visual_shader_editor_plugin.cpp 255 KB

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  1. /*************************************************************************/
  2. /* visual_shader_editor_plugin.cpp */
  3. /*************************************************************************/
  4. /* This file is part of: */
  5. /* GODOT ENGINE */
  6. /* https://godotengine.org */
  7. /*************************************************************************/
  8. /* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
  9. /* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
  10. /* */
  11. /* Permission is hereby granted, free of charge, to any person obtaining */
  12. /* a copy of this software and associated documentation files (the */
  13. /* "Software"), to deal in the Software without restriction, including */
  14. /* without limitation the rights to use, copy, modify, merge, publish, */
  15. /* distribute, sublicense, and/or sell copies of the Software, and to */
  16. /* permit persons to whom the Software is furnished to do so, subject to */
  17. /* the following conditions: */
  18. /* */
  19. /* The above copyright notice and this permission notice shall be */
  20. /* included in all copies or substantial portions of the Software. */
  21. /* */
  22. /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
  23. /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
  24. /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
  25. /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
  26. /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
  27. /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
  28. /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
  29. /*************************************************************************/
  30. #include "visual_shader_editor_plugin.h"
  31. #include "core/config/project_settings.h"
  32. #include "core/input/input.h"
  33. #include "core/io/resource_loader.h"
  34. #include "core/math/math_defs.h"
  35. #include "core/os/keyboard.h"
  36. #include "editor/editor_log.h"
  37. #include "editor/editor_properties.h"
  38. #include "editor/editor_scale.h"
  39. #include "scene/animation/animation_player.h"
  40. #include "scene/gui/menu_button.h"
  41. #include "scene/gui/panel.h"
  42. #include "scene/main/window.h"
  43. #include "scene/resources/visual_shader_nodes.h"
  44. #include "scene/resources/visual_shader_particle_nodes.h"
  45. #include "scene/resources/visual_shader_sdf_nodes.h"
  46. #include "servers/display_server.h"
  47. #include "servers/rendering/shader_types.h"
  48. struct FloatConstantDef {
  49. String name;
  50. float value = 0;
  51. String desc;
  52. };
  53. static FloatConstantDef float_constant_defs[] = {
  54. { "E", Math_E, TTR("E constant (2.718282). Represents the base of the natural logarithm.") },
  55. { "Epsilon", CMP_EPSILON, TTR("Epsilon constant (0.00001). Smallest possible scalar number.") },
  56. { "Phi", 1.618034f, TTR("Phi constant (1.618034). Golden ratio.") },
  57. { "Pi/4", Math_PI / 4, TTR("Pi/4 constant (0.785398) or 45 degrees.") },
  58. { "Pi/2", Math_PI / 2, TTR("Pi/2 constant (1.570796) or 90 degrees.") },
  59. { "Pi", Math_PI, TTR("Pi constant (3.141593) or 180 degrees.") },
  60. { "Tau", Math_TAU, TTR("Tau constant (6.283185) or 360 degrees.") },
  61. { "Sqrt2", Math_SQRT2, TTR("Sqrt2 constant (1.414214). Square root of 2.") }
  62. };
  63. const int MAX_FLOAT_CONST_DEFS = sizeof(float_constant_defs) / sizeof(FloatConstantDef);
  64. ///////////////////
  65. Control *VisualShaderNodePlugin::create_editor(const Ref<Resource> &p_parent_resource, const Ref<VisualShaderNode> &p_node) {
  66. if (get_script_instance()) {
  67. return get_script_instance()->call("_create_editor", p_parent_resource, p_node);
  68. }
  69. return nullptr;
  70. }
  71. void VisualShaderNodePlugin::_bind_methods() {
  72. BIND_VMETHOD(MethodInfo(Variant::OBJECT, "_create_editor", PropertyInfo(Variant::OBJECT, "parent_resource", PROPERTY_HINT_RESOURCE_TYPE, "Resource"), PropertyInfo(Variant::OBJECT, "for_node", PROPERTY_HINT_RESOURCE_TYPE, "VisualShaderNode")));
  73. }
  74. ///////////////////
  75. static Ref<StyleBoxEmpty> make_empty_stylebox(float p_margin_left = -1, float p_margin_top = -1, float p_margin_right = -1, float p_margin_bottom = -1) {
  76. Ref<StyleBoxEmpty> style(memnew(StyleBoxEmpty));
  77. style->set_default_margin(SIDE_LEFT, p_margin_left * EDSCALE);
  78. style->set_default_margin(SIDE_RIGHT, p_margin_right * EDSCALE);
  79. style->set_default_margin(SIDE_BOTTOM, p_margin_bottom * EDSCALE);
  80. style->set_default_margin(SIDE_TOP, p_margin_top * EDSCALE);
  81. return style;
  82. }
  83. ///////////////////
  84. VisualShaderGraphPlugin::VisualShaderGraphPlugin() {
  85. }
  86. void VisualShaderGraphPlugin::_bind_methods() {
  87. ClassDB::bind_method("add_node", &VisualShaderGraphPlugin::add_node);
  88. ClassDB::bind_method("remove_node", &VisualShaderGraphPlugin::remove_node);
  89. ClassDB::bind_method("connect_nodes", &VisualShaderGraphPlugin::connect_nodes);
  90. ClassDB::bind_method("disconnect_nodes", &VisualShaderGraphPlugin::disconnect_nodes);
  91. ClassDB::bind_method("set_node_position", &VisualShaderGraphPlugin::set_node_position);
  92. ClassDB::bind_method("set_node_size", &VisualShaderGraphPlugin::set_node_size);
  93. ClassDB::bind_method("update_node", &VisualShaderGraphPlugin::update_node);
  94. ClassDB::bind_method("update_node_deferred", &VisualShaderGraphPlugin::update_node_deferred);
  95. ClassDB::bind_method("set_input_port_default_value", &VisualShaderGraphPlugin::set_input_port_default_value);
  96. ClassDB::bind_method("set_uniform_name", &VisualShaderGraphPlugin::set_uniform_name);
  97. ClassDB::bind_method("set_expression", &VisualShaderGraphPlugin::set_expression);
  98. ClassDB::bind_method("update_curve", &VisualShaderGraphPlugin::update_curve);
  99. ClassDB::bind_method("update_curve_xyz", &VisualShaderGraphPlugin::update_curve_xyz);
  100. ClassDB::bind_method("update_constant", &VisualShaderGraphPlugin::update_constant);
  101. }
  102. void VisualShaderGraphPlugin::register_shader(VisualShader *p_shader) {
  103. visual_shader = Ref<VisualShader>(p_shader);
  104. }
  105. void VisualShaderGraphPlugin::set_connections(List<VisualShader::Connection> &p_connections) {
  106. connections = p_connections;
  107. }
  108. void VisualShaderGraphPlugin::show_port_preview(VisualShader::Type p_type, int p_node_id, int p_port_id) {
  109. if (visual_shader->get_shader_type() == p_type && links.has(p_node_id) && links[p_node_id].output_ports.has(p_port_id)) {
  110. for (Map<int, Port>::Element *E = links[p_node_id].output_ports.front(); E; E = E->next()) {
  111. if (E->value().preview_button != nullptr) {
  112. E->value().preview_button->set_pressed(false);
  113. }
  114. }
  115. if (links[p_node_id].preview_visible && !is_dirty() && links[p_node_id].preview_box != nullptr) {
  116. links[p_node_id].graph_node->remove_child(links[p_node_id].preview_box);
  117. memdelete(links[p_node_id].preview_box);
  118. links[p_node_id].graph_node->set_size(Vector2(-1, -1));
  119. links[p_node_id].preview_visible = false;
  120. }
  121. if (p_port_id != -1 && links[p_node_id].output_ports[p_port_id].preview_button != nullptr) {
  122. if (is_dirty()) {
  123. links[p_node_id].preview_pos = links[p_node_id].graph_node->get_child_count();
  124. }
  125. VBoxContainer *vbox = memnew(VBoxContainer);
  126. links[p_node_id].graph_node->add_child(vbox);
  127. if (links[p_node_id].preview_pos != -1) {
  128. links[p_node_id].graph_node->move_child(vbox, links[p_node_id].preview_pos);
  129. }
  130. Control *offset = memnew(Control);
  131. offset->set_custom_minimum_size(Size2(0, 5 * EDSCALE));
  132. vbox->add_child(offset);
  133. VisualShaderNodePortPreview *port_preview = memnew(VisualShaderNodePortPreview);
  134. port_preview->setup(visual_shader, visual_shader->get_shader_type(), p_node_id, p_port_id);
  135. port_preview->set_h_size_flags(Control::SIZE_SHRINK_CENTER);
  136. vbox->add_child(port_preview);
  137. links[p_node_id].preview_visible = true;
  138. links[p_node_id].preview_box = vbox;
  139. links[p_node_id].output_ports[p_port_id].preview_button->set_pressed(true);
  140. }
  141. }
  142. }
  143. void VisualShaderGraphPlugin::update_node_deferred(VisualShader::Type p_type, int p_node_id) {
  144. call_deferred(SNAME("update_node"), p_type, p_node_id);
  145. }
  146. void VisualShaderGraphPlugin::update_node(VisualShader::Type p_type, int p_node_id) {
  147. if (p_type != visual_shader->get_shader_type() || !links.has(p_node_id)) {
  148. return;
  149. }
  150. remove_node(p_type, p_node_id);
  151. add_node(p_type, p_node_id);
  152. }
  153. void VisualShaderGraphPlugin::set_input_port_default_value(VisualShader::Type p_type, int p_node_id, int p_port_id, Variant p_value) {
  154. if (p_type != visual_shader->get_shader_type() || !links.has(p_node_id)) {
  155. return;
  156. }
  157. Button *button = links[p_node_id].input_ports[p_port_id].default_input_button;
  158. switch (p_value.get_type()) {
  159. case Variant::COLOR: {
  160. button->set_custom_minimum_size(Size2(30, 0) * EDSCALE);
  161. if (!button->is_connected("draw", callable_mp(VisualShaderEditor::get_singleton(), &VisualShaderEditor::_draw_color_over_button))) {
  162. button->connect("draw", callable_mp(VisualShaderEditor::get_singleton(), &VisualShaderEditor::_draw_color_over_button), varray(button, p_value));
  163. }
  164. } break;
  165. case Variant::BOOL: {
  166. button->set_text(((bool)p_value) ? "true" : "false");
  167. } break;
  168. case Variant::INT:
  169. case Variant::FLOAT: {
  170. button->set_text(String::num(p_value, 4));
  171. } break;
  172. case Variant::VECTOR3: {
  173. Vector3 v = p_value;
  174. button->set_text(String::num(v.x, 3) + "," + String::num(v.y, 3) + "," + String::num(v.z, 3));
  175. } break;
  176. default: {
  177. }
  178. }
  179. }
  180. void VisualShaderGraphPlugin::set_uniform_name(VisualShader::Type p_type, int p_node_id, const String &p_name) {
  181. if (visual_shader->get_shader_type() == p_type && links.has(p_node_id) && links[p_node_id].uniform_name != nullptr) {
  182. links[p_node_id].uniform_name->set_text(p_name);
  183. }
  184. }
  185. void VisualShaderGraphPlugin::update_curve(int p_node_id) {
  186. if (links.has(p_node_id) && links[p_node_id].curve_editors[0]) {
  187. if (((VisualShaderNodeCurveTexture *)links[p_node_id].visual_node)->get_texture().is_valid()) {
  188. links[p_node_id].curve_editors[0]->set_curve(((VisualShaderNodeCurveTexture *)links[p_node_id].visual_node)->get_texture()->get_curve());
  189. }
  190. }
  191. }
  192. void VisualShaderGraphPlugin::update_curve_xyz(int p_node_id) {
  193. 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]) {
  194. if (((VisualShaderNodeCurveXYZTexture *)links[p_node_id].visual_node)->get_texture().is_valid()) {
  195. links[p_node_id].curve_editors[0]->set_curve(((VisualShaderNodeCurveXYZTexture *)links[p_node_id].visual_node)->get_texture()->get_curve_x());
  196. links[p_node_id].curve_editors[1]->set_curve(((VisualShaderNodeCurveXYZTexture *)links[p_node_id].visual_node)->get_texture()->get_curve_y());
  197. links[p_node_id].curve_editors[2]->set_curve(((VisualShaderNodeCurveXYZTexture *)links[p_node_id].visual_node)->get_texture()->get_curve_z());
  198. }
  199. }
  200. }
  201. int VisualShaderGraphPlugin::get_constant_index(float p_constant) const {
  202. for (int i = 0; i < MAX_FLOAT_CONST_DEFS; i++) {
  203. if (Math::is_equal_approx(p_constant, float_constant_defs[i].value)) {
  204. return i + 1;
  205. }
  206. }
  207. return 0;
  208. }
  209. void VisualShaderGraphPlugin::update_constant(VisualShader::Type p_type, int p_node_id) {
  210. if (p_type != visual_shader->get_shader_type() || !links.has(p_node_id) || !links[p_node_id].const_op) {
  211. return;
  212. }
  213. VisualShaderNodeFloatConstant *float_const = Object::cast_to<VisualShaderNodeFloatConstant>(links[p_node_id].visual_node);
  214. if (!float_const) {
  215. return;
  216. }
  217. links[p_node_id].const_op->select(get_constant_index(float_const->get_constant()));
  218. links[p_node_id].graph_node->set_size(Size2(-1, -1));
  219. }
  220. void VisualShaderGraphPlugin::set_expression(VisualShader::Type p_type, int p_node_id, const String &p_expression) {
  221. if (p_type != visual_shader->get_shader_type() || !links.has(p_node_id) || !links[p_node_id].expression_edit) {
  222. return;
  223. }
  224. links[p_node_id].expression_edit->set_text(p_expression);
  225. }
  226. void VisualShaderGraphPlugin::update_node_size(int p_node_id) {
  227. if (!links.has(p_node_id)) {
  228. return;
  229. }
  230. links[p_node_id].graph_node->set_size(Size2(-1, -1));
  231. }
  232. void VisualShaderGraphPlugin::register_default_input_button(int p_node_id, int p_port_id, Button *p_button) {
  233. links[p_node_id].input_ports.insert(p_port_id, { p_button });
  234. }
  235. void VisualShaderGraphPlugin::register_constant_option_btn(int p_node_id, OptionButton *p_button) {
  236. links[p_node_id].const_op = p_button;
  237. }
  238. void VisualShaderGraphPlugin::register_expression_edit(int p_node_id, CodeEdit *p_expression_edit) {
  239. links[p_node_id].expression_edit = p_expression_edit;
  240. }
  241. void VisualShaderGraphPlugin::register_curve_editor(int p_node_id, int p_index, CurveEditor *p_curve_editor) {
  242. links[p_node_id].curve_editors[p_index] = p_curve_editor;
  243. }
  244. void VisualShaderGraphPlugin::update_uniform_refs() {
  245. for (Map<int, Link>::Element *E = links.front(); E; E = E->next()) {
  246. VisualShaderNodeUniformRef *ref = Object::cast_to<VisualShaderNodeUniformRef>(E->get().visual_node);
  247. if (ref) {
  248. remove_node(E->get().type, E->key());
  249. add_node(E->get().type, E->key());
  250. }
  251. }
  252. }
  253. VisualShader::Type VisualShaderGraphPlugin::get_shader_type() const {
  254. return visual_shader->get_shader_type();
  255. }
  256. void VisualShaderGraphPlugin::set_node_position(VisualShader::Type p_type, int p_id, const Vector2 &p_position) {
  257. if (visual_shader->get_shader_type() == p_type && links.has(p_id)) {
  258. links[p_id].graph_node->set_position_offset(p_position);
  259. }
  260. }
  261. void VisualShaderGraphPlugin::set_node_size(VisualShader::Type p_type, int p_id, const Vector2 &p_size) {
  262. if (visual_shader->get_shader_type() == p_type && links.has(p_id)) {
  263. links[p_id].graph_node->set_size(p_size);
  264. }
  265. }
  266. bool VisualShaderGraphPlugin::is_preview_visible(int p_id) const {
  267. return links[p_id].preview_visible;
  268. }
  269. void VisualShaderGraphPlugin::clear_links() {
  270. links.clear();
  271. }
  272. bool VisualShaderGraphPlugin::is_dirty() const {
  273. return dirty;
  274. }
  275. void VisualShaderGraphPlugin::make_dirty(bool p_enabled) {
  276. dirty = p_enabled;
  277. }
  278. void VisualShaderGraphPlugin::register_link(VisualShader::Type p_type, int p_id, VisualShaderNode *p_visual_node, GraphNode *p_graph_node) {
  279. links.insert(p_id, { p_type, p_visual_node, p_graph_node, p_visual_node->get_output_port_for_preview() != -1, -1, Map<int, InputPort>(), Map<int, Port>(), nullptr, nullptr, nullptr, nullptr, { nullptr, nullptr, nullptr } });
  280. }
  281. void VisualShaderGraphPlugin::register_output_port(int p_node_id, int p_port, TextureButton *p_button) {
  282. links[p_node_id].output_ports.insert(p_port, { p_button });
  283. }
  284. void VisualShaderGraphPlugin::register_uniform_name(int p_node_id, LineEdit *p_uniform_name) {
  285. links[p_node_id].uniform_name = p_uniform_name;
  286. }
  287. void VisualShaderGraphPlugin::update_theme() {
  288. vector_expanded_color[0] = VisualShaderEditor::get_singleton()->get_theme_color(SNAME("axis_x_color"), SNAME("Editor")); // red
  289. vector_expanded_color[1] = VisualShaderEditor::get_singleton()->get_theme_color(SNAME("axis_y_color"), SNAME("Editor")); // green
  290. vector_expanded_color[2] = VisualShaderEditor::get_singleton()->get_theme_color(SNAME("axis_z_color"), SNAME("Editor")); // blue
  291. }
  292. void VisualShaderGraphPlugin::add_node(VisualShader::Type p_type, int p_id) {
  293. if (p_type != visual_shader->get_shader_type()) {
  294. return;
  295. }
  296. Control *offset;
  297. static Ref<StyleBoxEmpty> label_style = make_empty_stylebox(2, 1, 2, 1);
  298. static const Color type_color[6] = {
  299. Color(0.38, 0.85, 0.96), // scalar (float)
  300. Color(0.49, 0.78, 0.94), // scalar (int)
  301. Color(0.84, 0.49, 0.93), // vector
  302. Color(0.55, 0.65, 0.94), // boolean
  303. Color(0.96, 0.66, 0.43), // transform
  304. Color(1.0, 1.0, 0.0), // sampler
  305. };
  306. static const String vector_expanded_name[3] = {
  307. "red",
  308. "green",
  309. "blue"
  310. };
  311. Ref<VisualShaderNode> vsnode = visual_shader->get_node(p_type, p_id);
  312. Ref<VisualShaderNodeResizableBase> resizable_node = Object::cast_to<VisualShaderNodeResizableBase>(vsnode.ptr());
  313. bool is_resizable = !resizable_node.is_null();
  314. Size2 size = Size2(0, 0);
  315. Ref<VisualShaderNodeGroupBase> group_node = Object::cast_to<VisualShaderNodeGroupBase>(vsnode.ptr());
  316. bool is_group = !group_node.is_null();
  317. bool is_comment = false;
  318. Ref<VisualShaderNodeExpression> expression_node = Object::cast_to<VisualShaderNodeExpression>(group_node.ptr());
  319. bool is_expression = !expression_node.is_null();
  320. String expression = "";
  321. VisualShaderNodeCustom *custom_node = Object::cast_to<VisualShaderNodeCustom>(vsnode.ptr());
  322. if (custom_node) {
  323. custom_node->_set_initialized(true);
  324. }
  325. GraphNode *node = memnew(GraphNode);
  326. register_link(p_type, p_id, vsnode.ptr(), node);
  327. if (is_resizable) {
  328. size = resizable_node->get_size();
  329. node->set_resizable(true);
  330. node->connect("resize_request", callable_mp(VisualShaderEditor::get_singleton(), &VisualShaderEditor::_node_resized), varray((int)p_type, p_id));
  331. }
  332. if (is_expression) {
  333. expression = expression_node->get_expression();
  334. }
  335. node->set_position_offset(visual_shader->get_node_position(p_type, p_id));
  336. node->set_title(vsnode->get_caption());
  337. node->set_name(itos(p_id));
  338. if (p_id >= 2) {
  339. node->set_show_close_button(true);
  340. node->connect("close_request", callable_mp(VisualShaderEditor::get_singleton(), &VisualShaderEditor::_delete_node_request), varray(p_type, p_id), CONNECT_DEFERRED);
  341. }
  342. node->connect("dragged", callable_mp(VisualShaderEditor::get_singleton(), &VisualShaderEditor::_node_dragged), varray(p_id));
  343. Control *custom_editor = nullptr;
  344. int port_offset = 1;
  345. Control *content_offset = memnew(Control);
  346. content_offset->set_custom_minimum_size(Size2(0, 5 * EDSCALE));
  347. node->add_child(content_offset);
  348. if (is_group) {
  349. port_offset += 1;
  350. }
  351. if (is_resizable) {
  352. Ref<VisualShaderNodeComment> comment_node = Object::cast_to<VisualShaderNodeComment>(vsnode.ptr());
  353. if (comment_node.is_valid()) {
  354. is_comment = true;
  355. node->set_comment(true);
  356. Label *comment_label = memnew(Label);
  357. node->add_child(comment_label);
  358. comment_label->set_h_size_flags(Control::SIZE_EXPAND_FILL);
  359. comment_label->set_v_size_flags(Control::SIZE_EXPAND_FILL);
  360. comment_label->set_text(comment_node->get_description());
  361. }
  362. }
  363. Ref<VisualShaderNodeParticleEmit> emit = vsnode;
  364. if (emit.is_valid()) {
  365. node->set_custom_minimum_size(Size2(200 * EDSCALE, 0));
  366. }
  367. Ref<VisualShaderNodeUniform> uniform = vsnode;
  368. if (uniform.is_valid()) {
  369. VisualShaderEditor::get_singleton()->graph->add_child(node);
  370. VisualShaderEditor::get_singleton()->_update_created_node(node);
  371. LineEdit *uniform_name = memnew(LineEdit);
  372. register_uniform_name(p_id, uniform_name);
  373. uniform_name->set_text(uniform->get_uniform_name());
  374. node->add_child(uniform_name);
  375. uniform_name->connect("text_submitted", callable_mp(VisualShaderEditor::get_singleton(), &VisualShaderEditor::_uniform_line_edit_changed), varray(p_id));
  376. uniform_name->connect("focus_exited", callable_mp(VisualShaderEditor::get_singleton(), &VisualShaderEditor::_uniform_line_edit_focus_out), varray(uniform_name, p_id));
  377. if (vsnode->get_input_port_count() == 0 && vsnode->get_output_port_count() == 1 && vsnode->get_output_port_name(0) == "") {
  378. //shortcut
  379. VisualShaderNode::PortType port_right = vsnode->get_output_port_type(0);
  380. node->set_slot(1, false, VisualShaderNode::PORT_TYPE_SCALAR, Color(), true, port_right, type_color[port_right]);
  381. if (!vsnode->is_use_prop_slots()) {
  382. return;
  383. }
  384. }
  385. port_offset++;
  386. }
  387. for (int i = 0; i < VisualShaderEditor::get_singleton()->plugins.size(); i++) {
  388. vsnode->set_meta("id", p_id);
  389. vsnode->set_meta("shader_type", (int)p_type);
  390. custom_editor = VisualShaderEditor::get_singleton()->plugins.write[i]->create_editor(visual_shader, vsnode);
  391. vsnode->remove_meta("id");
  392. vsnode->remove_meta("shader_type");
  393. if (custom_editor) {
  394. if (vsnode->is_show_prop_names()) {
  395. custom_editor->call_deferred(SNAME("_show_prop_names"), true);
  396. }
  397. break;
  398. }
  399. }
  400. Ref<VisualShaderNodeCurveTexture> curve = vsnode;
  401. if (curve.is_valid()) {
  402. if (curve->get_texture().is_valid() && !curve->get_texture()->is_connected("changed", callable_mp(VisualShaderEditor::get_singleton()->get_graph_plugin(), &VisualShaderGraphPlugin::update_curve))) {
  403. curve->get_texture()->connect("changed", callable_mp(VisualShaderEditor::get_singleton()->get_graph_plugin(), &VisualShaderGraphPlugin::update_curve), varray(p_id));
  404. }
  405. HBoxContainer *hbox = memnew(HBoxContainer);
  406. custom_editor->set_h_size_flags(Control::SIZE_EXPAND_FILL);
  407. hbox->add_child(custom_editor);
  408. custom_editor = hbox;
  409. }
  410. Ref<VisualShaderNodeCurveXYZTexture> curve_xyz = vsnode;
  411. if (curve_xyz.is_valid()) {
  412. if (curve_xyz->get_texture().is_valid() && !curve_xyz->get_texture()->is_connected("changed", callable_mp(VisualShaderEditor::get_singleton()->get_graph_plugin(), &VisualShaderGraphPlugin::update_curve_xyz))) {
  413. curve_xyz->get_texture()->connect("changed", callable_mp(VisualShaderEditor::get_singleton()->get_graph_plugin(), &VisualShaderGraphPlugin::update_curve_xyz), varray(p_id));
  414. }
  415. HBoxContainer *hbox = memnew(HBoxContainer);
  416. custom_editor->set_h_size_flags(Control::SIZE_EXPAND_FILL);
  417. hbox->add_child(custom_editor);
  418. custom_editor = hbox;
  419. }
  420. Ref<VisualShaderNodeFloatConstant> float_const = vsnode;
  421. if (float_const.is_valid()) {
  422. HBoxContainer *hbox = memnew(HBoxContainer);
  423. hbox->add_child(custom_editor);
  424. OptionButton *btn = memnew(OptionButton);
  425. hbox->add_child(btn);
  426. register_constant_option_btn(p_id, btn);
  427. btn->add_item("");
  428. for (int i = 0; i < MAX_FLOAT_CONST_DEFS; i++) {
  429. btn->add_item(float_constant_defs[i].name);
  430. }
  431. btn->select(get_constant_index(float_const->get_constant()));
  432. btn->connect("item_selected", callable_mp(VisualShaderEditor::get_singleton(), &VisualShaderEditor::_float_constant_selected), varray(p_id));
  433. custom_editor = hbox;
  434. }
  435. if (custom_editor && !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) == "")) {
  436. //will be embedded in first port
  437. } else if (custom_editor) {
  438. port_offset++;
  439. node->add_child(custom_editor);
  440. bool is_curve = curve.is_valid() || curve_xyz.is_valid();
  441. if (is_curve) {
  442. VisualShaderEditor::get_singleton()->graph->add_child(node);
  443. VisualShaderEditor::get_singleton()->_update_created_node(node);
  444. TextureButton *preview = memnew(TextureButton);
  445. preview->set_toggle_mode(true);
  446. preview->set_normal_texture(VisualShaderEditor::get_singleton()->get_theme_icon(SNAME("GuiVisibilityHidden"), SNAME("EditorIcons")));
  447. preview->set_pressed_texture(VisualShaderEditor::get_singleton()->get_theme_icon(SNAME("GuiVisibilityVisible"), SNAME("EditorIcons")));
  448. preview->set_v_size_flags(Control::SIZE_SHRINK_CENTER);
  449. register_output_port(p_id, 0, preview);
  450. preview->connect("pressed", callable_mp(VisualShaderEditor::get_singleton(), &VisualShaderEditor::_preview_select_port), varray(p_id, 0), CONNECT_DEFERRED);
  451. custom_editor->add_child(preview);
  452. if (vsnode->get_output_port_for_preview() >= 0) {
  453. show_port_preview(p_type, p_id, vsnode->get_output_port_for_preview());
  454. }
  455. }
  456. if (curve.is_valid()) {
  457. CurveEditor *curve_editor = memnew(CurveEditor);
  458. node->add_child(curve_editor);
  459. register_curve_editor(p_id, 0, curve_editor);
  460. curve_editor->set_custom_minimum_size(Size2(300, 0));
  461. curve_editor->set_h_size_flags(Control::SIZE_EXPAND_FILL);
  462. if (curve->get_texture().is_valid()) {
  463. curve_editor->set_curve(curve->get_texture()->get_curve());
  464. }
  465. }
  466. if (curve_xyz.is_valid()) {
  467. CurveEditor *curve_editor_x = memnew(CurveEditor);
  468. node->add_child(curve_editor_x);
  469. register_curve_editor(p_id, 0, curve_editor_x);
  470. curve_editor_x->set_custom_minimum_size(Size2(300, 0));
  471. curve_editor_x->set_h_size_flags(Control::SIZE_EXPAND_FILL);
  472. if (curve_xyz->get_texture().is_valid()) {
  473. curve_editor_x->set_curve(curve_xyz->get_texture()->get_curve_x());
  474. }
  475. CurveEditor *curve_editor_y = memnew(CurveEditor);
  476. node->add_child(curve_editor_y);
  477. register_curve_editor(p_id, 1, curve_editor_y);
  478. curve_editor_y->set_custom_minimum_size(Size2(300, 0));
  479. curve_editor_y->set_h_size_flags(Control::SIZE_EXPAND_FILL);
  480. if (curve_xyz->get_texture().is_valid()) {
  481. curve_editor_y->set_curve(curve_xyz->get_texture()->get_curve_y());
  482. }
  483. CurveEditor *curve_editor_z = memnew(CurveEditor);
  484. node->add_child(curve_editor_z);
  485. register_curve_editor(p_id, 2, curve_editor_z);
  486. curve_editor_z->set_custom_minimum_size(Size2(300, 0));
  487. curve_editor_z->set_h_size_flags(Control::SIZE_EXPAND_FILL);
  488. if (curve_xyz->get_texture().is_valid()) {
  489. curve_editor_z->set_curve(curve_xyz->get_texture()->get_curve_z());
  490. }
  491. }
  492. if (is_curve) {
  493. VisualShaderNode::PortType port_left = vsnode->get_input_port_type(0);
  494. VisualShaderNode::PortType port_right = vsnode->get_output_port_type(0);
  495. node->set_slot(1, true, port_left, type_color[port_left], true, port_right, type_color[port_right]);
  496. VisualShaderEditor::get_singleton()->call_deferred(SNAME("_set_node_size"), (int)p_type, p_id, size);
  497. }
  498. if (vsnode->is_use_prop_slots()) {
  499. return;
  500. }
  501. custom_editor = nullptr;
  502. }
  503. if (is_group) {
  504. if (group_node->is_editable()) {
  505. HBoxContainer *hb2 = memnew(HBoxContainer);
  506. String input_port_name = "input" + itos(group_node->get_free_input_port_id());
  507. String output_port_name = "output" + itos(group_node->get_free_output_port_id());
  508. for (int i = 0; i < MAX(vsnode->get_input_port_count(), vsnode->get_output_port_count()); i++) {
  509. if (i < vsnode->get_input_port_count()) {
  510. if (input_port_name == vsnode->get_input_port_name(i)) {
  511. input_port_name = "_" + input_port_name;
  512. }
  513. }
  514. if (i < vsnode->get_output_port_count()) {
  515. if (output_port_name == vsnode->get_output_port_name(i)) {
  516. output_port_name = "_" + output_port_name;
  517. }
  518. }
  519. }
  520. Button *add_input_btn = memnew(Button);
  521. add_input_btn->set_text(TTR("Add Input"));
  522. add_input_btn->connect("pressed", callable_mp(VisualShaderEditor::get_singleton(), &VisualShaderEditor::_add_input_port), varray(p_id, group_node->get_free_input_port_id(), VisualShaderNode::PORT_TYPE_VECTOR, input_port_name), CONNECT_DEFERRED);
  523. hb2->add_child(add_input_btn);
  524. hb2->add_spacer();
  525. Button *add_output_btn = memnew(Button);
  526. add_output_btn->set_text(TTR("Add Output"));
  527. add_output_btn->connect("pressed", callable_mp(VisualShaderEditor::get_singleton(), &VisualShaderEditor::_add_output_port), varray(p_id, group_node->get_free_output_port_id(), VisualShaderNode::PORT_TYPE_VECTOR, output_port_name), CONNECT_DEFERRED);
  528. hb2->add_child(add_output_btn);
  529. node->add_child(hb2);
  530. }
  531. }
  532. int output_port_count = 0;
  533. for (int i = 0; i < vsnode->get_output_port_count(); i++) {
  534. if (vsnode->_is_output_port_expanded(i)) {
  535. if (vsnode->get_output_port_type(i) == VisualShaderNode::PORT_TYPE_VECTOR) {
  536. output_port_count += 3;
  537. }
  538. }
  539. output_port_count++;
  540. }
  541. int max_ports = MAX(vsnode->get_input_port_count(), output_port_count);
  542. VisualShaderNode::PortType expanded_type = VisualShaderNode::PORT_TYPE_SCALAR;
  543. int expanded_port_counter = 0;
  544. for (int i = 0, j = 0; i < max_ports; i++, j++) {
  545. if (expanded_type == VisualShaderNode::PORT_TYPE_VECTOR && expanded_port_counter >= 3) {
  546. expanded_type = VisualShaderNode::PORT_TYPE_SCALAR;
  547. expanded_port_counter = 0;
  548. i -= 3;
  549. }
  550. if (vsnode->is_port_separator(i)) {
  551. node->add_child(memnew(HSeparator));
  552. port_offset++;
  553. }
  554. bool valid_left = j < vsnode->get_input_port_count();
  555. VisualShaderNode::PortType port_left = VisualShaderNode::PORT_TYPE_SCALAR;
  556. bool port_left_used = false;
  557. String name_left;
  558. if (valid_left) {
  559. name_left = vsnode->get_input_port_name(i);
  560. port_left = vsnode->get_input_port_type(i);
  561. for (const VisualShader::Connection &E : connections) {
  562. if (E.to_node == p_id && E.to_port == j) {
  563. port_left_used = true;
  564. }
  565. }
  566. }
  567. bool valid_right = true;
  568. VisualShaderNode::PortType port_right = VisualShaderNode::PORT_TYPE_SCALAR;
  569. String name_right;
  570. if (expanded_type == VisualShaderNode::PORT_TYPE_SCALAR) {
  571. valid_right = i < vsnode->get_output_port_count();
  572. if (valid_right) {
  573. name_right = vsnode->get_output_port_name(i);
  574. port_right = vsnode->get_output_port_type(i);
  575. }
  576. } else {
  577. name_right = vector_expanded_name[expanded_port_counter++];
  578. }
  579. HBoxContainer *hb = memnew(HBoxContainer);
  580. hb->add_theme_constant_override("separation", 7 * EDSCALE);
  581. Variant default_value;
  582. if (valid_left && !port_left_used) {
  583. default_value = vsnode->get_input_port_default_value(i);
  584. }
  585. Button *button = memnew(Button);
  586. hb->add_child(button);
  587. register_default_input_button(p_id, i, button);
  588. button->connect("pressed", callable_mp(VisualShaderEditor::get_singleton(), &VisualShaderEditor::_edit_port_default_input), varray(button, p_id, i));
  589. if (default_value.get_type() != Variant::NIL) { // only a label
  590. set_input_port_default_value(p_type, p_id, i, default_value);
  591. } else {
  592. button->hide();
  593. }
  594. if (i == 0 && custom_editor) {
  595. hb->add_child(custom_editor);
  596. custom_editor->set_h_size_flags(Control::SIZE_EXPAND_FILL);
  597. } else {
  598. if (valid_left) {
  599. if (is_group) {
  600. OptionButton *type_box = memnew(OptionButton);
  601. hb->add_child(type_box);
  602. type_box->add_item(TTR("Float"));
  603. type_box->add_item(TTR("Int"));
  604. type_box->add_item(TTR("Vector"));
  605. type_box->add_item(TTR("Boolean"));
  606. type_box->add_item(TTR("Transform"));
  607. type_box->add_item(TTR("Sampler"));
  608. type_box->select(group_node->get_input_port_type(i));
  609. type_box->set_custom_minimum_size(Size2(100 * EDSCALE, 0));
  610. type_box->connect("item_selected", callable_mp(VisualShaderEditor::get_singleton(), &VisualShaderEditor::_change_input_port_type), varray(p_id, i), CONNECT_DEFERRED);
  611. LineEdit *name_box = memnew(LineEdit);
  612. hb->add_child(name_box);
  613. name_box->set_custom_minimum_size(Size2(65 * EDSCALE, 0));
  614. name_box->set_h_size_flags(Control::SIZE_EXPAND_FILL);
  615. name_box->set_text(name_left);
  616. name_box->connect("text_submitted", callable_mp(VisualShaderEditor::get_singleton(), &VisualShaderEditor::_change_input_port_name), varray(name_box, p_id, i), CONNECT_DEFERRED);
  617. name_box->connect("focus_exited", callable_mp(VisualShaderEditor::get_singleton(), &VisualShaderEditor::_port_name_focus_out), varray(name_box, p_id, i, false), CONNECT_DEFERRED);
  618. Button *remove_btn = memnew(Button);
  619. remove_btn->set_icon(EditorNode::get_singleton()->get_gui_base()->get_theme_icon(SNAME("Remove"), SNAME("EditorIcons")));
  620. remove_btn->set_tooltip(TTR("Remove") + " " + name_left);
  621. remove_btn->connect("pressed", callable_mp(VisualShaderEditor::get_singleton(), &VisualShaderEditor::_remove_input_port), varray(p_id, i), CONNECT_DEFERRED);
  622. hb->add_child(remove_btn);
  623. } else {
  624. Label *label = memnew(Label);
  625. label->set_text(name_left);
  626. label->add_theme_style_override("normal", label_style); //more compact
  627. hb->add_child(label);
  628. if (vsnode->get_input_port_default_hint(i) != "" && !port_left_used) {
  629. Label *hint_label = memnew(Label);
  630. hint_label->set_text("[" + vsnode->get_input_port_default_hint(i) + "]");
  631. hint_label->add_theme_color_override("font_color", VisualShaderEditor::get_singleton()->get_theme_color(SNAME("font_readonly_color"), SNAME("TextEdit")));
  632. hint_label->add_theme_style_override("normal", label_style);
  633. hb->add_child(hint_label);
  634. }
  635. }
  636. }
  637. if (!is_group) {
  638. hb->add_spacer();
  639. }
  640. if (valid_right) {
  641. if (is_group) {
  642. Button *remove_btn = memnew(Button);
  643. remove_btn->set_icon(EditorNode::get_singleton()->get_gui_base()->get_theme_icon(SNAME("Remove"), SNAME("EditorIcons")));
  644. remove_btn->set_tooltip(TTR("Remove") + " " + name_left);
  645. remove_btn->connect("pressed", callable_mp(VisualShaderEditor::get_singleton(), &VisualShaderEditor::_remove_output_port), varray(p_id, i), CONNECT_DEFERRED);
  646. hb->add_child(remove_btn);
  647. LineEdit *name_box = memnew(LineEdit);
  648. hb->add_child(name_box);
  649. name_box->set_custom_minimum_size(Size2(65 * EDSCALE, 0));
  650. name_box->set_h_size_flags(Control::SIZE_EXPAND_FILL);
  651. name_box->set_text(name_right);
  652. name_box->connect("text_submitted", callable_mp(VisualShaderEditor::get_singleton(), &VisualShaderEditor::_change_output_port_name), varray(name_box, p_id, i), CONNECT_DEFERRED);
  653. name_box->connect("focus_exited", callable_mp(VisualShaderEditor::get_singleton(), &VisualShaderEditor::_port_name_focus_out), varray(name_box, p_id, i, true), CONNECT_DEFERRED);
  654. OptionButton *type_box = memnew(OptionButton);
  655. hb->add_child(type_box);
  656. type_box->add_item(TTR("Float"));
  657. type_box->add_item(TTR("Int"));
  658. type_box->add_item(TTR("Vector"));
  659. type_box->add_item(TTR("Boolean"));
  660. type_box->add_item(TTR("Transform"));
  661. type_box->select(group_node->get_output_port_type(i));
  662. type_box->set_custom_minimum_size(Size2(100 * EDSCALE, 0));
  663. type_box->connect("item_selected", callable_mp(VisualShaderEditor::get_singleton(), &VisualShaderEditor::_change_output_port_type), varray(p_id, i), CONNECT_DEFERRED);
  664. } else {
  665. Label *label = memnew(Label);
  666. label->set_text(name_right);
  667. label->add_theme_style_override("normal", label_style); //more compact
  668. hb->add_child(label);
  669. }
  670. }
  671. }
  672. if (valid_right) {
  673. if (vsnode->is_output_port_expandable(i)) {
  674. TextureButton *expand = memnew(TextureButton);
  675. expand->set_toggle_mode(true);
  676. expand->set_normal_texture(VisualShaderEditor::get_singleton()->get_theme_icon(SNAME("GuiTreeArrowDown"), SNAME("EditorIcons")));
  677. expand->set_pressed_texture(VisualShaderEditor::get_singleton()->get_theme_icon(SNAME("GuiTreeArrowRight"), SNAME("EditorIcons")));
  678. expand->set_v_size_flags(Control::SIZE_SHRINK_CENTER);
  679. expand->set_pressed(vsnode->_is_output_port_expanded(i));
  680. expand->connect("pressed", callable_mp(VisualShaderEditor::get_singleton(), &VisualShaderEditor::_expand_output_port), varray(p_id, i, !vsnode->_is_output_port_expanded(i)), CONNECT_DEFERRED);
  681. hb->add_child(expand);
  682. }
  683. if (visual_shader->get_shader_type() == VisualShader::TYPE_FRAGMENT && port_right != VisualShaderNode::PORT_TYPE_TRANSFORM && port_right != VisualShaderNode::PORT_TYPE_SAMPLER) {
  684. TextureButton *preview = memnew(TextureButton);
  685. preview->set_toggle_mode(true);
  686. preview->set_normal_texture(VisualShaderEditor::get_singleton()->get_theme_icon(SNAME("GuiVisibilityHidden"), SNAME("EditorIcons")));
  687. preview->set_pressed_texture(VisualShaderEditor::get_singleton()->get_theme_icon(SNAME("GuiVisibilityVisible"), SNAME("EditorIcons")));
  688. preview->set_v_size_flags(Control::SIZE_SHRINK_CENTER);
  689. register_output_port(p_id, j, preview);
  690. preview->connect("pressed", callable_mp(VisualShaderEditor::get_singleton(), &VisualShaderEditor::_preview_select_port), varray(p_id, j), CONNECT_DEFERRED);
  691. hb->add_child(preview);
  692. }
  693. }
  694. if (is_group) {
  695. offset = memnew(Control);
  696. offset->set_custom_minimum_size(Size2(0, 5 * EDSCALE));
  697. node->add_child(offset);
  698. port_offset++;
  699. }
  700. node->add_child(hb);
  701. if (expanded_type != VisualShaderNode::PORT_TYPE_SCALAR) {
  702. continue;
  703. }
  704. node->set_slot(i + port_offset, valid_left, port_left, type_color[port_left], valid_right, port_right, type_color[port_right]);
  705. if (vsnode->_is_output_port_expanded(i)) {
  706. if (vsnode->get_output_port_type(i) == VisualShaderNode::PORT_TYPE_VECTOR) {
  707. port_offset++;
  708. valid_left = (i + 1) < vsnode->get_input_port_count();
  709. port_left = VisualShaderNode::PORT_TYPE_SCALAR;
  710. if (valid_left) {
  711. port_left = vsnode->get_input_port_type(i + 1);
  712. }
  713. node->set_slot(i + port_offset, valid_left, port_left, type_color[port_left], true, VisualShaderNode::PORT_TYPE_SCALAR, vector_expanded_color[0]);
  714. port_offset++;
  715. valid_left = (i + 2) < vsnode->get_input_port_count();
  716. port_left = VisualShaderNode::PORT_TYPE_SCALAR;
  717. if (valid_left) {
  718. port_left = vsnode->get_input_port_type(i + 2);
  719. }
  720. node->set_slot(i + port_offset, valid_left, port_left, type_color[port_left], true, VisualShaderNode::PORT_TYPE_SCALAR, vector_expanded_color[1]);
  721. port_offset++;
  722. valid_left = (i + 3) < vsnode->get_input_port_count();
  723. port_left = VisualShaderNode::PORT_TYPE_SCALAR;
  724. if (valid_left) {
  725. port_left = vsnode->get_input_port_type(i + 3);
  726. }
  727. node->set_slot(i + port_offset, valid_left, port_left, type_color[port_left], true, VisualShaderNode::PORT_TYPE_SCALAR, vector_expanded_color[2]);
  728. expanded_type = VisualShaderNode::PORT_TYPE_VECTOR;
  729. }
  730. }
  731. }
  732. if (vsnode->get_output_port_for_preview() >= 0) {
  733. show_port_preview(p_type, p_id, vsnode->get_output_port_for_preview());
  734. }
  735. offset = memnew(Control);
  736. offset->set_custom_minimum_size(Size2(0, 4 * EDSCALE));
  737. node->add_child(offset);
  738. String error = vsnode->get_warning(visual_shader->get_mode(), p_type);
  739. if (error != String()) {
  740. Label *error_label = memnew(Label);
  741. error_label->add_theme_color_override("font_color", VisualShaderEditor::get_singleton()->get_theme_color(SNAME("error_color"), SNAME("Editor")));
  742. error_label->set_text(error);
  743. node->add_child(error_label);
  744. }
  745. if (is_expression) {
  746. CodeEdit *expression_box = memnew(CodeEdit);
  747. Ref<CodeHighlighter> expression_syntax_highlighter;
  748. expression_syntax_highlighter.instantiate();
  749. expression_node->set_ctrl_pressed(expression_box, 0);
  750. node->add_child(expression_box);
  751. register_expression_edit(p_id, expression_box);
  752. Color background_color = EDITOR_GET("text_editor/highlighting/background_color");
  753. Color text_color = EDITOR_GET("text_editor/highlighting/text_color");
  754. Color keyword_color = EDITOR_GET("text_editor/highlighting/keyword_color");
  755. Color control_flow_keyword_color = EDITOR_GET("text_editor/highlighting/control_flow_keyword_color");
  756. Color comment_color = EDITOR_GET("text_editor/highlighting/comment_color");
  757. Color symbol_color = EDITOR_GET("text_editor/highlighting/symbol_color");
  758. Color function_color = EDITOR_GET("text_editor/highlighting/function_color");
  759. Color number_color = EDITOR_GET("text_editor/highlighting/number_color");
  760. Color members_color = EDITOR_GET("text_editor/highlighting/member_variable_color");
  761. expression_box->set_syntax_highlighter(expression_syntax_highlighter);
  762. expression_box->add_theme_color_override("background_color", background_color);
  763. for (const String &E : VisualShaderEditor::get_singleton()->keyword_list) {
  764. if (ShaderLanguage::is_control_flow_keyword(E)) {
  765. expression_syntax_highlighter->add_keyword_color(E, control_flow_keyword_color);
  766. } else {
  767. expression_syntax_highlighter->add_keyword_color(E, keyword_color);
  768. }
  769. }
  770. expression_box->add_theme_font_override("font", VisualShaderEditor::get_singleton()->get_theme_font(SNAME("expression"), SNAME("EditorFonts")));
  771. expression_box->add_theme_font_size_override("font_size", VisualShaderEditor::get_singleton()->get_theme_font_size(SNAME("expression_size"), SNAME("EditorFonts")));
  772. expression_box->add_theme_color_override("font_color", text_color);
  773. expression_syntax_highlighter->set_number_color(number_color);
  774. expression_syntax_highlighter->set_symbol_color(symbol_color);
  775. expression_syntax_highlighter->set_function_color(function_color);
  776. expression_syntax_highlighter->set_member_variable_color(members_color);
  777. expression_syntax_highlighter->add_color_region("/*", "*/", comment_color, false);
  778. expression_syntax_highlighter->add_color_region("//", "", comment_color, true);
  779. expression_box->clear_comment_delimiters();
  780. expression_box->add_comment_delimiter("/*", "*/", false);
  781. expression_box->add_comment_delimiter("//", "", true);
  782. if (!expression_box->has_auto_brace_completion_open_key("/*")) {
  783. expression_box->add_auto_brace_completion_pair("/*", "*/");
  784. }
  785. expression_box->set_text(expression);
  786. expression_box->set_context_menu_enabled(false);
  787. expression_box->set_draw_line_numbers(true);
  788. expression_box->connect("focus_exited", callable_mp(VisualShaderEditor::get_singleton(), &VisualShaderEditor::_expression_focus_out), varray(expression_box, p_id));
  789. }
  790. if (!uniform.is_valid()) {
  791. VisualShaderEditor::get_singleton()->graph->add_child(node);
  792. if (is_comment) {
  793. VisualShaderEditor::get_singleton()->graph->move_child(node, 0); // to prevents a bug where comment node overlaps its content
  794. }
  795. VisualShaderEditor::get_singleton()->_update_created_node(node);
  796. if (is_resizable) {
  797. VisualShaderEditor::get_singleton()->call_deferred(SNAME("_set_node_size"), (int)p_type, p_id, size);
  798. }
  799. }
  800. }
  801. void VisualShaderGraphPlugin::remove_node(VisualShader::Type p_type, int p_id) {
  802. if (visual_shader->get_shader_type() == p_type && links.has(p_id)) {
  803. links[p_id].graph_node->get_parent()->remove_child(links[p_id].graph_node);
  804. memdelete(links[p_id].graph_node);
  805. links.erase(p_id);
  806. }
  807. }
  808. void VisualShaderGraphPlugin::connect_nodes(VisualShader::Type p_type, int p_from_node, int p_from_port, int p_to_node, int p_to_port) {
  809. if (visual_shader->get_shader_type() == p_type) {
  810. VisualShaderEditor::get_singleton()->graph->connect_node(itos(p_from_node), p_from_port, itos(p_to_node), p_to_port);
  811. connections.push_back({ p_from_node, p_from_port, p_to_node, p_to_port });
  812. if (links[p_to_node].input_ports.has(p_to_port) && links[p_to_node].input_ports[p_to_port].default_input_button != nullptr) {
  813. links[p_to_node].input_ports[p_to_port].default_input_button->hide();
  814. }
  815. }
  816. }
  817. void VisualShaderGraphPlugin::disconnect_nodes(VisualShader::Type p_type, int p_from_node, int p_from_port, int p_to_node, int p_to_port) {
  818. if (visual_shader->get_shader_type() == p_type) {
  819. VisualShaderEditor::get_singleton()->graph->disconnect_node(itos(p_from_node), p_from_port, itos(p_to_node), p_to_port);
  820. for (const List<VisualShader::Connection>::Element *E = connections.front(); E; E = E->next()) {
  821. 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) {
  822. connections.erase(E);
  823. break;
  824. }
  825. }
  826. 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) {
  827. links[p_to_node].input_ports[p_to_port].default_input_button->show();
  828. 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));
  829. }
  830. }
  831. }
  832. VisualShaderGraphPlugin::~VisualShaderGraphPlugin() {
  833. }
  834. /////////////////
  835. void VisualShaderEditor::edit(VisualShader *p_visual_shader) {
  836. bool changed = false;
  837. if (p_visual_shader) {
  838. if (visual_shader.is_null()) {
  839. changed = true;
  840. } else {
  841. if (visual_shader.ptr() != p_visual_shader) {
  842. changed = true;
  843. }
  844. }
  845. visual_shader = Ref<VisualShader>(p_visual_shader);
  846. graph_plugin->register_shader(visual_shader.ptr());
  847. if (!visual_shader->is_connected("changed", callable_mp(this, &VisualShaderEditor::_update_preview))) {
  848. visual_shader->connect("changed", callable_mp(this, &VisualShaderEditor::_update_preview));
  849. }
  850. #ifndef DISABLE_DEPRECATED
  851. Dictionary engine_version = Engine::get_singleton()->get_version_info();
  852. static Array components;
  853. if (components.is_empty()) {
  854. components.push_back("major");
  855. components.push_back("minor");
  856. }
  857. const Dictionary vs_version = visual_shader->get_engine_version();
  858. if (!vs_version.has_all(components)) {
  859. visual_shader->update_engine_version(engine_version);
  860. print_line(vformat(TTR("The shader (\"%s\") has been updated to correspond Godot %s.%s version."), visual_shader->get_path(), engine_version["major"], engine_version["minor"]));
  861. } else {
  862. for (int i = 0; i < components.size(); i++) {
  863. if (vs_version[components[i]] != engine_version[components[i]]) {
  864. visual_shader->update_engine_version(engine_version);
  865. print_line(vformat(TTR("The shader (\"%s\") has been updated to correspond Godot %s.%s version."), visual_shader->get_path(), engine_version["major"], engine_version["minor"]));
  866. break;
  867. }
  868. }
  869. }
  870. #endif
  871. visual_shader->set_graph_offset(graph->get_scroll_ofs() / EDSCALE);
  872. _set_mode(visual_shader->get_mode());
  873. } else {
  874. if (visual_shader.is_valid()) {
  875. if (visual_shader->is_connected("changed", callable_mp(this, &VisualShaderEditor::_update_preview))) {
  876. visual_shader->disconnect("changed", callable_mp(this, &VisualShaderEditor::_update_preview));
  877. }
  878. }
  879. visual_shader.unref();
  880. }
  881. if (visual_shader.is_null()) {
  882. hide();
  883. } else {
  884. if (changed) { // to avoid tree collapse
  885. _clear_buffer();
  886. _update_options_menu();
  887. _update_preview();
  888. _update_graph();
  889. }
  890. }
  891. }
  892. void VisualShaderEditor::add_plugin(const Ref<VisualShaderNodePlugin> &p_plugin) {
  893. if (plugins.find(p_plugin) != -1) {
  894. return;
  895. }
  896. plugins.push_back(p_plugin);
  897. }
  898. void VisualShaderEditor::remove_plugin(const Ref<VisualShaderNodePlugin> &p_plugin) {
  899. plugins.erase(p_plugin);
  900. }
  901. void VisualShaderEditor::clear_custom_types() {
  902. for (int i = 0; i < add_options.size(); i++) {
  903. if (add_options[i].is_custom) {
  904. add_options.remove(i);
  905. i--;
  906. }
  907. }
  908. }
  909. void VisualShaderEditor::add_custom_type(const String &p_name, const Ref<Script> &p_script, const String &p_description, int p_return_icon_type, const String &p_category, bool p_highend) {
  910. ERR_FAIL_COND(!p_name.is_valid_identifier());
  911. ERR_FAIL_COND(!p_script.is_valid());
  912. for (int i = 0; i < add_options.size(); i++) {
  913. if (add_options[i].is_custom) {
  914. if (add_options[i].script == p_script) {
  915. return;
  916. }
  917. }
  918. }
  919. AddOption ao;
  920. ao.name = p_name;
  921. ao.script = p_script;
  922. ao.return_type = p_return_icon_type;
  923. ao.description = p_description;
  924. ao.category = p_category;
  925. ao.highend = p_highend;
  926. ao.is_custom = true;
  927. bool begin = false;
  928. String root = p_category.split("/")[0];
  929. for (int i = 0; i < add_options.size(); i++) {
  930. if (add_options[i].is_custom) {
  931. if (add_options[i].category == root) {
  932. if (!begin) {
  933. begin = true;
  934. }
  935. } else {
  936. if (begin) {
  937. add_options.insert(i, ao);
  938. return;
  939. }
  940. }
  941. }
  942. }
  943. add_options.push_back(ao);
  944. }
  945. bool VisualShaderEditor::_is_available(int p_mode) {
  946. int current_mode = edit_type->get_selected();
  947. if (p_mode != -1) {
  948. switch (current_mode) {
  949. case 0: // Vertex / Emit
  950. current_mode = 1;
  951. break;
  952. case 1: // Fragment / Process
  953. current_mode = 2;
  954. break;
  955. case 2: // Light / Collide
  956. current_mode = 4;
  957. break;
  958. default:
  959. break;
  960. }
  961. }
  962. return (p_mode == -1 || (p_mode & current_mode) != 0);
  963. }
  964. void VisualShaderEditor::update_custom_nodes() {
  965. if (members_dialog->is_visible()) {
  966. return;
  967. }
  968. clear_custom_types();
  969. List<StringName> class_list;
  970. ScriptServer::get_global_class_list(&class_list);
  971. Dictionary added;
  972. for (int i = 0; i < class_list.size(); i++) {
  973. if (ScriptServer::get_global_class_native_base(class_list[i]) == "VisualShaderNodeCustom") {
  974. String script_path = ScriptServer::get_global_class_path(class_list[i]);
  975. Ref<Resource> res = ResourceLoader::load(script_path);
  976. ERR_FAIL_COND(res.is_null());
  977. ERR_FAIL_COND(!res->is_class("Script"));
  978. Ref<Script> script = Ref<Script>(res);
  979. Ref<VisualShaderNodeCustom> ref;
  980. ref.instantiate();
  981. ref->set_script(script);
  982. String name;
  983. if (ref->has_method("_get_name")) {
  984. name = (String)ref->call("_get_name");
  985. } else {
  986. name = "Unnamed";
  987. }
  988. String description = "";
  989. if (ref->has_method("_get_description")) {
  990. description = (String)ref->call("_get_description");
  991. }
  992. int return_icon_type = -1;
  993. if (ref->has_method("_get_return_icon_type")) {
  994. return_icon_type = (int)ref->call("_get_return_icon_type");
  995. }
  996. String category = "";
  997. if (ref->has_method("_get_category")) {
  998. category = (String)ref->call("_get_category");
  999. }
  1000. String subcategory = "";
  1001. if (ref->has_method("_get_subcategory")) {
  1002. subcategory = (String)ref->call("_get_subcategory");
  1003. }
  1004. bool highend = false;
  1005. if (ref->has_method("_is_highend")) {
  1006. highend = (bool)ref->call("_is_highend");
  1007. }
  1008. Dictionary dict;
  1009. dict["name"] = name;
  1010. dict["script"] = script;
  1011. dict["description"] = description;
  1012. dict["return_icon_type"] = return_icon_type;
  1013. category = category.rstrip("/");
  1014. category = category.lstrip("/");
  1015. category = "Addons/" + category;
  1016. if (subcategory != "") {
  1017. category += "/" + subcategory;
  1018. }
  1019. dict["category"] = category;
  1020. dict["highend"] = highend;
  1021. String key;
  1022. key = category + "/" + name;
  1023. added[key] = dict;
  1024. }
  1025. }
  1026. Array keys = added.keys();
  1027. keys.sort();
  1028. for (int i = 0; i < keys.size(); i++) {
  1029. const Variant &key = keys.get(i);
  1030. const Dictionary &value = (Dictionary)added[key];
  1031. add_custom_type(value["name"], value["script"], value["description"], value["return_icon_type"], value["category"], value["highend"]);
  1032. }
  1033. _update_options_menu();
  1034. }
  1035. String VisualShaderEditor::_get_description(int p_idx) {
  1036. return add_options[p_idx].description;
  1037. }
  1038. void VisualShaderEditor::_update_options_menu() {
  1039. node_desc->set_text("");
  1040. members_dialog->get_ok_button()->set_disabled(true);
  1041. members->clear();
  1042. TreeItem *root = members->create_item();
  1043. String filter = node_filter->get_text().strip_edges();
  1044. bool use_filter = !filter.is_empty();
  1045. bool is_first_item = true;
  1046. Color unsupported_color = get_theme_color(SNAME("error_color"), SNAME("Editor"));
  1047. Color supported_color = get_theme_color(SNAME("warning_color"), SNAME("Editor"));
  1048. static bool low_driver = ProjectSettings::get_singleton()->get("rendering/driver/driver_name") == "GLES2";
  1049. Map<String, TreeItem *> folders;
  1050. int current_func = -1;
  1051. if (!visual_shader.is_null()) {
  1052. current_func = visual_shader->get_mode();
  1053. }
  1054. Vector<AddOption> custom_options;
  1055. Vector<AddOption> embedded_options;
  1056. for (int i = 0; i < add_options.size(); i++) {
  1057. if (!use_filter || add_options[i].name.findn(filter) != -1) {
  1058. if ((add_options[i].func != current_func && add_options[i].func != -1) || !_is_available(add_options[i].mode)) {
  1059. continue;
  1060. }
  1061. const_cast<AddOption &>(add_options[i]).temp_idx = i; // save valid id
  1062. if (add_options[i].is_custom) {
  1063. custom_options.push_back(add_options[i]);
  1064. } else {
  1065. embedded_options.push_back(add_options[i]);
  1066. }
  1067. }
  1068. }
  1069. Vector<AddOption> options;
  1070. SortArray<AddOption, _OptionComparator> sorter;
  1071. sorter.sort(custom_options.ptrw(), custom_options.size());
  1072. options.append_array(custom_options);
  1073. options.append_array(embedded_options);
  1074. for (int i = 0; i < options.size(); i++) {
  1075. String path = options[i].category;
  1076. Vector<String> subfolders = path.split("/");
  1077. TreeItem *category = nullptr;
  1078. if (!folders.has(path)) {
  1079. category = root;
  1080. String path_temp = "";
  1081. for (int j = 0; j < subfolders.size(); j++) {
  1082. path_temp += subfolders[j];
  1083. if (!folders.has(path_temp)) {
  1084. category = members->create_item(category);
  1085. category->set_selectable(0, false);
  1086. category->set_collapsed(!use_filter);
  1087. category->set_text(0, subfolders[j]);
  1088. folders.insert(path_temp, category);
  1089. } else {
  1090. category = folders[path_temp];
  1091. }
  1092. }
  1093. } else {
  1094. category = folders[path];
  1095. }
  1096. TreeItem *item = members->create_item(category);
  1097. if (options[i].highend && low_driver) {
  1098. item->set_custom_color(0, unsupported_color);
  1099. } else if (options[i].highend) {
  1100. item->set_custom_color(0, supported_color);
  1101. }
  1102. item->set_text(0, options[i].name);
  1103. if (is_first_item && use_filter) {
  1104. item->select(0);
  1105. node_desc->set_text(options[i].description);
  1106. is_first_item = false;
  1107. }
  1108. switch (options[i].return_type) {
  1109. case VisualShaderNode::PORT_TYPE_SCALAR:
  1110. item->set_icon(0, EditorNode::get_singleton()->get_gui_base()->get_theme_icon(SNAME("float"), SNAME("EditorIcons")));
  1111. break;
  1112. case VisualShaderNode::PORT_TYPE_SCALAR_INT:
  1113. item->set_icon(0, EditorNode::get_singleton()->get_gui_base()->get_theme_icon(SNAME("int"), SNAME("EditorIcons")));
  1114. break;
  1115. case VisualShaderNode::PORT_TYPE_VECTOR:
  1116. item->set_icon(0, EditorNode::get_singleton()->get_gui_base()->get_theme_icon(SNAME("Vector3"), SNAME("EditorIcons")));
  1117. break;
  1118. case VisualShaderNode::PORT_TYPE_BOOLEAN:
  1119. item->set_icon(0, EditorNode::get_singleton()->get_gui_base()->get_theme_icon(SNAME("bool"), SNAME("EditorIcons")));
  1120. break;
  1121. case VisualShaderNode::PORT_TYPE_TRANSFORM:
  1122. item->set_icon(0, EditorNode::get_singleton()->get_gui_base()->get_theme_icon(SNAME("Transform3D"), SNAME("EditorIcons")));
  1123. break;
  1124. case VisualShaderNode::PORT_TYPE_SAMPLER:
  1125. item->set_icon(0, EditorNode::get_singleton()->get_gui_base()->get_theme_icon(SNAME("ImageTexture"), SNAME("EditorIcons")));
  1126. break;
  1127. default:
  1128. break;
  1129. }
  1130. item->set_meta("id", options[i].temp_idx);
  1131. }
  1132. }
  1133. void VisualShaderEditor::_set_mode(int p_which) {
  1134. if (p_which == VisualShader::MODE_SKY) {
  1135. edit_type_standard->set_visible(false);
  1136. edit_type_particles->set_visible(false);
  1137. edit_type_sky->set_visible(true);
  1138. edit_type = edit_type_sky;
  1139. custom_mode_box->set_visible(false);
  1140. mode = MODE_FLAGS_SKY;
  1141. } else if (p_which == VisualShader::MODE_PARTICLES) {
  1142. edit_type_standard->set_visible(false);
  1143. edit_type_particles->set_visible(true);
  1144. edit_type_sky->set_visible(false);
  1145. edit_type = edit_type_particles;
  1146. if ((edit_type->get_selected() + 3) > VisualShader::TYPE_PROCESS) {
  1147. custom_mode_box->set_visible(false);
  1148. } else {
  1149. custom_mode_box->set_visible(true);
  1150. }
  1151. mode = MODE_FLAGS_PARTICLES;
  1152. } else {
  1153. edit_type_particles->set_visible(false);
  1154. edit_type_standard->set_visible(true);
  1155. edit_type_sky->set_visible(false);
  1156. edit_type = edit_type_standard;
  1157. custom_mode_box->set_visible(false);
  1158. mode = MODE_FLAGS_SPATIAL_CANVASITEM;
  1159. }
  1160. visual_shader->set_shader_type(get_current_shader_type());
  1161. }
  1162. Size2 VisualShaderEditor::get_minimum_size() const {
  1163. return Size2(10, 200);
  1164. }
  1165. void VisualShaderEditor::_draw_color_over_button(Object *obj, Color p_color) {
  1166. Button *button = Object::cast_to<Button>(obj);
  1167. if (!button) {
  1168. return;
  1169. }
  1170. Ref<StyleBox> normal = get_theme_stylebox(SNAME("normal"), SNAME("Button"));
  1171. button->draw_rect(Rect2(normal->get_offset(), button->get_size() - normal->get_minimum_size()), p_color);
  1172. }
  1173. void VisualShaderEditor::_update_created_node(GraphNode *node) {
  1174. const Ref<StyleBoxFlat> sb = node->get_theme_stylebox(SNAME("frame"), SNAME("GraphNode"));
  1175. Color c = sb->get_border_color();
  1176. 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);
  1177. c = mono_color;
  1178. node->add_theme_color_override("title_color", c);
  1179. c.a = 0.7;
  1180. node->add_theme_color_override("close_color", c);
  1181. node->add_theme_color_override("resizer_color", c);
  1182. }
  1183. void VisualShaderEditor::_update_uniforms(bool p_update_refs) {
  1184. VisualShaderNodeUniformRef::clear_uniforms();
  1185. for (int t = 0; t < VisualShader::TYPE_MAX; t++) {
  1186. Vector<int> tnodes = visual_shader->get_node_list((VisualShader::Type)t);
  1187. for (int i = 0; i < tnodes.size(); i++) {
  1188. Ref<VisualShaderNode> vsnode = visual_shader->get_node((VisualShader::Type)t, tnodes[i]);
  1189. Ref<VisualShaderNodeUniform> uniform = vsnode;
  1190. if (uniform.is_valid()) {
  1191. Ref<VisualShaderNodeFloatUniform> float_uniform = vsnode;
  1192. Ref<VisualShaderNodeIntUniform> int_uniform = vsnode;
  1193. Ref<VisualShaderNodeVec3Uniform> vec3_uniform = vsnode;
  1194. Ref<VisualShaderNodeColorUniform> color_uniform = vsnode;
  1195. Ref<VisualShaderNodeBooleanUniform> bool_uniform = vsnode;
  1196. Ref<VisualShaderNodeTransformUniform> transform_uniform = vsnode;
  1197. VisualShaderNodeUniformRef::UniformType uniform_type;
  1198. if (float_uniform.is_valid()) {
  1199. uniform_type = VisualShaderNodeUniformRef::UniformType::UNIFORM_TYPE_FLOAT;
  1200. } else if (int_uniform.is_valid()) {
  1201. uniform_type = VisualShaderNodeUniformRef::UniformType::UNIFORM_TYPE_INT;
  1202. } else if (bool_uniform.is_valid()) {
  1203. uniform_type = VisualShaderNodeUniformRef::UniformType::UNIFORM_TYPE_BOOLEAN;
  1204. } else if (vec3_uniform.is_valid()) {
  1205. uniform_type = VisualShaderNodeUniformRef::UniformType::UNIFORM_TYPE_VECTOR;
  1206. } else if (transform_uniform.is_valid()) {
  1207. uniform_type = VisualShaderNodeUniformRef::UniformType::UNIFORM_TYPE_TRANSFORM;
  1208. } else if (color_uniform.is_valid()) {
  1209. uniform_type = VisualShaderNodeUniformRef::UniformType::UNIFORM_TYPE_COLOR;
  1210. } else {
  1211. uniform_type = VisualShaderNodeUniformRef::UniformType::UNIFORM_TYPE_SAMPLER;
  1212. }
  1213. VisualShaderNodeUniformRef::add_uniform(uniform->get_uniform_name(), uniform_type);
  1214. }
  1215. }
  1216. }
  1217. if (p_update_refs) {
  1218. graph_plugin->update_uniform_refs();
  1219. }
  1220. }
  1221. void VisualShaderEditor::_update_uniform_refs(Set<String> &p_deleted_names) {
  1222. for (int i = 0; i < VisualShader::TYPE_MAX; i++) {
  1223. VisualShader::Type type = VisualShader::Type(i);
  1224. Vector<int> nodes = visual_shader->get_node_list(type);
  1225. for (int j = 0; j < nodes.size(); j++) {
  1226. if (j > 0) {
  1227. Ref<VisualShaderNodeUniformRef> ref = visual_shader->get_node(type, nodes[j]);
  1228. if (ref.is_valid()) {
  1229. if (p_deleted_names.has(ref->get_uniform_name())) {
  1230. undo_redo->add_do_method(ref.ptr(), "set_uniform_name", "[None]");
  1231. undo_redo->add_undo_method(ref.ptr(), "set_uniform_name", ref->get_uniform_name());
  1232. undo_redo->add_do_method(graph_plugin.ptr(), "update_node", VisualShader::Type(i), nodes[j]);
  1233. undo_redo->add_undo_method(graph_plugin.ptr(), "update_node", VisualShader::Type(i), nodes[j]);
  1234. }
  1235. }
  1236. }
  1237. }
  1238. }
  1239. }
  1240. void VisualShaderEditor::_update_graph() {
  1241. if (updating) {
  1242. return;
  1243. }
  1244. if (visual_shader.is_null()) {
  1245. return;
  1246. }
  1247. graph->set_scroll_ofs(visual_shader->get_graph_offset() * EDSCALE);
  1248. VisualShader::Type type = get_current_shader_type();
  1249. graph->clear_connections();
  1250. //erase all nodes
  1251. for (int i = 0; i < graph->get_child_count(); i++) {
  1252. if (Object::cast_to<GraphNode>(graph->get_child(i))) {
  1253. Node *node = graph->get_child(i);
  1254. graph->remove_child(node);
  1255. memdelete(node);
  1256. i--;
  1257. }
  1258. }
  1259. List<VisualShader::Connection> connections;
  1260. visual_shader->get_node_connections(type, &connections);
  1261. graph_plugin->set_connections(connections);
  1262. Vector<int> nodes = visual_shader->get_node_list(type);
  1263. _update_uniforms(false);
  1264. graph_plugin->clear_links();
  1265. graph_plugin->make_dirty(true);
  1266. graph_plugin->update_theme();
  1267. for (int n_i = 0; n_i < nodes.size(); n_i++) {
  1268. graph_plugin->add_node(type, nodes[n_i]);
  1269. }
  1270. graph_plugin->make_dirty(false);
  1271. for (const VisualShader::Connection &E : connections) {
  1272. int from = E.from_node;
  1273. int from_idx = E.from_port;
  1274. int to = E.to_node;
  1275. int to_idx = E.to_port;
  1276. graph->connect_node(itos(from), from_idx, itos(to), to_idx);
  1277. }
  1278. float graph_minimap_opacity = EditorSettings::get_singleton()->get("editors/visual_editors/minimap_opacity");
  1279. graph->set_minimap_opacity(graph_minimap_opacity);
  1280. }
  1281. VisualShader::Type VisualShaderEditor::get_current_shader_type() const {
  1282. VisualShader::Type type;
  1283. if (mode & MODE_FLAGS_PARTICLES) {
  1284. type = VisualShader::Type(edit_type->get_selected() + 3 + (custom_mode_enabled ? 3 : 0));
  1285. } else if (mode & MODE_FLAGS_SKY) {
  1286. type = VisualShader::Type(edit_type->get_selected() + 8);
  1287. } else {
  1288. type = VisualShader::Type(edit_type->get_selected());
  1289. }
  1290. return type;
  1291. }
  1292. void VisualShaderEditor::_add_input_port(int p_node, int p_port, int p_port_type, const String &p_name) {
  1293. VisualShader::Type type = get_current_shader_type();
  1294. Ref<VisualShaderNodeExpression> node = visual_shader->get_node(type, p_node);
  1295. if (node.is_null()) {
  1296. return;
  1297. }
  1298. undo_redo->create_action(TTR("Add Input Port"));
  1299. undo_redo->add_do_method(node.ptr(), "add_input_port", p_port, p_port_type, p_name);
  1300. undo_redo->add_undo_method(node.ptr(), "remove_input_port", p_port);
  1301. undo_redo->add_do_method(graph_plugin.ptr(), "update_node", type, p_node);
  1302. undo_redo->add_undo_method(graph_plugin.ptr(), "update_node", type, p_node);
  1303. undo_redo->commit_action();
  1304. }
  1305. void VisualShaderEditor::_add_output_port(int p_node, int p_port, int p_port_type, const String &p_name) {
  1306. VisualShader::Type type = get_current_shader_type();
  1307. Ref<VisualShaderNodeGroupBase> node = visual_shader->get_node(type, p_node);
  1308. if (node.is_null()) {
  1309. return;
  1310. }
  1311. undo_redo->create_action(TTR("Add Output Port"));
  1312. undo_redo->add_do_method(node.ptr(), "add_output_port", p_port, p_port_type, p_name);
  1313. undo_redo->add_undo_method(node.ptr(), "remove_output_port", p_port);
  1314. undo_redo->add_do_method(graph_plugin.ptr(), "update_node", type, p_node);
  1315. undo_redo->add_undo_method(graph_plugin.ptr(), "update_node", type, p_node);
  1316. undo_redo->commit_action();
  1317. }
  1318. void VisualShaderEditor::_change_input_port_type(int p_type, int p_node, int p_port) {
  1319. VisualShader::Type type = get_current_shader_type();
  1320. Ref<VisualShaderNodeGroupBase> node = visual_shader->get_node(type, p_node);
  1321. if (node.is_null()) {
  1322. return;
  1323. }
  1324. undo_redo->create_action(TTR("Change Input Port Type"));
  1325. undo_redo->add_do_method(node.ptr(), "set_input_port_type", p_port, p_type);
  1326. undo_redo->add_undo_method(node.ptr(), "set_input_port_type", p_port, node->get_input_port_type(p_port));
  1327. undo_redo->add_do_method(graph_plugin.ptr(), "update_node", type, p_node);
  1328. undo_redo->add_undo_method(graph_plugin.ptr(), "update_node", type, p_node);
  1329. undo_redo->commit_action();
  1330. }
  1331. void VisualShaderEditor::_change_output_port_type(int p_type, int p_node, int p_port) {
  1332. VisualShader::Type type = get_current_shader_type();
  1333. Ref<VisualShaderNodeGroupBase> node = visual_shader->get_node(type, p_node);
  1334. if (node.is_null()) {
  1335. return;
  1336. }
  1337. undo_redo->create_action(TTR("Change Output Port Type"));
  1338. undo_redo->add_do_method(node.ptr(), "set_output_port_type", p_port, p_type);
  1339. undo_redo->add_undo_method(node.ptr(), "set_output_port_type", p_port, node->get_output_port_type(p_port));
  1340. undo_redo->add_do_method(graph_plugin.ptr(), "update_node", type, p_node);
  1341. undo_redo->add_undo_method(graph_plugin.ptr(), "update_node", type, p_node);
  1342. undo_redo->commit_action();
  1343. }
  1344. void VisualShaderEditor::_change_input_port_name(const String &p_text, Object *p_line_edit, int p_node_id, int p_port_id) {
  1345. VisualShader::Type type = get_current_shader_type();
  1346. Ref<VisualShaderNodeGroupBase> node = visual_shader->get_node(type, p_node_id);
  1347. ERR_FAIL_COND(!node.is_valid());
  1348. String prev_name = node->get_input_port_name(p_port_id);
  1349. if (prev_name == p_text) {
  1350. return;
  1351. }
  1352. LineEdit *line_edit = Object::cast_to<LineEdit>(p_line_edit);
  1353. ERR_FAIL_COND(!line_edit);
  1354. String validated_name = visual_shader->validate_port_name(p_text, node.ptr(), p_port_id, false);
  1355. if (validated_name == String() || prev_name == validated_name) {
  1356. line_edit->set_text(node->get_input_port_name(p_port_id));
  1357. return;
  1358. }
  1359. undo_redo->create_action(TTR("Change Input Port Name"));
  1360. undo_redo->add_do_method(node.ptr(), "set_input_port_name", p_port_id, validated_name);
  1361. undo_redo->add_undo_method(node.ptr(), "set_input_port_name", p_port_id, node->get_input_port_name(p_port_id));
  1362. undo_redo->add_do_method(graph_plugin.ptr(), "update_node", type, p_node_id);
  1363. undo_redo->add_undo_method(graph_plugin.ptr(), "update_node", type, p_node_id);
  1364. undo_redo->commit_action();
  1365. }
  1366. void VisualShaderEditor::_change_output_port_name(const String &p_text, Object *p_line_edit, int p_node_id, int p_port_id) {
  1367. VisualShader::Type type = get_current_shader_type();
  1368. Ref<VisualShaderNodeGroupBase> node = visual_shader->get_node(type, p_node_id);
  1369. ERR_FAIL_COND(!node.is_valid());
  1370. String prev_name = node->get_output_port_name(p_port_id);
  1371. if (prev_name == p_text) {
  1372. return;
  1373. }
  1374. LineEdit *line_edit = Object::cast_to<LineEdit>(p_line_edit);
  1375. ERR_FAIL_COND(!line_edit);
  1376. String validated_name = visual_shader->validate_port_name(p_text, node.ptr(), p_port_id, true);
  1377. if (validated_name == String() || prev_name == validated_name) {
  1378. line_edit->set_text(node->get_output_port_name(p_port_id));
  1379. return;
  1380. }
  1381. undo_redo->create_action(TTR("Change Output Port Name"));
  1382. undo_redo->add_do_method(node.ptr(), "set_output_port_name", p_port_id, validated_name);
  1383. undo_redo->add_undo_method(node.ptr(), "set_output_port_name", p_port_id, prev_name);
  1384. undo_redo->add_do_method(graph_plugin.ptr(), "update_node", type, p_node_id);
  1385. undo_redo->add_undo_method(graph_plugin.ptr(), "update_node", type, p_node_id);
  1386. undo_redo->commit_action();
  1387. }
  1388. void VisualShaderEditor::_expand_output_port(int p_node, int p_port, bool p_expand) {
  1389. VisualShader::Type type = get_current_shader_type();
  1390. Ref<VisualShaderNode> node = visual_shader->get_node(type, p_node);
  1391. ERR_FAIL_COND(!node.is_valid());
  1392. if (p_expand) {
  1393. undo_redo->create_action(TTR("Expand Output Port"));
  1394. } else {
  1395. undo_redo->create_action(TTR("Shrink Output Port"));
  1396. }
  1397. undo_redo->add_do_method(node.ptr(), "_set_output_port_expanded", p_port, p_expand);
  1398. undo_redo->add_undo_method(node.ptr(), "_set_output_port_expanded", p_port, !p_expand);
  1399. int type_size = 0;
  1400. if (node->get_output_port_type(p_port) == VisualShaderNode::PORT_TYPE_VECTOR) {
  1401. type_size = 3;
  1402. }
  1403. List<VisualShader::Connection> conns;
  1404. visual_shader->get_node_connections(type, &conns);
  1405. for (const VisualShader::Connection &E : conns) {
  1406. int from_node = E.from_node;
  1407. int from_port = E.from_port;
  1408. int to_node = E.to_node;
  1409. int to_port = E.to_port;
  1410. if (from_node == p_node) {
  1411. if (p_expand) {
  1412. if (from_port > p_port) { // reconnect ports after expanded ports
  1413. undo_redo->add_do_method(visual_shader.ptr(), "disconnect_nodes", type, from_node, from_port, to_node, to_port);
  1414. undo_redo->add_undo_method(visual_shader.ptr(), "connect_nodes_forced", type, from_node, from_port, to_node, to_port);
  1415. undo_redo->add_do_method(graph_plugin.ptr(), "disconnect_nodes", type, from_node, from_port, to_node, to_port);
  1416. undo_redo->add_undo_method(graph_plugin.ptr(), "connect_nodes", type, from_node, from_port, to_node, to_port);
  1417. undo_redo->add_do_method(visual_shader.ptr(), "connect_nodes_forced", type, from_node, from_port + type_size, to_node, to_port);
  1418. undo_redo->add_undo_method(visual_shader.ptr(), "disconnect_nodes", type, from_node, from_port + type_size, to_node, to_port);
  1419. undo_redo->add_do_method(graph_plugin.ptr(), "connect_nodes", type, from_node, from_port + type_size, to_node, to_port);
  1420. undo_redo->add_undo_method(graph_plugin.ptr(), "disconnect_nodes", type, from_node, from_port + type_size, to_node, to_port);
  1421. }
  1422. } else {
  1423. if (from_port > p_port + type_size) { // reconnect ports after expanded ports
  1424. undo_redo->add_do_method(visual_shader.ptr(), "disconnect_nodes", type, from_node, from_port, to_node, to_port);
  1425. undo_redo->add_undo_method(visual_shader.ptr(), "connect_nodes_forced", type, from_node, from_port, to_node, to_port);
  1426. undo_redo->add_do_method(graph_plugin.ptr(), "disconnect_nodes", type, from_node, from_port, to_node, to_port);
  1427. undo_redo->add_undo_method(graph_plugin.ptr(), "connect_nodes", type, from_node, from_port, to_node, to_port);
  1428. undo_redo->add_do_method(visual_shader.ptr(), "connect_nodes", type, from_node, from_port - type_size, to_node, to_port);
  1429. undo_redo->add_undo_method(visual_shader.ptr(), "disconnect_nodes", type, from_node, from_port - type_size, to_node, to_port);
  1430. undo_redo->add_do_method(graph_plugin.ptr(), "connect_nodes", type, from_node, from_port - type_size, to_node, to_port);
  1431. undo_redo->add_undo_method(graph_plugin.ptr(), "disconnect_nodes", type, from_node, from_port - type_size, to_node, to_port);
  1432. } else if (from_port > p_port) { // disconnect component ports
  1433. undo_redo->add_do_method(visual_shader.ptr(), "disconnect_nodes", type, from_node, from_port, to_node, to_port);
  1434. undo_redo->add_undo_method(visual_shader.ptr(), "connect_nodes_forced", type, from_node, from_port, to_node, to_port);
  1435. undo_redo->add_do_method(graph_plugin.ptr(), "disconnect_nodes", type, from_node, from_port, to_node, to_port);
  1436. undo_redo->add_undo_method(graph_plugin.ptr(), "connect_nodes", type, from_node, from_port, to_node, to_port);
  1437. }
  1438. }
  1439. }
  1440. }
  1441. int preview_port = node->get_output_port_for_preview();
  1442. if (p_expand) {
  1443. if (preview_port > p_port) {
  1444. undo_redo->add_do_method(node.ptr(), "set_output_port_for_preview", preview_port + type_size);
  1445. undo_redo->add_undo_method(node.ptr(), "set_output_port_for_preview", preview_port);
  1446. }
  1447. } else {
  1448. if (preview_port > p_port + type_size) {
  1449. undo_redo->add_do_method(node.ptr(), "set_output_port_for_preview", preview_port - type_size);
  1450. undo_redo->add_undo_method(node.ptr(), "set_output_port_for_preview", preview_port);
  1451. }
  1452. }
  1453. undo_redo->add_do_method(graph_plugin.ptr(), "update_node", type, p_node);
  1454. undo_redo->add_undo_method(graph_plugin.ptr(), "update_node", type, p_node);
  1455. undo_redo->commit_action();
  1456. }
  1457. void VisualShaderEditor::_remove_input_port(int p_node, int p_port) {
  1458. VisualShader::Type type = get_current_shader_type();
  1459. Ref<VisualShaderNodeGroupBase> node = visual_shader->get_node(type, p_node);
  1460. if (node.is_null()) {
  1461. return;
  1462. }
  1463. undo_redo->create_action(TTR("Remove Input Port"));
  1464. List<VisualShader::Connection> conns;
  1465. visual_shader->get_node_connections(type, &conns);
  1466. for (const VisualShader::Connection &E : conns) {
  1467. int from_node = E.from_node;
  1468. int from_port = E.from_port;
  1469. int to_node = E.to_node;
  1470. int to_port = E.to_port;
  1471. if (to_node == p_node) {
  1472. if (to_port == p_port) {
  1473. undo_redo->add_do_method(visual_shader.ptr(), "disconnect_nodes", type, from_node, from_port, to_node, to_port);
  1474. undo_redo->add_undo_method(visual_shader.ptr(), "connect_nodes_forced", type, from_node, from_port, to_node, to_port);
  1475. undo_redo->add_do_method(graph_plugin.ptr(), "disconnect_nodes", type, from_node, from_port, to_node, to_port);
  1476. undo_redo->add_undo_method(graph_plugin.ptr(), "connect_nodes", type, from_node, from_port, to_node, to_port);
  1477. } else if (to_port > p_port) {
  1478. undo_redo->add_do_method(visual_shader.ptr(), "disconnect_nodes", type, from_node, from_port, to_node, to_port);
  1479. undo_redo->add_undo_method(visual_shader.ptr(), "connect_nodes_forced", type, from_node, from_port, to_node, to_port);
  1480. undo_redo->add_do_method(graph_plugin.ptr(), "disconnect_nodes", type, from_node, from_port, to_node, to_port);
  1481. undo_redo->add_undo_method(graph_plugin.ptr(), "connect_nodes", type, from_node, from_port, to_node, to_port);
  1482. undo_redo->add_do_method(visual_shader.ptr(), "connect_nodes_forced", type, from_node, from_port, to_node, to_port - 1);
  1483. undo_redo->add_undo_method(visual_shader.ptr(), "disconnect_nodes", type, from_node, from_port, to_node, to_port - 1);
  1484. undo_redo->add_do_method(graph_plugin.ptr(), "connect_nodes", type, from_node, from_port, to_node, to_port - 1);
  1485. undo_redo->add_undo_method(graph_plugin.ptr(), "disconnect_nodes", type, from_node, from_port, to_node, to_port - 1);
  1486. }
  1487. }
  1488. }
  1489. undo_redo->add_do_method(node.ptr(), "remove_input_port", p_port);
  1490. 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));
  1491. undo_redo->add_do_method(graph_plugin.ptr(), "update_node", type, p_node);
  1492. undo_redo->add_undo_method(graph_plugin.ptr(), "update_node", type, p_node);
  1493. undo_redo->commit_action();
  1494. }
  1495. void VisualShaderEditor::_remove_output_port(int p_node, int p_port) {
  1496. VisualShader::Type type = get_current_shader_type();
  1497. Ref<VisualShaderNodeGroupBase> node = visual_shader->get_node(type, p_node);
  1498. if (node.is_null()) {
  1499. return;
  1500. }
  1501. undo_redo->create_action(TTR("Remove Output Port"));
  1502. List<VisualShader::Connection> conns;
  1503. visual_shader->get_node_connections(type, &conns);
  1504. for (const VisualShader::Connection &E : conns) {
  1505. int from_node = E.from_node;
  1506. int from_port = E.from_port;
  1507. int to_node = E.to_node;
  1508. int to_port = E.to_port;
  1509. if (from_node == p_node) {
  1510. if (from_port == p_port) {
  1511. undo_redo->add_do_method(visual_shader.ptr(), "disconnect_nodes", type, from_node, from_port, to_node, to_port);
  1512. undo_redo->add_undo_method(visual_shader.ptr(), "connect_nodes_forced", type, from_node, from_port, to_node, to_port);
  1513. undo_redo->add_do_method(graph_plugin.ptr(), "disconnect_nodes", type, from_node, from_port, to_node, to_port);
  1514. undo_redo->add_undo_method(graph_plugin.ptr(), "connect_nodes", type, from_node, from_port, to_node, to_port);
  1515. } else if (from_port > p_port) {
  1516. undo_redo->add_do_method(visual_shader.ptr(), "disconnect_nodes", type, from_node, from_port, to_node, to_port);
  1517. undo_redo->add_undo_method(visual_shader.ptr(), "connect_nodes_forced", type, from_node, from_port, to_node, to_port);
  1518. undo_redo->add_do_method(graph_plugin.ptr(), "disconnect_nodes", type, from_node, from_port, to_node, to_port);
  1519. undo_redo->add_undo_method(graph_plugin.ptr(), "connect_nodes", type, from_node, from_port, to_node, to_port);
  1520. undo_redo->add_do_method(visual_shader.ptr(), "connect_nodes_forced", type, from_node, from_port - 1, to_node, to_port);
  1521. undo_redo->add_undo_method(visual_shader.ptr(), "disconnect_nodes", type, from_node, from_port - 1, to_node, to_port);
  1522. undo_redo->add_do_method(graph_plugin.ptr(), "connect_nodes", type, from_node, from_port - 1, to_node, to_port);
  1523. undo_redo->add_undo_method(graph_plugin.ptr(), "disconnect_nodes", type, from_node, from_port - 1, to_node, to_port);
  1524. }
  1525. }
  1526. }
  1527. int preview_port = node->get_output_port_for_preview();
  1528. if (preview_port != -1) {
  1529. if (preview_port == p_port) {
  1530. undo_redo->add_do_method(node.ptr(), "set_output_port_for_preview", -1);
  1531. undo_redo->add_undo_method(node.ptr(), "set_output_port_for_preview", preview_port);
  1532. } else if (preview_port > p_port) {
  1533. undo_redo->add_do_method(node.ptr(), "set_output_port_for_preview", preview_port - 1);
  1534. undo_redo->add_undo_method(node.ptr(), "set_output_port_for_preview", preview_port);
  1535. }
  1536. }
  1537. undo_redo->add_do_method(node.ptr(), "remove_output_port", p_port);
  1538. 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));
  1539. undo_redo->add_do_method(graph_plugin.ptr(), "update_node", type, p_node);
  1540. undo_redo->add_undo_method(graph_plugin.ptr(), "update_node", type, p_node);
  1541. undo_redo->commit_action();
  1542. }
  1543. void VisualShaderEditor::_expression_focus_out(Object *code_edit, int p_node) {
  1544. VisualShader::Type type = get_current_shader_type();
  1545. Ref<VisualShaderNodeExpression> node = visual_shader->get_node(type, p_node);
  1546. if (node.is_null()) {
  1547. return;
  1548. }
  1549. CodeEdit *expression_box = Object::cast_to<CodeEdit>(code_edit);
  1550. if (node->get_expression() == expression_box->get_text()) {
  1551. return;
  1552. }
  1553. undo_redo->create_action(TTR("Set VisualShader Expression"));
  1554. undo_redo->add_do_method(node.ptr(), "set_expression", expression_box->get_text());
  1555. undo_redo->add_undo_method(node.ptr(), "set_expression", node->get_expression());
  1556. undo_redo->add_do_method(graph_plugin.ptr(), "set_expression", type, p_node, expression_box->get_text());
  1557. undo_redo->add_undo_method(graph_plugin.ptr(), "set_expression", type, p_node, node->get_expression());
  1558. undo_redo->commit_action();
  1559. }
  1560. void VisualShaderEditor::_set_node_size(int p_type, int p_node, const Vector2 &p_size) {
  1561. VisualShader::Type type = VisualShader::Type(p_type);
  1562. Ref<VisualShaderNodeResizableBase> node = visual_shader->get_node(type, p_node);
  1563. if (node.is_null()) {
  1564. return;
  1565. }
  1566. Size2 size = p_size;
  1567. if (!node->is_allow_v_resize()) {
  1568. size.y = 0;
  1569. }
  1570. node->set_size(size);
  1571. if (get_current_shader_type() == type) {
  1572. Ref<VisualShaderNodeExpression> expression_node = Object::cast_to<VisualShaderNodeExpression>(node.ptr());
  1573. Control *text_box = nullptr;
  1574. if (!expression_node.is_null()) {
  1575. text_box = expression_node->is_ctrl_pressed(0);
  1576. if (text_box) {
  1577. text_box->set_custom_minimum_size(Size2(0, 0));
  1578. }
  1579. }
  1580. GraphNode *gn = nullptr;
  1581. Node *node2 = graph->get_node(itos(p_node));
  1582. gn = Object::cast_to<GraphNode>(node2);
  1583. if (!gn) {
  1584. return;
  1585. }
  1586. gn->set_custom_minimum_size(size);
  1587. gn->set_size(Size2(1, 1));
  1588. if (!expression_node.is_null() && text_box) {
  1589. Size2 box_size = size;
  1590. if (gn != nullptr) {
  1591. if (box_size.x < 150 * EDSCALE || box_size.y < 0) {
  1592. box_size.x = gn->get_size().x;
  1593. }
  1594. }
  1595. box_size.x -= text_box->get_offset(SIDE_LEFT);
  1596. box_size.x -= 28 * EDSCALE;
  1597. box_size.y -= text_box->get_offset(SIDE_TOP);
  1598. box_size.y -= 28 * EDSCALE;
  1599. text_box->set_custom_minimum_size(Size2(box_size.x, box_size.y));
  1600. text_box->set_size(Size2(1, 1));
  1601. }
  1602. }
  1603. }
  1604. void VisualShaderEditor::_node_resized(const Vector2 &p_new_size, int p_type, int p_node) {
  1605. Ref<VisualShaderNodeResizableBase> node = visual_shader->get_node(VisualShader::Type(p_type), p_node);
  1606. if (node.is_null()) {
  1607. return;
  1608. }
  1609. undo_redo->create_action(TTR("Resize VisualShader Node"), UndoRedo::MERGE_ENDS);
  1610. undo_redo->add_do_method(this, "_set_node_size", p_type, p_node, p_new_size);
  1611. undo_redo->add_undo_method(this, "_set_node_size", p_type, p_node, node->get_size());
  1612. undo_redo->commit_action();
  1613. }
  1614. void VisualShaderEditor::_preview_select_port(int p_node, int p_port) {
  1615. VisualShader::Type type = get_current_shader_type();
  1616. Ref<VisualShaderNode> node = visual_shader->get_node(type, p_node);
  1617. if (node.is_null()) {
  1618. return;
  1619. }
  1620. int prev_port = node->get_output_port_for_preview();
  1621. if (node->get_output_port_for_preview() == p_port) {
  1622. p_port = -1; //toggle it
  1623. }
  1624. undo_redo->create_action(p_port == -1 ? TTR("Hide Port Preview") : TTR("Show Port Preview"));
  1625. undo_redo->add_do_method(node.ptr(), "set_output_port_for_preview", p_port);
  1626. undo_redo->add_undo_method(node.ptr(), "set_output_port_for_preview", prev_port);
  1627. undo_redo->add_do_method(graph_plugin.ptr(), "update_node", (int)type, p_node);
  1628. undo_redo->add_undo_method(graph_plugin.ptr(), "update_node", (int)type, p_node);
  1629. undo_redo->commit_action();
  1630. }
  1631. void VisualShaderEditor::_comment_title_popup_show(const Point2 &p_position, int p_node_id) {
  1632. VisualShader::Type type = get_current_shader_type();
  1633. Ref<VisualShaderNodeComment> node = visual_shader->get_node(type, p_node_id);
  1634. if (node.is_null()) {
  1635. return;
  1636. }
  1637. comment_title_change_edit->set_text(node->get_title());
  1638. comment_title_change_popup->set_meta("id", p_node_id);
  1639. comment_title_change_popup->popup();
  1640. comment_title_change_popup->set_position(p_position);
  1641. }
  1642. void VisualShaderEditor::_comment_title_text_changed(const String &p_new_text) {
  1643. comment_title_change_edit->set_size(Size2(-1, -1));
  1644. comment_title_change_popup->set_size(Size2(-1, -1));
  1645. }
  1646. void VisualShaderEditor::_comment_title_text_submitted(const String &p_new_text) {
  1647. comment_title_change_popup->hide();
  1648. }
  1649. void VisualShaderEditor::_comment_title_popup_focus_out() {
  1650. comment_title_change_popup->hide();
  1651. }
  1652. void VisualShaderEditor::_comment_title_popup_hide() {
  1653. ERR_FAIL_COND(!comment_title_change_popup->has_meta("id"));
  1654. int node_id = (int)comment_title_change_popup->get_meta("id");
  1655. VisualShader::Type type = get_current_shader_type();
  1656. Ref<VisualShaderNodeComment> node = visual_shader->get_node(type, node_id);
  1657. ERR_FAIL_COND(node.is_null());
  1658. if (node->get_title() == comment_title_change_edit->get_text()) {
  1659. return; // nothing changed - ignored
  1660. }
  1661. undo_redo->create_action(TTR("Set Comment Node Title"));
  1662. undo_redo->add_do_method(node.ptr(), "set_title", comment_title_change_edit->get_text());
  1663. undo_redo->add_undo_method(node.ptr(), "set_title", node->get_title());
  1664. undo_redo->add_do_method(graph_plugin.ptr(), "update_node", (int)type, node_id);
  1665. undo_redo->add_undo_method(graph_plugin.ptr(), "update_node", (int)type, node_id);
  1666. undo_redo->commit_action();
  1667. }
  1668. void VisualShaderEditor::_comment_desc_popup_show(const Point2 &p_position, int p_node_id) {
  1669. VisualShader::Type type = get_current_shader_type();
  1670. Ref<VisualShaderNodeComment> node = visual_shader->get_node(type, p_node_id);
  1671. if (node.is_null()) {
  1672. return;
  1673. }
  1674. comment_desc_change_edit->set_text(node->get_description());
  1675. comment_desc_change_popup->set_meta("id", p_node_id);
  1676. comment_desc_change_popup->popup();
  1677. comment_desc_change_popup->set_position(p_position);
  1678. }
  1679. void VisualShaderEditor::_comment_desc_text_changed() {
  1680. comment_desc_change_edit->set_size(Size2(-1, -1));
  1681. comment_desc_change_popup->set_size(Size2(-1, -1));
  1682. }
  1683. void VisualShaderEditor::_comment_desc_confirm() {
  1684. comment_desc_change_popup->hide();
  1685. }
  1686. void VisualShaderEditor::_comment_desc_popup_hide() {
  1687. ERR_FAIL_COND(!comment_desc_change_popup->has_meta("id"));
  1688. int node_id = (int)comment_desc_change_popup->get_meta("id");
  1689. VisualShader::Type type = get_current_shader_type();
  1690. Ref<VisualShaderNodeComment> node = visual_shader->get_node(type, node_id);
  1691. ERR_FAIL_COND(node.is_null());
  1692. if (node->get_description() == comment_desc_change_edit->get_text()) {
  1693. return; // nothing changed - ignored
  1694. }
  1695. undo_redo->create_action(TTR("Set Comment Node Description"));
  1696. undo_redo->add_do_method(node.ptr(), "set_description", comment_desc_change_edit->get_text());
  1697. undo_redo->add_undo_method(node.ptr(), "set_description", node->get_title());
  1698. undo_redo->add_do_method(graph_plugin.ptr(), "update_node", (int)type, node_id);
  1699. undo_redo->add_undo_method(graph_plugin.ptr(), "update_node", (int)type, node_id);
  1700. undo_redo->commit_action();
  1701. }
  1702. void VisualShaderEditor::_uniform_line_edit_changed(const String &p_text, int p_node_id) {
  1703. VisualShader::Type type = get_current_shader_type();
  1704. Ref<VisualShaderNodeUniform> node = visual_shader->get_node(type, p_node_id);
  1705. ERR_FAIL_COND(!node.is_valid());
  1706. String validated_name = visual_shader->validate_uniform_name(p_text, node);
  1707. if (validated_name == node->get_uniform_name()) {
  1708. return;
  1709. }
  1710. undo_redo->create_action(TTR("Set Uniform Name"));
  1711. undo_redo->add_do_method(node.ptr(), "set_uniform_name", validated_name);
  1712. undo_redo->add_undo_method(node.ptr(), "set_uniform_name", node->get_uniform_name());
  1713. undo_redo->add_do_method(graph_plugin.ptr(), "set_uniform_name", type, p_node_id, validated_name);
  1714. undo_redo->add_undo_method(graph_plugin.ptr(), "set_uniform_name", type, p_node_id, node->get_uniform_name());
  1715. undo_redo->add_do_method(this, "_update_uniforms", true);
  1716. undo_redo->add_undo_method(this, "_update_uniforms", true);
  1717. Set<String> changed_names;
  1718. changed_names.insert(node->get_uniform_name());
  1719. _update_uniform_refs(changed_names);
  1720. undo_redo->commit_action();
  1721. }
  1722. void VisualShaderEditor::_uniform_line_edit_focus_out(Object *line_edit, int p_node_id) {
  1723. _uniform_line_edit_changed(Object::cast_to<LineEdit>(line_edit)->get_text(), p_node_id);
  1724. }
  1725. void VisualShaderEditor::_port_name_focus_out(Object *line_edit, int p_node_id, int p_port_id, bool p_output) {
  1726. if (!p_output) {
  1727. _change_input_port_name(Object::cast_to<LineEdit>(line_edit)->get_text(), line_edit, p_node_id, p_port_id);
  1728. } else {
  1729. _change_output_port_name(Object::cast_to<LineEdit>(line_edit)->get_text(), line_edit, p_node_id, p_port_id);
  1730. }
  1731. }
  1732. void VisualShaderEditor::_port_edited() {
  1733. VisualShader::Type type = get_current_shader_type();
  1734. Variant value = property_editor->get_variant();
  1735. Ref<VisualShaderNode> vsn = visual_shader->get_node(type, editing_node);
  1736. ERR_FAIL_COND(!vsn.is_valid());
  1737. undo_redo->create_action(TTR("Set Input Default Port"));
  1738. Ref<VisualShaderNodeCustom> custom = Object::cast_to<VisualShaderNodeCustom>(vsn.ptr());
  1739. if (custom.is_valid()) {
  1740. undo_redo->add_do_method(custom.ptr(), "_set_input_port_default_value", editing_port, value);
  1741. undo_redo->add_undo_method(custom.ptr(), "_set_input_port_default_value", editing_port, vsn->get_input_port_default_value(editing_port));
  1742. } else {
  1743. undo_redo->add_do_method(vsn.ptr(), "set_input_port_default_value", editing_port, value);
  1744. undo_redo->add_undo_method(vsn.ptr(), "set_input_port_default_value", editing_port, vsn->get_input_port_default_value(editing_port));
  1745. }
  1746. undo_redo->add_do_method(graph_plugin.ptr(), "set_input_port_default_value", type, editing_node, editing_port, value);
  1747. 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));
  1748. undo_redo->commit_action();
  1749. property_editor->hide();
  1750. }
  1751. void VisualShaderEditor::_edit_port_default_input(Object *p_button, int p_node, int p_port) {
  1752. VisualShader::Type type = get_current_shader_type();
  1753. Ref<VisualShaderNode> vsn = visual_shader->get_node(type, p_node);
  1754. Button *button = Object::cast_to<Button>(p_button);
  1755. ERR_FAIL_COND(!button);
  1756. Variant value = vsn->get_input_port_default_value(p_port);
  1757. property_editor->set_position(button->get_screen_position() + Vector2(0, button->get_size().height));
  1758. property_editor->edit(nullptr, "", value.get_type(), value, 0, "");
  1759. property_editor->popup();
  1760. editing_node = p_node;
  1761. editing_port = p_port;
  1762. }
  1763. void VisualShaderEditor::_setup_node(VisualShaderNode *p_node, int p_op_idx) {
  1764. // FLOAT_OP
  1765. {
  1766. VisualShaderNodeFloatOp *floatOp = Object::cast_to<VisualShaderNodeFloatOp>(p_node);
  1767. if (floatOp) {
  1768. floatOp->set_operator((VisualShaderNodeFloatOp::Operator)p_op_idx);
  1769. return;
  1770. }
  1771. }
  1772. // FLOAT_FUNC
  1773. {
  1774. VisualShaderNodeFloatFunc *floatFunc = Object::cast_to<VisualShaderNodeFloatFunc>(p_node);
  1775. if (floatFunc) {
  1776. floatFunc->set_function((VisualShaderNodeFloatFunc::Function)p_op_idx);
  1777. return;
  1778. }
  1779. }
  1780. // VECTOR_OP
  1781. {
  1782. VisualShaderNodeVectorOp *vecOp = Object::cast_to<VisualShaderNodeVectorOp>(p_node);
  1783. if (vecOp) {
  1784. vecOp->set_operator((VisualShaderNodeVectorOp::Operator)p_op_idx);
  1785. return;
  1786. }
  1787. }
  1788. // VECTOR_FUNC
  1789. {
  1790. VisualShaderNodeVectorFunc *vecFunc = Object::cast_to<VisualShaderNodeVectorFunc>(p_node);
  1791. if (vecFunc) {
  1792. vecFunc->set_function((VisualShaderNodeVectorFunc::Function)p_op_idx);
  1793. return;
  1794. }
  1795. }
  1796. // COLOR_OP
  1797. {
  1798. VisualShaderNodeColorOp *colorOp = Object::cast_to<VisualShaderNodeColorOp>(p_node);
  1799. if (colorOp) {
  1800. colorOp->set_operator((VisualShaderNodeColorOp::Operator)p_op_idx);
  1801. return;
  1802. }
  1803. }
  1804. // COLOR_FUNC
  1805. {
  1806. VisualShaderNodeColorFunc *colorFunc = Object::cast_to<VisualShaderNodeColorFunc>(p_node);
  1807. if (colorFunc) {
  1808. colorFunc->set_function((VisualShaderNodeColorFunc::Function)p_op_idx);
  1809. return;
  1810. }
  1811. }
  1812. // INT_OP
  1813. {
  1814. VisualShaderNodeIntOp *intOp = Object::cast_to<VisualShaderNodeIntOp>(p_node);
  1815. if (intOp) {
  1816. intOp->set_operator((VisualShaderNodeIntOp::Operator)p_op_idx);
  1817. return;
  1818. }
  1819. }
  1820. // INT_FUNC
  1821. {
  1822. VisualShaderNodeIntFunc *intFunc = Object::cast_to<VisualShaderNodeIntFunc>(p_node);
  1823. if (intFunc) {
  1824. intFunc->set_function((VisualShaderNodeIntFunc::Function)p_op_idx);
  1825. return;
  1826. }
  1827. }
  1828. // TRANSFORM_FUNC
  1829. {
  1830. VisualShaderNodeTransformFunc *matFunc = Object::cast_to<VisualShaderNodeTransformFunc>(p_node);
  1831. if (matFunc) {
  1832. matFunc->set_function((VisualShaderNodeTransformFunc::Function)p_op_idx);
  1833. return;
  1834. }
  1835. }
  1836. //UV_FUNC
  1837. {
  1838. VisualShaderNodeUVFunc *uvFunc = Object::cast_to<VisualShaderNodeUVFunc>(p_node);
  1839. if (uvFunc) {
  1840. uvFunc->set_function((VisualShaderNodeUVFunc::Function)p_op_idx);
  1841. return;
  1842. }
  1843. }
  1844. // IS
  1845. {
  1846. VisualShaderNodeIs *is = Object::cast_to<VisualShaderNodeIs>(p_node);
  1847. if (is) {
  1848. is->set_function((VisualShaderNodeIs::Function)p_op_idx);
  1849. return;
  1850. }
  1851. }
  1852. // COMPARE
  1853. {
  1854. VisualShaderNodeCompare *cmp = Object::cast_to<VisualShaderNodeCompare>(p_node);
  1855. if (cmp) {
  1856. cmp->set_function((VisualShaderNodeCompare::Function)p_op_idx);
  1857. return;
  1858. }
  1859. }
  1860. // DERIVATIVE
  1861. {
  1862. VisualShaderNodeScalarDerivativeFunc *sderFunc = Object::cast_to<VisualShaderNodeScalarDerivativeFunc>(p_node);
  1863. if (sderFunc) {
  1864. sderFunc->set_function((VisualShaderNodeScalarDerivativeFunc::Function)p_op_idx);
  1865. return;
  1866. }
  1867. VisualShaderNodeVectorDerivativeFunc *vderFunc = Object::cast_to<VisualShaderNodeVectorDerivativeFunc>(p_node);
  1868. if (vderFunc) {
  1869. vderFunc->set_function((VisualShaderNodeVectorDerivativeFunc::Function)p_op_idx);
  1870. return;
  1871. }
  1872. }
  1873. // MIX
  1874. {
  1875. VisualShaderNodeMix *mix = Object::cast_to<VisualShaderNodeMix>(p_node);
  1876. if (mix) {
  1877. mix->set_op_type((VisualShaderNodeMix::OpType)p_op_idx);
  1878. return;
  1879. }
  1880. }
  1881. // CLAMP
  1882. {
  1883. VisualShaderNodeClamp *clampFunc = Object::cast_to<VisualShaderNodeClamp>(p_node);
  1884. if (clampFunc) {
  1885. clampFunc->set_op_type((VisualShaderNodeClamp::OpType)p_op_idx);
  1886. return;
  1887. }
  1888. }
  1889. // SWITCH
  1890. {
  1891. VisualShaderNodeSwitch *switchFunc = Object::cast_to<VisualShaderNodeSwitch>(p_node);
  1892. if (switchFunc) {
  1893. switchFunc->set_op_type((VisualShaderNodeSwitch::OpType)p_op_idx);
  1894. return;
  1895. }
  1896. }
  1897. // SMOOTHSTEP
  1898. {
  1899. VisualShaderNodeSmoothStep *smoothStepFunc = Object::cast_to<VisualShaderNodeSmoothStep>(p_node);
  1900. if (smoothStepFunc) {
  1901. smoothStepFunc->set_op_type((VisualShaderNodeSmoothStep::OpType)p_op_idx);
  1902. return;
  1903. }
  1904. }
  1905. // STEP
  1906. {
  1907. VisualShaderNodeStep *stepFunc = Object::cast_to<VisualShaderNodeStep>(p_node);
  1908. if (stepFunc) {
  1909. stepFunc->set_op_type((VisualShaderNodeStep::OpType)p_op_idx);
  1910. return;
  1911. }
  1912. }
  1913. // MULTIPLY_ADD
  1914. {
  1915. VisualShaderNodeMultiplyAdd *fmaFunc = Object::cast_to<VisualShaderNodeMultiplyAdd>(p_node);
  1916. if (fmaFunc) {
  1917. fmaFunc->set_op_type((VisualShaderNodeMultiplyAdd::OpType)p_op_idx);
  1918. }
  1919. }
  1920. }
  1921. void VisualShaderEditor::_add_node(int p_idx, int p_op_idx, String p_resource_path, int p_node_idx) {
  1922. ERR_FAIL_INDEX(p_idx, add_options.size());
  1923. VisualShader::Type type = get_current_shader_type();
  1924. Ref<VisualShaderNode> vsnode;
  1925. bool is_custom = add_options[p_idx].is_custom;
  1926. if (!is_custom && add_options[p_idx].type != String()) {
  1927. VisualShaderNode *vsn = Object::cast_to<VisualShaderNode>(ClassDB::instantiate(add_options[p_idx].type));
  1928. ERR_FAIL_COND(!vsn);
  1929. VisualShaderNodeFloatConstant *constant = Object::cast_to<VisualShaderNodeFloatConstant>(vsn);
  1930. if (constant) {
  1931. if ((int)add_options[p_idx].value != -1) {
  1932. constant->set_constant(add_options[p_idx].value);
  1933. }
  1934. } else {
  1935. if (p_op_idx != -1) {
  1936. VisualShaderNodeInput *input = Object::cast_to<VisualShaderNodeInput>(vsn);
  1937. if (input) {
  1938. input->set_input_name(add_options[p_idx].sub_func_str);
  1939. } else {
  1940. _setup_node(vsn, p_op_idx);
  1941. }
  1942. }
  1943. }
  1944. VisualShaderNodeUniformRef *uniform_ref = Object::cast_to<VisualShaderNodeUniformRef>(vsn);
  1945. if (uniform_ref && to_node != -1 && to_slot != -1) {
  1946. VisualShaderNode::PortType input_port_type = visual_shader->get_node(type, to_node)->get_input_port_type(to_slot);
  1947. bool success = false;
  1948. for (int i = 0; i < uniform_ref->get_uniforms_count(); i++) {
  1949. if (uniform_ref->get_port_type_by_index(i) == input_port_type) {
  1950. uniform_ref->set_uniform_name(uniform_ref->get_uniform_name_by_index(i));
  1951. success = true;
  1952. break;
  1953. }
  1954. }
  1955. if (!success) {
  1956. for (int i = 0; i < uniform_ref->get_uniforms_count(); i++) {
  1957. if (visual_shader->is_port_types_compatible(uniform_ref->get_port_type_by_index(i), input_port_type)) {
  1958. uniform_ref->set_uniform_name(uniform_ref->get_uniform_name_by_index(i));
  1959. break;
  1960. }
  1961. }
  1962. }
  1963. }
  1964. vsnode = Ref<VisualShaderNode>(vsn);
  1965. } else {
  1966. ERR_FAIL_COND(add_options[p_idx].script.is_null());
  1967. String base_type = add_options[p_idx].script->get_instance_base_type();
  1968. VisualShaderNode *vsn = Object::cast_to<VisualShaderNode>(ClassDB::instantiate(base_type));
  1969. ERR_FAIL_COND(!vsn);
  1970. vsnode = Ref<VisualShaderNode>(vsn);
  1971. vsnode->set_script(add_options[p_idx].script);
  1972. }
  1973. Point2 position = graph->get_scroll_ofs();
  1974. if (saved_node_pos_dirty) {
  1975. position += saved_node_pos;
  1976. } else {
  1977. position += graph->get_size() * 0.5;
  1978. position /= EDSCALE;
  1979. }
  1980. position /= graph->get_zoom();
  1981. saved_node_pos_dirty = false;
  1982. int id_to_use = visual_shader->get_valid_node_id(type);
  1983. if (p_resource_path.is_empty()) {
  1984. undo_redo->create_action(TTR("Add Node to Visual Shader"));
  1985. } else {
  1986. id_to_use += p_node_idx;
  1987. }
  1988. undo_redo->add_do_method(visual_shader.ptr(), "add_node", type, vsnode, position, id_to_use);
  1989. undo_redo->add_undo_method(visual_shader.ptr(), "remove_node", type, id_to_use);
  1990. undo_redo->add_do_method(graph_plugin.ptr(), "add_node", type, id_to_use);
  1991. undo_redo->add_undo_method(graph_plugin.ptr(), "remove_node", type, id_to_use);
  1992. VisualShaderNodeExpression *expr = Object::cast_to<VisualShaderNodeExpression>(vsnode.ptr());
  1993. if (expr) {
  1994. undo_redo->add_do_method(expr, "set_size", Size2(250 * EDSCALE, 150 * EDSCALE));
  1995. }
  1996. bool created_expression_port = false;
  1997. if (to_node != -1 && to_slot != -1) {
  1998. VisualShaderNode::PortType input_port_type = visual_shader->get_node(type, to_node)->get_input_port_type(to_slot);
  1999. if (expr && expr->is_editable() && input_port_type != VisualShaderNode::PORT_TYPE_SAMPLER) {
  2000. undo_redo->add_do_method(expr, "add_output_port", 0, input_port_type, "output0");
  2001. undo_redo->add_undo_method(expr, "remove_output_port", 0);
  2002. String initial_expression_code;
  2003. switch (input_port_type) {
  2004. case VisualShaderNode::PORT_TYPE_SCALAR:
  2005. initial_expression_code = "output0 = 1.0;";
  2006. break;
  2007. case VisualShaderNode::PORT_TYPE_SCALAR_INT:
  2008. initial_expression_code = "output0 = 1;";
  2009. break;
  2010. case VisualShaderNode::PORT_TYPE_VECTOR:
  2011. initial_expression_code = "output0 = vec3(1.0, 1.0, 1.0);";
  2012. break;
  2013. case VisualShaderNode::PORT_TYPE_BOOLEAN:
  2014. initial_expression_code = "output0 = true;";
  2015. break;
  2016. case VisualShaderNode::PORT_TYPE_TRANSFORM:
  2017. initial_expression_code = "output0 = mat4(1.0);";
  2018. break;
  2019. default:
  2020. break;
  2021. }
  2022. undo_redo->add_do_method(expr, "set_expression", initial_expression_code);
  2023. undo_redo->add_do_method(graph_plugin.ptr(), "update_node", type, id_to_use);
  2024. created_expression_port = true;
  2025. }
  2026. if (vsnode->get_output_port_count() > 0 || created_expression_port) {
  2027. int _from_node = id_to_use;
  2028. int _from_slot = 0;
  2029. if (created_expression_port) {
  2030. undo_redo->add_do_method(visual_shader.ptr(), "connect_nodes", type, _from_node, _from_slot, to_node, to_slot);
  2031. undo_redo->add_undo_method(visual_shader.ptr(), "disconnect_nodes", type, _from_node, _from_slot, to_node, to_slot);
  2032. undo_redo->add_do_method(graph_plugin.ptr(), "connect_nodes", type, _from_node, _from_slot, to_node, to_slot);
  2033. undo_redo->add_undo_method(graph_plugin.ptr(), "disconnect_nodes", type, _from_node, _from_slot, to_node, to_slot);
  2034. } else {
  2035. // Need to setting up Input node properly before committing since `is_port_types_compatible` (calling below) is using `mode` and `shader_type`.
  2036. VisualShaderNodeInput *input = Object::cast_to<VisualShaderNodeInput>(vsnode.ptr());
  2037. if (input) {
  2038. input->set_shader_mode(visual_shader->get_mode());
  2039. input->set_shader_type(visual_shader->get_shader_type());
  2040. }
  2041. // Attempting to connect to the first correct port.
  2042. for (int i = 0; i < vsnode->get_output_port_count(); i++) {
  2043. if (visual_shader->is_port_types_compatible(vsnode->get_output_port_type(i), input_port_type)) {
  2044. undo_redo->add_do_method(visual_shader.ptr(), "connect_nodes", type, _from_node, i, to_node, to_slot);
  2045. undo_redo->add_undo_method(visual_shader.ptr(), "disconnect_nodes", type, _from_node, i, to_node, to_slot);
  2046. undo_redo->add_do_method(graph_plugin.ptr(), "connect_nodes", type, _from_node, i, to_node, to_slot);
  2047. undo_redo->add_undo_method(graph_plugin.ptr(), "disconnect_nodes", type, _from_node, i, to_node, to_slot);
  2048. break;
  2049. }
  2050. }
  2051. }
  2052. }
  2053. } else if (from_node != -1 && from_slot != -1) {
  2054. VisualShaderNode::PortType output_port_type = visual_shader->get_node(type, from_node)->get_output_port_type(from_slot);
  2055. if (expr && expr->is_editable()) {
  2056. undo_redo->add_do_method(expr, "add_input_port", 0, output_port_type, "input0");
  2057. undo_redo->add_undo_method(expr, "remove_input_port", 0);
  2058. undo_redo->add_do_method(graph_plugin.ptr(), "update_node", type, id_to_use);
  2059. created_expression_port = true;
  2060. }
  2061. if (vsnode->get_input_port_count() > 0 || created_expression_port) {
  2062. int _to_node = id_to_use;
  2063. int _to_slot = 0;
  2064. if (created_expression_port) {
  2065. undo_redo->add_undo_method(visual_shader.ptr(), "disconnect_nodes", type, from_node, from_slot, _to_node, _to_slot);
  2066. undo_redo->add_do_method(visual_shader.ptr(), "connect_nodes", type, from_node, from_slot, _to_node, _to_slot);
  2067. undo_redo->add_undo_method(graph_plugin.ptr(), "disconnect_nodes", type, from_node, from_slot, _to_node, _to_slot);
  2068. undo_redo->add_do_method(graph_plugin.ptr(), "connect_nodes", type, from_node, from_slot, _to_node, _to_slot);
  2069. } else {
  2070. // Attempting to connect to the first correct port.
  2071. for (int i = 0; i < vsnode->get_input_port_count(); i++) {
  2072. if (visual_shader->is_port_types_compatible(output_port_type, vsnode->get_input_port_type(i))) {
  2073. undo_redo->add_undo_method(visual_shader.ptr(), "disconnect_nodes", type, from_node, from_slot, _to_node, i);
  2074. undo_redo->add_do_method(visual_shader.ptr(), "connect_nodes", type, from_node, from_slot, _to_node, i);
  2075. undo_redo->add_undo_method(graph_plugin.ptr(), "disconnect_nodes", type, from_node, from_slot, _to_node, i);
  2076. undo_redo->add_do_method(graph_plugin.ptr(), "connect_nodes", type, from_node, from_slot, _to_node, i);
  2077. break;
  2078. }
  2079. }
  2080. }
  2081. }
  2082. }
  2083. VisualShaderNodeUniform *uniform = Object::cast_to<VisualShaderNodeUniform>(vsnode.ptr());
  2084. if (uniform) {
  2085. undo_redo->add_do_method(this, "_update_uniforms", true);
  2086. undo_redo->add_undo_method(this, "_update_uniforms", true);
  2087. }
  2088. VisualShaderNodeCurveTexture *curve = Object::cast_to<VisualShaderNodeCurveTexture>(vsnode.ptr());
  2089. if (curve) {
  2090. graph_plugin->call_deferred(SNAME("update_curve"), id_to_use);
  2091. }
  2092. VisualShaderNodeCurveXYZTexture *curve_xyz = Object::cast_to<VisualShaderNodeCurveXYZTexture>(vsnode.ptr());
  2093. if (curve_xyz) {
  2094. graph_plugin->call_deferred(SNAME("update_curve_xyz"), id_to_use);
  2095. }
  2096. if (p_resource_path.is_empty()) {
  2097. undo_redo->commit_action();
  2098. } else {
  2099. //post-initialization
  2100. VisualShaderNodeTexture *texture2d = Object::cast_to<VisualShaderNodeTexture>(vsnode.ptr());
  2101. VisualShaderNodeTexture3D *texture3d = Object::cast_to<VisualShaderNodeTexture3D>(vsnode.ptr());
  2102. if (texture2d || texture3d || curve || curve_xyz) {
  2103. undo_redo->add_do_method(vsnode.ptr(), "set_texture", ResourceLoader::load(p_resource_path));
  2104. return;
  2105. }
  2106. VisualShaderNodeCubemap *cubemap = Object::cast_to<VisualShaderNodeCubemap>(vsnode.ptr());
  2107. if (cubemap) {
  2108. undo_redo->add_do_method(vsnode.ptr(), "set_cube_map", ResourceLoader::load(p_resource_path));
  2109. return;
  2110. }
  2111. VisualShaderNodeTexture2DArray *texture2d_array = Object::cast_to<VisualShaderNodeTexture2DArray>(vsnode.ptr());
  2112. if (texture2d_array) {
  2113. undo_redo->add_do_method(vsnode.ptr(), "set_texture_array", ResourceLoader::load(p_resource_path));
  2114. }
  2115. }
  2116. }
  2117. void VisualShaderEditor::_node_dragged(const Vector2 &p_from, const Vector2 &p_to, int p_node) {
  2118. VisualShader::Type type = get_current_shader_type();
  2119. drag_buffer.push_back({ type, p_node, p_from, p_to });
  2120. if (!drag_dirty) {
  2121. call_deferred(SNAME("_nodes_dragged"));
  2122. }
  2123. drag_dirty = true;
  2124. }
  2125. void VisualShaderEditor::_nodes_dragged() {
  2126. drag_dirty = false;
  2127. undo_redo->create_action(TTR("Node(s) Moved"));
  2128. for (const DragOp &E : drag_buffer) {
  2129. undo_redo->add_do_method(visual_shader.ptr(), "set_node_position", E.type, E.node, E.to);
  2130. undo_redo->add_undo_method(visual_shader.ptr(), "set_node_position", E.type, E.node, E.from);
  2131. undo_redo->add_do_method(graph_plugin.ptr(), "set_node_position", E.type, E.node, E.to);
  2132. undo_redo->add_undo_method(graph_plugin.ptr(), "set_node_position", E.type, E.node, E.from);
  2133. }
  2134. drag_buffer.clear();
  2135. undo_redo->commit_action();
  2136. }
  2137. void VisualShaderEditor::_connection_request(const String &p_from, int p_from_index, const String &p_to, int p_to_index) {
  2138. VisualShader::Type type = get_current_shader_type();
  2139. int from = p_from.to_int();
  2140. int to = p_to.to_int();
  2141. if (!visual_shader->can_connect_nodes(type, from, p_from_index, to, p_to_index)) {
  2142. return;
  2143. }
  2144. undo_redo->create_action(TTR("Nodes Connected"));
  2145. List<VisualShader::Connection> conns;
  2146. visual_shader->get_node_connections(type, &conns);
  2147. for (const VisualShader::Connection &E : conns) {
  2148. if (E.to_node == to && E.to_port == p_to_index) {
  2149. undo_redo->add_do_method(visual_shader.ptr(), "disconnect_nodes", type, E.from_node, E.from_port, E.to_node, E.to_port);
  2150. undo_redo->add_undo_method(visual_shader.ptr(), "connect_nodes", type, E.from_node, E.from_port, E.to_node, E.to_port);
  2151. undo_redo->add_do_method(graph_plugin.ptr(), "disconnect_nodes", type, E.from_node, E.from_port, E.to_node, E.to_port);
  2152. undo_redo->add_undo_method(graph_plugin.ptr(), "connect_nodes", type, E.from_node, E.from_port, E.to_node, E.to_port);
  2153. }
  2154. }
  2155. undo_redo->add_do_method(visual_shader.ptr(), "connect_nodes", type, from, p_from_index, to, p_to_index);
  2156. undo_redo->add_undo_method(visual_shader.ptr(), "disconnect_nodes", type, from, p_from_index, to, p_to_index);
  2157. undo_redo->add_do_method(graph_plugin.ptr(), "connect_nodes", type, from, p_from_index, to, p_to_index);
  2158. undo_redo->add_undo_method(graph_plugin.ptr(), "disconnect_nodes", type, from, p_from_index, to, p_to_index);
  2159. undo_redo->add_do_method(graph_plugin.ptr(), "update_node", (int)type, to);
  2160. undo_redo->add_undo_method(graph_plugin.ptr(), "update_node", (int)type, to);
  2161. undo_redo->commit_action();
  2162. }
  2163. void VisualShaderEditor::_disconnection_request(const String &p_from, int p_from_index, const String &p_to, int p_to_index) {
  2164. graph->disconnect_node(p_from, p_from_index, p_to, p_to_index);
  2165. VisualShader::Type type = get_current_shader_type();
  2166. int from = p_from.to_int();
  2167. int to = p_to.to_int();
  2168. undo_redo->create_action(TTR("Nodes Disconnected"));
  2169. undo_redo->add_do_method(visual_shader.ptr(), "disconnect_nodes", type, from, p_from_index, to, p_to_index);
  2170. undo_redo->add_undo_method(visual_shader.ptr(), "connect_nodes", type, from, p_from_index, to, p_to_index);
  2171. undo_redo->add_do_method(graph_plugin.ptr(), "disconnect_nodes", type, from, p_from_index, to, p_to_index);
  2172. undo_redo->add_undo_method(graph_plugin.ptr(), "connect_nodes", type, from, p_from_index, to, p_to_index);
  2173. undo_redo->add_do_method(graph_plugin.ptr(), "update_node", (int)type, to);
  2174. undo_redo->add_undo_method(graph_plugin.ptr(), "update_node", (int)type, to);
  2175. undo_redo->commit_action();
  2176. }
  2177. void VisualShaderEditor::_connection_to_empty(const String &p_from, int p_from_slot, const Vector2 &p_release_position) {
  2178. from_node = p_from.to_int();
  2179. from_slot = p_from_slot;
  2180. _show_members_dialog(true);
  2181. }
  2182. void VisualShaderEditor::_connection_from_empty(const String &p_to, int p_to_slot, const Vector2 &p_release_position) {
  2183. to_node = p_to.to_int();
  2184. to_slot = p_to_slot;
  2185. _show_members_dialog(true);
  2186. }
  2187. void VisualShaderEditor::_delete_nodes(int p_type, const List<int> &p_nodes) {
  2188. VisualShader::Type type = VisualShader::Type(p_type);
  2189. List<VisualShader::Connection> conns;
  2190. visual_shader->get_node_connections(type, &conns);
  2191. for (const int &F : p_nodes) {
  2192. for (const VisualShader::Connection &E : conns) {
  2193. if (E.from_node == F || E.to_node == F) {
  2194. undo_redo->add_do_method(graph_plugin.ptr(), "disconnect_nodes", type, E.from_node, E.from_port, E.to_node, E.to_port);
  2195. }
  2196. }
  2197. }
  2198. Set<String> uniform_names;
  2199. for (const int &F : p_nodes) {
  2200. Ref<VisualShaderNode> node = visual_shader->get_node(type, F);
  2201. undo_redo->add_do_method(visual_shader.ptr(), "remove_node", type, F);
  2202. undo_redo->add_undo_method(visual_shader.ptr(), "add_node", type, node, visual_shader->get_node_position(type, F), F);
  2203. undo_redo->add_undo_method(graph_plugin.ptr(), "add_node", type, F);
  2204. undo_redo->add_do_method(this, "_clear_buffer");
  2205. undo_redo->add_undo_method(this, "_clear_buffer");
  2206. // restore size, inputs and outputs if node is group
  2207. VisualShaderNodeGroupBase *group = Object::cast_to<VisualShaderNodeGroupBase>(node.ptr());
  2208. if (group) {
  2209. undo_redo->add_undo_method(group, "set_size", group->get_size());
  2210. undo_redo->add_undo_method(group, "set_inputs", group->get_inputs());
  2211. undo_redo->add_undo_method(group, "set_outputs", group->get_outputs());
  2212. }
  2213. // restore expression text if node is expression
  2214. VisualShaderNodeExpression *expression = Object::cast_to<VisualShaderNodeExpression>(node.ptr());
  2215. if (expression) {
  2216. undo_redo->add_undo_method(expression, "set_expression", expression->get_expression());
  2217. }
  2218. VisualShaderNodeUniform *uniform = Object::cast_to<VisualShaderNodeUniform>(node.ptr());
  2219. if (uniform) {
  2220. uniform_names.insert(uniform->get_uniform_name());
  2221. }
  2222. }
  2223. List<VisualShader::Connection> used_conns;
  2224. for (const int &F : p_nodes) {
  2225. for (const VisualShader::Connection &E : conns) {
  2226. if (E.from_node == F || E.to_node == F) {
  2227. bool cancel = false;
  2228. for (List<VisualShader::Connection>::Element *R = used_conns.front(); R; R = R->next()) {
  2229. 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) {
  2230. cancel = true; // to avoid ERR_ALREADY_EXISTS warning
  2231. break;
  2232. }
  2233. }
  2234. if (!cancel) {
  2235. undo_redo->add_undo_method(visual_shader.ptr(), "connect_nodes", type, E.from_node, E.from_port, E.to_node, E.to_port);
  2236. undo_redo->add_undo_method(graph_plugin.ptr(), "connect_nodes", type, E.from_node, E.from_port, E.to_node, E.to_port);
  2237. used_conns.push_back(E);
  2238. }
  2239. }
  2240. }
  2241. }
  2242. // delete nodes from the graph
  2243. for (const int &F : p_nodes) {
  2244. undo_redo->add_do_method(graph_plugin.ptr(), "remove_node", type, F);
  2245. }
  2246. // update uniform refs if any uniform has been deleted
  2247. if (uniform_names.size() > 0) {
  2248. undo_redo->add_do_method(this, "_update_uniforms", true);
  2249. undo_redo->add_undo_method(this, "_update_uniforms", true);
  2250. _update_uniform_refs(uniform_names);
  2251. }
  2252. }
  2253. void VisualShaderEditor::_replace_node(VisualShader::Type p_type_id, int p_node_id, const StringName &p_from, const StringName &p_to) {
  2254. undo_redo->add_do_method(visual_shader.ptr(), "replace_node", p_type_id, p_node_id, p_to);
  2255. undo_redo->add_undo_method(visual_shader.ptr(), "replace_node", p_type_id, p_node_id, p_from);
  2256. }
  2257. void VisualShaderEditor::_update_constant(VisualShader::Type p_type_id, int p_node_id, Variant p_var, int p_preview_port) {
  2258. Ref<VisualShaderNode> node = visual_shader->get_node(p_type_id, p_node_id);
  2259. ERR_FAIL_COND(!node.is_valid());
  2260. ERR_FAIL_COND(!node->has_method("set_constant"));
  2261. node->call("set_constant", p_var);
  2262. if (p_preview_port != -1) {
  2263. node->set_output_port_for_preview(p_preview_port);
  2264. }
  2265. }
  2266. void VisualShaderEditor::_update_uniform(VisualShader::Type p_type_id, int p_node_id, Variant p_var, int p_preview_port) {
  2267. Ref<VisualShaderNodeUniform> uniform = visual_shader->get_node(p_type_id, p_node_id);
  2268. ERR_FAIL_COND(!uniform.is_valid());
  2269. String valid_name = visual_shader->validate_uniform_name(uniform->get_uniform_name(), uniform);
  2270. uniform->set_uniform_name(valid_name);
  2271. graph_plugin->set_uniform_name(p_type_id, p_node_id, valid_name);
  2272. if (uniform->has_method("set_default_value_enabled")) {
  2273. uniform->call("set_default_value_enabled", true);
  2274. uniform->call("set_default_value", p_var);
  2275. }
  2276. if (p_preview_port != -1) {
  2277. uniform->set_output_port_for_preview(p_preview_port);
  2278. }
  2279. }
  2280. void VisualShaderEditor::_convert_constants_to_uniforms(bool p_vice_versa) {
  2281. VisualShader::Type type_id = get_current_shader_type();
  2282. if (!p_vice_versa) {
  2283. undo_redo->create_action(TTR("Convert Constant Node(s) To Uniform(s)"));
  2284. } else {
  2285. undo_redo->create_action(TTR("Convert Uniform Node(s) To Constant(s)"));
  2286. }
  2287. const Set<int> &current_set = p_vice_versa ? selected_uniforms : selected_constants;
  2288. Set<String> deleted_names;
  2289. for (Set<int>::Element *E = current_set.front(); E; E = E->next()) {
  2290. int node_id = E->get();
  2291. Ref<VisualShaderNode> node = visual_shader->get_node(type_id, node_id);
  2292. bool caught = false;
  2293. Variant var;
  2294. // float
  2295. if (!p_vice_versa) {
  2296. Ref<VisualShaderNodeFloatConstant> float_const = Object::cast_to<VisualShaderNodeFloatConstant>(node.ptr());
  2297. if (float_const.is_valid()) {
  2298. _replace_node(type_id, node_id, "VisualShaderNodeFloatConstant", "VisualShaderNodeFloatUniform");
  2299. var = float_const->get_constant();
  2300. caught = true;
  2301. }
  2302. } else {
  2303. Ref<VisualShaderNodeFloatUniform> float_uniform = Object::cast_to<VisualShaderNodeFloatUniform>(node.ptr());
  2304. if (float_uniform.is_valid()) {
  2305. _replace_node(type_id, node_id, "VisualShaderNodeFloatUniform", "VisualShaderNodeFloatConstant");
  2306. var = float_uniform->get_default_value();
  2307. caught = true;
  2308. }
  2309. }
  2310. // int
  2311. if (!caught) {
  2312. if (!p_vice_versa) {
  2313. Ref<VisualShaderNodeIntConstant> int_const = Object::cast_to<VisualShaderNodeIntConstant>(node.ptr());
  2314. if (int_const.is_valid()) {
  2315. _replace_node(type_id, node_id, "VisualShaderNodeIntConstant", "VisualShaderNodeIntUniform");
  2316. var = int_const->get_constant();
  2317. caught = true;
  2318. }
  2319. } else {
  2320. Ref<VisualShaderNodeIntUniform> int_uniform = Object::cast_to<VisualShaderNodeIntUniform>(node.ptr());
  2321. if (int_uniform.is_valid()) {
  2322. _replace_node(type_id, node_id, "VisualShaderNodeIntUniform", "VisualShaderNodeIntConstant");
  2323. var = int_uniform->get_default_value();
  2324. caught = true;
  2325. }
  2326. }
  2327. }
  2328. // boolean
  2329. if (!caught) {
  2330. if (!p_vice_versa) {
  2331. Ref<VisualShaderNodeBooleanConstant> boolean_const = Object::cast_to<VisualShaderNodeBooleanConstant>(node.ptr());
  2332. if (boolean_const.is_valid()) {
  2333. _replace_node(type_id, node_id, "VisualShaderNodeBooleanConstant", "VisualShaderNodeBooleanUniform");
  2334. var = boolean_const->get_constant();
  2335. caught = true;
  2336. }
  2337. } else {
  2338. Ref<VisualShaderNodeBooleanUniform> boolean_uniform = Object::cast_to<VisualShaderNodeBooleanUniform>(node.ptr());
  2339. if (boolean_uniform.is_valid()) {
  2340. _replace_node(type_id, node_id, "VisualShaderNodeBooleanUniform", "VisualShaderNodeBooleanConstant");
  2341. var = boolean_uniform->get_default_value();
  2342. caught = true;
  2343. }
  2344. }
  2345. }
  2346. // vec3
  2347. if (!caught) {
  2348. if (!p_vice_versa) {
  2349. Ref<VisualShaderNodeVec3Constant> vec3_const = Object::cast_to<VisualShaderNodeVec3Constant>(node.ptr());
  2350. if (vec3_const.is_valid()) {
  2351. _replace_node(type_id, node_id, "VisualShaderNodeVec3Constant", "VisualShaderNodeVec3Uniform");
  2352. var = vec3_const->get_constant();
  2353. caught = true;
  2354. }
  2355. } else {
  2356. Ref<VisualShaderNodeVec3Uniform> vec3_uniform = Object::cast_to<VisualShaderNodeVec3Uniform>(node.ptr());
  2357. if (vec3_uniform.is_valid()) {
  2358. _replace_node(type_id, node_id, "VisualShaderNodeVec3Uniform", "VisualShaderNodeVec3Constant");
  2359. var = vec3_uniform->get_default_value();
  2360. caught = true;
  2361. }
  2362. }
  2363. }
  2364. // color
  2365. if (!caught) {
  2366. if (!p_vice_versa) {
  2367. Ref<VisualShaderNodeColorConstant> color_const = Object::cast_to<VisualShaderNodeColorConstant>(node.ptr());
  2368. if (color_const.is_valid()) {
  2369. _replace_node(type_id, node_id, "VisualShaderNodeColorConstant", "VisualShaderNodeColorUniform");
  2370. var = color_const->get_constant();
  2371. caught = true;
  2372. }
  2373. } else {
  2374. Ref<VisualShaderNodeColorUniform> color_uniform = Object::cast_to<VisualShaderNodeColorUniform>(node.ptr());
  2375. if (color_uniform.is_valid()) {
  2376. _replace_node(type_id, node_id, "VisualShaderNodeColorUniform", "VisualShaderNodeColorConstant");
  2377. var = color_uniform->get_default_value();
  2378. caught = true;
  2379. }
  2380. }
  2381. }
  2382. // transform
  2383. if (!caught) {
  2384. if (!p_vice_versa) {
  2385. Ref<VisualShaderNodeTransformConstant> transform_const = Object::cast_to<VisualShaderNodeTransformConstant>(node.ptr());
  2386. if (transform_const.is_valid()) {
  2387. _replace_node(type_id, node_id, "VisualShaderNodeTransformConstant", "VisualShaderNodeTransformUniform");
  2388. var = transform_const->get_constant();
  2389. caught = true;
  2390. }
  2391. } else {
  2392. Ref<VisualShaderNodeTransformUniform> transform_uniform = Object::cast_to<VisualShaderNodeTransformUniform>(node.ptr());
  2393. if (transform_uniform.is_valid()) {
  2394. _replace_node(type_id, node_id, "VisualShaderNodeTransformUniform", "VisualShaderNodeTransformConstant");
  2395. var = transform_uniform->get_default_value();
  2396. caught = true;
  2397. }
  2398. }
  2399. }
  2400. ERR_CONTINUE(!caught);
  2401. int preview_port = node->get_output_port_for_preview();
  2402. if (!p_vice_versa) {
  2403. undo_redo->add_do_method(this, "_update_uniform", type_id, node_id, var, preview_port);
  2404. undo_redo->add_undo_method(this, "_update_constant", type_id, node_id, var, preview_port);
  2405. } else {
  2406. undo_redo->add_do_method(this, "_update_constant", type_id, node_id, var, preview_port);
  2407. undo_redo->add_undo_method(this, "_update_uniform", type_id, node_id, var, preview_port);
  2408. Ref<VisualShaderNodeUniform> uniform = Object::cast_to<VisualShaderNodeUniform>(node.ptr());
  2409. ERR_CONTINUE(!uniform.is_valid());
  2410. deleted_names.insert(uniform->get_uniform_name());
  2411. }
  2412. undo_redo->add_do_method(graph_plugin.ptr(), "update_node", type_id, node_id);
  2413. undo_redo->add_undo_method(graph_plugin.ptr(), "update_node", type_id, node_id);
  2414. }
  2415. undo_redo->add_do_method(this, "_update_uniforms", true);
  2416. undo_redo->add_undo_method(this, "_update_uniforms", true);
  2417. if (deleted_names.size() > 0) {
  2418. _update_uniform_refs(deleted_names);
  2419. }
  2420. undo_redo->commit_action();
  2421. }
  2422. void VisualShaderEditor::_delete_node_request(int p_type, int p_node) {
  2423. List<int> to_erase;
  2424. to_erase.push_back(p_node);
  2425. undo_redo->create_action(TTR("Delete VisualShader Node"));
  2426. _delete_nodes(p_type, to_erase);
  2427. undo_redo->commit_action();
  2428. }
  2429. void VisualShaderEditor::_delete_nodes_request() {
  2430. List<int> to_erase;
  2431. for (int i = 0; i < graph->get_child_count(); i++) {
  2432. GraphNode *gn = Object::cast_to<GraphNode>(graph->get_child(i));
  2433. if (gn) {
  2434. if (gn->is_selected() && gn->is_close_button_visible()) {
  2435. to_erase.push_back(gn->get_name().operator String().to_int());
  2436. }
  2437. }
  2438. }
  2439. if (to_erase.is_empty()) {
  2440. return;
  2441. }
  2442. undo_redo->create_action(TTR("Delete VisualShader Node(s)"));
  2443. _delete_nodes(get_current_shader_type(), to_erase);
  2444. undo_redo->commit_action();
  2445. }
  2446. void VisualShaderEditor::_node_selected(Object *p_node) {
  2447. VisualShader::Type type = get_current_shader_type();
  2448. GraphNode *gn = Object::cast_to<GraphNode>(p_node);
  2449. ERR_FAIL_COND(!gn);
  2450. int id = String(gn->get_name()).to_int();
  2451. Ref<VisualShaderNode> vsnode = visual_shader->get_node(type, id);
  2452. ERR_FAIL_COND(!vsnode.is_valid());
  2453. //do not rely on this, makes editor more complex
  2454. //EditorNode::get_singleton()->push_item(vsnode.ptr(), "", true);
  2455. }
  2456. void VisualShaderEditor::_graph_gui_input(const Ref<InputEvent> &p_event) {
  2457. Ref<InputEventMouseButton> mb = p_event;
  2458. VisualShader::Type type = get_current_shader_type();
  2459. if (mb.is_valid() && mb->is_pressed() && mb->get_button_index() == MOUSE_BUTTON_RIGHT) {
  2460. selected_constants.clear();
  2461. selected_uniforms.clear();
  2462. selected_comment = -1;
  2463. List<int> to_change;
  2464. for (int i = 0; i < graph->get_child_count(); i++) {
  2465. GraphNode *gn = Object::cast_to<GraphNode>(graph->get_child(i));
  2466. if (gn) {
  2467. if (gn->is_selected() && gn->is_close_button_visible()) {
  2468. int id = gn->get_name().operator String().to_int();
  2469. to_change.push_back(id);
  2470. Ref<VisualShaderNode> node = visual_shader->get_node(type, id);
  2471. VisualShaderNodeComment *comment_node = Object::cast_to<VisualShaderNodeComment>(node.ptr());
  2472. if (comment_node != nullptr) {
  2473. selected_comment = id;
  2474. }
  2475. VisualShaderNodeConstant *constant_node = Object::cast_to<VisualShaderNodeConstant>(node.ptr());
  2476. if (constant_node != nullptr) {
  2477. selected_constants.insert(id);
  2478. }
  2479. VisualShaderNodeUniform *uniform_node = Object::cast_to<VisualShaderNodeUniform>(node.ptr());
  2480. if (uniform_node != nullptr && uniform_node->is_convertible_to_constant()) {
  2481. selected_uniforms.insert(id);
  2482. }
  2483. }
  2484. }
  2485. }
  2486. if (to_change.size() > 1) {
  2487. selected_comment = -1;
  2488. }
  2489. if (to_change.is_empty() && copy_nodes_buffer.is_empty()) {
  2490. _show_members_dialog(true);
  2491. } else {
  2492. popup_menu->set_item_disabled(NodeMenuOptions::COPY, to_change.is_empty());
  2493. popup_menu->set_item_disabled(NodeMenuOptions::PASTE, copy_nodes_buffer.is_empty());
  2494. popup_menu->set_item_disabled(NodeMenuOptions::DELETE, to_change.is_empty());
  2495. popup_menu->set_item_disabled(NodeMenuOptions::DUPLICATE, to_change.is_empty());
  2496. int temp = popup_menu->get_item_index(NodeMenuOptions::SEPARATOR2);
  2497. if (temp != -1) {
  2498. popup_menu->remove_item(temp);
  2499. }
  2500. temp = popup_menu->get_item_index(NodeMenuOptions::CONVERT_CONSTANTS_TO_UNIFORMS);
  2501. if (temp != -1) {
  2502. popup_menu->remove_item(temp);
  2503. }
  2504. temp = popup_menu->get_item_index(NodeMenuOptions::CONVERT_UNIFORMS_TO_CONSTANTS);
  2505. if (temp != -1) {
  2506. popup_menu->remove_item(temp);
  2507. }
  2508. temp = popup_menu->get_item_index(NodeMenuOptions::SEPARATOR3);
  2509. if (temp != -1) {
  2510. popup_menu->remove_item(temp);
  2511. }
  2512. temp = popup_menu->get_item_index(NodeMenuOptions::SET_COMMENT_TITLE);
  2513. if (temp != -1) {
  2514. popup_menu->remove_item(temp);
  2515. }
  2516. temp = popup_menu->get_item_index(NodeMenuOptions::SET_COMMENT_DESCRIPTION);
  2517. if (temp != -1) {
  2518. popup_menu->remove_item(temp);
  2519. }
  2520. if (selected_comment != -1) {
  2521. popup_menu->add_separator("", NodeMenuOptions::SEPARATOR2);
  2522. popup_menu->add_item(TTR("Set Comment Title"), NodeMenuOptions::SET_COMMENT_TITLE);
  2523. popup_menu->add_item(TTR("Set Comment Description"), NodeMenuOptions::SET_COMMENT_DESCRIPTION);
  2524. }
  2525. if (selected_constants.size() > 0 || selected_uniforms.size() > 0) {
  2526. popup_menu->add_separator("", NodeMenuOptions::SEPARATOR3);
  2527. if (selected_constants.size() > 0) {
  2528. popup_menu->add_item(TTR("Convert Constant(s) to Uniform(s)"), NodeMenuOptions::CONVERT_CONSTANTS_TO_UNIFORMS);
  2529. }
  2530. if (selected_uniforms.size() > 0) {
  2531. popup_menu->add_item(TTR("Convert Uniform(s) to Constant(s)"), NodeMenuOptions::CONVERT_UNIFORMS_TO_CONSTANTS);
  2532. }
  2533. }
  2534. menu_point = graph->get_local_mouse_position();
  2535. Point2 gpos = Input::get_singleton()->get_mouse_position();
  2536. popup_menu->set_position(gpos);
  2537. popup_menu->set_size(Size2(-1, -1));
  2538. popup_menu->popup();
  2539. }
  2540. }
  2541. }
  2542. void VisualShaderEditor::_show_members_dialog(bool at_mouse_pos) {
  2543. if (at_mouse_pos) {
  2544. saved_node_pos_dirty = true;
  2545. saved_node_pos = graph->get_local_mouse_position();
  2546. Point2 gpos = Input::get_singleton()->get_mouse_position();
  2547. members_dialog->popup();
  2548. members_dialog->set_position(gpos);
  2549. } else {
  2550. members_dialog->popup();
  2551. saved_node_pos_dirty = false;
  2552. members_dialog->set_position(graph->get_global_position() + Point2(5 * EDSCALE, 65 * EDSCALE));
  2553. }
  2554. // keep dialog within window bounds
  2555. Size2 window_size = DisplayServer::get_singleton()->window_get_size();
  2556. Rect2 dialog_rect = Rect2(members_dialog->get_position(), members_dialog->get_size());
  2557. if (dialog_rect.position.y + dialog_rect.size.y > window_size.y) {
  2558. int difference = dialog_rect.position.y + dialog_rect.size.y - window_size.y;
  2559. members_dialog->set_position(members_dialog->get_position() - Point2(0, difference));
  2560. }
  2561. if (dialog_rect.position.x + dialog_rect.size.x > window_size.x) {
  2562. int difference = dialog_rect.position.x + dialog_rect.size.x - window_size.x;
  2563. members_dialog->set_position(members_dialog->get_position() - Point2(difference, 0));
  2564. }
  2565. node_filter->call_deferred(SNAME("grab_focus")); // still not visible
  2566. node_filter->select_all();
  2567. }
  2568. void VisualShaderEditor::_sbox_input(const Ref<InputEvent> &p_ie) {
  2569. Ref<InputEventKey> ie = p_ie;
  2570. if (ie.is_valid() && (ie->get_keycode() == KEY_UP ||
  2571. ie->get_keycode() == KEY_DOWN ||
  2572. ie->get_keycode() == KEY_ENTER ||
  2573. ie->get_keycode() == KEY_KP_ENTER)) {
  2574. members->call("_gui_input", ie);
  2575. node_filter->accept_event();
  2576. }
  2577. }
  2578. void VisualShaderEditor::_notification(int p_what) {
  2579. if (p_what == NOTIFICATION_ENTER_TREE) {
  2580. node_filter->set_clear_button_enabled(true);
  2581. // collapse tree by default
  2582. TreeItem *category = members->get_root()->get_first_child();
  2583. while (category) {
  2584. category->set_collapsed(true);
  2585. TreeItem *sub_category = category->get_first_child();
  2586. while (sub_category) {
  2587. sub_category->set_collapsed(true);
  2588. sub_category = sub_category->get_next();
  2589. }
  2590. category = category->get_next();
  2591. }
  2592. }
  2593. if (p_what == NOTIFICATION_DRAG_BEGIN) {
  2594. Dictionary dd = get_viewport()->gui_get_drag_data();
  2595. if (members->is_visible_in_tree() && dd.has("id")) {
  2596. members->set_drop_mode_flags(Tree::DROP_MODE_ON_ITEM);
  2597. }
  2598. } else if (p_what == NOTIFICATION_DRAG_END) {
  2599. members->set_drop_mode_flags(0);
  2600. }
  2601. if (p_what == NOTIFICATION_ENTER_TREE || p_what == NOTIFICATION_THEME_CHANGED) {
  2602. highend_label->set_modulate(get_theme_color(SNAME("vulkan_color"), SNAME("Editor")));
  2603. node_filter->set_right_icon(Control::get_theme_icon(SNAME("Search"), SNAME("EditorIcons")));
  2604. preview_shader->set_icon(Control::get_theme_icon(SNAME("Shader"), SNAME("EditorIcons")));
  2605. {
  2606. Color background_color = EDITOR_GET("text_editor/highlighting/background_color");
  2607. Color text_color = EDITOR_GET("text_editor/highlighting/text_color");
  2608. Color keyword_color = EDITOR_GET("text_editor/highlighting/keyword_color");
  2609. Color control_flow_keyword_color = EDITOR_GET("text_editor/highlighting/control_flow_keyword_color");
  2610. Color comment_color = EDITOR_GET("text_editor/highlighting/comment_color");
  2611. Color symbol_color = EDITOR_GET("text_editor/highlighting/symbol_color");
  2612. Color function_color = EDITOR_GET("text_editor/highlighting/function_color");
  2613. Color number_color = EDITOR_GET("text_editor/highlighting/number_color");
  2614. Color members_color = EDITOR_GET("text_editor/highlighting/member_variable_color");
  2615. preview_text->add_theme_color_override("background_color", background_color);
  2616. for (const String &E : keyword_list) {
  2617. if (ShaderLanguage::is_control_flow_keyword(E)) {
  2618. syntax_highlighter->add_keyword_color(E, control_flow_keyword_color);
  2619. } else {
  2620. syntax_highlighter->add_keyword_color(E, keyword_color);
  2621. }
  2622. }
  2623. preview_text->add_theme_font_override("font", get_theme_font(SNAME("expression"), SNAME("EditorFonts")));
  2624. preview_text->add_theme_font_size_override("font_size", get_theme_font_size(SNAME("expression_size"), SNAME("EditorFonts")));
  2625. preview_text->add_theme_color_override("font_color", text_color);
  2626. syntax_highlighter->set_number_color(number_color);
  2627. syntax_highlighter->set_symbol_color(symbol_color);
  2628. syntax_highlighter->set_function_color(function_color);
  2629. syntax_highlighter->set_member_variable_color(members_color);
  2630. syntax_highlighter->clear_color_regions();
  2631. syntax_highlighter->add_color_region("/*", "*/", comment_color, false);
  2632. syntax_highlighter->add_color_region("//", "", comment_color, true);
  2633. preview_text->clear_comment_delimiters();
  2634. preview_text->add_comment_delimiter("/*", "*/", false);
  2635. preview_text->add_comment_delimiter("//", "", true);
  2636. error_panel->add_theme_style_override("panel", get_theme_stylebox(SNAME("panel"), SNAME("Panel")));
  2637. error_label->add_theme_font_override("font", get_theme_font(SNAME("status_source"), SNAME("EditorFonts")));
  2638. error_label->add_theme_font_size_override("font_size", get_theme_font_size(SNAME("status_source_size"), SNAME("EditorFonts")));
  2639. error_label->add_theme_color_override("font_color", get_theme_color(SNAME("error_color"), SNAME("Editor")));
  2640. }
  2641. tools->set_icon(EditorNode::get_singleton()->get_gui_base()->get_theme_icon(SNAME("Tools"), SNAME("EditorIcons")));
  2642. if (p_what == NOTIFICATION_THEME_CHANGED && is_visible_in_tree()) {
  2643. _update_graph();
  2644. }
  2645. }
  2646. }
  2647. void VisualShaderEditor::_scroll_changed(const Vector2 &p_scroll) {
  2648. if (updating) {
  2649. return;
  2650. }
  2651. updating = true;
  2652. visual_shader->set_graph_offset(p_scroll / EDSCALE);
  2653. updating = false;
  2654. }
  2655. void VisualShaderEditor::_node_changed(int p_id) {
  2656. if (updating) {
  2657. return;
  2658. }
  2659. if (is_visible_in_tree()) {
  2660. _update_graph();
  2661. }
  2662. }
  2663. void VisualShaderEditor::_dup_update_excluded(int p_type, Set<int> &r_excluded) {
  2664. r_excluded.clear();
  2665. VisualShader::Type type = (VisualShader::Type)p_type;
  2666. for (int i = 0; i < graph->get_child_count(); i++) {
  2667. GraphNode *gn = Object::cast_to<GraphNode>(graph->get_child(i));
  2668. if (gn) {
  2669. int id = String(gn->get_name()).to_int();
  2670. Ref<VisualShaderNode> node = visual_shader->get_node(type, id);
  2671. Ref<VisualShaderNodeOutput> output = node;
  2672. if (output.is_valid()) {
  2673. r_excluded.insert(id);
  2674. continue;
  2675. }
  2676. r_excluded.insert(id);
  2677. }
  2678. }
  2679. }
  2680. void VisualShaderEditor::_dup_copy_nodes(int p_type, List<int> &r_nodes, Set<int> &r_excluded) {
  2681. VisualShader::Type type = (VisualShader::Type)p_type;
  2682. selection_center.x = 0.0f;
  2683. selection_center.y = 0.0f;
  2684. for (int i = 0; i < graph->get_child_count(); i++) {
  2685. GraphNode *gn = Object::cast_to<GraphNode>(graph->get_child(i));
  2686. if (gn) {
  2687. int id = String(gn->get_name()).to_int();
  2688. Ref<VisualShaderNode> node = visual_shader->get_node(type, id);
  2689. Ref<VisualShaderNodeOutput> output = node;
  2690. if (output.is_valid()) { // can't duplicate output
  2691. r_excluded.insert(id);
  2692. continue;
  2693. }
  2694. if (node.is_valid() && gn->is_selected()) {
  2695. Vector2 pos = visual_shader->get_node_position(type, id);
  2696. selection_center += pos;
  2697. r_nodes.push_back(id);
  2698. }
  2699. r_excluded.insert(id);
  2700. }
  2701. }
  2702. selection_center /= (float)r_nodes.size();
  2703. }
  2704. void VisualShaderEditor::_dup_paste_nodes(int p_type, int p_pasted_type, List<int> &r_nodes, Set<int> &r_excluded, const Vector2 &p_offset, bool p_select) {
  2705. VisualShader::Type type = (VisualShader::Type)p_type;
  2706. VisualShader::Type pasted_type = (VisualShader::Type)p_pasted_type;
  2707. int base_id = visual_shader->get_valid_node_id(type);
  2708. int id_from = base_id;
  2709. Map<int, int> connection_remap;
  2710. Set<int> unsupported_set;
  2711. for (int &E : r_nodes) {
  2712. connection_remap[E] = id_from;
  2713. Ref<VisualShaderNode> node = visual_shader->get_node(pasted_type, E);
  2714. bool unsupported = false;
  2715. for (int i = 0; i < add_options.size(); i++) {
  2716. if (add_options[i].type == node->get_class_name()) {
  2717. if (!_is_available(add_options[i].mode)) {
  2718. unsupported = true;
  2719. }
  2720. break;
  2721. }
  2722. }
  2723. if (unsupported) {
  2724. unsupported_set.insert(E);
  2725. continue;
  2726. }
  2727. Ref<VisualShaderNode> dupli = node->duplicate();
  2728. undo_redo->add_do_method(visual_shader.ptr(), "add_node", type, dupli, visual_shader->get_node_position(pasted_type, E) + p_offset, id_from);
  2729. undo_redo->add_do_method(graph_plugin.ptr(), "add_node", type, id_from);
  2730. // duplicate size, inputs and outputs if node is group
  2731. Ref<VisualShaderNodeGroupBase> group = Object::cast_to<VisualShaderNodeGroupBase>(node.ptr());
  2732. if (!group.is_null()) {
  2733. undo_redo->add_do_method(dupli.ptr(), "set_size", group->get_size());
  2734. undo_redo->add_do_method(graph_plugin.ptr(), "set_node_size", type, id_from, group->get_size());
  2735. undo_redo->add_do_method(dupli.ptr(), "set_inputs", group->get_inputs());
  2736. undo_redo->add_do_method(dupli.ptr(), "set_outputs", group->get_outputs());
  2737. }
  2738. // duplicate expression text if node is expression
  2739. Ref<VisualShaderNodeExpression> expression = Object::cast_to<VisualShaderNodeExpression>(node.ptr());
  2740. if (!expression.is_null()) {
  2741. undo_redo->add_do_method(dupli.ptr(), "set_expression", expression->get_expression());
  2742. }
  2743. id_from++;
  2744. }
  2745. List<VisualShader::Connection> conns;
  2746. visual_shader->get_node_connections(pasted_type, &conns);
  2747. for (const VisualShader::Connection &E : conns) {
  2748. if (unsupported_set.has(E.from_node) || unsupported_set.has(E.to_node)) {
  2749. continue;
  2750. }
  2751. if (connection_remap.has(E.from_node) && connection_remap.has(E.to_node)) {
  2752. 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);
  2753. 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);
  2754. 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);
  2755. }
  2756. }
  2757. id_from = base_id;
  2758. for (int i = 0; i < r_nodes.size(); i++) {
  2759. undo_redo->add_undo_method(visual_shader.ptr(), "remove_node", type, id_from);
  2760. undo_redo->add_undo_method(graph_plugin.ptr(), "remove_node", type, id_from);
  2761. id_from++;
  2762. }
  2763. undo_redo->commit_action();
  2764. if (p_select) {
  2765. // reselect duplicated nodes by excluding the other ones
  2766. for (int i = 0; i < graph->get_child_count(); i++) {
  2767. GraphNode *gn = Object::cast_to<GraphNode>(graph->get_child(i));
  2768. if (gn) {
  2769. int id = String(gn->get_name()).to_int();
  2770. if (!r_excluded.has(id)) {
  2771. gn->set_selected(true);
  2772. } else {
  2773. gn->set_selected(false);
  2774. }
  2775. }
  2776. }
  2777. }
  2778. }
  2779. void VisualShaderEditor::_clear_buffer() {
  2780. copy_nodes_buffer.clear();
  2781. copy_nodes_excluded_buffer.clear();
  2782. }
  2783. void VisualShaderEditor::_duplicate_nodes() {
  2784. int type = get_current_shader_type();
  2785. List<int> nodes;
  2786. Set<int> excluded;
  2787. _dup_copy_nodes(type, nodes, excluded);
  2788. if (nodes.is_empty()) {
  2789. return;
  2790. }
  2791. undo_redo->create_action(TTR("Duplicate VisualShader Node(s)"));
  2792. _dup_paste_nodes(type, type, nodes, excluded, Vector2(10, 10) * EDSCALE, true);
  2793. }
  2794. void VisualShaderEditor::_copy_nodes() {
  2795. copy_type = get_current_shader_type();
  2796. _clear_buffer();
  2797. _dup_copy_nodes(copy_type, copy_nodes_buffer, copy_nodes_excluded_buffer);
  2798. }
  2799. void VisualShaderEditor::_paste_nodes(bool p_use_custom_position, const Vector2 &p_custom_position) {
  2800. if (copy_nodes_buffer.is_empty()) {
  2801. return;
  2802. }
  2803. int type = get_current_shader_type();
  2804. float scale = graph->get_zoom();
  2805. Vector2 mpos;
  2806. if (p_use_custom_position) {
  2807. mpos = p_custom_position;
  2808. } else {
  2809. mpos = graph->get_local_mouse_position();
  2810. }
  2811. undo_redo->create_action(TTR("Paste VisualShader Node(s)"));
  2812. _dup_paste_nodes(type, copy_type, copy_nodes_buffer, copy_nodes_excluded_buffer, (graph->get_scroll_ofs() / scale + mpos / scale - selection_center), false);
  2813. _dup_update_excluded(type, copy_nodes_excluded_buffer); // to prevent selection of previous copies at new paste
  2814. }
  2815. void VisualShaderEditor::_mode_selected(int p_id) {
  2816. int offset = 0;
  2817. if (mode & MODE_FLAGS_PARTICLES) {
  2818. offset = 3;
  2819. if (p_id + offset > VisualShader::TYPE_PROCESS) {
  2820. custom_mode_box->set_visible(false);
  2821. custom_mode_enabled = false;
  2822. } else {
  2823. custom_mode_box->set_visible(true);
  2824. if (custom_mode_box->is_pressed()) {
  2825. custom_mode_enabled = true;
  2826. offset += 3;
  2827. }
  2828. }
  2829. } else if (mode & MODE_FLAGS_SKY) {
  2830. offset = 8;
  2831. }
  2832. visual_shader->set_shader_type(VisualShader::Type(p_id + offset));
  2833. _update_options_menu();
  2834. _update_graph();
  2835. }
  2836. void VisualShaderEditor::_custom_mode_toggled(bool p_enabled) {
  2837. if (!(mode & MODE_FLAGS_PARTICLES)) {
  2838. return;
  2839. }
  2840. custom_mode_enabled = p_enabled;
  2841. int id = edit_type->get_selected() + 3;
  2842. if (p_enabled) {
  2843. visual_shader->set_shader_type(VisualShader::Type(id + 3));
  2844. } else {
  2845. visual_shader->set_shader_type(VisualShader::Type(id));
  2846. }
  2847. _update_options_menu();
  2848. _update_graph();
  2849. }
  2850. void VisualShaderEditor::_input_select_item(Ref<VisualShaderNodeInput> p_input, String p_name) {
  2851. String prev_name = p_input->get_input_name();
  2852. if (p_name == prev_name) {
  2853. return;
  2854. }
  2855. bool type_changed = p_input->get_input_type_by_name(p_name) != p_input->get_input_type_by_name(prev_name);
  2856. UndoRedo *undo_redo = EditorNode::get_singleton()->get_undo_redo();
  2857. undo_redo->create_action(TTR("Visual Shader Input Type Changed"));
  2858. undo_redo->add_do_method(p_input.ptr(), "set_input_name", p_name);
  2859. undo_redo->add_undo_method(p_input.ptr(), "set_input_name", prev_name);
  2860. // update output port
  2861. for (int type_id = 0; type_id < VisualShader::TYPE_MAX; type_id++) {
  2862. VisualShader::Type type = VisualShader::Type(type_id);
  2863. int id = visual_shader->find_node_id(type, p_input);
  2864. if (id != VisualShader::NODE_ID_INVALID) {
  2865. if (type_changed) {
  2866. List<VisualShader::Connection> conns;
  2867. visual_shader->get_node_connections(type, &conns);
  2868. for (const VisualShader::Connection &E : conns) {
  2869. if (E.from_node == id) {
  2870. if (visual_shader->is_port_types_compatible(p_input->get_input_type_by_name(p_name), visual_shader->get_node(type, E.to_node)->get_input_port_type(E.to_port))) {
  2871. undo_redo->add_do_method(visual_shader.ptr(), "connect_nodes", type, E.from_node, E.from_port, E.to_node, E.to_port);
  2872. undo_redo->add_undo_method(visual_shader.ptr(), "connect_nodes", type, E.from_node, E.from_port, E.to_node, E.to_port);
  2873. continue;
  2874. }
  2875. undo_redo->add_do_method(visual_shader.ptr(), "disconnect_nodes", type, E.from_node, E.from_port, E.to_node, E.to_port);
  2876. undo_redo->add_undo_method(visual_shader.ptr(), "connect_nodes", type, E.from_node, E.from_port, E.to_node, E.to_port);
  2877. undo_redo->add_do_method(graph_plugin.ptr(), "disconnect_nodes", type, E.from_node, E.from_port, E.to_node, E.to_port);
  2878. undo_redo->add_undo_method(graph_plugin.ptr(), "connect_nodes", type, E.from_node, E.from_port, E.to_node, E.to_port);
  2879. }
  2880. }
  2881. }
  2882. undo_redo->add_do_method(graph_plugin.ptr(), "update_node", type_id, id);
  2883. undo_redo->add_undo_method(graph_plugin.ptr(), "update_node", type_id, id);
  2884. break;
  2885. }
  2886. }
  2887. undo_redo->commit_action();
  2888. }
  2889. void VisualShaderEditor::_uniform_select_item(Ref<VisualShaderNodeUniformRef> p_uniform_ref, String p_name) {
  2890. String prev_name = p_uniform_ref->get_uniform_name();
  2891. if (p_name == prev_name) {
  2892. return;
  2893. }
  2894. bool type_changed = p_uniform_ref->get_uniform_type_by_name(p_name) != p_uniform_ref->get_uniform_type_by_name(prev_name);
  2895. UndoRedo *undo_redo = EditorNode::get_singleton()->get_undo_redo();
  2896. undo_redo->create_action(TTR("UniformRef Name Changed"));
  2897. undo_redo->add_do_method(p_uniform_ref.ptr(), "set_uniform_name", p_name);
  2898. undo_redo->add_undo_method(p_uniform_ref.ptr(), "set_uniform_name", prev_name);
  2899. // update output port
  2900. for (int type_id = 0; type_id < VisualShader::TYPE_MAX; type_id++) {
  2901. VisualShader::Type type = VisualShader::Type(type_id);
  2902. int id = visual_shader->find_node_id(type, p_uniform_ref);
  2903. if (id != VisualShader::NODE_ID_INVALID) {
  2904. if (type_changed) {
  2905. List<VisualShader::Connection> conns;
  2906. visual_shader->get_node_connections(type, &conns);
  2907. for (const VisualShader::Connection &E : conns) {
  2908. if (E.from_node == id) {
  2909. if (visual_shader->is_port_types_compatible(p_uniform_ref->get_uniform_type_by_name(p_name), visual_shader->get_node(type, E.to_node)->get_input_port_type(E.to_port))) {
  2910. continue;
  2911. }
  2912. undo_redo->add_do_method(visual_shader.ptr(), "disconnect_nodes", type, E.from_node, E.from_port, E.to_node, E.to_port);
  2913. undo_redo->add_undo_method(visual_shader.ptr(), "connect_nodes", type, E.from_node, E.from_port, E.to_node, E.to_port);
  2914. undo_redo->add_do_method(graph_plugin.ptr(), "disconnect_nodes", type, E.from_node, E.from_port, E.to_node, E.to_port);
  2915. undo_redo->add_undo_method(graph_plugin.ptr(), "connect_nodes", type, E.from_node, E.from_port, E.to_node, E.to_port);
  2916. }
  2917. }
  2918. }
  2919. undo_redo->add_do_method(graph_plugin.ptr(), "update_node", type_id, id);
  2920. undo_redo->add_undo_method(graph_plugin.ptr(), "update_node", type_id, id);
  2921. break;
  2922. }
  2923. }
  2924. undo_redo->commit_action();
  2925. }
  2926. void VisualShaderEditor::_float_constant_selected(int p_index, int p_node) {
  2927. if (p_index == 0) {
  2928. graph_plugin->update_node_size(p_node);
  2929. return;
  2930. }
  2931. --p_index;
  2932. ERR_FAIL_INDEX(p_index, MAX_FLOAT_CONST_DEFS);
  2933. VisualShader::Type type = get_current_shader_type();
  2934. Ref<VisualShaderNodeFloatConstant> node = visual_shader->get_node(type, p_node);
  2935. if (!node.is_valid()) {
  2936. return;
  2937. }
  2938. undo_redo->create_action(TTR("Set constant"));
  2939. undo_redo->add_do_method(node.ptr(), "set_constant", float_constant_defs[p_index].value);
  2940. undo_redo->add_undo_method(node.ptr(), "set_constant", node->get_constant());
  2941. undo_redo->add_do_method(graph_plugin.ptr(), "update_constant", type, p_node);
  2942. undo_redo->add_undo_method(graph_plugin.ptr(), "update_constant", type, p_node);
  2943. undo_redo->commit_action();
  2944. }
  2945. void VisualShaderEditor::_member_filter_changed(const String &p_text) {
  2946. _update_options_menu();
  2947. }
  2948. void VisualShaderEditor::_member_selected() {
  2949. TreeItem *item = members->get_selected();
  2950. if (item != nullptr && item->has_meta("id")) {
  2951. members_dialog->get_ok_button()->set_disabled(false);
  2952. highend_label->set_visible(add_options[item->get_meta("id")].highend);
  2953. node_desc->set_text(_get_description(item->get_meta("id")));
  2954. } else {
  2955. highend_label->set_visible(false);
  2956. members_dialog->get_ok_button()->set_disabled(true);
  2957. node_desc->set_text("");
  2958. }
  2959. }
  2960. void VisualShaderEditor::_member_unselected() {
  2961. }
  2962. void VisualShaderEditor::_member_create() {
  2963. TreeItem *item = members->get_selected();
  2964. if (item != nullptr && item->has_meta("id")) {
  2965. int idx = members->get_selected()->get_meta("id");
  2966. _add_node(idx, add_options[idx].sub_func);
  2967. members_dialog->hide();
  2968. }
  2969. }
  2970. void VisualShaderEditor::_member_cancel() {
  2971. to_node = -1;
  2972. to_slot = -1;
  2973. from_node = -1;
  2974. from_slot = -1;
  2975. }
  2976. void VisualShaderEditor::_tools_menu_option(int p_idx) {
  2977. TreeItem *category = members->get_root()->get_first_child();
  2978. switch (p_idx) {
  2979. case EXPAND_ALL:
  2980. while (category) {
  2981. category->set_collapsed(false);
  2982. TreeItem *sub_category = category->get_first_child();
  2983. while (sub_category) {
  2984. sub_category->set_collapsed(false);
  2985. sub_category = sub_category->get_next();
  2986. }
  2987. category = category->get_next();
  2988. }
  2989. break;
  2990. case COLLAPSE_ALL:
  2991. while (category) {
  2992. category->set_collapsed(true);
  2993. TreeItem *sub_category = category->get_first_child();
  2994. while (sub_category) {
  2995. sub_category->set_collapsed(true);
  2996. sub_category = sub_category->get_next();
  2997. }
  2998. category = category->get_next();
  2999. }
  3000. break;
  3001. default:
  3002. break;
  3003. }
  3004. }
  3005. void VisualShaderEditor::_node_menu_id_pressed(int p_idx) {
  3006. switch (p_idx) {
  3007. case NodeMenuOptions::ADD:
  3008. _show_members_dialog(true);
  3009. break;
  3010. case NodeMenuOptions::COPY:
  3011. _copy_nodes();
  3012. break;
  3013. case NodeMenuOptions::PASTE:
  3014. _paste_nodes(true, menu_point);
  3015. break;
  3016. case NodeMenuOptions::DELETE:
  3017. _delete_nodes_request();
  3018. break;
  3019. case NodeMenuOptions::DUPLICATE:
  3020. _duplicate_nodes();
  3021. break;
  3022. case NodeMenuOptions::CONVERT_CONSTANTS_TO_UNIFORMS:
  3023. _convert_constants_to_uniforms(false);
  3024. break;
  3025. case NodeMenuOptions::CONVERT_UNIFORMS_TO_CONSTANTS:
  3026. _convert_constants_to_uniforms(true);
  3027. break;
  3028. case NodeMenuOptions::SET_COMMENT_TITLE:
  3029. _comment_title_popup_show(get_global_mouse_position(), selected_comment);
  3030. break;
  3031. case NodeMenuOptions::SET_COMMENT_DESCRIPTION:
  3032. _comment_desc_popup_show(get_global_mouse_position(), selected_comment);
  3033. break;
  3034. default:
  3035. break;
  3036. }
  3037. }
  3038. Variant VisualShaderEditor::get_drag_data_fw(const Point2 &p_point, Control *p_from) {
  3039. if (p_from == members) {
  3040. TreeItem *it = members->get_item_at_position(p_point);
  3041. if (!it) {
  3042. return Variant();
  3043. }
  3044. if (!it->has_meta("id")) {
  3045. return Variant();
  3046. }
  3047. int id = it->get_meta("id");
  3048. AddOption op = add_options[id];
  3049. Dictionary d;
  3050. d["id"] = id;
  3051. if (op.sub_func == -1) {
  3052. d["sub_func"] = op.sub_func_str;
  3053. } else {
  3054. d["sub_func"] = op.sub_func;
  3055. }
  3056. Label *label = memnew(Label);
  3057. label->set_text(it->get_text(0));
  3058. set_drag_preview(label);
  3059. return d;
  3060. }
  3061. return Variant();
  3062. }
  3063. bool VisualShaderEditor::can_drop_data_fw(const Point2 &p_point, const Variant &p_data, Control *p_from) const {
  3064. if (p_from == graph) {
  3065. Dictionary d = p_data;
  3066. if (d.has("id")) {
  3067. return true;
  3068. }
  3069. if (d.has("files")) {
  3070. return true;
  3071. }
  3072. }
  3073. return false;
  3074. }
  3075. void VisualShaderEditor::drop_data_fw(const Point2 &p_point, const Variant &p_data, Control *p_from) {
  3076. if (p_from == graph) {
  3077. Dictionary d = p_data;
  3078. if (d.has("id")) {
  3079. int idx = d["id"];
  3080. saved_node_pos = p_point;
  3081. saved_node_pos_dirty = true;
  3082. _add_node(idx, add_options[idx].sub_func);
  3083. } else if (d.has("files")) {
  3084. undo_redo->create_action(TTR("Add Node(s) to Visual Shader"));
  3085. if (d["files"].get_type() == Variant::PACKED_STRING_ARRAY) {
  3086. PackedStringArray arr = d["files"];
  3087. for (int i = 0; i < arr.size(); i++) {
  3088. String type = ResourceLoader::get_resource_type(arr[i]);
  3089. if (type == "GDScript") {
  3090. Ref<Script> script = ResourceLoader::load(arr[i]);
  3091. if (script->get_instance_base_type() == "VisualShaderNodeCustom") {
  3092. saved_node_pos = p_point + Vector2(0, i * 250 * EDSCALE);
  3093. saved_node_pos_dirty = true;
  3094. int idx = -1;
  3095. for (int j = custom_node_option_idx; j < add_options.size(); j++) {
  3096. if (add_options[j].script.is_valid()) {
  3097. if (add_options[j].script->get_path() == arr[i]) {
  3098. idx = j;
  3099. break;
  3100. }
  3101. }
  3102. }
  3103. if (idx != -1) {
  3104. _add_node(idx, -1, arr[i], i);
  3105. }
  3106. }
  3107. } else if (type == "CurveTexture") {
  3108. saved_node_pos = p_point + Vector2(0, i * 250 * EDSCALE);
  3109. saved_node_pos_dirty = true;
  3110. _add_node(curve_node_option_idx, -1, arr[i], i);
  3111. } else if (type == "CurveXYZTexture") {
  3112. saved_node_pos = p_point + Vector2(0, i * 250 * EDSCALE);
  3113. saved_node_pos_dirty = true;
  3114. _add_node(curve_xyz_node_option_idx, -1, arr[i], i);
  3115. } else if (ClassDB::get_parent_class(type) == "Texture2D") {
  3116. saved_node_pos = p_point + Vector2(0, i * 250 * EDSCALE);
  3117. saved_node_pos_dirty = true;
  3118. _add_node(texture2d_node_option_idx, -1, arr[i], i);
  3119. } else if (type == "Texture2DArray") {
  3120. saved_node_pos = p_point + Vector2(0, i * 250 * EDSCALE);
  3121. saved_node_pos_dirty = true;
  3122. _add_node(texture2d_array_node_option_idx, -1, arr[i], i);
  3123. } else if (ClassDB::get_parent_class(type) == "Texture3D") {
  3124. saved_node_pos = p_point + Vector2(0, i * 250 * EDSCALE);
  3125. saved_node_pos_dirty = true;
  3126. _add_node(texture3d_node_option_idx, -1, arr[i], i);
  3127. } else if (type == "Cubemap") {
  3128. saved_node_pos = p_point + Vector2(0, i * 250 * EDSCALE);
  3129. saved_node_pos_dirty = true;
  3130. _add_node(cubemap_node_option_idx, -1, arr[i], i);
  3131. }
  3132. }
  3133. }
  3134. undo_redo->commit_action();
  3135. }
  3136. }
  3137. }
  3138. void VisualShaderEditor::_show_preview_text() {
  3139. preview_showed = !preview_showed;
  3140. if (preview_showed) {
  3141. if (preview_first) {
  3142. preview_window->set_size(Size2(400 * EDSCALE, 600 * EDSCALE));
  3143. preview_window->popup_centered();
  3144. preview_first = false;
  3145. } else {
  3146. preview_window->popup();
  3147. }
  3148. _preview_size_changed();
  3149. if (pending_update_preview) {
  3150. _update_preview();
  3151. pending_update_preview = false;
  3152. }
  3153. } else {
  3154. preview_window->hide();
  3155. }
  3156. }
  3157. void VisualShaderEditor::_preview_close_requested() {
  3158. preview_showed = false;
  3159. preview_window->hide();
  3160. preview_shader->set_pressed(false);
  3161. }
  3162. void VisualShaderEditor::_preview_size_changed() {
  3163. preview_vbox->set_custom_minimum_size(preview_window->get_size());
  3164. }
  3165. static ShaderLanguage::DataType _get_global_variable_type(const StringName &p_variable) {
  3166. RS::GlobalVariableType gvt = RS::get_singleton()->global_variable_get_type(p_variable);
  3167. return RS::global_variable_type_get_shader_datatype(gvt);
  3168. }
  3169. void VisualShaderEditor::_update_preview() {
  3170. if (!preview_showed) {
  3171. pending_update_preview = true;
  3172. return;
  3173. }
  3174. String code = visual_shader->get_code();
  3175. preview_text->set_text(code);
  3176. ShaderLanguage sl;
  3177. Error err = sl.compile(code, ShaderTypes::get_singleton()->get_functions(RenderingServer::ShaderMode(visual_shader->get_mode())), ShaderTypes::get_singleton()->get_modes(RenderingServer::ShaderMode(visual_shader->get_mode())), ShaderLanguage::VaryingFunctionNames(), ShaderTypes::get_singleton()->get_types(), _get_global_variable_type);
  3178. for (int i = 0; i < preview_text->get_line_count(); i++) {
  3179. preview_text->set_line_background_color(i, Color(0, 0, 0, 0));
  3180. }
  3181. if (err != OK) {
  3182. Color error_line_color = EDITOR_GET("text_editor/highlighting/mark_color");
  3183. preview_text->set_line_background_color(sl.get_error_line() - 1, error_line_color);
  3184. error_panel->show();
  3185. String text = "error(" + itos(sl.get_error_line()) + "): " + sl.get_error_text();
  3186. error_label->set_text(text);
  3187. shader_error = true;
  3188. } else {
  3189. error_panel->hide();
  3190. shader_error = false;
  3191. }
  3192. }
  3193. void VisualShaderEditor::_visibility_changed() {
  3194. if (!is_visible()) {
  3195. if (preview_window->is_visible()) {
  3196. preview_shader->set_pressed(false);
  3197. preview_window->hide();
  3198. preview_showed = false;
  3199. }
  3200. }
  3201. }
  3202. void VisualShaderEditor::_bind_methods() {
  3203. ClassDB::bind_method("_update_graph", &VisualShaderEditor::_update_graph);
  3204. ClassDB::bind_method("_update_options_menu", &VisualShaderEditor::_update_options_menu);
  3205. ClassDB::bind_method("_add_node", &VisualShaderEditor::_add_node);
  3206. ClassDB::bind_method("_node_changed", &VisualShaderEditor::_node_changed);
  3207. ClassDB::bind_method("_input_select_item", &VisualShaderEditor::_input_select_item);
  3208. ClassDB::bind_method("_uniform_select_item", &VisualShaderEditor::_uniform_select_item);
  3209. ClassDB::bind_method("_set_node_size", &VisualShaderEditor::_set_node_size);
  3210. ClassDB::bind_method("_clear_buffer", &VisualShaderEditor::_clear_buffer);
  3211. ClassDB::bind_method("_update_uniforms", &VisualShaderEditor::_update_uniforms);
  3212. ClassDB::bind_method("_set_mode", &VisualShaderEditor::_set_mode);
  3213. ClassDB::bind_method("_nodes_dragged", &VisualShaderEditor::_nodes_dragged);
  3214. ClassDB::bind_method("_float_constant_selected", &VisualShaderEditor::_float_constant_selected);
  3215. ClassDB::bind_method("_update_constant", &VisualShaderEditor::_update_constant);
  3216. ClassDB::bind_method("_update_uniform", &VisualShaderEditor::_update_uniform);
  3217. ClassDB::bind_method("_expand_output_port", &VisualShaderEditor::_expand_output_port);
  3218. ClassDB::bind_method(D_METHOD("_get_drag_data_fw"), &VisualShaderEditor::get_drag_data_fw);
  3219. ClassDB::bind_method(D_METHOD("_can_drop_data_fw"), &VisualShaderEditor::can_drop_data_fw);
  3220. ClassDB::bind_method(D_METHOD("_drop_data_fw"), &VisualShaderEditor::drop_data_fw);
  3221. ClassDB::bind_method("_is_available", &VisualShaderEditor::_is_available);
  3222. }
  3223. VisualShaderEditor *VisualShaderEditor::singleton = nullptr;
  3224. VisualShaderEditor::VisualShaderEditor() {
  3225. singleton = this;
  3226. updating = false;
  3227. saved_node_pos_dirty = false;
  3228. saved_node_pos = Point2(0, 0);
  3229. ShaderLanguage::get_keyword_list(&keyword_list);
  3230. pending_update_preview = false;
  3231. shader_error = false;
  3232. to_node = -1;
  3233. to_slot = -1;
  3234. from_node = -1;
  3235. from_slot = -1;
  3236. graph = memnew(GraphEdit);
  3237. graph->get_zoom_hbox()->set_h_size_flags(SIZE_EXPAND_FILL);
  3238. graph->set_v_size_flags(SIZE_EXPAND_FILL);
  3239. graph->set_h_size_flags(SIZE_EXPAND_FILL);
  3240. add_child(graph);
  3241. graph->set_drag_forwarding(this);
  3242. float graph_minimap_opacity = EditorSettings::get_singleton()->get("editors/visual_editors/minimap_opacity");
  3243. graph->set_minimap_opacity(graph_minimap_opacity);
  3244. graph->add_valid_right_disconnect_type(VisualShaderNode::PORT_TYPE_SCALAR);
  3245. graph->add_valid_right_disconnect_type(VisualShaderNode::PORT_TYPE_SCALAR_INT);
  3246. graph->add_valid_right_disconnect_type(VisualShaderNode::PORT_TYPE_BOOLEAN);
  3247. graph->add_valid_right_disconnect_type(VisualShaderNode::PORT_TYPE_VECTOR);
  3248. graph->add_valid_right_disconnect_type(VisualShaderNode::PORT_TYPE_TRANSFORM);
  3249. graph->add_valid_right_disconnect_type(VisualShaderNode::PORT_TYPE_SAMPLER);
  3250. //graph->add_valid_left_disconnect_type(0);
  3251. graph->set_v_size_flags(SIZE_EXPAND_FILL);
  3252. graph->connect("connection_request", callable_mp(this, &VisualShaderEditor::_connection_request), varray(), CONNECT_DEFERRED);
  3253. graph->connect("disconnection_request", callable_mp(this, &VisualShaderEditor::_disconnection_request), varray(), CONNECT_DEFERRED);
  3254. graph->connect("node_selected", callable_mp(this, &VisualShaderEditor::_node_selected));
  3255. graph->connect("scroll_offset_changed", callable_mp(this, &VisualShaderEditor::_scroll_changed));
  3256. graph->connect("duplicate_nodes_request", callable_mp(this, &VisualShaderEditor::_duplicate_nodes));
  3257. graph->connect("copy_nodes_request", callable_mp(this, &VisualShaderEditor::_copy_nodes));
  3258. graph->connect("paste_nodes_request", callable_mp(this, &VisualShaderEditor::_paste_nodes), varray(false, Point2()));
  3259. graph->connect("delete_nodes_request", callable_mp(this, &VisualShaderEditor::_delete_nodes_request));
  3260. graph->connect("gui_input", callable_mp(this, &VisualShaderEditor::_graph_gui_input));
  3261. graph->connect("connection_to_empty", callable_mp(this, &VisualShaderEditor::_connection_to_empty));
  3262. graph->connect("connection_from_empty", callable_mp(this, &VisualShaderEditor::_connection_from_empty));
  3263. graph->connect("visibility_changed", callable_mp(this, &VisualShaderEditor::_visibility_changed));
  3264. graph->add_valid_connection_type(VisualShaderNode::PORT_TYPE_SCALAR, VisualShaderNode::PORT_TYPE_SCALAR);
  3265. graph->add_valid_connection_type(VisualShaderNode::PORT_TYPE_SCALAR, VisualShaderNode::PORT_TYPE_SCALAR_INT);
  3266. graph->add_valid_connection_type(VisualShaderNode::PORT_TYPE_SCALAR, VisualShaderNode::PORT_TYPE_VECTOR);
  3267. graph->add_valid_connection_type(VisualShaderNode::PORT_TYPE_SCALAR, VisualShaderNode::PORT_TYPE_BOOLEAN);
  3268. graph->add_valid_connection_type(VisualShaderNode::PORT_TYPE_SCALAR_INT, VisualShaderNode::PORT_TYPE_SCALAR_INT);
  3269. graph->add_valid_connection_type(VisualShaderNode::PORT_TYPE_SCALAR_INT, VisualShaderNode::PORT_TYPE_SCALAR);
  3270. graph->add_valid_connection_type(VisualShaderNode::PORT_TYPE_SCALAR_INT, VisualShaderNode::PORT_TYPE_VECTOR);
  3271. graph->add_valid_connection_type(VisualShaderNode::PORT_TYPE_SCALAR_INT, VisualShaderNode::PORT_TYPE_BOOLEAN);
  3272. graph->add_valid_connection_type(VisualShaderNode::PORT_TYPE_VECTOR, VisualShaderNode::PORT_TYPE_SCALAR);
  3273. graph->add_valid_connection_type(VisualShaderNode::PORT_TYPE_VECTOR, VisualShaderNode::PORT_TYPE_SCALAR_INT);
  3274. graph->add_valid_connection_type(VisualShaderNode::PORT_TYPE_VECTOR, VisualShaderNode::PORT_TYPE_VECTOR);
  3275. graph->add_valid_connection_type(VisualShaderNode::PORT_TYPE_VECTOR, VisualShaderNode::PORT_TYPE_BOOLEAN);
  3276. graph->add_valid_connection_type(VisualShaderNode::PORT_TYPE_BOOLEAN, VisualShaderNode::PORT_TYPE_SCALAR);
  3277. graph->add_valid_connection_type(VisualShaderNode::PORT_TYPE_BOOLEAN, VisualShaderNode::PORT_TYPE_SCALAR_INT);
  3278. graph->add_valid_connection_type(VisualShaderNode::PORT_TYPE_BOOLEAN, VisualShaderNode::PORT_TYPE_VECTOR);
  3279. graph->add_valid_connection_type(VisualShaderNode::PORT_TYPE_BOOLEAN, VisualShaderNode::PORT_TYPE_BOOLEAN);
  3280. graph->add_valid_connection_type(VisualShaderNode::PORT_TYPE_TRANSFORM, VisualShaderNode::PORT_TYPE_TRANSFORM);
  3281. graph->add_valid_connection_type(VisualShaderNode::PORT_TYPE_SAMPLER, VisualShaderNode::PORT_TYPE_SAMPLER);
  3282. VSeparator *vs = memnew(VSeparator);
  3283. graph->get_zoom_hbox()->add_child(vs);
  3284. graph->get_zoom_hbox()->move_child(vs, 0);
  3285. custom_mode_box = memnew(CheckBox);
  3286. custom_mode_box->set_text(TTR("Custom"));
  3287. custom_mode_box->set_pressed(false);
  3288. custom_mode_box->set_visible(false);
  3289. custom_mode_box->connect("toggled", callable_mp(this, &VisualShaderEditor::_custom_mode_toggled));
  3290. edit_type_standard = memnew(OptionButton);
  3291. edit_type_standard->add_item(TTR("Vertex"));
  3292. edit_type_standard->add_item(TTR("Fragment"));
  3293. edit_type_standard->add_item(TTR("Light"));
  3294. edit_type_standard->select(1);
  3295. edit_type_standard->connect("item_selected", callable_mp(this, &VisualShaderEditor::_mode_selected));
  3296. edit_type_particles = memnew(OptionButton);
  3297. edit_type_particles->add_item(TTR("Start"));
  3298. edit_type_particles->add_item(TTR("Process"));
  3299. edit_type_particles->add_item(TTR("Collide"));
  3300. edit_type_particles->select(0);
  3301. edit_type_particles->connect("item_selected", callable_mp(this, &VisualShaderEditor::_mode_selected));
  3302. edit_type_sky = memnew(OptionButton);
  3303. edit_type_sky->add_item(TTR("Sky"));
  3304. edit_type_sky->select(0);
  3305. edit_type_sky->connect("item_selected", callable_mp(this, &VisualShaderEditor::_mode_selected));
  3306. edit_type = edit_type_standard;
  3307. graph->get_zoom_hbox()->add_child(custom_mode_box);
  3308. graph->get_zoom_hbox()->move_child(custom_mode_box, 0);
  3309. graph->get_zoom_hbox()->add_child(edit_type_standard);
  3310. graph->get_zoom_hbox()->move_child(edit_type_standard, 0);
  3311. graph->get_zoom_hbox()->add_child(edit_type_particles);
  3312. graph->get_zoom_hbox()->move_child(edit_type_particles, 0);
  3313. graph->get_zoom_hbox()->add_child(edit_type_sky);
  3314. graph->get_zoom_hbox()->move_child(edit_type_sky, 0);
  3315. add_node = memnew(Button);
  3316. add_node->set_flat(true);
  3317. graph->get_zoom_hbox()->add_child(add_node);
  3318. add_node->set_text(TTR("Add Node..."));
  3319. graph->get_zoom_hbox()->move_child(add_node, 0);
  3320. add_node->connect("pressed", callable_mp(this, &VisualShaderEditor::_show_members_dialog), varray(false));
  3321. preview_shader = memnew(Button);
  3322. preview_shader->set_flat(true);
  3323. preview_shader->set_toggle_mode(true);
  3324. preview_shader->set_tooltip(TTR("Show generated shader code."));
  3325. graph->get_zoom_hbox()->add_child(preview_shader);
  3326. preview_shader->connect("pressed", callable_mp(this, &VisualShaderEditor::_show_preview_text));
  3327. ///////////////////////////////////////
  3328. // PREVIEW WINDOW
  3329. ///////////////////////////////////////
  3330. preview_window = memnew(Window);
  3331. preview_window->set_title(TTR("Generated shader code"));
  3332. preview_window->set_visible(preview_showed);
  3333. preview_window->connect("close_requested", callable_mp(this, &VisualShaderEditor::_preview_close_requested));
  3334. preview_window->connect("size_changed", callable_mp(this, &VisualShaderEditor::_preview_size_changed));
  3335. add_child(preview_window);
  3336. preview_vbox = memnew(VBoxContainer);
  3337. preview_window->add_child(preview_vbox);
  3338. preview_vbox->add_theme_constant_override("separation", 0);
  3339. preview_text = memnew(CodeEdit);
  3340. syntax_highlighter.instantiate();
  3341. preview_vbox->add_child(preview_text);
  3342. preview_text->set_v_size_flags(Control::SIZE_EXPAND_FILL);
  3343. preview_text->set_syntax_highlighter(syntax_highlighter);
  3344. preview_text->set_draw_line_numbers(true);
  3345. preview_text->set_editable(false);
  3346. error_panel = memnew(PanelContainer);
  3347. preview_vbox->add_child(error_panel);
  3348. error_panel->set_visible(false);
  3349. error_label = memnew(Label);
  3350. error_panel->add_child(error_label);
  3351. error_label->set_autowrap_mode(Label::AUTOWRAP_WORD_SMART);
  3352. ///////////////////////////////////////
  3353. // POPUP MENU
  3354. ///////////////////////////////////////
  3355. popup_menu = memnew(PopupMenu);
  3356. add_child(popup_menu);
  3357. popup_menu->add_item(TTR("Add Node"), NodeMenuOptions::ADD);
  3358. popup_menu->add_separator();
  3359. popup_menu->add_item(TTR("Copy"), NodeMenuOptions::COPY);
  3360. popup_menu->add_item(TTR("Paste"), NodeMenuOptions::PASTE);
  3361. popup_menu->add_item(TTR("Delete"), NodeMenuOptions::DELETE);
  3362. popup_menu->add_item(TTR("Duplicate"), NodeMenuOptions::DUPLICATE);
  3363. popup_menu->connect("id_pressed", callable_mp(this, &VisualShaderEditor::_node_menu_id_pressed));
  3364. ///////////////////////////////////////
  3365. // SHADER NODES TREE
  3366. ///////////////////////////////////////
  3367. VBoxContainer *members_vb = memnew(VBoxContainer);
  3368. members_vb->set_v_size_flags(SIZE_EXPAND_FILL);
  3369. HBoxContainer *filter_hb = memnew(HBoxContainer);
  3370. members_vb->add_child(filter_hb);
  3371. node_filter = memnew(LineEdit);
  3372. filter_hb->add_child(node_filter);
  3373. node_filter->connect("text_changed", callable_mp(this, &VisualShaderEditor::_member_filter_changed));
  3374. node_filter->connect("gui_input", callable_mp(this, &VisualShaderEditor::_sbox_input));
  3375. node_filter->set_h_size_flags(SIZE_EXPAND_FILL);
  3376. node_filter->set_placeholder(TTR("Search"));
  3377. tools = memnew(MenuButton);
  3378. filter_hb->add_child(tools);
  3379. tools->set_tooltip(TTR("Options"));
  3380. tools->get_popup()->connect("id_pressed", callable_mp(this, &VisualShaderEditor::_tools_menu_option));
  3381. tools->get_popup()->add_item(TTR("Expand All"), EXPAND_ALL);
  3382. tools->get_popup()->add_item(TTR("Collapse All"), COLLAPSE_ALL);
  3383. members = memnew(Tree);
  3384. members_vb->add_child(members);
  3385. members->set_drag_forwarding(this);
  3386. members->set_h_size_flags(SIZE_EXPAND_FILL);
  3387. members->set_v_size_flags(SIZE_EXPAND_FILL);
  3388. members->set_hide_root(true);
  3389. members->set_allow_reselect(true);
  3390. members->set_hide_folding(false);
  3391. members->set_custom_minimum_size(Size2(180 * EDSCALE, 200 * EDSCALE));
  3392. members->connect("item_activated", callable_mp(this, &VisualShaderEditor::_member_create));
  3393. members->connect("item_selected", callable_mp(this, &VisualShaderEditor::_member_selected));
  3394. members->connect("nothing_selected", callable_mp(this, &VisualShaderEditor::_member_unselected));
  3395. HBoxContainer *desc_hbox = memnew(HBoxContainer);
  3396. members_vb->add_child(desc_hbox);
  3397. Label *desc_label = memnew(Label);
  3398. desc_hbox->add_child(desc_label);
  3399. desc_label->set_text(TTR("Description:"));
  3400. desc_hbox->add_spacer();
  3401. highend_label = memnew(Label);
  3402. desc_hbox->add_child(highend_label);
  3403. highend_label->set_visible(false);
  3404. highend_label->set_text("Vulkan");
  3405. highend_label->set_mouse_filter(Control::MOUSE_FILTER_STOP);
  3406. highend_label->set_tooltip(TTR("High-end node"));
  3407. node_desc = memnew(RichTextLabel);
  3408. members_vb->add_child(node_desc);
  3409. node_desc->set_h_size_flags(SIZE_EXPAND_FILL);
  3410. node_desc->set_v_size_flags(SIZE_FILL);
  3411. node_desc->set_custom_minimum_size(Size2(0, 70 * EDSCALE));
  3412. members_dialog = memnew(ConfirmationDialog);
  3413. members_dialog->set_title(TTR("Create Shader Node"));
  3414. members_dialog->set_exclusive(false);
  3415. members_dialog->add_child(members_vb);
  3416. members_dialog->get_ok_button()->set_text(TTR("Create"));
  3417. members_dialog->get_ok_button()->connect("pressed", callable_mp(this, &VisualShaderEditor::_member_create));
  3418. members_dialog->get_ok_button()->set_disabled(true);
  3419. members_dialog->connect("cancelled", callable_mp(this, &VisualShaderEditor::_member_cancel));
  3420. add_child(members_dialog);
  3421. alert = memnew(AcceptDialog);
  3422. alert->get_label()->set_autowrap_mode(Label::AUTOWRAP_WORD);
  3423. alert->get_label()->set_align(Label::ALIGN_CENTER);
  3424. alert->get_label()->set_valign(Label::VALIGN_CENTER);
  3425. alert->get_label()->set_custom_minimum_size(Size2(400, 60) * EDSCALE);
  3426. add_child(alert);
  3427. comment_title_change_popup = memnew(PopupPanel);
  3428. comment_title_change_edit = memnew(LineEdit);
  3429. comment_title_change_edit->set_expand_to_text_length_enabled(true);
  3430. comment_title_change_edit->connect("text_changed", callable_mp(this, &VisualShaderEditor::_comment_title_text_changed));
  3431. comment_title_change_edit->connect("text_submitted", callable_mp(this, &VisualShaderEditor::_comment_title_text_submitted));
  3432. comment_title_change_popup->add_child(comment_title_change_edit);
  3433. comment_title_change_edit->set_size(Size2(-1, -1));
  3434. comment_title_change_popup->set_size(Size2(-1, -1));
  3435. comment_title_change_popup->connect("focus_exited", callable_mp(this, &VisualShaderEditor::_comment_title_popup_focus_out));
  3436. comment_title_change_popup->connect("popup_hide", callable_mp(this, &VisualShaderEditor::_comment_title_popup_hide));
  3437. add_child(comment_title_change_popup);
  3438. comment_desc_change_popup = memnew(PopupPanel);
  3439. VBoxContainer *comment_desc_vbox = memnew(VBoxContainer);
  3440. comment_desc_change_popup->add_child(comment_desc_vbox);
  3441. comment_desc_change_edit = memnew(TextEdit);
  3442. comment_desc_change_edit->connect("text_changed", callable_mp(this, &VisualShaderEditor::_comment_desc_text_changed));
  3443. comment_desc_vbox->add_child(comment_desc_change_edit);
  3444. comment_desc_change_edit->set_custom_minimum_size(Size2(300 * EDSCALE, 150 * EDSCALE));
  3445. comment_desc_change_edit->set_size(Size2(-1, -1));
  3446. comment_desc_change_popup->set_size(Size2(-1, -1));
  3447. comment_desc_change_popup->connect("focus_exited", callable_mp(this, &VisualShaderEditor::_comment_desc_confirm));
  3448. comment_desc_change_popup->connect("popup_hide", callable_mp(this, &VisualShaderEditor::_comment_desc_popup_hide));
  3449. Button *comment_desc_confirm_button = memnew(Button);
  3450. comment_desc_confirm_button->set_text(TTR("OK"));
  3451. comment_desc_vbox->add_child(comment_desc_confirm_button);
  3452. comment_desc_confirm_button->connect("pressed", callable_mp(this, &VisualShaderEditor::_comment_desc_confirm));
  3453. add_child(comment_desc_change_popup);
  3454. ///////////////////////////////////////
  3455. // SHADER NODES TREE OPTIONS
  3456. ///////////////////////////////////////
  3457. // COLOR
  3458. add_options.push_back(AddOption("ColorFunc", "Color", "Common", "VisualShaderNodeColorFunc", TTR("Color function."), -1, VisualShaderNode::PORT_TYPE_VECTOR));
  3459. add_options.push_back(AddOption("ColorOp", "Color", "Common", "VisualShaderNodeColorOp", TTR("Color operator."), -1, VisualShaderNode::PORT_TYPE_VECTOR));
  3460. add_options.push_back(AddOption("Grayscale", "Color", "Functions", "VisualShaderNodeColorFunc", TTR("Grayscale function."), VisualShaderNodeColorFunc::FUNC_GRAYSCALE, VisualShaderNode::PORT_TYPE_VECTOR));
  3461. add_options.push_back(AddOption("HSV2RGB", "Color", "Functions", "VisualShaderNodeVectorFunc", TTR("Converts HSV vector to RGB equivalent."), VisualShaderNodeVectorFunc::FUNC_HSV2RGB, VisualShaderNode::PORT_TYPE_VECTOR));
  3462. add_options.push_back(AddOption("RGB2HSV", "Color", "Functions", "VisualShaderNodeVectorFunc", TTR("Converts RGB vector to HSV equivalent."), VisualShaderNodeVectorFunc::FUNC_RGB2HSV, VisualShaderNode::PORT_TYPE_VECTOR));
  3463. add_options.push_back(AddOption("Sepia", "Color", "Functions", "VisualShaderNodeColorFunc", TTR("Sepia function."), VisualShaderNodeColorFunc::FUNC_SEPIA, VisualShaderNode::PORT_TYPE_VECTOR));
  3464. add_options.push_back(AddOption("Burn", "Color", "Operators", "VisualShaderNodeColorOp", TTR("Burn operator."), VisualShaderNodeColorOp::OP_BURN, VisualShaderNode::PORT_TYPE_VECTOR));
  3465. add_options.push_back(AddOption("Darken", "Color", "Operators", "VisualShaderNodeColorOp", TTR("Darken operator."), VisualShaderNodeColorOp::OP_DARKEN, VisualShaderNode::PORT_TYPE_VECTOR));
  3466. add_options.push_back(AddOption("Difference", "Color", "Operators", "VisualShaderNodeColorOp", TTR("Difference operator."), VisualShaderNodeColorOp::OP_DIFFERENCE, VisualShaderNode::PORT_TYPE_VECTOR));
  3467. add_options.push_back(AddOption("Dodge", "Color", "Operators", "VisualShaderNodeColorOp", TTR("Dodge operator."), VisualShaderNodeColorOp::OP_DODGE, VisualShaderNode::PORT_TYPE_VECTOR));
  3468. add_options.push_back(AddOption("HardLight", "Color", "Operators", "VisualShaderNodeColorOp", TTR("HardLight operator."), VisualShaderNodeColorOp::OP_HARD_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR));
  3469. add_options.push_back(AddOption("Lighten", "Color", "Operators", "VisualShaderNodeColorOp", TTR("Lighten operator."), VisualShaderNodeColorOp::OP_LIGHTEN, VisualShaderNode::PORT_TYPE_VECTOR));
  3470. add_options.push_back(AddOption("Overlay", "Color", "Operators", "VisualShaderNodeColorOp", TTR("Overlay operator."), VisualShaderNodeColorOp::OP_OVERLAY, VisualShaderNode::PORT_TYPE_VECTOR));
  3471. add_options.push_back(AddOption("Screen", "Color", "Operators", "VisualShaderNodeColorOp", TTR("Screen operator."), VisualShaderNodeColorOp::OP_SCREEN, VisualShaderNode::PORT_TYPE_VECTOR));
  3472. add_options.push_back(AddOption("SoftLight", "Color", "Operators", "VisualShaderNodeColorOp", TTR("SoftLight operator."), VisualShaderNodeColorOp::OP_SOFT_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR));
  3473. add_options.push_back(AddOption("ColorConstant", "Color", "Variables", "VisualShaderNodeColorConstant", TTR("Color constant."), -1, -1));
  3474. add_options.push_back(AddOption("ColorUniform", "Color", "Variables", "VisualShaderNodeColorUniform", TTR("Color uniform."), -1, -1));
  3475. // CONDITIONAL
  3476. const String &compare_func_desc = TTR("Returns the boolean result of the %s comparison between two parameters.");
  3477. add_options.push_back(AddOption("Equal", "Conditional", "Functions", "VisualShaderNodeCompare", vformat(compare_func_desc, TTR("Equal (==)")), VisualShaderNodeCompare::FUNC_EQUAL, VisualShaderNode::PORT_TYPE_BOOLEAN));
  3478. add_options.push_back(AddOption("GreaterThan", "Conditional", "Functions", "VisualShaderNodeCompare", vformat(compare_func_desc, TTR("Greater Than (>)")), VisualShaderNodeCompare::FUNC_GREATER_THAN, VisualShaderNode::PORT_TYPE_BOOLEAN));
  3479. 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));
  3480. add_options.push_back(AddOption("If", "Conditional", "Functions", "VisualShaderNodeIf", TTR("Returns an associated vector if the provided scalars are equal, greater or less."), -1, VisualShaderNode::PORT_TYPE_VECTOR));
  3481. 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));
  3482. 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));
  3483. add_options.push_back(AddOption("LessThan", "Conditional", "Functions", "VisualShaderNodeCompare", vformat(compare_func_desc, TTR("Less Than (<)")), VisualShaderNodeCompare::FUNC_LESS_THAN, VisualShaderNode::PORT_TYPE_BOOLEAN));
  3484. 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));
  3485. add_options.push_back(AddOption("NotEqual", "Conditional", "Functions", "VisualShaderNodeCompare", vformat(compare_func_desc, TTR("Not Equal (!=)")), VisualShaderNodeCompare::FUNC_NOT_EQUAL, VisualShaderNode::PORT_TYPE_BOOLEAN));
  3486. add_options.push_back(AddOption("Switch", "Conditional", "Functions", "VisualShaderNodeSwitch", TTR("Returns an associated vector if the provided boolean value is true or false."), VisualShaderNodeSwitch::OP_TYPE_VECTOR, VisualShaderNode::PORT_TYPE_VECTOR));
  3487. 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));
  3488. 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));
  3489. 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));
  3490. 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));
  3491. add_options.push_back(AddOption("Compare", "Conditional", "Common", "VisualShaderNodeCompare", TTR("Returns the boolean result of the comparison between two parameters."), -1, VisualShaderNode::PORT_TYPE_BOOLEAN));
  3492. 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."), -1, VisualShaderNode::PORT_TYPE_BOOLEAN));
  3493. add_options.push_back(AddOption("BooleanConstant", "Conditional", "Variables", "VisualShaderNodeBooleanConstant", TTR("Boolean constant."), -1, VisualShaderNode::PORT_TYPE_BOOLEAN));
  3494. add_options.push_back(AddOption("BooleanUniform", "Conditional", "Variables", "VisualShaderNodeBooleanUniform", TTR("Boolean uniform."), -1, VisualShaderNode::PORT_TYPE_BOOLEAN));
  3495. // INPUT
  3496. const String input_param_shader_modes = TTR("'%s' input parameter for all shader modes.");
  3497. // SPATIAL-FOR-ALL
  3498. add_options.push_back(AddOption("Camera", "Input", "All", "VisualShaderNodeInput", vformat(input_param_shader_modes, "camera"), "camera", VisualShaderNode::PORT_TYPE_TRANSFORM, -1, Shader::MODE_SPATIAL));
  3499. add_options.push_back(AddOption("InvCamera", "Input", "All", "VisualShaderNodeInput", vformat(input_param_shader_modes, "inv_camera"), "inv_camera", VisualShaderNode::PORT_TYPE_TRANSFORM, -1, Shader::MODE_SPATIAL));
  3500. add_options.push_back(AddOption("InvProjection", "Input", "All", "VisualShaderNodeInput", vformat(input_param_shader_modes, "inv_projection"), "inv_projection", VisualShaderNode::PORT_TYPE_TRANSFORM, -1, Shader::MODE_SPATIAL));
  3501. add_options.push_back(AddOption("Normal", "Input", "All", "VisualShaderNodeInput", vformat(input_param_shader_modes, "normal"), "normal", VisualShaderNode::PORT_TYPE_VECTOR, -1, Shader::MODE_SPATIAL));
  3502. add_options.push_back(AddOption("OutputIsSRGB", "Input", "All", "VisualShaderNodeInput", vformat(input_param_shader_modes, "output_is_srgb"), "output_is_srgb", VisualShaderNode::PORT_TYPE_BOOLEAN, -1, Shader::MODE_SPATIAL));
  3503. add_options.push_back(AddOption("Projection", "Input", "All", "VisualShaderNodeInput", vformat(input_param_shader_modes, "projection"), "projection", VisualShaderNode::PORT_TYPE_TRANSFORM, -1, Shader::MODE_SPATIAL));
  3504. add_options.push_back(AddOption("Time", "Input", "All", "VisualShaderNodeInput", vformat(input_param_shader_modes, "time"), "time", VisualShaderNode::PORT_TYPE_SCALAR, -1, Shader::MODE_SPATIAL));
  3505. add_options.push_back(AddOption("UV", "Input", "All", "VisualShaderNodeInput", vformat(input_param_shader_modes, "uv"), "uv", VisualShaderNode::PORT_TYPE_VECTOR, -1, Shader::MODE_SPATIAL));
  3506. add_options.push_back(AddOption("UV2", "Input", "All", "VisualShaderNodeInput", vformat(input_param_shader_modes, "uv2"), "uv2", VisualShaderNode::PORT_TYPE_VECTOR, -1, Shader::MODE_SPATIAL));
  3507. add_options.push_back(AddOption("ViewportSize", "Input", "All", "VisualShaderNodeInput", vformat(input_param_shader_modes, "viewport_size"), "viewport_size", VisualShaderNode::PORT_TYPE_VECTOR, -1, Shader::MODE_SPATIAL));
  3508. add_options.push_back(AddOption("World", "Input", "All", "VisualShaderNodeInput", vformat(input_param_shader_modes, "world"), "world", VisualShaderNode::PORT_TYPE_TRANSFORM, -1, Shader::MODE_SPATIAL));
  3509. // CANVASITEM-FOR-ALL
  3510. add_options.push_back(AddOption("Alpha", "Input", "All", "VisualShaderNodeInput", vformat(input_param_shader_modes, "alpha"), "alpha", VisualShaderNode::PORT_TYPE_SCALAR, -1, Shader::MODE_CANVAS_ITEM));
  3511. add_options.push_back(AddOption("Color", "Input", "All", "VisualShaderNodeInput", vformat(input_param_shader_modes, "color"), "color", VisualShaderNode::PORT_TYPE_VECTOR, -1, Shader::MODE_CANVAS_ITEM));
  3512. add_options.push_back(AddOption("TexturePixelSize", "Input", "All", "VisualShaderNodeInput", vformat(input_param_shader_modes, "texture_pixel_size"), "texture_pixel_size", VisualShaderNode::PORT_TYPE_VECTOR, -1, Shader::MODE_CANVAS_ITEM));
  3513. add_options.push_back(AddOption("Time", "Input", "All", "VisualShaderNodeInput", vformat(input_param_shader_modes, "time"), "time", VisualShaderNode::PORT_TYPE_SCALAR, -1, Shader::MODE_CANVAS_ITEM));
  3514. add_options.push_back(AddOption("UV", "Input", "All", "VisualShaderNodeInput", vformat(input_param_shader_modes, "uv"), "uv", VisualShaderNode::PORT_TYPE_VECTOR, -1, Shader::MODE_CANVAS_ITEM));
  3515. // PARTICLES-FOR-ALL
  3516. add_options.push_back(AddOption("Active", "Input", "All", "VisualShaderNodeInput", vformat(input_param_shader_modes, "active"), "active", VisualShaderNode::PORT_TYPE_BOOLEAN, -1, Shader::MODE_PARTICLES));
  3517. add_options.push_back(AddOption("Alpha", "Input", "All", "VisualShaderNodeInput", vformat(input_param_shader_modes, "alpha"), "alpha", VisualShaderNode::PORT_TYPE_SCALAR, -1, Shader::MODE_PARTICLES));
  3518. add_options.push_back(AddOption("AttractorForce", "Input", "All", "VisualShaderNodeInput", vformat(input_param_shader_modes, "attractor_force"), "attractor_force", VisualShaderNode::PORT_TYPE_VECTOR, -1, Shader::MODE_PARTICLES));
  3519. add_options.push_back(AddOption("Color", "Input", "All", "VisualShaderNodeInput", vformat(input_param_shader_modes, "color"), "color", VisualShaderNode::PORT_TYPE_VECTOR, -1, Shader::MODE_PARTICLES));
  3520. add_options.push_back(AddOption("Custom", "Input", "All", "VisualShaderNodeInput", vformat(input_param_shader_modes, "custom"), "custom", VisualShaderNode::PORT_TYPE_VECTOR, -1, Shader::MODE_PARTICLES));
  3521. add_options.push_back(AddOption("CustomAlpha", "Input", "All", "VisualShaderNodeInput", vformat(input_param_shader_modes, "custom_alpha"), "custom_alpha", VisualShaderNode::PORT_TYPE_SCALAR, -1, Shader::MODE_PARTICLES));
  3522. add_options.push_back(AddOption("Delta", "Input", "All", "VisualShaderNodeInput", vformat(input_param_shader_modes, "delta"), "delta", VisualShaderNode::PORT_TYPE_SCALAR, -1, Shader::MODE_PARTICLES));
  3523. add_options.push_back(AddOption("EmissionTransform", "Input", "All", "VisualShaderNodeInput", vformat(input_param_shader_modes, "emission_transform"), "emission_transform", VisualShaderNode::PORT_TYPE_TRANSFORM, -1, Shader::MODE_PARTICLES));
  3524. add_options.push_back(AddOption("Index", "Input", "All", "VisualShaderNodeInput", vformat(input_param_shader_modes, "index"), "index", VisualShaderNode::PORT_TYPE_SCALAR_INT, -1, Shader::MODE_PARTICLES));
  3525. add_options.push_back(AddOption("LifeTime", "Input", "All", "VisualShaderNodeInput", vformat(input_param_shader_modes, "lifetime"), "lifetime", VisualShaderNode::PORT_TYPE_SCALAR, -1, Shader::MODE_PARTICLES));
  3526. add_options.push_back(AddOption("Restart", "Input", "All", "VisualShaderNodeInput", vformat(input_param_shader_modes, "restart"), "restart", VisualShaderNode::PORT_TYPE_BOOLEAN, -1, Shader::MODE_PARTICLES));
  3527. add_options.push_back(AddOption("Time", "Input", "All", "VisualShaderNodeInput", vformat(input_param_shader_modes, "time"), "time", VisualShaderNode::PORT_TYPE_SCALAR, -1, Shader::MODE_PARTICLES));
  3528. add_options.push_back(AddOption("Transform", "Input", "All", "VisualShaderNodeInput", vformat(input_param_shader_modes, "transform"), "transform", VisualShaderNode::PORT_TYPE_TRANSFORM, -1, Shader::MODE_PARTICLES));
  3529. add_options.push_back(AddOption("Velocity", "Input", "All", "VisualShaderNodeInput", vformat(input_param_shader_modes, "velocity"), "velocity", VisualShaderNode::PORT_TYPE_VECTOR, -1, Shader::MODE_PARTICLES));
  3530. /////////////////
  3531. add_options.push_back(AddOption("Input", "Input", "Common", "VisualShaderNodeInput", TTR("Input parameter.")));
  3532. const String input_param_for_vertex_and_fragment_shader_modes = TTR("'%s' input parameter for vertex and fragment shader modes.");
  3533. const String input_param_for_fragment_and_light_shader_modes = TTR("'%s' input parameter for fragment and light shader modes.");
  3534. const String input_param_for_fragment_shader_mode = TTR("'%s' input parameter for fragment shader mode.");
  3535. const String input_param_for_sky_shader_mode = TTR("'%s' input parameter for sky shader mode.");
  3536. const String input_param_for_light_shader_mode = TTR("'%s' input parameter for light shader mode.");
  3537. const String input_param_for_vertex_shader_mode = TTR("'%s' input parameter for vertex shader mode.");
  3538. const String input_param_for_start_shader_mode = TTR("'%s' input parameter for start shader mode.");
  3539. const String input_param_for_process_shader_mode = TTR("'%s' input parameter for process shader mode.");
  3540. const String input_param_for_collide_shader_mode = TTR("'%s' input parameter for collide shader mode.");
  3541. const String input_param_for_start_and_process_shader_mode = TTR("'%s' input parameter for start and process shader modes.");
  3542. const String input_param_for_process_and_collide_shader_mode = TTR("'%s' input parameter for process and collide shader modes.");
  3543. const String input_param_for_vertex_and_fragment_shader_mode = TTR("'%s' input parameter for vertex and fragment shader modes.");
  3544. // NODE3D INPUTS
  3545. add_options.push_back(AddOption("Alpha", "Input", "Vertex", "VisualShaderNodeInput", vformat(input_param_for_vertex_and_fragment_shader_modes, "alpha"), "alpha", VisualShaderNode::PORT_TYPE_SCALAR, TYPE_FLAGS_VERTEX, Shader::MODE_SPATIAL));
  3546. add_options.push_back(AddOption("Binormal", "Input", "Vertex", "VisualShaderNodeInput", vformat(input_param_for_vertex_and_fragment_shader_modes, "binormal"), "binormal", VisualShaderNode::PORT_TYPE_VECTOR, TYPE_FLAGS_VERTEX, Shader::MODE_SPATIAL));
  3547. add_options.push_back(AddOption("Color", "Input", "Vertex", "VisualShaderNodeInput", vformat(input_param_for_vertex_and_fragment_shader_modes, "color"), "color", VisualShaderNode::PORT_TYPE_VECTOR, TYPE_FLAGS_VERTEX, Shader::MODE_SPATIAL));
  3548. add_options.push_back(AddOption("InstanceId", "Input", "Vertex", "VisualShaderNodeInput", vformat(input_param_for_vertex_shader_mode, "instance_id"), "instance_id", VisualShaderNode::PORT_TYPE_SCALAR_INT, TYPE_FLAGS_VERTEX, Shader::MODE_SPATIAL));
  3549. add_options.push_back(AddOption("InstanceCustom", "Input", "Vertex", "VisualShaderNodeInput", vformat(input_param_for_vertex_shader_mode, "instance_custom"), "instance_custom", VisualShaderNode::PORT_TYPE_VECTOR, TYPE_FLAGS_VERTEX, Shader::MODE_SPATIAL));
  3550. add_options.push_back(AddOption("InstanceCustomAlpha", "Input", "Vertex", "VisualShaderNodeInput", vformat(input_param_for_vertex_shader_mode, "instance_custom_alpha"), "instance_custom_alpha", VisualShaderNode::PORT_TYPE_SCALAR, TYPE_FLAGS_VERTEX, Shader::MODE_SPATIAL));
  3551. add_options.push_back(AddOption("ModelView", "Input", "Vertex", "VisualShaderNodeInput", vformat(input_param_for_vertex_shader_mode, "modelview"), "modelview", VisualShaderNode::PORT_TYPE_TRANSFORM, TYPE_FLAGS_VERTEX, Shader::MODE_SPATIAL));
  3552. add_options.push_back(AddOption("PointSize", "Input", "Vertex", "VisualShaderNodeInput", vformat(input_param_for_vertex_shader_mode, "point_size"), "point_size", VisualShaderNode::PORT_TYPE_SCALAR, TYPE_FLAGS_VERTEX, Shader::MODE_SPATIAL));
  3553. add_options.push_back(AddOption("Tangent", "Input", "Vertex", "VisualShaderNodeInput", vformat(input_param_for_vertex_and_fragment_shader_mode, "tangent"), "tangent", VisualShaderNode::PORT_TYPE_VECTOR, TYPE_FLAGS_VERTEX, Shader::MODE_SPATIAL));
  3554. add_options.push_back(AddOption("Vertex", "Input", "Vertex", "VisualShaderNodeInput", vformat(input_param_for_vertex_and_fragment_shader_modes, "vertex"), "vertex", VisualShaderNode::PORT_TYPE_VECTOR, TYPE_FLAGS_VERTEX, Shader::MODE_SPATIAL));
  3555. add_options.push_back(AddOption("Alpha", "Input", "Fragment", "VisualShaderNodeInput", vformat(input_param_for_vertex_and_fragment_shader_modes, "alpha"), "alpha", VisualShaderNode::PORT_TYPE_SCALAR, TYPE_FLAGS_FRAGMENT, Shader::MODE_SPATIAL));
  3556. add_options.push_back(AddOption("Binormal", "Input", "Fragment", "VisualShaderNodeInput", vformat(input_param_for_vertex_and_fragment_shader_modes, "binormal"), "binormal", VisualShaderNode::PORT_TYPE_VECTOR, TYPE_FLAGS_FRAGMENT, Shader::MODE_SPATIAL));
  3557. add_options.push_back(AddOption("Color", "Input", "Fragment", "VisualShaderNodeInput", vformat(input_param_for_vertex_and_fragment_shader_modes, "color"), "color", VisualShaderNode::PORT_TYPE_VECTOR, TYPE_FLAGS_FRAGMENT, Shader::MODE_SPATIAL));
  3558. add_options.push_back(AddOption("DepthTexture", "Input", "Fragment", "VisualShaderNodeInput", vformat(input_param_for_fragment_shader_mode, "depth_texture"), "depth_texture", VisualShaderNode::PORT_TYPE_SAMPLER, TYPE_FLAGS_FRAGMENT, Shader::MODE_SPATIAL));
  3559. add_options.push_back(AddOption("FragCoord", "Input", "Fragment", "VisualShaderNodeInput", vformat(input_param_for_fragment_and_light_shader_modes, "fragcoord"), "fragcoord", VisualShaderNode::PORT_TYPE_VECTOR, TYPE_FLAGS_FRAGMENT, Shader::MODE_SPATIAL));
  3560. add_options.push_back(AddOption("FrontFacing", "Input", "Fragment", "VisualShaderNodeInput", vformat(input_param_for_fragment_shader_mode, "front_facing"), "front_facing", VisualShaderNode::PORT_TYPE_BOOLEAN, TYPE_FLAGS_FRAGMENT, Shader::MODE_SPATIAL));
  3561. add_options.push_back(AddOption("PointCoord", "Input", "Fragment", "VisualShaderNodeInput", vformat(input_param_for_fragment_shader_mode, "point_coord"), "point_coord", VisualShaderNode::PORT_TYPE_VECTOR, TYPE_FLAGS_FRAGMENT, Shader::MODE_SPATIAL));
  3562. add_options.push_back(AddOption("ScreenTexture", "Input", "Fragment", "VisualShaderNodeInput", vformat(input_param_for_fragment_shader_mode, "screen_texture"), "screen_texture", VisualShaderNode::PORT_TYPE_SAMPLER, TYPE_FLAGS_FRAGMENT, Shader::MODE_SPATIAL));
  3563. add_options.push_back(AddOption("ScreenUV", "Input", "Fragment", "VisualShaderNodeInput", vformat(input_param_for_fragment_shader_mode, "screen_uv"), "screen_uv", VisualShaderNode::PORT_TYPE_VECTOR, TYPE_FLAGS_FRAGMENT, Shader::MODE_SPATIAL));
  3564. add_options.push_back(AddOption("Tangent", "Input", "Fragment", "VisualShaderNodeInput", vformat(input_param_for_vertex_and_fragment_shader_modes, "tangent"), "tangent", VisualShaderNode::PORT_TYPE_VECTOR, TYPE_FLAGS_FRAGMENT, Shader::MODE_SPATIAL));
  3565. add_options.push_back(AddOption("Vertex", "Input", "Fragment", "VisualShaderNodeInput", vformat(input_param_for_vertex_and_fragment_shader_modes, "vertex"), "vertex", VisualShaderNode::PORT_TYPE_VECTOR, TYPE_FLAGS_FRAGMENT, Shader::MODE_SPATIAL));
  3566. add_options.push_back(AddOption("View", "Input", "Fragment", "VisualShaderNodeInput", vformat(input_param_for_fragment_and_light_shader_modes, "view"), "view", VisualShaderNode::PORT_TYPE_VECTOR, TYPE_FLAGS_FRAGMENT, Shader::MODE_SPATIAL));
  3567. add_options.push_back(AddOption("Albedo", "Input", "Light", "VisualShaderNodeInput", vformat(input_param_for_light_shader_mode, "albedo"), "albedo", VisualShaderNode::PORT_TYPE_VECTOR, TYPE_FLAGS_LIGHT, Shader::MODE_SPATIAL));
  3568. add_options.push_back(AddOption("Attenuation", "Input", "Light", "VisualShaderNodeInput", vformat(input_param_for_light_shader_mode, "attenuation"), "attenuation", VisualShaderNode::PORT_TYPE_SCALAR, TYPE_FLAGS_LIGHT, Shader::MODE_SPATIAL));
  3569. add_options.push_back(AddOption("Backlight", "Input", "Light", "VisualShaderNodeInput", vformat(input_param_for_light_shader_mode, "backlight"), "backlight", VisualShaderNode::PORT_TYPE_VECTOR, TYPE_FLAGS_LIGHT, Shader::MODE_SPATIAL));
  3570. add_options.push_back(AddOption("Diffuse", "Input", "Light", "VisualShaderNodeInput", vformat(input_param_for_light_shader_mode, "diffuse"), "diffuse", VisualShaderNode::PORT_TYPE_VECTOR, TYPE_FLAGS_LIGHT, Shader::MODE_SPATIAL));
  3571. add_options.push_back(AddOption("FragCoord", "Input", "Light", "VisualShaderNodeInput", vformat(input_param_for_fragment_and_light_shader_modes, "fragcoord"), "fragcoord", VisualShaderNode::PORT_TYPE_VECTOR, TYPE_FLAGS_LIGHT, Shader::MODE_SPATIAL));
  3572. add_options.push_back(AddOption("Light", "Input", "Light", "VisualShaderNodeInput", vformat(input_param_for_light_shader_mode, "light"), "light", VisualShaderNode::PORT_TYPE_VECTOR, TYPE_FLAGS_LIGHT, Shader::MODE_SPATIAL));
  3573. add_options.push_back(AddOption("LightColor", "Input", "Light", "VisualShaderNodeInput", vformat(input_param_for_light_shader_mode, "light_color"), "light_color", VisualShaderNode::PORT_TYPE_VECTOR, TYPE_FLAGS_LIGHT, Shader::MODE_SPATIAL));
  3574. add_options.push_back(AddOption("Metallic", "Input", "Light", "VisualShaderNodeInput", vformat(input_param_for_light_shader_mode, "metallic"), "metallic", VisualShaderNode::PORT_TYPE_SCALAR, TYPE_FLAGS_LIGHT, Shader::MODE_SPATIAL));
  3575. add_options.push_back(AddOption("Roughness", "Input", "Light", "VisualShaderNodeInput", vformat(input_param_for_light_shader_mode, "roughness"), "roughness", VisualShaderNode::PORT_TYPE_SCALAR, TYPE_FLAGS_LIGHT, Shader::MODE_SPATIAL));
  3576. add_options.push_back(AddOption("Specular", "Input", "Light", "VisualShaderNodeInput", vformat(input_param_for_light_shader_mode, "specular"), "specular", VisualShaderNode::PORT_TYPE_VECTOR, TYPE_FLAGS_LIGHT, Shader::MODE_SPATIAL));
  3577. add_options.push_back(AddOption("View", "Input", "Light", "VisualShaderNodeInput", vformat(input_param_for_fragment_and_light_shader_modes, "view"), "view", VisualShaderNode::PORT_TYPE_VECTOR, TYPE_FLAGS_LIGHT, Shader::MODE_SPATIAL));
  3578. // CANVASITEM INPUTS
  3579. add_options.push_back(AddOption("AtLightPass", "Input", "Vertex", "VisualShaderNodeInput", vformat(input_param_for_vertex_and_fragment_shader_modes, "at_light_pass"), "at_light_pass", VisualShaderNode::PORT_TYPE_BOOLEAN, TYPE_FLAGS_VERTEX, Shader::MODE_CANVAS_ITEM));
  3580. add_options.push_back(AddOption("Canvas", "Input", "Vertex", "VisualShaderNodeInput", vformat(input_param_for_vertex_shader_mode, "canvas"), "canvas", VisualShaderNode::PORT_TYPE_TRANSFORM, TYPE_FLAGS_VERTEX, Shader::MODE_CANVAS_ITEM));
  3581. add_options.push_back(AddOption("InstanceCustom", "Input", "Vertex", "VisualShaderNodeInput", vformat(input_param_for_vertex_shader_mode, "instance_custom"), "instance_custom", VisualShaderNode::PORT_TYPE_VECTOR, TYPE_FLAGS_VERTEX, Shader::MODE_CANVAS_ITEM));
  3582. add_options.push_back(AddOption("InstanceCustomAlpha", "Input", "Vertex", "VisualShaderNodeInput", vformat(input_param_for_vertex_shader_mode, "instance_custom_alpha"), "instance_custom_alpha", VisualShaderNode::PORT_TYPE_SCALAR, TYPE_FLAGS_VERTEX, Shader::MODE_CANVAS_ITEM));
  3583. add_options.push_back(AddOption("PointSize", "Input", "Vertex", "VisualShaderNodeInput", vformat(input_param_for_vertex_shader_mode, "point_size"), "point_size", VisualShaderNode::PORT_TYPE_SCALAR, TYPE_FLAGS_VERTEX, Shader::MODE_CANVAS_ITEM));
  3584. add_options.push_back(AddOption("Screen", "Input", "Vertex", "VisualShaderNodeInput", vformat(input_param_for_vertex_shader_mode, "screen"), "screen", VisualShaderNode::PORT_TYPE_TRANSFORM, TYPE_FLAGS_VERTEX, Shader::MODE_CANVAS_ITEM));
  3585. add_options.push_back(AddOption("Vertex", "Input", "Vertex", "VisualShaderNodeInput", vformat(input_param_for_vertex_and_fragment_shader_mode, "vertex"), "vertex", VisualShaderNode::PORT_TYPE_VECTOR, TYPE_FLAGS_VERTEX, Shader::MODE_CANVAS_ITEM));
  3586. add_options.push_back(AddOption("World", "Input", "Vertex", "VisualShaderNodeInput", vformat(input_param_for_vertex_shader_mode, "world"), "world", VisualShaderNode::PORT_TYPE_TRANSFORM, TYPE_FLAGS_VERTEX, Shader::MODE_CANVAS_ITEM));
  3587. add_options.push_back(AddOption("AtLightPass", "Input", "Fragment", "VisualShaderNodeInput", vformat(input_param_for_vertex_and_fragment_shader_modes, "at_light_pass"), "at_light_pass", VisualShaderNode::PORT_TYPE_BOOLEAN, TYPE_FLAGS_FRAGMENT, Shader::MODE_CANVAS_ITEM));
  3588. add_options.push_back(AddOption("FragCoord", "Input", "Fragment", "VisualShaderNodeInput", vformat(input_param_for_fragment_and_light_shader_modes, "fragcoord"), "fragcoord", VisualShaderNode::PORT_TYPE_VECTOR, TYPE_FLAGS_FRAGMENT, Shader::MODE_CANVAS_ITEM));
  3589. add_options.push_back(AddOption("NormalTexture", "Input", "Fragment", "VisualShaderNodeInput", vformat(input_param_for_fragment_shader_mode, "normal_texture"), "normal_texture", VisualShaderNode::PORT_TYPE_SAMPLER, TYPE_FLAGS_FRAGMENT, Shader::MODE_CANVAS_ITEM));
  3590. add_options.push_back(AddOption("PointCoord", "Input", "Fragment", "VisualShaderNodeInput", vformat(input_param_for_fragment_and_light_shader_modes, "point_coord"), "point_coord", VisualShaderNode::PORT_TYPE_VECTOR, TYPE_FLAGS_FRAGMENT, Shader::MODE_CANVAS_ITEM));
  3591. add_options.push_back(AddOption("ScreenPixelSize", "Input", "Fragment", "VisualShaderNodeInput", vformat(input_param_for_fragment_shader_mode, "screen_pixel_size"), "screen_pixel_size", VisualShaderNode::PORT_TYPE_VECTOR, TYPE_FLAGS_FRAGMENT, Shader::MODE_CANVAS_ITEM));
  3592. add_options.push_back(AddOption("ScreenTexture", "Input", "Fragment", "VisualShaderNodeInput", vformat(input_param_for_fragment_shader_mode, "screen_texture"), "screen_texture", VisualShaderNode::PORT_TYPE_SAMPLER, TYPE_FLAGS_FRAGMENT, Shader::MODE_CANVAS_ITEM));
  3593. add_options.push_back(AddOption("ScreenUV", "Input", "Fragment", "VisualShaderNodeInput", vformat(input_param_for_fragment_and_light_shader_modes, "screen_uv"), "screen_uv", VisualShaderNode::PORT_TYPE_VECTOR, TYPE_FLAGS_FRAGMENT, Shader::MODE_CANVAS_ITEM));
  3594. add_options.push_back(AddOption("SpecularShininess", "Input", "Fragment", "VisualShaderNodeInput", vformat(input_param_for_fragment_and_light_shader_modes, "specular_shininess"), "specular_shininess", VisualShaderNode::PORT_TYPE_VECTOR, TYPE_FLAGS_FRAGMENT, Shader::MODE_CANVAS_ITEM));
  3595. add_options.push_back(AddOption("SpecularShininessAlpha", "Input", "Fragment", "VisualShaderNodeInput", vformat(input_param_for_fragment_and_light_shader_modes, "specular_shininess_alpha"), "specular_shininess_alpha", VisualShaderNode::PORT_TYPE_SCALAR, TYPE_FLAGS_FRAGMENT, Shader::MODE_CANVAS_ITEM));
  3596. add_options.push_back(AddOption("SpecularShininessTexture", "Input", "Fragment", "VisualShaderNodeInput", vformat(input_param_for_fragment_shader_mode, "specular_shininess_texture"), "specular_shininess_texture", VisualShaderNode::PORT_TYPE_SAMPLER, TYPE_FLAGS_FRAGMENT, Shader::MODE_CANVAS_ITEM));
  3597. add_options.push_back(AddOption("Texture", "Input", "Fragment", "VisualShaderNodeInput", vformat(input_param_for_fragment_and_light_shader_modes, "texture"), "texture", VisualShaderNode::PORT_TYPE_SAMPLER, TYPE_FLAGS_FRAGMENT, Shader::MODE_CANVAS_ITEM));
  3598. add_options.push_back(AddOption("Vertex", "Input", "Fragment", "VisualShaderNodeInput", vformat(input_param_for_vertex_and_fragment_shader_mode, "vertex"), "vertex", VisualShaderNode::PORT_TYPE_VECTOR, TYPE_FLAGS_FRAGMENT, Shader::MODE_CANVAS_ITEM));
  3599. add_options.push_back(AddOption("FragCoord", "Input", "Light", "VisualShaderNodeInput", vformat(input_param_for_fragment_and_light_shader_modes, "fragcoord"), "fragcoord", VisualShaderNode::PORT_TYPE_VECTOR, TYPE_FLAGS_LIGHT, Shader::MODE_CANVAS_ITEM));
  3600. add_options.push_back(AddOption("Light", "Input", "Light", "VisualShaderNodeInput", vformat(input_param_for_light_shader_mode, "light"), "light", VisualShaderNode::PORT_TYPE_VECTOR, TYPE_FLAGS_LIGHT, Shader::MODE_CANVAS_ITEM));
  3601. add_options.push_back(AddOption("LightAlpha", "Input", "Light", "VisualShaderNodeInput", vformat(input_param_for_light_shader_mode, "light_alpha"), "light_alpha", VisualShaderNode::PORT_TYPE_SCALAR, TYPE_FLAGS_LIGHT, Shader::MODE_CANVAS_ITEM));
  3602. add_options.push_back(AddOption("LightColor", "Input", "Light", "VisualShaderNodeInput", vformat(input_param_for_light_shader_mode, "light_color"), "light_color", VisualShaderNode::PORT_TYPE_VECTOR, TYPE_FLAGS_LIGHT, Shader::MODE_CANVAS_ITEM));
  3603. add_options.push_back(AddOption("LightColorAlpha", "Input", "Light", "VisualShaderNodeInput", vformat(input_param_for_light_shader_mode, "light_color_alpha"), "light_color_alpha", VisualShaderNode::PORT_TYPE_SCALAR, TYPE_FLAGS_LIGHT, Shader::MODE_CANVAS_ITEM));
  3604. add_options.push_back(AddOption("LightPosition", "Input", "Light", "VisualShaderNodeInput", vformat(input_param_for_light_shader_mode, "light_position"), "light_position", VisualShaderNode::PORT_TYPE_VECTOR, TYPE_FLAGS_LIGHT, Shader::MODE_CANVAS_ITEM));
  3605. add_options.push_back(AddOption("LightVertex", "Input", "Light", "VisualShaderNodeInput", vformat(input_param_for_fragment_and_light_shader_modes, "light_vertex"), "light_vertex", VisualShaderNode::PORT_TYPE_VECTOR, TYPE_FLAGS_LIGHT, Shader::MODE_CANVAS_ITEM));
  3606. add_options.push_back(AddOption("Normal", "Input", "Light", "VisualShaderNodeInput", vformat(input_param_for_light_shader_mode, "normal"), "normal", VisualShaderNode::PORT_TYPE_VECTOR, TYPE_FLAGS_LIGHT, Shader::MODE_CANVAS_ITEM));
  3607. add_options.push_back(AddOption("PointCoord", "Input", "Light", "VisualShaderNodeInput", vformat(input_param_for_fragment_and_light_shader_modes, "point_coord"), "point_coord", VisualShaderNode::PORT_TYPE_VECTOR, TYPE_FLAGS_LIGHT, Shader::MODE_CANVAS_ITEM));
  3608. add_options.push_back(AddOption("ScreenUV", "Input", "Light", "VisualShaderNodeInput", vformat(input_param_for_fragment_and_light_shader_modes, "screen_uv"), "screen_uv", VisualShaderNode::PORT_TYPE_VECTOR, TYPE_FLAGS_LIGHT, Shader::MODE_CANVAS_ITEM));
  3609. add_options.push_back(AddOption("Shadow", "Input", "Light", "VisualShaderNodeInput", vformat(input_param_for_light_shader_mode, "shadow"), "shadow", VisualShaderNode::PORT_TYPE_VECTOR, TYPE_FLAGS_LIGHT, Shader::MODE_CANVAS_ITEM));
  3610. add_options.push_back(AddOption("ShadowAlpha", "Input", "Light", "VisualShaderNodeInput", vformat(input_param_for_light_shader_mode, "shadow_alpha"), "shadow_alpha", VisualShaderNode::PORT_TYPE_SCALAR, TYPE_FLAGS_LIGHT, Shader::MODE_CANVAS_ITEM));
  3611. add_options.push_back(AddOption("SpecularShininess", "Input", "Light", "VisualShaderNodeInput", vformat(input_param_for_fragment_and_light_shader_modes, "specular_shininess"), "specular_shininess", VisualShaderNode::PORT_TYPE_VECTOR, TYPE_FLAGS_LIGHT, Shader::MODE_CANVAS_ITEM));
  3612. add_options.push_back(AddOption("SpecularShininessAlpha", "Input", "Light", "VisualShaderNodeInput", vformat(input_param_for_fragment_and_light_shader_modes, "specular_shininess_alpha"), "specular_shininess_alpha", VisualShaderNode::PORT_TYPE_SCALAR, TYPE_FLAGS_LIGHT, Shader::MODE_CANVAS_ITEM));
  3613. add_options.push_back(AddOption("Texture", "Input", "Light", "VisualShaderNodeInput", vformat(input_param_for_fragment_and_light_shader_modes, "texture"), "texture", VisualShaderNode::PORT_TYPE_SAMPLER, TYPE_FLAGS_LIGHT, Shader::MODE_CANVAS_ITEM));
  3614. // SKY INPUTS
  3615. add_options.push_back(AddOption("AtCubeMapPass", "Input", "Sky", "VisualShaderNodeInput", vformat(input_param_for_sky_shader_mode, "at_cubemap_pass"), "at_cubemap_pass", VisualShaderNode::PORT_TYPE_BOOLEAN, TYPE_FLAGS_SKY, Shader::MODE_SKY));
  3616. add_options.push_back(AddOption("AtHalfResPass", "Input", "Sky", "VisualShaderNodeInput", vformat(input_param_for_sky_shader_mode, "at_half_res_pass"), "at_half_res_pass", VisualShaderNode::PORT_TYPE_BOOLEAN, TYPE_FLAGS_SKY, Shader::MODE_SKY));
  3617. add_options.push_back(AddOption("AtQuarterResPass", "Input", "Sky", "VisualShaderNodeInput", vformat(input_param_for_sky_shader_mode, "at_quarter_res_pass"), "at_quarter_res_pass", VisualShaderNode::PORT_TYPE_BOOLEAN, TYPE_FLAGS_SKY, Shader::MODE_SKY));
  3618. add_options.push_back(AddOption("EyeDir", "Input", "Sky", "VisualShaderNodeInput", vformat(input_param_for_sky_shader_mode, "eyedir"), "eyedir", VisualShaderNode::PORT_TYPE_VECTOR, TYPE_FLAGS_SKY, Shader::MODE_SKY));
  3619. add_options.push_back(AddOption("HalfResColor", "Input", "Sky", "VisualShaderNodeInput", vformat(input_param_for_sky_shader_mode, "half_res_color"), "half_res_color", VisualShaderNode::PORT_TYPE_VECTOR, TYPE_FLAGS_SKY, Shader::MODE_SKY));
  3620. add_options.push_back(AddOption("HalfResAlpha", "Input", "Sky", "VisualShaderNodeInput", vformat(input_param_for_sky_shader_mode, "half_res_alpha"), "half_res_alpha", VisualShaderNode::PORT_TYPE_SCALAR, TYPE_FLAGS_SKY, Shader::MODE_SKY));
  3621. add_options.push_back(AddOption("Light0Color", "Input", "Sky", "VisualShaderNodeInput", vformat(input_param_for_sky_shader_mode, "light0_color"), "light0_color", VisualShaderNode::PORT_TYPE_VECTOR, TYPE_FLAGS_SKY, Shader::MODE_SKY));
  3622. add_options.push_back(AddOption("Light0Direction", "Input", "Sky", "VisualShaderNodeInput", vformat(input_param_for_sky_shader_mode, "light0_direction"), "light0_direction", VisualShaderNode::PORT_TYPE_VECTOR, TYPE_FLAGS_SKY, Shader::MODE_SKY));
  3623. add_options.push_back(AddOption("Light0Enabled", "Input", "Sky", "VisualShaderNodeInput", vformat(input_param_for_sky_shader_mode, "light0_enabled"), "light0_enabled", VisualShaderNode::PORT_TYPE_BOOLEAN, TYPE_FLAGS_SKY, Shader::MODE_SKY));
  3624. add_options.push_back(AddOption("Light0Energy", "Input", "Sky", "VisualShaderNodeInput", vformat(input_param_for_sky_shader_mode, "light0_energy"), "light0_energy", VisualShaderNode::PORT_TYPE_SCALAR, TYPE_FLAGS_SKY, Shader::MODE_SKY));
  3625. add_options.push_back(AddOption("Light1Color", "Input", "Sky", "VisualShaderNodeInput", vformat(input_param_for_sky_shader_mode, "light1_color"), "light1_color", VisualShaderNode::PORT_TYPE_VECTOR, TYPE_FLAGS_SKY, Shader::MODE_SKY));
  3626. add_options.push_back(AddOption("Light1Direction", "Input", "Sky", "VisualShaderNodeInput", vformat(input_param_for_sky_shader_mode, "light1_direction"), "light1_direction", VisualShaderNode::PORT_TYPE_VECTOR, TYPE_FLAGS_SKY, Shader::MODE_SKY));
  3627. add_options.push_back(AddOption("Light1Enabled", "Input", "Sky", "VisualShaderNodeInput", vformat(input_param_for_sky_shader_mode, "light1_enabled"), "light1_enabled", VisualShaderNode::PORT_TYPE_BOOLEAN, TYPE_FLAGS_SKY, Shader::MODE_SKY));
  3628. add_options.push_back(AddOption("Light1Energy", "Input", "Sky", "VisualShaderNodeInput", vformat(input_param_for_sky_shader_mode, "light1_energy"), "light1_energy", VisualShaderNode::PORT_TYPE_SCALAR, TYPE_FLAGS_SKY, Shader::MODE_SKY));
  3629. add_options.push_back(AddOption("Light2Color", "Input", "Sky", "VisualShaderNodeInput", vformat(input_param_for_sky_shader_mode, "light2_color"), "light2_color", VisualShaderNode::PORT_TYPE_VECTOR, TYPE_FLAGS_SKY, Shader::MODE_SKY));
  3630. add_options.push_back(AddOption("Light2Direction", "Input", "Sky", "VisualShaderNodeInput", vformat(input_param_for_sky_shader_mode, "light2_direction"), "light2_direction", VisualShaderNode::PORT_TYPE_VECTOR, TYPE_FLAGS_SKY, Shader::MODE_SKY));
  3631. add_options.push_back(AddOption("Light2Enabled", "Input", "Sky", "VisualShaderNodeInput", vformat(input_param_for_sky_shader_mode, "light2_enabled"), "light2_enabled", VisualShaderNode::PORT_TYPE_BOOLEAN, TYPE_FLAGS_SKY, Shader::MODE_SKY));
  3632. add_options.push_back(AddOption("Light2Energy", "Input", "Sky", "VisualShaderNodeInput", vformat(input_param_for_sky_shader_mode, "light2_energy"), "light2_energy", VisualShaderNode::PORT_TYPE_SCALAR, TYPE_FLAGS_SKY, Shader::MODE_SKY));
  3633. add_options.push_back(AddOption("Light3Color", "Input", "Sky", "VisualShaderNodeInput", vformat(input_param_for_sky_shader_mode, "light3_color"), "light3_color", VisualShaderNode::PORT_TYPE_VECTOR, TYPE_FLAGS_SKY, Shader::MODE_SKY));
  3634. add_options.push_back(AddOption("Light3Direction", "Input", "Sky", "VisualShaderNodeInput", vformat(input_param_for_sky_shader_mode, "light3_direction"), "light3_direction", VisualShaderNode::PORT_TYPE_VECTOR, TYPE_FLAGS_SKY, Shader::MODE_SKY));
  3635. add_options.push_back(AddOption("Light3Enabled", "Input", "Sky", "VisualShaderNodeInput", vformat(input_param_for_sky_shader_mode, "light3_enabled"), "light3_enabled", VisualShaderNode::PORT_TYPE_BOOLEAN, TYPE_FLAGS_SKY, Shader::MODE_SKY));
  3636. add_options.push_back(AddOption("Light3Energy", "Input", "Sky", "VisualShaderNodeInput", vformat(input_param_for_sky_shader_mode, "light3_energy"), "light3_energy", VisualShaderNode::PORT_TYPE_SCALAR, TYPE_FLAGS_SKY, Shader::MODE_SKY));
  3637. add_options.push_back(AddOption("Position", "Input", "Sky", "VisualShaderNodeInput", vformat(input_param_for_sky_shader_mode, "position"), "position", VisualShaderNode::PORT_TYPE_VECTOR, TYPE_FLAGS_SKY, Shader::MODE_SKY));
  3638. add_options.push_back(AddOption("QuarterResColor", "Input", "Sky", "VisualShaderNodeInput", vformat(input_param_for_sky_shader_mode, "quarter_res_color"), "quarter_res_color", VisualShaderNode::PORT_TYPE_VECTOR, TYPE_FLAGS_SKY, Shader::MODE_SKY));
  3639. add_options.push_back(AddOption("QuarterResAlpha", "Input", "Sky", "VisualShaderNodeInput", vformat(input_param_for_sky_shader_mode, "quarter_res_alpha"), "quarter_res_alpha", VisualShaderNode::PORT_TYPE_SCALAR, TYPE_FLAGS_SKY, Shader::MODE_SKY));
  3640. add_options.push_back(AddOption("Radiance", "Input", "Sky", "VisualShaderNodeInput", vformat(input_param_for_sky_shader_mode, "radiance"), "radiance", VisualShaderNode::PORT_TYPE_SAMPLER, TYPE_FLAGS_SKY, Shader::MODE_SKY));
  3641. add_options.push_back(AddOption("ScreenUV", "Input", "Sky", "VisualShaderNodeInput", vformat(input_param_for_sky_shader_mode, "screen_uv"), "screen_uv", VisualShaderNode::PORT_TYPE_VECTOR, TYPE_FLAGS_SKY, Shader::MODE_SKY));
  3642. add_options.push_back(AddOption("SkyCoords", "Input", "Sky", "VisualShaderNodeInput", vformat(input_param_for_sky_shader_mode, "sky_coords"), "sky_coords", VisualShaderNode::PORT_TYPE_VECTOR, TYPE_FLAGS_SKY, Shader::MODE_SKY));
  3643. add_options.push_back(AddOption("Time", "Input", "Sky", "VisualShaderNodeInput", vformat(input_param_for_sky_shader_mode, "time"), "time", VisualShaderNode::PORT_TYPE_SCALAR, TYPE_FLAGS_SKY, Shader::MODE_SKY));
  3644. // PARTICLES INPUTS
  3645. add_options.push_back(AddOption("CollisionDepth", "Input", "Collide", "VisualShaderNodeInput", vformat(input_param_for_collide_shader_mode, "collision_depth"), "collision_depth", VisualShaderNode::PORT_TYPE_SCALAR, TYPE_FLAGS_COLLIDE, Shader::MODE_PARTICLES));
  3646. add_options.push_back(AddOption("CollisionNormal", "Input", "Collide", "VisualShaderNodeInput", vformat(input_param_for_collide_shader_mode, "collision_normal"), "collision_normal", VisualShaderNode::PORT_TYPE_VECTOR, TYPE_FLAGS_COLLIDE, Shader::MODE_PARTICLES));
  3647. // PARTICLES
  3648. add_options.push_back(AddOption("EmitParticle", "Particles", "", "VisualShaderNodeParticleEmit", "", -1, -1, TYPE_FLAGS_PROCESS | TYPE_FLAGS_PROCESS_CUSTOM | TYPE_FLAGS_COLLIDE, Shader::MODE_PARTICLES));
  3649. add_options.push_back(AddOption("ParticleAccelerator", "Particles", "", "VisualShaderNodeParticleAccelerator", "", -1, VisualShaderNode::PORT_TYPE_VECTOR, TYPE_FLAGS_PROCESS, Shader::MODE_PARTICLES));
  3650. add_options.push_back(AddOption("ParticleRandomness", "Particles", "", "VisualShaderNodeParticleRandomness", "", -1, VisualShaderNode::PORT_TYPE_SCALAR, TYPE_FLAGS_EMIT | TYPE_FLAGS_PROCESS | TYPE_FLAGS_COLLIDE, Shader::MODE_PARTICLES));
  3651. add_options.push_back(AddOption("MultiplyByAxisAngle", "Particles", "Transform", "VisualShaderNodeParticleMultiplyByAxisAngle", "A node for help to multiply a position input vector by rotation using specific axis. Intended to work with emitters.", -1, VisualShaderNode::PORT_TYPE_VECTOR, TYPE_FLAGS_EMIT | TYPE_FLAGS_PROCESS | TYPE_FLAGS_COLLIDE, Shader::MODE_PARTICLES));
  3652. add_options.push_back(AddOption("BoxEmitter", "Particles", "Emitters", "VisualShaderNodeParticleBoxEmitter", "", -1, VisualShaderNode::PORT_TYPE_VECTOR, TYPE_FLAGS_EMIT, Shader::MODE_PARTICLES));
  3653. add_options.push_back(AddOption("RingEmitter", "Particles", "Emitters", "VisualShaderNodeParticleRingEmitter", "", -1, VisualShaderNode::PORT_TYPE_VECTOR, TYPE_FLAGS_EMIT, Shader::MODE_PARTICLES));
  3654. add_options.push_back(AddOption("SphereEmitter", "Particles", "Emitters", "VisualShaderNodeParticleSphereEmitter", "", -1, VisualShaderNode::PORT_TYPE_VECTOR, TYPE_FLAGS_EMIT, Shader::MODE_PARTICLES));
  3655. add_options.push_back(AddOption("ConeVelocity", "Particles", "Velocity", "VisualShaderNodeParticleConeVelocity", "", -1, VisualShaderNode::PORT_TYPE_VECTOR, TYPE_FLAGS_EMIT, Shader::MODE_PARTICLES));
  3656. // SCALAR
  3657. add_options.push_back(AddOption("FloatFunc", "Scalar", "Common", "VisualShaderNodeFloatFunc", TTR("Float function."), -1, VisualShaderNode::PORT_TYPE_SCALAR));
  3658. add_options.push_back(AddOption("IntFunc", "Scalar", "Common", "VisualShaderNodeIntFunc", TTR("Integer function."), -1, VisualShaderNode::PORT_TYPE_SCALAR_INT));
  3659. add_options.push_back(AddOption("FloatOp", "Scalar", "Common", "VisualShaderNodeFloatOp", TTR("Float operator."), -1, VisualShaderNode::PORT_TYPE_SCALAR));
  3660. add_options.push_back(AddOption("IntOp", "Scalar", "Common", "VisualShaderNodeIntOp", TTR("Integer operator."), -1, VisualShaderNode::PORT_TYPE_SCALAR_INT));
  3661. // CONSTANTS
  3662. for (int i = 0; i < MAX_FLOAT_CONST_DEFS; i++) {
  3663. add_options.push_back(AddOption(float_constant_defs[i].name, "Scalar", "Constants", "VisualShaderNodeFloatConstant", float_constant_defs[i].desc, -1, VisualShaderNode::PORT_TYPE_SCALAR, -1, -1, float_constant_defs[i].value));
  3664. }
  3665. // FUNCTIONS
  3666. add_options.push_back(AddOption("Abs", "Scalar", "Functions", "VisualShaderNodeFloatFunc", TTR("Returns the absolute value of the parameter."), VisualShaderNodeFloatFunc::FUNC_ABS, VisualShaderNode::PORT_TYPE_SCALAR));
  3667. 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));
  3668. add_options.push_back(AddOption("ACos", "Scalar", "Functions", "VisualShaderNodeFloatFunc", TTR("Returns the arc-cosine of the parameter."), VisualShaderNodeFloatFunc::FUNC_ACOS, VisualShaderNode::PORT_TYPE_SCALAR));
  3669. 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));
  3670. add_options.push_back(AddOption("ASin", "Scalar", "Functions", "VisualShaderNodeFloatFunc", TTR("Returns the arc-sine of the parameter."), VisualShaderNodeFloatFunc::FUNC_ASIN, VisualShaderNode::PORT_TYPE_SCALAR));
  3671. 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));
  3672. add_options.push_back(AddOption("ATan", "Scalar", "Functions", "VisualShaderNodeFloatFunc", TTR("Returns the arc-tangent of the parameter."), VisualShaderNodeFloatFunc::FUNC_ATAN, VisualShaderNode::PORT_TYPE_SCALAR));
  3673. add_options.push_back(AddOption("ATan2", "Scalar", "Functions", "VisualShaderNodeFloatOp", TTR("Returns the arc-tangent of the parameters."), VisualShaderNodeFloatOp::OP_ATAN2, VisualShaderNode::PORT_TYPE_SCALAR));
  3674. 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));
  3675. 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));
  3676. 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));
  3677. 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));
  3678. add_options.push_back(AddOption("Cos", "Scalar", "Functions", "VisualShaderNodeFloatFunc", TTR("Returns the cosine of the parameter."), VisualShaderNodeFloatFunc::FUNC_COS, VisualShaderNode::PORT_TYPE_SCALAR));
  3679. add_options.push_back(AddOption("CosH", "Scalar", "Functions", "VisualShaderNodeFloatFunc", TTR("Returns the hyperbolic cosine of the parameter."), VisualShaderNodeFloatFunc::FUNC_COSH, VisualShaderNode::PORT_TYPE_SCALAR));
  3680. add_options.push_back(AddOption("Degrees", "Scalar", "Functions", "VisualShaderNodeFloatFunc", TTR("Converts a quantity in radians to degrees."), VisualShaderNodeFloatFunc::FUNC_DEGREES, VisualShaderNode::PORT_TYPE_SCALAR));
  3681. add_options.push_back(AddOption("Exp", "Scalar", "Functions", "VisualShaderNodeFloatFunc", TTR("Base-e Exponential."), VisualShaderNodeFloatFunc::FUNC_EXP, VisualShaderNode::PORT_TYPE_SCALAR));
  3682. add_options.push_back(AddOption("Exp2", "Scalar", "Functions", "VisualShaderNodeFloatFunc", TTR("Base-2 Exponential."), VisualShaderNodeFloatFunc::FUNC_EXP2, VisualShaderNode::PORT_TYPE_SCALAR));
  3683. 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));
  3684. add_options.push_back(AddOption("Fract", "Scalar", "Functions", "VisualShaderNodeFloatFunc", TTR("Computes the fractional part of the argument."), VisualShaderNodeFloatFunc::FUNC_FRAC, VisualShaderNode::PORT_TYPE_SCALAR));
  3685. 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));
  3686. add_options.push_back(AddOption("Log", "Scalar", "Functions", "VisualShaderNodeFloatFunc", TTR("Natural logarithm."), VisualShaderNodeFloatFunc::FUNC_LOG, VisualShaderNode::PORT_TYPE_SCALAR));
  3687. add_options.push_back(AddOption("Log2", "Scalar", "Functions", "VisualShaderNodeFloatFunc", TTR("Base-2 logarithm."), VisualShaderNodeFloatFunc::FUNC_LOG2, VisualShaderNode::PORT_TYPE_SCALAR));
  3688. add_options.push_back(AddOption("Max", "Scalar", "Functions", "VisualShaderNodeFloatOp", TTR("Returns the greater of two values."), VisualShaderNodeFloatOp::OP_MAX, VisualShaderNode::PORT_TYPE_SCALAR));
  3689. add_options.push_back(AddOption("Min", "Scalar", "Functions", "VisualShaderNodeFloatOp", TTR("Returns the lesser of two values."), VisualShaderNodeFloatOp::OP_MIN, VisualShaderNode::PORT_TYPE_SCALAR));
  3690. add_options.push_back(AddOption("Mix", "Scalar", "Functions", "VisualShaderNodeMix", TTR("Linear interpolation between two scalars."), VisualShaderNodeMix::OP_TYPE_SCALAR, VisualShaderNode::PORT_TYPE_SCALAR));
  3691. add_options.push_back(AddOption("MultiplyAdd", "Scalar", "Functions", "VisualShaderNodeMultiplyAdd", TTR("Performs a fused multiply-add operation (a * b + c) on scalars."), VisualShaderNodeMultiplyAdd::OP_TYPE_SCALAR, VisualShaderNode::PORT_TYPE_SCALAR));
  3692. add_options.push_back(AddOption("Negate", "Scalar", "Functions", "VisualShaderNodeFloatFunc", TTR("Returns the opposite value of the parameter."), VisualShaderNodeFloatFunc::FUNC_NEGATE, VisualShaderNode::PORT_TYPE_SCALAR));
  3693. add_options.push_back(AddOption("Negate", "Scalar", "Functions", "VisualShaderNodeIntFunc", TTR("Returns the opposite value of the parameter."), VisualShaderNodeIntFunc::FUNC_NEGATE, VisualShaderNode::PORT_TYPE_SCALAR_INT));
  3694. add_options.push_back(AddOption("OneMinus", "Scalar", "Functions", "VisualShaderNodeFloatFunc", TTR("1.0 - scalar"), VisualShaderNodeFloatFunc::FUNC_ONEMINUS, VisualShaderNode::PORT_TYPE_SCALAR));
  3695. 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));
  3696. add_options.push_back(AddOption("Radians", "Scalar", "Functions", "VisualShaderNodeFloatFunc", TTR("Converts a quantity in degrees to radians."), VisualShaderNodeFloatFunc::FUNC_RADIANS, VisualShaderNode::PORT_TYPE_SCALAR));
  3697. add_options.push_back(AddOption("Reciprocal", "Scalar", "Functions", "VisualShaderNodeFloatFunc", TTR("1.0 / scalar"), VisualShaderNodeFloatFunc::FUNC_RECIPROCAL, VisualShaderNode::PORT_TYPE_SCALAR));
  3698. add_options.push_back(AddOption("Round", "Scalar", "Functions", "VisualShaderNodeFloatFunc", TTR("Finds the nearest integer to the parameter."), VisualShaderNodeFloatFunc::FUNC_ROUND, VisualShaderNode::PORT_TYPE_SCALAR));
  3699. 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));
  3700. 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));
  3701. add_options.push_back(AddOption("Sign", "Scalar", "Functions", "VisualShaderNodeFloatFunc", TTR("Extracts the sign of the parameter."), VisualShaderNodeFloatFunc::FUNC_SIGN, VisualShaderNode::PORT_TYPE_SCALAR));
  3702. add_options.push_back(AddOption("Sign", "Scalar", "Functions", "VisualShaderNodeIntFunc", TTR("Extracts the sign of the parameter."), VisualShaderNodeIntFunc::FUNC_SIGN, VisualShaderNode::PORT_TYPE_SCALAR_INT));
  3703. add_options.push_back(AddOption("Sin", "Scalar", "Functions", "VisualShaderNodeFloatFunc", TTR("Returns the sine of the parameter."), VisualShaderNodeFloatFunc::FUNC_SIN, VisualShaderNode::PORT_TYPE_SCALAR));
  3704. add_options.push_back(AddOption("SinH", "Scalar", "Functions", "VisualShaderNodeFloatFunc", TTR("Returns the hyperbolic sine of the parameter."), VisualShaderNodeFloatFunc::FUNC_SINH, VisualShaderNode::PORT_TYPE_SCALAR));
  3705. add_options.push_back(AddOption("Sqrt", "Scalar", "Functions", "VisualShaderNodeFloatFunc", TTR("Returns the square root of the parameter."), VisualShaderNodeFloatFunc::FUNC_SQRT, VisualShaderNode::PORT_TYPE_SCALAR));
  3706. 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));
  3707. 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));
  3708. add_options.push_back(AddOption("Tan", "Scalar", "Functions", "VisualShaderNodeFloatFunc", TTR("Returns the tangent of the parameter."), VisualShaderNodeFloatFunc::FUNC_TAN, VisualShaderNode::PORT_TYPE_SCALAR));
  3709. add_options.push_back(AddOption("TanH", "Scalar", "Functions", "VisualShaderNodeFloatFunc", TTR("Returns the hyperbolic tangent of the parameter."), VisualShaderNodeFloatFunc::FUNC_TANH, VisualShaderNode::PORT_TYPE_SCALAR));
  3710. add_options.push_back(AddOption("Trunc", "Scalar", "Functions", "VisualShaderNodeFloatFunc", TTR("Finds the truncated value of the parameter."), VisualShaderNodeFloatFunc::FUNC_TRUNC, VisualShaderNode::PORT_TYPE_SCALAR));
  3711. add_options.push_back(AddOption("Add", "Scalar", "Operators", "VisualShaderNodeFloatOp", TTR("Sums two floating-point scalars."), VisualShaderNodeFloatOp::OP_ADD, VisualShaderNode::PORT_TYPE_SCALAR));
  3712. add_options.push_back(AddOption("Add", "Scalar", "Operators", "VisualShaderNodeIntOp", TTR("Sums two integer scalars."), VisualShaderNodeIntOp::OP_ADD, VisualShaderNode::PORT_TYPE_SCALAR_INT));
  3713. add_options.push_back(AddOption("Divide", "Scalar", "Operators", "VisualShaderNodeFloatOp", TTR("Divides two floating-point scalars."), VisualShaderNodeFloatOp::OP_DIV, VisualShaderNode::PORT_TYPE_SCALAR));
  3714. add_options.push_back(AddOption("Divide", "Scalar", "Operators", "VisualShaderNodeIntOp", TTR("Divides two integer scalars."), VisualShaderNodeIntOp::OP_DIV, VisualShaderNode::PORT_TYPE_SCALAR_INT));
  3715. add_options.push_back(AddOption("Multiply", "Scalar", "Operators", "VisualShaderNodeFloatOp", TTR("Multiplies two floating-point scalars."), VisualShaderNodeFloatOp::OP_MUL, VisualShaderNode::PORT_TYPE_SCALAR));
  3716. add_options.push_back(AddOption("Multiply", "Scalar", "Operators", "VisualShaderNodeIntOp", TTR("Multiplies two integer scalars."), VisualShaderNodeIntOp::OP_MUL, VisualShaderNode::PORT_TYPE_SCALAR_INT));
  3717. 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));
  3718. 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));
  3719. add_options.push_back(AddOption("Subtract", "Scalar", "Operators", "VisualShaderNodeFloatOp", TTR("Subtracts two floating-point scalars."), VisualShaderNodeFloatOp::OP_SUB, VisualShaderNode::PORT_TYPE_SCALAR));
  3720. add_options.push_back(AddOption("Subtract", "Scalar", "Operators", "VisualShaderNodeIntOp", TTR("Subtracts two integer scalars."), VisualShaderNodeIntOp::OP_SUB, VisualShaderNode::PORT_TYPE_SCALAR_INT));
  3721. add_options.push_back(AddOption("FloatConstant", "Scalar", "Variables", "VisualShaderNodeFloatConstant", TTR("Scalar floating-point constant."), -1, VisualShaderNode::PORT_TYPE_SCALAR));
  3722. add_options.push_back(AddOption("IntConstant", "Scalar", "Variables", "VisualShaderNodeIntConstant", TTR("Scalar integer constant."), -1, VisualShaderNode::PORT_TYPE_SCALAR_INT));
  3723. add_options.push_back(AddOption("FloatUniform", "Scalar", "Variables", "VisualShaderNodeFloatUniform", TTR("Scalar floating-point uniform."), -1, VisualShaderNode::PORT_TYPE_SCALAR));
  3724. add_options.push_back(AddOption("IntUniform", "Scalar", "Variables", "VisualShaderNodeIntUniform", TTR("Scalar integer uniform."), -1, VisualShaderNode::PORT_TYPE_SCALAR_INT));
  3725. // SDF
  3726. {
  3727. add_options.push_back(AddOption("ScreenUVToSDF", "SDF", "", "VisualShaderNodeScreenUVToSDF", TTR("Converts screen UV to a SDF."), -1, VisualShaderNode::PORT_TYPE_VECTOR, TYPE_FLAGS_FRAGMENT | TYPE_FLAGS_LIGHT, Shader::MODE_CANVAS_ITEM));
  3728. add_options.push_back(AddOption("SDFRaymarch", "SDF", "", "VisualShaderNodeSDFRaymarch", TTR("Casts a ray against the screen SDF and returns the distance travelled."), -1, -1, TYPE_FLAGS_FRAGMENT | TYPE_FLAGS_LIGHT, Shader::MODE_CANVAS_ITEM));
  3729. add_options.push_back(AddOption("SDFToScreenUV", "SDF", "", "VisualShaderNodeSDFToScreenUV", TTR("Converts a SDF to screen UV."), -1, VisualShaderNode::PORT_TYPE_VECTOR, TYPE_FLAGS_FRAGMENT | TYPE_FLAGS_LIGHT, Shader::MODE_CANVAS_ITEM));
  3730. add_options.push_back(AddOption("TextureSDF", "SDF", "", "VisualShaderNodeTextureSDF", TTR("Performs a SDF texture lookup."), -1, VisualShaderNode::PORT_TYPE_SCALAR, TYPE_FLAGS_FRAGMENT | TYPE_FLAGS_LIGHT, Shader::MODE_CANVAS_ITEM));
  3731. add_options.push_back(AddOption("TextureSDFNormal", "SDF", "", "VisualShaderNodeTextureSDFNormal", TTR("Performs a SDF normal texture lookup."), -1, VisualShaderNode::PORT_TYPE_VECTOR, TYPE_FLAGS_FRAGMENT | TYPE_FLAGS_LIGHT, Shader::MODE_CANVAS_ITEM));
  3732. }
  3733. // TEXTURES
  3734. add_options.push_back(AddOption("UVFunc", "Textures", "Common", "VisualShaderNodeUVFunc", TTR("Function to be applied on texture coordinates."), -1, VisualShaderNode::PORT_TYPE_VECTOR));
  3735. cubemap_node_option_idx = add_options.size();
  3736. add_options.push_back(AddOption("CubeMap", "Textures", "Functions", "VisualShaderNodeCubemap", TTR("Perform the cubic texture lookup."), -1, -1));
  3737. curve_node_option_idx = add_options.size();
  3738. add_options.push_back(AddOption("CurveTexture", "Textures", "Functions", "VisualShaderNodeCurveTexture", TTR("Perform the curve texture lookup."), -1, -1));
  3739. curve_xyz_node_option_idx = add_options.size();
  3740. add_options.push_back(AddOption("CurveXYZTexture", "Textures", "Functions", "VisualShaderNodeCurveXYZTexture", TTR("Perform the three components curve texture lookup."), -1, -1));
  3741. texture2d_node_option_idx = add_options.size();
  3742. add_options.push_back(AddOption("Texture2D", "Textures", "Functions", "VisualShaderNodeTexture", TTR("Perform the 2D texture lookup."), -1, -1));
  3743. texture2d_array_node_option_idx = add_options.size();
  3744. add_options.push_back(AddOption("Texture2DArray", "Textures", "Functions", "VisualShaderNodeTexture2DArray", TTR("Perform the 2D-array texture lookup."), -1, -1, -1, -1, -1));
  3745. texture3d_node_option_idx = add_options.size();
  3746. add_options.push_back(AddOption("Texture3D", "Textures", "Functions", "VisualShaderNodeTexture3D", TTR("Perform the 3D texture lookup."), -1, -1));
  3747. add_options.push_back(AddOption("UVPanning", "Textures", "Functions", "VisualShaderNodeUVFunc", TTR("Apply panning function on texture coordinates."), VisualShaderNodeUVFunc::FUNC_PANNING, VisualShaderNode::PORT_TYPE_VECTOR));
  3748. add_options.push_back(AddOption("UVScaling", "Textures", "Functions", "VisualShaderNodeUVFunc", TTR("Apply scaling function on texture coordinates."), VisualShaderNodeUVFunc::FUNC_SCALING, VisualShaderNode::PORT_TYPE_VECTOR));
  3749. add_options.push_back(AddOption("CubeMapUniform", "Textures", "Variables", "VisualShaderNodeCubemapUniform", TTR("Cubic texture uniform lookup."), -1, -1));
  3750. add_options.push_back(AddOption("TextureUniform", "Textures", "Variables", "VisualShaderNodeTextureUniform", TTR("2D texture uniform lookup."), -1, -1));
  3751. add_options.push_back(AddOption("TextureUniformTriplanar", "Textures", "Variables", "VisualShaderNodeTextureUniformTriplanar", TTR("2D texture uniform lookup with triplanar."), -1, -1, TYPE_FLAGS_FRAGMENT | TYPE_FLAGS_LIGHT, Shader::MODE_SPATIAL));
  3752. add_options.push_back(AddOption("Texture2DArrayUniform", "Textures", "Variables", "VisualShaderNodeTexture2DArrayUniform", TTR("2D array of textures uniform lookup."), -1, -1, -1, -1, -1));
  3753. add_options.push_back(AddOption("Texture3DUniform", "Textures", "Variables", "VisualShaderNodeTexture3DUniform", TTR("3D texture uniform lookup."), -1, -1, -1, -1, -1));
  3754. // TRANSFORM
  3755. add_options.push_back(AddOption("TransformFunc", "Transform", "Common", "VisualShaderNodeTransformFunc", TTR("Transform function."), -1, VisualShaderNode::PORT_TYPE_TRANSFORM));
  3756. 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'."), -1, VisualShaderNode::PORT_TYPE_TRANSFORM));
  3757. add_options.push_back(AddOption("TransformCompose", "Transform", "Composition", "VisualShaderNodeTransformCompose", TTR("Composes transform from four vectors."), -1, VisualShaderNode::PORT_TYPE_TRANSFORM));
  3758. add_options.push_back(AddOption("TransformDecompose", "Transform", "Composition", "VisualShaderNodeTransformDecompose", TTR("Decomposes transform to four vectors.")));
  3759. add_options.push_back(AddOption("Determinant", "Transform", "Functions", "VisualShaderNodeDeterminant", TTR("Calculates the determinant of a transform."), -1, VisualShaderNode::PORT_TYPE_SCALAR));
  3760. 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."), -1, VisualShaderNode::PORT_TYPE_TRANSFORM, TYPE_FLAGS_VERTEX, Shader::MODE_SPATIAL));
  3761. add_options.push_back(AddOption("Inverse", "Transform", "Functions", "VisualShaderNodeTransformFunc", TTR("Calculates the inverse of a transform."), VisualShaderNodeTransformFunc::FUNC_INVERSE, VisualShaderNode::PORT_TYPE_TRANSFORM));
  3762. add_options.push_back(AddOption("Transpose", "Transform", "Functions", "VisualShaderNodeTransformFunc", TTR("Calculates the transpose of a transform."), VisualShaderNodeTransformFunc::FUNC_TRANSPOSE, VisualShaderNode::PORT_TYPE_TRANSFORM));
  3763. add_options.push_back(AddOption("TransformMult", "Transform", "Operators", "VisualShaderNodeTransformMult", TTR("Multiplies transform by transform."), -1, VisualShaderNode::PORT_TYPE_TRANSFORM));
  3764. add_options.push_back(AddOption("TransformVectorMult", "Transform", "Operators", "VisualShaderNodeTransformVecMult", TTR("Multiplies vector by transform."), -1, VisualShaderNode::PORT_TYPE_VECTOR));
  3765. add_options.push_back(AddOption("TransformConstant", "Transform", "Variables", "VisualShaderNodeTransformConstant", TTR("Transform constant."), -1, VisualShaderNode::PORT_TYPE_TRANSFORM));
  3766. add_options.push_back(AddOption("TransformUniform", "Transform", "Variables", "VisualShaderNodeTransformUniform", TTR("Transform uniform."), -1, VisualShaderNode::PORT_TYPE_TRANSFORM));
  3767. // VECTOR
  3768. add_options.push_back(AddOption("VectorFunc", "Vector", "Common", "VisualShaderNodeVectorFunc", TTR("Vector function."), -1, VisualShaderNode::PORT_TYPE_VECTOR));
  3769. add_options.push_back(AddOption("VectorOp", "Vector", "Common", "VisualShaderNodeVectorOp", TTR("Vector operator."), -1, VisualShaderNode::PORT_TYPE_VECTOR));
  3770. add_options.push_back(AddOption("VectorCompose", "Vector", "Composition", "VisualShaderNodeVectorCompose", TTR("Composes vector from three scalars."), -1, VisualShaderNode::PORT_TYPE_VECTOR));
  3771. add_options.push_back(AddOption("VectorDecompose", "Vector", "Composition", "VisualShaderNodeVectorDecompose", TTR("Decomposes vector to three scalars.")));
  3772. add_options.push_back(AddOption("Abs", "Vector", "Functions", "VisualShaderNodeVectorFunc", TTR("Returns the absolute value of the parameter."), VisualShaderNodeVectorFunc::FUNC_ABS, VisualShaderNode::PORT_TYPE_VECTOR));
  3773. add_options.push_back(AddOption("ACos", "Vector", "Functions", "VisualShaderNodeVectorFunc", TTR("Returns the arc-cosine of the parameter."), VisualShaderNodeVectorFunc::FUNC_ACOS, VisualShaderNode::PORT_TYPE_VECTOR));
  3774. add_options.push_back(AddOption("ACosH", "Vector", "Functions", "VisualShaderNodeVectorFunc", TTR("Returns the inverse hyperbolic cosine of the parameter."), VisualShaderNodeVectorFunc::FUNC_ACOSH, VisualShaderNode::PORT_TYPE_VECTOR));
  3775. add_options.push_back(AddOption("ASin", "Vector", "Functions", "VisualShaderNodeVectorFunc", TTR("Returns the arc-sine of the parameter."), VisualShaderNodeVectorFunc::FUNC_ASIN, VisualShaderNode::PORT_TYPE_VECTOR));
  3776. add_options.push_back(AddOption("ASinH", "Vector", "Functions", "VisualShaderNodeVectorFunc", TTR("Returns the inverse hyperbolic sine of the parameter."), VisualShaderNodeVectorFunc::FUNC_ASINH, VisualShaderNode::PORT_TYPE_VECTOR));
  3777. add_options.push_back(AddOption("ATan", "Vector", "Functions", "VisualShaderNodeVectorFunc", TTR("Returns the arc-tangent of the parameter."), VisualShaderNodeVectorFunc::FUNC_ATAN, VisualShaderNode::PORT_TYPE_VECTOR));
  3778. add_options.push_back(AddOption("ATan2", "Vector", "Functions", "VisualShaderNodeVectorOp", TTR("Returns the arc-tangent of the parameters."), VisualShaderNodeVectorOp::OP_ATAN2, VisualShaderNode::PORT_TYPE_VECTOR));
  3779. add_options.push_back(AddOption("ATanH", "Vector", "Functions", "VisualShaderNodeVectorFunc", TTR("Returns the inverse hyperbolic tangent of the parameter."), VisualShaderNodeVectorFunc::FUNC_ATANH, VisualShaderNode::PORT_TYPE_VECTOR));
  3780. add_options.push_back(AddOption("Ceil", "Vector", "Functions", "VisualShaderNodeVectorFunc", TTR("Finds the nearest integer that is greater than or equal to the parameter."), VisualShaderNodeVectorFunc::FUNC_CEIL, VisualShaderNode::PORT_TYPE_VECTOR));
  3781. add_options.push_back(AddOption("Clamp", "Vector", "Functions", "VisualShaderNodeClamp", TTR("Constrains a value to lie between two further values."), VisualShaderNodeClamp::OP_TYPE_VECTOR, VisualShaderNode::PORT_TYPE_VECTOR));
  3782. add_options.push_back(AddOption("Cos", "Vector", "Functions", "VisualShaderNodeVectorFunc", TTR("Returns the cosine of the parameter."), VisualShaderNodeVectorFunc::FUNC_COS, VisualShaderNode::PORT_TYPE_VECTOR));
  3783. add_options.push_back(AddOption("CosH", "Vector", "Functions", "VisualShaderNodeVectorFunc", TTR("Returns the hyperbolic cosine of the parameter."), VisualShaderNodeVectorFunc::FUNC_COSH, VisualShaderNode::PORT_TYPE_VECTOR));
  3784. add_options.push_back(AddOption("Cross", "Vector", "Functions", "VisualShaderNodeVectorOp", TTR("Calculates the cross product of two vectors."), VisualShaderNodeVectorOp::OP_CROSS, VisualShaderNode::PORT_TYPE_VECTOR));
  3785. add_options.push_back(AddOption("Degrees", "Vector", "Functions", "VisualShaderNodeVectorFunc", TTR("Converts a quantity in radians to degrees."), VisualShaderNodeVectorFunc::FUNC_DEGREES, VisualShaderNode::PORT_TYPE_VECTOR));
  3786. add_options.push_back(AddOption("Distance", "Vector", "Functions", "VisualShaderNodeVectorDistance", TTR("Returns the distance between two points."), -1, VisualShaderNode::PORT_TYPE_SCALAR));
  3787. add_options.push_back(AddOption("Dot", "Vector", "Functions", "VisualShaderNodeDotProduct", TTR("Calculates the dot product of two vectors."), -1, VisualShaderNode::PORT_TYPE_SCALAR));
  3788. add_options.push_back(AddOption("Exp", "Vector", "Functions", "VisualShaderNodeVectorFunc", TTR("Base-e Exponential."), VisualShaderNodeVectorFunc::FUNC_EXP, VisualShaderNode::PORT_TYPE_VECTOR));
  3789. add_options.push_back(AddOption("Exp2", "Vector", "Functions", "VisualShaderNodeVectorFunc", TTR("Base-2 Exponential."), VisualShaderNodeVectorFunc::FUNC_EXP2, VisualShaderNode::PORT_TYPE_VECTOR));
  3790. 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."), -1, VisualShaderNode::PORT_TYPE_VECTOR));
  3791. add_options.push_back(AddOption("Floor", "Vector", "Functions", "VisualShaderNodeVectorFunc", TTR("Finds the nearest integer less than or equal to the parameter."), VisualShaderNodeVectorFunc::FUNC_FLOOR, VisualShaderNode::PORT_TYPE_VECTOR));
  3792. add_options.push_back(AddOption("Fract", "Vector", "Functions", "VisualShaderNodeVectorFunc", TTR("Computes the fractional part of the argument."), VisualShaderNodeVectorFunc::FUNC_FRAC, VisualShaderNode::PORT_TYPE_VECTOR));
  3793. add_options.push_back(AddOption("InverseSqrt", "Vector", "Functions", "VisualShaderNodeVectorFunc", TTR("Returns the inverse of the square root of the parameter."), VisualShaderNodeVectorFunc::FUNC_INVERSE_SQRT, VisualShaderNode::PORT_TYPE_VECTOR));
  3794. add_options.push_back(AddOption("Length", "Vector", "Functions", "VisualShaderNodeVectorLen", TTR("Calculates the length of a vector."), -1, VisualShaderNode::PORT_TYPE_SCALAR));
  3795. add_options.push_back(AddOption("Log", "Vector", "Functions", "VisualShaderNodeVectorFunc", TTR("Natural logarithm."), VisualShaderNodeVectorFunc::FUNC_LOG, VisualShaderNode::PORT_TYPE_VECTOR));
  3796. add_options.push_back(AddOption("Log2", "Vector", "Functions", "VisualShaderNodeVectorFunc", TTR("Base-2 logarithm."), VisualShaderNodeVectorFunc::FUNC_LOG2, VisualShaderNode::PORT_TYPE_VECTOR));
  3797. add_options.push_back(AddOption("Max", "Vector", "Functions", "VisualShaderNodeVectorOp", TTR("Returns the greater of two values."), VisualShaderNodeVectorOp::OP_MAX, VisualShaderNode::PORT_TYPE_VECTOR));
  3798. add_options.push_back(AddOption("Min", "Vector", "Functions", "VisualShaderNodeVectorOp", TTR("Returns the lesser of two values."), VisualShaderNodeVectorOp::OP_MIN, VisualShaderNode::PORT_TYPE_VECTOR));
  3799. add_options.push_back(AddOption("Mix", "Vector", "Functions", "VisualShaderNodeMix", TTR("Linear interpolation between two vectors."), VisualShaderNodeMix::OP_TYPE_VECTOR, VisualShaderNode::PORT_TYPE_VECTOR));
  3800. add_options.push_back(AddOption("MixS", "Vector", "Functions", "VisualShaderNodeMix", TTR("Linear interpolation between two vectors using scalar."), VisualShaderNodeMix::OP_TYPE_VECTOR_SCALAR, VisualShaderNode::PORT_TYPE_VECTOR));
  3801. add_options.push_back(AddOption("MultiplyAdd", "Vector", "Functions", "VisualShaderNodeMultiplyAdd", TTR("Performs a fused multiply-add operation (a * b + c) on vectors."), VisualShaderNodeMultiplyAdd::OP_TYPE_VECTOR, VisualShaderNode::PORT_TYPE_VECTOR));
  3802. add_options.push_back(AddOption("Negate", "Vector", "Functions", "VisualShaderNodeVectorFunc", TTR("Returns the opposite value of the parameter."), VisualShaderNodeVectorFunc::FUNC_NEGATE, VisualShaderNode::PORT_TYPE_VECTOR));
  3803. add_options.push_back(AddOption("Normalize", "Vector", "Functions", "VisualShaderNodeVectorFunc", TTR("Calculates the normalize product of vector."), VisualShaderNodeVectorFunc::FUNC_NORMALIZE, VisualShaderNode::PORT_TYPE_VECTOR));
  3804. add_options.push_back(AddOption("OneMinus", "Vector", "Functions", "VisualShaderNodeVectorFunc", TTR("1.0 - vector"), VisualShaderNodeVectorFunc::FUNC_ONEMINUS, VisualShaderNode::PORT_TYPE_VECTOR));
  3805. 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, VisualShaderNode::PORT_TYPE_VECTOR));
  3806. add_options.push_back(AddOption("Radians", "Vector", "Functions", "VisualShaderNodeVectorFunc", TTR("Converts a quantity in degrees to radians."), VisualShaderNodeVectorFunc::FUNC_RADIANS, VisualShaderNode::PORT_TYPE_VECTOR));
  3807. add_options.push_back(AddOption("Reciprocal", "Vector", "Functions", "VisualShaderNodeVectorFunc", TTR("1.0 / vector"), VisualShaderNodeVectorFunc::FUNC_RECIPROCAL, VisualShaderNode::PORT_TYPE_VECTOR));
  3808. 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, VisualShaderNode::PORT_TYPE_VECTOR));
  3809. add_options.push_back(AddOption("Refract", "Vector", "Functions", "VisualShaderNodeVectorRefract", TTR("Returns the vector that points in the direction of refraction."), -1, VisualShaderNode::PORT_TYPE_VECTOR));
  3810. add_options.push_back(AddOption("Round", "Vector", "Functions", "VisualShaderNodeVectorFunc", TTR("Finds the nearest integer to the parameter."), VisualShaderNodeVectorFunc::FUNC_ROUND, VisualShaderNode::PORT_TYPE_VECTOR));
  3811. add_options.push_back(AddOption("RoundEven", "Vector", "Functions", "VisualShaderNodeVectorFunc", TTR("Finds the nearest even integer to the parameter."), VisualShaderNodeVectorFunc::FUNC_ROUNDEVEN, VisualShaderNode::PORT_TYPE_VECTOR));
  3812. add_options.push_back(AddOption("Saturate", "Vector", "Functions", "VisualShaderNodeVectorFunc", TTR("Clamps the value between 0.0 and 1.0."), VisualShaderNodeVectorFunc::FUNC_SATURATE, VisualShaderNode::PORT_TYPE_VECTOR));
  3813. add_options.push_back(AddOption("Sign", "Vector", "Functions", "VisualShaderNodeVectorFunc", TTR("Extracts the sign of the parameter."), VisualShaderNodeVectorFunc::FUNC_SIGN, VisualShaderNode::PORT_TYPE_VECTOR));
  3814. add_options.push_back(AddOption("Sin", "Vector", "Functions", "VisualShaderNodeVectorFunc", TTR("Returns the sine of the parameter."), VisualShaderNodeVectorFunc::FUNC_SIN, VisualShaderNode::PORT_TYPE_VECTOR));
  3815. add_options.push_back(AddOption("SinH", "Vector", "Functions", "VisualShaderNodeVectorFunc", TTR("Returns the hyperbolic sine of the parameter."), VisualShaderNodeVectorFunc::FUNC_SINH, VisualShaderNode::PORT_TYPE_VECTOR));
  3816. add_options.push_back(AddOption("Sqrt", "Vector", "Functions", "VisualShaderNodeVectorFunc", TTR("Returns the square root of the parameter."), VisualShaderNodeVectorFunc::FUNC_SQRT, VisualShaderNode::PORT_TYPE_VECTOR));
  3817. 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, VisualShaderNode::PORT_TYPE_VECTOR));
  3818. 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_SCALAR, VisualShaderNode::PORT_TYPE_VECTOR));
  3819. 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, VisualShaderNode::PORT_TYPE_VECTOR));
  3820. 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_SCALAR, VisualShaderNode::PORT_TYPE_VECTOR));
  3821. add_options.push_back(AddOption("Tan", "Vector", "Functions", "VisualShaderNodeVectorFunc", TTR("Returns the tangent of the parameter."), VisualShaderNodeVectorFunc::FUNC_TAN, VisualShaderNode::PORT_TYPE_VECTOR));
  3822. add_options.push_back(AddOption("TanH", "Vector", "Functions", "VisualShaderNodeVectorFunc", TTR("Returns the hyperbolic tangent of the parameter."), VisualShaderNodeVectorFunc::FUNC_TANH, VisualShaderNode::PORT_TYPE_VECTOR));
  3823. add_options.push_back(AddOption("Trunc", "Vector", "Functions", "VisualShaderNodeVectorFunc", TTR("Finds the truncated value of the parameter."), VisualShaderNodeVectorFunc::FUNC_TRUNC, VisualShaderNode::PORT_TYPE_VECTOR));
  3824. add_options.push_back(AddOption("Add", "Vector", "Operators", "VisualShaderNodeVectorOp", TTR("Adds vector to vector."), VisualShaderNodeVectorOp::OP_ADD, VisualShaderNode::PORT_TYPE_VECTOR));
  3825. add_options.push_back(AddOption("Divide", "Vector", "Operators", "VisualShaderNodeVectorOp", TTR("Divides vector by vector."), VisualShaderNodeVectorOp::OP_DIV, VisualShaderNode::PORT_TYPE_VECTOR));
  3826. add_options.push_back(AddOption("Multiply", "Vector", "Operators", "VisualShaderNodeVectorOp", TTR("Multiplies vector by vector."), VisualShaderNodeVectorOp::OP_MUL, VisualShaderNode::PORT_TYPE_VECTOR));
  3827. add_options.push_back(AddOption("Remainder", "Vector", "Operators", "VisualShaderNodeVectorOp", TTR("Returns the remainder of the two vectors."), VisualShaderNodeVectorOp::OP_MOD, VisualShaderNode::PORT_TYPE_VECTOR));
  3828. add_options.push_back(AddOption("Subtract", "Vector", "Operators", "VisualShaderNodeVectorOp", TTR("Subtracts vector from vector."), VisualShaderNodeVectorOp::OP_SUB, VisualShaderNode::PORT_TYPE_VECTOR));
  3829. add_options.push_back(AddOption("VectorConstant", "Vector", "Variables", "VisualShaderNodeVec3Constant", TTR("Vector constant."), -1, VisualShaderNode::PORT_TYPE_VECTOR));
  3830. add_options.push_back(AddOption("VectorUniform", "Vector", "Variables", "VisualShaderNodeVec3Uniform", TTR("Vector uniform."), -1, VisualShaderNode::PORT_TYPE_VECTOR));
  3831. // SPECIAL
  3832. add_options.push_back(AddOption("Comment", "Special", "", "VisualShaderNodeComment", TTR("A rectangular area with a description string for better graph organization.")));
  3833. 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.")));
  3834. add_options.push_back(AddOption("Fresnel", "Special", "", "VisualShaderNodeFresnel", TTR("Returns falloff based on the dot product of surface normal and view direction of camera (pass associated inputs to it)."), -1, VisualShaderNode::PORT_TYPE_SCALAR));
  3835. add_options.push_back(AddOption("GlobalExpression", "Special", "", "VisualShaderNodeGlobalExpression", TTR("Custom Godot Shader Language expression, which is placed on top of the resulted shader. You can place various function definitions inside and call it later in the Expressions. You can also declare varyings, uniforms and constants.")));
  3836. add_options.push_back(AddOption("UniformRef", "Special", "", "VisualShaderNodeUniformRef", TTR("A reference to an existing uniform.")));
  3837. add_options.push_back(AddOption("ScalarDerivativeFunc", "Special", "Common", "VisualShaderNodeScalarDerivativeFunc", TTR("(Fragment/Light mode only) Scalar derivative function."), -1, VisualShaderNode::PORT_TYPE_SCALAR, TYPE_FLAGS_FRAGMENT | TYPE_FLAGS_LIGHT, -1, -1, true));
  3838. add_options.push_back(AddOption("VectorDerivativeFunc", "Special", "Common", "VisualShaderNodeVectorDerivativeFunc", TTR("(Fragment/Light mode only) Vector derivative function."), -1, VisualShaderNode::PORT_TYPE_VECTOR, TYPE_FLAGS_FRAGMENT | TYPE_FLAGS_LIGHT, -1, -1, true));
  3839. add_options.push_back(AddOption("DdX", "Special", "Derivative", "VisualShaderNodeVectorDerivativeFunc", TTR("(Fragment/Light mode only) (Vector) Derivative in 'x' using local differencing."), VisualShaderNodeVectorDerivativeFunc::FUNC_X, VisualShaderNode::PORT_TYPE_VECTOR, TYPE_FLAGS_FRAGMENT | TYPE_FLAGS_LIGHT, -1, -1, true));
  3840. add_options.push_back(AddOption("DdXS", "Special", "Derivative", "VisualShaderNodeScalarDerivativeFunc", TTR("(Fragment/Light mode only) (Scalar) Derivative in 'x' using local differencing."), VisualShaderNodeScalarDerivativeFunc::FUNC_X, VisualShaderNode::PORT_TYPE_SCALAR, TYPE_FLAGS_FRAGMENT | TYPE_FLAGS_LIGHT, -1, -1, true));
  3841. add_options.push_back(AddOption("DdY", "Special", "Derivative", "VisualShaderNodeVectorDerivativeFunc", TTR("(Fragment/Light mode only) (Vector) Derivative in 'y' using local differencing."), VisualShaderNodeVectorDerivativeFunc::FUNC_Y, VisualShaderNode::PORT_TYPE_VECTOR, TYPE_FLAGS_FRAGMENT | TYPE_FLAGS_LIGHT, -1, -1, true));
  3842. add_options.push_back(AddOption("DdYS", "Special", "Derivative", "VisualShaderNodeScalarDerivativeFunc", TTR("(Fragment/Light mode only) (Scalar) Derivative in 'y' using local differencing."), VisualShaderNodeScalarDerivativeFunc::FUNC_Y, VisualShaderNode::PORT_TYPE_SCALAR, TYPE_FLAGS_FRAGMENT | TYPE_FLAGS_LIGHT, -1, -1, true));
  3843. add_options.push_back(AddOption("Sum", "Special", "Derivative", "VisualShaderNodeVectorDerivativeFunc", TTR("(Fragment/Light mode only) (Vector) Sum of absolute derivative in 'x' and 'y'."), VisualShaderNodeVectorDerivativeFunc::FUNC_SUM, VisualShaderNode::PORT_TYPE_VECTOR, TYPE_FLAGS_FRAGMENT | TYPE_FLAGS_LIGHT, -1, -1, true));
  3844. add_options.push_back(AddOption("SumS", "Special", "Derivative", "VisualShaderNodeScalarDerivativeFunc", TTR("(Fragment/Light mode only) (Scalar) Sum of absolute derivative in 'x' and 'y'."), VisualShaderNodeScalarDerivativeFunc::FUNC_SUM, VisualShaderNode::PORT_TYPE_SCALAR, TYPE_FLAGS_FRAGMENT | TYPE_FLAGS_LIGHT, -1, -1, true));
  3845. custom_node_option_idx = add_options.size();
  3846. /////////////////////////////////////////////////////////////////////
  3847. _update_options_menu();
  3848. undo_redo = EditorNode::get_singleton()->get_undo_redo();
  3849. Ref<VisualShaderNodePluginDefault> default_plugin;
  3850. default_plugin.instantiate();
  3851. add_plugin(default_plugin);
  3852. graph_plugin.instantiate();
  3853. property_editor = memnew(CustomPropertyEditor);
  3854. add_child(property_editor);
  3855. property_editor->connect("variant_changed", callable_mp(this, &VisualShaderEditor::_port_edited));
  3856. }
  3857. /////////////////
  3858. void VisualShaderEditorPlugin::edit(Object *p_object) {
  3859. visual_shader_editor->edit(Object::cast_to<VisualShader>(p_object));
  3860. }
  3861. bool VisualShaderEditorPlugin::handles(Object *p_object) const {
  3862. return p_object->is_class("VisualShader");
  3863. }
  3864. void VisualShaderEditorPlugin::make_visible(bool p_visible) {
  3865. if (p_visible) {
  3866. //editor->hide_animation_player_editors();
  3867. //editor->animation_panel_make_visible(true);
  3868. button->show();
  3869. editor->make_bottom_panel_item_visible(visual_shader_editor);
  3870. visual_shader_editor->update_custom_nodes();
  3871. visual_shader_editor->set_process_input(true);
  3872. //visual_shader_editor->set_process(true);
  3873. } else {
  3874. if (visual_shader_editor->is_visible_in_tree()) {
  3875. editor->hide_bottom_panel();
  3876. }
  3877. button->hide();
  3878. visual_shader_editor->set_process_input(false);
  3879. //visual_shader_editor->set_process(false);
  3880. }
  3881. }
  3882. VisualShaderEditorPlugin::VisualShaderEditorPlugin(EditorNode *p_node) {
  3883. editor = p_node;
  3884. visual_shader_editor = memnew(VisualShaderEditor);
  3885. visual_shader_editor->set_custom_minimum_size(Size2(0, 300) * EDSCALE);
  3886. button = editor->add_bottom_panel_item(TTR("VisualShader"), visual_shader_editor);
  3887. button->hide();
  3888. }
  3889. VisualShaderEditorPlugin::~VisualShaderEditorPlugin() {
  3890. }
  3891. ////////////////
  3892. class VisualShaderNodePluginInputEditor : public OptionButton {
  3893. GDCLASS(VisualShaderNodePluginInputEditor, OptionButton);
  3894. Ref<VisualShaderNodeInput> input;
  3895. public:
  3896. void _notification(int p_what) {
  3897. if (p_what == NOTIFICATION_READY) {
  3898. connect("item_selected", callable_mp(this, &VisualShaderNodePluginInputEditor::_item_selected));
  3899. }
  3900. }
  3901. void _item_selected(int p_item) {
  3902. VisualShaderEditor::get_singleton()->call_deferred(SNAME("_input_select_item"), input, get_item_text(p_item));
  3903. }
  3904. void setup(const Ref<VisualShaderNodeInput> &p_input) {
  3905. input = p_input;
  3906. Ref<Texture2D> type_icon[6] = {
  3907. EditorNode::get_singleton()->get_gui_base()->get_theme_icon(SNAME("float"), SNAME("EditorIcons")),
  3908. EditorNode::get_singleton()->get_gui_base()->get_theme_icon(SNAME("int"), SNAME("EditorIcons")),
  3909. EditorNode::get_singleton()->get_gui_base()->get_theme_icon(SNAME("Vector3"), SNAME("EditorIcons")),
  3910. EditorNode::get_singleton()->get_gui_base()->get_theme_icon(SNAME("bool"), SNAME("EditorIcons")),
  3911. EditorNode::get_singleton()->get_gui_base()->get_theme_icon(SNAME("Transform3D"), SNAME("EditorIcons")),
  3912. EditorNode::get_singleton()->get_gui_base()->get_theme_icon(SNAME("ImageTexture"), SNAME("EditorIcons")),
  3913. };
  3914. add_item("[None]");
  3915. int to_select = -1;
  3916. for (int i = 0; i < input->get_input_index_count(); i++) {
  3917. if (input->get_input_name() == input->get_input_index_name(i)) {
  3918. to_select = i + 1;
  3919. }
  3920. add_icon_item(type_icon[input->get_input_index_type(i)], input->get_input_index_name(i));
  3921. }
  3922. if (to_select >= 0) {
  3923. select(to_select);
  3924. }
  3925. }
  3926. };
  3927. ////////////////
  3928. class VisualShaderNodePluginUniformRefEditor : public OptionButton {
  3929. GDCLASS(VisualShaderNodePluginUniformRefEditor, OptionButton);
  3930. Ref<VisualShaderNodeUniformRef> uniform_ref;
  3931. public:
  3932. void _notification(int p_what) {
  3933. if (p_what == NOTIFICATION_READY) {
  3934. connect("item_selected", callable_mp(this, &VisualShaderNodePluginUniformRefEditor::_item_selected));
  3935. }
  3936. }
  3937. void _item_selected(int p_item) {
  3938. VisualShaderEditor::get_singleton()->call_deferred(SNAME("_uniform_select_item"), uniform_ref, get_item_text(p_item));
  3939. }
  3940. void setup(const Ref<VisualShaderNodeUniformRef> &p_uniform_ref) {
  3941. uniform_ref = p_uniform_ref;
  3942. Ref<Texture2D> type_icon[7] = {
  3943. EditorNode::get_singleton()->get_gui_base()->get_theme_icon(SNAME("float"), SNAME("EditorIcons")),
  3944. EditorNode::get_singleton()->get_gui_base()->get_theme_icon(SNAME("int"), SNAME("EditorIcons")),
  3945. EditorNode::get_singleton()->get_gui_base()->get_theme_icon(SNAME("bool"), SNAME("EditorIcons")),
  3946. EditorNode::get_singleton()->get_gui_base()->get_theme_icon(SNAME("Vector3"), SNAME("EditorIcons")),
  3947. EditorNode::get_singleton()->get_gui_base()->get_theme_icon(SNAME("Transform3D"), SNAME("EditorIcons")),
  3948. EditorNode::get_singleton()->get_gui_base()->get_theme_icon(SNAME("Color"), SNAME("EditorIcons")),
  3949. EditorNode::get_singleton()->get_gui_base()->get_theme_icon(SNAME("ImageTexture"), SNAME("EditorIcons")),
  3950. };
  3951. add_item("[None]");
  3952. int to_select = -1;
  3953. for (int i = 0; i < p_uniform_ref->get_uniforms_count(); i++) {
  3954. if (p_uniform_ref->get_uniform_name() == p_uniform_ref->get_uniform_name_by_index(i)) {
  3955. to_select = i + 1;
  3956. }
  3957. add_icon_item(type_icon[p_uniform_ref->get_uniform_type_by_index(i)], p_uniform_ref->get_uniform_name_by_index(i));
  3958. }
  3959. if (to_select >= 0) {
  3960. select(to_select);
  3961. }
  3962. }
  3963. };
  3964. ////////////////
  3965. class VisualShaderNodePluginDefaultEditor : public VBoxContainer {
  3966. GDCLASS(VisualShaderNodePluginDefaultEditor, VBoxContainer);
  3967. Ref<Resource> parent_resource;
  3968. int node_id;
  3969. VisualShader::Type shader_type;
  3970. public:
  3971. void _property_changed(const String &p_property, const Variant &p_value, const String &p_field = "", bool p_changing = false) {
  3972. if (p_changing) {
  3973. return;
  3974. }
  3975. UndoRedo *undo_redo = EditorNode::get_singleton()->get_undo_redo();
  3976. updating = true;
  3977. undo_redo->create_action(TTR("Edit Visual Property:") + " " + p_property, UndoRedo::MERGE_ENDS);
  3978. undo_redo->add_do_property(node.ptr(), p_property, p_value);
  3979. undo_redo->add_undo_property(node.ptr(), p_property, node->get(p_property));
  3980. if (p_value.get_type() == Variant::OBJECT) {
  3981. RES prev_res = node->get(p_property);
  3982. RES curr_res = p_value;
  3983. if (curr_res.is_null()) {
  3984. undo_redo->add_do_method(this, "_open_inspector", (RES)parent_resource.ptr());
  3985. } else {
  3986. undo_redo->add_do_method(this, "_open_inspector", (RES)curr_res.ptr());
  3987. }
  3988. if (!prev_res.is_null()) {
  3989. undo_redo->add_undo_method(this, "_open_inspector", (RES)prev_res.ptr());
  3990. } else {
  3991. undo_redo->add_undo_method(this, "_open_inspector", (RES)parent_resource.ptr());
  3992. }
  3993. }
  3994. if (p_property != "constant") {
  3995. undo_redo->add_do_method(VisualShaderEditor::get_singleton()->get_graph_plugin(), "update_node_deferred", shader_type, node_id);
  3996. undo_redo->add_undo_method(VisualShaderEditor::get_singleton()->get_graph_plugin(), "update_node_deferred", shader_type, node_id);
  3997. } else {
  3998. undo_redo->add_do_method(VisualShaderEditor::get_singleton()->get_graph_plugin(), "update_constant", shader_type, node_id);
  3999. undo_redo->add_undo_method(VisualShaderEditor::get_singleton()->get_graph_plugin(), "update_constant", shader_type, node_id);
  4000. }
  4001. undo_redo->commit_action();
  4002. updating = false;
  4003. }
  4004. void _node_changed() {
  4005. if (updating) {
  4006. return;
  4007. }
  4008. for (int i = 0; i < properties.size(); i++) {
  4009. properties[i]->update_property();
  4010. }
  4011. }
  4012. void _resource_selected(const String &p_path, RES p_resource) {
  4013. _open_inspector(p_resource);
  4014. }
  4015. void _open_inspector(RES p_resource) {
  4016. EditorNode::get_singleton()->get_inspector()->edit(p_resource.ptr());
  4017. }
  4018. bool updating;
  4019. Ref<VisualShaderNode> node;
  4020. Vector<EditorProperty *> properties;
  4021. Vector<Label *> prop_names;
  4022. void _show_prop_names(bool p_show) {
  4023. for (int i = 0; i < prop_names.size(); i++) {
  4024. prop_names[i]->set_visible(p_show);
  4025. }
  4026. }
  4027. void setup(Ref<Resource> p_parent_resource, Vector<EditorProperty *> p_properties, const Vector<StringName> &p_names, Ref<VisualShaderNode> p_node) {
  4028. parent_resource = p_parent_resource;
  4029. updating = false;
  4030. node = p_node;
  4031. properties = p_properties;
  4032. node_id = (int)p_node->get_meta("id");
  4033. shader_type = VisualShader::Type((int)p_node->get_meta("shader_type"));
  4034. for (int i = 0; i < p_properties.size(); i++) {
  4035. HBoxContainer *hbox = memnew(HBoxContainer);
  4036. hbox->set_h_size_flags(SIZE_EXPAND_FILL);
  4037. add_child(hbox);
  4038. Label *prop_name = memnew(Label);
  4039. String prop_name_str = p_names[i];
  4040. prop_name_str = prop_name_str.capitalize() + ":";
  4041. prop_name->set_text(prop_name_str);
  4042. prop_name->set_visible(false);
  4043. hbox->add_child(prop_name);
  4044. prop_names.push_back(prop_name);
  4045. p_properties[i]->set_h_size_flags(SIZE_EXPAND_FILL);
  4046. hbox->add_child(p_properties[i]);
  4047. bool res_prop = Object::cast_to<EditorPropertyResource>(p_properties[i]);
  4048. if (res_prop) {
  4049. p_properties[i]->connect("resource_selected", callable_mp(this, &VisualShaderNodePluginDefaultEditor::_resource_selected));
  4050. }
  4051. properties[i]->connect("property_changed", callable_mp(this, &VisualShaderNodePluginDefaultEditor::_property_changed));
  4052. properties[i]->set_object_and_property(node.ptr(), p_names[i]);
  4053. properties[i]->update_property();
  4054. properties[i]->set_name_split_ratio(0);
  4055. }
  4056. node->connect("changed", callable_mp(this, &VisualShaderNodePluginDefaultEditor::_node_changed));
  4057. }
  4058. static void _bind_methods() {
  4059. ClassDB::bind_method("_open_inspector", &VisualShaderNodePluginDefaultEditor::_open_inspector); // Used by UndoRedo.
  4060. ClassDB::bind_method("_show_prop_names", &VisualShaderNodePluginDefaultEditor::_show_prop_names); // Used with call_deferred.
  4061. }
  4062. };
  4063. Control *VisualShaderNodePluginDefault::create_editor(const Ref<Resource> &p_parent_resource, const Ref<VisualShaderNode> &p_node) {
  4064. if (p_node->is_class("VisualShaderNodeUniformRef")) {
  4065. //create input
  4066. VisualShaderNodePluginUniformRefEditor *uniform_editor = memnew(VisualShaderNodePluginUniformRefEditor);
  4067. uniform_editor->setup(p_node);
  4068. return uniform_editor;
  4069. }
  4070. if (p_node->is_class("VisualShaderNodeInput")) {
  4071. //create input
  4072. VisualShaderNodePluginInputEditor *input_editor = memnew(VisualShaderNodePluginInputEditor);
  4073. input_editor->setup(p_node);
  4074. return input_editor;
  4075. }
  4076. Vector<StringName> properties = p_node->get_editable_properties();
  4077. if (properties.size() == 0) {
  4078. return nullptr;
  4079. }
  4080. List<PropertyInfo> props;
  4081. p_node->get_property_list(&props);
  4082. Vector<PropertyInfo> pinfo;
  4083. for (const PropertyInfo &E : props) {
  4084. for (int i = 0; i < properties.size(); i++) {
  4085. if (E.name == String(properties[i])) {
  4086. pinfo.push_back(E);
  4087. }
  4088. }
  4089. }
  4090. if (pinfo.size() == 0) {
  4091. return nullptr;
  4092. }
  4093. properties.clear();
  4094. Ref<VisualShaderNode> node = p_node;
  4095. Vector<EditorProperty *> editors;
  4096. for (int i = 0; i < pinfo.size(); i++) {
  4097. EditorProperty *prop = EditorInspector::instantiate_property_editor(node.ptr(), pinfo[i].type, pinfo[i].name, pinfo[i].hint, pinfo[i].hint_string, pinfo[i].usage);
  4098. if (!prop) {
  4099. return nullptr;
  4100. }
  4101. if (Object::cast_to<EditorPropertyResource>(prop)) {
  4102. Object::cast_to<EditorPropertyResource>(prop)->set_use_sub_inspector(false);
  4103. prop->set_custom_minimum_size(Size2(100 * EDSCALE, 0));
  4104. } else if (Object::cast_to<EditorPropertyTransform3D>(prop) || Object::cast_to<EditorPropertyVector3>(prop)) {
  4105. prop->set_custom_minimum_size(Size2(250 * EDSCALE, 0));
  4106. } else if (Object::cast_to<EditorPropertyFloat>(prop)) {
  4107. prop->set_custom_minimum_size(Size2(100 * EDSCALE, 0));
  4108. } else if (Object::cast_to<EditorPropertyEnum>(prop)) {
  4109. prop->set_custom_minimum_size(Size2(100 * EDSCALE, 0));
  4110. Object::cast_to<EditorPropertyEnum>(prop)->set_option_button_clip(false);
  4111. }
  4112. editors.push_back(prop);
  4113. properties.push_back(pinfo[i].name);
  4114. }
  4115. VisualShaderNodePluginDefaultEditor *editor = memnew(VisualShaderNodePluginDefaultEditor);
  4116. editor->setup(p_parent_resource, editors, properties, p_node);
  4117. return editor;
  4118. }
  4119. void EditorPropertyShaderMode::_option_selected(int p_which) {
  4120. //will not use this, instead will do all the logic setting manually
  4121. //emit_signal(SNAME("property_changed"), get_edited_property(), p_which);
  4122. Ref<VisualShader> visual_shader(Object::cast_to<VisualShader>(get_edited_object()));
  4123. if (visual_shader->get_mode() == p_which) {
  4124. return;
  4125. }
  4126. UndoRedo *undo_redo = EditorNode::get_singleton()->get_undo_redo();
  4127. undo_redo->create_action(TTR("Visual Shader Mode Changed"));
  4128. //do is easy
  4129. undo_redo->add_do_method(visual_shader.ptr(), "set_mode", p_which);
  4130. undo_redo->add_undo_method(visual_shader.ptr(), "set_mode", visual_shader->get_mode());
  4131. undo_redo->add_do_method(VisualShaderEditor::get_singleton(), "_set_mode", p_which);
  4132. undo_redo->add_undo_method(VisualShaderEditor::get_singleton(), "_set_mode", visual_shader->get_mode());
  4133. //now undo is hell
  4134. //1. restore connections to output
  4135. for (int i = 0; i < VisualShader::TYPE_MAX; i++) {
  4136. VisualShader::Type type = VisualShader::Type(i);
  4137. List<VisualShader::Connection> conns;
  4138. visual_shader->get_node_connections(type, &conns);
  4139. for (const VisualShader::Connection &E : conns) {
  4140. if (E.to_node == VisualShader::NODE_ID_OUTPUT) {
  4141. undo_redo->add_undo_method(visual_shader.ptr(), "connect_nodes", type, E.from_node, E.from_port, E.to_node, E.to_port);
  4142. }
  4143. }
  4144. }
  4145. //2. restore input indices
  4146. for (int i = 0; i < VisualShader::TYPE_MAX; i++) {
  4147. VisualShader::Type type = VisualShader::Type(i);
  4148. Vector<int> nodes = visual_shader->get_node_list(type);
  4149. for (int j = 0; j < nodes.size(); j++) {
  4150. Ref<VisualShaderNodeInput> input = visual_shader->get_node(type, nodes[j]);
  4151. if (!input.is_valid()) {
  4152. continue;
  4153. }
  4154. undo_redo->add_undo_method(input.ptr(), "set_input_name", input->get_input_name());
  4155. }
  4156. }
  4157. //3. restore enums and flags
  4158. List<PropertyInfo> props;
  4159. visual_shader->get_property_list(&props);
  4160. for (const PropertyInfo &E : props) {
  4161. if (E.name.begins_with("flags/") || E.name.begins_with("modes/")) {
  4162. undo_redo->add_undo_property(visual_shader.ptr(), E.name, visual_shader->get(E.name));
  4163. }
  4164. }
  4165. undo_redo->add_do_method(VisualShaderEditor::get_singleton(), "_update_options_menu");
  4166. undo_redo->add_undo_method(VisualShaderEditor::get_singleton(), "_update_options_menu");
  4167. //update graph
  4168. undo_redo->add_do_method(VisualShaderEditor::get_singleton(), "_update_graph");
  4169. undo_redo->add_undo_method(VisualShaderEditor::get_singleton(), "_update_graph");
  4170. undo_redo->commit_action();
  4171. }
  4172. void EditorPropertyShaderMode::update_property() {
  4173. int which = get_edited_object()->get(get_edited_property());
  4174. options->select(which);
  4175. }
  4176. void EditorPropertyShaderMode::setup(const Vector<String> &p_options) {
  4177. for (int i = 0; i < p_options.size(); i++) {
  4178. options->add_item(p_options[i], i);
  4179. }
  4180. }
  4181. void EditorPropertyShaderMode::set_option_button_clip(bool p_enable) {
  4182. options->set_clip_text(p_enable);
  4183. }
  4184. void EditorPropertyShaderMode::_bind_methods() {
  4185. }
  4186. EditorPropertyShaderMode::EditorPropertyShaderMode() {
  4187. options = memnew(OptionButton);
  4188. options->set_clip_text(true);
  4189. add_child(options);
  4190. add_focusable(options);
  4191. options->connect("item_selected", callable_mp(this, &EditorPropertyShaderMode::_option_selected));
  4192. }
  4193. bool EditorInspectorShaderModePlugin::can_handle(Object *p_object) {
  4194. return true; //can handle everything
  4195. }
  4196. void EditorInspectorShaderModePlugin::parse_begin(Object *p_object) {
  4197. //do none
  4198. }
  4199. bool EditorInspectorShaderModePlugin::parse_property(Object *p_object, const Variant::Type p_type, const String &p_path, const PropertyHint p_hint, const String &p_hint_text, const uint32_t p_usage, const bool p_wide) {
  4200. if (p_path == "mode" && p_object->is_class("VisualShader") && p_type == Variant::INT) {
  4201. EditorPropertyShaderMode *editor = memnew(EditorPropertyShaderMode);
  4202. Vector<String> options = p_hint_text.split(",");
  4203. editor->setup(options);
  4204. add_property_editor(p_path, editor);
  4205. return true;
  4206. }
  4207. return false; //can be overridden, although it will most likely be last anyway
  4208. }
  4209. void EditorInspectorShaderModePlugin::parse_end() {
  4210. //do none
  4211. }
  4212. //////////////////////////////////
  4213. void VisualShaderNodePortPreview::_shader_changed() {
  4214. if (shader.is_null()) {
  4215. return;
  4216. }
  4217. Vector<VisualShader::DefaultTextureParam> default_textures;
  4218. String shader_code = shader->generate_preview_shader(type, node, port, default_textures);
  4219. Ref<Shader> preview_shader;
  4220. preview_shader.instantiate();
  4221. preview_shader->set_code(shader_code);
  4222. for (int i = 0; i < default_textures.size(); i++) {
  4223. preview_shader->set_default_texture_param(default_textures[i].name, default_textures[i].param);
  4224. }
  4225. Ref<ShaderMaterial> material;
  4226. material.instantiate();
  4227. material->set_shader(preview_shader);
  4228. //find if a material is also being edited and copy parameters to this one
  4229. for (int i = EditorNode::get_singleton()->get_editor_history()->get_path_size() - 1; i >= 0; i--) {
  4230. Object *object = ObjectDB::get_instance(EditorNode::get_singleton()->get_editor_history()->get_path_object(i));
  4231. ShaderMaterial *src_mat;
  4232. if (!object) {
  4233. continue;
  4234. }
  4235. if (object->has_method("get_material_override")) { // trying getting material from MeshInstance
  4236. src_mat = Object::cast_to<ShaderMaterial>(object->call("get_material_override"));
  4237. } else if (object->has_method("get_material")) { // from CanvasItem/Node2D
  4238. src_mat = Object::cast_to<ShaderMaterial>(object->call("get_material"));
  4239. } else {
  4240. src_mat = Object::cast_to<ShaderMaterial>(object);
  4241. }
  4242. if (src_mat && src_mat->get_shader().is_valid()) {
  4243. List<PropertyInfo> params;
  4244. src_mat->get_shader()->get_param_list(&params);
  4245. for (const PropertyInfo &E : params) {
  4246. material->set(E.name, src_mat->get(E.name));
  4247. }
  4248. }
  4249. }
  4250. set_material(material);
  4251. }
  4252. void VisualShaderNodePortPreview::setup(const Ref<VisualShader> &p_shader, VisualShader::Type p_type, int p_node, int p_port) {
  4253. shader = p_shader;
  4254. shader->connect("changed", callable_mp(this, &VisualShaderNodePortPreview::_shader_changed));
  4255. type = p_type;
  4256. port = p_port;
  4257. node = p_node;
  4258. update();
  4259. _shader_changed();
  4260. }
  4261. Size2 VisualShaderNodePortPreview::get_minimum_size() const {
  4262. return Size2(100, 100) * EDSCALE;
  4263. }
  4264. void VisualShaderNodePortPreview::_notification(int p_what) {
  4265. if (p_what == NOTIFICATION_DRAW) {
  4266. Vector<Vector2> points;
  4267. Vector<Vector2> uvs;
  4268. Vector<Color> colors;
  4269. points.push_back(Vector2());
  4270. uvs.push_back(Vector2(0, 0));
  4271. colors.push_back(Color(1, 1, 1, 1));
  4272. points.push_back(Vector2(get_size().width, 0));
  4273. uvs.push_back(Vector2(1, 0));
  4274. colors.push_back(Color(1, 1, 1, 1));
  4275. points.push_back(get_size());
  4276. uvs.push_back(Vector2(1, 1));
  4277. colors.push_back(Color(1, 1, 1, 1));
  4278. points.push_back(Vector2(0, get_size().height));
  4279. uvs.push_back(Vector2(0, 1));
  4280. colors.push_back(Color(1, 1, 1, 1));
  4281. draw_primitive(points, colors, uvs);
  4282. }
  4283. }
  4284. void VisualShaderNodePortPreview::_bind_methods() {
  4285. }
  4286. //////////////////////////////////
  4287. String VisualShaderConversionPlugin::converts_to() const {
  4288. return "Shader";
  4289. }
  4290. bool VisualShaderConversionPlugin::handles(const Ref<Resource> &p_resource) const {
  4291. Ref<VisualShader> vshader = p_resource;
  4292. return vshader.is_valid();
  4293. }
  4294. Ref<Resource> VisualShaderConversionPlugin::convert(const Ref<Resource> &p_resource) const {
  4295. Ref<VisualShader> vshader = p_resource;
  4296. ERR_FAIL_COND_V(!vshader.is_valid(), Ref<Resource>());
  4297. Ref<Shader> shader;
  4298. shader.instantiate();
  4299. String code = vshader->get_code();
  4300. shader->set_code(code);
  4301. return shader;
  4302. }