }
  2385. // UINT_OP
  2386. {
  2387. VisualShaderNodeUIntOp *uintOp = Object::cast_to<VisualShaderNodeUIntOp>(p_node);
  2388. if (uintOp) {
  2389. ERR_FAIL_COND(p_ops[0].get_type() != Variant::INT);
  2390. uintOp->set_operator((VisualShaderNodeUIntOp::Operator)(int)p_ops[0]);
  2391. return;
  2392. }
  2393. }
  2394. // UINT_FUNC
  2395. {
  2396. VisualShaderNodeUIntFunc *uintFunc = Object::cast_to<VisualShaderNodeUIntFunc>(p_node);
  2397. if (uintFunc) {
  2398. ERR_FAIL_COND(p_ops[0].get_type() != Variant::INT);
  2399. uintFunc->set_function((VisualShaderNodeUIntFunc::Function)(int)p_ops[0]);
  2400. return;
  2401. }
  2402. }
  2403. // TRANSFORM_OP
  2404. {
  2405. VisualShaderNodeTransformOp *matOp = Object::cast_to<VisualShaderNodeTransformOp>(p_node);
  2406. if (matOp) {
  2407. ERR_FAIL_COND(p_ops[0].get_type() != Variant::INT);
  2408. matOp->set_operator((VisualShaderNodeTransformOp::Operator)(int)p_ops[0]);
  2409. return;
  2410. }
  2411. }
  2412. // TRANSFORM_FUNC
  2413. {
  2414. VisualShaderNodeTransformFunc *matFunc = Object::cast_to<VisualShaderNodeTransformFunc>(p_node);
  2415. if (matFunc) {
  2416. ERR_FAIL_COND(p_ops[0].get_type() != Variant::INT);
  2417. matFunc->set_function((VisualShaderNodeTransformFunc::Function)(int)p_ops[0]);
  2418. return;
  2419. }
  2420. }
  2421. // VECTOR_COMPOSE
  2422. {
  2423. VisualShaderNodeVectorCompose *vecCompose = Object::cast_to<VisualShaderNodeVectorCompose>(p_node);
  2424. if (vecCompose) {
  2425. ERR_FAIL_COND(p_ops[0].get_type() != Variant::INT);
  2426. vecCompose->set_op_type((VisualShaderNodeVectorCompose::OpType)(int)p_ops[0]);
  2427. return;
  2428. }
  2429. }
  2430. // VECTOR_DECOMPOSE
  2431. {
  2432. VisualShaderNodeVectorDecompose *vecDecompose = Object::cast_to<VisualShaderNodeVectorDecompose>(p_node);
  2433. if (vecDecompose) {
  2434. ERR_FAIL_COND(p_ops[0].get_type() != Variant::INT);
  2435. vecDecompose->set_op_type((VisualShaderNodeVectorDecompose::OpType)(int)p_ops[0]);
  2436. return;
  2437. }
  2438. }
  2439. // UV_FUNC
  2440. {
  2441. VisualShaderNodeUVFunc *uvFunc = Object::cast_to<VisualShaderNodeUVFunc>(p_node);
  2442. if (uvFunc) {
  2443. ERR_FAIL_COND(p_ops[0].get_type() != Variant::INT);
  2444. uvFunc->set_function((VisualShaderNodeUVFunc::Function)(int)p_ops[0]);
  2445. return;
  2446. }
  2447. }
  2448. // IS
  2449. {
  2450. VisualShaderNodeIs *is = Object::cast_to<VisualShaderNodeIs>(p_node);
  2451. if (is) {
  2452. ERR_FAIL_COND(p_ops[0].get_type() != Variant::INT);
  2453. is->set_function((VisualShaderNodeIs::Function)(int)p_ops[0]);
  2454. return;
  2455. }
  2456. }
  2457. // COMPARE
  2458. {
  2459. VisualShaderNodeCompare *cmp = Object::cast_to<VisualShaderNodeCompare>(p_node);
  2460. if (cmp) {
  2461. ERR_FAIL_COND(p_ops[0].get_type() != Variant::INT);
  2462. cmp->set_function((VisualShaderNodeCompare::Function)(int)p_ops[0]);
  2463. return;
  2464. }
  2465. }
  2466. // DISTANCE
  2467. {
  2468. VisualShaderNodeVectorDistance *dist = Object::cast_to<VisualShaderNodeVectorDistance>(p_node);
  2469. if (dist) {
  2470. ERR_FAIL_COND(p_ops[0].get_type() != Variant::INT);
  2471. dist->set_op_type((VisualShaderNodeVectorDistance::OpType)(int)p_ops[0]);
  2472. return;
  2473. }
  2474. }
  2475. // DERIVATIVE
  2476. {
  2477. VisualShaderNodeDerivativeFunc *derFunc = Object::cast_to<VisualShaderNodeDerivativeFunc>(p_node);
  2478. if (derFunc) {
  2479. ERR_FAIL_COND(p_ops[0].get_type() != Variant::INT);
  2480. ERR_FAIL_COND(p_ops[1].get_type() != Variant::INT);
  2481. derFunc->set_function((VisualShaderNodeDerivativeFunc::Function)(int)p_ops[0]);
  2482. derFunc->set_op_type((VisualShaderNodeDerivativeFunc::OpType)(int)p_ops[1]);
  2483. return;
  2484. }
  2485. }
  2486. // MIX
  2487. {
  2488. VisualShaderNodeMix *mix = Object::cast_to<VisualShaderNodeMix>(p_node);
  2489. if (mix) {
  2490. ERR_FAIL_COND(p_ops[0].get_type() != Variant::INT);
  2491. mix->set_op_type((VisualShaderNodeMix::OpType)(int)p_ops[0]);
  2492. return;
  2493. }
  2494. }
  2495. // CLAMP
  2496. {
  2497. VisualShaderNodeClamp *clampFunc = Object::cast_to<VisualShaderNodeClamp>(p_node);
  2498. if (clampFunc) {
  2499. ERR_FAIL_COND(p_ops[0].get_type() != Variant::INT);
  2500. clampFunc->set_op_type((VisualShaderNodeClamp::OpType)(int)p_ops[0]);
  2501. return;
  2502. }
  2503. }
  2504. // SWITCH
  2505. {
  2506. VisualShaderNodeSwitch *switchFunc = Object::cast_to<VisualShaderNodeSwitch>(p_node);
  2507. if (switchFunc) {
  2508. ERR_FAIL_COND(p_ops[0].get_type() != Variant::INT);
  2509. switchFunc->set_op_type((VisualShaderNodeSwitch::OpType)(int)p_ops[0]);
  2510. return;
  2511. }
  2512. }
  2513. // FACEFORWARD
  2514. {
  2515. VisualShaderNodeFaceForward *faceForward = Object::cast_to<VisualShaderNodeFaceForward>(p_node);
  2516. if (faceForward) {
  2517. ERR_FAIL_COND(p_ops[0].get_type() != Variant::INT);
  2518. faceForward->set_op_type((VisualShaderNodeFaceForward::OpType)(int)p_ops[0]);
  2519. return;
  2520. }
  2521. }
  2522. // LENGTH
  2523. {
  2524. VisualShaderNodeVectorLen *length = Object::cast_to<VisualShaderNodeVectorLen>(p_node);
  2525. if (length) {
  2526. ERR_FAIL_COND(p_ops[0].get_type() != Variant::INT);
  2527. length->set_op_type((VisualShaderNodeVectorLen::OpType)(int)p_ops[0]);
  2528. return;
  2529. }
  2530. }
  2531. // SMOOTHSTEP
  2532. {
  2533. VisualShaderNodeSmoothStep *smoothStepFunc = Object::cast_to<VisualShaderNodeSmoothStep>(p_node);
  2534. if (smoothStepFunc) {
  2535. ERR_FAIL_COND(p_ops[0].get_type() != Variant::INT);
  2536. smoothStepFunc->set_op_type((VisualShaderNodeSmoothStep::OpType)(int)p_ops[0]);
  2537. return;
  2538. }
  2539. }
  2540. // STEP
  2541. {
  2542. VisualShaderNodeStep *stepFunc = Object::cast_to<VisualShaderNodeStep>(p_node);
  2543. if (stepFunc) {
  2544. ERR_FAIL_COND(p_ops[0].get_type() != Variant::INT);
  2545. stepFunc->set_op_type((VisualShaderNodeStep::OpType)(int)p_ops[0]);
  2546. return;
  2547. }
  2548. }
  2549. // MULTIPLY_ADD
  2550. {
  2551. VisualShaderNodeMultiplyAdd *fmaFunc = Object::cast_to<VisualShaderNodeMultiplyAdd>(p_node);
  2552. if (fmaFunc) {
  2553. ERR_FAIL_COND(p_ops[0].get_type() != Variant::INT);
  2554. fmaFunc->set_op_type((VisualShaderNodeMultiplyAdd::OpType)(int)p_ops[0]);
  2555. }
  2556. }
  2557. }
  2558. void VisualShaderEditor::_add_node(int p_idx, const Vector<Variant> &p_ops, String p_resource_path, int p_node_idx) {
  2559. ERR_FAIL_INDEX(p_idx, add_options.size());
  2560. VisualShader::Type type = get_current_shader_type();
  2561. Ref<VisualShaderNode> vsnode;
  2562. bool is_custom = add_options[p_idx].is_custom;
  2563. if (!is_custom && !add_options[p_idx].type.is_empty()) {
  2564. VisualShaderNode *vsn = Object::cast_to<VisualShaderNode>(ClassDB::instantiate(add_options[p_idx].type));
  2565. ERR_FAIL_COND(!vsn);
  2566. if (!p_ops.is_empty()) {
  2567. _setup_node(vsn, p_ops);
  2568. }
  2569. VisualShaderNodeParameterRef *parameter_ref = Object::cast_to<VisualShaderNodeParameterRef>(vsn);
  2570. if (parameter_ref && to_node != -1 && to_slot != -1) {
  2571. VisualShaderNode::PortType input_port_type = visual_shader->get_node(type, to_node)->get_input_port_type(to_slot);
  2572. bool success = false;
  2573. for (int i = 0; i < parameter_ref->get_parameters_count(); i++) {
  2574. if (parameter_ref->get_port_type_by_index(i) == input_port_type) {
  2575. parameter_ref->set_parameter_name(parameter_ref->get_parameter_name_by_index(i));
  2576. success = true;
  2577. break;
  2578. }
  2579. }
  2580. if (!success) {
  2581. for (int i = 0; i < parameter_ref->get_parameters_count(); i++) {
  2582. if (visual_shader->is_port_types_compatible(parameter_ref->get_port_type_by_index(i), input_port_type)) {
  2583. parameter_ref->set_parameter_name(parameter_ref->get_parameter_name_by_index(i));
  2584. break;
  2585. }
  2586. }
  2587. }
  2588. }
  2589. vsnode = Ref<VisualShaderNode>(vsn);
  2590. } else {
  2591. StringName base_type;
  2592. bool is_native = add_options[p_idx].is_native;
  2593. if (is_native) {
  2594. base_type = add_options[p_idx].type;
  2595. } else {
  2596. ERR_FAIL_COND(add_options[p_idx].script.is_null());
  2597. base_type = add_options[p_idx].script->get_instance_base_type();
  2598. }
  2599. VisualShaderNode *vsn = Object::cast_to<VisualShaderNode>(ClassDB::instantiate(base_type));
  2600. ERR_FAIL_COND(!vsn);
  2601. vsnode = Ref<VisualShaderNode>(vsn);
  2602. if (!is_native) {
  2603. vsnode->set_script(add_options[p_idx].script);
  2604. }
  2605. VisualShaderNodeCustom *custom_node = Object::cast_to<VisualShaderNodeCustom>(vsn);
  2606. ERR_FAIL_COND(!custom_node);
  2607. custom_node->update_ports();
  2608. }
  2609. bool is_texture2d = (Object::cast_to<VisualShaderNodeTexture>(vsnode.ptr()) != nullptr);
  2610. bool is_texture3d = (Object::cast_to<VisualShaderNodeTexture3D>(vsnode.ptr()) != nullptr);
  2611. bool is_texture2d_array = (Object::cast_to<VisualShaderNodeTexture2DArray>(vsnode.ptr()) != nullptr);
  2612. bool is_cubemap = (Object::cast_to<VisualShaderNodeCubemap>(vsnode.ptr()) != nullptr);
  2613. bool is_curve = (Object::cast_to<VisualShaderNodeCurveTexture>(vsnode.ptr()) != nullptr);
  2614. bool is_curve_xyz = (Object::cast_to<VisualShaderNodeCurveXYZTexture>(vsnode.ptr()) != nullptr);
  2615. bool is_parameter = (Object::cast_to<VisualShaderNodeParameter>(vsnode.ptr()) != nullptr);
  2616. Point2 position = graph->get_scroll_offset();
  2617. if (saved_node_pos_dirty) {
  2618. position += saved_node_pos;
  2619. } else {
  2620. position += graph->get_size() * 0.5;
  2621. position /= EDSCALE;
  2622. }
  2623. position /= graph->get_zoom();
  2624. saved_node_pos_dirty = false;
  2625. int id_to_use = visual_shader->get_valid_node_id(type);
  2626. EditorUndoRedoManager *undo_redo = EditorUndoRedoManager::get_singleton();
  2627. if (p_resource_path.is_empty()) {
  2628. undo_redo->create_action(TTR("Add Node to Visual Shader"));
  2629. } else {
  2630. id_to_use += p_node_idx;
  2631. }
  2632. undo_redo->add_do_method(visual_shader.ptr(), "add_node", type, vsnode, position, id_to_use);
  2633. undo_redo->add_undo_method(visual_shader.ptr(), "remove_node", type, id_to_use);
  2634. undo_redo->add_do_method(graph_plugin.ptr(), "add_node", type, id_to_use, false);
  2635. undo_redo->add_undo_method(graph_plugin.ptr(), "remove_node", type, id_to_use, false);
  2636. VisualShaderNodeExpression *expr = Object::cast_to<VisualShaderNodeExpression>(vsnode.ptr());
  2637. if (expr) {
  2638. expr->set_size(Size2(250 * EDSCALE, 150 * EDSCALE));
  2639. }
  2640. bool created_expression_port = false;
  2641. if (to_node != -1 && to_slot != -1) {
  2642. VisualShaderNode::PortType input_port_type = visual_shader->get_node(type, to_node)->get_input_port_type(to_slot);
  2643. if (expr && expr->is_editable() && input_port_type != VisualShaderNode::PORT_TYPE_SAMPLER) {
  2644. expr->add_output_port(0, input_port_type, "output0");
  2645. String initial_expression_code;
  2646. switch (input_port_type) {
  2647. case VisualShaderNode::PORT_TYPE_SCALAR:
  2648. initial_expression_code = "output0 = 1.0;";
  2649. break;
  2650. case VisualShaderNode::PORT_TYPE_SCALAR_INT:
  2651. initial_expression_code = "output0 = 1;";
  2652. break;
  2653. case VisualShaderNode::PORT_TYPE_SCALAR_UINT:
  2654. initial_expression_code = "output0 = 1u;";
  2655. break;
  2656. case VisualShaderNode::PORT_TYPE_VECTOR_2D:
  2657. initial_expression_code = "output0 = vec2(1.0, 1.0);";
  2658. break;
  2659. case VisualShaderNode::PORT_TYPE_VECTOR_3D:
  2660. initial_expression_code = "output0 = vec3(1.0, 1.0, 1.0);";
  2661. break;
  2662. case VisualShaderNode::PORT_TYPE_VECTOR_4D:
  2663. initial_expression_code = "output0 = vec4(1.0, 1.0, 1.0, 1.0);";
  2664. break;
  2665. case VisualShaderNode::PORT_TYPE_BOOLEAN:
  2666. initial_expression_code = "output0 = true;";
  2667. break;
  2668. case VisualShaderNode::PORT_TYPE_TRANSFORM:
  2669. initial_expression_code = "output0 = mat4(1.0);";
  2670. break;
  2671. default:
  2672. break;
  2673. }
  2674. expr->set_expression(initial_expression_code);
  2675. expr->set_size(Size2(500 * EDSCALE, 200 * EDSCALE));
  2676. created_expression_port = true;
  2677. }
  2678. if (vsnode->get_output_port_count() > 0 || created_expression_port) {
  2679. int _from_node = id_to_use;
  2680. if (created_expression_port) {
  2681. int _from_slot = 0;
  2682. undo_redo->add_do_method(visual_shader.ptr(), "connect_nodes", type, _from_node, _from_slot, to_node, to_slot);
  2683. undo_redo->add_undo_method(visual_shader.ptr(), "disconnect_nodes", type, _from_node, _from_slot, to_node, to_slot);
  2684. undo_redo->add_do_method(graph_plugin.ptr(), "connect_nodes", type, _from_node, _from_slot, to_node, to_slot);
  2685. undo_redo->add_undo_method(graph_plugin.ptr(), "disconnect_nodes", type, _from_node, _from_slot, to_node, to_slot);
  2686. } else {
  2687. // Need to setting up Input node properly before committing since `is_port_types_compatible` (calling below) is using `mode` and `shader_type`.
  2688. VisualShaderNodeInput *input = Object::cast_to<VisualShaderNodeInput>(vsnode.ptr());
  2689. if (input) {
  2690. input->set_shader_mode(visual_shader->get_mode());
  2691. input->set_shader_type(visual_shader->get_shader_type());
  2692. }
  2693. // Attempting to connect to the first correct port.
  2694. for (int i = 0; i < vsnode->get_output_port_count(); i++) {
  2695. if (visual_shader->is_port_types_compatible(vsnode->get_output_port_type(i), input_port_type)) {
  2696. undo_redo->add_do_method(visual_shader.ptr(), "connect_nodes", type, _from_node, i, to_node, to_slot);
  2697. undo_redo->add_undo_method(visual_shader.ptr(), "disconnect_nodes", type, _from_node, i, to_node, to_slot);
  2698. undo_redo->add_do_method(graph_plugin.ptr(), "connect_nodes", type, _from_node, i, to_node, to_slot);
  2699. undo_redo->add_undo_method(graph_plugin.ptr(), "disconnect_nodes", type, _from_node, i, to_node, to_slot);
  2700. break;
  2701. }
  2702. }
  2703. }
  2704. }
  2705. } else if (from_node != -1 && from_slot != -1) {
  2706. VisualShaderNode::PortType output_port_type = visual_shader->get_node(type, from_node)->get_output_port_type(from_slot);
  2707. if (expr && expr->is_editable()) {
  2708. expr->add_input_port(0, output_port_type, "input0");
  2709. created_expression_port = true;
  2710. }
  2711. if (vsnode->get_input_port_count() > 0 || created_expression_port) {
  2712. int _to_node = id_to_use;
  2713. if (created_expression_port) {
  2714. int _to_slot = 0;
  2715. undo_redo->add_undo_method(visual_shader.ptr(), "disconnect_nodes", type, from_node, from_slot, _to_node, _to_slot);
  2716. undo_redo->add_do_method(visual_shader.ptr(), "connect_nodes", type, from_node, from_slot, _to_node, _to_slot);
  2717. undo_redo->add_undo_method(graph_plugin.ptr(), "disconnect_nodes", type, from_node, from_slot, _to_node, _to_slot);
  2718. undo_redo->add_do_method(graph_plugin.ptr(), "connect_nodes", type, from_node, from_slot, _to_node, _to_slot);
  2719. } else {
  2720. int _to_slot = -1;
  2721. // Attempting to connect to the default input port or to the first correct port (if it's not found).
  2722. for (int i = 0; i < vsnode->get_input_port_count(); i++) {
  2723. if (visual_shader->is_port_types_compatible(output_port_type, vsnode->get_input_port_type(i))) {
  2724. if (i == vsnode->get_default_input_port(output_port_type)) {
  2725. _to_slot = i;
  2726. break;
  2727. } else if (_to_slot == -1) {
  2728. _to_slot = i;
  2729. }
  2730. }
  2731. }
  2732. if (_to_slot >= 0) {
  2733. undo_redo->add_undo_method(visual_shader.ptr(), "disconnect_nodes", type, from_node, from_slot, _to_node, _to_slot);
  2734. undo_redo->add_do_method(visual_shader.ptr(), "connect_nodes", type, from_node, from_slot, _to_node, _to_slot);
  2735. undo_redo->add_undo_method(graph_plugin.ptr(), "disconnect_nodes", type, from_node, from_slot, _to_node, _to_slot);
  2736. undo_redo->add_do_method(graph_plugin.ptr(), "connect_nodes", type, from_node, from_slot, _to_node, _to_slot);
  2737. }
  2738. }
  2739. if (output_port_type == VisualShaderNode::PORT_TYPE_SAMPLER) {
  2740. if (is_texture2d) {
  2741. undo_redo->add_do_method(vsnode.ptr(), "set_source", VisualShaderNodeTexture::SOURCE_PORT);
  2742. }
  2743. if (is_texture3d || is_texture2d_array) {
  2744. undo_redo->add_do_method(vsnode.ptr(), "set_source", VisualShaderNodeSample3D::SOURCE_PORT);
  2745. }
  2746. if (is_cubemap) {
  2747. undo_redo->add_do_method(vsnode.ptr(), "set_source", VisualShaderNodeCubemap::SOURCE_PORT);
  2748. }
  2749. }
  2750. }
  2751. }
  2752. _member_cancel();
  2753. if (is_parameter) {
  2754. undo_redo->add_do_method(this, "_update_parameters", true);
  2755. undo_redo->add_undo_method(this, "_update_parameters", true);
  2756. }
  2757. if (is_curve) {
  2758. graph_plugin->call_deferred(SNAME("update_curve"), id_to_use);
  2759. }
  2760. if (is_curve_xyz) {
  2761. graph_plugin->call_deferred(SNAME("update_curve_xyz"), id_to_use);
  2762. }
  2763. if (p_resource_path.is_empty()) {
  2764. undo_redo->commit_action();
  2765. } else {
  2766. //post-initialization
  2767. if (is_texture2d || is_texture3d || is_curve || is_curve_xyz) {
  2768. undo_redo->add_do_method(vsnode.ptr(), "set_texture", ResourceLoader::load(p_resource_path));
  2769. return;
  2770. }
  2771. if (is_cubemap) {
  2772. undo_redo->add_do_method(vsnode.ptr(), "set_cube_map", ResourceLoader::load(p_resource_path));
  2773. return;
  2774. }
  2775. if (is_texture2d_array) {
  2776. undo_redo->add_do_method(vsnode.ptr(), "set_texture_array", ResourceLoader::load(p_resource_path));
  2777. }
  2778. }
  2779. }
  2780. void VisualShaderEditor::_add_varying(const String &p_name, VisualShader::VaryingMode p_mode, VisualShader::VaryingType p_type) {
  2781. EditorUndoRedoManager *undo_redo = EditorUndoRedoManager::get_singleton();
  2782. undo_redo->create_action(vformat(TTR("Add Varying to Visual Shader: %s"), p_name));
  2783. undo_redo->add_do_method(visual_shader.ptr(), "add_varying", p_name, p_mode, p_type);
  2784. undo_redo->add_undo_method(visual_shader.ptr(), "remove_varying", p_name);
  2785. undo_redo->add_do_method(this, "_update_varyings");
  2786. undo_redo->add_undo_method(this, "_update_varyings");
  2787. for (int i = 0; i <= VisualShader::TYPE_LIGHT; i++) {
  2788. if (p_mode == VisualShader::VARYING_MODE_FRAG_TO_LIGHT && i == 0) {
  2789. continue;
  2790. }
  2791. VisualShader::Type type = VisualShader::Type(i);
  2792. Vector<int> nodes = visual_shader->get_node_list(type);
  2793. for (int j = 0; j < nodes.size(); j++) {
  2794. int node_id = nodes[j];
  2795. Ref<VisualShaderNode> vsnode = visual_shader->get_node(type, node_id);
  2796. Ref<VisualShaderNodeVarying> var = vsnode;
  2797. if (var.is_valid()) {
  2798. undo_redo->add_do_method(graph_plugin.ptr(), "update_node", type, node_id);
  2799. undo_redo->add_undo_method(graph_plugin.ptr(), "update_node", type, node_id);
  2800. }
  2801. }
  2802. }
  2803. undo_redo->add_do_method(this, "_update_varying_tree");
  2804. undo_redo->add_undo_method(this, "_update_varying_tree");
  2805. undo_redo->commit_action();
  2806. }
  2807. void VisualShaderEditor::_remove_varying(const String &p_name) {
  2808. EditorUndoRedoManager *undo_redo = EditorUndoRedoManager::get_singleton();
  2809. undo_redo->create_action(vformat(TTR("Remove Varying from Visual Shader: %s"), p_name));
  2810. VisualShader::VaryingMode var_mode = visual_shader->get_varying_mode(p_name);
  2811. undo_redo->add_do_method(visual_shader.ptr(), "remove_varying", p_name);
  2812. undo_redo->add_undo_method(visual_shader.ptr(), "add_varying", p_name, var_mode, visual_shader->get_varying_type(p_name));
  2813. undo_redo->add_do_method(this, "_update_varyings");
  2814. undo_redo->add_undo_method(this, "_update_varyings");
  2815. for (int i = 0; i <= VisualShader::TYPE_LIGHT; i++) {
  2816. if (var_mode == VisualShader::VARYING_MODE_FRAG_TO_LIGHT && i == 0) {
  2817. continue;
  2818. }
  2819. VisualShader::Type type = VisualShader::Type(i);
  2820. Vector<int> nodes = visual_shader->get_node_list(type);
  2821. for (int j = 0; j < nodes.size(); j++) {
  2822. int node_id = nodes[j];
  2823. Ref<VisualShaderNode> vsnode = visual_shader->get_node(type, node_id);
  2824. Ref<VisualShaderNodeVarying> var = vsnode;
  2825. if (var.is_valid()) {
  2826. String var_name = var->get_varying_name();
  2827. if (var_name == p_name) {
  2828. undo_redo->add_do_method(var.ptr(), "set_varying_name", "[None]");
  2829. undo_redo->add_undo_method(var.ptr(), "set_varying_name", var_name);
  2830. undo_redo->add_do_method(var.ptr(), "set_varying_type", VisualShader::VARYING_TYPE_FLOAT);
  2831. undo_redo->add_undo_method(var.ptr(), "set_varying_type", var->get_varying_type());
  2832. }
  2833. undo_redo->add_do_method(graph_plugin.ptr(), "update_node", type, node_id);
  2834. undo_redo->add_undo_method(graph_plugin.ptr(), "update_node", type, node_id);
  2835. }
  2836. }
  2837. List<VisualShader::Connection> node_connections;
  2838. visual_shader->get_node_connections(type, &node_connections);
  2839. for (VisualShader::Connection &E : node_connections) {
  2840. Ref<VisualShaderNodeVaryingGetter> var_getter = Object::cast_to<VisualShaderNodeVaryingGetter>(visual_shader->get_node(type, E.from_node).ptr());
  2841. if (var_getter.is_valid() && E.from_port > 0) {
  2842. undo_redo->add_do_method(visual_shader.ptr(), "disconnect_nodes", type, E.from_node, E.from_port, E.to_node, E.to_port);
  2843. undo_redo->add_undo_method(visual_shader.ptr(), "connect_nodes", type, E.from_node, E.from_port, E.to_node, E.to_port);
  2844. undo_redo->add_do_method(graph_plugin.ptr(), "disconnect_nodes", type, E.from_node, E.from_port, E.to_node, E.to_port);
  2845. undo_redo->add_undo_method(graph_plugin.ptr(), "connect_nodes", type, E.from_node, E.from_port, E.to_node, E.to_port);
  2846. }
  2847. Ref<VisualShaderNodeVaryingSetter> var_setter = Object::cast_to<VisualShaderNodeVaryingSetter>(visual_shader->get_node(type, E.to_node).ptr());
  2848. if (var_setter.is_valid() && E.to_port > 0) {
  2849. undo_redo->add_do_method(visual_shader.ptr(), "disconnect_nodes", type, E.from_node, E.from_port, E.to_node, E.to_port);
  2850. undo_redo->add_undo_method(visual_shader.ptr(), "connect_nodes", type, E.from_node, E.from_port, E.to_node, E.to_port);
  2851. undo_redo->add_do_method(graph_plugin.ptr(), "disconnect_nodes", type, E.from_node, E.from_port, E.to_node, E.to_port);
  2852. undo_redo->add_undo_method(graph_plugin.ptr(), "connect_nodes", type, E.from_node, E.from_port, E.to_node, E.to_port);
  2853. }
  2854. }
  2855. }
  2856. undo_redo->add_do_method(this, "_update_varying_tree");
  2857. undo_redo->add_undo_method(this, "_update_varying_tree");
  2858. undo_redo->commit_action();
  2859. }
  2860. void VisualShaderEditor::_update_varyings() {
  2861. VisualShaderNodeVarying::clear_varyings();
  2862. for (int i = 0; i < visual_shader->get_varyings_count(); i++) {
  2863. const VisualShader::Varying *var = visual_shader->get_varying_by_index(i);
  2864. if (var != nullptr) {
  2865. VisualShaderNodeVarying::add_varying(var->name, var->mode, var->type);
  2866. }
  2867. }
  2868. }
  2869. void VisualShaderEditor::_node_dragged(const Vector2 &p_from, const Vector2 &p_to, int p_node) {
  2870. VisualShader::Type type = get_current_shader_type();
  2871. drag_buffer.push_back({ type, p_node, p_from, p_to });
  2872. if (!drag_dirty) {
  2873. call_deferred(SNAME("_nodes_dragged"));
  2874. }
  2875. drag_dirty = true;
  2876. }
  2877. void VisualShaderEditor::_nodes_dragged() {
  2878. drag_dirty = false;
  2879. EditorUndoRedoManager *undo_redo = EditorUndoRedoManager::get_singleton();
  2880. undo_redo->create_action(TTR("Node(s) Moved"));
  2881. for (const DragOp &E : drag_buffer) {
  2882. undo_redo->add_do_method(visual_shader.ptr(), "set_node_position", E.type, E.node, E.to);
  2883. undo_redo->add_undo_method(visual_shader.ptr(), "set_node_position", E.type, E.node, E.from);
  2884. undo_redo->add_do_method(graph_plugin.ptr(), "set_node_position", E.type, E.node, E.to);
  2885. undo_redo->add_undo_method(graph_plugin.ptr(), "set_node_position", E.type, E.node, E.from);
  2886. }
  2887. drag_buffer.clear();
  2888. undo_redo->commit_action();
  2889. }
  2890. void VisualShaderEditor::_connection_request(const String &p_from, int p_from_index, const String &p_to, int p_to_index) {
  2891. VisualShader::Type type = get_current_shader_type();
  2892. int from = p_from.to_int();
  2893. int to = p_to.to_int();
  2894. if (!visual_shader->can_connect_nodes(type, from, p_from_index, to, p_to_index)) {
  2895. return;
  2896. }
  2897. EditorUndoRedoManager *undo_redo = EditorUndoRedoManager::get_singleton();
  2898. undo_redo->create_action(TTR("Nodes Connected"));
  2899. List<VisualShader::Connection> conns;
  2900. visual_shader->get_node_connections(type, &conns);
  2901. for (const VisualShader::Connection &E : conns) {
  2902. if (E.to_node == to && E.to_port == p_to_index) {
  2903. undo_redo->add_do_method(visual_shader.ptr(), "disconnect_nodes", type, E.from_node, E.from_port, E.to_node, E.to_port);
  2904. undo_redo->add_undo_method(visual_shader.ptr(), "connect_nodes", type, E.from_node, E.from_port, E.to_node, E.to_port);
  2905. undo_redo->add_do_method(graph_plugin.ptr(), "disconnect_nodes", type, E.from_node, E.from_port, E.to_node, E.to_port);
  2906. undo_redo->add_undo_method(graph_plugin.ptr(), "connect_nodes", type, E.from_node, E.from_port, E.to_node, E.to_port);
  2907. }
  2908. }
  2909. undo_redo->add_do_method(visual_shader.ptr(), "connect_nodes", type, from, p_from_index, to, p_to_index);
  2910. undo_redo->add_undo_method(visual_shader.ptr(), "disconnect_nodes", type, from, p_from_index, to, p_to_index);
  2911. undo_redo->add_do_method(graph_plugin.ptr(), "connect_nodes", type, from, p_from_index, to, p_to_index);
  2912. undo_redo->add_undo_method(graph_plugin.ptr(), "disconnect_nodes", type, from, p_from_index, to, p_to_index);
  2913. undo_redo->add_do_method(graph_plugin.ptr(), "update_node", (int)type, to);
  2914. undo_redo->add_undo_method(graph_plugin.ptr(), "update_node", (int)type, to);
  2915. undo_redo->commit_action();
  2916. }
  2917. void VisualShaderEditor::_disconnection_request(const String &p_from, int p_from_index, const String &p_to, int p_to_index) {
  2918. graph->disconnect_node(p_from, p_from_index, p_to, p_to_index);
  2919. VisualShader::Type type = get_current_shader_type();
  2920. int from = p_from.to_int();
  2921. int to = p_to.to_int();
  2922. EditorUndoRedoManager *undo_redo = EditorUndoRedoManager::get_singleton();
  2923. undo_redo->create_action(TTR("Nodes Disconnected"));
  2924. undo_redo->add_do_method(visual_shader.ptr(), "disconnect_nodes", type, from, p_from_index, to, p_to_index);
  2925. undo_redo->add_undo_method(visual_shader.ptr(), "connect_nodes", type, from, p_from_index, to, p_to_index);
  2926. undo_redo->add_do_method(graph_plugin.ptr(), "disconnect_nodes", type, from, p_from_index, to, p_to_index);
  2927. undo_redo->add_undo_method(graph_plugin.ptr(), "connect_nodes", type, from, p_from_index, to, p_to_index);
  2928. undo_redo->add_do_method(graph_plugin.ptr(), "update_node", (int)type, to);
  2929. undo_redo->add_undo_method(graph_plugin.ptr(), "update_node", (int)type, to);
  2930. undo_redo->commit_action();
  2931. }
  2932. void VisualShaderEditor::_connection_to_empty(const String &p_from, int p_from_slot, const Vector2 &p_release_position) {
  2933. from_node = p_from.to_int();
  2934. from_slot = p_from_slot;
  2935. VisualShaderNode::PortType input_port_type = VisualShaderNode::PORT_TYPE_MAX;
  2936. VisualShaderNode::PortType output_port_type = VisualShaderNode::PORT_TYPE_MAX;
  2937. Ref<VisualShaderNode> node = visual_shader->get_node(get_current_shader_type(), from_node);
  2938. if (node.is_valid()) {
  2939. output_port_type = node->get_output_port_type(from_slot);
  2940. }
  2941. _show_members_dialog(true, input_port_type, output_port_type);
  2942. }
  2943. void VisualShaderEditor::_connection_from_empty(const String &p_to, int p_to_slot, const Vector2 &p_release_position) {
  2944. to_node = p_to.to_int();
  2945. to_slot = p_to_slot;
  2946. VisualShaderNode::PortType input_port_type = VisualShaderNode::PORT_TYPE_MAX;
  2947. VisualShaderNode::PortType output_port_type = VisualShaderNode::PORT_TYPE_MAX;
  2948. Ref<VisualShaderNode> node = visual_shader->get_node(get_current_shader_type(), to_node);
  2949. if (node.is_valid()) {
  2950. input_port_type = node->get_input_port_type(to_slot);
  2951. }
  2952. _show_members_dialog(true, input_port_type, output_port_type);
  2953. }
  2954. void VisualShaderEditor::_delete_nodes(int p_type, const List<int> &p_nodes) {
  2955. VisualShader::Type type = VisualShader::Type(p_type);
  2956. List<VisualShader::Connection> conns;
  2957. visual_shader->get_node_connections(type, &conns);
  2958. EditorUndoRedoManager *undo_redo = EditorUndoRedoManager::get_singleton();
  2959. for (const int &F : p_nodes) {
  2960. for (const VisualShader::Connection &E : conns) {
  2961. if (E.from_node == F || E.to_node == F) {
  2962. undo_redo->add_do_method(graph_plugin.ptr(), "disconnect_nodes", type, E.from_node, E.from_port, E.to_node, E.to_port);
  2963. }
  2964. }
  2965. }
  2966. HashSet<String> parameter_names;
  2967. for (const int &F : p_nodes) {
  2968. Ref<VisualShaderNode> node = visual_shader->get_node(type, F);
  2969. undo_redo->add_do_method(visual_shader.ptr(), "remove_node", type, F);
  2970. undo_redo->add_undo_method(visual_shader.ptr(), "add_node", type, node, visual_shader->get_node_position(type, F), F);
  2971. undo_redo->add_undo_method(graph_plugin.ptr(), "add_node", type, F, false);
  2972. VisualShaderNodeParameter *parameter = Object::cast_to<VisualShaderNodeParameter>(node.ptr());
  2973. if (parameter) {
  2974. parameter_names.insert(parameter->get_parameter_name());
  2975. }
  2976. }
  2977. List<VisualShader::Connection> used_conns;
  2978. for (const int &F : p_nodes) {
  2979. for (const VisualShader::Connection &E : conns) {
  2980. if (E.from_node == F || E.to_node == F) {
  2981. bool cancel = false;
  2982. for (List<VisualShader::Connection>::Element *R = used_conns.front(); R; R = R->next()) {
  2983. 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) {
  2984. cancel = true; // to avoid ERR_ALREADY_EXISTS warning
  2985. break;
  2986. }
  2987. }
  2988. if (!cancel) {
  2989. undo_redo->add_undo_method(visual_shader.ptr(), "connect_nodes", type, E.from_node, E.from_port, E.to_node, E.to_port);
  2990. undo_redo->add_undo_method(graph_plugin.ptr(), "connect_nodes", type, E.from_node, E.from_port, E.to_node, E.to_port);
  2991. used_conns.push_back(E);
  2992. }
  2993. }
  2994. }
  2995. }
  2996. // delete nodes from the graph
  2997. for (const int &F : p_nodes) {
  2998. undo_redo->add_do_method(graph_plugin.ptr(), "remove_node", type, F, false);
  2999. }
  3000. // update parameter refs if any parameter has been deleted
  3001. if (parameter_names.size() > 0) {
  3002. undo_redo->add_do_method(this, "_update_parameters", true);
  3003. undo_redo->add_undo_method(this, "_update_parameters", true);
  3004. _update_parameter_refs(parameter_names);
  3005. }
  3006. }
  3007. void VisualShaderEditor::_replace_node(VisualShader::Type p_type_id, int p_node_id, const StringName &p_from, const StringName &p_to) {
  3008. EditorUndoRedoManager *undo_redo = EditorUndoRedoManager::get_singleton();
  3009. undo_redo->add_do_method(visual_shader.ptr(), "replace_node", p_type_id, p_node_id, p_to);
  3010. undo_redo->add_undo_method(visual_shader.ptr(), "replace_node", p_type_id, p_node_id, p_from);
  3011. }
  3012. void VisualShaderEditor::_update_constant(VisualShader::Type p_type_id, int p_node_id, Variant p_var, int p_preview_port) {
  3013. Ref<VisualShaderNode> node = visual_shader->get_node(p_type_id, p_node_id);
  3014. ERR_FAIL_COND(!node.is_valid());
  3015. ERR_FAIL_COND(!node->has_method("set_constant"));
  3016. node->call("set_constant", p_var);
  3017. if (p_preview_port != -1) {
  3018. node->set_output_port_for_preview(p_preview_port);
  3019. }
  3020. }
  3021. void VisualShaderEditor::_update_parameter(VisualShader::Type p_type_id, int p_node_id, Variant p_var, int p_preview_port) {
  3022. Ref<VisualShaderNodeParameter> parameter = visual_shader->get_node(p_type_id, p_node_id);
  3023. ERR_FAIL_COND(!parameter.is_valid());
  3024. String valid_name = visual_shader->validate_parameter_name(parameter->get_parameter_name(), parameter);
  3025. parameter->set_parameter_name(valid_name);
  3026. graph_plugin->set_parameter_name(p_type_id, p_node_id, valid_name);
  3027. if (parameter->has_method("set_default_value_enabled")) {
  3028. parameter->call("set_default_value_enabled", true);
  3029. parameter->call("set_default_value", p_var);
  3030. }
  3031. if (p_preview_port != -1) {
  3032. parameter->set_output_port_for_preview(p_preview_port);
  3033. }
  3034. }
  3035. void VisualShaderEditor::_convert_constants_to_parameters(bool p_vice_versa) {
  3036. VisualShader::Type type_id = get_current_shader_type();
  3037. EditorUndoRedoManager *undo_redo = EditorUndoRedoManager::get_singleton();
  3038. if (!p_vice_versa) {
  3039. undo_redo->create_action(TTR("Convert Constant Node(s) To Parameter(s)"));
  3040. } else {
  3041. undo_redo->create_action(TTR("Convert Parameter Node(s) To Constant(s)"));
  3042. }
  3043. const HashSet<int> &current_set = p_vice_versa ? selected_parameters : selected_constants;
  3044. HashSet<String> deleted_names;
  3045. for (const int &E : current_set) {
  3046. int node_id = E;
  3047. Ref<VisualShaderNode> node = visual_shader->get_node(type_id, node_id);
  3048. bool caught = false;
  3049. Variant var;
  3050. // float
  3051. if (!p_vice_versa) {
  3052. Ref<VisualShaderNodeFloatConstant> float_const = Object::cast_to<VisualShaderNodeFloatConstant>(node.ptr());
  3053. if (float_const.is_valid()) {
  3054. _replace_node(type_id, node_id, "VisualShaderNodeFloatConstant", "VisualShaderNodeFloatParameter");
  3055. var = float_const->get_constant();
  3056. caught = true;
  3057. }
  3058. } else {
  3059. Ref<VisualShaderNodeFloatParameter> float_parameter = Object::cast_to<VisualShaderNodeFloatParameter>(node.ptr());
  3060. if (float_parameter.is_valid()) {
  3061. _replace_node(type_id, node_id, "VisualShaderNodeFloatParameter", "VisualShaderNodeFloatConstant");
  3062. var = float_parameter->get_default_value();
  3063. caught = true;
  3064. }
  3065. }
  3066. // int
  3067. if (!caught) {
  3068. if (!p_vice_versa) {
  3069. Ref<VisualShaderNodeIntConstant> int_const = Object::cast_to<VisualShaderNodeIntConstant>(node.ptr());
  3070. if (int_const.is_valid()) {
  3071. _replace_node(type_id, node_id, "VisualShaderNodeIntConstant", "VisualShaderNodeIntParameter");
  3072. var = int_const->get_constant();
  3073. caught = true;
  3074. }
  3075. } else {
  3076. Ref<VisualShaderNodeIntParameter> int_parameter = Object::cast_to<VisualShaderNodeIntParameter>(node.ptr());
  3077. if (int_parameter.is_valid()) {
  3078. _replace_node(type_id, node_id, "VisualShaderNodeIntParameter", "VisualShaderNodeIntConstant");
  3079. var = int_parameter->get_default_value();
  3080. caught = true;
  3081. }
  3082. }
  3083. }
  3084. // boolean
  3085. if (!caught) {
  3086. if (!p_vice_versa) {
  3087. Ref<VisualShaderNodeBooleanConstant> boolean_const = Object::cast_to<VisualShaderNodeBooleanConstant>(node.ptr());
  3088. if (boolean_const.is_valid()) {
  3089. _replace_node(type_id, node_id, "VisualShaderNodeBooleanConstant", "VisualShaderNodeBooleanParameter");
  3090. var = boolean_const->get_constant();
  3091. caught = true;
  3092. }
  3093. } else {
  3094. Ref<VisualShaderNodeBooleanParameter> boolean_parameter = Object::cast_to<VisualShaderNodeBooleanParameter>(node.ptr());
  3095. if (boolean_parameter.is_valid()) {
  3096. _replace_node(type_id, node_id, "VisualShaderNodeBooleanParameter", "VisualShaderNodeBooleanConstant");
  3097. var = boolean_parameter->get_default_value();
  3098. caught = true;
  3099. }
  3100. }
  3101. }
  3102. // vec2
  3103. if (!caught) {
  3104. if (!p_vice_versa) {
  3105. Ref<VisualShaderNodeVec2Constant> vec2_const = Object::cast_to<VisualShaderNodeVec2Constant>(node.ptr());
  3106. if (vec2_const.is_valid()) {
  3107. _replace_node(type_id, node_id, "VisualShaderNodeVec2Constant", "VisualShaderNodeVec2Parameter");
  3108. var = vec2_const->get_constant();
  3109. caught = true;
  3110. }
  3111. } else {
  3112. Ref<VisualShaderNodeVec2Parameter> vec2_parameter = Object::cast_to<VisualShaderNodeVec2Parameter>(node.ptr());
  3113. if (vec2_parameter.is_valid()) {
  3114. _replace_node(type_id, node_id, "VisualShaderNodeVec2Parameter", "VisualShaderNodeVec2Constant");
  3115. var = vec2_parameter->get_default_value();
  3116. caught = true;
  3117. }
  3118. }
  3119. }
  3120. // vec3
  3121. if (!caught) {
  3122. if (!p_vice_versa) {
  3123. Ref<VisualShaderNodeVec3Constant> vec3_const = Object::cast_to<VisualShaderNodeVec3Constant>(node.ptr());
  3124. if (vec3_const.is_valid()) {
  3125. _replace_node(type_id, node_id, "VisualShaderNodeVec3Constant", "VisualShaderNodeVec3Parameter");
  3126. var = vec3_const->get_constant();
  3127. caught = true;
  3128. }
  3129. } else {
  3130. Ref<VisualShaderNodeVec3Parameter> vec3_parameter = Object::cast_to<VisualShaderNodeVec3Parameter>(node.ptr());
  3131. if (vec3_parameter.is_valid()) {
  3132. _replace_node(type_id, node_id, "VisualShaderNodeVec3Parameter", "VisualShaderNodeVec3Constant");
  3133. var = vec3_parameter->get_default_value();
  3134. caught = true;
  3135. }
  3136. }
  3137. }
  3138. // vec4
  3139. if (!caught) {
  3140. if (!p_vice_versa) {
  3141. Ref<VisualShaderNodeVec4Constant> vec4_const = Object::cast_to<VisualShaderNodeVec4Constant>(node.ptr());
  3142. if (vec4_const.is_valid()) {
  3143. _replace_node(type_id, node_id, "VisualShaderNodeVec4Constant", "VisualShaderNodeVec4Parameter");
  3144. var = vec4_const->get_constant();
  3145. caught = true;
  3146. }
  3147. } else {
  3148. Ref<VisualShaderNodeVec4Parameter> vec4_parameter = Object::cast_to<VisualShaderNodeVec4Parameter>(node.ptr());
  3149. if (vec4_parameter.is_valid()) {
  3150. _replace_node(type_id, node_id, "VisualShaderNodeVec4Parameter", "VisualShaderNodeVec4Constant");
  3151. var = vec4_parameter->get_default_value();
  3152. caught = true;
  3153. }
  3154. }
  3155. }
  3156. // color
  3157. if (!caught) {
  3158. if (!p_vice_versa) {
  3159. Ref<VisualShaderNodeColorConstant> color_const = Object::cast_to<VisualShaderNodeColorConstant>(node.ptr());
  3160. if (color_const.is_valid()) {
  3161. _replace_node(type_id, node_id, "VisualShaderNodeColorConstant", "VisualShaderNodeColorParameter");
  3162. var = color_const->get_constant();
  3163. caught = true;
  3164. }
  3165. } else {
  3166. Ref<VisualShaderNodeColorParameter> color_parameter = Object::cast_to<VisualShaderNodeColorParameter>(node.ptr());
  3167. if (color_parameter.is_valid()) {
  3168. _replace_node(type_id, node_id, "VisualShaderNodeColorParameter", "VisualShaderNodeColorConstant");
  3169. var = color_parameter->get_default_value();
  3170. caught = true;
  3171. }
  3172. }
  3173. }
  3174. // transform
  3175. if (!caught) {
  3176. if (!p_vice_versa) {
  3177. Ref<VisualShaderNodeTransformConstant> transform_const = Object::cast_to<VisualShaderNodeTransformConstant>(node.ptr());
  3178. if (transform_const.is_valid()) {
  3179. _replace_node(type_id, node_id, "VisualShaderNodeTransformConstant", "VisualShaderNodeTransformParameter");
  3180. var = transform_const->get_constant();
  3181. caught = true;
  3182. }
  3183. } else {
  3184. Ref<VisualShaderNodeTransformParameter> transform_parameter = Object::cast_to<VisualShaderNodeTransformParameter>(node.ptr());
  3185. if (transform_parameter.is_valid()) {
  3186. _replace_node(type_id, node_id, "VisualShaderNodeTransformParameter", "VisualShaderNodeTransformConstant");
  3187. var = transform_parameter->get_default_value();
  3188. caught = true;
  3189. }
  3190. }
  3191. }
  3192. ERR_CONTINUE(!caught);
  3193. int preview_port = node->get_output_port_for_preview();
  3194. if (!p_vice_versa) {
  3195. undo_redo->add_do_method(this, "_update_parameter", type_id, node_id, var, preview_port);
  3196. undo_redo->add_undo_method(this, "_update_constant", type_id, node_id, var, preview_port);
  3197. } else {
  3198. undo_redo->add_do_method(this, "_update_constant", type_id, node_id, var, preview_port);
  3199. undo_redo->add_undo_method(this, "_update_parameter", type_id, node_id, var, preview_port);
  3200. Ref<VisualShaderNodeParameter> parameter = Object::cast_to<VisualShaderNodeParameter>(node.ptr());
  3201. ERR_CONTINUE(!parameter.is_valid());
  3202. deleted_names.insert(parameter->get_parameter_name());
  3203. }
  3204. undo_redo->add_do_method(graph_plugin.ptr(), "update_node", type_id, node_id);
  3205. undo_redo->add_undo_method(graph_plugin.ptr(), "update_node", type_id, node_id);
  3206. }
  3207. undo_redo->add_do_method(this, "_update_parameters", true);
  3208. undo_redo->add_undo_method(this, "_update_parameters", true);
  3209. if (deleted_names.size() > 0) {
  3210. _update_parameter_refs(deleted_names);
  3211. }
  3212. undo_redo->commit_action();
  3213. }
  3214. void VisualShaderEditor::_delete_node_request(int p_type, int p_node) {
  3215. List<int> to_erase;
  3216. to_erase.push_back(p_node);
  3217. EditorUndoRedoManager *undo_redo = EditorUndoRedoManager::get_singleton();
  3218. undo_redo->create_action(TTR("Delete VisualShader Node"));
  3219. _delete_nodes(p_type, to_erase);
  3220. undo_redo->commit_action();
  3221. }
  3222. void VisualShaderEditor::_delete_nodes_request(const TypedArray<StringName> &p_nodes) {
  3223. List<int> to_erase;
  3224. if (p_nodes.is_empty()) {
  3225. // Called from context menu.
  3226. for (int i = 0; i < graph->get_child_count(); i++) {
  3227. GraphNode *gn = Object::cast_to<GraphNode>(graph->get_child(i));
  3228. if (gn) {
  3229. if (gn->is_selected() && gn->is_close_button_visible()) {
  3230. to_erase.push_back(gn->get_name().operator String().to_int());
  3231. }
  3232. }
  3233. }
  3234. } else {
  3235. for (int i = 0; i < p_nodes.size(); i++) {
  3236. to_erase.push_back(p_nodes[i].operator String().to_int());
  3237. }
  3238. }
  3239. if (to_erase.is_empty()) {
  3240. return;
  3241. }
  3242. EditorUndoRedoManager *undo_redo = EditorUndoRedoManager::get_singleton();
  3243. undo_redo->create_action(TTR("Delete VisualShader Node(s)"));
  3244. _delete_nodes(get_current_shader_type(), to_erase);
  3245. undo_redo->commit_action();
  3246. }
  3247. void VisualShaderEditor::_node_selected(Object *p_node) {
  3248. VisualShader::Type type = get_current_shader_type();
  3249. GraphNode *gn = Object::cast_to<GraphNode>(p_node);
  3250. ERR_FAIL_COND(!gn);
  3251. int id = String(gn->get_name()).to_int();
  3252. Ref<VisualShaderNode> vsnode = visual_shader->get_node(type, id);
  3253. ERR_FAIL_COND(!vsnode.is_valid());
  3254. //do not rely on this, makes editor more complex
  3255. //EditorNode::get_singleton()->push_item(vsnode.ptr(), "", true);
  3256. }
  3257. void VisualShaderEditor::_graph_gui_input(const Ref<InputEvent> &p_event) {
  3258. Ref<InputEventMouseButton> mb = p_event;
  3259. VisualShader::Type type = get_current_shader_type();
  3260. if (mb.is_valid() && mb->is_pressed() && mb->get_button_index() == MouseButton::RIGHT) {
  3261. selected_constants.clear();
  3262. selected_parameters.clear();
  3263. selected_comment = -1;
  3264. selected_float_constant = -1;
  3265. List<int> to_change;
  3266. for (int i = 0; i < graph->get_child_count(); i++) {
  3267. GraphNode *gn = Object::cast_to<GraphNode>(graph->get_child(i));
  3268. if (gn) {
  3269. if (gn->is_selected() && gn->is_close_button_visible()) {
  3270. int id = gn->get_name().operator String().to_int();
  3271. to_change.push_back(id);
  3272. Ref<VisualShaderNode> node = visual_shader->get_node(type, id);
  3273. VisualShaderNodeComment *comment_node = Object::cast_to<VisualShaderNodeComment>(node.ptr());
  3274. if (comment_node != nullptr) {
  3275. selected_comment = id;
  3276. }
  3277. VisualShaderNodeConstant *constant_node = Object::cast_to<VisualShaderNodeConstant>(node.ptr());
  3278. if (constant_node != nullptr) {
  3279. selected_constants.insert(id);
  3280. }
  3281. VisualShaderNodeFloatConstant *float_constant_node = Object::cast_to<VisualShaderNodeFloatConstant>(node.ptr());
  3282. if (float_constant_node != nullptr) {
  3283. selected_float_constant = id;
  3284. }
  3285. VisualShaderNodeParameter *parameter_node = Object::cast_to<VisualShaderNodeParameter>(node.ptr());
  3286. if (parameter_node != nullptr && parameter_node->is_convertible_to_constant()) {
  3287. selected_parameters.insert(id);
  3288. }
  3289. }
  3290. }
  3291. }
  3292. if (to_change.size() > 1) {
  3293. selected_comment = -1;
  3294. selected_float_constant = -1;
  3295. }
  3296. bool copy_buffer_empty = true;
  3297. for (const CopyItem &item : copy_items_buffer) {
  3298. if (!item.disabled) {
  3299. copy_buffer_empty = false;
  3300. break;
  3301. }
  3302. }
  3303. if (to_change.is_empty() && copy_buffer_empty) {
  3304. _show_members_dialog(true);
  3305. } else {
  3306. popup_menu->set_item_disabled(NodeMenuOptions::CUT, to_change.is_empty());
  3307. popup_menu->set_item_disabled(NodeMenuOptions::COPY, to_change.is_empty());
  3308. popup_menu->set_item_disabled(NodeMenuOptions::PASTE, copy_buffer_empty);
  3309. popup_menu->set_item_disabled(NodeMenuOptions::DELETE, to_change.is_empty());
  3310. popup_menu->set_item_disabled(NodeMenuOptions::DUPLICATE, to_change.is_empty());
  3311. popup_menu->set_item_disabled(NodeMenuOptions::CLEAR_COPY_BUFFER, copy_buffer_empty);
  3312. int temp = popup_menu->get_item_index(NodeMenuOptions::SEPARATOR2);
  3313. if (temp != -1) {
  3314. popup_menu->remove_item(temp);
  3315. }
  3316. temp = popup_menu->get_item_index(NodeMenuOptions::FLOAT_CONSTANTS);
  3317. if (temp != -1) {
  3318. popup_menu->remove_item(temp);
  3319. }
  3320. temp = popup_menu->get_item_index(NodeMenuOptions::CONVERT_CONSTANTS_TO_PARAMETERS);
  3321. if (temp != -1) {
  3322. popup_menu->remove_item(temp);
  3323. }
  3324. temp = popup_menu->get_item_index(NodeMenuOptions::CONVERT_PARAMETERS_TO_CONSTANTS);
  3325. if (temp != -1) {
  3326. popup_menu->remove_item(temp);
  3327. }
  3328. temp = popup_menu->get_item_index(NodeMenuOptions::SEPARATOR3);
  3329. if (temp != -1) {
  3330. popup_menu->remove_item(temp);
  3331. }
  3332. temp = popup_menu->get_item_index(NodeMenuOptions::SET_COMMENT_TITLE);
  3333. if (temp != -1) {
  3334. popup_menu->remove_item(temp);
  3335. }
  3336. temp = popup_menu->get_item_index(NodeMenuOptions::SET_COMMENT_DESCRIPTION);
  3337. if (temp != -1) {
  3338. popup_menu->remove_item(temp);
  3339. }
  3340. if (selected_constants.size() > 0 || selected_parameters.size() > 0) {
  3341. popup_menu->add_separator("", NodeMenuOptions::SEPARATOR2);
  3342. if (selected_float_constant != -1) {
  3343. popup_menu->add_submenu_item(TTR("Float Constants"), "FloatConstants", int(NodeMenuOptions::FLOAT_CONSTANTS));
  3344. if (!constants_submenu) {
  3345. constants_submenu = memnew(PopupMenu);
  3346. constants_submenu->set_name("FloatConstants");
  3347. for (int i = 0; i < MAX_FLOAT_CONST_DEFS; i++) {
  3348. constants_submenu->add_item(float_constant_defs[i].name, i);
  3349. }
  3350. popup_menu->add_child(constants_submenu);
  3351. constants_submenu->connect("index_pressed", callable_mp(this, &VisualShaderEditor::_float_constant_selected));
  3352. }
  3353. }
  3354. if (selected_constants.size() > 0) {
  3355. popup_menu->add_item(TTR("Convert Constant(s) to Parameter(s)"), NodeMenuOptions::CONVERT_CONSTANTS_TO_PARAMETERS);
  3356. }
  3357. if (selected_parameters.size() > 0) {
  3358. popup_menu->add_item(TTR("Convert Parameter(s) to Constant(s)"), NodeMenuOptions::CONVERT_PARAMETERS_TO_CONSTANTS);
  3359. }
  3360. }
  3361. if (selected_comment != -1) {
  3362. popup_menu->add_separator("", NodeMenuOptions::SEPARATOR3);
  3363. popup_menu->add_item(TTR("Set Comment Title"), NodeMenuOptions::SET_COMMENT_TITLE);
  3364. popup_menu->add_item(TTR("Set Comment Description"), NodeMenuOptions::SET_COMMENT_DESCRIPTION);
  3365. }
  3366. menu_point = graph->get_local_mouse_position();
  3367. Point2 gpos = get_screen_position() + get_local_mouse_position();
  3368. popup_menu->set_position(gpos);
  3369. popup_menu->reset_size();
  3370. popup_menu->popup();
  3371. }
  3372. }
  3373. }
  3374. void VisualShaderEditor::_show_members_dialog(bool at_mouse_pos, VisualShaderNode::PortType p_input_port_type, VisualShaderNode::PortType p_output_port_type) {
  3375. if (members_input_port_type != p_input_port_type || members_output_port_type != p_output_port_type) {
  3376. members_input_port_type = p_input_port_type;
  3377. members_output_port_type = p_output_port_type;
  3378. _update_options_menu();
  3379. }
  3380. if (at_mouse_pos) {
  3381. saved_node_pos_dirty = true;
  3382. saved_node_pos = graph->get_local_mouse_position();
  3383. Point2 gpos = get_screen_position() + get_local_mouse_position();
  3384. members_dialog->set_position(gpos);
  3385. } else {
  3386. saved_node_pos_dirty = false;
  3387. members_dialog->set_position(graph->get_screen_position() + Point2(5 * EDSCALE, 65 * EDSCALE));
  3388. }
  3389. members_dialog->popup();
  3390. // Keep dialog within window bounds.
  3391. Rect2 window_rect = Rect2(DisplayServer::get_singleton()->window_get_position(), DisplayServer::get_singleton()->window_get_size());
  3392. Rect2 dialog_rect = Rect2(members_dialog->get_position(), members_dialog->get_size());
  3393. Vector2 difference = (dialog_rect.get_end() - window_rect.get_end()).max(Vector2());
  3394. members_dialog->set_position(members_dialog->get_position() - difference);
  3395. node_filter->call_deferred(SNAME("grab_focus")); // Still not visible.
  3396. node_filter->select_all();
  3397. }
  3398. void VisualShaderEditor::_varying_menu_id_pressed(int p_idx) {
  3399. switch (VaryingMenuOptions(p_idx)) {
  3400. case VaryingMenuOptions::ADD: {
  3401. _show_add_varying_dialog();
  3402. } break;
  3403. case VaryingMenuOptions::REMOVE: {
  3404. _show_remove_varying_dialog();
  3405. } break;
  3406. default:
  3407. break;
  3408. }
  3409. }
  3410. void VisualShaderEditor::_show_add_varying_dialog() {
  3411. _varying_name_changed(varying_name->get_text());
  3412. add_varying_dialog->set_position(graph->get_screen_position() + varying_button->get_position() + Point2(5 * EDSCALE, 65 * EDSCALE));
  3413. add_varying_dialog->popup();
  3414. // Keep dialog within window bounds.
  3415. Rect2 window_rect = Rect2(DisplayServer::get_singleton()->window_get_position(), DisplayServer::get_singleton()->window_get_size());
  3416. Rect2 dialog_rect = Rect2(add_varying_dialog->get_position(), add_varying_dialog->get_size());
  3417. Vector2 difference = (dialog_rect.get_end() - window_rect.get_end()).max(Vector2());
  3418. add_varying_dialog->set_position(add_varying_dialog->get_position() - difference);
  3419. }
  3420. void VisualShaderEditor::_show_remove_varying_dialog() {
  3421. remove_varying_dialog->set_position(graph->get_screen_position() + varying_button->get_position() + Point2(5 * EDSCALE, 65 * EDSCALE));
  3422. remove_varying_dialog->popup();
  3423. // Keep dialog within window bounds.
  3424. Rect2 window_rect = Rect2(DisplayServer::get_singleton()->window_get_position(), DisplayServer::get_singleton()->window_get_size());
  3425. Rect2 dialog_rect = Rect2(remove_varying_dialog->get_position(), remove_varying_dialog->get_size());
  3426. Vector2 difference = (dialog_rect.get_end() - window_rect.get_end()).max(Vector2());
  3427. remove_varying_dialog->set_position(remove_varying_dialog->get_position() - difference);
  3428. }
  3429. void VisualShaderEditor::_sbox_input(const Ref<InputEvent> &p_ie) {
  3430. Ref<InputEventKey> ie = p_ie;
  3431. 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)) {
  3432. members->gui_input(ie);
  3433. node_filter->accept_event();
  3434. }
  3435. }
  3436. void VisualShaderEditor::_notification(int p_what) {
  3437. switch (p_what) {
  3438. case NOTIFICATION_POSTINITIALIZE: {
  3439. _update_options_menu();
  3440. } break;
  3441. case EditorSettings::NOTIFICATION_EDITOR_SETTINGS_CHANGED: {
  3442. graph->get_panner()->setup((ViewPanner::ControlScheme)EDITOR_GET("editors/panning/sub_editors_panning_scheme").operator int(), ED_GET_SHORTCUT("canvas_item_editor/pan_view"), bool(EDITOR_GET("editors/panning/simple_panning")));
  3443. graph->set_warped_panning(bool(EDITOR_GET("editors/panning/warped_mouse_panning")));
  3444. graph->set_minimap_opacity(EDITOR_GET("editors/visual_editors/minimap_opacity"));
  3445. graph->set_connection_lines_curvature(EDITOR_GET("editors/visual_editors/lines_curvature"));
  3446. _update_graph();
  3447. } break;
  3448. case NOTIFICATION_ENTER_TREE: {
  3449. node_filter->set_clear_button_enabled(true);
  3450. // collapse tree by default
  3451. TreeItem *category = members->get_root()->get_first_child();
  3452. while (category) {
  3453. category->set_collapsed(true);
  3454. TreeItem *sub_category = category->get_first_child();
  3455. while (sub_category) {
  3456. sub_category->set_collapsed(true);
  3457. sub_category = sub_category->get_next();
  3458. }
  3459. category = category->get_next();
  3460. }
  3461. graph->get_panner()->setup((ViewPanner::ControlScheme)EDITOR_GET("editors/panning/sub_editors_panning_scheme").operator int(), ED_GET_SHORTCUT("canvas_item_editor/pan_view"), bool(EDITOR_GET("editors/panning/simple_panning")));
  3462. graph->set_warped_panning(bool(EDITOR_GET("editors/panning/warped_mouse_panning")));
  3463. } break;
  3464. case NOTIFICATION_THEME_CHANGED: {
  3465. highend_label->set_modulate(get_theme_color(SNAME("highend_color"), SNAME("Editor")));
  3466. node_filter->set_right_icon(Control::get_theme_icon(SNAME("Search"), SNAME("EditorIcons")));
  3467. preview_shader->set_icon(Control::get_theme_icon(SNAME("Shader"), SNAME("EditorIcons")));
  3468. {
  3469. Color background_color = EDITOR_GET("text_editor/theme/highlighting/background_color");
  3470. Color text_color = EDITOR_GET("text_editor/theme/highlighting/text_color");
  3471. Color keyword_color = EDITOR_GET("text_editor/theme/highlighting/keyword_color");
  3472. Color control_flow_keyword_color = EDITOR_GET("text_editor/theme/highlighting/control_flow_keyword_color");
  3473. Color comment_color = EDITOR_GET("text_editor/theme/highlighting/comment_color");
  3474. Color symbol_color = EDITOR_GET("text_editor/theme/highlighting/symbol_color");
  3475. Color function_color = EDITOR_GET("text_editor/theme/highlighting/function_color");
  3476. Color number_color = EDITOR_GET("text_editor/theme/highlighting/number_color");
  3477. Color members_color = EDITOR_GET("text_editor/theme/highlighting/member_variable_color");
  3478. Color error_color = get_theme_color(SNAME("error_color"), SNAME("Editor"));
  3479. preview_text->add_theme_color_override("background_color", background_color);
  3480. varying_error_label->add_theme_color_override("font_color", error_color);
  3481. for (const String &E : keyword_list) {
  3482. if (ShaderLanguage::is_control_flow_keyword(E)) {
  3483. syntax_highlighter->add_keyword_color(E, control_flow_keyword_color);
  3484. } else {
  3485. syntax_highlighter->add_keyword_color(E, keyword_color);
  3486. }
  3487. }
  3488. preview_text->add_theme_font_override("font", get_theme_font(SNAME("expression"), SNAME("EditorFonts")));
  3489. preview_text->add_theme_font_size_override("font_size", get_theme_font_size(SNAME("expression_size"), SNAME("EditorFonts")));
  3490. preview_text->add_theme_color_override("font_color", text_color);
  3491. syntax_highlighter->set_number_color(number_color);
  3492. syntax_highlighter->set_symbol_color(symbol_color);
  3493. syntax_highlighter->set_function_color(function_color);
  3494. syntax_highlighter->set_member_variable_color(members_color);
  3495. syntax_highlighter->clear_color_regions();
  3496. syntax_highlighter->add_color_region("/*", "*/", comment_color, false);
  3497. syntax_highlighter->add_color_region("//", "", comment_color, true);
  3498. preview_text->clear_comment_delimiters();
  3499. preview_text->add_comment_delimiter("/*", "*/", false);
  3500. preview_text->add_comment_delimiter("//", "", true);
  3501. error_panel->add_theme_style_override("panel", get_theme_stylebox(SNAME("panel"), SNAME("Panel")));
  3502. error_label->add_theme_font_override("font", get_theme_font(SNAME("status_source"), SNAME("EditorFonts")));
  3503. error_label->add_theme_font_size_override("font_size", get_theme_font_size(SNAME("status_source_size"), SNAME("EditorFonts")));
  3504. error_label->add_theme_color_override("font_color", error_color);
  3505. }
  3506. tools->set_icon(get_theme_icon(SNAME("Tools"), SNAME("EditorIcons")));
  3507. if (p_what == NOTIFICATION_THEME_CHANGED && is_visible_in_tree()) {
  3508. _update_graph();
  3509. }
  3510. } break;
  3511. case NOTIFICATION_DRAG_BEGIN: {
  3512. Dictionary dd = get_viewport()->gui_get_drag_data();
  3513. if (members->is_visible_in_tree() && dd.has("id")) {
  3514. members->set_drop_mode_flags(Tree::DROP_MODE_ON_ITEM);
  3515. }
  3516. } break;
  3517. case NOTIFICATION_DRAG_END: {
  3518. members->set_drop_mode_flags(0);
  3519. } break;
  3520. }
  3521. }
  3522. void VisualShaderEditor::_scroll_changed(const Vector2 &p_scroll) {
  3523. if (updating) {
  3524. return;
  3525. }
  3526. updating = true;
  3527. visual_shader->set_graph_offset(p_scroll / EDSCALE);
  3528. updating = false;
  3529. }
  3530. void VisualShaderEditor::_node_changed(int p_id) {
  3531. if (updating) {
  3532. return;
  3533. }
  3534. if (is_visible_in_tree()) {
  3535. _update_graph();
  3536. }
  3537. }
  3538. void VisualShaderEditor::_dup_copy_nodes(int p_type, List<CopyItem> &r_items, List<VisualShader::Connection> &r_connections) {
  3539. VisualShader::Type type = (VisualShader::Type)p_type;
  3540. selection_center.x = 0.0f;
  3541. selection_center.y = 0.0f;
  3542. HashSet<int> nodes;
  3543. for (int i = 0; i < graph->get_child_count(); i++) {
  3544. GraphNode *gn = Object::cast_to<GraphNode>(graph->get_child(i));
  3545. if (gn) {
  3546. int id = String(gn->get_name()).to_int();
  3547. Ref<VisualShaderNode> node = visual_shader->get_node(type, id);
  3548. Ref<VisualShaderNodeOutput> output = node;
  3549. if (output.is_valid()) { // can't duplicate output
  3550. continue;
  3551. }
  3552. if (node.is_valid() && gn->is_selected()) {
  3553. Vector2 pos = visual_shader->get_node_position(type, id);
  3554. selection_center += pos;
  3555. CopyItem item;
  3556. item.id = id;
  3557. item.node = visual_shader->get_node(type, id)->duplicate();
  3558. item.position = visual_shader->get_node_position(type, id);
  3559. Ref<VisualShaderNodeResizableBase> resizable_base = node;
  3560. if (resizable_base.is_valid()) {
  3561. item.size = resizable_base->get_size();
  3562. }
  3563. Ref<VisualShaderNodeGroupBase> group = node;
  3564. if (group.is_valid()) {
  3565. item.group_inputs = group->get_inputs();
  3566. item.group_outputs = group->get_outputs();
  3567. }
  3568. Ref<VisualShaderNodeExpression> expression = node;
  3569. if (expression.is_valid()) {
  3570. item.expression = expression->get_expression();
  3571. }
  3572. r_items.push_back(item);
  3573. nodes.insert(id);
  3574. }
  3575. }
  3576. }
  3577. List<VisualShader::Connection> node_connections;
  3578. visual_shader->get_node_connections(type, &node_connections);
  3579. for (const VisualShader::Connection &E : node_connections) {
  3580. if (nodes.has(E.from_node) && nodes.has(E.to_node)) {
  3581. r_connections.push_back(E);
  3582. }
  3583. }
  3584. selection_center /= (float)r_items.size();
  3585. }
  3586. 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) {
  3587. EditorUndoRedoManager *undo_redo = EditorUndoRedoManager::get_singleton();
  3588. if (p_duplicate) {
  3589. undo_redo->create_action(TTR("Duplicate VisualShader Node(s)"));
  3590. } else {
  3591. bool copy_buffer_empty = true;
  3592. for (const CopyItem &item : copy_items_buffer) {
  3593. if (!item.disabled) {
  3594. copy_buffer_empty = false;
  3595. break;
  3596. }
  3597. }
  3598. if (copy_buffer_empty) {
  3599. return;
  3600. }
  3601. undo_redo->create_action(TTR("Paste VisualShader Node(s)"));
  3602. }
  3603. VisualShader::Type type = (VisualShader::Type)p_type;
  3604. int base_id = visual_shader->get_valid_node_id(type);
  3605. int id_from = base_id;
  3606. HashMap<int, int> connection_remap;
  3607. HashSet<int> unsupported_set;
  3608. HashSet<int> added_set;
  3609. for (CopyItem &item : r_items) {
  3610. if (item.disabled) {
  3611. unsupported_set.insert(item.id);
  3612. continue;
  3613. }
  3614. connection_remap[item.id] = id_from;
  3615. Ref<VisualShaderNode> node = item.node->duplicate();
  3616. Ref<VisualShaderNodeResizableBase> resizable_base = Object::cast_to<VisualShaderNodeResizableBase>(node.ptr());
  3617. if (resizable_base.is_valid()) {
  3618. undo_redo->add_do_method(node.ptr(), "set_size", item.size);
  3619. }
  3620. Ref<VisualShaderNodeGroupBase> group = Object::cast_to<VisualShaderNodeGroupBase>(node.ptr());
  3621. if (group.is_valid()) {
  3622. undo_redo->add_do_method(node.ptr(), "set_inputs", item.group_inputs);
  3623. undo_redo->add_do_method(node.ptr(), "set_outputs", item.group_outputs);
  3624. }
  3625. Ref<VisualShaderNodeExpression> expression = Object::cast_to<VisualShaderNodeExpression>(node.ptr());
  3626. if (expression.is_valid()) {
  3627. undo_redo->add_do_method(node.ptr(), "set_expression", item.expression);
  3628. }
  3629. undo_redo->add_do_method(visual_shader.ptr(), "add_node", type, node, item.position + p_offset, id_from);
  3630. undo_redo->add_do_method(graph_plugin.ptr(), "add_node", type, id_from, false);
  3631. added_set.insert(id_from);
  3632. id_from++;
  3633. }
  3634. for (const VisualShader::Connection &E : p_connections) {
  3635. if (unsupported_set.has(E.from_node) || unsupported_set.has(E.to_node)) {
  3636. continue;
  3637. }
  3638. 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);
  3639. 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);
  3640. 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);
  3641. }
  3642. id_from = base_id;
  3643. for (const CopyItem &item : r_items) {
  3644. if (item.disabled) {
  3645. continue;
  3646. }
  3647. undo_redo->add_undo_method(visual_shader.ptr(), "remove_node", type, id_from);
  3648. undo_redo->add_undo_method(graph_plugin.ptr(), "remove_node", type, id_from, false);
  3649. id_from++;
  3650. }
  3651. undo_redo->commit_action();
  3652. // reselect nodes by excluding the other ones
  3653. for (int i = 0; i < graph->get_child_count(); i++) {
  3654. GraphNode *gn = Object::cast_to<GraphNode>(graph->get_child(i));
  3655. if (gn) {
  3656. int id = String(gn->get_name()).to_int();
  3657. if (added_set.has(id)) {
  3658. gn->set_selected(true);
  3659. } else {
  3660. gn->set_selected(false);
  3661. }
  3662. }
  3663. }
  3664. }
  3665. void VisualShaderEditor::_clear_copy_buffer() {
  3666. copy_items_buffer.clear();
  3667. copy_connections_buffer.clear();
  3668. }
  3669. void VisualShaderEditor::_duplicate_nodes() {
  3670. int type = get_current_shader_type();
  3671. List<CopyItem> items;
  3672. List<VisualShader::Connection> node_connections;
  3673. _dup_copy_nodes(type, items, node_connections);
  3674. if (items.is_empty()) {
  3675. return;
  3676. }
  3677. _dup_paste_nodes(type, items, node_connections, Vector2(10, 10) * EDSCALE, true);
  3678. }
  3679. void VisualShaderEditor::_copy_nodes(bool p_cut) {
  3680. _clear_copy_buffer();
  3681. _dup_copy_nodes(get_current_shader_type(), copy_items_buffer, copy_connections_buffer);
  3682. if (p_cut) {
  3683. EditorUndoRedoManager *undo_redo = EditorUndoRedoManager::get_singleton();
  3684. undo_redo->create_action(TTR("Cut VisualShader Node(s)"));
  3685. List<int> ids;
  3686. for (const CopyItem &E : copy_items_buffer) {
  3687. ids.push_back(E.id);
  3688. }
  3689. _delete_nodes(get_current_shader_type(), ids);
  3690. undo_redo->commit_action();
  3691. }
  3692. }
  3693. void VisualShaderEditor::_paste_nodes(bool p_use_custom_position, const Vector2 &p_custom_position) {
  3694. if (copy_items_buffer.is_empty()) {
  3695. return;
  3696. }
  3697. int type = get_current_shader_type();
  3698. float scale = graph->get_zoom();
  3699. Vector2 mpos;
  3700. if (p_use_custom_position) {
  3701. mpos = p_custom_position;
  3702. } else {
  3703. mpos = graph->get_local_mouse_position();
  3704. }
  3705. _dup_paste_nodes(type, copy_items_buffer, copy_connections_buffer, graph->get_scroll_offset() / scale + mpos / scale - selection_center, false);
  3706. }
  3707. void VisualShaderEditor::_mode_selected(int p_id) {
  3708. int offset = 0;
  3709. if (mode & MODE_FLAGS_PARTICLES) {
  3710. offset = 3;
  3711. if (p_id + offset > VisualShader::TYPE_PROCESS) {
  3712. custom_mode_box->set_visible(false);
  3713. custom_mode_enabled = false;
  3714. } else {
  3715. custom_mode_box->set_visible(true);
  3716. if (custom_mode_box->is_pressed()) {
  3717. custom_mode_enabled = true;
  3718. offset += 3;
  3719. }
  3720. }
  3721. } else if (mode & MODE_FLAGS_SKY) {
  3722. offset = 8;
  3723. } else if (mode & MODE_FLAGS_FOG) {
  3724. offset = 9;
  3725. }
  3726. visual_shader->set_shader_type(VisualShader::Type(p_id + offset));
  3727. _update_nodes();
  3728. _update_graph();
  3729. graph->grab_focus();
  3730. }
  3731. void VisualShaderEditor::_custom_mode_toggled(bool p_enabled) {
  3732. if (!(mode & MODE_FLAGS_PARTICLES)) {
  3733. return;
  3734. }
  3735. custom_mode_enabled = p_enabled;
  3736. int id = edit_type->get_selected() + 3;
  3737. if (p_enabled) {
  3738. visual_shader->set_shader_type(VisualShader::Type(id + 3));
  3739. } else {
  3740. visual_shader->set_shader_type(VisualShader::Type(id));
  3741. }
  3742. _update_options_menu();
  3743. _update_graph();
  3744. }
  3745. void VisualShaderEditor::_input_select_item(Ref<VisualShaderNodeInput> p_input, String p_name) {
  3746. String prev_name = p_input->get_input_name();
  3747. if (p_name == prev_name) {
  3748. return;
  3749. }
  3750. VisualShaderNode::PortType next_input_type = p_input->get_input_type_by_name(p_name);
  3751. VisualShaderNode::PortType prev_input_type = p_input->get_input_type_by_name(prev_name);
  3752. bool type_changed = next_input_type != prev_input_type;
  3753. EditorUndoRedoManager *undo_redo_man = EditorUndoRedoManager::get_singleton();
  3754. undo_redo_man->create_action(TTR("Visual Shader Input Type Changed"));
  3755. undo_redo_man->add_do_method(p_input.ptr(), "set_input_name", p_name);
  3756. undo_redo_man->add_undo_method(p_input.ptr(), "set_input_name", prev_name);
  3757. if (type_changed) {
  3758. for (int type_id = 0; type_id < VisualShader::TYPE_MAX; type_id++) {
  3759. VisualShader::Type type = VisualShader::Type(type_id);
  3760. int id = visual_shader->find_node_id(type, p_input);
  3761. if (id != VisualShader::NODE_ID_INVALID) {
  3762. bool is_expanded = p_input->is_output_port_expandable(0) && p_input->_is_output_port_expanded(0);
  3763. int type_size = 0;
  3764. if (is_expanded) {
  3765. switch (next_input_type) {
  3766. case VisualShaderNode::PORT_TYPE_VECTOR_2D: {
  3767. type_size = 2;
  3768. } break;
  3769. case VisualShaderNode::PORT_TYPE_VECTOR_3D: {
  3770. type_size = 3;
  3771. } break;
  3772. case VisualShaderNode::PORT_TYPE_VECTOR_4D: {
  3773. type_size = 4;
  3774. } break;
  3775. default:
  3776. break;
  3777. }
  3778. }
  3779. List<VisualShader::Connection> conns;
  3780. visual_shader->get_node_connections(type, &conns);
  3781. for (const VisualShader::Connection &E : conns) {
  3782. int cn_from_node = E.from_node;
  3783. int cn_from_port = E.from_port;
  3784. int cn_to_node = E.to_node;
  3785. int cn_to_port = E.to_port;
  3786. if (cn_from_node == id) {
  3787. bool is_incompatible_types = !visual_shader->is_port_types_compatible(p_input->get_input_type_by_name(p_name), visual_shader->get_node(type, cn_to_node)->get_input_port_type(cn_to_port));
  3788. if (is_incompatible_types || cn_from_port > type_size) {
  3789. undo_redo_man->add_do_method(visual_shader.ptr(), "disconnect_nodes", type, cn_from_node, cn_from_port, cn_to_node, cn_to_port);
  3790. undo_redo_man->add_undo_method(visual_shader.ptr(), "connect_nodes", type, cn_from_node, cn_from_port, cn_to_node, cn_to_port);
  3791. undo_redo_man->add_do_method(graph_plugin.ptr(), "disconnect_nodes", type, cn_from_node, cn_from_port, cn_to_node, cn_to_port);
  3792. undo_redo_man->add_undo_method(graph_plugin.ptr(), "connect_nodes", type, cn_from_node, cn_from_port, cn_to_node, cn_to_port);
  3793. }
  3794. }
  3795. }
  3796. undo_redo_man->add_do_method(graph_plugin.ptr(), "update_node", type_id, id);
  3797. undo_redo_man->add_undo_method(graph_plugin.ptr(), "update_node", type_id, id);
  3798. }
  3799. }
  3800. }
  3801. undo_redo_man->commit_action();
  3802. }
  3803. void VisualShaderEditor::_parameter_ref_select_item(Ref<VisualShaderNodeParameterRef> p_parameter_ref, String p_name) {
  3804. String prev_name = p_parameter_ref->get_parameter_name();
  3805. if (p_name == prev_name) {
  3806. return;
  3807. }
  3808. bool type_changed = p_parameter_ref->get_parameter_type_by_name(p_name) != p_parameter_ref->get_parameter_type_by_name(prev_name);
  3809. EditorUndoRedoManager *undo_redo_man = EditorUndoRedoManager::get_singleton();
  3810. undo_redo_man->create_action(TTR("ParameterRef Name Changed"));
  3811. undo_redo_man->add_do_method(p_parameter_ref.ptr(), "set_parameter_name", p_name);
  3812. undo_redo_man->add_undo_method(p_parameter_ref.ptr(), "set_parameter_name", prev_name);
  3813. // update output port
  3814. for (int type_id = 0; type_id < VisualShader::TYPE_MAX; type_id++) {
  3815. VisualShader::Type type = VisualShader::Type(type_id);
  3816. int id = visual_shader->find_node_id(type, p_parameter_ref);
  3817. if (id != VisualShader::NODE_ID_INVALID) {
  3818. if (type_changed) {
  3819. List<VisualShader::Connection> conns;
  3820. visual_shader->get_node_connections(type, &conns);
  3821. for (const VisualShader::Connection &E : conns) {
  3822. if (E.from_node == id) {
  3823. if (visual_shader->is_port_types_compatible(p_parameter_ref->get_parameter_type_by_name(p_name), visual_shader->get_node(type, E.to_node)->get_input_port_type(E.to_port))) {
  3824. continue;
  3825. }
  3826. undo_redo_man->add_do_method(visual_shader.ptr(), "disconnect_nodes", type, E.from_node, E.from_port, E.to_node, E.to_port);
  3827. undo_redo_man->add_undo_method(visual_shader.ptr(), "connect_nodes", type, E.from_node, E.from_port, E.to_node, E.to_port);
  3828. undo_redo_man->add_do_method(graph_plugin.ptr(), "disconnect_nodes", type, E.from_node, E.from_port, E.to_node, E.to_port);
  3829. undo_redo_man->add_undo_method(graph_plugin.ptr(), "connect_nodes", type, E.from_node, E.from_port, E.to_node, E.to_port);
  3830. }
  3831. }
  3832. }
  3833. undo_redo_man->add_do_method(graph_plugin.ptr(), "update_node", type_id, id);
  3834. undo_redo_man->add_undo_method(graph_plugin.ptr(), "update_node", type_id, id);
  3835. break;
  3836. }
  3837. }
  3838. undo_redo_man->commit_action();
  3839. }
  3840. void VisualShaderEditor::_varying_select_item(Ref<VisualShaderNodeVarying> p_varying, String p_name) {
  3841. String prev_name = p_varying->get_varying_name();
  3842. if (p_name == prev_name) {
  3843. return;
  3844. }
  3845. bool is_getter = Ref<VisualShaderNodeVaryingGetter>(p_varying.ptr()).is_valid();
  3846. EditorUndoRedoManager *undo_redo_man = EditorUndoRedoManager::get_singleton();
  3847. undo_redo_man->create_action(TTR("Varying Name Changed"));
  3848. undo_redo_man->add_do_method(p_varying.ptr(), "set_varying_name", p_name);
  3849. undo_redo_man->add_undo_method(p_varying.ptr(), "set_varying_name", prev_name);
  3850. VisualShader::VaryingType vtype = p_varying->get_varying_type_by_name(p_name);
  3851. VisualShader::VaryingType prev_vtype = p_varying->get_varying_type_by_name(prev_name);
  3852. bool type_changed = vtype != prev_vtype;
  3853. if (type_changed) {
  3854. undo_redo_man->add_do_method(p_varying.ptr(), "set_varying_type", vtype);
  3855. undo_redo_man->add_undo_method(p_varying.ptr(), "set_varying_type", prev_vtype);
  3856. }
  3857. // update ports
  3858. for (int type_id = 0; type_id < VisualShader::TYPE_MAX; type_id++) {
  3859. VisualShader::Type type = VisualShader::Type(type_id);
  3860. int id = visual_shader->find_node_id(type, p_varying);
  3861. if (id != VisualShader::NODE_ID_INVALID) {
  3862. if (type_changed) {
  3863. List<VisualShader::Connection> conns;
  3864. visual_shader->get_node_connections(type, &conns);
  3865. for (const VisualShader::Connection &E : conns) {
  3866. if (is_getter) {
  3867. if (E.from_node == id) {
  3868. 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))) {
  3869. continue;
  3870. }
  3871. undo_redo_man->add_do_method(visual_shader.ptr(), "disconnect_nodes", type, E.from_node, E.from_port, E.to_node, E.to_port);
  3872. undo_redo_man->add_undo_method(visual_shader.ptr(), "connect_nodes", type, E.from_node, E.from_port, E.to_node, E.to_port);
  3873. undo_redo_man->add_do_method(graph_plugin.ptr(), "disconnect_nodes", type, E.from_node, E.from_port, E.to_node, E.to_port);
  3874. undo_redo_man->add_undo_method(graph_plugin.ptr(), "connect_nodes", type, E.from_node, E.from_port, E.to_node, E.to_port);
  3875. }
  3876. } else {
  3877. if (E.to_node == id) {
  3878. 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))) {
  3879. continue;
  3880. }
  3881. undo_redo_man->add_do_method(visual_shader.ptr(), "disconnect_nodes", type, E.from_node, E.from_port, E.to_node, E.to_port);
  3882. undo_redo_man->add_undo_method(visual_shader.ptr(), "connect_nodes", type, E.from_node, E.from_port, E.to_node, E.to_port);
  3883. undo_redo_man->add_do_method(graph_plugin.ptr(), "disconnect_nodes", type, E.from_node, E.from_port, E.to_node, E.to_port);
  3884. undo_redo_man->add_undo_method(graph_plugin.ptr(), "connect_nodes", type, E.from_node, E.from_port, E.to_node, E.to_port);
  3885. }
  3886. }
  3887. }
  3888. }
  3889. undo_redo_man->add_do_method(graph_plugin.ptr(), "update_node", type_id, id);
  3890. undo_redo_man->add_undo_method(graph_plugin.ptr(), "update_node", type_id, id);
  3891. break;
  3892. }
  3893. }
  3894. undo_redo_man->commit_action();
  3895. }
  3896. void VisualShaderEditor::_float_constant_selected(int p_which) {
  3897. ERR_FAIL_INDEX(p_which, MAX_FLOAT_CONST_DEFS);
  3898. VisualShader::Type type = get_current_shader_type();
  3899. Ref<VisualShaderNodeFloatConstant> node = visual_shader->get_node(type, selected_float_constant);
  3900. ERR_FAIL_COND(!node.is_valid());
  3901. if (Math::is_equal_approx(node->get_constant(), float_constant_defs[p_which].value)) {
  3902. return; // same
  3903. }
  3904. EditorUndoRedoManager *undo_redo = EditorUndoRedoManager::get_singleton();
  3905. undo_redo->create_action(vformat(TTR("Set Constant: %s"), float_constant_defs[p_which].name));
  3906. undo_redo->add_do_method(node.ptr(), "set_constant", float_constant_defs[p_which].value);
  3907. undo_redo->add_undo_method(node.ptr(), "set_constant", node->get_constant());
  3908. undo_redo->commit_action();
  3909. }
  3910. void VisualShaderEditor::_member_filter_changed(const String &p_text) {
  3911. _update_options_menu();
  3912. }
  3913. void VisualShaderEditor::_member_selected() {
  3914. TreeItem *item = members->get_selected();
  3915. if (item != nullptr && item->has_meta("id")) {
  3916. members_dialog->get_ok_button()->set_disabled(false);
  3917. highend_label->set_visible(add_options[item->get_meta("id")].highend);
  3918. node_desc->set_text(_get_description(item->get_meta("id")));
  3919. } else {
  3920. highend_label->set_visible(false);
  3921. members_dialog->get_ok_button()->set_disabled(true);
  3922. node_desc->set_text("");
  3923. }
  3924. }
  3925. void VisualShaderEditor::_member_unselected() {
  3926. }
  3927. void VisualShaderEditor::_member_create() {
  3928. TreeItem *item = members->get_selected();
  3929. if (item != nullptr && item->has_meta("id")) {
  3930. int idx = members->get_selected()->get_meta("id");
  3931. _add_node(idx, add_options[idx].ops);
  3932. members_dialog->hide();
  3933. }
  3934. }
  3935. void VisualShaderEditor::_member_cancel() {
  3936. to_node = -1;
  3937. to_slot = -1;
  3938. from_node = -1;
  3939. from_slot = -1;
  3940. }
  3941. void VisualShaderEditor::_update_varying_tree() {
  3942. varyings->clear();
  3943. TreeItem *root = varyings->create_item();
  3944. int count = visual_shader->get_varyings_count();
  3945. for (int i = 0; i < count; i++) {
  3946. const VisualShader::Varying *varying = visual_shader->get_varying_by_index(i);
  3947. if (varying) {
  3948. TreeItem *item = varyings->create_item(root);
  3949. item->set_text(0, varying->name);
  3950. if (i == 0) {
  3951. item->select(0);
  3952. }
  3953. switch (varying->type) {
  3954. case VisualShader::VARYING_TYPE_FLOAT:
  3955. item->set_icon(0, EditorNode::get_singleton()->get_gui_base()->get_theme_icon(SNAME("float"), SNAME("EditorIcons")));
  3956. break;
  3957. case VisualShader::VARYING_TYPE_INT:
  3958. item->set_icon(0, EditorNode::get_singleton()->get_gui_base()->get_theme_icon(SNAME("int"), SNAME("EditorIcons")));
  3959. break;
  3960. case VisualShader::VARYING_TYPE_UINT:
  3961. item->set_icon(0, EditorNode::get_singleton()->get_gui_base()->get_theme_icon(SNAME("uint"), SNAME("EditorIcons")));
  3962. break;
  3963. case VisualShader::VARYING_TYPE_VECTOR_2D:
  3964. item->set_icon(0, EditorNode::get_singleton()->get_gui_base()->get_theme_icon(SNAME("Vector2"), SNAME("EditorIcons")));
  3965. break;
  3966. case VisualShader::VARYING_TYPE_VECTOR_3D:
  3967. item->set_icon(0, EditorNode::get_singleton()->get_gui_base()->get_theme_icon(SNAME("Vector3"), SNAME("EditorIcons")));
  3968. break;
  3969. case VisualShader::VARYING_TYPE_VECTOR_4D:
  3970. item->set_icon(0, EditorNode::get_singleton()->get_gui_base()->get_theme_icon(SNAME("Vector4"), SNAME("EditorIcons")));
  3971. break;
  3972. case VisualShader::VARYING_TYPE_BOOLEAN:
  3973. item->set_icon(0, EditorNode::get_singleton()->get_gui_base()->get_theme_icon(SNAME("bool"), SNAME("EditorIcons")));
  3974. break;
  3975. case VisualShader::VARYING_TYPE_TRANSFORM:
  3976. item->set_icon(0, EditorNode::get_singleton()->get_gui_base()->get_theme_icon(SNAME("Transform3D"), SNAME("EditorIcons")));
  3977. break;
  3978. default:
  3979. break;
  3980. }
  3981. }
  3982. }
  3983. varying_button->get_popup()->set_item_disabled(int(VaryingMenuOptions::REMOVE), count == 0);
  3984. }
  3985. void VisualShaderEditor::_varying_create() {
  3986. _add_varying(varying_name->get_text(), (VisualShader::VaryingMode)varying_mode->get_selected(), (VisualShader::VaryingType)varying_type->get_selected());
  3987. add_varying_dialog->hide();
  3988. }
  3989. void VisualShaderEditor::_varying_name_changed(const String &p_text) {
  3990. String name = p_text;
  3991. if (!name.is_valid_identifier()) {
  3992. varying_error_label->show();
  3993. varying_error_label->set_text(TTR("Invalid name for varying."));
  3994. add_varying_dialog->get_ok_button()->set_disabled(true);
  3995. return;
  3996. }
  3997. if (visual_shader->has_varying(name)) {
  3998. varying_error_label->show();
  3999. varying_error_label->set_text(TTR("Varying with that name is already exist."));
  4000. add_varying_dialog->get_ok_button()->set_disabled(true);
  4001. return;
  4002. }
  4003. if (varying_error_label->is_visible()) {
  4004. varying_error_label->hide();
  4005. add_varying_dialog->set_size(Size2(add_varying_dialog->get_size().x, 0));
  4006. }
  4007. add_varying_dialog->get_ok_button()->set_disabled(false);
  4008. }
  4009. void VisualShaderEditor::_varying_deleted() {
  4010. TreeItem *item = varyings->get_selected();
  4011. if (item != nullptr) {
  4012. _remove_varying(item->get_text(0));
  4013. remove_varying_dialog->hide();
  4014. }
  4015. }
  4016. void VisualShaderEditor::_varying_selected() {
  4017. add_varying_dialog->get_ok_button()->set_disabled(false);
  4018. }
  4019. void VisualShaderEditor::_varying_unselected() {
  4020. add_varying_dialog->get_ok_button()->set_disabled(true);
  4021. }
  4022. void VisualShaderEditor::_tools_menu_option(int p_idx) {
  4023. TreeItem *category = members->get_root()->get_first_child();
  4024. switch (p_idx) {
  4025. case EXPAND_ALL:
  4026. while (category) {
  4027. category->set_collapsed(false);
  4028. TreeItem *sub_category = category->get_first_child();
  4029. while (sub_category) {
  4030. sub_category->set_collapsed(false);
  4031. sub_category = sub_category->get_next();
  4032. }
  4033. category = category->get_next();
  4034. }
  4035. break;
  4036. case COLLAPSE_ALL:
  4037. while (category) {
  4038. category->set_collapsed(true);
  4039. TreeItem *sub_category = category->get_first_child();
  4040. while (sub_category) {
  4041. sub_category->set_collapsed(true);
  4042. sub_category = sub_category->get_next();
  4043. }
  4044. category = category->get_next();
  4045. }
  4046. break;
  4047. default:
  4048. break;
  4049. }
  4050. }
  4051. void VisualShaderEditor::_node_menu_id_pressed(int p_idx) {
  4052. switch (p_idx) {
  4053. case NodeMenuOptions::ADD:
  4054. _show_members_dialog(true);
  4055. break;
  4056. case NodeMenuOptions::CUT:
  4057. _copy_nodes(true);
  4058. break;
  4059. case NodeMenuOptions::COPY:
  4060. _copy_nodes(false);
  4061. break;
  4062. case NodeMenuOptions::PASTE:
  4063. _paste_nodes(true, menu_point);
  4064. break;
  4065. case NodeMenuOptions::DELETE:
  4066. _delete_nodes_request(TypedArray<StringName>());
  4067. break;
  4068. case NodeMenuOptions::DUPLICATE:
  4069. _duplicate_nodes();
  4070. break;
  4071. case NodeMenuOptions::CLEAR_COPY_BUFFER:
  4072. _clear_copy_buffer();
  4073. break;
  4074. case NodeMenuOptions::CONVERT_CONSTANTS_TO_PARAMETERS:
  4075. _convert_constants_to_parameters(false);
  4076. break;
  4077. case NodeMenuOptions::CONVERT_PARAMETERS_TO_CONSTANTS:
  4078. _convert_constants_to_parameters(true);
  4079. break;
  4080. case NodeMenuOptions::SET_COMMENT_TITLE:
  4081. _comment_title_popup_show(get_screen_position() + get_local_mouse_position(), selected_comment);
  4082. break;
  4083. case NodeMenuOptions::SET_COMMENT_DESCRIPTION:
  4084. _comment_desc_popup_show(get_screen_position() + get_local_mouse_position(), selected_comment);
  4085. break;
  4086. default:
  4087. break;
  4088. }
  4089. }
  4090. Variant VisualShaderEditor::get_drag_data_fw(const Point2 &p_point, Control *p_from) {
  4091. if (p_from == members) {
  4092. TreeItem *it = members->get_item_at_position(p_point);
  4093. if (!it) {
  4094. return Variant();
  4095. }
  4096. if (!it->has_meta("id")) {
  4097. return Variant();
  4098. }
  4099. int id = it->get_meta("id");
  4100. AddOption op = add_options[id];
  4101. Dictionary d;
  4102. d["id"] = id;
  4103. Label *label = memnew(Label);
  4104. label->set_text(it->get_text(0));
  4105. set_drag_preview(label);
  4106. return d;
  4107. }
  4108. return Variant();
  4109. }
  4110. bool VisualShaderEditor::can_drop_data_fw(const Point2 &p_point, const Variant &p_data, Control *p_from) const {
  4111. if (p_from == graph) {
  4112. Dictionary d = p_data;
  4113. if (d.has("id")) {
  4114. return true;
  4115. }
  4116. if (d.has("files")) {
  4117. return true;
  4118. }
  4119. }
  4120. return false;
  4121. }
  4122. void VisualShaderEditor::drop_data_fw(const Point2 &p_point, const Variant &p_data, Control *p_from) {
  4123. if (p_from == graph) {
  4124. Dictionary d = p_data;
  4125. if (d.has("id")) {
  4126. int idx = d["id"];
  4127. saved_node_pos = p_point;
  4128. saved_node_pos_dirty = true;
  4129. _add_node(idx, add_options[idx].ops);
  4130. } else if (d.has("files")) {
  4131. EditorUndoRedoManager *undo_redo = EditorUndoRedoManager::get_singleton();
  4132. undo_redo->create_action(TTR("Add Node(s) to Visual Shader"));
  4133. if (d["files"].get_type() == Variant::PACKED_STRING_ARRAY) {
  4134. PackedStringArray arr = d["files"];
  4135. for (int i = 0; i < arr.size(); i++) {
  4136. String type = ResourceLoader::get_resource_type(arr[i]);
  4137. if (type == "GDScript") {
  4138. Ref<Script> scr = ResourceLoader::load(arr[i]);
  4139. if (scr->get_instance_base_type() == "VisualShaderNodeCustom") {
  4140. saved_node_pos = p_point + Vector2(0, i * 250 * EDSCALE);
  4141. saved_node_pos_dirty = true;
  4142. int idx = -1;
  4143. for (int j = custom_node_option_idx; j < add_options.size(); j++) {
  4144. if (add_options[j].script.is_valid()) {
  4145. if (add_options[j].script->get_path() == arr[i]) {
  4146. idx = j;
  4147. break;
  4148. }
  4149. }
  4150. }
  4151. if (idx != -1) {
  4152. _add_node(idx, {}, arr[i], i);
  4153. }
  4154. }
  4155. } else if (type == "CurveTexture") {
  4156. saved_node_pos = p_point + Vector2(0, i * 250 * EDSCALE);
  4157. saved_node_pos_dirty = true;
  4158. _add_node(curve_node_option_idx, {}, arr[i], i);
  4159. } else if (type == "CurveXYZTexture") {
  4160. saved_node_pos = p_point + Vector2(0, i * 250 * EDSCALE);
  4161. saved_node_pos_dirty = true;
  4162. _add_node(curve_xyz_node_option_idx, {}, arr[i], i);
  4163. } else if (ClassDB::get_parent_class(type) == "Texture2D") {
  4164. saved_node_pos = p_point + Vector2(0, i * 250 * EDSCALE);
  4165. saved_node_pos_dirty = true;
  4166. _add_node(texture2d_node_option_idx, {}, arr[i], i);
  4167. } else if (type == "Texture2DArray") {
  4168. saved_node_pos = p_point + Vector2(0, i * 250 * EDSCALE);
  4169. saved_node_pos_dirty = true;
  4170. _add_node(texture2d_array_node_option_idx, {}, arr[i], i);
  4171. } else if (ClassDB::get_parent_class(type) == "Texture3D") {
  4172. saved_node_pos = p_point + Vector2(0, i * 250 * EDSCALE);
  4173. saved_node_pos_dirty = true;
  4174. _add_node(texture3d_node_option_idx, {}, arr[i], i);
  4175. } else if (type == "Cubemap") {
  4176. saved_node_pos = p_point + Vector2(0, i * 250 * EDSCALE);
  4177. saved_node_pos_dirty = true;
  4178. _add_node(cubemap_node_option_idx, {}, arr[i], i);
  4179. }
  4180. }
  4181. }
  4182. undo_redo->commit_action();
  4183. }
  4184. }
  4185. }
  4186. void VisualShaderEditor::_show_preview_text() {
  4187. preview_showed = !preview_showed;
  4188. if (preview_showed) {
  4189. if (preview_first) {
  4190. preview_window->set_size(Size2(400 * EDSCALE, 600 * EDSCALE));
  4191. preview_window->popup_centered();
  4192. preview_first = false;
  4193. } else {
  4194. preview_window->popup();
  4195. }
  4196. _preview_size_changed();
  4197. if (pending_update_preview) {
  4198. _update_preview();
  4199. pending_update_preview = false;
  4200. }
  4201. } else {
  4202. preview_window->hide();
  4203. }
  4204. }
  4205. void VisualShaderEditor::_preview_close_requested() {
  4206. preview_showed = false;
  4207. preview_window->hide();
  4208. preview_shader->set_pressed(false);
  4209. }
  4210. void VisualShaderEditor::_preview_size_changed() {
  4211. preview_vbox->set_custom_minimum_size(preview_window->get_size());
  4212. }
  4213. static ShaderLanguage::DataType _visual_shader_editor_get_global_shader_uniform_type(const StringName &p_variable) {
  4214. RS::GlobalShaderParameterType gvt = RS::get_singleton()->global_shader_parameter_get_type(p_variable);
  4215. return (ShaderLanguage::DataType)RS::global_shader_uniform_type_get_shader_datatype(gvt);
  4216. }
  4217. void VisualShaderEditor::_update_preview() {
  4218. if (!preview_showed) {
  4219. pending_update_preview = true;
  4220. return;
  4221. }
  4222. String code = visual_shader->get_code();
  4223. preview_text->set_text(code);
  4224. ShaderLanguage::ShaderCompileInfo info;
  4225. info.functions = ShaderTypes::get_singleton()->get_functions(RenderingServer::ShaderMode(visual_shader->get_mode()));
  4226. info.render_modes = ShaderTypes::get_singleton()->get_modes(RenderingServer::ShaderMode(visual_shader->get_mode()));
  4227. info.shader_types = ShaderTypes::get_singleton()->get_types();
  4228. info.global_shader_uniform_type_func = _visual_shader_editor_get_global_shader_uniform_type;
  4229. ShaderLanguage sl;
  4230. Error err = sl.compile(code, info);
  4231. for (int i = 0; i < preview_text->get_line_count(); i++) {
  4232. preview_text->set_line_background_color(i, Color(0, 0, 0, 0));
  4233. }
  4234. if (err != OK) {
  4235. Color error_line_color = EDITOR_GET("text_editor/theme/highlighting/mark_color");
  4236. preview_text->set_line_background_color(sl.get_error_line() - 1, error_line_color);
  4237. error_panel->show();
  4238. String text = "error(" + itos(sl.get_error_line()) + "): " + sl.get_error_text();
  4239. error_label->set_text(text);
  4240. shader_error = true;
  4241. } else {
  4242. error_panel->hide();
  4243. shader_error = false;
  4244. }
  4245. }
  4246. void VisualShaderEditor::_update_next_previews(int p_node_id) {
  4247. VisualShader::Type type = get_current_shader_type();
  4248. LocalVector<int> nodes;
  4249. _get_next_nodes_recursively(type, p_node_id, nodes);
  4250. for (int node_id : nodes) {
  4251. if (graph_plugin->is_preview_visible(node_id)) {
  4252. graph_plugin->update_node_deferred(type, node_id);
  4253. }
  4254. }
  4255. }
  4256. void VisualShaderEditor::_get_next_nodes_recursively(VisualShader::Type p_type, int p_node_id, LocalVector<int> &r_nodes) const {
  4257. const LocalVector<int> &next_connections = visual_shader->get_next_connected_nodes(p_type, p_node_id);
  4258. for (int node_id : next_connections) {
  4259. r_nodes.push_back(node_id);
  4260. _get_next_nodes_recursively(p_type, node_id, r_nodes);
  4261. }
  4262. }
  4263. void VisualShaderEditor::_visibility_changed() {
  4264. if (!is_visible()) {
  4265. if (preview_window->is_visible()) {
  4266. preview_shader->set_pressed(false);
  4267. preview_window->hide();
  4268. preview_showed = false;
  4269. }
  4270. }
  4271. }
  4272. void VisualShaderEditor::_bind_methods() {
  4273. ClassDB::bind_method("_update_nodes", &VisualShaderEditor::_update_nodes);
  4274. ClassDB::bind_method("_update_graph", &VisualShaderEditor::_update_graph);
  4275. ClassDB::bind_method("_add_node", &VisualShaderEditor::_add_node);
  4276. ClassDB::bind_method("_node_changed", &VisualShaderEditor::_node_changed);
  4277. ClassDB::bind_method("_input_select_item", &VisualShaderEditor::_input_select_item);
  4278. ClassDB::bind_method("_parameter_ref_select_item", &VisualShaderEditor::_parameter_ref_select_item);
  4279. ClassDB::bind_method("_varying_select_item", &VisualShaderEditor::_varying_select_item);
  4280. ClassDB::bind_method("_set_node_size", &VisualShaderEditor::_set_node_size);
  4281. ClassDB::bind_method("_clear_copy_buffer", &VisualShaderEditor::_clear_copy_buffer);
  4282. ClassDB::bind_method("_update_parameters", &VisualShaderEditor::_update_parameters);
  4283. ClassDB::bind_method("_update_varyings", &VisualShaderEditor::_update_varyings);
  4284. ClassDB::bind_method("_update_varying_tree", &VisualShaderEditor::_update_varying_tree);
  4285. ClassDB::bind_method("_set_mode", &VisualShaderEditor::_set_mode);
  4286. ClassDB::bind_method("_nodes_dragged", &VisualShaderEditor::_nodes_dragged);
  4287. ClassDB::bind_method("_float_constant_selected", &VisualShaderEditor::_float_constant_selected);
  4288. ClassDB::bind_method("_update_constant", &VisualShaderEditor::_update_constant);
  4289. ClassDB::bind_method("_update_parameter", &VisualShaderEditor::_update_parameter);
  4290. ClassDB::bind_method("_expand_output_port", &VisualShaderEditor::_expand_output_port);
  4291. ClassDB::bind_method("_update_options_menu_deferred", &VisualShaderEditor::_update_options_menu_deferred);
  4292. ClassDB::bind_method("_rebuild_shader_deferred", &VisualShaderEditor::_rebuild_shader_deferred);
  4293. ClassDB::bind_method("_resources_removed", &VisualShaderEditor::_resources_removed);
  4294. ClassDB::bind_method("_update_next_previews", &VisualShaderEditor::_update_next_previews);
  4295. ClassDB::bind_method("_is_available", &VisualShaderEditor::_is_available);
  4296. }
  4297. VisualShaderEditor::VisualShaderEditor() {
  4298. ShaderLanguage::get_keyword_list(&keyword_list);
  4299. EditorNode::get_singleton()->connect("resource_saved", callable_mp(this, &VisualShaderEditor::_resource_saved));
  4300. FileSystemDock::get_singleton()->get_script_create_dialog()->connect("script_created", callable_mp(this, &VisualShaderEditor::_script_created));
  4301. FileSystemDock::get_singleton()->connect("resource_removed", callable_mp(this, &VisualShaderEditor::_resource_removed));
  4302. graph = memnew(GraphEdit);
  4303. graph->get_menu_hbox()->set_h_size_flags(SIZE_EXPAND_FILL);
  4304. graph->set_v_size_flags(SIZE_EXPAND_FILL);
  4305. graph->set_h_size_flags(SIZE_EXPAND_FILL);
  4306. graph->set_show_zoom_label(true);
  4307. add_child(graph);
  4308. SET_DRAG_FORWARDING_GCD(graph, VisualShaderEditor);
  4309. float graph_minimap_opacity = EDITOR_GET("editors/visual_editors/minimap_opacity");
  4310. graph->set_minimap_opacity(graph_minimap_opacity);
  4311. float graph_lines_curvature = EDITOR_GET("editors/visual_editors/lines_curvature");
  4312. graph->set_connection_lines_curvature(graph_lines_curvature);
  4313. graph->add_valid_right_disconnect_type(VisualShaderNode::PORT_TYPE_SCALAR);
  4314. graph->add_valid_right_disconnect_type(VisualShaderNode::PORT_TYPE_SCALAR_INT);
  4315. graph->add_valid_right_disconnect_type(VisualShaderNode::PORT_TYPE_SCALAR_UINT);
  4316. graph->add_valid_right_disconnect_type(VisualShaderNode::PORT_TYPE_BOOLEAN);
  4317. graph->add_valid_right_disconnect_type(VisualShaderNode::PORT_TYPE_VECTOR_2D);
  4318. graph->add_valid_right_disconnect_type(VisualShaderNode::PORT_TYPE_VECTOR_3D);
  4319. graph->add_valid_right_disconnect_type(VisualShaderNode::PORT_TYPE_VECTOR_4D);
  4320. graph->add_valid_right_disconnect_type(VisualShaderNode::PORT_TYPE_TRANSFORM);
  4321. graph->add_valid_right_disconnect_type(VisualShaderNode::PORT_TYPE_SAMPLER);
  4322. //graph->add_valid_left_disconnect_type(0);
  4323. graph->set_v_size_flags(SIZE_EXPAND_FILL);
  4324. graph->connect("connection_request", callable_mp(this, &VisualShaderEditor::_connection_request), CONNECT_DEFERRED);
  4325. graph->connect("disconnection_request", callable_mp(this, &VisualShaderEditor::_disconnection_request), CONNECT_DEFERRED);
  4326. graph->connect("node_selected", callable_mp(this, &VisualShaderEditor::_node_selected));
  4327. graph->connect("scroll_offset_changed", callable_mp(this, &VisualShaderEditor::_scroll_changed));
  4328. graph->connect("duplicate_nodes_request", callable_mp(this, &VisualShaderEditor::_duplicate_nodes));
  4329. graph->connect("copy_nodes_request", callable_mp(this, &VisualShaderEditor::_copy_nodes).bind(false));
  4330. graph->connect("paste_nodes_request", callable_mp(this, &VisualShaderEditor::_paste_nodes).bind(false, Point2()));
  4331. graph->connect("delete_nodes_request", callable_mp(this, &VisualShaderEditor::_delete_nodes_request));
  4332. graph->connect("gui_input", callable_mp(this, &VisualShaderEditor::_graph_gui_input));
  4333. graph->connect("connection_to_empty", callable_mp(this, &VisualShaderEditor::_connection_to_empty));
  4334. graph->connect("connection_from_empty", callable_mp(this, &VisualShaderEditor::_connection_from_empty));
  4335. graph->connect("visibility_changed", callable_mp(this, &VisualShaderEditor::_visibility_changed));
  4336. graph->add_valid_connection_type(VisualShaderNode::PORT_TYPE_SCALAR, VisualShaderNode::PORT_TYPE_SCALAR);
  4337. graph->add_valid_connection_type(VisualShaderNode::PORT_TYPE_SCALAR, VisualShaderNode::PORT_TYPE_SCALAR_INT);
  4338. graph->add_valid_connection_type(VisualShaderNode::PORT_TYPE_SCALAR, VisualShaderNode::PORT_TYPE_SCALAR_UINT);
  4339. graph->add_valid_connection_type(VisualShaderNode::PORT_TYPE_SCALAR, VisualShaderNode::PORT_TYPE_VECTOR_2D);
  4340. graph->add_valid_connection_type(VisualShaderNode::PORT_TYPE_SCALAR, VisualShaderNode::PORT_TYPE_VECTOR_3D);
  4341. graph->add_valid_connection_type(VisualShaderNode::PORT_TYPE_SCALAR, VisualShaderNode::PORT_TYPE_VECTOR_4D);
  4342. graph->add_valid_connection_type(VisualShaderNode::PORT_TYPE_SCALAR, VisualShaderNode::PORT_TYPE_BOOLEAN);
  4343. graph->add_valid_connection_type(VisualShaderNode::PORT_TYPE_SCALAR_INT, VisualShaderNode::PORT_TYPE_SCALAR);
  4344. graph->add_valid_connection_type(VisualShaderNode::PORT_TYPE_SCALAR_INT, VisualShaderNode::PORT_TYPE_SCALAR_INT);
  4345. graph->add_valid_connection_type(VisualShaderNode::PORT_TYPE_SCALAR_INT, VisualShaderNode::PORT_TYPE_SCALAR_UINT);
  4346. graph->add_valid_connection_type(VisualShaderNode::PORT_TYPE_SCALAR_INT, VisualShaderNode::PORT_TYPE_VECTOR_2D);
  4347. graph->add_valid_connection_type(VisualShaderNode::PORT_TYPE_SCALAR_INT, VisualShaderNode::PORT_TYPE_VECTOR_3D);
  4348. graph->add_valid_connection_type(VisualShaderNode::PORT_TYPE_SCALAR_INT, VisualShaderNode::PORT_TYPE_VECTOR_4D);
  4349. graph->add_valid_connection_type(VisualShaderNode::PORT_TYPE_SCALAR_INT, VisualShaderNode::PORT_TYPE_BOOLEAN);
  4350. graph->add_valid_connection_type(VisualShaderNode::PORT_TYPE_SCALAR_UINT, VisualShaderNode::PORT_TYPE_SCALAR);
  4351. graph->add_valid_connection_type(VisualShaderNode::PORT_TYPE_SCALAR_UINT, VisualShaderNode::PORT_TYPE_SCALAR_INT);
  4352. graph->add_valid_connection_type(VisualShaderNode::PORT_TYPE_SCALAR_UINT, VisualShaderNode::PORT_TYPE_SCALAR_UINT);
  4353. graph->add_valid_connection_type(VisualShaderNode::PORT_TYPE_SCALAR_UINT, VisualShaderNode::PORT_TYPE_VECTOR_2D);
  4354. graph->add_valid_connection_type(VisualShaderNode::PORT_TYPE_SCALAR_UINT, VisualShaderNode::PORT_TYPE_VECTOR_3D);
  4355. graph->add_valid_connection_type(VisualShaderNode::PORT_TYPE_SCALAR_UINT, VisualShaderNode::PORT_TYPE_VECTOR_4D);
  4356. graph->add_valid_connection_type(VisualShaderNode::PORT_TYPE_SCALAR_UINT, VisualShaderNode::PORT_TYPE_BOOLEAN);
  4357. graph->add_valid_connection_type(VisualShaderNode::PORT_TYPE_VECTOR_2D, VisualShaderNode::PORT_TYPE_SCALAR);
  4358. graph->add_valid_connection_type(VisualShaderNode::PORT_TYPE_VECTOR_2D, VisualShaderNode::PORT_TYPE_SCALAR_INT);
  4359. graph->add_valid_connection_type(VisualShaderNode::PORT_TYPE_VECTOR_2D, VisualShaderNode::PORT_TYPE_SCALAR_UINT);
  4360. graph->add_valid_connection_type(VisualShaderNode::PORT_TYPE_VECTOR_2D, VisualShaderNode::PORT_TYPE_VECTOR_2D);
  4361. graph->add_valid_connection_type(VisualShaderNode::PORT_TYPE_VECTOR_2D, VisualShaderNode::PORT_TYPE_VECTOR_3D);
  4362. graph->add_valid_connection_type(VisualShaderNode::PORT_TYPE_VECTOR_2D, VisualShaderNode::PORT_TYPE_VECTOR_4D);
  4363. graph->add_valid_connection_type(VisualShaderNode::PORT_TYPE_VECTOR_2D, VisualShaderNode::PORT_TYPE_BOOLEAN);
  4364. graph->add_valid_connection_type(VisualShaderNode::PORT_TYPE_VECTOR_3D, VisualShaderNode::PORT_TYPE_SCALAR);
  4365. graph->add_valid_connection_type(VisualShaderNode::PORT_TYPE_VECTOR_3D, VisualShaderNode::PORT_TYPE_SCALAR_INT);
  4366. graph->add_valid_connection_type(VisualShaderNode::PORT_TYPE_VECTOR_3D, VisualShaderNode::PORT_TYPE_SCALAR_UINT);
  4367. graph->add_valid_connection_type(VisualShaderNode::PORT_TYPE_VECTOR_3D, VisualShaderNode::PORT_TYPE_VECTOR_2D);
  4368. graph->add_valid_connection_type(VisualShaderNode::PORT_TYPE_VECTOR_3D, VisualShaderNode::PORT_TYPE_VECTOR_3D);
  4369. graph->add_valid_connection_type(VisualShaderNode::PORT_TYPE_VECTOR_3D, VisualShaderNode::PORT_TYPE_VECTOR_4D);
  4370. graph->add_valid_connection_type(VisualShaderNode::PORT_TYPE_VECTOR_3D, VisualShaderNode::PORT_TYPE_BOOLEAN);
  4371. graph->add_valid_connection_type(VisualShaderNode::PORT_TYPE_VECTOR_4D, VisualShaderNode::PORT_TYPE_SCALAR);
  4372. graph->add_valid_connection_type(VisualShaderNode::PORT_TYPE_VECTOR_4D, VisualShaderNode::PORT_TYPE_SCALAR_INT);
  4373. graph->add_valid_connection_type(VisualShaderNode::PORT_TYPE_VECTOR_4D, VisualShaderNode::PORT_TYPE_SCALAR_UINT);
  4374. graph->add_valid_connection_type(VisualShaderNode::PORT_TYPE_VECTOR_4D, VisualShaderNode::PORT_TYPE_VECTOR_2D);
  4375. graph->add_valid_connection_type(VisualShaderNode::PORT_TYPE_VECTOR_4D, VisualShaderNode::PORT_TYPE_VECTOR_3D);
  4376. graph->add_valid_connection_type(VisualShaderNode::PORT_TYPE_VECTOR_4D, VisualShaderNode::PORT_TYPE_VECTOR_4D);
  4377. graph->add_valid_connection_type(VisualShaderNode::PORT_TYPE_VECTOR_4D, VisualShaderNode::PORT_TYPE_BOOLEAN);
  4378. graph->add_valid_connection_type(VisualShaderNode::PORT_TYPE_BOOLEAN, VisualShaderNode::PORT_TYPE_SCALAR);
  4379. graph->add_valid_connection_type(VisualShaderNode::PORT_TYPE_BOOLEAN, VisualShaderNode::PORT_TYPE_SCALAR_INT);
  4380. graph->add_valid_connection_type(VisualShaderNode::PORT_TYPE_BOOLEAN, VisualShaderNode::PORT_TYPE_SCALAR_UINT);
  4381. graph->add_valid_connection_type(VisualShaderNode::PORT_TYPE_BOOLEAN, VisualShaderNode::PORT_TYPE_VECTOR_2D);
  4382. graph->add_valid_connection_type(VisualShaderNode::PORT_TYPE_BOOLEAN, VisualShaderNode::PORT_TYPE_VECTOR_3D);
  4383. graph->add_valid_connection_type(VisualShaderNode::PORT_TYPE_BOOLEAN, VisualShaderNode::PORT_TYPE_VECTOR_4D);
  4384. graph->add_valid_connection_type(VisualShaderNode::PORT_TYPE_BOOLEAN, VisualShaderNode::PORT_TYPE_BOOLEAN);
  4385. graph->add_valid_connection_type(VisualShaderNode::PORT_TYPE_TRANSFORM, VisualShaderNode::PORT_TYPE_TRANSFORM);
  4386. graph->add_valid_connection_type(VisualShaderNode::PORT_TYPE_SAMPLER, VisualShaderNode::PORT_TYPE_SAMPLER);
  4387. VSeparator *vs = memnew(VSeparator);
  4388. graph->get_menu_hbox()->add_child(vs);
  4389. graph->get_menu_hbox()->move_child(vs, 0);
  4390. custom_mode_box = memnew(CheckBox);
  4391. custom_mode_box->set_text(TTR("Custom"));
  4392. custom_mode_box->set_pressed(false);
  4393. custom_mode_box->set_visible(false);
  4394. custom_mode_box->connect("toggled", callable_mp(this, &VisualShaderEditor::_custom_mode_toggled));
  4395. edit_type_standard = memnew(OptionButton);
  4396. edit_type_standard->add_item(TTR("Vertex"));
  4397. edit_type_standard->add_item(TTR("Fragment"));
  4398. edit_type_standard->add_item(TTR("Light"));
  4399. edit_type_standard->select(1);
  4400. edit_type_standard->connect("item_selected", callable_mp(this, &VisualShaderEditor::_mode_selected));
  4401. edit_type_particles = memnew(OptionButton);
  4402. edit_type_particles->add_item(TTR("Start"));
  4403. edit_type_particles->add_item(TTR("Process"));
  4404. edit_type_particles->add_item(TTR("Collide"));
  4405. edit_type_particles->select(0);
  4406. edit_type_particles->connect("item_selected", callable_mp(this, &VisualShaderEditor::_mode_selected));
  4407. edit_type_sky = memnew(OptionButton);
  4408. edit_type_sky->add_item(TTR("Sky"));
  4409. edit_type_sky->select(0);
  4410. edit_type_sky->connect("item_selected", callable_mp(this, &VisualShaderEditor::_mode_selected));
  4411. edit_type_fog = memnew(OptionButton);
  4412. edit_type_fog->add_item(TTR("Fog"));
  4413. edit_type_fog->select(0);
  4414. edit_type_fog->connect("item_selected", callable_mp(this, &VisualShaderEditor::_mode_selected));
  4415. edit_type = edit_type_standard;
  4416. graph->get_menu_hbox()->add_child(custom_mode_box);
  4417. graph->get_menu_hbox()->move_child(custom_mode_box, 0);
  4418. graph->get_menu_hbox()->add_child(edit_type_standard);
  4419. graph->get_menu_hbox()->move_child(edit_type_standard, 0);
  4420. graph->get_menu_hbox()->add_child(edit_type_particles);
  4421. graph->get_menu_hbox()->move_child(edit_type_particles, 0);
  4422. graph->get_menu_hbox()->add_child(edit_type_sky);
  4423. graph->get_menu_hbox()->move_child(edit_type_sky, 0);
  4424. graph->get_menu_hbox()->add_child(edit_type_fog);
  4425. graph->get_menu_hbox()->move_child(edit_type_fog, 0);
  4426. add_node = memnew(Button);
  4427. add_node->set_flat(true);
  4428. add_node->set_text(TTR("Add Node..."));
  4429. graph->get_menu_hbox()->add_child(add_node);
  4430. graph->get_menu_hbox()->move_child(add_node, 0);
  4431. add_node->connect("pressed", callable_mp(this, &VisualShaderEditor::_show_members_dialog).bind(false, VisualShaderNode::PORT_TYPE_MAX, VisualShaderNode::PORT_TYPE_MAX));
  4432. varying_button = memnew(MenuButton);
  4433. varying_button->set_text(TTR("Manage Varyings"));
  4434. varying_button->set_switch_on_hover(true);
  4435. graph->get_menu_hbox()->add_child(varying_button);
  4436. PopupMenu *varying_menu = varying_button->get_popup();
  4437. varying_menu->add_item(TTR("Add Varying"), int(VaryingMenuOptions::ADD));
  4438. varying_menu->add_item(TTR("Remove Varying"), int(VaryingMenuOptions::REMOVE));
  4439. varying_menu->connect("id_pressed", callable_mp(this, &VisualShaderEditor::_varying_menu_id_pressed));
  4440. preview_shader = memnew(Button);
  4441. preview_shader->set_flat(true);
  4442. preview_shader->set_toggle_mode(true);
  4443. preview_shader->set_tooltip_text(TTR("Show generated shader code."));
  4444. graph->get_menu_hbox()->add_child(preview_shader);
  4445. preview_shader->connect("pressed", callable_mp(this, &VisualShaderEditor::_show_preview_text));
  4446. ///////////////////////////////////////
  4447. // PREVIEW WINDOW
  4448. ///////////////////////////////////////
  4449. preview_window = memnew(Window);
  4450. preview_window->set_title(TTR("Generated Shader Code"));
  4451. preview_window->set_visible(preview_showed);
  4452. preview_window->connect("close_requested", callable_mp(this, &VisualShaderEditor::_preview_close_requested));
  4453. preview_window->connect("size_changed", callable_mp(this, &VisualShaderEditor::_preview_size_changed));
  4454. add_child(preview_window);
  4455. preview_vbox = memnew(VBoxContainer);
  4456. preview_window->add_child(preview_vbox);
  4457. preview_vbox->add_theme_constant_override("separation", 0);
  4458. preview_text = memnew(CodeEdit);
  4459. syntax_highlighter.instantiate();
  4460. preview_vbox->add_child(preview_text);
  4461. preview_text->set_v_size_flags(Control::SIZE_EXPAND_FILL);
  4462. preview_text->set_syntax_highlighter(syntax_highlighter);
  4463. preview_text->set_draw_line_numbers(true);
  4464. preview_text->set_editable(false);
  4465. error_panel = memnew(PanelContainer);
  4466. preview_vbox->add_child(error_panel);
  4467. error_panel->set_visible(false);
  4468. error_label = memnew(Label);
  4469. error_panel->add_child(error_label);
  4470. error_label->set_autowrap_mode(TextServer::AUTOWRAP_WORD_SMART);
  4471. ///////////////////////////////////////
  4472. // POPUP MENU
  4473. ///////////////////////////////////////
  4474. popup_menu = memnew(PopupMenu);
  4475. add_child(popup_menu);
  4476. popup_menu->add_item(TTR("Add Node"), NodeMenuOptions::ADD);
  4477. popup_menu->add_separator();
  4478. popup_menu->add_item(TTR("Cut"), NodeMenuOptions::CUT);
  4479. popup_menu->add_item(TTR("Copy"), NodeMenuOptions::COPY);
  4480. popup_menu->add_item(TTR("Paste"), NodeMenuOptions::PASTE);
  4481. popup_menu->add_item(TTR("Delete"), NodeMenuOptions::DELETE);
  4482. popup_menu->add_item(TTR("Duplicate"), NodeMenuOptions::DUPLICATE);
  4483. popup_menu->add_item(TTR("Clear Copy Buffer"), NodeMenuOptions::CLEAR_COPY_BUFFER);
  4484. popup_menu->connect("id_pressed", callable_mp(this, &VisualShaderEditor::_node_menu_id_pressed));
  4485. ///////////////////////////////////////
  4486. // SHADER NODES TREE
  4487. ///////////////////////////////////////
  4488. VBoxContainer *members_vb = memnew(VBoxContainer);
  4489. members_vb->set_v_size_flags(SIZE_EXPAND_FILL);
  4490. HBoxContainer *filter_hb = memnew(HBoxContainer);
  4491. members_vb->add_child(filter_hb);
  4492. node_filter = memnew(LineEdit);
  4493. filter_hb->add_child(node_filter);
  4494. node_filter->connect("text_changed", callable_mp(this, &VisualShaderEditor::_member_filter_changed));
  4495. node_filter->connect("gui_input", callable_mp(this, &VisualShaderEditor::_sbox_input));
  4496. node_filter->set_h_size_flags(SIZE_EXPAND_FILL);
  4497. node_filter->set_placeholder(TTR("Search"));
  4498. tools = memnew(MenuButton);
  4499. filter_hb->add_child(tools);
  4500. tools->set_tooltip_text(TTR("Options"));
  4501. tools->get_popup()->connect("id_pressed", callable_mp(this, &VisualShaderEditor::_tools_menu_option));
  4502. tools->get_popup()->add_item(TTR("Expand All"), EXPAND_ALL);
  4503. tools->get_popup()->add_item(TTR("Collapse All"), COLLAPSE_ALL);
  4504. members = memnew(Tree);
  4505. members_vb->add_child(members);
  4506. SET_DRAG_FORWARDING_GCD(members, VisualShaderEditor);
  4507. members->set_h_size_flags(SIZE_EXPAND_FILL);
  4508. members->set_v_size_flags(SIZE_EXPAND_FILL);
  4509. members->set_hide_root(true);
  4510. members->set_allow_reselect(true);
  4511. members->set_hide_folding(false);
  4512. members->set_custom_minimum_size(Size2(180 * EDSCALE, 200 * EDSCALE));
  4513. members->connect("item_activated", callable_mp(this, &VisualShaderEditor::_member_create));
  4514. members->connect("item_selected", callable_mp(this, &VisualShaderEditor::_member_selected));
  4515. members->connect("nothing_selected", callable_mp(this, &VisualShaderEditor::_member_unselected));
  4516. HBoxContainer *desc_hbox = memnew(HBoxContainer);
  4517. members_vb->add_child(desc_hbox);
  4518. Label *desc_label = memnew(Label);
  4519. desc_hbox->add_child(desc_label);
  4520. desc_label->set_text(TTR("Description:"));
  4521. desc_hbox->add_spacer();
  4522. highend_label = memnew(Label);
  4523. desc_hbox->add_child(highend_label);
  4524. highend_label->set_visible(false);
  4525. highend_label->set_text("Vulkan");
  4526. highend_label->set_mouse_filter(Control::MOUSE_FILTER_STOP);
  4527. highend_label->set_tooltip_text(TTR("High-end node"));
  4528. node_desc = memnew(RichTextLabel);
  4529. members_vb->add_child(node_desc);
  4530. node_desc->set_h_size_flags(SIZE_EXPAND_FILL);
  4531. node_desc->set_v_size_flags(SIZE_FILL);
  4532. node_desc->set_custom_minimum_size(Size2(0, 70 * EDSCALE));
  4533. members_dialog = memnew(ConfirmationDialog);
  4534. members_dialog->set_title(TTR("Create Shader Node"));
  4535. members_dialog->set_exclusive(false);
  4536. members_dialog->add_child(members_vb);
  4537. members_dialog->set_ok_button_text(TTR("Create"));
  4538. members_dialog->get_ok_button()->connect("pressed", callable_mp(this, &VisualShaderEditor::_member_create));
  4539. members_dialog->get_ok_button()->set_disabled(true);
  4540. members_dialog->connect("canceled", callable_mp(this, &VisualShaderEditor::_member_cancel));
  4541. add_child(members_dialog);
  4542. // add varyings dialog
  4543. {
  4544. add_varying_dialog = memnew(ConfirmationDialog);
  4545. add_varying_dialog->set_title(TTR("Create Shader Varying"));
  4546. add_varying_dialog->set_exclusive(false);
  4547. add_varying_dialog->set_ok_button_text(TTR("Create"));
  4548. add_varying_dialog->get_ok_button()->connect("pressed", callable_mp(this, &VisualShaderEditor::_varying_create));
  4549. add_varying_dialog->get_ok_button()->set_disabled(true);
  4550. add_child(add_varying_dialog);
  4551. VBoxContainer *vb = memnew(VBoxContainer);
  4552. add_varying_dialog->add_child(vb);
  4553. HBoxContainer *hb = memnew(HBoxContainer);
  4554. vb->add_child(hb);
  4555. hb->set_h_size_flags(SIZE_EXPAND_FILL);
  4556. varying_type = memnew(OptionButton);
  4557. hb->add_child(varying_type);
  4558. varying_type->add_item("Float");
  4559. varying_type->add_item("Int");
  4560. varying_type->add_item("UInt");
  4561. varying_type->add_item("Vector2");
  4562. varying_type->add_item("Vector3");
  4563. varying_type->add_item("Vector4");
  4564. varying_type->add_item("Boolean");
  4565. varying_type->add_item("Transform");
  4566. varying_name = memnew(LineEdit);
  4567. hb->add_child(varying_name);
  4568. varying_name->set_custom_minimum_size(Size2(150 * EDSCALE, 0));
  4569. varying_name->set_h_size_flags(SIZE_EXPAND_FILL);
  4570. varying_name->connect("text_changed", callable_mp(this, &VisualShaderEditor::_varying_name_changed));
  4571. varying_mode = memnew(OptionButton);
  4572. hb->add_child(varying_mode);
  4573. varying_mode->add_item("Vertex -> [Fragment, Light]");
  4574. varying_mode->add_item("Fragment -> Light");
  4575. varying_error_label = memnew(Label);
  4576. vb->add_child(varying_error_label);
  4577. varying_error_label->set_h_size_flags(SIZE_EXPAND_FILL);
  4578. varying_error_label->hide();
  4579. }
  4580. // remove varying dialog
  4581. {
  4582. remove_varying_dialog = memnew(ConfirmationDialog);
  4583. remove_varying_dialog->set_title(TTR("Delete Shader Varying"));
  4584. remove_varying_dialog->set_exclusive(false);
  4585. remove_varying_dialog->set_ok_button_text(TTR("Delete"));
  4586. remove_varying_dialog->get_ok_button()->connect("pressed", callable_mp(this, &VisualShaderEditor::_varying_deleted));
  4587. add_child(remove_varying_dialog);
  4588. VBoxContainer *vb = memnew(VBoxContainer);
  4589. remove_varying_dialog->add_child(vb);
  4590. varyings = memnew(Tree);
  4591. vb->add_child(varyings);
  4592. varyings->set_h_size_flags(SIZE_EXPAND_FILL);
  4593. varyings->set_v_size_flags(SIZE_EXPAND_FILL);
  4594. varyings->set_hide_root(true);
  4595. varyings->set_allow_reselect(true);
  4596. varyings->set_hide_folding(false);
  4597. varyings->set_custom_minimum_size(Size2(180 * EDSCALE, 200 * EDSCALE));
  4598. varyings->connect("item_activated", callable_mp(this, &VisualShaderEditor::_varying_deleted));
  4599. varyings->connect("item_selected", callable_mp(this, &VisualShaderEditor::_varying_selected));
  4600. varyings->connect("nothing_selected", callable_mp(this, &VisualShaderEditor::_varying_unselected));
  4601. }
  4602. alert = memnew(AcceptDialog);
  4603. alert->get_label()->set_autowrap_mode(TextServer::AUTOWRAP_WORD);
  4604. alert->get_label()->set_horizontal_alignment(HORIZONTAL_ALIGNMENT_CENTER);
  4605. alert->get_label()->set_vertical_alignment(VERTICAL_ALIGNMENT_CENTER);
  4606. alert->get_label()->set_custom_minimum_size(Size2(400, 60) * EDSCALE);
  4607. add_child(alert);
  4608. comment_title_change_popup = memnew(PopupPanel);
  4609. comment_title_change_edit = memnew(LineEdit);
  4610. comment_title_change_edit->set_expand_to_text_length_enabled(true);
  4611. comment_title_change_edit->connect("text_changed", callable_mp(this, &VisualShaderEditor::_comment_title_text_changed));
  4612. comment_title_change_edit->connect("text_submitted", callable_mp(this, &VisualShaderEditor::_comment_title_text_submitted));
  4613. comment_title_change_popup->add_child(comment_title_change_edit);
  4614. comment_title_change_edit->reset_size();
  4615. comment_title_change_popup->reset_size();
  4616. comment_title_change_popup->connect("focus_exited", callable_mp(this, &VisualShaderEditor::_comment_title_popup_focus_out));
  4617. comment_title_change_popup->connect("popup_hide", callable_mp(this, &VisualShaderEditor::_comment_title_popup_hide));
  4618. add_child(comment_title_change_popup);
  4619. comment_desc_change_popup = memnew(PopupPanel);
  4620. VBoxContainer *comment_desc_vbox = memnew(VBoxContainer);
  4621. comment_desc_change_popup->add_child(comment_desc_vbox);
  4622. comment_desc_change_edit = memnew(TextEdit);
  4623. comment_desc_change_edit->connect("text_changed", callable_mp(this, &VisualShaderEditor::_comment_desc_text_changed));
  4624. comment_desc_vbox->add_child(comment_desc_change_edit);
  4625. comment_desc_change_edit->set_custom_minimum_size(Size2(300 * EDSCALE, 150 * EDSCALE));
  4626. comment_desc_change_edit->reset_size();
  4627. comment_desc_change_popup->reset_size();
  4628. comment_desc_change_popup->connect("focus_exited", callable_mp(this, &VisualShaderEditor::_comment_desc_confirm));
  4629. comment_desc_change_popup->connect("popup_hide", callable_mp(this, &VisualShaderEditor::_comment_desc_popup_hide));
  4630. Button *comment_desc_confirm_button = memnew(Button);
  4631. comment_desc_confirm_button->set_text(TTR("OK"));
  4632. comment_desc_vbox->add_child(comment_desc_confirm_button);
  4633. comment_desc_confirm_button->connect("pressed", callable_mp(this, &VisualShaderEditor::_comment_desc_confirm));
  4634. add_child(comment_desc_change_popup);
  4635. ///////////////////////////////////////
  4636. // SHADER NODES TREE OPTIONS
  4637. ///////////////////////////////////////
  4638. // COLOR
  4639. add_options.push_back(AddOption("ColorFunc", "Color/Common", "VisualShaderNodeColorFunc", TTR("Color function."), {}, VisualShaderNode::PORT_TYPE_VECTOR_3D));
  4640. add_options.push_back(AddOption("ColorOp", "Color/Common", "VisualShaderNodeColorOp", TTR("Color operator."), {}, VisualShaderNode::PORT_TYPE_VECTOR_3D));
  4641. add_options.push_back(AddOption("Grayscale", "Color/Functions", "VisualShaderNodeColorFunc", TTR("Grayscale function."), { VisualShaderNodeColorFunc::FUNC_GRAYSCALE }, VisualShaderNode::PORT_TYPE_VECTOR_3D));
  4642. add_options.push_back(AddOption("HSV2RGB", "Color/Functions", "VisualShaderNodeColorFunc", TTR("Converts HSV vector to RGB equivalent."), { VisualShaderNodeColorFunc::FUNC_HSV2RGB, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_3D }, VisualShaderNode::PORT_TYPE_VECTOR_3D));
  4643. add_options.push_back(AddOption("RGB2HSV", "Color/Functions", "VisualShaderNodeColorFunc", TTR("Converts RGB vector to HSV equivalent."), { VisualShaderNodeColorFunc::FUNC_RGB2HSV, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_3D }, VisualShaderNode::PORT_TYPE_VECTOR_3D));
  4644. add_options.push_back(AddOption("Sepia", "Color/Functions", "VisualShaderNodeColorFunc", TTR("Sepia function."), { VisualShaderNodeColorFunc::FUNC_SEPIA }, VisualShaderNode::PORT_TYPE_VECTOR_3D));
  4645. add_options.push_back(AddOption("Burn", "Color/Operators", "VisualShaderNodeColorOp", TTR("Burn operator."), { VisualShaderNodeColorOp::OP_BURN }, VisualShaderNode::PORT_TYPE_VECTOR_3D));
  4646. add_options.push_back(AddOption("Darken", "Color/Operators", "VisualShaderNodeColorOp", TTR("Darken operator."), { VisualShaderNodeColorOp::OP_DARKEN }, VisualShaderNode::PORT_TYPE_VECTOR_3D));
  4647. add_options.push_back(AddOption("Difference", "Color/Operators", "VisualShaderNodeColorOp", TTR("Difference operator."), { VisualShaderNodeColorOp::OP_DIFFERENCE }, VisualShaderNode::PORT_TYPE_VECTOR_3D));
  4648. add_options.push_back(AddOption("Dodge", "Color/Operators", "VisualShaderNodeColorOp", TTR("Dodge operator."), { VisualShaderNodeColorOp::OP_DODGE }, VisualShaderNode::PORT_TYPE_VECTOR_3D));
  4649. add_options.push_back(AddOption("HardLight", "Color/Operators", "VisualShaderNodeColorOp", TTR("HardLight operator."), { VisualShaderNodeColorOp::OP_HARD_LIGHT }, VisualShaderNode::PORT_TYPE_VECTOR_3D));
  4650. add_options.push_back(AddOption("Lighten", "Color/Operators", "VisualShaderNodeColorOp", TTR("Lighten operator."), { VisualShaderNodeColorOp::OP_LIGHTEN }, VisualShaderNode::PORT_TYPE_VECTOR_3D));
  4651. add_options.push_back(AddOption("Overlay", "Color/Operators", "VisualShaderNodeColorOp", TTR("Overlay operator."), { VisualShaderNodeColorOp::OP_OVERLAY }, VisualShaderNode::PORT_TYPE_VECTOR_3D));
  4652. add_options.push_back(AddOption("Screen", "Color/Operators", "VisualShaderNodeColorOp", TTR("Screen operator."), { VisualShaderNodeColorOp::OP_SCREEN }, VisualShaderNode::PORT_TYPE_VECTOR_3D));
  4653. add_options.push_back(AddOption("SoftLight", "Color/Operators", "VisualShaderNodeColorOp", TTR("SoftLight operator."), { VisualShaderNodeColorOp::OP_SOFT_LIGHT }, VisualShaderNode::PORT_TYPE_VECTOR_3D));
  4654. add_options.push_back(AddOption("ColorConstant", "Color/Variables", "VisualShaderNodeColorConstant", TTR("Color constant."), {}, VisualShaderNode::PORT_TYPE_VECTOR_4D));
  4655. add_options.push_back(AddOption("ColorParameter", "Color/Variables", "VisualShaderNodeColorParameter", TTR("Color parameter."), {}, VisualShaderNode::PORT_TYPE_VECTOR_4D));
  4656. // COMMON
  4657. 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));
  4658. // CONDITIONAL
  4659. const String &compare_func_desc = TTR("Returns the boolean result of the %s comparison between two parameters.");
  4660. add_options.push_back(AddOption("Equal (==)", "Conditional/Functions", "VisualShaderNodeCompare", vformat(compare_func_desc, TTR("Equal (==)")), { VisualShaderNodeCompare::FUNC_EQUAL }, VisualShaderNode::PORT_TYPE_BOOLEAN));
  4661. add_options.push_back(AddOption("GreaterThan (>)", "Conditional/Functions", "VisualShaderNodeCompare", vformat(compare_func_desc, TTR("Greater Than (>)")), { VisualShaderNodeCompare::FUNC_GREATER_THAN }, VisualShaderNode::PORT_TYPE_BOOLEAN));
  4662. 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));
  4663. 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));
  4664. 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));
  4665. 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));
  4666. add_options.push_back(AddOption("LessThan (<)", "Conditional/Functions", "VisualShaderNodeCompare", vformat(compare_func_desc, TTR("Less Than (<)")), { VisualShaderNodeCompare::FUNC_LESS_THAN }, VisualShaderNode::PORT_TYPE_BOOLEAN));
  4667. 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));
  4668. add_options.push_back(AddOption("NotEqual (!=)", "Conditional/Functions", "VisualShaderNodeCompare", vformat(compare_func_desc, TTR("Not Equal (!=)")), { VisualShaderNodeCompare::FUNC_NOT_EQUAL }, VisualShaderNode::PORT_TYPE_BOOLEAN));
  4669. 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));
  4670. 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));
  4671. 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));
  4672. 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));
  4673. 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));
  4674. 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));
  4675. add_options.push_back(AddOption("SwitchUInt (==)", "Conditional/Functions", "VisualShaderNodeSwitch", TTR("Returns an associated unsigned integer scalar if the provided boolean value is true or false."), { VisualShaderNodeSwitch::OP_TYPE_UINT }, VisualShaderNode::PORT_TYPE_SCALAR_UINT));
  4676. add_options.push_back(AddOption("Compare (==)", "Conditional/Common", "VisualShaderNodeCompare", TTR("Returns the boolean result of the comparison between two parameters."), {}, VisualShaderNode::PORT_TYPE_BOOLEAN));
  4677. 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));
  4678. add_options.push_back(AddOption("BooleanConstant", "Conditional/Variables", "VisualShaderNodeBooleanConstant", TTR("Boolean constant."), {}, VisualShaderNode::PORT_TYPE_BOOLEAN));
  4679. add_options.push_back(AddOption("BooleanParameter", "Conditional/Variables", "VisualShaderNodeBooleanParameter", TTR("Boolean parameter."), {}, VisualShaderNode::PORT_TYPE_BOOLEAN));
  4680. // INPUT
  4681. const String translation_gdsl = "\n\n" + TTR("Translated to '%s' in Godot Shading Language.");
  4682. const String input_param_shader_modes = TTR("'%s' input parameter for all shader modes.") + translation_gdsl;
  4683. // NODE3D-FOR-ALL
  4684. add_options.push_back(AddOption("Exposure", "Input/All", "VisualShaderNodeInput", vformat(input_param_shader_modes, "exposure", "EXPOSURE"), { "exposure" }, VisualShaderNode::PORT_TYPE_SCALAR, -1, Shader::MODE_SPATIAL));
  4685. add_options.push_back(AddOption("InvProjectionMatrix", "Input/All", "VisualShaderNodeInput", vformat(input_param_shader_modes, "inv_projection_matrix", "INV_PROJECTION_MATRIX"), { "inv_projection_matrix" }, VisualShaderNode::PORT_TYPE_TRANSFORM, -1, Shader::MODE_SPATIAL));
  4686. add_options.push_back(AddOption("InvViewMatrix", "Input/All", "VisualShaderNodeInput", vformat(input_param_shader_modes, "inv_view_matrix", "INV_VIEW_MATRIX"), { "inv_view_matrix" }, VisualShaderNode::PORT_TYPE_TRANSFORM, -1, Shader::MODE_SPATIAL));
  4687. add_options.push_back(AddOption("ModelMatrix", "Input/All", "VisualShaderNodeInput", vformat(input_param_shader_modes, "model_matrix", "MODEL_MATRIX"), { "model_matrix" }, VisualShaderNode::PORT_TYPE_TRANSFORM, -1, Shader::MODE_SPATIAL));
  4688. add_options.push_back(AddOption("Normal", "Input/All", "VisualShaderNodeInput", vformat(input_param_shader_modes, "normal", "NORMAL"), { "normal" }, VisualShaderNode::PORT_TYPE_VECTOR_3D, -1, Shader::MODE_SPATIAL));
  4689. add_options.push_back(AddOption("OutputIsSRGB", "Input/All", "VisualShaderNodeInput", vformat(input_param_shader_modes, "output_is_srgb", "OUTPUT_IS_SRGB"), { "output_is_srgb" }, VisualShaderNode::PORT_TYPE_BOOLEAN, -1, Shader::MODE_SPATIAL));
  4690. add_options.push_back(AddOption("ProjectionMatrix", "Input/All", "VisualShaderNodeInput", vformat(input_param_shader_modes, "projection_matrix", "PROJECTION_MATRIX"), { "projection_matrix" }, VisualShaderNode::PORT_TYPE_TRANSFORM, -1, Shader::MODE_SPATIAL));
  4691. add_options.push_back(AddOption("Time", "Input/All", "VisualShaderNodeInput", vformat(input_param_shader_modes, "time", "TIME"), { "time" }, VisualShaderNode::PORT_TYPE_SCALAR, -1, Shader::MODE_SPATIAL));
  4692. add_options.push_back(AddOption("UV", "Input/All", "VisualShaderNodeInput", vformat(input_param_shader_modes, "uv", "UV"), { "uv" }, VisualShaderNode::PORT_TYPE_VECTOR_2D, -1, Shader::MODE_SPATIAL));
  4693. add_options.push_back(AddOption("UV2", "Input/All", "VisualShaderNodeInput", vformat(input_param_shader_modes, "uv2", "UV2"), { "uv2" }, VisualShaderNode::PORT_TYPE_VECTOR_2D, -1, Shader::MODE_SPATIAL));
  4694. add_options.push_back(AddOption("ViewMatrix", "Input/All", "VisualShaderNodeInput", vformat(input_param_shader_modes, "view_matrix", "VIEW_MATRIX"), { "view_matrix" }, VisualShaderNode::PORT_TYPE_TRANSFORM, -1, Shader::MODE_SPATIAL));
  4695. add_options.push_back(AddOption("ViewportSize", "Input/All", "VisualShaderNodeInput", vformat(input_param_shader_modes, "viewport_size", "VIEWPORT_SIZE"), { "viewport_size" }, VisualShaderNode::PORT_TYPE_VECTOR_2D, -1, Shader::MODE_SPATIAL));
  4696. // CANVASITEM-FOR-ALL
  4697. add_options.push_back(AddOption("Color", "Input/All", "VisualShaderNodeInput", vformat(input_param_shader_modes, "color", "COLOR"), { "color" }, VisualShaderNode::PORT_TYPE_VECTOR_4D, -1, Shader::MODE_CANVAS_ITEM));
  4698. add_options.push_back(AddOption("TexturePixelSize", "Input/All", "VisualShaderNodeInput", vformat(input_param_shader_modes, "texture_pixel_size", "TEXTURE_PIXEL_SIZE"), { "texture_pixel_size" }, VisualShaderNode::PORT_TYPE_VECTOR_2D, -1, Shader::MODE_CANVAS_ITEM));
  4699. add_options.push_back(AddOption("Time", "Input/All", "VisualShaderNodeInput", vformat(input_param_shader_modes, "time", "TIME"), { "time" }, VisualShaderNode::PORT_TYPE_SCALAR, -1, Shader::MODE_CANVAS_ITEM));
  4700. add_options.push_back(AddOption("UV", "Input/All", "VisualShaderNodeInput", vformat(input_param_shader_modes, "uv", "UV"), { "uv" }, VisualShaderNode::PORT_TYPE_VECTOR_2D, -1, Shader::MODE_CANVAS_ITEM));
  4701. // PARTICLES-FOR-ALL
  4702. add_options.push_back(AddOption("Active", "Input/All", "VisualShaderNodeInput", vformat(input_param_shader_modes, "active", "ACTIVE"), { "active" }, VisualShaderNode::PORT_TYPE_BOOLEAN, -1, Shader::MODE_PARTICLES));
  4703. add_options.push_back(AddOption("AttractorForce", "Input/All", "VisualShaderNodeInput", vformat(input_param_shader_modes, "attractor_force", "ATTRACTOR_FORCE"), { "attractor_force" }, VisualShaderNode::PORT_TYPE_VECTOR_3D, -1, Shader::MODE_PARTICLES));
  4704. add_options.push_back(AddOption("Color", "Input/All", "VisualShaderNodeInput", vformat(input_param_shader_modes, "color", "COLOR"), { "color" }, VisualShaderNode::PORT_TYPE_VECTOR_4D, -1, Shader::MODE_PARTICLES));
  4705. add_options.push_back(AddOption("Custom", "Input/All", "VisualShaderNodeInput", vformat(input_param_shader_modes, "custom", "CUSTOM"), { "custom" }, VisualShaderNode::PORT_TYPE_VECTOR_4D, -1, Shader::MODE_PARTICLES));
  4706. add_options.push_back(AddOption("Delta", "Input/All", "VisualShaderNodeInput", vformat(input_param_shader_modes, "delta", "DELTA"), { "delta" }, VisualShaderNode::PORT_TYPE_SCALAR, -1, Shader::MODE_PARTICLES));
  4707. add_options.push_back(AddOption("EmissionTransform", "Input/All", "VisualShaderNodeInput", vformat(input_param_shader_modes, "emission_transform", "EMISSION_TRANSFORM"), { "emission_transform" }, VisualShaderNode::PORT_TYPE_TRANSFORM, -1, Shader::MODE_PARTICLES));
  4708. add_options.push_back(AddOption("Index", "Input/All", "VisualShaderNodeInput", vformat(input_param_shader_modes, "index", "INDEX"), { "index" }, VisualShaderNode::PORT_TYPE_SCALAR_UINT, -1, Shader::MODE_PARTICLES));
  4709. add_options.push_back(AddOption("LifeTime", "Input/All", "VisualShaderNodeInput", vformat(input_param_shader_modes, "lifetime", "LIFETIME"), { "lifetime" }, VisualShaderNode::PORT_TYPE_SCALAR, -1, Shader::MODE_PARTICLES));
  4710. add_options.push_back(AddOption("Number", "Input/All", "VisualShaderNodeInput", vformat(input_param_shader_modes, "number", "NUMBER"), { "number" }, VisualShaderNode::PORT_TYPE_SCALAR_UINT, -1, Shader::MODE_PARTICLES));
  4711. add_options.push_back(AddOption("RandomSeed", "Input/All", "VisualShaderNodeInput", vformat(input_param_shader_modes, "random_seed", "RANDOM_SEED"), { "random_seed" }, VisualShaderNode::PORT_TYPE_SCALAR_UINT, -1, Shader::MODE_PARTICLES));
  4712. add_options.push_back(AddOption("Restart", "Input/All", "VisualShaderNodeInput", vformat(input_param_shader_modes, "restart", "RESTART"), { "restart" }, VisualShaderNode::PORT_TYPE_BOOLEAN, -1, Shader::MODE_PARTICLES));
  4713. add_options.push_back(AddOption("Time", "Input/All", "VisualShaderNodeInput", vformat(input_param_shader_modes, "time", "TIME"), { "time" }, VisualShaderNode::PORT_TYPE_SCALAR, -1, Shader::MODE_PARTICLES));
  4714. add_options.push_back(AddOption("Transform", "Input/All", "VisualShaderNodeInput", vformat(input_param_shader_modes, "transform", "TRANSFORM"), { "transform" }, VisualShaderNode::PORT_TYPE_TRANSFORM, -1, Shader::MODE_PARTICLES));
  4715. add_options.push_back(AddOption("Velocity", "Input/All", "VisualShaderNodeInput", vformat(input_param_shader_modes, "velocity", "VELOCITY"), { "velocity" }, VisualShaderNode::PORT_TYPE_VECTOR_3D, -1, Shader::MODE_PARTICLES));
  4716. /////////////////
  4717. add_options.push_back(AddOption("Input", "Input/Common", "VisualShaderNodeInput", TTR("Input parameter.")));
  4718. const String input_param_for_vertex_and_fragment_shader_modes = TTR("'%s' input parameter for vertex and fragment shader modes.") + translation_gdsl;
  4719. const String input_param_for_fragment_and_light_shader_modes = TTR("'%s' input parameter for fragment and light shader modes.") + translation_gdsl;
  4720. const String input_param_for_fragment_shader_mode = TTR("'%s' input parameter for fragment shader mode.") + translation_gdsl;
  4721. const String input_param_for_sky_shader_mode = TTR("'%s' input parameter for sky shader mode.") + translation_gdsl;
  4722. const String input_param_for_fog_shader_mode = TTR("'%s' input parameter for fog shader mode.") + translation_gdsl;
  4723. const String input_param_for_light_shader_mode = TTR("'%s' input parameter for light shader mode.") + translation_gdsl;
  4724. const String input_param_for_vertex_shader_mode = TTR("'%s' input parameter for vertex shader mode.") + translation_gdsl;
  4725. const String input_param_for_start_shader_mode = TTR("'%s' input parameter for start shader mode.") + translation_gdsl;
  4726. const String input_param_for_process_shader_mode = TTR("'%s' input parameter for process shader mode.") + translation_gdsl;
  4727. const String input_param_for_collide_shader_mode = TTR("'%s' input parameter for collide shader mode." + translation_gdsl);
  4728. const String input_param_for_start_and_process_shader_mode = TTR("'%s' input parameter for start and process shader modes.") + translation_gdsl;
  4729. const String input_param_for_process_and_collide_shader_mode = TTR("'%s' input parameter for process and collide shader modes.") + translation_gdsl;
  4730. const String input_param_for_vertex_and_fragment_shader_mode = TTR("'%s' input parameter for vertex and fragment shader modes.") + translation_gdsl;
  4731. // NODE3D INPUTS
  4732. add_options.push_back(AddOption("Binormal", "Input/Vertex", "VisualShaderNodeInput", vformat(input_param_for_vertex_and_fragment_shader_modes, "binormal", "BINORMAL"), { "binormal" }, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_VERTEX, Shader::MODE_SPATIAL));
  4733. add_options.push_back(AddOption("Color", "Input/Vertex", "VisualShaderNodeInput", vformat(input_param_for_vertex_and_fragment_shader_modes, "color", "COLOR"), { "color" }, VisualShaderNode::PORT_TYPE_VECTOR_4D, TYPE_FLAGS_VERTEX, Shader::MODE_SPATIAL));
  4734. add_options.push_back(AddOption("Custom0", "Input/Vertex", "VisualShaderNodeInput", vformat(input_param_for_vertex_shader_mode, "custom0", "CUSTOM0"), { "custom0" }, VisualShaderNode::PORT_TYPE_VECTOR_4D, TYPE_FLAGS_VERTEX, Shader::MODE_SPATIAL));
  4735. add_options.push_back(AddOption("Custom1", "Input/Vertex", "VisualShaderNodeInput", vformat(input_param_for_vertex_shader_mode, "custom1", "CUSTOM1"), { "custom1" }, VisualShaderNode::PORT_TYPE_VECTOR_4D, TYPE_FLAGS_VERTEX, Shader::MODE_SPATIAL));
  4736. add_options.push_back(AddOption("Custom2", "Input/Vertex", "VisualShaderNodeInput", vformat(input_param_for_vertex_shader_mode, "custom2", "CUSTOM2"), { "custom2" }, VisualShaderNode::PORT_TYPE_VECTOR_4D, TYPE_FLAGS_VERTEX, Shader::MODE_SPATIAL));
  4737. add_options.push_back(AddOption("Custom3", "Input/Vertex", "VisualShaderNodeInput", vformat(input_param_for_vertex_shader_mode, "custom3", "CUSTOM3"), { "custom3" }, VisualShaderNode::PORT_TYPE_VECTOR_4D, TYPE_FLAGS_VERTEX, Shader::MODE_SPATIAL));
  4738. add_options.push_back(AddOption("InstanceId", "Input/Vertex", "VisualShaderNodeInput", vformat(input_param_for_vertex_shader_mode, "instance_id", "INSTANCE_ID"), { "instance_id" }, VisualShaderNode::PORT_TYPE_SCALAR_INT, TYPE_FLAGS_VERTEX, Shader::MODE_SPATIAL));
  4739. add_options.push_back(AddOption("InstanceCustom", "Input/Vertex", "VisualShaderNodeInput", vformat(input_param_for_vertex_shader_mode, "instance_custom", "INSTANCE_CUSTOM"), { "instance_custom" }, VisualShaderNode::PORT_TYPE_VECTOR_4D, TYPE_FLAGS_VERTEX, Shader::MODE_SPATIAL));
  4740. add_options.push_back(AddOption("ModelViewMatrix", "Input/Vertex", "VisualShaderNodeInput", vformat(input_param_for_vertex_shader_mode, "modelview_matrix", "MODELVIEW_MATRIX"), { "modelview_matrix" }, VisualShaderNode::PORT_TYPE_TRANSFORM, TYPE_FLAGS_VERTEX, Shader::MODE_SPATIAL));
  4741. add_options.push_back(AddOption("PointSize", "Input/Vertex", "VisualShaderNodeInput", vformat(input_param_for_vertex_shader_mode, "point_size", "POINT_SIZE"), { "point_size" }, VisualShaderNode::PORT_TYPE_SCALAR, TYPE_FLAGS_VERTEX, Shader::MODE_SPATIAL));
  4742. add_options.push_back(AddOption("Tangent", "Input/Vertex", "VisualShaderNodeInput", vformat(input_param_for_vertex_and_fragment_shader_mode, "tangent", "TANGENT"), { "tangent" }, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_VERTEX, Shader::MODE_SPATIAL));
  4743. add_options.push_back(AddOption("Vertex", "Input/Vertex", "VisualShaderNodeInput", vformat(input_param_for_vertex_and_fragment_shader_modes, "vertex", "VERTEX"), { "vertex" }, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_VERTEX, Shader::MODE_SPATIAL));
  4744. add_options.push_back(AddOption("VertexId", "Input/Vertex", "VisualShaderNodeInput", vformat(input_param_for_vertex_shader_mode, "vertex_id", "VERTEX_ID"), { "vertex_id" }, VisualShaderNode::PORT_TYPE_SCALAR_INT, TYPE_FLAGS_VERTEX, Shader::MODE_SPATIAL));
  4745. add_options.push_back(AddOption("ViewIndex", "Input/Vertex", "VisualShaderNodeInput", vformat(input_param_for_vertex_and_fragment_shader_modes, "view_index", "VIEW_INDEX"), { "view_index" }, VisualShaderNode::PORT_TYPE_SCALAR_INT, TYPE_FLAGS_VERTEX, Shader::MODE_SPATIAL));
  4746. add_options.push_back(AddOption("ViewMonoLeft", "Input/Vertex", "VisualShaderNodeInput", vformat(input_param_for_vertex_and_fragment_shader_modes, "view_mono_left", "VIEW_MONO_LEFT"), { "view_mono_left" }, VisualShaderNode::PORT_TYPE_SCALAR_INT, TYPE_FLAGS_VERTEX, Shader::MODE_SPATIAL));
  4747. add_options.push_back(AddOption("ViewRight", "Input/Vertex", "VisualShaderNodeInput", vformat(input_param_for_vertex_and_fragment_shader_modes, "view_right", "VIEW_RIGHT"), { "view_right" }, VisualShaderNode::PORT_TYPE_SCALAR_INT, TYPE_FLAGS_VERTEX, Shader::MODE_SPATIAL));
  4748. add_options.push_back(AddOption("EyeOffset", "Input/Vertex", "VisualShaderNodeInput", vformat(input_param_for_vertex_and_fragment_shader_modes, "eye_offset", "EYE_OFFSET"), { "eye_offset" }, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_VERTEX, Shader::MODE_SPATIAL));
  4749. add_options.push_back(AddOption("NodePositionWorld", "Input/Vertex", "VisualShaderNodeInput", vformat(input_param_for_vertex_and_fragment_shader_modes, "node_position_world", "NODE_POSITION_WORLD"), { "node_position_world" }, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_VERTEX, Shader::MODE_SPATIAL));
  4750. add_options.push_back(AddOption("CameraPositionWorld", "Input/Vertex", "VisualShaderNodeInput", vformat(input_param_for_vertex_and_fragment_shader_modes, "camera_position_world", "CAMERA_POSITION_WORLD"), { "camera_position_world" }, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_VERTEX, Shader::MODE_SPATIAL));
  4751. add_options.push_back(AddOption("CameraDirectionWorld", "Input/Vertex", "VisualShaderNodeInput", vformat(input_param_for_vertex_and_fragment_shader_modes, "camera_direction_world", "CAMERA_DIRECTION_WORLD"), { "camera_direction_world" }, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_VERTEX, Shader::MODE_SPATIAL));
  4752. add_options.push_back(AddOption("CameraVisibleLayers", "Input/Vertex", "VisualShaderNodeInput", vformat(input_param_for_vertex_and_fragment_shader_modes, "camera_visible_layers", "CAMERA_VISIBLE_LAYERS"), { "camera_visible_layers" }, VisualShaderNode::PORT_TYPE_SCALAR_UINT, TYPE_FLAGS_VERTEX, Shader::MODE_SPATIAL));
  4753. add_options.push_back(AddOption("NodePositionView", "Input/Vertex", "VisualShaderNodeInput", vformat(input_param_for_vertex_and_fragment_shader_modes, "node_position_view", "NODE_POSITION_VIEW"), { "node_position_view" }, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_VERTEX, Shader::MODE_SPATIAL));
  4754. add_options.push_back(AddOption("Binormal", "Input/Fragment", "VisualShaderNodeInput", vformat(input_param_for_vertex_and_fragment_shader_modes, "binormal", "BINORMAL"), { "binormal" }, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_FRAGMENT, Shader::MODE_SPATIAL));
  4755. add_options.push_back(AddOption("Color", "Input/Fragment", "VisualShaderNodeInput", vformat(input_param_for_vertex_and_fragment_shader_modes, "color", "COLOR"), { "color" }, VisualShaderNode::PORT_TYPE_VECTOR_4D, TYPE_FLAGS_FRAGMENT, Shader::MODE_SPATIAL));
  4756. add_options.push_back(AddOption("FragCoord", "Input/Fragment", "VisualShaderNodeInput", vformat(input_param_for_fragment_and_light_shader_modes, "fragcoord", "FRAGCOORD"), { "fragcoord" }, VisualShaderNode::PORT_TYPE_VECTOR_4D, TYPE_FLAGS_FRAGMENT, Shader::MODE_SPATIAL));
  4757. add_options.push_back(AddOption("FrontFacing", "Input/Fragment", "VisualShaderNodeInput", vformat(input_param_for_fragment_shader_mode, "front_facing", "FRONT_FACING"), { "front_facing" }, VisualShaderNode::PORT_TYPE_BOOLEAN, TYPE_FLAGS_FRAGMENT, Shader::MODE_SPATIAL));
  4758. add_options.push_back(AddOption("PointCoord", "Input/Fragment", "VisualShaderNodeInput", vformat(input_param_for_fragment_shader_mode, "point_coord", "POINT_COORD"), { "point_coord" }, VisualShaderNode::PORT_TYPE_VECTOR_2D, TYPE_FLAGS_FRAGMENT, Shader::MODE_SPATIAL));
  4759. add_options.push_back(AddOption("ScreenUV", "Input/Fragment", "VisualShaderNodeInput", vformat(input_param_for_fragment_shader_mode, "screen_uv", "SCREEN_UV"), { "screen_uv" }, VisualShaderNode::PORT_TYPE_VECTOR_2D, TYPE_FLAGS_FRAGMENT, Shader::MODE_SPATIAL));
  4760. add_options.push_back(AddOption("Tangent", "Input/Fragment", "VisualShaderNodeInput", vformat(input_param_for_vertex_and_fragment_shader_modes, "tangent", "TANGENT"), { "tangent" }, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_FRAGMENT, Shader::MODE_SPATIAL));
  4761. add_options.push_back(AddOption("Vertex", "Input/Fragment", "VisualShaderNodeInput", vformat(input_param_for_vertex_and_fragment_shader_modes, "vertex", "VERTEX"), { "vertex" }, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_FRAGMENT, Shader::MODE_SPATIAL));
  4762. add_options.push_back(AddOption("View", "Input/Fragment", "VisualShaderNodeInput", vformat(input_param_for_fragment_and_light_shader_modes, "view", "VIEW"), { "view" }, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_FRAGMENT, Shader::MODE_SPATIAL));
  4763. add_options.push_back(AddOption("ViewIndex", "Input/Fragment", "VisualShaderNodeInput", vformat(input_param_for_vertex_and_fragment_shader_modes, "view_index", "VIEW_INDEX"), { "view_index" }, VisualShaderNode::PORT_TYPE_SCALAR_INT, TYPE_FLAGS_FRAGMENT, Shader::MODE_SPATIAL));
  4764. add_options.push_back(AddOption("ViewMonoLeft", "Input/Fragment", "VisualShaderNodeInput", vformat(input_param_for_vertex_and_fragment_shader_modes, "view_mono_left", "VIEW_MONO_LEFT"), { "view_mono_left" }, VisualShaderNode::PORT_TYPE_SCALAR_INT, TYPE_FLAGS_FRAGMENT, Shader::MODE_SPATIAL));
  4765. add_options.push_back(AddOption("ViewRight", "Input/Fragment", "VisualShaderNodeInput", vformat(input_param_for_vertex_and_fragment_shader_modes, "view_right", "VIEW_RIGHT"), { "view_right" }, VisualShaderNode::PORT_TYPE_SCALAR_INT, TYPE_FLAGS_FRAGMENT, Shader::MODE_SPATIAL));
  4766. add_options.push_back(AddOption("EyeOffset", "Input/Fragment", "VisualShaderNodeInput", vformat(input_param_for_vertex_and_fragment_shader_modes, "eye_offset", "EYE_OFFSET"), { "eye_offset" }, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_FRAGMENT, Shader::MODE_SPATIAL));
  4767. add_options.push_back(AddOption("NodePositionWorld", "Input/Fragment", "VisualShaderNodeInput", vformat(input_param_for_vertex_and_fragment_shader_modes, "node_position_world", "NODE_POSITION_WORLD"), { "node_position_world" }, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_FRAGMENT, Shader::MODE_SPATIAL));
  4768. add_options.push_back(AddOption("CameraPositionWorld", "Input/Fragment", "VisualShaderNodeInput", vformat(input_param_for_vertex_and_fragment_shader_modes, "camera_position_world", "CAMERA_POSITION_WORLD"), { "camera_position_world" }, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_FRAGMENT, Shader::MODE_SPATIAL));
  4769. add_options.push_back(AddOption("CameraDirectionWorld", "Input/Fragment", "VisualShaderNodeInput", vformat(input_param_for_vertex_and_fragment_shader_modes, "camera_direction_world", "CAMERA_DIRECTION_WORLD"), { "camera_direction_world" }, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_FRAGMENT, Shader::MODE_SPATIAL));
  4770. add_options.push_back(AddOption("CameraVisibleLayers", "Input/Fragment", "VisualShaderNodeInput", vformat(input_param_for_vertex_and_fragment_shader_modes, "camera_visible_layers", "CAMERA_VISIBLE_LAYERS"), { "camera_visible_layers" }, VisualShaderNode::PORT_TYPE_SCALAR_UINT, TYPE_FLAGS_FRAGMENT, Shader::MODE_SPATIAL));
  4771. add_options.push_back(AddOption("NodePositionView", "Input/Fragment", "VisualShaderNodeInput", vformat(input_param_for_vertex_and_fragment_shader_modes, "node_position_view", "NODE_POSITION_VIEW"), { "node_position_view" }, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_FRAGMENT, Shader::MODE_SPATIAL));
  4772. add_options.push_back(AddOption("Albedo", "Input/Light", "VisualShaderNodeInput", vformat(input_param_for_light_shader_mode, "albedo", "ALBEDO"), { "albedo" }, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_LIGHT, Shader::MODE_SPATIAL));
  4773. add_options.push_back(AddOption("Attenuation", "Input/Light", "VisualShaderNodeInput", vformat(input_param_for_light_shader_mode, "attenuation", "ATTENUATION"), { "attenuation" }, VisualShaderNode::PORT_TYPE_SCALAR, TYPE_FLAGS_LIGHT, Shader::MODE_SPATIAL));
  4774. add_options.push_back(AddOption("Backlight", "Input/Light", "VisualShaderNodeInput", vformat(input_param_for_light_shader_mode, "backlight", "BACKLIGHT"), { "backlight" }, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_LIGHT, Shader::MODE_SPATIAL));
  4775. add_options.push_back(AddOption("Diffuse", "Input/Light", "VisualShaderNodeInput", vformat(input_param_for_light_shader_mode, "diffuse", "DIFFUSE_LIGHT"), { "diffuse" }, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_LIGHT, Shader::MODE_SPATIAL));
  4776. add_options.push_back(AddOption("FragCoord", "Input/Light", "VisualShaderNodeInput", vformat(input_param_for_fragment_and_light_shader_modes, "fragcoord", "FRAGCOORD"), { "fragcoord" }, VisualShaderNode::PORT_TYPE_VECTOR_4D, TYPE_FLAGS_LIGHT, Shader::MODE_SPATIAL));
  4777. add_options.push_back(AddOption("Light", "Input/Light", "VisualShaderNodeInput", vformat(input_param_for_light_shader_mode, "light", "LIGHT"), { "light" }, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_LIGHT, Shader::MODE_SPATIAL));
  4778. add_options.push_back(AddOption("LightColor", "Input/Light", "VisualShaderNodeInput", vformat(input_param_for_light_shader_mode, "light_color", "LIGHT_COLOR"), { "light_color" }, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_LIGHT, Shader::MODE_SPATIAL));
  4779. add_options.push_back(AddOption("LightIsDirectional", "Input/Light", "VisualShaderNodeInput", vformat(input_param_for_light_shader_mode, "light_is_directional", "LIGHT_IS_DIRECTIONAL"), { "light_is_directional" }, VisualShaderNode::PORT_TYPE_BOOLEAN, TYPE_FLAGS_LIGHT, Shader::MODE_SPATIAL));
  4780. add_options.push_back(AddOption("Metallic", "Input/Light", "VisualShaderNodeInput", vformat(input_param_for_light_shader_mode, "metallic", "METALLIC"), { "metallic" }, VisualShaderNode::PORT_TYPE_SCALAR, TYPE_FLAGS_LIGHT, Shader::MODE_SPATIAL));
  4781. add_options.push_back(AddOption("Roughness", "Input/Light", "VisualShaderNodeInput", vformat(input_param_for_light_shader_mode, "roughness", "ROUGHNESS"), { "roughness" }, VisualShaderNode::PORT_TYPE_SCALAR, TYPE_FLAGS_LIGHT, Shader::MODE_SPATIAL));
  4782. add_options.push_back(AddOption("Specular", "Input/Light", "VisualShaderNodeInput", vformat(input_param_for_light_shader_mode, "specular", "SPECULAR_LIGHT"), { "specular" }, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_LIGHT, Shader::MODE_SPATIAL));
  4783. add_options.push_back(AddOption("View", "Input/Light", "VisualShaderNodeInput", vformat(input_param_for_fragment_and_light_shader_modes, "view", "VIEW"), { "view" }, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_LIGHT, Shader::MODE_SPATIAL));
  4784. // CANVASITEM INPUTS
  4785. add_options.push_back(AddOption("AtLightPass", "Input/Vertex", "VisualShaderNodeInput", vformat(input_param_for_vertex_and_fragment_shader_modes, "at_light_pass", "AT_LIGHT_PASS"), { "at_light_pass" }, VisualShaderNode::PORT_TYPE_BOOLEAN, TYPE_FLAGS_VERTEX, Shader::MODE_CANVAS_ITEM));
  4786. add_options.push_back(AddOption("CanvasMatrix", "Input/Vertex", "VisualShaderNodeInput", vformat(input_param_for_vertex_shader_mode, "canvas_matrix", "CANVAS_MATRIX"), { "canvas_matrix" }, VisualShaderNode::PORT_TYPE_TRANSFORM, TYPE_FLAGS_VERTEX, Shader::MODE_CANVAS_ITEM));
  4787. add_options.push_back(AddOption("InstanceCustom", "Input/Vertex", "VisualShaderNodeInput", vformat(input_param_for_vertex_shader_mode, "instance_custom", "INSTANCE_CUSTOM"), { "instance_custom" }, VisualShaderNode::PORT_TYPE_VECTOR_4D, TYPE_FLAGS_VERTEX, Shader::MODE_CANVAS_ITEM));
  4788. add_options.push_back(AddOption("InstanceId", "Input/Vertex", "VisualShaderNodeInput", vformat(input_param_for_vertex_shader_mode, "instance_id", "INSTANCE_ID"), { "instance_id" }, VisualShaderNode::PORT_TYPE_SCALAR_INT, TYPE_FLAGS_VERTEX, Shader::MODE_CANVAS_ITEM));
  4789. add_options.push_back(AddOption("ModelMatrix", "Input/Vertex", "VisualShaderNodeInput", vformat(input_param_for_vertex_shader_mode, "model_matrix", "MODEL_MATRIX"), { "model_matrix" }, VisualShaderNode::PORT_TYPE_TRANSFORM, TYPE_FLAGS_VERTEX, Shader::MODE_CANVAS_ITEM));
  4790. add_options.push_back(AddOption("PointSize", "Input/Vertex", "VisualShaderNodeInput", vformat(input_param_for_vertex_shader_mode, "point_size", "POINT_SIZE"), { "point_size" }, VisualShaderNode::PORT_TYPE_SCALAR, TYPE_FLAGS_VERTEX, Shader::MODE_CANVAS_ITEM));
  4791. add_options.push_back(AddOption("ScreenMatrix", "Input/Vertex", "VisualShaderNodeInput", vformat(input_param_for_vertex_shader_mode, "screen_matrix", "SCREEN_MATRIX"), { "screen_matrix" }, VisualShaderNode::PORT_TYPE_TRANSFORM, TYPE_FLAGS_VERTEX, Shader::MODE_CANVAS_ITEM));
  4792. add_options.push_back(AddOption("Vertex", "Input/Vertex", "VisualShaderNodeInput", vformat(input_param_for_vertex_and_fragment_shader_mode, "vertex", "VERTEX"), { "vertex" }, VisualShaderNode::PORT_TYPE_VECTOR_2D, TYPE_FLAGS_VERTEX, Shader::MODE_CANVAS_ITEM));
  4793. add_options.push_back(AddOption("VertexId", "Input/Vertex", "VisualShaderNodeInput", vformat(input_param_for_vertex_shader_mode, "vertex_id", "VERTEX_ID"), { "vertex_id" }, VisualShaderNode::PORT_TYPE_SCALAR_INT, TYPE_FLAGS_VERTEX, Shader::MODE_CANVAS_ITEM));
  4794. add_options.push_back(AddOption("AtLightPass", "Input/Fragment", "VisualShaderNodeInput", vformat(input_param_for_vertex_and_fragment_shader_modes, "at_light_pass", "AT_LIGHT_PASS"), { "at_light_pass" }, VisualShaderNode::PORT_TYPE_BOOLEAN, TYPE_FLAGS_FRAGMENT, Shader::MODE_CANVAS_ITEM));
  4795. add_options.push_back(AddOption("FragCoord", "Input/Fragment", "VisualShaderNodeInput", vformat(input_param_for_fragment_and_light_shader_modes, "fragcoord", "FRAGCOORD"), { "fragcoord" }, VisualShaderNode::PORT_TYPE_VECTOR_4D, TYPE_FLAGS_FRAGMENT, Shader::MODE_CANVAS_ITEM));
  4796. add_options.push_back(AddOption("NormalTexture", "Input/Fragment", "VisualShaderNodeInput", vformat(input_param_for_fragment_shader_mode, "normal_texture", "NORMAL_TEXTURE"), { "normal_texture" }, VisualShaderNode::PORT_TYPE_SAMPLER, TYPE_FLAGS_FRAGMENT, Shader::MODE_CANVAS_ITEM));
  4797. add_options.push_back(AddOption("PointCoord", "Input/Fragment", "VisualShaderNodeInput", vformat(input_param_for_fragment_and_light_shader_modes, "point_coord", "POINT_COORD"), { "point_coord" }, VisualShaderNode::PORT_TYPE_VECTOR_2D, TYPE_FLAGS_FRAGMENT, Shader::MODE_CANVAS_ITEM));
  4798. add_options.push_back(AddOption("ScreenPixelSize", "Input/Fragment", "VisualShaderNodeInput", vformat(input_param_for_fragment_shader_mode, "screen_pixel_size", "SCREEN_PIXEL_SIZE"), { "screen_pixel_size" }, VisualShaderNode::PORT_TYPE_VECTOR_2D, TYPE_FLAGS_FRAGMENT, Shader::MODE_CANVAS_ITEM));
  4799. add_options.push_back(AddOption("ScreenUV", "Input/Fragment", "VisualShaderNodeInput", vformat(input_param_for_fragment_and_light_shader_modes, "screen_uv", "SCREEN_UV"), { "screen_uv" }, VisualShaderNode::PORT_TYPE_VECTOR_2D, TYPE_FLAGS_FRAGMENT, Shader::MODE_CANVAS_ITEM));
  4800. add_options.push_back(AddOption("SpecularShininess", "Input/Fragment", "VisualShaderNodeInput", vformat(input_param_for_fragment_and_light_shader_modes, "specular_shininess", "SPECULAR_SHININESS"), { "specular_shininess" }, VisualShaderNode::PORT_TYPE_VECTOR_4D, TYPE_FLAGS_FRAGMENT, Shader::MODE_CANVAS_ITEM));
  4801. add_options.push_back(AddOption("SpecularShininessTexture", "Input/Fragment", "VisualShaderNodeInput", vformat(input_param_for_fragment_shader_mode, "specular_shininess_texture", "SPECULAR_SHININESS_TEXTURE"), { "specular_shininess_texture" }, VisualShaderNode::PORT_TYPE_SAMPLER, TYPE_FLAGS_FRAGMENT, Shader::MODE_CANVAS_ITEM));
  4802. add_options.push_back(AddOption("Texture", "Input/Fragment", "VisualShaderNodeInput", vformat(input_param_for_fragment_and_light_shader_modes, "texture", "TEXTURE"), { "texture" }, VisualShaderNode::PORT_TYPE_SAMPLER, TYPE_FLAGS_FRAGMENT, Shader::MODE_CANVAS_ITEM));
  4803. add_options.push_back(AddOption("Vertex", "Input/Fragment", "VisualShaderNodeInput", vformat(input_param_for_vertex_and_fragment_shader_mode, "vertex", "VERTEX"), { "vertex" }, VisualShaderNode::PORT_TYPE_VECTOR_2D, TYPE_FLAGS_FRAGMENT, Shader::MODE_CANVAS_ITEM));
  4804. add_options.push_back(AddOption("FragCoord", "Input/Light", "VisualShaderNodeInput", vformat(input_param_for_fragment_and_light_shader_modes, "fragcoord", "FRAGCOORD"), { "fragcoord" }, VisualShaderNode::PORT_TYPE_VECTOR_4D, TYPE_FLAGS_LIGHT, Shader::MODE_CANVAS_ITEM));
  4805. add_options.push_back(AddOption("Light", "Input/Light", "VisualShaderNodeInput", vformat(input_param_for_light_shader_mode, "light", "LIGHT"), { "light" }, VisualShaderNode::PORT_TYPE_VECTOR_4D, TYPE_FLAGS_LIGHT, Shader::MODE_CANVAS_ITEM));
  4806. add_options.push_back(AddOption("LightColor", "Input/Light", "VisualShaderNodeInput", vformat(input_param_for_light_shader_mode, "light_color", "LIGHT_COLOR"), { "light_color" }, VisualShaderNode::PORT_TYPE_VECTOR_4D, TYPE_FLAGS_LIGHT, Shader::MODE_CANVAS_ITEM));
  4807. add_options.push_back(AddOption("LightPosition", "Input/Light", "VisualShaderNodeInput", vformat(input_param_for_light_shader_mode, "light_position", "LIGHT_POSITION"), { "light_position" }, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_LIGHT, Shader::MODE_CANVAS_ITEM));
  4808. add_options.push_back(AddOption("LightDirection", "Input/Light", "VisualShaderNodeInput", vformat(input_param_for_light_shader_mode, "light_direction", "LIGHT_DIRECTION"), { "light_direction" }, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_LIGHT, Shader::MODE_CANVAS_ITEM));
  4809. add_options.push_back(AddOption("LightIsDirectional", "Input/Light", "VisualShaderNodeInput", vformat(input_param_for_light_shader_mode, "light_is_directional", "LIGHT_IS_DIRECTIONAL"), { "light_is_directional" }, VisualShaderNode::PORT_TYPE_BOOLEAN, TYPE_FLAGS_LIGHT, Shader::MODE_CANVAS_ITEM));
  4810. add_options.push_back(AddOption("LightEnergy", "Input/Light", "VisualShaderNodeInput", vformat(input_param_for_light_shader_mode, "light_energy", "LIGHT_ENERGY"), { "light_energy" }, VisualShaderNode::PORT_TYPE_SCALAR, TYPE_FLAGS_LIGHT, Shader::MODE_CANVAS_ITEM));
  4811. add_options.push_back(AddOption("LightVertex", "Input/Light", "VisualShaderNodeInput", vformat(input_param_for_fragment_and_light_shader_modes, "light_vertex", "LIGHT_VERTEX"), { "light_vertex" }, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_LIGHT, Shader::MODE_CANVAS_ITEM));
  4812. add_options.push_back(AddOption("Normal", "Input/Light", "VisualShaderNodeInput", vformat(input_param_for_light_shader_mode, "normal", "NORMAL"), { "normal" }, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_LIGHT, Shader::MODE_CANVAS_ITEM));
  4813. add_options.push_back(AddOption("PointCoord", "Input/Light", "VisualShaderNodeInput", vformat(input_param_for_fragment_and_light_shader_modes, "point_coord", "POINT_COORD"), { "point_coord" }, VisualShaderNode::PORT_TYPE_VECTOR_2D, TYPE_FLAGS_LIGHT, Shader::MODE_CANVAS_ITEM));
  4814. add_options.push_back(AddOption("ScreenUV", "Input/Light", "VisualShaderNodeInput", vformat(input_param_for_fragment_and_light_shader_modes, "screen_uv", "SCREEN_UV"), { "screen_uv" }, VisualShaderNode::PORT_TYPE_VECTOR_2D, TYPE_FLAGS_LIGHT, Shader::MODE_CANVAS_ITEM));
  4815. add_options.push_back(AddOption("Shadow", "Input/Light", "VisualShaderNodeInput", vformat(input_param_for_light_shader_mode, "shadow", "SHADOW_MODULATE"), { "shadow" }, VisualShaderNode::PORT_TYPE_VECTOR_4D, TYPE_FLAGS_LIGHT, Shader::MODE_CANVAS_ITEM));
  4816. add_options.push_back(AddOption("SpecularShininess", "Input/Light", "VisualShaderNodeInput", vformat(input_param_for_fragment_and_light_shader_modes, "specular_shininess", "SPECULAR_SHININESS"), { "specular_shininess" }, VisualShaderNode::PORT_TYPE_VECTOR_4D, TYPE_FLAGS_LIGHT, Shader::MODE_CANVAS_ITEM));
  4817. add_options.push_back(AddOption("Texture", "Input/Light", "VisualShaderNodeInput", vformat(input_param_for_fragment_and_light_shader_modes, "texture", "TEXTURE"), { "texture" }, VisualShaderNode::PORT_TYPE_SAMPLER, TYPE_FLAGS_LIGHT, Shader::MODE_CANVAS_ITEM));
  4818. // SKY INPUTS
  4819. add_options.push_back(AddOption("AtCubeMapPass", "Input/Sky", "VisualShaderNodeInput", vformat(input_param_for_sky_shader_mode, "at_cubemap_pass", "AT_CUBEMAP_PASS"), { "at_cubemap_pass" }, VisualShaderNode::PORT_TYPE_BOOLEAN, TYPE_FLAGS_SKY, Shader::MODE_SKY));
  4820. add_options.push_back(AddOption("AtHalfResPass", "Input/Sky", "VisualShaderNodeInput", vformat(input_param_for_sky_shader_mode, "at_half_res_pass", "AT_HALF_RES_PASS"), { "at_half_res_pass" }, VisualShaderNode::PORT_TYPE_BOOLEAN, TYPE_FLAGS_SKY, Shader::MODE_SKY));
  4821. add_options.push_back(AddOption("AtQuarterResPass", "Input/Sky", "VisualShaderNodeInput", vformat(input_param_for_sky_shader_mode, "at_quarter_res_pass", "AT_QUARTER_RES_PASS"), { "at_quarter_res_pass" }, VisualShaderNode::PORT_TYPE_BOOLEAN, TYPE_FLAGS_SKY, Shader::MODE_SKY));
  4822. add_options.push_back(AddOption("EyeDir", "Input/Sky", "VisualShaderNodeInput", vformat(input_param_for_sky_shader_mode, "eyedir", "EYEDIR"), { "eyedir" }, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_SKY, Shader::MODE_SKY));
  4823. add_options.push_back(AddOption("HalfResColor", "Input/Sky", "VisualShaderNodeInput", vformat(input_param_for_sky_shader_mode, "half_res_color", "HALF_RES_COLOR"), { "half_res_color" }, VisualShaderNode::PORT_TYPE_VECTOR_4D, TYPE_FLAGS_SKY, Shader::MODE_SKY));
  4824. add_options.push_back(AddOption("Light0Color", "Input/Sky", "VisualShaderNodeInput", vformat(input_param_for_sky_shader_mode, "light0_color", "LIGHT0_COLOR"), { "light0_color" }, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_SKY, Shader::MODE_SKY));
  4825. add_options.push_back(AddOption("Light0Direction", "Input/Sky", "VisualShaderNodeInput", vformat(input_param_for_sky_shader_mode, "light0_direction", "LIGHT0_DIRECTION"), { "light0_direction" }, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_SKY, Shader::MODE_SKY));
  4826. add_options.push_back(AddOption("Light0Enabled", "Input/Sky", "VisualShaderNodeInput", vformat(input_param_for_sky_shader_mode, "light0_enabled", "LIGHT0_ENABLED"), { "light0_enabled" }, VisualShaderNode::PORT_TYPE_BOOLEAN, TYPE_FLAGS_SKY, Shader::MODE_SKY));
  4827. add_options.push_back(AddOption("Light0Energy", "Input/Sky", "VisualShaderNodeInput", vformat(input_param_for_sky_shader_mode, "light0_energy", "LIGHT0_ENERGY"), { "light0_energy" }, VisualShaderNode::PORT_TYPE_SCALAR, TYPE_FLAGS_SKY, Shader::MODE_SKY));
  4828. add_options.push_back(AddOption("Light1Color", "Input/Sky", "VisualShaderNodeInput", vformat(input_param_for_sky_shader_mode, "light1_color", "LIGHT1_COLOR"), { "light1_color" }, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_SKY, Shader::MODE_SKY));
  4829. add_options.push_back(AddOption("Light1Direction", "Input/Sky", "VisualShaderNodeInput", vformat(input_param_for_sky_shader_mode, "light1_direction", "LIGHT1_DIRECTION"), { "light1_direction" }, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_SKY, Shader::MODE_SKY));
  4830. add_options.push_back(AddOption("Light1Enabled", "Input/Sky", "VisualShaderNodeInput", vformat(input_param_for_sky_shader_mode, "light1_enabled", "LIGHT1_ENABLED"), { "light1_enabled" }, VisualShaderNode::PORT_TYPE_BOOLEAN, TYPE_FLAGS_SKY, Shader::MODE_SKY));
  4831. add_options.push_back(AddOption("Light1Energy", "Input/Sky", "VisualShaderNodeInput", vformat(input_param_for_sky_shader_mode, "light1_energy", "LIGHT1_ENERGY"), { "light1_energy" }, VisualShaderNode::PORT_TYPE_SCALAR, TYPE_FLAGS_SKY, Shader::MODE_SKY));
  4832. add_options.push_back(AddOption("Light2Color", "Input/Sky", "VisualShaderNodeInput", vformat(input_param_for_sky_shader_mode, "light2_color", "LIGHT2_COLOR"), { "light2_color" }, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_SKY, Shader::MODE_SKY));
  4833. add_options.push_back(AddOption("Light2Direction", "Input/Sky", "VisualShaderNodeInput", vformat(input_param_for_sky_shader_mode, "light2_direction", "LIGHT2_DIRECTION"), { "light2_direction" }, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_SKY, Shader::MODE_SKY));
  4834. add_options.push_back(AddOption("Light2Enabled", "Input/Sky", "VisualShaderNodeInput", vformat(input_param_for_sky_shader_mode, "light2_enabled", "LIGHT2_ENABLED"), { "light2_enabled" }, VisualShaderNode::PORT_TYPE_BOOLEAN, TYPE_FLAGS_SKY, Shader::MODE_SKY));
  4835. add_options.push_back(AddOption("Light2Energy", "Input/Sky", "VisualShaderNodeInput", vformat(input_param_for_sky_shader_mode, "light2_energy", "LIGHT2_ENERGY"), { "light2_energy" }, VisualShaderNode::PORT_TYPE_SCALAR, TYPE_FLAGS_SKY, Shader::MODE_SKY));
  4836. add_options.push_back(AddOption("Light3Color", "Input/Sky", "VisualShaderNodeInput", vformat(input_param_for_sky_shader_mode, "light3_color", "LIGHT3_COLOR"), { "light3_color" }, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_SKY, Shader::MODE_SKY));
  4837. add_options.push_back(AddOption("Light3Direction", "Input/Sky", "VisualShaderNodeInput", vformat(input_param_for_sky_shader_mode, "light3_direction", "LIGHT3_DIRECTION"), { "light3_direction" }, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_SKY, Shader::MODE_SKY));
  4838. add_options.push_back(AddOption("Light3Enabled", "Input/Sky", "VisualShaderNodeInput", vformat(input_param_for_sky_shader_mode, "light3_enabled", "LIGHT3_ENABLED"), { "light3_enabled" }, VisualShaderNode::PORT_TYPE_BOOLEAN, TYPE_FLAGS_SKY, Shader::MODE_SKY));
  4839. add_options.push_back(AddOption("Light3Energy", "Input/Sky", "VisualShaderNodeInput", vformat(input_param_for_sky_shader_mode, "light3_energy", "LIGHT3_ENERGY"), { "light3_energy" }, VisualShaderNode::PORT_TYPE_SCALAR, TYPE_FLAGS_SKY, Shader::MODE_SKY));
  4840. add_options.push_back(AddOption("Position", "Input/Sky", "VisualShaderNodeInput", vformat(input_param_for_sky_shader_mode, "position", "POSITION"), { "position" }, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_SKY, Shader::MODE_SKY));
  4841. add_options.push_back(AddOption("QuarterResColor", "Input/Sky", "VisualShaderNodeInput", vformat(input_param_for_sky_shader_mode, "quarter_res_color", "QUARTER_RES_COLOR"), { "quarter_res_color" }, VisualShaderNode::PORT_TYPE_VECTOR_4D, TYPE_FLAGS_SKY, Shader::MODE_SKY));
  4842. add_options.push_back(AddOption("Radiance", "Input/Sky", "VisualShaderNodeInput", vformat(input_param_for_sky_shader_mode, "radiance", "RADIANCE"), { "radiance" }, VisualShaderNode::PORT_TYPE_SAMPLER, TYPE_FLAGS_SKY, Shader::MODE_SKY));
  4843. add_options.push_back(AddOption("ScreenUV", "Input/Sky", "VisualShaderNodeInput", vformat(input_param_for_sky_shader_mode, "screen_uv", "SCREEN_UV"), { "screen_uv" }, VisualShaderNode::PORT_TYPE_VECTOR_2D, TYPE_FLAGS_SKY, Shader::MODE_SKY));
  4844. add_options.push_back(AddOption("FragCoord", "Input/Sky", "VisualShaderNodeInput", vformat(input_param_for_sky_shader_mode, "fragcoord", "FRAGCOORD"), { "fragcoord" }, VisualShaderNode::PORT_TYPE_VECTOR_4D, TYPE_FLAGS_SKY, Shader::MODE_SKY));
  4845. add_options.push_back(AddOption("SkyCoords", "Input/Sky", "VisualShaderNodeInput", vformat(input_param_for_sky_shader_mode, "sky_coords", "SKY_COORDS"), { "sky_coords" }, VisualShaderNode::PORT_TYPE_VECTOR_2D, TYPE_FLAGS_SKY, Shader::MODE_SKY));
  4846. add_options.push_back(AddOption("Time", "Input/Sky", "VisualShaderNodeInput", vformat(input_param_for_sky_shader_mode, "time", "TIME"), { "time" }, VisualShaderNode::PORT_TYPE_SCALAR, TYPE_FLAGS_SKY, Shader::MODE_SKY));
  4847. // FOG INPUTS
  4848. add_options.push_back(AddOption("WorldPosition", "Input/Fog", "VisualShaderNodeInput", vformat(input_param_for_fog_shader_mode, "world_position", "WORLD_POSITION"), { "world_position" }, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_FOG, Shader::MODE_FOG));
  4849. add_options.push_back(AddOption("ObjectPosition", "Input/Fog", "VisualShaderNodeInput", vformat(input_param_for_fog_shader_mode, "object_position", "OBJECT_POSITION"), { "object_position" }, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_FOG, Shader::MODE_FOG));
  4850. add_options.push_back(AddOption("UVW", "Input/Fog", "VisualShaderNodeInput", vformat(input_param_for_fog_shader_mode, "uvw", "UVW"), { "uvw" }, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_FOG, Shader::MODE_FOG));
  4851. add_options.push_back(AddOption("Size", "Input/Fog", "VisualShaderNodeInput", vformat(input_param_for_fog_shader_mode, "size", "SIZE"), { "size" }, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_FOG, Shader::MODE_FOG));
  4852. add_options.push_back(AddOption("SDF", "Input/Fog", "VisualShaderNodeInput", vformat(input_param_for_fog_shader_mode, "sdf", "SDF"), { "sdf" }, VisualShaderNode::PORT_TYPE_SCALAR, TYPE_FLAGS_FOG, Shader::MODE_FOG));
  4853. add_options.push_back(AddOption("Time", "Input/Fog", "VisualShaderNodeInput", vformat(input_param_for_fog_shader_mode, "time", "TIME"), { "time" }, VisualShaderNode::PORT_TYPE_SCALAR, TYPE_FLAGS_FOG, Shader::MODE_FOG));
  4854. // PARTICLES INPUTS
  4855. add_options.push_back(AddOption("CollisionDepth", "Input/Collide", "VisualShaderNodeInput", vformat(input_param_for_collide_shader_mode, "collision_depth", "COLLISION_DEPTH"), { "collision_depth" }, VisualShaderNode::PORT_TYPE_SCALAR, TYPE_FLAGS_COLLIDE, Shader::MODE_PARTICLES));
  4856. add_options.push_back(AddOption("CollisionNormal", "Input/Collide", "VisualShaderNodeInput", vformat(input_param_for_collide_shader_mode, "collision_normal", "COLLISION_NORMAL"), { "collision_normal" }, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_COLLIDE, Shader::MODE_PARTICLES));
  4857. // PARTICLES
  4858. add_options.push_back(AddOption("EmitParticle", "Particles", "VisualShaderNodeParticleEmit", "", {}, -1, TYPE_FLAGS_PROCESS | TYPE_FLAGS_PROCESS_CUSTOM | TYPE_FLAGS_COLLIDE, Shader::MODE_PARTICLES));
  4859. add_options.push_back(AddOption("ParticleAccelerator", "Particles", "VisualShaderNodeParticleAccelerator", "", {}, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_PROCESS, Shader::MODE_PARTICLES));
  4860. add_options.push_back(AddOption("ParticleRandomness", "Particles", "VisualShaderNodeParticleRandomness", "", {}, VisualShaderNode::PORT_TYPE_SCALAR, TYPE_FLAGS_EMIT | TYPE_FLAGS_PROCESS | TYPE_FLAGS_COLLIDE, Shader::MODE_PARTICLES));
  4861. 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));
  4862. add_options.push_back(AddOption("BoxEmitter", "Particles/Emitters", "VisualShaderNodeParticleBoxEmitter", "", {}, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_EMIT, Shader::MODE_PARTICLES));
  4863. add_options.push_back(AddOption("MeshEmitter", "Particles/Emitters", "VisualShaderNodeParticleMeshEmitter", "", {}, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_EMIT, Shader::MODE_PARTICLES));
  4864. add_options.push_back(AddOption("RingEmitter", "Particles/Emitters", "VisualShaderNodeParticleRingEmitter", "", {}, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_EMIT, Shader::MODE_PARTICLES));
  4865. add_options.push_back(AddOption("SphereEmitter", "Particles/Emitters", "VisualShaderNodeParticleSphereEmitter", "", {}, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_EMIT, Shader::MODE_PARTICLES));
  4866. add_options.push_back(AddOption("ConeVelocity", "Particles/Velocity", "VisualShaderNodeParticleConeVelocity", "", {}, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_EMIT, Shader::MODE_PARTICLES));
  4867. // SCALAR
  4868. add_options.push_back(AddOption("FloatFunc", "Scalar/Common", "VisualShaderNodeFloatFunc", TTR("Float function."), {}, VisualShaderNode::PORT_TYPE_SCALAR));
  4869. add_options.push_back(AddOption("FloatOp", "Scalar/Common", "VisualShaderNodeFloatOp", TTR("Float operator."), {}, VisualShaderNode::PORT_TYPE_SCALAR));
  4870. add_options.push_back(AddOption("IntFunc", "Scalar/Common", "VisualShaderNodeIntFunc", TTR("Integer function."), {}, VisualShaderNode::PORT_TYPE_SCALAR_INT));
  4871. add_options.push_back(AddOption("IntOp", "Scalar/Common", "VisualShaderNodeIntOp", TTR("Integer operator."), {}, VisualShaderNode::PORT_TYPE_SCALAR_INT));
  4872. add_options.push_back(AddOption("UIntFunc", "Scalar/Common", "VisualShaderNodeUIntFunc", TTR("Unsigned integer function."), {}, VisualShaderNode::PORT_TYPE_SCALAR_UINT));
  4873. add_options.push_back(AddOption("UIntOp", "Scalar/Common", "VisualShaderNodeUIntOp", TTR("Unsigned integer operator."), {}, VisualShaderNode::PORT_TYPE_SCALAR_UINT));
  4874. // CONSTANTS
  4875. for (int i = 0; i < MAX_FLOAT_CONST_DEFS; i++) {
  4876. 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));
  4877. }
  4878. // FUNCTIONS
  4879. add_options.push_back(AddOption("Abs", "Scalar/Functions", "VisualShaderNodeFloatFunc", TTR("Returns the absolute value of the parameter."), { VisualShaderNodeFloatFunc::FUNC_ABS }, VisualShaderNode::PORT_TYPE_SCALAR));
  4880. 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));
  4881. add_options.push_back(AddOption("ACos", "Scalar/Functions", "VisualShaderNodeFloatFunc", TTR("Returns the arc-cosine of the parameter."), { VisualShaderNodeFloatFunc::FUNC_ACOS }, VisualShaderNode::PORT_TYPE_SCALAR));
  4882. 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));
  4883. add_options.push_back(AddOption("ASin", "Scalar/Functions", "VisualShaderNodeFloatFunc", TTR("Returns the arc-sine of the parameter."), { VisualShaderNodeFloatFunc::FUNC_ASIN }, VisualShaderNode::PORT_TYPE_SCALAR));
  4884. 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));
  4885. add_options.push_back(AddOption("ATan", "Scalar/Functions", "VisualShaderNodeFloatFunc", TTR("Returns the arc-tangent of the parameter."), { VisualShaderNodeFloatFunc::FUNC_ATAN }, VisualShaderNode::PORT_TYPE_SCALAR));
  4886. add_options.push_back(AddOption("ATan2", "Scalar/Functions", "VisualShaderNodeFloatOp", TTR("Returns the arc-tangent of the parameters."), { VisualShaderNodeFloatOp::OP_ATAN2 }, VisualShaderNode::PORT_TYPE_SCALAR));
  4887. 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));
  4888. 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));
  4889. add_options.push_back(AddOption("BitwiseNOT", "Scalar/Functions", "VisualShaderNodeUIntFunc", TTR("Returns the result of bitwise NOT (~a) operation on the unsigned integer."), { VisualShaderNodeUIntFunc::FUNC_BITWISE_NOT }, VisualShaderNode::PORT_TYPE_SCALAR_UINT));
  4890. 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));
  4891. 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));
  4892. 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));
  4893. add_options.push_back(AddOption("Clamp", "Scalar/Functions", "VisualShaderNodeClamp", TTR("Constrains a value to lie between two further values."), { VisualShaderNodeClamp::OP_TYPE_UINT }, VisualShaderNode::PORT_TYPE_SCALAR_UINT));
  4894. add_options.push_back(AddOption("Cos", "Scalar/Functions", "VisualShaderNodeFloatFunc", TTR("Returns the cosine of the parameter."), { VisualShaderNodeFloatFunc::FUNC_COS }, VisualShaderNode::PORT_TYPE_SCALAR));
  4895. add_options.push_back(AddOption("CosH", "Scalar/Functions", "VisualShaderNodeFloatFunc", TTR("Returns the hyperbolic cosine of the parameter."), { VisualShaderNodeFloatFunc::FUNC_COSH }, VisualShaderNode::PORT_TYPE_SCALAR));
  4896. add_options.push_back(AddOption("Degrees", "Scalar/Functions", "VisualShaderNodeFloatFunc", TTR("Converts a quantity in radians to degrees."), { VisualShaderNodeFloatFunc::FUNC_DEGREES }, VisualShaderNode::PORT_TYPE_SCALAR));
  4897. 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));
  4898. 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));
  4899. add_options.push_back(AddOption("Exp", "Scalar/Functions", "VisualShaderNodeFloatFunc", TTR("Base-e Exponential."), { VisualShaderNodeFloatFunc::FUNC_EXP }, VisualShaderNode::PORT_TYPE_SCALAR));
  4900. add_options.push_back(AddOption("Exp2", "Scalar/Functions", "VisualShaderNodeFloatFunc", TTR("Base-2 Exponential."), { VisualShaderNodeFloatFunc::FUNC_EXP2 }, VisualShaderNode::PORT_TYPE_SCALAR));
  4901. 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));
  4902. add_options.push_back(AddOption("Fract", "Scalar/Functions", "VisualShaderNodeFloatFunc", TTR("Computes the fractional part of the argument."), { VisualShaderNodeFloatFunc::FUNC_FRACT }, VisualShaderNode::PORT_TYPE_SCALAR));
  4903. 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));
  4904. add_options.push_back(AddOption("Log", "Scalar/Functions", "VisualShaderNodeFloatFunc", TTR("Natural logarithm."), { VisualShaderNodeFloatFunc::FUNC_LOG }, VisualShaderNode::PORT_TYPE_SCALAR));
  4905. add_options.push_back(AddOption("Log2", "Scalar/Functions", "VisualShaderNodeFloatFunc", TTR("Base-2 logarithm."), { VisualShaderNodeFloatFunc::FUNC_LOG2 }, VisualShaderNode::PORT_TYPE_SCALAR));
  4906. add_options.push_back(AddOption("Max", "Scalar/Functions", "VisualShaderNodeFloatOp", TTR("Returns the greater of two values."), { VisualShaderNodeFloatOp::OP_MAX }, VisualShaderNode::PORT_TYPE_SCALAR));
  4907. add_options.push_back(AddOption("Min", "Scalar/Functions", "VisualShaderNodeFloatOp", TTR("Returns the lesser of two values."), { VisualShaderNodeFloatOp::OP_MIN }, VisualShaderNode::PORT_TYPE_SCALAR));
  4908. add_options.push_back(AddOption("Mix", "Scalar/Functions", "VisualShaderNodeMix", TTR("Linear interpolation between two scalars."), { VisualShaderNodeMix::OP_TYPE_SCALAR }, VisualShaderNode::PORT_TYPE_SCALAR));
  4909. add_options.push_back(AddOption("MultiplyAdd (a * b + c)", "Scalar/Functions", "VisualShaderNodeMultiplyAdd", TTR("Performs a fused multiply-add operation (a * b + c) on scalars."), { VisualShaderNodeMultiplyAdd::OP_TYPE_SCALAR }, VisualShaderNode::PORT_TYPE_SCALAR));
  4910. add_options.push_back(AddOption("Negate (*-1)", "Scalar/Functions", "VisualShaderNodeFloatFunc", TTR("Returns the opposite value of the parameter."), { VisualShaderNodeFloatFunc::FUNC_NEGATE }, VisualShaderNode::PORT_TYPE_SCALAR));
  4911. add_options.push_back(AddOption("Negate (*-1)", "Scalar/Functions", "VisualShaderNodeIntFunc", TTR("Returns the opposite value of the parameter."), { VisualShaderNodeIntFunc::FUNC_NEGATE }, VisualShaderNode::PORT_TYPE_SCALAR_INT));
  4912. add_options.push_back(AddOption("Negate (*-1)", "Scalar/Functions", "VisualShaderNodeUIntFunc", TTR("Returns the opposite value of the parameter."), { VisualShaderNodeUIntFunc::FUNC_NEGATE }, VisualShaderNode::PORT_TYPE_SCALAR_UINT));
  4913. add_options.push_back(AddOption("OneMinus (1-)", "Scalar/Functions", "VisualShaderNodeFloatFunc", TTR("1.0 - scalar"), { VisualShaderNodeFloatFunc::FUNC_ONEMINUS }, VisualShaderNode::PORT_TYPE_SCALAR));
  4914. 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));
  4915. add_options.push_back(AddOption("Radians", "Scalar/Functions", "VisualShaderNodeFloatFunc", TTR("Converts a quantity in degrees to radians."), { VisualShaderNodeFloatFunc::FUNC_RADIANS }, VisualShaderNode::PORT_TYPE_SCALAR));
  4916. add_options.push_back(AddOption("Reciprocal", "Scalar/Functions", "VisualShaderNodeFloatFunc", TTR("1.0 / scalar"), { VisualShaderNodeFloatFunc::FUNC_RECIPROCAL }, VisualShaderNode::PORT_TYPE_SCALAR));
  4917. add_options.push_back(AddOption("Round", "Scalar/Functions", "VisualShaderNodeFloatFunc", TTR("Finds the nearest integer to the parameter."), { VisualShaderNodeFloatFunc::FUNC_ROUND }, VisualShaderNode::PORT_TYPE_SCALAR));
  4918. 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));
  4919. 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));
  4920. add_options.push_back(AddOption("Sign", "Scalar/Functions", "VisualShaderNodeFloatFunc", TTR("Extracts the sign of the parameter."), { VisualShaderNodeFloatFunc::FUNC_SIGN }, VisualShaderNode::PORT_TYPE_SCALAR));
  4921. add_options.push_back(AddOption("Sign", "Scalar/Functions", "VisualShaderNodeIntFunc", TTR("Extracts the sign of the parameter."), { VisualShaderNodeIntFunc::FUNC_SIGN }, VisualShaderNode::PORT_TYPE_SCALAR_INT));
  4922. add_options.push_back(AddOption("Sin", "Scalar/Functions", "VisualShaderNodeFloatFunc", TTR("Returns the sine of the parameter."), { VisualShaderNodeFloatFunc::FUNC_SIN }, VisualShaderNode::PORT_TYPE_SCALAR));
  4923. add_options.push_back(AddOption("SinH", "Scalar/Functions", "VisualShaderNodeFloatFunc", TTR("Returns the hyperbolic sine of the parameter."), { VisualShaderNodeFloatFunc::FUNC_SINH }, VisualShaderNode::PORT_TYPE_SCALAR));
  4924. add_options.push_back(AddOption("Sqrt", "Scalar/Functions", "VisualShaderNodeFloatFunc", TTR("Returns the square root of the parameter."), { VisualShaderNodeFloatFunc::FUNC_SQRT }, VisualShaderNode::PORT_TYPE_SCALAR));
  4925. 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));
  4926. 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));
  4927. 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));
  4928. add_options.push_back(AddOption("Tan", "Scalar/Functions", "VisualShaderNodeFloatFunc", TTR("Returns the tangent of the parameter."), { VisualShaderNodeFloatFunc::FUNC_TAN }, VisualShaderNode::PORT_TYPE_SCALAR));
  4929. add_options.push_back(AddOption("TanH", "Scalar/Functions", "VisualShaderNodeFloatFunc", TTR("Returns the hyperbolic tangent of the parameter."), { VisualShaderNodeFloatFunc::FUNC_TANH }, VisualShaderNode::PORT_TYPE_SCALAR));
  4930. add_options.push_back(AddOption("Trunc", "Scalar/Functions", "VisualShaderNodeFloatFunc", TTR("Finds the truncated value of the parameter."), { VisualShaderNodeFloatFunc::FUNC_TRUNC }, VisualShaderNode::PORT_TYPE_SCALAR));
  4931. add_options.push_back(AddOption("Add (+)", "Scalar/Operators", "VisualShaderNodeFloatOp", TTR("Sums two floating-point scalars."), { VisualShaderNodeFloatOp::OP_ADD }, VisualShaderNode::PORT_TYPE_SCALAR));
  4932. add_options.push_back(AddOption("Add (+)", "Scalar/Operators", "VisualShaderNodeIntOp", TTR("Sums two integer scalars."), { VisualShaderNodeIntOp::OP_ADD }, VisualShaderNode::PORT_TYPE_SCALAR_INT));
  4933. add_options.push_back(AddOption("Add (+)", "Scalar/Operators", "VisualShaderNodeUIntOp", TTR("Sums two unsigned integer scalars."), { VisualShaderNodeUIntOp::OP_ADD }, VisualShaderNode::PORT_TYPE_SCALAR_UINT));
  4934. 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));
  4935. add_options.push_back(AddOption("BitwiseAND (&)", "Scalar/Operators", "VisualShaderNodeUIntOp", TTR("Returns the result of bitwise AND (a & b) operation for two unsigned integers."), { VisualShaderNodeUIntOp::OP_BITWISE_AND }, VisualShaderNode::PORT_TYPE_SCALAR_UINT));
  4936. 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));
  4937. add_options.push_back(AddOption("BitwiseLeftShift (<<)", "Scalar/Operators", "VisualShaderNodeUIntOp", TTR("Returns the result of bitwise left shift (a << b) operation on the unsigned integer."), { VisualShaderNodeUIntOp::OP_BITWISE_LEFT_SHIFT }, VisualShaderNode::PORT_TYPE_SCALAR_UINT));
  4938. 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));
  4939. add_options.push_back(AddOption("BitwiseOR (|)", "Scalar/Operators", "VisualShaderNodeUIntOp", TTR("Returns the result of bitwise OR (a | b) operation for two unsigned integers."), { VisualShaderNodeUIntOp::OP_BITWISE_OR }, VisualShaderNode::PORT_TYPE_SCALAR_UINT));
  4940. 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));
  4941. add_options.push_back(AddOption("BitwiseRightShift (>>)", "Scalar/Operators", "VisualShaderNodeUIntOp", TTR("Returns the result of bitwise right shift (a >> b) operation on the unsigned integer."), { VisualShaderNodeIntOp::OP_BITWISE_RIGHT_SHIFT }, VisualShaderNode::PORT_TYPE_SCALAR_UINT));
  4942. 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));
  4943. add_options.push_back(AddOption("BitwiseXOR (^)", "Scalar/Operators", "VisualShaderNodeUIntOp", TTR("Returns the result of bitwise XOR (a ^ b) operation on the unsigned integer."), { VisualShaderNodeUIntOp::OP_BITWISE_XOR }, VisualShaderNode::PORT_TYPE_SCALAR_UINT));
  4944. add_options.push_back(AddOption("Divide (/)", "Scalar/Operators", "VisualShaderNodeFloatOp", TTR("Divides two floating-point scalars."), { VisualShaderNodeFloatOp::OP_DIV }, VisualShaderNode::PORT_TYPE_SCALAR));
  4945. add_options.push_back(AddOption("Divide (/)", "Scalar/Operators", "VisualShaderNodeIntOp", TTR("Divides two integer scalars."), { VisualShaderNodeIntOp::OP_DIV }, VisualShaderNode::PORT_TYPE_SCALAR_INT));
  4946. add_options.push_back(AddOption("Divide (/)", "Scalar/Operators", "VisualShaderNodeUIntOp", TTR("Divides two unsigned integer scalars."), { VisualShaderNodeUIntOp::OP_DIV }, VisualShaderNode::PORT_TYPE_SCALAR_UINT));
  4947. add_options.push_back(AddOption("Multiply (*)", "Scalar/Operators", "VisualShaderNodeFloatOp", TTR("Multiplies two floating-point scalars."), { VisualShaderNodeFloatOp::OP_MUL }, VisualShaderNode::PORT_TYPE_SCALAR));
  4948. add_options.push_back(AddOption("Multiply (*)", "Scalar/Operators", "VisualShaderNodeIntOp", TTR("Multiplies two integer scalars."), { VisualShaderNodeIntOp::OP_MUL }, VisualShaderNode::PORT_TYPE_SCALAR_INT));
  4949. add_options.push_back(AddOption("Multiply (*)", "Scalar/Operators", "VisualShaderNodeUIntOp", TTR("Multiplies two unsigned integer scalars."), { VisualShaderNodeUIntOp::OP_MUL }, VisualShaderNode::PORT_TYPE_SCALAR_UINT));
  4950. 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));
  4951. 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));
  4952. add_options.push_back(AddOption("Remainder", "Scalar/Operators", "VisualShaderNodeUIntOp", TTR("Returns the remainder of the two unsigned integer scalars."), { VisualShaderNodeUIntOp::OP_MOD }, VisualShaderNode::PORT_TYPE_SCALAR_UINT));
  4953. add_options.push_back(AddOption("Subtract (-)", "Scalar/Operators", "VisualShaderNodeFloatOp", TTR("Subtracts two floating-point scalars."), { VisualShaderNodeFloatOp::OP_SUB }, VisualShaderNode::PORT_TYPE_SCALAR));
  4954. add_options.push_back(AddOption("Subtract (-)", "Scalar/Operators", "VisualShaderNodeIntOp", TTR("Subtracts two integer scalars."), { VisualShaderNodeIntOp::OP_SUB }, VisualShaderNode::PORT_TYPE_SCALAR_INT));
  4955. add_options.push_back(AddOption("Subtract (-)", "Scalar/Operators", "VisualShaderNodeUIntOp", TTR("Subtracts two unsigned integer scalars."), { VisualShaderNodeUIntOp::OP_SUB }, VisualShaderNode::PORT_TYPE_SCALAR_UINT));
  4956. add_options.push_back(AddOption("FloatConstant", "Scalar/Variables", "VisualShaderNodeFloatConstant", TTR("Scalar floating-point constant."), {}, VisualShaderNode::PORT_TYPE_SCALAR));
  4957. add_options.push_back(AddOption("IntConstant", "Scalar/Variables", "VisualShaderNodeIntConstant", TTR("Scalar integer constant."), {}, VisualShaderNode::PORT_TYPE_SCALAR_INT));
  4958. add_options.push_back(AddOption("UIntConstant", "Scalar/Variables", "VisualShaderNodeUIntConstant", TTR("Scalar unsigned integer constant."), {}, VisualShaderNode::PORT_TYPE_SCALAR_UINT));
  4959. add_options.push_back(AddOption("FloatParameter", "Scalar/Variables", "VisualShaderNodeFloatParameter", TTR("Scalar floating-point parameter."), {}, VisualShaderNode::PORT_TYPE_SCALAR));
  4960. add_options.push_back(AddOption("IntParameter", "Scalar/Variables", "VisualShaderNodeIntParameter", TTR("Scalar integer parameter."), {}, VisualShaderNode::PORT_TYPE_SCALAR_INT));
  4961. add_options.push_back(AddOption("UIntParameter", "Scalar/Variables", "VisualShaderNodeUIntParameter", TTR("Scalar unsigned integer parameter."), {}, VisualShaderNode::PORT_TYPE_SCALAR_UINT));
  4962. // SDF
  4963. {
  4964. 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));
  4965. 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));
  4966. 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));
  4967. 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));
  4968. 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));
  4969. }
  4970. // TEXTURES
  4971. add_options.push_back(AddOption("UVFunc", "Textures/Common", "VisualShaderNodeUVFunc", TTR("Function to be applied on texture coordinates."), {}, VisualShaderNode::PORT_TYPE_VECTOR_2D));
  4972. add_options.push_back(AddOption("UVPolarCoord", "Textures/Common", "VisualShaderNodeUVPolarCoord", TTR("Polar coordinates conversion applied on texture coordinates."), {}, VisualShaderNode::PORT_TYPE_VECTOR_2D));
  4973. cubemap_node_option_idx = add_options.size();
  4974. add_options.push_back(AddOption("CubeMap", "Textures/Functions", "VisualShaderNodeCubemap", TTR("Perform the cubic texture lookup."), {}, VisualShaderNode::PORT_TYPE_VECTOR_4D));
  4975. curve_node_option_idx = add_options.size();
  4976. add_options.push_back(AddOption("CurveTexture", "Textures/Functions", "VisualShaderNodeCurveTexture", TTR("Perform the curve texture lookup."), {}, VisualShaderNode::PORT_TYPE_SCALAR));
  4977. curve_xyz_node_option_idx = add_options.size();
  4978. add_options.push_back(AddOption("CurveXYZTexture", "Textures/Functions", "VisualShaderNodeCurveXYZTexture", TTR("Perform the three components curve texture lookup."), {}, VisualShaderNode::PORT_TYPE_VECTOR_3D));
  4979. add_options.push_back(AddOption("LinearSceneDepth", "Textures/Functions", "VisualShaderNodeLinearSceneDepth", TTR("Returns the depth value obtained from the depth prepass in a linear space."), {}, VisualShaderNode::PORT_TYPE_SCALAR, TYPE_FLAGS_FRAGMENT, Shader::MODE_SPATIAL));
  4980. texture2d_node_option_idx = add_options.size();
  4981. add_options.push_back(AddOption("WorldPositionFromDepth", "Textures/Functions", "VisualShaderNodeWorldPositionFromDepth", TTR("Reconstructs the World Position of the Node from the depth texture."), {}, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_FRAGMENT, Shader::MODE_SPATIAL));
  4982. texture2d_node_option_idx = add_options.size();
  4983. add_options.push_back(AddOption("ScreenNormalWorldSpace", "Textures/Functions", "VisualShaderNodeScreenNormalWorldSpace", TTR("Unpacks the Screen Normal Texture in World Space"), {}, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_FRAGMENT, Shader::MODE_SPATIAL));
  4984. texture2d_node_option_idx = add_options.size();
  4985. add_options.push_back(AddOption("Texture2D", "Textures/Functions", "VisualShaderNodeTexture", TTR("Perform the 2D texture lookup."), {}, VisualShaderNode::PORT_TYPE_VECTOR_4D));
  4986. texture2d_array_node_option_idx = add_options.size();
  4987. add_options.push_back(AddOption("Texture2DArray", "Textures/Functions", "VisualShaderNodeTexture2DArray", TTR("Perform the 2D-array texture lookup."), {}, VisualShaderNode::PORT_TYPE_VECTOR_4D));
  4988. texture3d_node_option_idx = add_options.size();
  4989. add_options.push_back(AddOption("Texture3D", "Textures/Functions", "VisualShaderNodeTexture3D", TTR("Perform the 3D texture lookup."), {}, VisualShaderNode::PORT_TYPE_VECTOR_4D));
  4990. add_options.push_back(AddOption("UVPanning", "Textures/Functions", "VisualShaderNodeUVFunc", TTR("Apply panning function on texture coordinates."), { VisualShaderNodeUVFunc::FUNC_PANNING }, VisualShaderNode::PORT_TYPE_VECTOR_2D));
  4991. add_options.push_back(AddOption("UVScaling", "Textures/Functions", "VisualShaderNodeUVFunc", TTR("Apply scaling function on texture coordinates."), { VisualShaderNodeUVFunc::FUNC_SCALING }, VisualShaderNode::PORT_TYPE_VECTOR_2D));
  4992. add_options.push_back(AddOption("CubeMapParameter", "Textures/Variables", "VisualShaderNodeCubemapParameter", TTR("Cubic texture parameter lookup."), {}, VisualShaderNode::PORT_TYPE_SAMPLER));
  4993. add_options.push_back(AddOption("Texture2DParameter", "Textures/Variables", "VisualShaderNodeTexture2DParameter", TTR("2D texture parameter lookup."), {}, VisualShaderNode::PORT_TYPE_SAMPLER));
  4994. add_options.push_back(AddOption("TextureParameterTriplanar", "Textures/Variables", "VisualShaderNodeTextureParameterTriplanar", TTR("2D texture parameter lookup with triplanar."), {}, -1, TYPE_FLAGS_FRAGMENT | TYPE_FLAGS_LIGHT, Shader::MODE_SPATIAL));
  4995. add_options.push_back(AddOption("Texture2DArrayParameter", "Textures/Variables", "VisualShaderNodeTexture2DArrayParameter", TTR("2D array of textures parameter lookup."), {}, VisualShaderNode::PORT_TYPE_SAMPLER));
  4996. add_options.push_back(AddOption("Texture3DParameter", "Textures/Variables", "VisualShaderNodeTexture3DParameter", TTR("3D texture parameter lookup."), {}, VisualShaderNode::PORT_TYPE_SAMPLER));
  4997. // TRANSFORM
  4998. add_options.push_back(AddOption("TransformFunc", "Transform/Common", "VisualShaderNodeTransformFunc", TTR("Transform function."), {}, VisualShaderNode::PORT_TYPE_TRANSFORM));
  4999. add_options.push_back(AddOption("TransformOp", "Transform/Common", "VisualShaderNodeTransformOp", TTR("Transform operator."), {}, VisualShaderNode::PORT_TYPE_TRANSFORM));
  5000. 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));
  5001. add_options.push_back(AddOption("TransformCompose", "Transform/Composition", "VisualShaderNodeTransformCompose", TTR("Composes transform from four vectors."), {}, VisualShaderNode::PORT_TYPE_TRANSFORM));
  5002. add_options.push_back(AddOption("TransformDecompose", "Transform/Composition", "VisualShaderNodeTransformDecompose", TTR("Decomposes transform to four vectors.")));
  5003. add_options.push_back(AddOption("Determinant", "Transform/Functions", "VisualShaderNodeDeterminant", TTR("Calculates the determinant of a transform."), {}, VisualShaderNode::PORT_TYPE_SCALAR));
  5004. 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));
  5005. add_options.push_back(AddOption("Inverse", "Transform/Functions", "VisualShaderNodeTransformFunc", TTR("Calculates the inverse of a transform."), { VisualShaderNodeTransformFunc::FUNC_INVERSE }, VisualShaderNode::PORT_TYPE_TRANSFORM));
  5006. add_options.push_back(AddOption("Transpose", "Transform/Functions", "VisualShaderNodeTransformFunc", TTR("Calculates the transpose of a transform."), { VisualShaderNodeTransformFunc::FUNC_TRANSPOSE }, VisualShaderNode::PORT_TYPE_TRANSFORM));
  5007. add_options.push_back(AddOption("Add (+)", "Transform/Operators", "VisualShaderNodeTransformOp", TTR("Sums two transforms."), { VisualShaderNodeTransformOp::OP_ADD }, VisualShaderNode::PORT_TYPE_TRANSFORM));
  5008. add_options.push_back(AddOption("Divide (/)", "Transform/Operators", "VisualShaderNodeTransformOp", TTR("Divides two transforms."), { VisualShaderNodeTransformOp::OP_A_DIV_B }, VisualShaderNode::PORT_TYPE_TRANSFORM));
  5009. add_options.push_back(AddOption("Multiply (*)", "Transform/Operators", "VisualShaderNodeTransformOp", TTR("Multiplies two transforms."), { VisualShaderNodeTransformOp::OP_AxB }, VisualShaderNode::PORT_TYPE_TRANSFORM));
  5010. 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));
  5011. add_options.push_back(AddOption("Subtract (-)", "Transform/Operators", "VisualShaderNodeTransformOp", TTR("Subtracts two transforms."), { VisualShaderNodeTransformOp::OP_A_MINUS_B }, VisualShaderNode::PORT_TYPE_TRANSFORM));
  5012. add_options.push_back(AddOption("TransformVectorMult (*)", "Transform/Operators", "VisualShaderNodeTransformVecMult", TTR("Multiplies vector by transform."), {}, VisualShaderNode::PORT_TYPE_VECTOR_3D));
  5013. add_options.push_back(AddOption("TransformConstant", "Transform/Variables", "VisualShaderNodeTransformConstant", TTR("Transform constant."), {}, VisualShaderNode::PORT_TYPE_TRANSFORM));
  5014. add_options.push_back(AddOption("TransformParameter", "Transform/Variables", "VisualShaderNodeTransformParameter", TTR("Transform parameter."), {}, VisualShaderNode::PORT_TYPE_TRANSFORM));
  5015. // UTILITY
  5016. add_options.push_back(AddOption("DistanceFade", "Utility", "VisualShaderNodeDistanceFade", TTR("The distance fade effect fades out each pixel based on its distance to another object."), {}, VisualShaderNode::PORT_TYPE_SCALAR, TYPE_FLAGS_FRAGMENT, Shader::MODE_SPATIAL));
  5017. add_options.push_back(AddOption("ProximityFade", "Utility", "VisualShaderNodeProximityFade", TTR("The proximity fade effect fades out each pixel based on its distance to another object."), {}, VisualShaderNode::PORT_TYPE_SCALAR, TYPE_FLAGS_FRAGMENT, Shader::MODE_SPATIAL));
  5018. add_options.push_back(AddOption("RandomRange", "Utility", "VisualShaderNodeRandomRange", TTR("Returns a random value between the minimum and maximum input values."), {}, VisualShaderNode::PORT_TYPE_SCALAR));
  5019. add_options.push_back(AddOption("Remap", "Utility", "VisualShaderNodeRemap", TTR("Remaps a given input from the input range to the output range."), {}, VisualShaderNode::PORT_TYPE_SCALAR));
  5020. add_options.push_back(AddOption("RotationByAxis", "Utility", "VisualShaderNodeRotationByAxis", TTR("Rotates an input vector by a given angle."), {}, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_FRAGMENT, Shader::MODE_SPATIAL));
  5021. add_options.push_back(AddOption("RotationByAxis", "Utility", "VisualShaderNodeRotationByAxis", TTR("Rotates an input vector by a given angle."), {}, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_VERTEX, Shader::MODE_SPATIAL));
  5022. // VECTOR
  5023. add_options.push_back(AddOption("VectorFunc", "Vector/Common", "VisualShaderNodeVectorFunc", TTR("Vector function."), {}, VisualShaderNode::PORT_TYPE_VECTOR_3D));
  5024. add_options.push_back(AddOption("VectorOp", "Vector/Common", "VisualShaderNodeVectorOp", TTR("Vector operator."), {}, VisualShaderNode::PORT_TYPE_VECTOR_3D));
  5025. add_options.push_back(AddOption("VectorCompose", "Vector/Common", "VisualShaderNodeVectorCompose", TTR("Composes vector from scalars.")));
  5026. add_options.push_back(AddOption("VectorDecompose", "Vector/Common", "VisualShaderNodeVectorDecompose", TTR("Decomposes vector to scalars.")));
  5027. add_options.push_back(AddOption("Vector2Compose", "Vector/Composition", "VisualShaderNodeVectorCompose", TTR("Composes 2D vector from two scalars."), { VisualShaderNodeVectorCompose::OP_TYPE_VECTOR_2D }, VisualShaderNode::PORT_TYPE_VECTOR_2D));
  5028. add_options.push_back(AddOption("Vector2Decompose", "Vector/Composition", "VisualShaderNodeVectorDecompose", TTR("Decomposes 2D vector to two scalars."), { VisualShaderNodeVectorDecompose::OP_TYPE_VECTOR_2D }));
  5029. 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));
  5030. add_options.push_back(AddOption("Vector3Decompose", "Vector/Composition", "VisualShaderNodeVectorDecompose", TTR("Decomposes 3D vector to three scalars."), { VisualShaderNodeVectorDecompose::OP_TYPE_VECTOR_3D }));
  5031. add_options.push_back(AddOption("Vector4Compose", "Vector/Composition", "VisualShaderNodeVectorCompose", TTR("Composes 4D vector from four scalars."), { VisualShaderNodeVectorCompose::OP_TYPE_VECTOR_4D }, VisualShaderNode::PORT_TYPE_VECTOR_4D));
  5032. add_options.push_back(AddOption("Vector4Decompose", "Vector/Composition", "VisualShaderNodeVectorDecompose", TTR("Decomposes 4D vector to four scalars."), { VisualShaderNodeVectorDecompose::OP_TYPE_VECTOR_4D }));
  5033. 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));
  5034. 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));
  5035. add_options.push_back(AddOption("Abs", "Vector/Functions", "VisualShaderNodeVectorFunc", TTR("Returns the absolute value of the parameter."), { VisualShaderNodeVectorFunc::FUNC_ABS, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_4D }, VisualShaderNode::PORT_TYPE_VECTOR_4D));
  5036. 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));
  5037. 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));
  5038. add_options.push_back(AddOption("ACos", "Vector/Functions", "VisualShaderNodeVectorFunc", TTR("Returns the arc-cosine of the parameter."), { VisualShaderNodeVectorFunc::FUNC_ACOS, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_4D }, VisualShaderNode::PORT_TYPE_VECTOR_4D));
  5039. 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));
  5040. 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));
  5041. add_options.push_back(AddOption("ACosH", "Vector/Functions", "VisualShaderNodeVectorFunc", TTR("Returns the inverse hyperbolic cosine of the parameter."), { VisualShaderNodeVectorFunc::FUNC_ACOSH, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_4D }, VisualShaderNode::PORT_TYPE_VECTOR_4D));
  5042. 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));
  5043. 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));
  5044. add_options.push_back(AddOption("ASin", "Vector/Functions", "VisualShaderNodeVectorFunc", TTR("Returns the arc-sine of the parameter."), { VisualShaderNodeVectorFunc::FUNC_ASIN, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_4D }, VisualShaderNode::PORT_TYPE_VECTOR_4D));
  5045. 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));
  5046. 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));
  5047. add_options.push_back(AddOption("ASinH", "Vector/Functions", "VisualShaderNodeVectorFunc", TTR("Returns the inverse hyperbolic sine of the parameter."), { VisualShaderNodeVectorFunc::FUNC_ASINH, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_4D }, VisualShaderNode::PORT_TYPE_VECTOR_4D));
  5048. 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));
  5049. 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));
  5050. add_options.push_back(AddOption("ATan", "Vector/Functions", "VisualShaderNodeVectorFunc", TTR("Returns the arc-tangent of the parameter."), { VisualShaderNodeVectorFunc::FUNC_ATAN, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_4D }, VisualShaderNode::PORT_TYPE_VECTOR_4D));
  5051. 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));
  5052. 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));
  5053. add_options.push_back(AddOption("ATan2", "Vector/Functions", "VisualShaderNodeVectorOp", TTR("Returns the arc-tangent of the parameters."), { VisualShaderNodeVectorOp::OP_ATAN2, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_4D }, VisualShaderNode::PORT_TYPE_VECTOR_4D));
  5054. 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));
  5055. 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));
  5056. add_options.push_back(AddOption("ATanH", "Vector/Functions", "VisualShaderNodeVectorFunc", TTR("Returns the inverse hyperbolic tangent of the parameter."), { VisualShaderNodeVectorFunc::FUNC_ATANH, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_4D }, VisualShaderNode::PORT_TYPE_VECTOR_4D));
  5057. add_options.push_back(AddOption("Ceil", "Vector/Functions", "VisualShaderNodeVectorFunc", TTR("Finds the nearest integer that is greater than or equal to the parameter."), { VisualShaderNodeVectorFunc::FUNC_CEIL, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_2D }, VisualShaderNode::PORT_TYPE_VECTOR_2D));
  5058. 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));
  5059. add_options.push_back(AddOption("Ceil", "Vector/Functions", "VisualShaderNodeVectorFunc", TTR("Finds the nearest integer that is greater than or equal to the parameter."), { VisualShaderNodeVectorFunc::FUNC_CEIL, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_4D }, VisualShaderNode::PORT_TYPE_VECTOR_4D));
  5060. 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));
  5061. 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));
  5062. add_options.push_back(AddOption("Clamp", "Vector/Functions", "VisualShaderNodeClamp", TTR("Constrains a value to lie between two further values."), { VisualShaderNodeClamp::OP_TYPE_VECTOR_4D }, VisualShaderNode::PORT_TYPE_VECTOR_4D));
  5063. 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));
  5064. 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));
  5065. add_options.push_back(AddOption("Cos", "Vector/Functions", "VisualShaderNodeVectorFunc", TTR("Returns the cosine of the parameter."), { VisualShaderNodeVectorFunc::FUNC_COS, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_4D }, VisualShaderNode::PORT_TYPE_VECTOR_4D));
  5066. 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));
  5067. 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));
  5068. add_options.push_back(AddOption("CosH", "Vector/Functions", "VisualShaderNodeVectorFunc", TTR("Returns the hyperbolic cosine of the parameter."), { VisualShaderNodeVectorFunc::FUNC_COSH, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_4D }, VisualShaderNode::PORT_TYPE_VECTOR_4D));
  5069. 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));
  5070. 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));
  5071. 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));
  5072. add_options.push_back(AddOption("Degrees", "Vector/Functions", "VisualShaderNodeVectorFunc", TTR("Converts a quantity in radians to degrees."), { VisualShaderNodeVectorFunc::FUNC_DEGREES, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_4D }, VisualShaderNode::PORT_TYPE_VECTOR_4D));
  5073. 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));
  5074. 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));
  5075. add_options.push_back(AddOption("DFdX", "Vector/Functions", "VisualShaderNodeDerivativeFunc", TTR("(Fragment/Light mode only) (Vector) Derivative in 'x' using local differencing."), { VisualShaderNodeDerivativeFunc::FUNC_X, VisualShaderNodeDerivativeFunc::OP_TYPE_VECTOR_4D }, VisualShaderNode::PORT_TYPE_VECTOR_4D, TYPE_FLAGS_FRAGMENT | TYPE_FLAGS_LIGHT, -1, true));
  5076. 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));
  5077. 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));
  5078. add_options.push_back(AddOption("DFdY", "Vector/Functions", "VisualShaderNodeDerivativeFunc", TTR("(Fragment/Light mode only) (Vector) Derivative in 'y' using local differencing."), { VisualShaderNodeDerivativeFunc::FUNC_Y, VisualShaderNodeDerivativeFunc::OP_TYPE_VECTOR_4D }, VisualShaderNode::PORT_TYPE_VECTOR_4D, TYPE_FLAGS_FRAGMENT | TYPE_FLAGS_LIGHT, -1, true));
  5079. 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));
  5080. 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));
  5081. add_options.push_back(AddOption("Distance4D", "Vector/Functions", "VisualShaderNodeVectorDistance", TTR("Returns the distance between two points."), { VisualShaderNodeVectorDistance::OP_TYPE_VECTOR_4D }, VisualShaderNode::PORT_TYPE_SCALAR));
  5082. add_options.push_back(AddOption("Dot", "Vector/Functions", "VisualShaderNodeDotProduct", TTR("Calculates the dot product of two vectors."), {}, VisualShaderNode::PORT_TYPE_SCALAR));
  5083. 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));
  5084. 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));
  5085. add_options.push_back(AddOption("Exp", "Vector/Functions", "VisualShaderNodeVectorFunc", TTR("Base-e Exponential."), { VisualShaderNodeVectorFunc::FUNC_EXP, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_4D }, VisualShaderNode::PORT_TYPE_VECTOR_4D));
  5086. 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));
  5087. 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));
  5088. add_options.push_back(AddOption("Exp2", "Vector/Functions", "VisualShaderNodeVectorFunc", TTR("Base-2 Exponential."), { VisualShaderNodeVectorFunc::FUNC_EXP2, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_4D }, VisualShaderNode::PORT_TYPE_VECTOR_4D));
  5089. 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));
  5090. 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));
  5091. add_options.push_back(AddOption("FaceForward", "Vector/Functions", "VisualShaderNodeFaceForward", TTR("Returns the vector that points in the same direction as a reference vector. The function has three vector parameters : N, the vector to orient, I, the incident vector, and Nref, the reference vector. If the dot product of I and Nref is smaller than zero the return value is N. Otherwise -N is returned."), { VisualShaderNodeFaceForward::OP_TYPE_VECTOR_4D }, VisualShaderNode::PORT_TYPE_VECTOR_4D));
  5092. 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));
  5093. 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));
  5094. add_options.push_back(AddOption("Floor", "Vector/Functions", "VisualShaderNodeVectorFunc", TTR("Finds the nearest integer less than or equal to the parameter."), { VisualShaderNodeVectorFunc::FUNC_FLOOR, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_4D }, VisualShaderNode::PORT_TYPE_VECTOR_4D));
  5095. add_options.push_back(AddOption("Fract", "Vector/Functions", "VisualShaderNodeVectorFunc", TTR("Computes the fractional part of the argument."), { VisualShaderNodeVectorFunc::FUNC_FRACT, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_2D }, VisualShaderNode::PORT_TYPE_VECTOR_2D));
  5096. add_options.push_back(AddOption("Fract", "Vector/Functions", "VisualShaderNodeVectorFunc", TTR("Computes the fractional part of the argument."), { VisualShaderNodeVectorFunc::FUNC_FRACT, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_3D }, VisualShaderNode::PORT_TYPE_VECTOR_3D));
  5097. add_options.push_back(AddOption("Fract", "Vector/Functions", "VisualShaderNodeVectorFunc", TTR("Computes the fractional part of the argument."), { VisualShaderNodeVectorFunc::FUNC_FRACT, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_4D }, VisualShaderNode::PORT_TYPE_VECTOR_4D));
  5098. 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));
  5099. 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));
  5100. 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));
  5101. add_options.push_back(AddOption("InverseSqrt", "Vector/Functions", "VisualShaderNodeVectorFunc", TTR("Returns the inverse of the square root of the parameter."), { VisualShaderNodeVectorFunc::FUNC_INVERSE_SQRT, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_4D }, VisualShaderNode::PORT_TYPE_VECTOR_4D));
  5102. add_options.push_back(AddOption("Length2D", "Vector/Functions", "VisualShaderNodeVectorLen", TTR("Calculates the length of a vector."), { VisualShaderNodeVectorLen::OP_TYPE_VECTOR_2D }, VisualShaderNode::PORT_TYPE_SCALAR));
  5103. add_options.push_back(AddOption("Length3D", "Vector/Functions", "VisualShaderNodeVectorLen", TTR("Calculates the length of a vector."), { VisualShaderNodeVectorLen::OP_TYPE_VECTOR_3D }, VisualShaderNode::PORT_TYPE_SCALAR));
  5104. add_options.push_back(AddOption("Length4D", "Vector/Functions", "VisualShaderNodeVectorLen", TTR("Calculates the length of a vector."), { VisualShaderNodeVectorLen::OP_TYPE_VECTOR_4D }, VisualShaderNode::PORT_TYPE_SCALAR));
  5105. 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));
  5106. 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));
  5107. add_options.push_back(AddOption("Log", "Vector/Functions", "VisualShaderNodeVectorFunc", TTR("Natural logarithm."), { VisualShaderNodeVectorFunc::FUNC_LOG, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_4D }, VisualShaderNode::PORT_TYPE_VECTOR_4D));
  5108. 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));
  5109. 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));
  5110. add_options.push_back(AddOption("Log2", "Vector/Functions", "VisualShaderNodeVectorFunc", TTR("Base-2 logarithm."), { VisualShaderNodeVectorFunc::FUNC_LOG2, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_4D }, VisualShaderNode::PORT_TYPE_VECTOR_4D));
  5111. 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));
  5112. 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));
  5113. add_options.push_back(AddOption("Max", "Vector/Functions", "VisualShaderNodeVectorOp", TTR("Returns the greater of two values."), { VisualShaderNodeVectorOp::OP_MAX, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_4D }, VisualShaderNode::PORT_TYPE_VECTOR_4D));
  5114. 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));
  5115. 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));
  5116. add_options.push_back(AddOption("Min", "Vector/Functions", "VisualShaderNodeVectorOp", TTR("Returns the lesser of two values."), { VisualShaderNodeVectorOp::OP_MIN, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_4D }, VisualShaderNode::PORT_TYPE_VECTOR_4D));
  5117. 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));
  5118. 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));
  5119. add_options.push_back(AddOption("Mix", "Vector/Functions", "VisualShaderNodeMix", TTR("Linear interpolation between two vectors."), { VisualShaderNodeMix::OP_TYPE_VECTOR_4D }, VisualShaderNode::PORT_TYPE_VECTOR_4D));
  5120. 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));
  5121. 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));
  5122. add_options.push_back(AddOption("MixS", "Vector/Functions", "VisualShaderNodeMix", TTR("Linear interpolation between two vectors using scalar."), { VisualShaderNodeMix::OP_TYPE_VECTOR_4D_SCALAR }, VisualShaderNode::PORT_TYPE_VECTOR_4D));
  5123. add_options.push_back(AddOption("MultiplyAdd (a * b + c)", "Vector/Functions", "VisualShaderNodeMultiplyAdd", TTR("Performs a fused multiply-add operation (a * b + c) on vectors."), { VisualShaderNodeMultiplyAdd::OP_TYPE_VECTOR_2D }, VisualShaderNode::PORT_TYPE_VECTOR_2D));
  5124. add_options.push_back(AddOption("MultiplyAdd (a * b + c)", "Vector/Functions", "VisualShaderNodeMultiplyAdd", TTR("Performs a fused multiply-add operation (a * b + c) on vectors."), { VisualShaderNodeMultiplyAdd::OP_TYPE_VECTOR_3D }, VisualShaderNode::PORT_TYPE_VECTOR_3D));
  5125. add_options.push_back(AddOption("MultiplyAdd (a * b + c)", "Vector/Functions", "VisualShaderNodeMultiplyAdd", TTR("Performs a fused multiply-add operation (a * b + c) on vectors."), { VisualShaderNodeMultiplyAdd::OP_TYPE_VECTOR_4D }, VisualShaderNode::PORT_TYPE_VECTOR_4D));
  5126. add_options.push_back(AddOption("Negate (*-1)", "Vector/Functions", "VisualShaderNodeVectorFunc", TTR("Returns the opposite value of the parameter."), { VisualShaderNodeVectorFunc::FUNC_NEGATE, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_2D }, VisualShaderNode::PORT_TYPE_VECTOR_2D));
  5127. add_options.push_back(AddOption("Negate (*-1)", "Vector/Functions", "VisualShaderNodeVectorFunc", TTR("Returns the opposite value of the parameter."), { VisualShaderNodeVectorFunc::FUNC_NEGATE, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_3D }, VisualShaderNode::PORT_TYPE_VECTOR_3D));
  5128. add_options.push_back(AddOption("Negate (*-1)", "Vector/Functions", "VisualShaderNodeVectorFunc", TTR("Returns the opposite value of the parameter."), { VisualShaderNodeVectorFunc::FUNC_NEGATE, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_4D }, VisualShaderNode::PORT_TYPE_VECTOR_4D));
  5129. 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));
  5130. 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));
  5131. add_options.push_back(AddOption("Normalize", "Vector/Functions", "VisualShaderNodeVectorFunc", TTR("Calculates the normalize product of vector."), { VisualShaderNodeVectorFunc::FUNC_NORMALIZE, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_4D }, VisualShaderNode::PORT_TYPE_VECTOR_4D));
  5132. add_options.push_back(AddOption("OneMinus (1-)", "Vector/Functions", "VisualShaderNodeVectorFunc", TTR("1.0 - vector"), { VisualShaderNodeVectorFunc::FUNC_ONEMINUS, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_2D }, VisualShaderNode::PORT_TYPE_VECTOR_2D));
  5133. add_options.push_back(AddOption("OneMinus (1-)", "Vector/Functions", "VisualShaderNodeVectorFunc", TTR("1.0 - vector"), { VisualShaderNodeVectorFunc::FUNC_ONEMINUS, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_3D }, VisualShaderNode::PORT_TYPE_VECTOR_3D));
  5134. add_options.push_back(AddOption("OneMinus (1-)", "Vector/Functions", "VisualShaderNodeVectorFunc", TTR("1.0 - vector"), { VisualShaderNodeVectorFunc::FUNC_ONEMINUS, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_4D }, VisualShaderNode::PORT_TYPE_VECTOR_4D));
  5135. 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));
  5136. 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));
  5137. add_options.push_back(AddOption("Pow (^)", "Vector/Functions", "VisualShaderNodeVectorOp", TTR("Returns the value of the first parameter raised to the power of the second."), { VisualShaderNodeVectorOp::OP_POW, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_4D }, VisualShaderNode::PORT_TYPE_VECTOR_4D));
  5138. 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));
  5139. 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));
  5140. add_options.push_back(AddOption("Radians", "Vector/Functions", "VisualShaderNodeVectorFunc", TTR("Converts a quantity in degrees to radians."), { VisualShaderNodeVectorFunc::FUNC_RADIANS, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_4D }, VisualShaderNode::PORT_TYPE_VECTOR_4D));
  5141. 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));
  5142. 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));
  5143. add_options.push_back(AddOption("Reciprocal", "Vector/Functions", "VisualShaderNodeVectorFunc", TTR("1.0 / vector"), { VisualShaderNodeVectorFunc::FUNC_RECIPROCAL, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_4D }, VisualShaderNode::PORT_TYPE_VECTOR_4D));
  5144. add_options.push_back(AddOption("Reflect", "Vector/Functions", "VisualShaderNodeVectorOp", TTR("Returns the vector that points in the direction of reflection ( a : incident vector, b : normal vector )."), { VisualShaderNodeVectorOp::OP_REFLECT, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_2D }, VisualShaderNode::PORT_TYPE_VECTOR_2D));
  5145. 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));
  5146. add_options.push_back(AddOption("Reflect", "Vector/Functions", "VisualShaderNodeVectorOp", TTR("Returns the vector that points in the direction of reflection ( a : incident vector, b : normal vector )."), { VisualShaderNodeVectorOp::OP_REFLECT, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_4D }, VisualShaderNode::PORT_TYPE_VECTOR_4D));
  5147. add_options.push_back(AddOption("Refract", "Vector/Functions", "VisualShaderNodeVectorRefract", TTR("Returns the vector that points in the direction of refraction."), {}, VisualShaderNode::PORT_TYPE_VECTOR_2D));
  5148. 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));
  5149. add_options.push_back(AddOption("Refract", "Vector/Functions", "VisualShaderNodeVectorRefract", TTR("Returns the vector that points in the direction of refraction."), {}, VisualShaderNode::PORT_TYPE_VECTOR_4D));
  5150. 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));
  5151. 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));
  5152. add_options.push_back(AddOption("Round", "Vector/Functions", "VisualShaderNodeVectorFunc", TTR("Finds the nearest integer to the parameter."), { VisualShaderNodeVectorFunc::FUNC_ROUND, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_4D }, VisualShaderNode::PORT_TYPE_VECTOR_4D));
  5153. 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));
  5154. 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));
  5155. add_options.push_back(AddOption("RoundEven", "Vector/Functions", "VisualShaderNodeVectorFunc", TTR("Finds the nearest even integer to the parameter."), { VisualShaderNodeVectorFunc::FUNC_ROUNDEVEN, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_4D }, VisualShaderNode::PORT_TYPE_VECTOR_4D));
  5156. 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));
  5157. 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));
  5158. add_options.push_back(AddOption("Saturate", "Vector/Functions", "VisualShaderNodeVectorFunc", TTR("Clamps the value between 0.0 and 1.0."), { VisualShaderNodeVectorFunc::FUNC_SATURATE, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_4D }, VisualShaderNode::PORT_TYPE_VECTOR_4D));
  5159. 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));
  5160. 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));
  5161. add_options.push_back(AddOption("Sign", "Vector/Functions", "VisualShaderNodeVectorFunc", TTR("Extracts the sign of the parameter."), { VisualShaderNodeVectorFunc::FUNC_SIGN, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_4D }, VisualShaderNode::PORT_TYPE_VECTOR_4D));
  5162. 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));
  5163. 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));
  5164. add_options.push_back(AddOption("Sin", "Vector/Functions", "VisualShaderNodeVectorFunc", TTR("Returns the sine of the parameter."), { VisualShaderNodeVectorFunc::FUNC_SIN, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_4D }, VisualShaderNode::PORT_TYPE_VECTOR_4D));
  5165. 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));
  5166. 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));
  5167. add_options.push_back(AddOption("SinH", "Vector/Functions", "VisualShaderNodeVectorFunc", TTR("Returns the hyperbolic sine of the parameter."), { VisualShaderNodeVectorFunc::FUNC_SINH, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_4D }, VisualShaderNode::PORT_TYPE_VECTOR_4D));
  5168. 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));
  5169. 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));
  5170. add_options.push_back(AddOption("Sqrt", "Vector/Functions", "VisualShaderNodeVectorFunc", TTR("Returns the square root of the parameter."), { VisualShaderNodeVectorFunc::FUNC_SQRT, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_4D }, VisualShaderNode::PORT_TYPE_VECTOR_4D));
  5171. 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));
  5172. 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));
  5173. add_options.push_back(AddOption("SmoothStep", "Vector/Functions", "VisualShaderNodeSmoothStep", TTR("SmoothStep function( vector(edge0), vector(edge1), vector(x) ).\n\nReturns 0.0 if 'x' is smaller than 'edge0' and 1.0 if 'x' is larger than 'edge1'. Otherwise the return value is interpolated between 0.0 and 1.0 using Hermite polynomials."), { VisualShaderNodeSmoothStep::OP_TYPE_VECTOR_4D }, VisualShaderNode::PORT_TYPE_VECTOR_4D));
  5174. 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));
  5175. 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));
  5176. add_options.push_back(AddOption("SmoothStepS", "Vector/Functions", "VisualShaderNodeSmoothStep", TTR("SmoothStep function( scalar(edge0), scalar(edge1), vector(x) ).\n\nReturns 0.0 if 'x' is smaller than 'edge0' and 1.0 if 'x' is larger than 'edge1'. Otherwise the return value is interpolated between 0.0 and 1.0 using Hermite polynomials."), { VisualShaderNodeSmoothStep::OP_TYPE_VECTOR_4D_SCALAR }, VisualShaderNode::PORT_TYPE_VECTOR_4D));
  5177. 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));
  5178. 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));
  5179. 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));
  5180. 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));
  5181. add_options.push_back(AddOption("StepS", "Vector/Functions", "VisualShaderNodeStep", TTR("Step function( scalar(edge), vector(x) ).\n\nReturns 0.0 if 'x' is smaller than 'edge' and otherwise 1.0."), { VisualShaderNodeStep::OP_TYPE_VECTOR_4D_SCALAR }, VisualShaderNode::PORT_TYPE_VECTOR_4D));
  5182. 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));
  5183. 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));
  5184. add_options.push_back(AddOption("Sum (+)", "Vector/Functions", "VisualShaderNodeDerivativeFunc", TTR("(Fragment/Light mode only) (Vector) Sum of absolute derivative in 'x' and 'y'."), { VisualShaderNodeDerivativeFunc::FUNC_SUM, VisualShaderNodeDerivativeFunc::OP_TYPE_VECTOR_4D }, VisualShaderNode::PORT_TYPE_VECTOR_4D, TYPE_FLAGS_FRAGMENT | TYPE_FLAGS_LIGHT, -1, true));
  5185. 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));
  5186. 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));
  5187. add_options.push_back(AddOption("Tan", "Vector/Functions", "VisualShaderNodeVectorFunc", TTR("Returns the tangent of the parameter."), { VisualShaderNodeVectorFunc::FUNC_TAN, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_4D }, VisualShaderNode::PORT_TYPE_VECTOR_4D));
  5188. 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));
  5189. 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));
  5190. add_options.push_back(AddOption("TanH", "Vector/Functions", "VisualShaderNodeVectorFunc", TTR("Returns the hyperbolic tangent of the parameter."), { VisualShaderNodeVectorFunc::FUNC_TANH, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_4D }, VisualShaderNode::PORT_TYPE_VECTOR_4D));
  5191. 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));
  5192. 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));
  5193. add_options.push_back(AddOption("Trunc", "Vector/Functions", "VisualShaderNodeVectorFunc", TTR("Finds the truncated value of the parameter."), { VisualShaderNodeVectorFunc::FUNC_TRUNC, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_4D }, VisualShaderNode::PORT_TYPE_VECTOR_4D));
  5194. 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));
  5195. 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));
  5196. add_options.push_back(AddOption("Add (+)", "Vector/Operators", "VisualShaderNodeVectorOp", TTR("Adds 4D vector to 4D vector."), { VisualShaderNodeVectorOp::OP_ADD, VisualShaderNodeVectorOp::OP_TYPE_VECTOR_4D }, VisualShaderNode::PORT_TYPE_VECTOR_4D));
  5197. 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));
  5198. 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));
  5199. add_options.push_back(AddOption("Divide (/)", "Vector/Operators", "VisualShaderNodeVectorOp", TTR("Divides 4D vector by 4D vector."), { VisualShaderNodeVectorOp::OP_DIV, VisualShaderNodeVectorOp::OP_TYPE_VECTOR_4D }, VisualShaderNode::PORT_TYPE_VECTOR_4D));
  5200. 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));
  5201. 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));
  5202. add_options.push_back(AddOption("Multiply (*)", "Vector/Operators", "VisualShaderNodeVectorOp", TTR("Multiplies 4D vector by 4D vector."), { VisualShaderNodeVectorOp::OP_MUL, VisualShaderNodeVectorOp::OP_TYPE_VECTOR_4D }, VisualShaderNode::PORT_TYPE_VECTOR_4D));
  5203. 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));
  5204. 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));
  5205. add_options.push_back(AddOption("Remainder", "Vector/Operators", "VisualShaderNodeVectorOp", TTR("Returns the remainder of the two 4D vectors."), { VisualShaderNodeVectorOp::OP_MOD, VisualShaderNodeVectorOp::OP_TYPE_VECTOR_4D }, VisualShaderNode::PORT_TYPE_VECTOR_4D));
  5206. 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));
  5207. 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));
  5208. add_options.push_back(AddOption("Subtract (-)", "Vector/Operators", "VisualShaderNodeVectorOp", TTR("Subtracts 4D vector from 4D vector."), { VisualShaderNodeVectorOp::OP_SUB, VisualShaderNodeVectorOp::OP_TYPE_VECTOR_4D }, VisualShaderNode::PORT_TYPE_VECTOR_4D));
  5209. add_options.push_back(AddOption("Vector2Constant", "Vector/Variables", "VisualShaderNodeVec2Constant", TTR("2D vector constant."), {}, VisualShaderNode::PORT_TYPE_VECTOR_2D));
  5210. add_options.push_back(AddOption("Vector2Parameter", "Vector/Variables", "VisualShaderNodeVec2Parameter", TTR("2D vector parameter."), {}, VisualShaderNode::PORT_TYPE_VECTOR_2D));
  5211. add_options.push_back(AddOption("Vector3Constant", "Vector/Variables", "VisualShaderNodeVec3Constant", TTR("3D vector constant."), {}, VisualShaderNode::PORT_TYPE_VECTOR_3D));
  5212. add_options.push_back(AddOption("Vector3Parameter", "Vector/Variables", "VisualShaderNodeVec3Parameter", TTR("3D vector parameter."), {}, VisualShaderNode::PORT_TYPE_VECTOR_3D));
  5213. add_options.push_back(AddOption("Vector4Constant", "Vector/Variables", "VisualShaderNodeVec4Constant", TTR("4D vector constant."), {}, VisualShaderNode::PORT_TYPE_VECTOR_4D));
  5214. add_options.push_back(AddOption("Vector4Parameter", "Vector/Variables", "VisualShaderNodeVec4Parameter", TTR("4D vector parameter."), {}, VisualShaderNode::PORT_TYPE_VECTOR_4D));
  5215. // SPECIAL
  5216. 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.")));
  5217. add_options.push_back(AddOption("GlobalExpression", "Special", "VisualShaderNodeGlobalExpression", TTR("Custom Godot Shader Language expression, which is placed on top of the resulted shader. You can place various function definitions inside and call it later in the Expressions. You can also declare varyings, parameters and constants.")));
  5218. add_options.push_back(AddOption("ParameterRef", "Special", "VisualShaderNodeParameterRef", TTR("A reference to an existing parameter.")));
  5219. add_options.push_back(AddOption("VaryingGetter", "Special", "VisualShaderNodeVaryingGetter", TTR("Get varying parameter."), {}, -1, TYPE_FLAGS_FRAGMENT | TYPE_FLAGS_LIGHT, Shader::MODE_SPATIAL));
  5220. add_options.push_back(AddOption("VaryingSetter", "Special", "VisualShaderNodeVaryingSetter", TTR("Set varying parameter."), {}, -1, TYPE_FLAGS_VERTEX | TYPE_FLAGS_FRAGMENT, Shader::MODE_SPATIAL));
  5221. add_options.push_back(AddOption("VaryingGetter", "Special", "VisualShaderNodeVaryingGetter", TTR("Get varying parameter."), {}, -1, TYPE_FLAGS_FRAGMENT | TYPE_FLAGS_LIGHT, Shader::MODE_CANVAS_ITEM));
  5222. add_options.push_back(AddOption("VaryingSetter", "Special", "VisualShaderNodeVaryingSetter", TTR("Set varying parameter."), {}, -1, TYPE_FLAGS_VERTEX | TYPE_FLAGS_FRAGMENT, Shader::MODE_CANVAS_ITEM));
  5223. custom_node_option_idx = add_options.size();
  5224. /////////////////////////////////////////////////////////////////////
  5225. Ref<VisualShaderNodePluginDefault> default_plugin;
  5226. default_plugin.instantiate();
  5227. default_plugin->set_editor(this);
  5228. add_plugin(default_plugin);
  5229. graph_plugin.instantiate();
  5230. graph_plugin->set_editor(this);
  5231. property_editor_popup = memnew(PopupPanel);
  5232. property_editor_popup->set_min_size(Size2(180, 0) * EDSCALE);
  5233. add_child(property_editor_popup);
  5234. edited_property_holder.instantiate();
  5235. }
  5236. class VisualShaderNodePluginInputEditor : public OptionButton {
  5237. GDCLASS(VisualShaderNodePluginInputEditor, OptionButton);
  5238. VisualShaderEditor *editor = nullptr;
  5239. Ref<VisualShaderNodeInput> input;
  5240. public:
  5241. void _notification(int p_what) {
  5242. switch (p_what) {
  5243. case NOTIFICATION_READY: {
  5244. connect("item_selected", callable_mp(this, &VisualShaderNodePluginInputEditor::_item_selected));
  5245. } break;
  5246. }
  5247. }
  5248. void _item_selected(int p_item) {
  5249. editor->call_deferred(SNAME("_input_select_item"), input, get_item_text(p_item));
  5250. }
  5251. void setup(VisualShaderEditor *p_editor, const Ref<VisualShaderNodeInput> &p_input) {
  5252. editor = p_editor;
  5253. input = p_input;
  5254. Ref<Texture2D> type_icon[] = {
  5255. EditorNode::get_singleton()->get_gui_base()->get_theme_icon(SNAME("float"), SNAME("EditorIcons")),
  5256. EditorNode::get_singleton()->get_gui_base()->get_theme_icon(SNAME("int"), SNAME("EditorIcons")),
  5257. EditorNode::get_singleton()->get_gui_base()->get_theme_icon(SNAME("uint"), SNAME("EditorIcons")),
  5258. EditorNode::get_singleton()->get_gui_base()->get_theme_icon(SNAME("Vector2"), SNAME("EditorIcons")),
  5259. EditorNode::get_singleton()->get_gui_base()->get_theme_icon(SNAME("Vector3"), SNAME("EditorIcons")),
  5260. EditorNode::get_singleton()->get_gui_base()->get_theme_icon(SNAME("Vector4"), SNAME("EditorIcons")),
  5261. EditorNode::get_singleton()->get_gui_base()->get_theme_icon(SNAME("bool"), SNAME("EditorIcons")),
  5262. EditorNode::get_singleton()->get_gui_base()->get_theme_icon(SNAME("Transform3D"), SNAME("EditorIcons")),
  5263. EditorNode::get_singleton()->get_gui_base()->get_theme_icon(SNAME("ImageTexture"), SNAME("EditorIcons")),
  5264. };
  5265. add_item("[None]");
  5266. int to_select = -1;
  5267. for (int i = 0; i < input->get_input_index_count(); i++) {
  5268. if (input->get_input_name() == input->get_input_index_name(i)) {
  5269. to_select = i + 1;
  5270. }
  5271. add_icon_item(type_icon[input->get_input_index_type(i)], input->get_input_index_name(i));
  5272. }
  5273. if (to_select >= 0) {
  5274. select(to_select);
  5275. }
  5276. }
  5277. };
  5278. ////////////////
  5279. class VisualShaderNodePluginVaryingEditor : public OptionButton {
  5280. GDCLASS(VisualShaderNodePluginVaryingEditor, OptionButton);
  5281. VisualShaderEditor *editor = nullptr;
  5282. Ref<VisualShaderNodeVarying> varying;
  5283. public:
  5284. void _notification(int p_what) {
  5285. if (p_what == NOTIFICATION_READY) {
  5286. connect("item_selected", callable_mp(this, &VisualShaderNodePluginVaryingEditor::_item_selected));
  5287. }
  5288. }
  5289. void _item_selected(int p_item) {
  5290. editor->call_deferred(SNAME("_varying_select_item"), varying, get_item_text(p_item));
  5291. }
  5292. void setup(VisualShaderEditor *p_editor, const Ref<VisualShaderNodeVarying> &p_varying, VisualShader::Type p_type) {
  5293. editor = p_editor;
  5294. varying = p_varying;
  5295. Ref<Texture2D> type_icon[] = {
  5296. EditorNode::get_singleton()->get_gui_base()->get_theme_icon(SNAME("float"), SNAME("EditorIcons")),
  5297. EditorNode::get_singleton()->get_gui_base()->get_theme_icon(SNAME("int"), SNAME("EditorIcons")),
  5298. EditorNode::get_singleton()->get_gui_base()->get_theme_icon(SNAME("uint"), SNAME("EditorIcons")),
  5299. EditorNode::get_singleton()->get_gui_base()->get_theme_icon(SNAME("Vector2"), SNAME("EditorIcons")),
  5300. EditorNode::get_singleton()->get_gui_base()->get_theme_icon(SNAME("Vector3"), SNAME("EditorIcons")),
  5301. EditorNode::get_singleton()->get_gui_base()->get_theme_icon(SNAME("Vector4"), SNAME("EditorIcons")),
  5302. EditorNode::get_singleton()->get_gui_base()->get_theme_icon(SNAME("bool"), SNAME("EditorIcons")),
  5303. EditorNode::get_singleton()->get_gui_base()->get_theme_icon(SNAME("Transform3D"), SNAME("EditorIcons")),
  5304. };
  5305. bool is_getter = Ref<VisualShaderNodeVaryingGetter>(p_varying.ptr()).is_valid();
  5306. add_item("[None]");
  5307. int to_select = -1;
  5308. for (int i = 0, j = 0; i < varying->get_varyings_count(); i++) {
  5309. VisualShader::VaryingMode mode = varying->get_varying_mode_by_index(i);
  5310. if (is_getter) {
  5311. if (mode == VisualShader::VARYING_MODE_FRAG_TO_LIGHT) {
  5312. if (p_type != VisualShader::TYPE_LIGHT) {
  5313. j++;
  5314. continue;
  5315. }
  5316. } else {
  5317. if (p_type != VisualShader::TYPE_FRAGMENT && p_type != VisualShader::TYPE_LIGHT) {
  5318. j++;
  5319. continue;
  5320. }
  5321. }
  5322. } else {
  5323. if (mode == VisualShader::VARYING_MODE_FRAG_TO_LIGHT) {
  5324. if (p_type != VisualShader::TYPE_FRAGMENT) {
  5325. j++;
  5326. continue;
  5327. }
  5328. } else {
  5329. if (p_type != VisualShader::TYPE_VERTEX) {
  5330. j++;
  5331. continue;
  5332. }
  5333. }
  5334. }
  5335. if (varying->get_varying_name() == varying->get_varying_name_by_index(i)) {
  5336. to_select = i - j + 1;
  5337. }
  5338. add_icon_item(type_icon[varying->get_varying_type_by_index(i)], varying->get_varying_name_by_index(i));
  5339. }
  5340. if (to_select >= 0) {
  5341. select(to_select);
  5342. }
  5343. }
  5344. };
  5345. ////////////////
  5346. class VisualShaderNodePluginParameterRefEditor : public OptionButton {
  5347. GDCLASS(VisualShaderNodePluginParameterRefEditor, OptionButton);
  5348. VisualShaderEditor *editor = nullptr;
  5349. Ref<VisualShaderNodeParameterRef> parameter_ref;
  5350. public:
  5351. void _notification(int p_what) {
  5352. switch (p_what) {
  5353. case NOTIFICATION_READY: {
  5354. connect("item_selected", callable_mp(this, &VisualShaderNodePluginParameterRefEditor::_item_selected));
  5355. } break;
  5356. }
  5357. }
  5358. void _item_selected(int p_item) {
  5359. editor->call_deferred(SNAME("_parameter_ref_select_item"), parameter_ref, get_item_text(p_item));
  5360. }
  5361. void setup(VisualShaderEditor *p_editor, const Ref<VisualShaderNodeParameterRef> &p_parameter_ref) {
  5362. editor = p_editor;
  5363. parameter_ref = p_parameter_ref;
  5364. Ref<Texture2D> type_icon[] = {
  5365. EditorNode::get_singleton()->get_gui_base()->get_theme_icon(SNAME("float"), SNAME("EditorIcons")),
  5366. EditorNode::get_singleton()->get_gui_base()->get_theme_icon(SNAME("int"), SNAME("EditorIcons")),
  5367. EditorNode::get_singleton()->get_gui_base()->get_theme_icon(SNAME("uint"), SNAME("EditorIcons")),
  5368. EditorNode::get_singleton()->get_gui_base()->get_theme_icon(SNAME("bool"), SNAME("EditorIcons")),
  5369. EditorNode::get_singleton()->get_gui_base()->get_theme_icon(SNAME("Vector2"), SNAME("EditorIcons")),
  5370. EditorNode::get_singleton()->get_gui_base()->get_theme_icon(SNAME("Vector3"), SNAME("EditorIcons")),
  5371. EditorNode::get_singleton()->get_gui_base()->get_theme_icon(SNAME("Vector4"), SNAME("EditorIcons")),
  5372. EditorNode::get_singleton()->get_gui_base()->get_theme_icon(SNAME("Transform3D"), SNAME("EditorIcons")),
  5373. EditorNode::get_singleton()->get_gui_base()->get_theme_icon(SNAME("Color"), SNAME("EditorIcons")),
  5374. EditorNode::get_singleton()->get_gui_base()->get_theme_icon(SNAME("ImageTexture"), SNAME("EditorIcons")),
  5375. };
  5376. add_item("[None]");
  5377. int to_select = -1;
  5378. for (int i = 0; i < p_parameter_ref->get_parameters_count(); i++) {
  5379. if (p_parameter_ref->get_parameter_name() == p_parameter_ref->get_parameter_name_by_index(i)) {
  5380. to_select = i + 1;
  5381. }
  5382. add_icon_item(type_icon[p_parameter_ref->get_parameter_type_by_index(i)], p_parameter_ref->get_parameter_name_by_index(i));
  5383. }
  5384. if (to_select >= 0) {
  5385. select(to_select);
  5386. }
  5387. }
  5388. };
  5389. ////////////////
  5390. class VisualShaderNodePluginDefaultEditor : public VBoxContainer {
  5391. GDCLASS(VisualShaderNodePluginDefaultEditor, VBoxContainer);
  5392. VisualShaderEditor *editor = nullptr;
  5393. Ref<Resource> parent_resource;
  5394. int node_id = 0;
  5395. VisualShader::Type shader_type;
  5396. public:
  5397. void _property_changed(const String &p_property, const Variant &p_value, const String &p_field = "", bool p_changing = false) {
  5398. if (p_changing) {
  5399. return;
  5400. }
  5401. EditorUndoRedoManager *undo_redo = EditorUndoRedoManager::get_singleton();
  5402. updating = true;
  5403. undo_redo->create_action(TTR("Edit Visual Property:") + " " + p_property, UndoRedo::MERGE_ENDS);
  5404. undo_redo->add_do_property(node.ptr(), p_property, p_value);
  5405. undo_redo->add_undo_property(node.ptr(), p_property, node->get(p_property));
  5406. if (p_value.get_type() == Variant::OBJECT) {
  5407. Ref<Resource> prev_res = node->get(p_property);
  5408. Ref<Resource> curr_res = p_value;
  5409. if (curr_res.is_null()) {
  5410. undo_redo->add_do_method(this, "_open_inspector", (Ref<Resource>)parent_resource.ptr());
  5411. } else {
  5412. undo_redo->add_do_method(this, "_open_inspector", (Ref<Resource>)curr_res.ptr());
  5413. }
  5414. if (!prev_res.is_null()) {
  5415. undo_redo->add_undo_method(this, "_open_inspector", (Ref<Resource>)prev_res.ptr());
  5416. } else {
  5417. undo_redo->add_undo_method(this, "_open_inspector", (Ref<Resource>)parent_resource.ptr());
  5418. }
  5419. }
  5420. if (p_property != "constant") {
  5421. VisualShaderGraphPlugin *graph_plugin = editor->get_graph_plugin();
  5422. if (graph_plugin) {
  5423. undo_redo->add_do_method(editor, "_update_next_previews", node_id);
  5424. undo_redo->add_undo_method(editor, "_update_next_previews", node_id);
  5425. undo_redo->add_do_method(graph_plugin, "update_node_deferred", shader_type, node_id);
  5426. undo_redo->add_undo_method(graph_plugin, "update_node_deferred", shader_type, node_id);
  5427. }
  5428. }
  5429. undo_redo->commit_action();
  5430. updating = false;
  5431. }
  5432. void _node_changed() {
  5433. if (updating) {
  5434. return;
  5435. }
  5436. for (int i = 0; i < properties.size(); i++) {
  5437. properties[i]->update_property();
  5438. }
  5439. }
  5440. void _resource_selected(const String &p_path, Ref<Resource> p_resource) {
  5441. _open_inspector(p_resource);
  5442. }
  5443. void _open_inspector(Ref<Resource> p_resource) {
  5444. InspectorDock::get_inspector_singleton()->edit(p_resource.ptr());
  5445. }
  5446. bool updating = false;
  5447. Ref<VisualShaderNode> node;
  5448. Vector<EditorProperty *> properties;
  5449. Vector<Label *> prop_names;
  5450. void _show_prop_names(bool p_show) {
  5451. for (int i = 0; i < prop_names.size(); i++) {
  5452. prop_names[i]->set_visible(p_show);
  5453. }
  5454. }
  5455. void setup(VisualShaderEditor *p_editor, Ref<Resource> p_parent_resource, Vector<EditorProperty *> p_properties, const Vector<StringName> &p_names, const HashMap<StringName, String> &p_overrided_names, Ref<VisualShaderNode> p_node) {
  5456. editor = p_editor;
  5457. parent_resource = p_parent_resource;
  5458. updating = false;
  5459. node = p_node;
  5460. properties = p_properties;
  5461. node_id = (int)p_node->get_meta("id");
  5462. shader_type = VisualShader::Type((int)p_node->get_meta("shader_type"));
  5463. for (int i = 0; i < p_properties.size(); i++) {
  5464. HBoxContainer *hbox = memnew(HBoxContainer);
  5465. hbox->set_h_size_flags(SIZE_EXPAND_FILL);
  5466. add_child(hbox);
  5467. Label *prop_name = memnew(Label);
  5468. String prop_name_str = p_names[i];
  5469. if (p_overrided_names.has(p_names[i])) {
  5470. prop_name_str = p_overrided_names[p_names[i]] + ":";
  5471. } else {
  5472. prop_name_str = prop_name_str.capitalize() + ":";
  5473. }
  5474. prop_name->set_text(prop_name_str);
  5475. prop_name->set_visible(false);
  5476. hbox->add_child(prop_name);
  5477. prop_names.push_back(prop_name);
  5478. p_properties[i]->set_h_size_flags(SIZE_EXPAND_FILL);
  5479. hbox->add_child(p_properties[i]);
  5480. bool res_prop = Object::cast_to<EditorPropertyResource>(p_properties[i]);
  5481. if (res_prop) {
  5482. p_properties[i]->connect("resource_selected", callable_mp(this, &VisualShaderNodePluginDefaultEditor::_resource_selected));
  5483. }
  5484. properties[i]->connect("property_changed", callable_mp(this, &VisualShaderNodePluginDefaultEditor::_property_changed));
  5485. properties[i]->set_object_and_property(node.ptr(), p_names[i]);
  5486. properties[i]->update_property();
  5487. properties[i]->set_name_split_ratio(0);
  5488. }
  5489. node->connect_changed(callable_mp(this, &VisualShaderNodePluginDefaultEditor::_node_changed));
  5490. }
  5491. static void _bind_methods() {
  5492. ClassDB::bind_method("_open_inspector", &VisualShaderNodePluginDefaultEditor::_open_inspector); // Used by UndoRedo.
  5493. ClassDB::bind_method("_show_prop_names", &VisualShaderNodePluginDefaultEditor::_show_prop_names); // Used with call_deferred.
  5494. }
  5495. };
  5496. Control *VisualShaderNodePluginDefault::create_editor(const Ref<Resource> &p_parent_resource, const Ref<VisualShaderNode> &p_node) {
  5497. Ref<VisualShader> p_shader = Ref<VisualShader>(p_parent_resource.ptr());
  5498. if (p_shader.is_valid() && (p_node->is_class("VisualShaderNodeVaryingGetter") || p_node->is_class("VisualShaderNodeVaryingSetter"))) {
  5499. VisualShaderNodePluginVaryingEditor *editor = memnew(VisualShaderNodePluginVaryingEditor);
  5500. editor->setup(vseditor, p_node, p_shader->get_shader_type());
  5501. return editor;
  5502. }
  5503. if (p_node->is_class("VisualShaderNodeParameterRef")) {
  5504. VisualShaderNodePluginParameterRefEditor *editor = memnew(VisualShaderNodePluginParameterRefEditor);
  5505. editor->setup(vseditor, p_node);
  5506. return editor;
  5507. }
  5508. if (p_node->is_class("VisualShaderNodeInput")) {
  5509. VisualShaderNodePluginInputEditor *editor = memnew(VisualShaderNodePluginInputEditor);
  5510. editor->setup(vseditor, p_node);
  5511. return editor;
  5512. }
  5513. Vector<StringName> properties = p_node->get_editable_properties();
  5514. if (properties.size() == 0) {
  5515. return nullptr;
  5516. }
  5517. List<PropertyInfo> props;
  5518. p_node->get_property_list(&props);
  5519. Vector<PropertyInfo> pinfo;
  5520. for (const PropertyInfo &E : props) {
  5521. for (int i = 0; i < properties.size(); i++) {
  5522. if (E.name == String(properties[i])) {
  5523. pinfo.push_back(E);
  5524. }
  5525. }
  5526. }
  5527. if (pinfo.size() == 0) {
  5528. return nullptr;
  5529. }
  5530. properties.clear();
  5531. Ref<VisualShaderNode> node = p_node;
  5532. Vector<EditorProperty *> editors;
  5533. for (int i = 0; i < pinfo.size(); i++) {
  5534. EditorProperty *prop = EditorInspector::instantiate_property_editor(node.ptr(), pinfo[i].type, pinfo[i].name, pinfo[i].hint, pinfo[i].hint_string, pinfo[i].usage);
  5535. if (!prop) {
  5536. return nullptr;
  5537. }
  5538. if (Object::cast_to<EditorPropertyResource>(prop)) {
  5539. Object::cast_to<EditorPropertyResource>(prop)->set_use_sub_inspector(false);
  5540. prop->set_custom_minimum_size(Size2(100 * EDSCALE, 0));
  5541. } else if (Object::cast_to<EditorPropertyTransform3D>(prop) || Object::cast_to<EditorPropertyVector3>(prop)) {
  5542. prop->set_custom_minimum_size(Size2(250 * EDSCALE, 0));
  5543. } else if (Object::cast_to<EditorPropertyQuaternion>(prop)) {
  5544. prop->set_custom_minimum_size(Size2(320 * EDSCALE, 0));
  5545. } else if (Object::cast_to<EditorPropertyFloat>(prop)) {
  5546. prop->set_custom_minimum_size(Size2(100 * EDSCALE, 0));
  5547. } else if (Object::cast_to<EditorPropertyEnum>(prop)) {
  5548. prop->set_custom_minimum_size(Size2(100 * EDSCALE, 0));
  5549. Object::cast_to<EditorPropertyEnum>(prop)->set_option_button_clip(false);
  5550. }
  5551. editors.push_back(prop);
  5552. properties.push_back(pinfo[i].name);
  5553. }
  5554. VisualShaderNodePluginDefaultEditor *editor = memnew(VisualShaderNodePluginDefaultEditor);
  5555. editor->setup(vseditor, p_parent_resource, editors, properties, p_node->get_editable_properties_names(), p_node);
  5556. return editor;
  5557. }
  5558. void EditorPropertyVisualShaderMode::_option_selected(int p_which) {
  5559. Ref<VisualShader> visual_shader(Object::cast_to<VisualShader>(get_edited_object()));
  5560. if (visual_shader->get_mode() == p_which) {
  5561. return;
  5562. }
  5563. ShaderEditorPlugin *shader_editor = Object::cast_to<ShaderEditorPlugin>(EditorNode::get_singleton()->get_editor_data().get_editor("Shader"));
  5564. if (!shader_editor) {
  5565. return;
  5566. }
  5567. VisualShaderEditor *editor = shader_editor->get_visual_shader_editor(visual_shader);
  5568. if (!editor) {
  5569. return;
  5570. }
  5571. EditorUndoRedoManager *undo_redo = EditorUndoRedoManager::get_singleton();
  5572. undo_redo->create_action(TTR("Visual Shader Mode Changed"));
  5573. //do is easy
  5574. undo_redo->add_do_method(visual_shader.ptr(), "set_mode", p_which);
  5575. undo_redo->add_undo_method(visual_shader.ptr(), "set_mode", visual_shader->get_mode());
  5576. undo_redo->add_do_method(editor, "_set_mode", p_which);
  5577. undo_redo->add_undo_method(editor, "_set_mode", visual_shader->get_mode());
  5578. //now undo is hell
  5579. //1. restore connections to output
  5580. for (int i = 0; i < VisualShader::TYPE_MAX; i++) {
  5581. VisualShader::Type type = VisualShader::Type(i);
  5582. List<VisualShader::Connection> conns;
  5583. visual_shader->get_node_connections(type, &conns);
  5584. for (const VisualShader::Connection &E : conns) {
  5585. if (E.to_node == VisualShader::NODE_ID_OUTPUT) {
  5586. undo_redo->add_undo_method(visual_shader.ptr(), "connect_nodes", type, E.from_node, E.from_port, E.to_node, E.to_port);
  5587. }
  5588. }
  5589. }
  5590. //2. restore input indices
  5591. for (int i = 0; i < VisualShader::TYPE_MAX; i++) {
  5592. VisualShader::Type type = VisualShader::Type(i);
  5593. Vector<int> nodes = visual_shader->get_node_list(type);
  5594. for (int j = 0; j < nodes.size(); j++) {
  5595. Ref<VisualShaderNodeInput> input = visual_shader->get_node(type, nodes[j]);
  5596. if (!input.is_valid()) {
  5597. continue;
  5598. }
  5599. undo_redo->add_undo_method(input.ptr(), "set_input_name", input->get_input_name());
  5600. }
  5601. }
  5602. //3. restore enums and flags
  5603. List<PropertyInfo> props;
  5604. visual_shader->get_property_list(&props);
  5605. for (const PropertyInfo &E : props) {
  5606. if (E.name.begins_with("flags/") || E.name.begins_with("modes/")) {
  5607. undo_redo->add_undo_property(visual_shader.ptr(), E.name, visual_shader->get(E.name));
  5608. }
  5609. }
  5610. //4. delete varyings (if needed)
  5611. if (p_which == VisualShader::MODE_PARTICLES || p_which == VisualShader::MODE_SKY || p_which == VisualShader::MODE_FOG) {
  5612. int var_count = visual_shader->get_varyings_count();
  5613. if (var_count > 0) {
  5614. for (int i = 0; i < var_count; i++) {
  5615. const VisualShader::Varying *var = visual_shader->get_varying_by_index(i);
  5616. undo_redo->add_do_method(visual_shader.ptr(), "remove_varying", var->name);
  5617. undo_redo->add_undo_method(visual_shader.ptr(), "add_varying", var->name, var->mode, var->type);
  5618. }
  5619. undo_redo->add_do_method(editor, "_update_varyings");
  5620. undo_redo->add_undo_method(editor, "_update_varyings");
  5621. }
  5622. }
  5623. undo_redo->add_do_method(editor, "_update_nodes");
  5624. undo_redo->add_undo_method(editor, "_update_nodes");
  5625. undo_redo->add_do_method(editor, "_update_graph");
  5626. undo_redo->add_undo_method(editor, "_update_graph");
  5627. undo_redo->commit_action();
  5628. }
  5629. void EditorPropertyVisualShaderMode::update_property() {
  5630. int which = get_edited_property_value();
  5631. options->select(which);
  5632. }
  5633. void EditorPropertyVisualShaderMode::setup(const Vector<String> &p_options) {
  5634. for (int i = 0; i < p_options.size(); i++) {
  5635. options->add_item(p_options[i], i);
  5636. }
  5637. }
  5638. void EditorPropertyVisualShaderMode::set_option_button_clip(bool p_enable) {
  5639. options->set_clip_text(p_enable);
  5640. }
  5641. void EditorPropertyVisualShaderMode::_bind_methods() {
  5642. }
  5643. EditorPropertyVisualShaderMode::EditorPropertyVisualShaderMode() {
  5644. options = memnew(OptionButton);
  5645. options->set_clip_text(true);
  5646. add_child(options);
  5647. add_focusable(options);
  5648. options->connect("item_selected", callable_mp(this, &EditorPropertyVisualShaderMode::_option_selected));
  5649. }
  5650. bool EditorInspectorVisualShaderModePlugin::can_handle(Object *p_object) {
  5651. return true; // Can handle everything.
  5652. }
  5653. bool EditorInspectorVisualShaderModePlugin::parse_property(Object *p_object, const Variant::Type p_type, const String &p_path, const PropertyHint p_hint, const String &p_hint_text, const BitField<PropertyUsageFlags> p_usage, const bool p_wide) {
  5654. if (p_path == "mode" && p_object->is_class("VisualShader") && p_type == Variant::INT) {
  5655. EditorPropertyVisualShaderMode *mode_editor = memnew(EditorPropertyVisualShaderMode);
  5656. Vector<String> options = p_hint_text.split(",");
  5657. mode_editor->setup(options);
  5658. add_property_editor(p_path, mode_editor);
  5659. return true;
  5660. }
  5661. return false;
  5662. }
  5663. //////////////////////////////////
  5664. void VisualShaderNodePortPreview::_shader_changed() {
  5665. if (!is_valid || shader.is_null()) {
  5666. return;
  5667. }
  5668. Vector<VisualShader::DefaultTextureParam> default_textures;
  5669. String shader_code = shader->generate_preview_shader(type, node, port, default_textures);
  5670. Ref<Shader> preview_shader;
  5671. preview_shader.instantiate();
  5672. preview_shader->set_code(shader_code);
  5673. for (int i = 0; i < default_textures.size(); i++) {
  5674. for (int j = 0; j < default_textures[i].params.size(); j++) {
  5675. preview_shader->set_default_texture_parameter(default_textures[i].name, default_textures[i].params[j], j);
  5676. }
  5677. }
  5678. Ref<ShaderMaterial> mat;
  5679. mat.instantiate();
  5680. mat->set_shader(preview_shader);
  5681. //find if a material is also being edited and copy parameters to this one
  5682. for (int i = EditorNode::get_singleton()->get_editor_selection_history()->get_path_size() - 1; i >= 0; i--) {
  5683. Object *object = ObjectDB::get_instance(EditorNode::get_singleton()->get_editor_selection_history()->get_path_object(i));
  5684. ShaderMaterial *src_mat;
  5685. if (!object) {
  5686. continue;
  5687. }
  5688. if (object->has_method("get_material_override")) { // trying getting material from MeshInstance
  5689. src_mat = Object::cast_to<ShaderMaterial>(object->call("get_material_override"));
  5690. } else if (object->has_method("get_material")) { // from CanvasItem/Node2D
  5691. src_mat = Object::cast_to<ShaderMaterial>(object->call("get_material"));
  5692. } else {
  5693. src_mat = Object::cast_to<ShaderMaterial>(object);
  5694. }
  5695. if (src_mat && src_mat->get_shader().is_valid()) {
  5696. List<PropertyInfo> params;
  5697. src_mat->get_shader()->get_shader_uniform_list(&params);
  5698. for (const PropertyInfo &E : params) {
  5699. mat->set(E.name, src_mat->get(E.name));
  5700. }
  5701. }
  5702. }
  5703. set_material(mat);
  5704. }
  5705. void VisualShaderNodePortPreview::setup(const Ref<VisualShader> &p_shader, VisualShader::Type p_type, int p_node, int p_port, bool p_is_valid) {
  5706. shader = p_shader;
  5707. shader->connect_changed(callable_mp(this, &VisualShaderNodePortPreview::_shader_changed), CONNECT_DEFERRED);
  5708. type = p_type;
  5709. port = p_port;
  5710. node = p_node;
  5711. is_valid = p_is_valid;
  5712. queue_redraw();
  5713. _shader_changed();
  5714. }
  5715. Size2 VisualShaderNodePortPreview::get_minimum_size() const {
  5716. int port_preview_size = EDITOR_GET("editors/visual_editors/visual_shader/port_preview_size");
  5717. return Size2(port_preview_size, port_preview_size) * EDSCALE;
  5718. }
  5719. void VisualShaderNodePortPreview::_notification(int p_what) {
  5720. switch (p_what) {
  5721. case NOTIFICATION_DRAW: {
  5722. Vector<Vector2> points = {
  5723. Vector2(),
  5724. Vector2(get_size().width, 0),
  5725. get_size(),
  5726. Vector2(0, get_size().height)
  5727. };
  5728. Vector<Vector2> uvs = {
  5729. Vector2(0, 0),
  5730. Vector2(1, 0),
  5731. Vector2(1, 1),
  5732. Vector2(0, 1)
  5733. };
  5734. if (is_valid) {
  5735. Vector<Color> colors = {
  5736. Color(1, 1, 1, 1),
  5737. Color(1, 1, 1, 1),
  5738. Color(1, 1, 1, 1),
  5739. Color(1, 1, 1, 1)
  5740. };
  5741. draw_primitive(points, colors, uvs);
  5742. } else {
  5743. Vector<Color> colors = {
  5744. Color(0, 0, 0, 1),
  5745. Color(0, 0, 0, 1),
  5746. Color(0, 0, 0, 1),
  5747. Color(0, 0, 0, 1)
  5748. };
  5749. draw_primitive(points, colors, uvs);
  5750. }
  5751. } break;
  5752. }
  5753. }
  5754. void VisualShaderNodePortPreview::_bind_methods() {
  5755. }
  5756. //////////////////////////////////
  5757. String VisualShaderConversionPlugin::converts_to() const {
  5758. return "Shader";
  5759. }
  5760. bool VisualShaderConversionPlugin::handles(const Ref<Resource> &p_resource) const {
  5761. Ref<VisualShader> vshader = p_resource;
  5762. return vshader.is_valid();
  5763. }
  5764. Ref<Resource> VisualShaderConversionPlugin::convert(const Ref<Resource> &p_resource) const {
  5765. Ref<VisualShader> vshader = p_resource;
  5766. ERR_FAIL_COND_V(!vshader.is_valid(), Ref<Resource>());
  5767. Ref<Shader> shader;
  5768. shader.instantiate();
  5769. String code = vshader->get_code();
  5770. shader->set_code(code);
  5771. return shader;
  5772. }