visual_shader_editor_plugin.cpp 263 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/core_string_names.h"
  33. #include "core/input/input.h"
  34. #include "core/io/resource_loader.h"
  35. #include "core/math/math_defs.h"
  36. #include "core/os/keyboard.h"
  37. #include "editor/editor_log.h"
  38. #include "editor/editor_properties.h"
  39. #include "editor/editor_scale.h"
  40. #include "scene/animation/animation_player.h"
  41. #include "scene/gui/menu_button.h"
  42. #include "scene/gui/panel.h"
  43. #include "scene/main/window.h"
  44. #include "scene/resources/visual_shader_nodes.h"
  45. #include "scene/resources/visual_shader_particle_nodes.h"
  46. #include "scene/resources/visual_shader_sdf_nodes.h"
  47. #include "servers/display_server.h"
  48. #include "servers/rendering/shader_types.h"
  49. struct FloatConstantDef {
  50. String name;
  51. float value = 0;
  52. String desc;
  53. };
  54. static FloatConstantDef float_constant_defs[] = {
  55. { "E", Math_E, TTR("E constant (2.718282). Represents the base of the natural logarithm.") },
  56. { "Epsilon", CMP_EPSILON, TTR("Epsilon constant (0.00001). Smallest possible scalar number.") },
  57. { "Phi", 1.618034f, TTR("Phi constant (1.618034). Golden ratio.") },
  58. { "Pi/4", Math_PI / 4, TTR("Pi/4 constant (0.785398) or 45 degrees.") },
  59. { "Pi/2", Math_PI / 2, TTR("Pi/2 constant (1.570796) or 90 degrees.") },
  60. { "Pi", Math_PI, TTR("Pi constant (3.141593) or 180 degrees.") },
  61. { "Tau", Math_TAU, TTR("Tau constant (6.283185) or 360 degrees.") },
  62. { "Sqrt2", Math_SQRT2, TTR("Sqrt2 constant (1.414214). Square root of 2.") }
  63. };
  64. const int MAX_FLOAT_CONST_DEFS = sizeof(float_constant_defs) / sizeof(FloatConstantDef);
  65. ///////////////////
  66. Control *VisualShaderNodePlugin::create_editor(const Ref<Resource> &p_parent_resource, const Ref<VisualShaderNode> &p_node) {
  67. Object *ret;
  68. if (GDVIRTUAL_CALL(_create_editor, p_parent_resource, p_node, ret)) {
  69. return Object::cast_to<Control>(ret);
  70. }
  71. return nullptr;
  72. }
  73. void VisualShaderNodePlugin::_bind_methods() {
  74. GDVIRTUAL_BIND(_create_editor, "parent_resource", "visual_shader_node");
  75. }
  76. ///////////////////
  77. 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) {
  78. Ref<StyleBoxEmpty> style(memnew(StyleBoxEmpty));
  79. style->set_default_margin(SIDE_LEFT, p_margin_left * EDSCALE);
  80. style->set_default_margin(SIDE_RIGHT, p_margin_right * EDSCALE);
  81. style->set_default_margin(SIDE_BOTTOM, p_margin_bottom * EDSCALE);
  82. style->set_default_margin(SIDE_TOP, p_margin_top * EDSCALE);
  83. return style;
  84. }
  85. ///////////////////
  86. VisualShaderGraphPlugin::VisualShaderGraphPlugin() {
  87. }
  88. void VisualShaderGraphPlugin::_bind_methods() {
  89. ClassDB::bind_method("add_node", &VisualShaderGraphPlugin::add_node);
  90. ClassDB::bind_method("remove_node", &VisualShaderGraphPlugin::remove_node);
  91. ClassDB::bind_method("connect_nodes", &VisualShaderGraphPlugin::connect_nodes);
  92. ClassDB::bind_method("disconnect_nodes", &VisualShaderGraphPlugin::disconnect_nodes);
  93. ClassDB::bind_method("set_node_position", &VisualShaderGraphPlugin::set_node_position);
  94. ClassDB::bind_method("set_node_size", &VisualShaderGraphPlugin::set_node_size);
  95. ClassDB::bind_method("update_node", &VisualShaderGraphPlugin::update_node);
  96. ClassDB::bind_method("update_node_deferred", &VisualShaderGraphPlugin::update_node_deferred);
  97. ClassDB::bind_method("set_input_port_default_value", &VisualShaderGraphPlugin::set_input_port_default_value);
  98. ClassDB::bind_method("set_uniform_name", &VisualShaderGraphPlugin::set_uniform_name);
  99. ClassDB::bind_method("set_expression", &VisualShaderGraphPlugin::set_expression);
  100. ClassDB::bind_method("update_curve", &VisualShaderGraphPlugin::update_curve);
  101. ClassDB::bind_method("update_curve_xyz", &VisualShaderGraphPlugin::update_curve_xyz);
  102. }
  103. void VisualShaderGraphPlugin::register_shader(VisualShader *p_shader) {
  104. visual_shader = Ref<VisualShader>(p_shader);
  105. }
  106. void VisualShaderGraphPlugin::set_connections(List<VisualShader::Connection> &p_connections) {
  107. connections = p_connections;
  108. }
  109. void VisualShaderGraphPlugin::show_port_preview(VisualShader::Type p_type, int p_node_id, int p_port_id) {
  110. if (visual_shader->get_shader_type() == p_type && links.has(p_node_id) && links[p_node_id].output_ports.has(p_port_id)) {
  111. for (const KeyValue<int, Port> &E : links[p_node_id].output_ports) {
  112. if (E.value.preview_button != nullptr) {
  113. E.value.preview_button->set_pressed(false);
  114. }
  115. }
  116. if (links[p_node_id].preview_visible && !is_dirty() && links[p_node_id].preview_box != nullptr) {
  117. links[p_node_id].graph_node->remove_child(links[p_node_id].preview_box);
  118. memdelete(links[p_node_id].preview_box);
  119. links[p_node_id].graph_node->set_size(Vector2(-1, -1));
  120. links[p_node_id].preview_visible = false;
  121. }
  122. if (p_port_id != -1 && links[p_node_id].output_ports[p_port_id].preview_button != nullptr) {
  123. if (is_dirty()) {
  124. links[p_node_id].preview_pos = links[p_node_id].graph_node->get_child_count();
  125. }
  126. VBoxContainer *vbox = memnew(VBoxContainer);
  127. links[p_node_id].graph_node->add_child(vbox);
  128. if (links[p_node_id].preview_pos != -1) {
  129. links[p_node_id].graph_node->move_child(vbox, links[p_node_id].preview_pos);
  130. }
  131. Control *offset = memnew(Control);
  132. offset->set_custom_minimum_size(Size2(0, 5 * EDSCALE));
  133. vbox->add_child(offset);
  134. VisualShaderNodePortPreview *port_preview = memnew(VisualShaderNodePortPreview);
  135. port_preview->setup(visual_shader, visual_shader->get_shader_type(), p_node_id, p_port_id);
  136. port_preview->set_h_size_flags(Control::SIZE_SHRINK_CENTER);
  137. vbox->add_child(port_preview);
  138. links[p_node_id].preview_visible = true;
  139. links[p_node_id].preview_box = vbox;
  140. links[p_node_id].output_ports[p_port_id].preview_button->set_pressed(true);
  141. }
  142. }
  143. }
  144. void VisualShaderGraphPlugin::update_node_deferred(VisualShader::Type p_type, int p_node_id) {
  145. call_deferred(SNAME("update_node"), p_type, p_node_id);
  146. }
  147. void VisualShaderGraphPlugin::update_node(VisualShader::Type p_type, int p_node_id) {
  148. if (p_type != visual_shader->get_shader_type() || !links.has(p_node_id)) {
  149. return;
  150. }
  151. remove_node(p_type, p_node_id);
  152. add_node(p_type, p_node_id);
  153. }
  154. void VisualShaderGraphPlugin::set_input_port_default_value(VisualShader::Type p_type, int p_node_id, int p_port_id, Variant p_value) {
  155. if (p_type != visual_shader->get_shader_type() || !links.has(p_node_id)) {
  156. return;
  157. }
  158. Button *button = links[p_node_id].input_ports[p_port_id].default_input_button;
  159. switch (p_value.get_type()) {
  160. case Variant::COLOR: {
  161. button->set_custom_minimum_size(Size2(30, 0) * EDSCALE);
  162. if (!button->is_connected("draw", callable_mp(VisualShaderEditor::get_singleton(), &VisualShaderEditor::_draw_color_over_button))) {
  163. button->connect("draw", callable_mp(VisualShaderEditor::get_singleton(), &VisualShaderEditor::_draw_color_over_button), varray(button, p_value));
  164. }
  165. } break;
  166. case Variant::BOOL: {
  167. button->set_text(((bool)p_value) ? "true" : "false");
  168. } break;
  169. case Variant::INT:
  170. case Variant::FLOAT: {
  171. button->set_text(String::num(p_value, 4));
  172. } break;
  173. case Variant::VECTOR3: {
  174. Vector3 v = p_value;
  175. button->set_text(String::num(v.x, 3) + "," + String::num(v.y, 3) + "," + String::num(v.z, 3));
  176. } break;
  177. default: {
  178. }
  179. }
  180. }
  181. void VisualShaderGraphPlugin::set_uniform_name(VisualShader::Type p_type, int p_node_id, const String &p_name) {
  182. if (visual_shader->get_shader_type() == p_type && links.has(p_node_id) && links[p_node_id].uniform_name != nullptr) {
  183. links[p_node_id].uniform_name->set_text(p_name);
  184. }
  185. }
  186. void VisualShaderGraphPlugin::update_curve(int p_node_id) {
  187. if (links.has(p_node_id) && links[p_node_id].curve_editors[0]) {
  188. Ref<VisualShaderNodeCurveTexture> tex = Object::cast_to<VisualShaderNodeCurveTexture>(links[p_node_id].visual_node);
  189. ERR_FAIL_COND(!tex.is_valid());
  190. if (tex->get_texture().is_valid()) {
  191. links[p_node_id].curve_editors[0]->set_curve(tex->get_texture()->get_curve());
  192. }
  193. tex->emit_signal(CoreStringNames::get_singleton()->changed);
  194. }
  195. }
  196. void VisualShaderGraphPlugin::update_curve_xyz(int p_node_id) {
  197. 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]) {
  198. Ref<VisualShaderNodeCurveXYZTexture> tex = Object::cast_to<VisualShaderNodeCurveXYZTexture>(links[p_node_id].visual_node);
  199. ERR_FAIL_COND(!tex.is_valid());
  200. if (tex->get_texture().is_valid()) {
  201. links[p_node_id].curve_editors[0]->set_curve(tex->get_texture()->get_curve_x());
  202. links[p_node_id].curve_editors[1]->set_curve(tex->get_texture()->get_curve_y());
  203. links[p_node_id].curve_editors[2]->set_curve(tex->get_texture()->get_curve_z());
  204. }
  205. tex->emit_signal(CoreStringNames::get_singleton()->changed);
  206. }
  207. }
  208. int VisualShaderGraphPlugin::get_constant_index(float p_constant) const {
  209. for (int i = 0; i < MAX_FLOAT_CONST_DEFS; i++) {
  210. if (Math::is_equal_approx(p_constant, float_constant_defs[i].value)) {
  211. return i + 1;
  212. }
  213. }
  214. return 0;
  215. }
  216. void VisualShaderGraphPlugin::set_expression(VisualShader::Type p_type, int p_node_id, const String &p_expression) {
  217. if (p_type != visual_shader->get_shader_type() || !links.has(p_node_id) || !links[p_node_id].expression_edit) {
  218. return;
  219. }
  220. links[p_node_id].expression_edit->set_text(p_expression);
  221. }
  222. void VisualShaderGraphPlugin::update_node_size(int p_node_id) {
  223. if (!links.has(p_node_id)) {
  224. return;
  225. }
  226. links[p_node_id].graph_node->set_size(Size2(-1, -1));
  227. }
  228. void VisualShaderGraphPlugin::register_default_input_button(int p_node_id, int p_port_id, Button *p_button) {
  229. links[p_node_id].input_ports.insert(p_port_id, { p_button });
  230. }
  231. void VisualShaderGraphPlugin::register_expression_edit(int p_node_id, CodeEdit *p_expression_edit) {
  232. links[p_node_id].expression_edit = p_expression_edit;
  233. }
  234. void VisualShaderGraphPlugin::register_curve_editor(int p_node_id, int p_index, CurveEditor *p_curve_editor) {
  235. links[p_node_id].curve_editors[p_index] = p_curve_editor;
  236. }
  237. void VisualShaderGraphPlugin::update_uniform_refs() {
  238. for (KeyValue<int, Link> &E : links) {
  239. VisualShaderNodeUniformRef *ref = Object::cast_to<VisualShaderNodeUniformRef>(E.value.visual_node);
  240. if (ref) {
  241. remove_node(E.value.type, E.key);
  242. add_node(E.value.type, E.key);
  243. }
  244. }
  245. }
  246. VisualShader::Type VisualShaderGraphPlugin::get_shader_type() const {
  247. return visual_shader->get_shader_type();
  248. }
  249. void VisualShaderGraphPlugin::set_node_position(VisualShader::Type p_type, int p_id, const Vector2 &p_position) {
  250. if (visual_shader->get_shader_type() == p_type && links.has(p_id)) {
  251. links[p_id].graph_node->set_position_offset(p_position);
  252. }
  253. }
  254. void VisualShaderGraphPlugin::set_node_size(VisualShader::Type p_type, int p_id, const Vector2 &p_size) {
  255. if (visual_shader->get_shader_type() == p_type && links.has(p_id)) {
  256. links[p_id].graph_node->set_size(p_size);
  257. }
  258. }
  259. bool VisualShaderGraphPlugin::is_preview_visible(int p_id) const {
  260. return links[p_id].preview_visible;
  261. }
  262. void VisualShaderGraphPlugin::clear_links() {
  263. links.clear();
  264. }
  265. bool VisualShaderGraphPlugin::is_dirty() const {
  266. return dirty;
  267. }
  268. void VisualShaderGraphPlugin::make_dirty(bool p_enabled) {
  269. dirty = p_enabled;
  270. }
  271. void VisualShaderGraphPlugin::register_link(VisualShader::Type p_type, int p_id, VisualShaderNode *p_visual_node, GraphNode *p_graph_node) {
  272. 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 } });
  273. }
  274. void VisualShaderGraphPlugin::register_output_port(int p_node_id, int p_port, TextureButton *p_button) {
  275. links[p_node_id].output_ports.insert(p_port, { p_button });
  276. }
  277. void VisualShaderGraphPlugin::register_uniform_name(int p_node_id, LineEdit *p_uniform_name) {
  278. links[p_node_id].uniform_name = p_uniform_name;
  279. }
  280. void VisualShaderGraphPlugin::update_theme() {
  281. vector_expanded_color[0] = VisualShaderEditor::get_singleton()->get_theme_color(SNAME("axis_x_color"), SNAME("Editor")); // red
  282. vector_expanded_color[1] = VisualShaderEditor::get_singleton()->get_theme_color(SNAME("axis_y_color"), SNAME("Editor")); // green
  283. vector_expanded_color[2] = VisualShaderEditor::get_singleton()->get_theme_color(SNAME("axis_z_color"), SNAME("Editor")); // blue
  284. }
  285. void VisualShaderGraphPlugin::add_node(VisualShader::Type p_type, int p_id) {
  286. if (p_type != visual_shader->get_shader_type()) {
  287. return;
  288. }
  289. Control *offset;
  290. static Ref<StyleBoxEmpty> label_style = make_empty_stylebox(2, 1, 2, 1);
  291. static const Color type_color[6] = {
  292. Color(0.38, 0.85, 0.96), // scalar (float)
  293. Color(0.49, 0.78, 0.94), // scalar (int)
  294. Color(0.84, 0.49, 0.93), // vector
  295. Color(0.55, 0.65, 0.94), // boolean
  296. Color(0.96, 0.66, 0.43), // transform
  297. Color(1.0, 1.0, 0.0), // sampler
  298. };
  299. static const String vector_expanded_name[3] = {
  300. "red",
  301. "green",
  302. "blue"
  303. };
  304. Ref<VisualShaderNode> vsnode = visual_shader->get_node(p_type, p_id);
  305. Ref<VisualShaderNodeResizableBase> resizable_node = Object::cast_to<VisualShaderNodeResizableBase>(vsnode.ptr());
  306. bool is_resizable = !resizable_node.is_null();
  307. Size2 size = Size2(0, 0);
  308. Ref<VisualShaderNodeGroupBase> group_node = Object::cast_to<VisualShaderNodeGroupBase>(vsnode.ptr());
  309. bool is_group = !group_node.is_null();
  310. bool is_comment = false;
  311. Ref<VisualShaderNodeExpression> expression_node = Object::cast_to<VisualShaderNodeExpression>(group_node.ptr());
  312. bool is_expression = !expression_node.is_null();
  313. String expression = "";
  314. VisualShaderNodeCustom *custom_node = Object::cast_to<VisualShaderNodeCustom>(vsnode.ptr());
  315. if (custom_node) {
  316. custom_node->_set_initialized(true);
  317. }
  318. GraphNode *node = memnew(GraphNode);
  319. register_link(p_type, p_id, vsnode.ptr(), node);
  320. if (is_resizable) {
  321. size = resizable_node->get_size();
  322. node->set_resizable(true);
  323. node->connect("resize_request", callable_mp(VisualShaderEditor::get_singleton(), &VisualShaderEditor::_node_resized), varray((int)p_type, p_id));
  324. }
  325. if (is_expression) {
  326. expression = expression_node->get_expression();
  327. }
  328. node->set_position_offset(visual_shader->get_node_position(p_type, p_id));
  329. node->set_title(vsnode->get_caption());
  330. node->set_name(itos(p_id));
  331. if (p_id >= 2) {
  332. node->set_show_close_button(true);
  333. node->connect("close_request", callable_mp(VisualShaderEditor::get_singleton(), &VisualShaderEditor::_delete_node_request), varray(p_type, p_id), CONNECT_DEFERRED);
  334. }
  335. node->connect("dragged", callable_mp(VisualShaderEditor::get_singleton(), &VisualShaderEditor::_node_dragged), varray(p_id));
  336. Control *custom_editor = nullptr;
  337. int port_offset = 1;
  338. Control *content_offset = memnew(Control);
  339. content_offset->set_custom_minimum_size(Size2(0, 5 * EDSCALE));
  340. node->add_child(content_offset);
  341. if (is_group) {
  342. port_offset += 1;
  343. }
  344. if (is_resizable) {
  345. Ref<VisualShaderNodeComment> comment_node = Object::cast_to<VisualShaderNodeComment>(vsnode.ptr());
  346. if (comment_node.is_valid()) {
  347. is_comment = true;
  348. node->set_comment(true);
  349. Label *comment_label = memnew(Label);
  350. node->add_child(comment_label);
  351. comment_label->set_h_size_flags(Control::SIZE_EXPAND_FILL);
  352. comment_label->set_v_size_flags(Control::SIZE_EXPAND_FILL);
  353. comment_label->set_text(comment_node->get_description());
  354. }
  355. }
  356. Ref<VisualShaderNodeParticleEmit> emit = vsnode;
  357. if (emit.is_valid()) {
  358. node->set_custom_minimum_size(Size2(200 * EDSCALE, 0));
  359. }
  360. Ref<VisualShaderNodeUniform> uniform = vsnode;
  361. if (uniform.is_valid()) {
  362. VisualShaderEditor::get_singleton()->graph->add_child(node);
  363. VisualShaderEditor::get_singleton()->_update_created_node(node);
  364. LineEdit *uniform_name = memnew(LineEdit);
  365. register_uniform_name(p_id, uniform_name);
  366. uniform_name->set_text(uniform->get_uniform_name());
  367. node->add_child(uniform_name);
  368. uniform_name->connect("text_submitted", callable_mp(VisualShaderEditor::get_singleton(), &VisualShaderEditor::_uniform_line_edit_changed), varray(p_id));
  369. uniform_name->connect("focus_exited", callable_mp(VisualShaderEditor::get_singleton(), &VisualShaderEditor::_uniform_line_edit_focus_out), varray(uniform_name, p_id));
  370. if (vsnode->get_input_port_count() == 0 && vsnode->get_output_port_count() == 1 && vsnode->get_output_port_name(0) == "") {
  371. //shortcut
  372. VisualShaderNode::PortType port_right = vsnode->get_output_port_type(0);
  373. node->set_slot(1, false, VisualShaderNode::PORT_TYPE_SCALAR, Color(), true, port_right, type_color[port_right]);
  374. if (!vsnode->is_use_prop_slots()) {
  375. return;
  376. }
  377. }
  378. port_offset++;
  379. }
  380. for (int i = 0; i < VisualShaderEditor::get_singleton()->plugins.size(); i++) {
  381. vsnode->set_meta("id", p_id);
  382. vsnode->set_meta("shader_type", (int)p_type);
  383. custom_editor = VisualShaderEditor::get_singleton()->plugins.write[i]->create_editor(visual_shader, vsnode);
  384. vsnode->remove_meta("id");
  385. vsnode->remove_meta("shader_type");
  386. if (custom_editor) {
  387. if (vsnode->is_show_prop_names()) {
  388. custom_editor->call_deferred(SNAME("_show_prop_names"), true);
  389. }
  390. break;
  391. }
  392. }
  393. Ref<VisualShaderNodeCurveTexture> curve = vsnode;
  394. if (curve.is_valid()) {
  395. if (curve->get_texture().is_valid() && !curve->get_texture()->is_connected("changed", callable_mp(VisualShaderEditor::get_singleton()->get_graph_plugin(), &VisualShaderGraphPlugin::update_curve))) {
  396. curve->get_texture()->connect("changed", callable_mp(VisualShaderEditor::get_singleton()->get_graph_plugin(), &VisualShaderGraphPlugin::update_curve), varray(p_id));
  397. }
  398. HBoxContainer *hbox = memnew(HBoxContainer);
  399. custom_editor->set_h_size_flags(Control::SIZE_EXPAND_FILL);
  400. hbox->add_child(custom_editor);
  401. custom_editor = hbox;
  402. }
  403. Ref<VisualShaderNodeCurveXYZTexture> curve_xyz = vsnode;
  404. if (curve_xyz.is_valid()) {
  405. 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))) {
  406. curve_xyz->get_texture()->connect("changed", callable_mp(VisualShaderEditor::get_singleton()->get_graph_plugin(), &VisualShaderGraphPlugin::update_curve_xyz), varray(p_id));
  407. }
  408. HBoxContainer *hbox = memnew(HBoxContainer);
  409. custom_editor->set_h_size_flags(Control::SIZE_EXPAND_FILL);
  410. hbox->add_child(custom_editor);
  411. custom_editor = hbox;
  412. }
  413. 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) == "")) {
  414. //will be embedded in first port
  415. } else if (custom_editor) {
  416. port_offset++;
  417. node->add_child(custom_editor);
  418. bool is_curve = curve.is_valid() || curve_xyz.is_valid();
  419. if (is_curve) {
  420. // a default value handling
  421. {
  422. Variant default_value;
  423. bool port_left_used = false;
  424. for (const VisualShader::Connection &E : connections) {
  425. if (E.to_node == p_id && E.to_port == 0) {
  426. port_left_used = true;
  427. break;
  428. }
  429. }
  430. if (!port_left_used) {
  431. default_value = vsnode->get_input_port_default_value(0);
  432. }
  433. Button *button = memnew(Button);
  434. custom_editor->add_child(button);
  435. register_default_input_button(p_id, 0, button);
  436. custom_editor->move_child(button, 0);
  437. button->connect("pressed", callable_mp(VisualShaderEditor::get_singleton(), &VisualShaderEditor::_edit_port_default_input), varray(button, p_id, 0));
  438. if (default_value.get_type() != Variant::NIL) {
  439. set_input_port_default_value(p_type, p_id, 0, default_value);
  440. } else {
  441. button->hide();
  442. }
  443. }
  444. VisualShaderEditor::get_singleton()->graph->add_child(node);
  445. VisualShaderEditor::get_singleton()->_update_created_node(node);
  446. TextureButton *preview = memnew(TextureButton);
  447. preview->set_toggle_mode(true);
  448. preview->set_normal_texture(VisualShaderEditor::get_singleton()->get_theme_icon(SNAME("GuiVisibilityHidden"), SNAME("EditorIcons")));
  449. preview->set_pressed_texture(VisualShaderEditor::get_singleton()->get_theme_icon(SNAME("GuiVisibilityVisible"), SNAME("EditorIcons")));
  450. preview->set_v_size_flags(Control::SIZE_SHRINK_CENTER);
  451. register_output_port(p_id, 0, preview);
  452. preview->connect("pressed", callable_mp(VisualShaderEditor::get_singleton(), &VisualShaderEditor::_preview_select_port), varray(p_id, 0), CONNECT_DEFERRED);
  453. custom_editor->add_child(preview);
  454. if (vsnode->get_output_port_for_preview() >= 0) {
  455. show_port_preview(p_type, p_id, vsnode->get_output_port_for_preview());
  456. }
  457. }
  458. if (curve.is_valid()) {
  459. CurveEditor *curve_editor = memnew(CurveEditor);
  460. node->add_child(curve_editor);
  461. register_curve_editor(p_id, 0, curve_editor);
  462. curve_editor->set_custom_minimum_size(Size2(300, 0));
  463. curve_editor->set_h_size_flags(Control::SIZE_EXPAND_FILL);
  464. if (curve->get_texture().is_valid()) {
  465. curve_editor->set_curve(curve->get_texture()->get_curve());
  466. }
  467. }
  468. if (curve_xyz.is_valid()) {
  469. CurveEditor *curve_editor_x = memnew(CurveEditor);
  470. node->add_child(curve_editor_x);
  471. register_curve_editor(p_id, 0, curve_editor_x);
  472. curve_editor_x->set_custom_minimum_size(Size2(300, 0));
  473. curve_editor_x->set_h_size_flags(Control::SIZE_EXPAND_FILL);
  474. if (curve_xyz->get_texture().is_valid()) {
  475. curve_editor_x->set_curve(curve_xyz->get_texture()->get_curve_x());
  476. }
  477. CurveEditor *curve_editor_y = memnew(CurveEditor);
  478. node->add_child(curve_editor_y);
  479. register_curve_editor(p_id, 1, curve_editor_y);
  480. curve_editor_y->set_custom_minimum_size(Size2(300, 0));
  481. curve_editor_y->set_h_size_flags(Control::SIZE_EXPAND_FILL);
  482. if (curve_xyz->get_texture().is_valid()) {
  483. curve_editor_y->set_curve(curve_xyz->get_texture()->get_curve_y());
  484. }
  485. CurveEditor *curve_editor_z = memnew(CurveEditor);
  486. node->add_child(curve_editor_z);
  487. register_curve_editor(p_id, 2, curve_editor_z);
  488. curve_editor_z->set_custom_minimum_size(Size2(300, 0));
  489. curve_editor_z->set_h_size_flags(Control::SIZE_EXPAND_FILL);
  490. if (curve_xyz->get_texture().is_valid()) {
  491. curve_editor_z->set_curve(curve_xyz->get_texture()->get_curve_z());
  492. }
  493. }
  494. if (is_curve) {
  495. VisualShaderNode::PortType port_left = vsnode->get_input_port_type(0);
  496. VisualShaderNode::PortType port_right = vsnode->get_output_port_type(0);
  497. node->set_slot(1, true, port_left, type_color[port_left], true, port_right, type_color[port_right]);
  498. VisualShaderEditor::get_singleton()->call_deferred(SNAME("_set_node_size"), (int)p_type, p_id, size);
  499. }
  500. if (vsnode->is_use_prop_slots()) {
  501. String error = vsnode->get_warning(visual_shader->get_mode(), p_type);
  502. if (error != String()) {
  503. Label *error_label = memnew(Label);
  504. error_label->add_theme_color_override("font_color", VisualShaderEditor::get_singleton()->get_theme_color(SNAME("error_color"), SNAME("Editor")));
  505. error_label->set_text(error);
  506. node->add_child(error_label);
  507. }
  508. return;
  509. }
  510. custom_editor = nullptr;
  511. }
  512. if (is_group) {
  513. if (group_node->is_editable()) {
  514. HBoxContainer *hb2 = memnew(HBoxContainer);
  515. String input_port_name = "input" + itos(group_node->get_free_input_port_id());
  516. String output_port_name = "output" + itos(group_node->get_free_output_port_id());
  517. for (int i = 0; i < MAX(vsnode->get_input_port_count(), vsnode->get_output_port_count()); i++) {
  518. if (i < vsnode->get_input_port_count()) {
  519. if (input_port_name == vsnode->get_input_port_name(i)) {
  520. input_port_name = "_" + input_port_name;
  521. }
  522. }
  523. if (i < vsnode->get_output_port_count()) {
  524. if (output_port_name == vsnode->get_output_port_name(i)) {
  525. output_port_name = "_" + output_port_name;
  526. }
  527. }
  528. }
  529. Button *add_input_btn = memnew(Button);
  530. add_input_btn->set_text(TTR("Add Input"));
  531. 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);
  532. hb2->add_child(add_input_btn);
  533. hb2->add_spacer();
  534. Button *add_output_btn = memnew(Button);
  535. add_output_btn->set_text(TTR("Add Output"));
  536. 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);
  537. hb2->add_child(add_output_btn);
  538. node->add_child(hb2);
  539. }
  540. }
  541. int output_port_count = 0;
  542. for (int i = 0; i < vsnode->get_output_port_count(); i++) {
  543. if (vsnode->_is_output_port_expanded(i)) {
  544. if (vsnode->get_output_port_type(i) == VisualShaderNode::PORT_TYPE_VECTOR) {
  545. output_port_count += 3;
  546. }
  547. }
  548. output_port_count++;
  549. }
  550. int max_ports = MAX(vsnode->get_input_port_count(), output_port_count);
  551. VisualShaderNode::PortType expanded_type = VisualShaderNode::PORT_TYPE_SCALAR;
  552. int expanded_port_counter = 0;
  553. for (int i = 0, j = 0; i < max_ports; i++, j++) {
  554. if (expanded_type == VisualShaderNode::PORT_TYPE_VECTOR && expanded_port_counter >= 3) {
  555. expanded_type = VisualShaderNode::PORT_TYPE_SCALAR;
  556. expanded_port_counter = 0;
  557. i -= 3;
  558. }
  559. if (vsnode->is_port_separator(i)) {
  560. node->add_child(memnew(HSeparator));
  561. port_offset++;
  562. }
  563. bool valid_left = j < vsnode->get_input_port_count();
  564. VisualShaderNode::PortType port_left = VisualShaderNode::PORT_TYPE_SCALAR;
  565. bool port_left_used = false;
  566. String name_left;
  567. if (valid_left) {
  568. name_left = vsnode->get_input_port_name(i);
  569. port_left = vsnode->get_input_port_type(i);
  570. for (const VisualShader::Connection &E : connections) {
  571. if (E.to_node == p_id && E.to_port == j) {
  572. port_left_used = true;
  573. break;
  574. }
  575. }
  576. }
  577. bool valid_right = true;
  578. VisualShaderNode::PortType port_right = VisualShaderNode::PORT_TYPE_SCALAR;
  579. String name_right;
  580. if (expanded_type == VisualShaderNode::PORT_TYPE_SCALAR) {
  581. valid_right = i < vsnode->get_output_port_count();
  582. if (valid_right) {
  583. name_right = vsnode->get_output_port_name(i);
  584. port_right = vsnode->get_output_port_type(i);
  585. }
  586. } else {
  587. name_right = vector_expanded_name[expanded_port_counter++];
  588. }
  589. HBoxContainer *hb = memnew(HBoxContainer);
  590. hb->add_theme_constant_override("separation", 7 * EDSCALE);
  591. Variant default_value;
  592. if (valid_left && !port_left_used) {
  593. default_value = vsnode->get_input_port_default_value(i);
  594. }
  595. Button *button = memnew(Button);
  596. hb->add_child(button);
  597. register_default_input_button(p_id, i, button);
  598. button->connect("pressed", callable_mp(VisualShaderEditor::get_singleton(), &VisualShaderEditor::_edit_port_default_input), varray(button, p_id, i));
  599. if (default_value.get_type() != Variant::NIL) { // only a label
  600. set_input_port_default_value(p_type, p_id, i, default_value);
  601. } else {
  602. button->hide();
  603. }
  604. if (i == 0 && custom_editor) {
  605. hb->add_child(custom_editor);
  606. custom_editor->set_h_size_flags(Control::SIZE_EXPAND_FILL);
  607. } else {
  608. if (valid_left) {
  609. if (is_group) {
  610. OptionButton *type_box = memnew(OptionButton);
  611. hb->add_child(type_box);
  612. type_box->add_item(TTR("Float"));
  613. type_box->add_item(TTR("Int"));
  614. type_box->add_item(TTR("Vector"));
  615. type_box->add_item(TTR("Boolean"));
  616. type_box->add_item(TTR("Transform"));
  617. type_box->add_item(TTR("Sampler"));
  618. type_box->select(group_node->get_input_port_type(i));
  619. type_box->set_custom_minimum_size(Size2(100 * EDSCALE, 0));
  620. type_box->connect("item_selected", callable_mp(VisualShaderEditor::get_singleton(), &VisualShaderEditor::_change_input_port_type), varray(p_id, i), CONNECT_DEFERRED);
  621. LineEdit *name_box = memnew(LineEdit);
  622. hb->add_child(name_box);
  623. name_box->set_custom_minimum_size(Size2(65 * EDSCALE, 0));
  624. name_box->set_h_size_flags(Control::SIZE_EXPAND_FILL);
  625. name_box->set_text(name_left);
  626. name_box->connect("text_submitted", callable_mp(VisualShaderEditor::get_singleton(), &VisualShaderEditor::_change_input_port_name), varray(name_box, p_id, i), CONNECT_DEFERRED);
  627. name_box->connect("focus_exited", callable_mp(VisualShaderEditor::get_singleton(), &VisualShaderEditor::_port_name_focus_out), varray(name_box, p_id, i, false), CONNECT_DEFERRED);
  628. Button *remove_btn = memnew(Button);
  629. remove_btn->set_icon(EditorNode::get_singleton()->get_gui_base()->get_theme_icon(SNAME("Remove"), SNAME("EditorIcons")));
  630. remove_btn->set_tooltip(TTR("Remove") + " " + name_left);
  631. remove_btn->connect("pressed", callable_mp(VisualShaderEditor::get_singleton(), &VisualShaderEditor::_remove_input_port), varray(p_id, i), CONNECT_DEFERRED);
  632. hb->add_child(remove_btn);
  633. } else {
  634. Label *label = memnew(Label);
  635. label->set_text(name_left);
  636. label->add_theme_style_override("normal", label_style); //more compact
  637. hb->add_child(label);
  638. if (vsnode->get_input_port_default_hint(i) != "" && !port_left_used) {
  639. Label *hint_label = memnew(Label);
  640. hint_label->set_text("[" + vsnode->get_input_port_default_hint(i) + "]");
  641. hint_label->add_theme_color_override("font_color", VisualShaderEditor::get_singleton()->get_theme_color(SNAME("font_readonly_color"), SNAME("TextEdit")));
  642. hint_label->add_theme_style_override("normal", label_style);
  643. hb->add_child(hint_label);
  644. }
  645. }
  646. }
  647. if (!is_group) {
  648. hb->add_spacer();
  649. }
  650. if (valid_right) {
  651. if (is_group) {
  652. Button *remove_btn = memnew(Button);
  653. remove_btn->set_icon(EditorNode::get_singleton()->get_gui_base()->get_theme_icon(SNAME("Remove"), SNAME("EditorIcons")));
  654. remove_btn->set_tooltip(TTR("Remove") + " " + name_left);
  655. remove_btn->connect("pressed", callable_mp(VisualShaderEditor::get_singleton(), &VisualShaderEditor::_remove_output_port), varray(p_id, i), CONNECT_DEFERRED);
  656. hb->add_child(remove_btn);
  657. LineEdit *name_box = memnew(LineEdit);
  658. hb->add_child(name_box);
  659. name_box->set_custom_minimum_size(Size2(65 * EDSCALE, 0));
  660. name_box->set_h_size_flags(Control::SIZE_EXPAND_FILL);
  661. name_box->set_text(name_right);
  662. name_box->connect("text_submitted", callable_mp(VisualShaderEditor::get_singleton(), &VisualShaderEditor::_change_output_port_name), varray(name_box, p_id, i), CONNECT_DEFERRED);
  663. name_box->connect("focus_exited", callable_mp(VisualShaderEditor::get_singleton(), &VisualShaderEditor::_port_name_focus_out), varray(name_box, p_id, i, true), CONNECT_DEFERRED);
  664. OptionButton *type_box = memnew(OptionButton);
  665. hb->add_child(type_box);
  666. type_box->add_item(TTR("Float"));
  667. type_box->add_item(TTR("Int"));
  668. type_box->add_item(TTR("Vector"));
  669. type_box->add_item(TTR("Boolean"));
  670. type_box->add_item(TTR("Transform"));
  671. type_box->select(group_node->get_output_port_type(i));
  672. type_box->set_custom_minimum_size(Size2(100 * EDSCALE, 0));
  673. type_box->connect("item_selected", callable_mp(VisualShaderEditor::get_singleton(), &VisualShaderEditor::_change_output_port_type), varray(p_id, i), CONNECT_DEFERRED);
  674. } else {
  675. Label *label = memnew(Label);
  676. label->set_text(name_right);
  677. label->add_theme_style_override("normal", label_style); //more compact
  678. hb->add_child(label);
  679. }
  680. }
  681. }
  682. if (valid_right) {
  683. if (vsnode->is_output_port_expandable(i)) {
  684. TextureButton *expand = memnew(TextureButton);
  685. expand->set_toggle_mode(true);
  686. expand->set_normal_texture(VisualShaderEditor::get_singleton()->get_theme_icon(SNAME("GuiTreeArrowDown"), SNAME("EditorIcons")));
  687. expand->set_pressed_texture(VisualShaderEditor::get_singleton()->get_theme_icon(SNAME("GuiTreeArrowRight"), SNAME("EditorIcons")));
  688. expand->set_v_size_flags(Control::SIZE_SHRINK_CENTER);
  689. expand->set_pressed(vsnode->_is_output_port_expanded(i));
  690. expand->connect("pressed", callable_mp(VisualShaderEditor::get_singleton(), &VisualShaderEditor::_expand_output_port), varray(p_id, i, !vsnode->_is_output_port_expanded(i)), CONNECT_DEFERRED);
  691. hb->add_child(expand);
  692. }
  693. if (vsnode->has_output_port_preview(i) && port_right != VisualShaderNode::PORT_TYPE_TRANSFORM && port_right != VisualShaderNode::PORT_TYPE_SAMPLER) {
  694. TextureButton *preview = memnew(TextureButton);
  695. preview->set_toggle_mode(true);
  696. preview->set_normal_texture(VisualShaderEditor::get_singleton()->get_theme_icon(SNAME("GuiVisibilityHidden"), SNAME("EditorIcons")));
  697. preview->set_pressed_texture(VisualShaderEditor::get_singleton()->get_theme_icon(SNAME("GuiVisibilityVisible"), SNAME("EditorIcons")));
  698. preview->set_v_size_flags(Control::SIZE_SHRINK_CENTER);
  699. register_output_port(p_id, j, preview);
  700. preview->connect("pressed", callable_mp(VisualShaderEditor::get_singleton(), &VisualShaderEditor::_preview_select_port), varray(p_id, j), CONNECT_DEFERRED);
  701. hb->add_child(preview);
  702. }
  703. }
  704. if (is_group) {
  705. offset = memnew(Control);
  706. offset->set_custom_minimum_size(Size2(0, 5 * EDSCALE));
  707. node->add_child(offset);
  708. port_offset++;
  709. }
  710. node->add_child(hb);
  711. if (expanded_type != VisualShaderNode::PORT_TYPE_SCALAR) {
  712. continue;
  713. }
  714. node->set_slot(i + port_offset, valid_left, port_left, type_color[port_left], valid_right, port_right, type_color[port_right]);
  715. if (vsnode->_is_output_port_expanded(i)) {
  716. if (vsnode->get_output_port_type(i) == VisualShaderNode::PORT_TYPE_VECTOR) {
  717. port_offset++;
  718. valid_left = (i + 1) < vsnode->get_input_port_count();
  719. port_left = VisualShaderNode::PORT_TYPE_SCALAR;
  720. if (valid_left) {
  721. port_left = vsnode->get_input_port_type(i + 1);
  722. }
  723. node->set_slot(i + port_offset, valid_left, port_left, type_color[port_left], true, VisualShaderNode::PORT_TYPE_SCALAR, vector_expanded_color[0]);
  724. port_offset++;
  725. valid_left = (i + 2) < vsnode->get_input_port_count();
  726. port_left = VisualShaderNode::PORT_TYPE_SCALAR;
  727. if (valid_left) {
  728. port_left = vsnode->get_input_port_type(i + 2);
  729. }
  730. node->set_slot(i + port_offset, valid_left, port_left, type_color[port_left], true, VisualShaderNode::PORT_TYPE_SCALAR, vector_expanded_color[1]);
  731. port_offset++;
  732. valid_left = (i + 3) < vsnode->get_input_port_count();
  733. port_left = VisualShaderNode::PORT_TYPE_SCALAR;
  734. if (valid_left) {
  735. port_left = vsnode->get_input_port_type(i + 3);
  736. }
  737. node->set_slot(i + port_offset, valid_left, port_left, type_color[port_left], true, VisualShaderNode::PORT_TYPE_SCALAR, vector_expanded_color[2]);
  738. expanded_type = VisualShaderNode::PORT_TYPE_VECTOR;
  739. }
  740. }
  741. }
  742. if (vsnode->get_output_port_for_preview() >= 0) {
  743. show_port_preview(p_type, p_id, vsnode->get_output_port_for_preview());
  744. }
  745. offset = memnew(Control);
  746. offset->set_custom_minimum_size(Size2(0, 4 * EDSCALE));
  747. node->add_child(offset);
  748. String error = vsnode->get_warning(visual_shader->get_mode(), p_type);
  749. if (error != String()) {
  750. Label *error_label = memnew(Label);
  751. error_label->add_theme_color_override("font_color", VisualShaderEditor::get_singleton()->get_theme_color(SNAME("error_color"), SNAME("Editor")));
  752. error_label->set_text(error);
  753. node->add_child(error_label);
  754. }
  755. if (is_expression) {
  756. CodeEdit *expression_box = memnew(CodeEdit);
  757. Ref<CodeHighlighter> expression_syntax_highlighter;
  758. expression_syntax_highlighter.instantiate();
  759. expression_node->set_ctrl_pressed(expression_box, 0);
  760. node->add_child(expression_box);
  761. register_expression_edit(p_id, expression_box);
  762. Color background_color = EDITOR_GET("text_editor/theme/highlighting/background_color");
  763. Color text_color = EDITOR_GET("text_editor/theme/highlighting/text_color");
  764. Color keyword_color = EDITOR_GET("text_editor/theme/highlighting/keyword_color");
  765. Color control_flow_keyword_color = EDITOR_GET("text_editor/theme/highlighting/control_flow_keyword_color");
  766. Color comment_color = EDITOR_GET("text_editor/theme/highlighting/comment_color");
  767. Color symbol_color = EDITOR_GET("text_editor/theme/highlighting/symbol_color");
  768. Color function_color = EDITOR_GET("text_editor/theme/highlighting/function_color");
  769. Color number_color = EDITOR_GET("text_editor/theme/highlighting/number_color");
  770. Color members_color = EDITOR_GET("text_editor/theme/highlighting/member_variable_color");
  771. expression_box->set_syntax_highlighter(expression_syntax_highlighter);
  772. expression_box->add_theme_color_override("background_color", background_color);
  773. for (const String &E : VisualShaderEditor::get_singleton()->keyword_list) {
  774. if (ShaderLanguage::is_control_flow_keyword(E)) {
  775. expression_syntax_highlighter->add_keyword_color(E, control_flow_keyword_color);
  776. } else {
  777. expression_syntax_highlighter->add_keyword_color(E, keyword_color);
  778. }
  779. }
  780. expression_box->add_theme_font_override("font", VisualShaderEditor::get_singleton()->get_theme_font(SNAME("expression"), SNAME("EditorFonts")));
  781. expression_box->add_theme_font_size_override("font_size", VisualShaderEditor::get_singleton()->get_theme_font_size(SNAME("expression_size"), SNAME("EditorFonts")));
  782. expression_box->add_theme_color_override("font_color", text_color);
  783. expression_syntax_highlighter->set_number_color(number_color);
  784. expression_syntax_highlighter->set_symbol_color(symbol_color);
  785. expression_syntax_highlighter->set_function_color(function_color);
  786. expression_syntax_highlighter->set_member_variable_color(members_color);
  787. expression_syntax_highlighter->add_color_region("/*", "*/", comment_color, false);
  788. expression_syntax_highlighter->add_color_region("//", "", comment_color, true);
  789. expression_box->clear_comment_delimiters();
  790. expression_box->add_comment_delimiter("/*", "*/", false);
  791. expression_box->add_comment_delimiter("//", "", true);
  792. if (!expression_box->has_auto_brace_completion_open_key("/*")) {
  793. expression_box->add_auto_brace_completion_pair("/*", "*/");
  794. }
  795. expression_box->set_text(expression);
  796. expression_box->set_context_menu_enabled(false);
  797. expression_box->set_draw_line_numbers(true);
  798. expression_box->connect("focus_exited", callable_mp(VisualShaderEditor::get_singleton(), &VisualShaderEditor::_expression_focus_out), varray(expression_box, p_id));
  799. }
  800. if (!uniform.is_valid()) {
  801. VisualShaderEditor::get_singleton()->graph->add_child(node);
  802. if (is_comment) {
  803. VisualShaderEditor::get_singleton()->graph->move_child(node, 0); // to prevents a bug where comment node overlaps its content
  804. }
  805. VisualShaderEditor::get_singleton()->_update_created_node(node);
  806. if (is_resizable) {
  807. VisualShaderEditor::get_singleton()->call_deferred(SNAME("_set_node_size"), (int)p_type, p_id, size);
  808. }
  809. }
  810. }
  811. void VisualShaderGraphPlugin::remove_node(VisualShader::Type p_type, int p_id) {
  812. if (visual_shader->get_shader_type() == p_type && links.has(p_id)) {
  813. links[p_id].graph_node->get_parent()->remove_child(links[p_id].graph_node);
  814. memdelete(links[p_id].graph_node);
  815. links.erase(p_id);
  816. }
  817. }
  818. void VisualShaderGraphPlugin::connect_nodes(VisualShader::Type p_type, int p_from_node, int p_from_port, int p_to_node, int p_to_port) {
  819. if (visual_shader->get_shader_type() == p_type) {
  820. VisualShaderEditor::get_singleton()->graph->connect_node(itos(p_from_node), p_from_port, itos(p_to_node), p_to_port);
  821. connections.push_back({ p_from_node, p_from_port, p_to_node, p_to_port });
  822. if (links[p_to_node].input_ports.has(p_to_port) && links[p_to_node].input_ports[p_to_port].default_input_button != nullptr) {
  823. links[p_to_node].input_ports[p_to_port].default_input_button->hide();
  824. }
  825. }
  826. }
  827. void VisualShaderGraphPlugin::disconnect_nodes(VisualShader::Type p_type, int p_from_node, int p_from_port, int p_to_node, int p_to_port) {
  828. if (visual_shader->get_shader_type() == p_type) {
  829. VisualShaderEditor::get_singleton()->graph->disconnect_node(itos(p_from_node), p_from_port, itos(p_to_node), p_to_port);
  830. for (const List<VisualShader::Connection>::Element *E = connections.front(); E; E = E->next()) {
  831. 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) {
  832. connections.erase(E);
  833. break;
  834. }
  835. }
  836. 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) {
  837. links[p_to_node].input_ports[p_to_port].default_input_button->show();
  838. 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));
  839. }
  840. }
  841. }
  842. VisualShaderGraphPlugin::~VisualShaderGraphPlugin() {
  843. }
  844. /////////////////
  845. void VisualShaderEditor::edit(VisualShader *p_visual_shader) {
  846. bool changed = false;
  847. if (p_visual_shader) {
  848. if (visual_shader.is_null()) {
  849. changed = true;
  850. } else {
  851. if (visual_shader.ptr() != p_visual_shader) {
  852. changed = true;
  853. }
  854. }
  855. visual_shader = Ref<VisualShader>(p_visual_shader);
  856. graph_plugin->register_shader(visual_shader.ptr());
  857. if (!visual_shader->is_connected("changed", callable_mp(this, &VisualShaderEditor::_update_preview))) {
  858. visual_shader->connect("changed", callable_mp(this, &VisualShaderEditor::_update_preview));
  859. }
  860. #ifndef DISABLE_DEPRECATED
  861. Dictionary engine_version = Engine::get_singleton()->get_version_info();
  862. static Array components;
  863. if (components.is_empty()) {
  864. components.push_back("major");
  865. components.push_back("minor");
  866. }
  867. const Dictionary vs_version = visual_shader->get_engine_version();
  868. if (!vs_version.has_all(components)) {
  869. visual_shader->update_engine_version(engine_version);
  870. 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"]));
  871. } else {
  872. for (int i = 0; i < components.size(); i++) {
  873. if (vs_version[components[i]] != engine_version[components[i]]) {
  874. visual_shader->update_engine_version(engine_version);
  875. 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"]));
  876. break;
  877. }
  878. }
  879. }
  880. #endif
  881. visual_shader->set_graph_offset(graph->get_scroll_ofs() / EDSCALE);
  882. _set_mode(visual_shader->get_mode());
  883. } else {
  884. if (visual_shader.is_valid()) {
  885. if (visual_shader->is_connected("changed", callable_mp(this, &VisualShaderEditor::_update_preview))) {
  886. visual_shader->disconnect("changed", callable_mp(this, &VisualShaderEditor::_update_preview));
  887. }
  888. }
  889. visual_shader.unref();
  890. }
  891. if (visual_shader.is_null()) {
  892. hide();
  893. } else {
  894. if (changed) { // to avoid tree collapse
  895. _clear_buffer();
  896. _update_options_menu();
  897. _update_preview();
  898. _update_graph();
  899. }
  900. }
  901. }
  902. void VisualShaderEditor::add_plugin(const Ref<VisualShaderNodePlugin> &p_plugin) {
  903. if (plugins.find(p_plugin) != -1) {
  904. return;
  905. }
  906. plugins.push_back(p_plugin);
  907. }
  908. void VisualShaderEditor::remove_plugin(const Ref<VisualShaderNodePlugin> &p_plugin) {
  909. plugins.erase(p_plugin);
  910. }
  911. void VisualShaderEditor::clear_custom_types() {
  912. for (int i = 0; i < add_options.size(); i++) {
  913. if (add_options[i].is_custom) {
  914. add_options.remove(i);
  915. i--;
  916. }
  917. }
  918. }
  919. 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) {
  920. ERR_FAIL_COND(!p_name.is_valid_identifier());
  921. ERR_FAIL_COND(!p_script.is_valid());
  922. for (int i = 0; i < add_options.size(); i++) {
  923. if (add_options[i].is_custom) {
  924. if (add_options[i].script == p_script) {
  925. return;
  926. }
  927. }
  928. }
  929. AddOption ao;
  930. ao.name = p_name;
  931. ao.script = p_script;
  932. ao.return_type = p_return_icon_type;
  933. ao.description = p_description;
  934. ao.category = p_category;
  935. ao.highend = p_highend;
  936. ao.is_custom = true;
  937. bool begin = false;
  938. String root = p_category.split("/")[0];
  939. for (int i = 0; i < add_options.size(); i++) {
  940. if (add_options[i].is_custom) {
  941. if (add_options[i].category == root) {
  942. if (!begin) {
  943. begin = true;
  944. }
  945. } else {
  946. if (begin) {
  947. add_options.insert(i, ao);
  948. return;
  949. }
  950. }
  951. }
  952. }
  953. add_options.push_back(ao);
  954. }
  955. bool VisualShaderEditor::_is_available(int p_mode) {
  956. int current_mode = edit_type->get_selected();
  957. if (p_mode != -1) {
  958. switch (current_mode) {
  959. case 0: // Vertex / Emit
  960. current_mode = 1;
  961. break;
  962. case 1: // Fragment / Process
  963. current_mode = 2;
  964. break;
  965. case 2: // Light / Collide
  966. current_mode = 4;
  967. break;
  968. default:
  969. break;
  970. }
  971. }
  972. return (p_mode == -1 || (p_mode & current_mode) != 0);
  973. }
  974. void VisualShaderEditor::update_custom_nodes() {
  975. if (members_dialog->is_visible()) {
  976. return;
  977. }
  978. clear_custom_types();
  979. List<StringName> class_list;
  980. ScriptServer::get_global_class_list(&class_list);
  981. Dictionary added;
  982. for (int i = 0; i < class_list.size(); i++) {
  983. if (ScriptServer::get_global_class_native_base(class_list[i]) == "VisualShaderNodeCustom") {
  984. String script_path = ScriptServer::get_global_class_path(class_list[i]);
  985. Ref<Resource> res = ResourceLoader::load(script_path);
  986. ERR_FAIL_COND(res.is_null());
  987. ERR_FAIL_COND(!res->is_class("Script"));
  988. Ref<Script> script = Ref<Script>(res);
  989. Ref<VisualShaderNodeCustom> ref;
  990. ref.instantiate();
  991. ref->set_script(script);
  992. String name;
  993. if (ref->has_method("_get_name")) {
  994. name = (String)ref->call("_get_name");
  995. } else {
  996. name = "Unnamed";
  997. }
  998. String description = "";
  999. if (ref->has_method("_get_description")) {
  1000. description = (String)ref->call("_get_description");
  1001. }
  1002. int return_icon_type = -1;
  1003. if (ref->has_method("_get_return_icon_type")) {
  1004. return_icon_type = (int)ref->call("_get_return_icon_type");
  1005. }
  1006. String category = "";
  1007. if (ref->has_method("_get_category")) {
  1008. category = (String)ref->call("_get_category");
  1009. }
  1010. String subcategory = "";
  1011. if (ref->has_method("_get_subcategory")) {
  1012. subcategory = (String)ref->call("_get_subcategory");
  1013. }
  1014. bool highend = false;
  1015. if (ref->has_method("_is_highend")) {
  1016. highend = (bool)ref->call("_is_highend");
  1017. }
  1018. Dictionary dict;
  1019. dict["name"] = name;
  1020. dict["script"] = script;
  1021. dict["description"] = description;
  1022. dict["return_icon_type"] = return_icon_type;
  1023. category = category.rstrip("/");
  1024. category = category.lstrip("/");
  1025. category = "Addons/" + category;
  1026. if (subcategory != "") {
  1027. category += "/" + subcategory;
  1028. }
  1029. dict["category"] = category;
  1030. dict["highend"] = highend;
  1031. String key;
  1032. key = category + "/" + name;
  1033. added[key] = dict;
  1034. }
  1035. }
  1036. Array keys = added.keys();
  1037. keys.sort();
  1038. for (int i = 0; i < keys.size(); i++) {
  1039. const Variant &key = keys.get(i);
  1040. const Dictionary &value = (Dictionary)added[key];
  1041. add_custom_type(value["name"], value["script"], value["description"], value["return_icon_type"], value["category"], value["highend"]);
  1042. }
  1043. _update_options_menu();
  1044. }
  1045. String VisualShaderEditor::_get_description(int p_idx) {
  1046. return add_options[p_idx].description;
  1047. }
  1048. void VisualShaderEditor::_update_options_menu() {
  1049. node_desc->set_text("");
  1050. members_dialog->get_ok_button()->set_disabled(true);
  1051. members->clear();
  1052. TreeItem *root = members->create_item();
  1053. String filter = node_filter->get_text().strip_edges();
  1054. bool use_filter = !filter.is_empty();
  1055. bool is_first_item = true;
  1056. Color unsupported_color = get_theme_color(SNAME("error_color"), SNAME("Editor"));
  1057. Color supported_color = get_theme_color(SNAME("warning_color"), SNAME("Editor"));
  1058. static bool low_driver = ProjectSettings::get_singleton()->get("rendering/driver/driver_name") == "opengl3";
  1059. Map<String, TreeItem *> folders;
  1060. int current_func = -1;
  1061. if (!visual_shader.is_null()) {
  1062. current_func = visual_shader->get_mode();
  1063. }
  1064. Vector<AddOption> custom_options;
  1065. Vector<AddOption> embedded_options;
  1066. static Vector<String> type_filter_exceptions;
  1067. if (type_filter_exceptions.is_empty()) {
  1068. type_filter_exceptions.append("VisualShaderNodeExpression");
  1069. }
  1070. for (int i = 0; i < add_options.size(); i++) {
  1071. if (!use_filter || add_options[i].name.findn(filter) != -1) {
  1072. // port type filtering
  1073. if (members_output_port_type != VisualShaderNode::PORT_TYPE_MAX || members_input_port_type != VisualShaderNode::PORT_TYPE_MAX) {
  1074. Ref<VisualShaderNode> vsn;
  1075. int check_result = 0;
  1076. if (!add_options[i].is_custom) {
  1077. vsn = Ref<VisualShaderNode>(Object::cast_to<VisualShaderNode>(ClassDB::instantiate(add_options[i].type)));
  1078. if (!vsn.is_valid()) {
  1079. continue;
  1080. }
  1081. if (type_filter_exceptions.has(add_options[i].type)) {
  1082. check_result = 1;
  1083. }
  1084. Ref<VisualShaderNodeInput> input = Object::cast_to<VisualShaderNodeInput>(vsn.ptr());
  1085. if (input.is_valid()) {
  1086. input->set_shader_mode(visual_shader->get_mode());
  1087. input->set_shader_type(visual_shader->get_shader_type());
  1088. input->set_input_name(add_options[i].sub_func_str);
  1089. }
  1090. Ref<VisualShaderNodeExpression> expression = Object::cast_to<VisualShaderNodeExpression>(vsn.ptr());
  1091. if (expression.is_valid()) {
  1092. if (members_input_port_type == VisualShaderNode::PORT_TYPE_SAMPLER) {
  1093. check_result = -1; // expressions creates a port with required type automatically (except for sampler output)
  1094. }
  1095. }
  1096. Ref<VisualShaderNodeUniformRef> uniform_ref = Object::cast_to<VisualShaderNodeUniformRef>(vsn.ptr());
  1097. if (uniform_ref.is_valid()) {
  1098. check_result = -1;
  1099. if (members_input_port_type != VisualShaderNode::PORT_TYPE_MAX) {
  1100. for (int j = 0; j < uniform_ref->get_uniforms_count(); j++) {
  1101. if (visual_shader->is_port_types_compatible(uniform_ref->get_port_type_by_index(j), members_input_port_type)) {
  1102. check_result = 1;
  1103. break;
  1104. }
  1105. }
  1106. }
  1107. }
  1108. } else {
  1109. check_result = 1;
  1110. }
  1111. if (members_output_port_type != VisualShaderNode::PORT_TYPE_MAX) {
  1112. if (check_result == 0) {
  1113. for (int j = 0; j < vsn->get_input_port_count(); j++) {
  1114. if (visual_shader->is_port_types_compatible(vsn->get_input_port_type(j), members_output_port_type)) {
  1115. check_result = 1;
  1116. break;
  1117. }
  1118. }
  1119. }
  1120. if (check_result != 1) {
  1121. continue;
  1122. }
  1123. }
  1124. if (members_input_port_type != VisualShaderNode::PORT_TYPE_MAX) {
  1125. if (check_result == 0) {
  1126. for (int j = 0; j < vsn->get_output_port_count(); j++) {
  1127. if (visual_shader->is_port_types_compatible(vsn->get_output_port_type(j), members_input_port_type)) {
  1128. check_result = 1;
  1129. break;
  1130. }
  1131. }
  1132. }
  1133. if (check_result != 1) {
  1134. continue;
  1135. }
  1136. }
  1137. }
  1138. if ((add_options[i].func != current_func && add_options[i].func != -1) || !_is_available(add_options[i].mode)) {
  1139. continue;
  1140. }
  1141. const_cast<AddOption &>(add_options[i]).temp_idx = i; // save valid id
  1142. if (add_options[i].is_custom) {
  1143. custom_options.push_back(add_options[i]);
  1144. } else {
  1145. embedded_options.push_back(add_options[i]);
  1146. }
  1147. }
  1148. }
  1149. Vector<AddOption> options;
  1150. SortArray<AddOption, _OptionComparator> sorter;
  1151. sorter.sort(custom_options.ptrw(), custom_options.size());
  1152. options.append_array(custom_options);
  1153. options.append_array(embedded_options);
  1154. for (int i = 0; i < options.size(); i++) {
  1155. String path = options[i].category;
  1156. Vector<String> subfolders = path.split("/");
  1157. TreeItem *category = nullptr;
  1158. if (!folders.has(path)) {
  1159. category = root;
  1160. String path_temp = "";
  1161. for (int j = 0; j < subfolders.size(); j++) {
  1162. path_temp += subfolders[j];
  1163. if (!folders.has(path_temp)) {
  1164. category = members->create_item(category);
  1165. category->set_selectable(0, false);
  1166. category->set_collapsed(!use_filter);
  1167. category->set_text(0, subfolders[j]);
  1168. folders.insert(path_temp, category);
  1169. } else {
  1170. category = folders[path_temp];
  1171. }
  1172. }
  1173. } else {
  1174. category = folders[path];
  1175. }
  1176. TreeItem *item = members->create_item(category);
  1177. if (options[i].highend && low_driver) {
  1178. item->set_custom_color(0, unsupported_color);
  1179. } else if (options[i].highend) {
  1180. item->set_custom_color(0, supported_color);
  1181. }
  1182. item->set_text(0, options[i].name);
  1183. if (is_first_item && use_filter) {
  1184. item->select(0);
  1185. node_desc->set_text(options[i].description);
  1186. is_first_item = false;
  1187. }
  1188. switch (options[i].return_type) {
  1189. case VisualShaderNode::PORT_TYPE_SCALAR:
  1190. item->set_icon(0, EditorNode::get_singleton()->get_gui_base()->get_theme_icon(SNAME("float"), SNAME("EditorIcons")));
  1191. break;
  1192. case VisualShaderNode::PORT_TYPE_SCALAR_INT:
  1193. item->set_icon(0, EditorNode::get_singleton()->get_gui_base()->get_theme_icon(SNAME("int"), SNAME("EditorIcons")));
  1194. break;
  1195. case VisualShaderNode::PORT_TYPE_VECTOR:
  1196. item->set_icon(0, EditorNode::get_singleton()->get_gui_base()->get_theme_icon(SNAME("Vector3"), SNAME("EditorIcons")));
  1197. break;
  1198. case VisualShaderNode::PORT_TYPE_BOOLEAN:
  1199. item->set_icon(0, EditorNode::get_singleton()->get_gui_base()->get_theme_icon(SNAME("bool"), SNAME("EditorIcons")));
  1200. break;
  1201. case VisualShaderNode::PORT_TYPE_TRANSFORM:
  1202. item->set_icon(0, EditorNode::get_singleton()->get_gui_base()->get_theme_icon(SNAME("Transform3D"), SNAME("EditorIcons")));
  1203. break;
  1204. case VisualShaderNode::PORT_TYPE_SAMPLER:
  1205. item->set_icon(0, EditorNode::get_singleton()->get_gui_base()->get_theme_icon(SNAME("ImageTexture"), SNAME("EditorIcons")));
  1206. break;
  1207. default:
  1208. break;
  1209. }
  1210. item->set_meta("id", options[i].temp_idx);
  1211. }
  1212. }
  1213. void VisualShaderEditor::_set_mode(int p_which) {
  1214. if (p_which == VisualShader::MODE_SKY) {
  1215. edit_type_standard->set_visible(false);
  1216. edit_type_particles->set_visible(false);
  1217. edit_type_sky->set_visible(true);
  1218. edit_type_fog->set_visible(false);
  1219. edit_type = edit_type_sky;
  1220. custom_mode_box->set_visible(false);
  1221. mode = MODE_FLAGS_SKY;
  1222. } else if (p_which == VisualShader::MODE_FOG) {
  1223. edit_type_standard->set_visible(false);
  1224. edit_type_particles->set_visible(false);
  1225. edit_type_sky->set_visible(false);
  1226. edit_type_fog->set_visible(true);
  1227. edit_type = edit_type_fog;
  1228. custom_mode_box->set_visible(false);
  1229. mode = MODE_FLAGS_FOG;
  1230. } else if (p_which == VisualShader::MODE_PARTICLES) {
  1231. edit_type_standard->set_visible(false);
  1232. edit_type_particles->set_visible(true);
  1233. edit_type_sky->set_visible(false);
  1234. edit_type_fog->set_visible(false);
  1235. edit_type = edit_type_particles;
  1236. if ((edit_type->get_selected() + 3) > VisualShader::TYPE_PROCESS) {
  1237. custom_mode_box->set_visible(false);
  1238. } else {
  1239. custom_mode_box->set_visible(true);
  1240. }
  1241. mode = MODE_FLAGS_PARTICLES;
  1242. } else {
  1243. edit_type_particles->set_visible(false);
  1244. edit_type_standard->set_visible(true);
  1245. edit_type_sky->set_visible(false);
  1246. edit_type_fog->set_visible(false);
  1247. edit_type = edit_type_standard;
  1248. custom_mode_box->set_visible(false);
  1249. mode = MODE_FLAGS_SPATIAL_CANVASITEM;
  1250. }
  1251. visual_shader->set_shader_type(get_current_shader_type());
  1252. }
  1253. Size2 VisualShaderEditor::get_minimum_size() const {
  1254. return Size2(10, 200);
  1255. }
  1256. void VisualShaderEditor::_draw_color_over_button(Object *obj, Color p_color) {
  1257. Button *button = Object::cast_to<Button>(obj);
  1258. if (!button) {
  1259. return;
  1260. }
  1261. Ref<StyleBox> normal = get_theme_stylebox(SNAME("normal"), SNAME("Button"));
  1262. button->draw_rect(Rect2(normal->get_offset(), button->get_size() - normal->get_minimum_size()), p_color);
  1263. }
  1264. void VisualShaderEditor::_update_created_node(GraphNode *node) {
  1265. const Ref<StyleBoxFlat> sb = node->get_theme_stylebox(SNAME("frame"), SNAME("GraphNode"));
  1266. Color c = sb->get_border_color();
  1267. 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);
  1268. c = mono_color;
  1269. node->add_theme_color_override("title_color", c);
  1270. c.a = 0.7;
  1271. node->add_theme_color_override("close_color", c);
  1272. node->add_theme_color_override("resizer_color", c);
  1273. }
  1274. void VisualShaderEditor::_update_uniforms(bool p_update_refs) {
  1275. VisualShaderNodeUniformRef::clear_uniforms();
  1276. for (int t = 0; t < VisualShader::TYPE_MAX; t++) {
  1277. Vector<int> tnodes = visual_shader->get_node_list((VisualShader::Type)t);
  1278. for (int i = 0; i < tnodes.size(); i++) {
  1279. Ref<VisualShaderNode> vsnode = visual_shader->get_node((VisualShader::Type)t, tnodes[i]);
  1280. Ref<VisualShaderNodeUniform> uniform = vsnode;
  1281. if (uniform.is_valid()) {
  1282. Ref<VisualShaderNodeFloatUniform> float_uniform = vsnode;
  1283. Ref<VisualShaderNodeIntUniform> int_uniform = vsnode;
  1284. Ref<VisualShaderNodeVec3Uniform> vec3_uniform = vsnode;
  1285. Ref<VisualShaderNodeColorUniform> color_uniform = vsnode;
  1286. Ref<VisualShaderNodeBooleanUniform> bool_uniform = vsnode;
  1287. Ref<VisualShaderNodeTransformUniform> transform_uniform = vsnode;
  1288. VisualShaderNodeUniformRef::UniformType uniform_type;
  1289. if (float_uniform.is_valid()) {
  1290. uniform_type = VisualShaderNodeUniformRef::UniformType::UNIFORM_TYPE_FLOAT;
  1291. } else if (int_uniform.is_valid()) {
  1292. uniform_type = VisualShaderNodeUniformRef::UniformType::UNIFORM_TYPE_INT;
  1293. } else if (bool_uniform.is_valid()) {
  1294. uniform_type = VisualShaderNodeUniformRef::UniformType::UNIFORM_TYPE_BOOLEAN;
  1295. } else if (vec3_uniform.is_valid()) {
  1296. uniform_type = VisualShaderNodeUniformRef::UniformType::UNIFORM_TYPE_VECTOR;
  1297. } else if (transform_uniform.is_valid()) {
  1298. uniform_type = VisualShaderNodeUniformRef::UniformType::UNIFORM_TYPE_TRANSFORM;
  1299. } else if (color_uniform.is_valid()) {
  1300. uniform_type = VisualShaderNodeUniformRef::UniformType::UNIFORM_TYPE_COLOR;
  1301. } else {
  1302. uniform_type = VisualShaderNodeUniformRef::UniformType::UNIFORM_TYPE_SAMPLER;
  1303. }
  1304. VisualShaderNodeUniformRef::add_uniform(uniform->get_uniform_name(), uniform_type);
  1305. }
  1306. }
  1307. }
  1308. if (p_update_refs) {
  1309. graph_plugin->update_uniform_refs();
  1310. }
  1311. }
  1312. void VisualShaderEditor::_update_uniform_refs(Set<String> &p_deleted_names) {
  1313. for (int i = 0; i < VisualShader::TYPE_MAX; i++) {
  1314. VisualShader::Type type = VisualShader::Type(i);
  1315. Vector<int> nodes = visual_shader->get_node_list(type);
  1316. for (int j = 0; j < nodes.size(); j++) {
  1317. if (j > 0) {
  1318. Ref<VisualShaderNodeUniformRef> ref = visual_shader->get_node(type, nodes[j]);
  1319. if (ref.is_valid()) {
  1320. if (p_deleted_names.has(ref->get_uniform_name())) {
  1321. undo_redo->add_do_method(ref.ptr(), "set_uniform_name", "[None]");
  1322. undo_redo->add_undo_method(ref.ptr(), "set_uniform_name", ref->get_uniform_name());
  1323. undo_redo->add_do_method(graph_plugin.ptr(), "update_node", VisualShader::Type(i), nodes[j]);
  1324. undo_redo->add_undo_method(graph_plugin.ptr(), "update_node", VisualShader::Type(i), nodes[j]);
  1325. }
  1326. }
  1327. }
  1328. }
  1329. }
  1330. }
  1331. void VisualShaderEditor::_update_graph() {
  1332. if (updating) {
  1333. return;
  1334. }
  1335. if (visual_shader.is_null()) {
  1336. return;
  1337. }
  1338. graph->set_scroll_ofs(visual_shader->get_graph_offset() * EDSCALE);
  1339. VisualShader::Type type = get_current_shader_type();
  1340. graph->clear_connections();
  1341. //erase all nodes
  1342. for (int i = 0; i < graph->get_child_count(); i++) {
  1343. if (Object::cast_to<GraphNode>(graph->get_child(i))) {
  1344. Node *node = graph->get_child(i);
  1345. graph->remove_child(node);
  1346. memdelete(node);
  1347. i--;
  1348. }
  1349. }
  1350. List<VisualShader::Connection> connections;
  1351. visual_shader->get_node_connections(type, &connections);
  1352. graph_plugin->set_connections(connections);
  1353. Vector<int> nodes = visual_shader->get_node_list(type);
  1354. _update_uniforms(false);
  1355. graph_plugin->clear_links();
  1356. graph_plugin->make_dirty(true);
  1357. graph_plugin->update_theme();
  1358. for (int n_i = 0; n_i < nodes.size(); n_i++) {
  1359. graph_plugin->add_node(type, nodes[n_i]);
  1360. }
  1361. graph_plugin->make_dirty(false);
  1362. for (const VisualShader::Connection &E : connections) {
  1363. int from = E.from_node;
  1364. int from_idx = E.from_port;
  1365. int to = E.to_node;
  1366. int to_idx = E.to_port;
  1367. graph->connect_node(itos(from), from_idx, itos(to), to_idx);
  1368. }
  1369. float graph_minimap_opacity = EditorSettings::get_singleton()->get("editors/visual_editors/minimap_opacity");
  1370. graph->set_minimap_opacity(graph_minimap_opacity);
  1371. }
  1372. VisualShader::Type VisualShaderEditor::get_current_shader_type() const {
  1373. VisualShader::Type type;
  1374. if (mode & MODE_FLAGS_PARTICLES) {
  1375. type = VisualShader::Type(edit_type->get_selected() + 3 + (custom_mode_enabled ? 3 : 0));
  1376. } else if (mode & MODE_FLAGS_SKY) {
  1377. type = VisualShader::Type(edit_type->get_selected() + 8);
  1378. } else if (mode & MODE_FLAGS_FOG) {
  1379. type = VisualShader::Type(edit_type->get_selected() + 9);
  1380. } else {
  1381. type = VisualShader::Type(edit_type->get_selected());
  1382. }
  1383. return type;
  1384. }
  1385. void VisualShaderEditor::_add_input_port(int p_node, int p_port, int p_port_type, const String &p_name) {
  1386. VisualShader::Type type = get_current_shader_type();
  1387. Ref<VisualShaderNodeExpression> node = visual_shader->get_node(type, p_node);
  1388. if (node.is_null()) {
  1389. return;
  1390. }
  1391. undo_redo->create_action(TTR("Add Input Port"));
  1392. undo_redo->add_do_method(node.ptr(), "add_input_port", p_port, p_port_type, p_name);
  1393. undo_redo->add_undo_method(node.ptr(), "remove_input_port", p_port);
  1394. undo_redo->add_do_method(graph_plugin.ptr(), "update_node", type, p_node);
  1395. undo_redo->add_undo_method(graph_plugin.ptr(), "update_node", type, p_node);
  1396. undo_redo->commit_action();
  1397. }
  1398. void VisualShaderEditor::_add_output_port(int p_node, int p_port, int p_port_type, const String &p_name) {
  1399. VisualShader::Type type = get_current_shader_type();
  1400. Ref<VisualShaderNodeGroupBase> node = visual_shader->get_node(type, p_node);
  1401. if (node.is_null()) {
  1402. return;
  1403. }
  1404. undo_redo->create_action(TTR("Add Output Port"));
  1405. undo_redo->add_do_method(node.ptr(), "add_output_port", p_port, p_port_type, p_name);
  1406. undo_redo->add_undo_method(node.ptr(), "remove_output_port", p_port);
  1407. undo_redo->add_do_method(graph_plugin.ptr(), "update_node", type, p_node);
  1408. undo_redo->add_undo_method(graph_plugin.ptr(), "update_node", type, p_node);
  1409. undo_redo->commit_action();
  1410. }
  1411. void VisualShaderEditor::_change_input_port_type(int p_type, int p_node, int p_port) {
  1412. VisualShader::Type type = get_current_shader_type();
  1413. Ref<VisualShaderNodeGroupBase> node = visual_shader->get_node(type, p_node);
  1414. if (node.is_null()) {
  1415. return;
  1416. }
  1417. undo_redo->create_action(TTR("Change Input Port Type"));
  1418. undo_redo->add_do_method(node.ptr(), "set_input_port_type", p_port, p_type);
  1419. undo_redo->add_undo_method(node.ptr(), "set_input_port_type", p_port, node->get_input_port_type(p_port));
  1420. undo_redo->add_do_method(graph_plugin.ptr(), "update_node", type, p_node);
  1421. undo_redo->add_undo_method(graph_plugin.ptr(), "update_node", type, p_node);
  1422. undo_redo->commit_action();
  1423. }
  1424. void VisualShaderEditor::_change_output_port_type(int p_type, int p_node, int p_port) {
  1425. VisualShader::Type type = get_current_shader_type();
  1426. Ref<VisualShaderNodeGroupBase> node = visual_shader->get_node(type, p_node);
  1427. if (node.is_null()) {
  1428. return;
  1429. }
  1430. undo_redo->create_action(TTR("Change Output Port Type"));
  1431. undo_redo->add_do_method(node.ptr(), "set_output_port_type", p_port, p_type);
  1432. undo_redo->add_undo_method(node.ptr(), "set_output_port_type", p_port, node->get_output_port_type(p_port));
  1433. undo_redo->add_do_method(graph_plugin.ptr(), "update_node", type, p_node);
  1434. undo_redo->add_undo_method(graph_plugin.ptr(), "update_node", type, p_node);
  1435. undo_redo->commit_action();
  1436. }
  1437. void VisualShaderEditor::_change_input_port_name(const String &p_text, Object *p_line_edit, int p_node_id, int p_port_id) {
  1438. VisualShader::Type type = get_current_shader_type();
  1439. Ref<VisualShaderNodeGroupBase> node = visual_shader->get_node(type, p_node_id);
  1440. ERR_FAIL_COND(!node.is_valid());
  1441. String prev_name = node->get_input_port_name(p_port_id);
  1442. if (prev_name == p_text) {
  1443. return;
  1444. }
  1445. LineEdit *line_edit = Object::cast_to<LineEdit>(p_line_edit);
  1446. ERR_FAIL_COND(!line_edit);
  1447. String validated_name = visual_shader->validate_port_name(p_text, node.ptr(), p_port_id, false);
  1448. if (validated_name == String() || prev_name == validated_name) {
  1449. line_edit->set_text(node->get_input_port_name(p_port_id));
  1450. return;
  1451. }
  1452. undo_redo->create_action(TTR("Change Input Port Name"));
  1453. undo_redo->add_do_method(node.ptr(), "set_input_port_name", p_port_id, validated_name);
  1454. undo_redo->add_undo_method(node.ptr(), "set_input_port_name", p_port_id, node->get_input_port_name(p_port_id));
  1455. undo_redo->add_do_method(graph_plugin.ptr(), "update_node", type, p_node_id);
  1456. undo_redo->add_undo_method(graph_plugin.ptr(), "update_node", type, p_node_id);
  1457. undo_redo->commit_action();
  1458. }
  1459. void VisualShaderEditor::_change_output_port_name(const String &p_text, Object *p_line_edit, int p_node_id, int p_port_id) {
  1460. VisualShader::Type type = get_current_shader_type();
  1461. Ref<VisualShaderNodeGroupBase> node = visual_shader->get_node(type, p_node_id);
  1462. ERR_FAIL_COND(!node.is_valid());
  1463. String prev_name = node->get_output_port_name(p_port_id);
  1464. if (prev_name == p_text) {
  1465. return;
  1466. }
  1467. LineEdit *line_edit = Object::cast_to<LineEdit>(p_line_edit);
  1468. ERR_FAIL_COND(!line_edit);
  1469. String validated_name = visual_shader->validate_port_name(p_text, node.ptr(), p_port_id, true);
  1470. if (validated_name == String() || prev_name == validated_name) {
  1471. line_edit->set_text(node->get_output_port_name(p_port_id));
  1472. return;
  1473. }
  1474. undo_redo->create_action(TTR("Change Output Port Name"));
  1475. undo_redo->add_do_method(node.ptr(), "set_output_port_name", p_port_id, validated_name);
  1476. undo_redo->add_undo_method(node.ptr(), "set_output_port_name", p_port_id, prev_name);
  1477. undo_redo->add_do_method(graph_plugin.ptr(), "update_node", type, p_node_id);
  1478. undo_redo->add_undo_method(graph_plugin.ptr(), "update_node", type, p_node_id);
  1479. undo_redo->commit_action();
  1480. }
  1481. void VisualShaderEditor::_expand_output_port(int p_node, int p_port, bool p_expand) {
  1482. VisualShader::Type type = get_current_shader_type();
  1483. Ref<VisualShaderNode> node = visual_shader->get_node(type, p_node);
  1484. ERR_FAIL_COND(!node.is_valid());
  1485. if (p_expand) {
  1486. undo_redo->create_action(TTR("Expand Output Port"));
  1487. } else {
  1488. undo_redo->create_action(TTR("Shrink Output Port"));
  1489. }
  1490. undo_redo->add_do_method(node.ptr(), "_set_output_port_expanded", p_port, p_expand);
  1491. undo_redo->add_undo_method(node.ptr(), "_set_output_port_expanded", p_port, !p_expand);
  1492. int type_size = 0;
  1493. if (node->get_output_port_type(p_port) == VisualShaderNode::PORT_TYPE_VECTOR) {
  1494. type_size = 3;
  1495. }
  1496. List<VisualShader::Connection> conns;
  1497. visual_shader->get_node_connections(type, &conns);
  1498. for (const VisualShader::Connection &E : conns) {
  1499. int from_node = E.from_node;
  1500. int from_port = E.from_port;
  1501. int to_node = E.to_node;
  1502. int to_port = E.to_port;
  1503. if (from_node == p_node) {
  1504. if (p_expand) {
  1505. if (from_port > p_port) { // reconnect ports after expanded ports
  1506. undo_redo->add_do_method(visual_shader.ptr(), "disconnect_nodes", type, from_node, from_port, to_node, to_port);
  1507. undo_redo->add_undo_method(visual_shader.ptr(), "connect_nodes_forced", type, from_node, from_port, to_node, to_port);
  1508. undo_redo->add_do_method(graph_plugin.ptr(), "disconnect_nodes", type, from_node, from_port, to_node, to_port);
  1509. undo_redo->add_undo_method(graph_plugin.ptr(), "connect_nodes", type, from_node, from_port, to_node, to_port);
  1510. undo_redo->add_do_method(visual_shader.ptr(), "connect_nodes_forced", type, from_node, from_port + type_size, to_node, to_port);
  1511. undo_redo->add_undo_method(visual_shader.ptr(), "disconnect_nodes", type, from_node, from_port + type_size, to_node, to_port);
  1512. undo_redo->add_do_method(graph_plugin.ptr(), "connect_nodes", type, from_node, from_port + type_size, to_node, to_port);
  1513. undo_redo->add_undo_method(graph_plugin.ptr(), "disconnect_nodes", type, from_node, from_port + type_size, to_node, to_port);
  1514. }
  1515. } else {
  1516. if (from_port > p_port + type_size) { // reconnect ports after expanded ports
  1517. undo_redo->add_do_method(visual_shader.ptr(), "disconnect_nodes", type, from_node, from_port, to_node, to_port);
  1518. undo_redo->add_undo_method(visual_shader.ptr(), "connect_nodes_forced", type, from_node, from_port, to_node, to_port);
  1519. undo_redo->add_do_method(graph_plugin.ptr(), "disconnect_nodes", type, from_node, from_port, to_node, to_port);
  1520. undo_redo->add_undo_method(graph_plugin.ptr(), "connect_nodes", type, from_node, from_port, to_node, to_port);
  1521. undo_redo->add_do_method(visual_shader.ptr(), "connect_nodes", type, from_node, from_port - type_size, to_node, to_port);
  1522. undo_redo->add_undo_method(visual_shader.ptr(), "disconnect_nodes", type, from_node, from_port - type_size, to_node, to_port);
  1523. undo_redo->add_do_method(graph_plugin.ptr(), "connect_nodes", type, from_node, from_port - type_size, to_node, to_port);
  1524. undo_redo->add_undo_method(graph_plugin.ptr(), "disconnect_nodes", type, from_node, from_port - type_size, to_node, to_port);
  1525. } else if (from_port > p_port) { // disconnect component ports
  1526. undo_redo->add_do_method(visual_shader.ptr(), "disconnect_nodes", type, from_node, from_port, to_node, to_port);
  1527. undo_redo->add_undo_method(visual_shader.ptr(), "connect_nodes_forced", type, from_node, from_port, to_node, to_port);
  1528. undo_redo->add_do_method(graph_plugin.ptr(), "disconnect_nodes", type, from_node, from_port, to_node, to_port);
  1529. undo_redo->add_undo_method(graph_plugin.ptr(), "connect_nodes", type, from_node, from_port, to_node, to_port);
  1530. }
  1531. }
  1532. }
  1533. }
  1534. int preview_port = node->get_output_port_for_preview();
  1535. if (p_expand) {
  1536. if (preview_port > p_port) {
  1537. undo_redo->add_do_method(node.ptr(), "set_output_port_for_preview", preview_port + type_size);
  1538. undo_redo->add_undo_method(node.ptr(), "set_output_port_for_preview", preview_port);
  1539. }
  1540. } else {
  1541. if (preview_port > p_port + type_size) {
  1542. undo_redo->add_do_method(node.ptr(), "set_output_port_for_preview", preview_port - type_size);
  1543. undo_redo->add_undo_method(node.ptr(), "set_output_port_for_preview", preview_port);
  1544. }
  1545. }
  1546. undo_redo->add_do_method(graph_plugin.ptr(), "update_node", type, p_node);
  1547. undo_redo->add_undo_method(graph_plugin.ptr(), "update_node", type, p_node);
  1548. undo_redo->commit_action();
  1549. }
  1550. void VisualShaderEditor::_remove_input_port(int p_node, int p_port) {
  1551. VisualShader::Type type = get_current_shader_type();
  1552. Ref<VisualShaderNodeGroupBase> node = visual_shader->get_node(type, p_node);
  1553. if (node.is_null()) {
  1554. return;
  1555. }
  1556. undo_redo->create_action(TTR("Remove Input Port"));
  1557. List<VisualShader::Connection> conns;
  1558. visual_shader->get_node_connections(type, &conns);
  1559. for (const VisualShader::Connection &E : conns) {
  1560. int from_node = E.from_node;
  1561. int from_port = E.from_port;
  1562. int to_node = E.to_node;
  1563. int to_port = E.to_port;
  1564. if (to_node == p_node) {
  1565. if (to_port == p_port) {
  1566. undo_redo->add_do_method(visual_shader.ptr(), "disconnect_nodes", type, from_node, from_port, to_node, to_port);
  1567. undo_redo->add_undo_method(visual_shader.ptr(), "connect_nodes_forced", type, from_node, from_port, to_node, to_port);
  1568. undo_redo->add_do_method(graph_plugin.ptr(), "disconnect_nodes", type, from_node, from_port, to_node, to_port);
  1569. undo_redo->add_undo_method(graph_plugin.ptr(), "connect_nodes", type, from_node, from_port, to_node, to_port);
  1570. } else if (to_port > p_port) {
  1571. undo_redo->add_do_method(visual_shader.ptr(), "disconnect_nodes", type, from_node, from_port, to_node, to_port);
  1572. undo_redo->add_undo_method(visual_shader.ptr(), "connect_nodes_forced", type, from_node, from_port, to_node, to_port);
  1573. undo_redo->add_do_method(graph_plugin.ptr(), "disconnect_nodes", type, from_node, from_port, to_node, to_port);
  1574. undo_redo->add_undo_method(graph_plugin.ptr(), "connect_nodes", type, from_node, from_port, to_node, to_port);
  1575. undo_redo->add_do_method(visual_shader.ptr(), "connect_nodes_forced", type, from_node, from_port, to_node, to_port - 1);
  1576. undo_redo->add_undo_method(visual_shader.ptr(), "disconnect_nodes", type, from_node, from_port, to_node, to_port - 1);
  1577. undo_redo->add_do_method(graph_plugin.ptr(), "connect_nodes", type, from_node, from_port, to_node, to_port - 1);
  1578. undo_redo->add_undo_method(graph_plugin.ptr(), "disconnect_nodes", type, from_node, from_port, to_node, to_port - 1);
  1579. }
  1580. }
  1581. }
  1582. undo_redo->add_do_method(node.ptr(), "remove_input_port", p_port);
  1583. 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));
  1584. undo_redo->add_do_method(graph_plugin.ptr(), "update_node", type, p_node);
  1585. undo_redo->add_undo_method(graph_plugin.ptr(), "update_node", type, p_node);
  1586. undo_redo->commit_action();
  1587. }
  1588. void VisualShaderEditor::_remove_output_port(int p_node, int p_port) {
  1589. VisualShader::Type type = get_current_shader_type();
  1590. Ref<VisualShaderNodeGroupBase> node = visual_shader->get_node(type, p_node);
  1591. if (node.is_null()) {
  1592. return;
  1593. }
  1594. undo_redo->create_action(TTR("Remove Output Port"));
  1595. List<VisualShader::Connection> conns;
  1596. visual_shader->get_node_connections(type, &conns);
  1597. for (const VisualShader::Connection &E : conns) {
  1598. int from_node = E.from_node;
  1599. int from_port = E.from_port;
  1600. int to_node = E.to_node;
  1601. int to_port = E.to_port;
  1602. if (from_node == p_node) {
  1603. if (from_port == p_port) {
  1604. undo_redo->add_do_method(visual_shader.ptr(), "disconnect_nodes", type, from_node, from_port, to_node, to_port);
  1605. undo_redo->add_undo_method(visual_shader.ptr(), "connect_nodes_forced", type, from_node, from_port, to_node, to_port);
  1606. undo_redo->add_do_method(graph_plugin.ptr(), "disconnect_nodes", type, from_node, from_port, to_node, to_port);
  1607. undo_redo->add_undo_method(graph_plugin.ptr(), "connect_nodes", type, from_node, from_port, to_node, to_port);
  1608. } else if (from_port > p_port) {
  1609. undo_redo->add_do_method(visual_shader.ptr(), "disconnect_nodes", type, from_node, from_port, to_node, to_port);
  1610. undo_redo->add_undo_method(visual_shader.ptr(), "connect_nodes_forced", type, from_node, from_port, to_node, to_port);
  1611. undo_redo->add_do_method(graph_plugin.ptr(), "disconnect_nodes", type, from_node, from_port, to_node, to_port);
  1612. undo_redo->add_undo_method(graph_plugin.ptr(), "connect_nodes", type, from_node, from_port, to_node, to_port);
  1613. undo_redo->add_do_method(visual_shader.ptr(), "connect_nodes_forced", type, from_node, from_port - 1, to_node, to_port);
  1614. undo_redo->add_undo_method(visual_shader.ptr(), "disconnect_nodes", type, from_node, from_port - 1, to_node, to_port);
  1615. undo_redo->add_do_method(graph_plugin.ptr(), "connect_nodes", type, from_node, from_port - 1, to_node, to_port);
  1616. undo_redo->add_undo_method(graph_plugin.ptr(), "disconnect_nodes", type, from_node, from_port - 1, to_node, to_port);
  1617. }
  1618. }
  1619. }
  1620. int preview_port = node->get_output_port_for_preview();
  1621. if (preview_port != -1) {
  1622. if (preview_port == p_port) {
  1623. undo_redo->add_do_method(node.ptr(), "set_output_port_for_preview", -1);
  1624. undo_redo->add_undo_method(node.ptr(), "set_output_port_for_preview", preview_port);
  1625. } else if (preview_port > p_port) {
  1626. undo_redo->add_do_method(node.ptr(), "set_output_port_for_preview", preview_port - 1);
  1627. undo_redo->add_undo_method(node.ptr(), "set_output_port_for_preview", preview_port);
  1628. }
  1629. }
  1630. undo_redo->add_do_method(node.ptr(), "remove_output_port", p_port);
  1631. 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));
  1632. undo_redo->add_do_method(graph_plugin.ptr(), "update_node", type, p_node);
  1633. undo_redo->add_undo_method(graph_plugin.ptr(), "update_node", type, p_node);
  1634. undo_redo->commit_action();
  1635. }
  1636. void VisualShaderEditor::_expression_focus_out(Object *code_edit, int p_node) {
  1637. VisualShader::Type type = get_current_shader_type();
  1638. Ref<VisualShaderNodeExpression> node = visual_shader->get_node(type, p_node);
  1639. if (node.is_null()) {
  1640. return;
  1641. }
  1642. CodeEdit *expression_box = Object::cast_to<CodeEdit>(code_edit);
  1643. if (node->get_expression() == expression_box->get_text()) {
  1644. return;
  1645. }
  1646. undo_redo->create_action(TTR("Set VisualShader Expression"));
  1647. undo_redo->add_do_method(node.ptr(), "set_expression", expression_box->get_text());
  1648. undo_redo->add_undo_method(node.ptr(), "set_expression", node->get_expression());
  1649. undo_redo->add_do_method(graph_plugin.ptr(), "set_expression", type, p_node, expression_box->get_text());
  1650. undo_redo->add_undo_method(graph_plugin.ptr(), "set_expression", type, p_node, node->get_expression());
  1651. undo_redo->commit_action();
  1652. }
  1653. void VisualShaderEditor::_set_node_size(int p_type, int p_node, const Vector2 &p_size) {
  1654. VisualShader::Type type = VisualShader::Type(p_type);
  1655. Ref<VisualShaderNodeResizableBase> node = visual_shader->get_node(type, p_node);
  1656. if (node.is_null()) {
  1657. return;
  1658. }
  1659. Size2 size = p_size;
  1660. if (!node->is_allow_v_resize()) {
  1661. size.y = 0;
  1662. }
  1663. node->set_size(size);
  1664. if (get_current_shader_type() == type) {
  1665. Ref<VisualShaderNodeExpression> expression_node = Object::cast_to<VisualShaderNodeExpression>(node.ptr());
  1666. Control *text_box = nullptr;
  1667. if (!expression_node.is_null()) {
  1668. text_box = expression_node->is_ctrl_pressed(0);
  1669. if (text_box) {
  1670. text_box->set_custom_minimum_size(Size2(0, 0));
  1671. }
  1672. }
  1673. GraphNode *gn = nullptr;
  1674. Node *node2 = graph->get_node(itos(p_node));
  1675. gn = Object::cast_to<GraphNode>(node2);
  1676. if (!gn) {
  1677. return;
  1678. }
  1679. gn->set_custom_minimum_size(size);
  1680. gn->set_size(Size2(1, 1));
  1681. if (!expression_node.is_null() && text_box) {
  1682. Size2 box_size = size;
  1683. if (gn != nullptr) {
  1684. if (box_size.x < 150 * EDSCALE || box_size.y < 0) {
  1685. box_size.x = gn->get_size().x;
  1686. }
  1687. }
  1688. box_size.x -= text_box->get_offset(SIDE_LEFT);
  1689. box_size.x -= 28 * EDSCALE;
  1690. box_size.y -= text_box->get_offset(SIDE_TOP);
  1691. box_size.y -= 28 * EDSCALE;
  1692. text_box->set_custom_minimum_size(box_size);
  1693. text_box->set_size(Size2(1, 1));
  1694. }
  1695. }
  1696. }
  1697. void VisualShaderEditor::_node_resized(const Vector2 &p_new_size, int p_type, int p_node) {
  1698. Ref<VisualShaderNodeResizableBase> node = visual_shader->get_node(VisualShader::Type(p_type), p_node);
  1699. if (node.is_null()) {
  1700. return;
  1701. }
  1702. undo_redo->create_action(TTR("Resize VisualShader Node"), UndoRedo::MERGE_ENDS);
  1703. undo_redo->add_do_method(this, "_set_node_size", p_type, p_node, p_new_size);
  1704. undo_redo->add_undo_method(this, "_set_node_size", p_type, p_node, node->get_size());
  1705. undo_redo->commit_action();
  1706. }
  1707. void VisualShaderEditor::_preview_select_port(int p_node, int p_port) {
  1708. VisualShader::Type type = get_current_shader_type();
  1709. Ref<VisualShaderNode> node = visual_shader->get_node(type, p_node);
  1710. if (node.is_null()) {
  1711. return;
  1712. }
  1713. int prev_port = node->get_output_port_for_preview();
  1714. if (node->get_output_port_for_preview() == p_port) {
  1715. p_port = -1; //toggle it
  1716. }
  1717. undo_redo->create_action(p_port == -1 ? TTR("Hide Port Preview") : TTR("Show Port Preview"));
  1718. undo_redo->add_do_method(node.ptr(), "set_output_port_for_preview", p_port);
  1719. undo_redo->add_undo_method(node.ptr(), "set_output_port_for_preview", prev_port);
  1720. undo_redo->add_do_method(graph_plugin.ptr(), "update_node", (int)type, p_node);
  1721. undo_redo->add_undo_method(graph_plugin.ptr(), "update_node", (int)type, p_node);
  1722. undo_redo->commit_action();
  1723. }
  1724. void VisualShaderEditor::_comment_title_popup_show(const Point2 &p_position, int p_node_id) {
  1725. VisualShader::Type type = get_current_shader_type();
  1726. Ref<VisualShaderNodeComment> node = visual_shader->get_node(type, p_node_id);
  1727. if (node.is_null()) {
  1728. return;
  1729. }
  1730. comment_title_change_edit->set_text(node->get_title());
  1731. comment_title_change_popup->set_meta("id", p_node_id);
  1732. comment_title_change_popup->popup();
  1733. comment_title_change_popup->set_position(p_position);
  1734. }
  1735. void VisualShaderEditor::_comment_title_text_changed(const String &p_new_text) {
  1736. comment_title_change_edit->set_size(Size2(-1, -1));
  1737. comment_title_change_popup->set_size(Size2(-1, -1));
  1738. }
  1739. void VisualShaderEditor::_comment_title_text_submitted(const String &p_new_text) {
  1740. comment_title_change_popup->hide();
  1741. }
  1742. void VisualShaderEditor::_comment_title_popup_focus_out() {
  1743. comment_title_change_popup->hide();
  1744. }
  1745. void VisualShaderEditor::_comment_title_popup_hide() {
  1746. ERR_FAIL_COND(!comment_title_change_popup->has_meta("id"));
  1747. int node_id = (int)comment_title_change_popup->get_meta("id");
  1748. VisualShader::Type type = get_current_shader_type();
  1749. Ref<VisualShaderNodeComment> node = visual_shader->get_node(type, node_id);
  1750. ERR_FAIL_COND(node.is_null());
  1751. if (node->get_title() == comment_title_change_edit->get_text()) {
  1752. return; // nothing changed - ignored
  1753. }
  1754. undo_redo->create_action(TTR("Set Comment Node Title"));
  1755. undo_redo->add_do_method(node.ptr(), "set_title", comment_title_change_edit->get_text());
  1756. undo_redo->add_undo_method(node.ptr(), "set_title", node->get_title());
  1757. undo_redo->add_do_method(graph_plugin.ptr(), "update_node", (int)type, node_id);
  1758. undo_redo->add_undo_method(graph_plugin.ptr(), "update_node", (int)type, node_id);
  1759. undo_redo->commit_action();
  1760. }
  1761. void VisualShaderEditor::_comment_desc_popup_show(const Point2 &p_position, int p_node_id) {
  1762. VisualShader::Type type = get_current_shader_type();
  1763. Ref<VisualShaderNodeComment> node = visual_shader->get_node(type, p_node_id);
  1764. if (node.is_null()) {
  1765. return;
  1766. }
  1767. comment_desc_change_edit->set_text(node->get_description());
  1768. comment_desc_change_popup->set_meta("id", p_node_id);
  1769. comment_desc_change_popup->popup();
  1770. comment_desc_change_popup->set_position(p_position);
  1771. }
  1772. void VisualShaderEditor::_comment_desc_text_changed() {
  1773. comment_desc_change_edit->set_size(Size2(-1, -1));
  1774. comment_desc_change_popup->set_size(Size2(-1, -1));
  1775. }
  1776. void VisualShaderEditor::_comment_desc_confirm() {
  1777. comment_desc_change_popup->hide();
  1778. }
  1779. void VisualShaderEditor::_comment_desc_popup_hide() {
  1780. ERR_FAIL_COND(!comment_desc_change_popup->has_meta("id"));
  1781. int node_id = (int)comment_desc_change_popup->get_meta("id");
  1782. VisualShader::Type type = get_current_shader_type();
  1783. Ref<VisualShaderNodeComment> node = visual_shader->get_node(type, node_id);
  1784. ERR_FAIL_COND(node.is_null());
  1785. if (node->get_description() == comment_desc_change_edit->get_text()) {
  1786. return; // nothing changed - ignored
  1787. }
  1788. undo_redo->create_action(TTR("Set Comment Node Description"));
  1789. undo_redo->add_do_method(node.ptr(), "set_description", comment_desc_change_edit->get_text());
  1790. undo_redo->add_undo_method(node.ptr(), "set_description", node->get_title());
  1791. undo_redo->add_do_method(graph_plugin.ptr(), "update_node", (int)type, node_id);
  1792. undo_redo->add_undo_method(graph_plugin.ptr(), "update_node", (int)type, node_id);
  1793. undo_redo->commit_action();
  1794. }
  1795. void VisualShaderEditor::_uniform_line_edit_changed(const String &p_text, int p_node_id) {
  1796. VisualShader::Type type = get_current_shader_type();
  1797. Ref<VisualShaderNodeUniform> node = visual_shader->get_node(type, p_node_id);
  1798. ERR_FAIL_COND(!node.is_valid());
  1799. String validated_name = visual_shader->validate_uniform_name(p_text, node);
  1800. if (validated_name == node->get_uniform_name()) {
  1801. return;
  1802. }
  1803. undo_redo->create_action(TTR("Set Uniform Name"));
  1804. undo_redo->add_do_method(node.ptr(), "set_uniform_name", validated_name);
  1805. undo_redo->add_undo_method(node.ptr(), "set_uniform_name", node->get_uniform_name());
  1806. undo_redo->add_do_method(graph_plugin.ptr(), "set_uniform_name", type, p_node_id, validated_name);
  1807. undo_redo->add_undo_method(graph_plugin.ptr(), "set_uniform_name", type, p_node_id, node->get_uniform_name());
  1808. undo_redo->add_do_method(graph_plugin.ptr(), "update_node_deferred", type, p_node_id);
  1809. undo_redo->add_undo_method(graph_plugin.ptr(), "update_node_deferred", type, p_node_id);
  1810. undo_redo->add_do_method(this, "_update_uniforms", true);
  1811. undo_redo->add_undo_method(this, "_update_uniforms", true);
  1812. Set<String> changed_names;
  1813. changed_names.insert(node->get_uniform_name());
  1814. _update_uniform_refs(changed_names);
  1815. undo_redo->commit_action();
  1816. }
  1817. void VisualShaderEditor::_uniform_line_edit_focus_out(Object *line_edit, int p_node_id) {
  1818. _uniform_line_edit_changed(Object::cast_to<LineEdit>(line_edit)->get_text(), p_node_id);
  1819. }
  1820. void VisualShaderEditor::_port_name_focus_out(Object *line_edit, int p_node_id, int p_port_id, bool p_output) {
  1821. if (!p_output) {
  1822. _change_input_port_name(Object::cast_to<LineEdit>(line_edit)->get_text(), line_edit, p_node_id, p_port_id);
  1823. } else {
  1824. _change_output_port_name(Object::cast_to<LineEdit>(line_edit)->get_text(), line_edit, p_node_id, p_port_id);
  1825. }
  1826. }
  1827. void VisualShaderEditor::_port_edited() {
  1828. VisualShader::Type type = get_current_shader_type();
  1829. Variant value = property_editor->get_variant();
  1830. Ref<VisualShaderNode> vsn = visual_shader->get_node(type, editing_node);
  1831. ERR_FAIL_COND(!vsn.is_valid());
  1832. undo_redo->create_action(TTR("Set Input Default Port"));
  1833. Ref<VisualShaderNodeCustom> custom = Object::cast_to<VisualShaderNodeCustom>(vsn.ptr());
  1834. if (custom.is_valid()) {
  1835. undo_redo->add_do_method(custom.ptr(), "_set_input_port_default_value", editing_port, value);
  1836. undo_redo->add_undo_method(custom.ptr(), "_set_input_port_default_value", editing_port, vsn->get_input_port_default_value(editing_port));
  1837. } else {
  1838. undo_redo->add_do_method(vsn.ptr(), "set_input_port_default_value", editing_port, value);
  1839. undo_redo->add_undo_method(vsn.ptr(), "set_input_port_default_value", editing_port, vsn->get_input_port_default_value(editing_port));
  1840. }
  1841. undo_redo->add_do_method(graph_plugin.ptr(), "set_input_port_default_value", type, editing_node, editing_port, value);
  1842. 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));
  1843. undo_redo->commit_action();
  1844. property_editor->hide();
  1845. }
  1846. void VisualShaderEditor::_edit_port_default_input(Object *p_button, int p_node, int p_port) {
  1847. VisualShader::Type type = get_current_shader_type();
  1848. Ref<VisualShaderNode> vsn = visual_shader->get_node(type, p_node);
  1849. Button *button = Object::cast_to<Button>(p_button);
  1850. ERR_FAIL_COND(!button);
  1851. Variant value = vsn->get_input_port_default_value(p_port);
  1852. property_editor->set_position(button->get_screen_position() + Vector2(0, button->get_size().height));
  1853. property_editor->edit(nullptr, "", value.get_type(), value, 0, "");
  1854. property_editor->popup();
  1855. editing_node = p_node;
  1856. editing_port = p_port;
  1857. }
  1858. void VisualShaderEditor::_setup_node(VisualShaderNode *p_node, int p_op_idx) {
  1859. // FLOAT_OP
  1860. {
  1861. VisualShaderNodeFloatOp *floatOp = Object::cast_to<VisualShaderNodeFloatOp>(p_node);
  1862. if (floatOp) {
  1863. floatOp->set_operator((VisualShaderNodeFloatOp::Operator)p_op_idx);
  1864. return;
  1865. }
  1866. }
  1867. // FLOAT_FUNC
  1868. {
  1869. VisualShaderNodeFloatFunc *floatFunc = Object::cast_to<VisualShaderNodeFloatFunc>(p_node);
  1870. if (floatFunc) {
  1871. floatFunc->set_function((VisualShaderNodeFloatFunc::Function)p_op_idx);
  1872. return;
  1873. }
  1874. }
  1875. // VECTOR_OP
  1876. {
  1877. VisualShaderNodeVectorOp *vecOp = Object::cast_to<VisualShaderNodeVectorOp>(p_node);
  1878. if (vecOp) {
  1879. vecOp->set_operator((VisualShaderNodeVectorOp::Operator)p_op_idx);
  1880. return;
  1881. }
  1882. }
  1883. // VECTOR_FUNC
  1884. {
  1885. VisualShaderNodeVectorFunc *vecFunc = Object::cast_to<VisualShaderNodeVectorFunc>(p_node);
  1886. if (vecFunc) {
  1887. vecFunc->set_function((VisualShaderNodeVectorFunc::Function)p_op_idx);
  1888. return;
  1889. }
  1890. }
  1891. // COLOR_OP
  1892. {
  1893. VisualShaderNodeColorOp *colorOp = Object::cast_to<VisualShaderNodeColorOp>(p_node);
  1894. if (colorOp) {
  1895. colorOp->set_operator((VisualShaderNodeColorOp::Operator)p_op_idx);
  1896. return;
  1897. }
  1898. }
  1899. // COLOR_FUNC
  1900. {
  1901. VisualShaderNodeColorFunc *colorFunc = Object::cast_to<VisualShaderNodeColorFunc>(p_node);
  1902. if (colorFunc) {
  1903. colorFunc->set_function((VisualShaderNodeColorFunc::Function)p_op_idx);
  1904. return;
  1905. }
  1906. }
  1907. // INT_OP
  1908. {
  1909. VisualShaderNodeIntOp *intOp = Object::cast_to<VisualShaderNodeIntOp>(p_node);
  1910. if (intOp) {
  1911. intOp->set_operator((VisualShaderNodeIntOp::Operator)p_op_idx);
  1912. return;
  1913. }
  1914. }
  1915. // INT_FUNC
  1916. {
  1917. VisualShaderNodeIntFunc *intFunc = Object::cast_to<VisualShaderNodeIntFunc>(p_node);
  1918. if (intFunc) {
  1919. intFunc->set_function((VisualShaderNodeIntFunc::Function)p_op_idx);
  1920. return;
  1921. }
  1922. }
  1923. // TRANSFORM_OP
  1924. {
  1925. VisualShaderNodeTransformOp *matOp = Object::cast_to<VisualShaderNodeTransformOp>(p_node);
  1926. if (matOp) {
  1927. matOp->set_operator((VisualShaderNodeTransformOp::Operator)p_op_idx);
  1928. return;
  1929. }
  1930. }
  1931. // TRANSFORM_FUNC
  1932. {
  1933. VisualShaderNodeTransformFunc *matFunc = Object::cast_to<VisualShaderNodeTransformFunc>(p_node);
  1934. if (matFunc) {
  1935. matFunc->set_function((VisualShaderNodeTransformFunc::Function)p_op_idx);
  1936. return;
  1937. }
  1938. }
  1939. //UV_FUNC
  1940. {
  1941. VisualShaderNodeUVFunc *uvFunc = Object::cast_to<VisualShaderNodeUVFunc>(p_node);
  1942. if (uvFunc) {
  1943. uvFunc->set_function((VisualShaderNodeUVFunc::Function)p_op_idx);
  1944. return;
  1945. }
  1946. }
  1947. // IS
  1948. {
  1949. VisualShaderNodeIs *is = Object::cast_to<VisualShaderNodeIs>(p_node);
  1950. if (is) {
  1951. is->set_function((VisualShaderNodeIs::Function)p_op_idx);
  1952. return;
  1953. }
  1954. }
  1955. // COMPARE
  1956. {
  1957. VisualShaderNodeCompare *cmp = Object::cast_to<VisualShaderNodeCompare>(p_node);
  1958. if (cmp) {
  1959. cmp->set_function((VisualShaderNodeCompare::Function)p_op_idx);
  1960. return;
  1961. }
  1962. }
  1963. // DERIVATIVE
  1964. {
  1965. VisualShaderNodeScalarDerivativeFunc *sderFunc = Object::cast_to<VisualShaderNodeScalarDerivativeFunc>(p_node);
  1966. if (sderFunc) {
  1967. sderFunc->set_function((VisualShaderNodeScalarDerivativeFunc::Function)p_op_idx);
  1968. return;
  1969. }
  1970. VisualShaderNodeVectorDerivativeFunc *vderFunc = Object::cast_to<VisualShaderNodeVectorDerivativeFunc>(p_node);
  1971. if (vderFunc) {
  1972. vderFunc->set_function((VisualShaderNodeVectorDerivativeFunc::Function)p_op_idx);
  1973. return;
  1974. }
  1975. }
  1976. // MIX
  1977. {
  1978. VisualShaderNodeMix *mix = Object::cast_to<VisualShaderNodeMix>(p_node);
  1979. if (mix) {
  1980. mix->set_op_type((VisualShaderNodeMix::OpType)p_op_idx);
  1981. return;
  1982. }
  1983. }
  1984. // CLAMP
  1985. {
  1986. VisualShaderNodeClamp *clampFunc = Object::cast_to<VisualShaderNodeClamp>(p_node);
  1987. if (clampFunc) {
  1988. clampFunc->set_op_type((VisualShaderNodeClamp::OpType)p_op_idx);
  1989. return;
  1990. }
  1991. }
  1992. // SWITCH
  1993. {
  1994. VisualShaderNodeSwitch *switchFunc = Object::cast_to<VisualShaderNodeSwitch>(p_node);
  1995. if (switchFunc) {
  1996. switchFunc->set_op_type((VisualShaderNodeSwitch::OpType)p_op_idx);
  1997. return;
  1998. }
  1999. }
  2000. // SMOOTHSTEP
  2001. {
  2002. VisualShaderNodeSmoothStep *smoothStepFunc = Object::cast_to<VisualShaderNodeSmoothStep>(p_node);
  2003. if (smoothStepFunc) {
  2004. smoothStepFunc->set_op_type((VisualShaderNodeSmoothStep::OpType)p_op_idx);
  2005. return;
  2006. }
  2007. }
  2008. // STEP
  2009. {
  2010. VisualShaderNodeStep *stepFunc = Object::cast_to<VisualShaderNodeStep>(p_node);
  2011. if (stepFunc) {
  2012. stepFunc->set_op_type((VisualShaderNodeStep::OpType)p_op_idx);
  2013. return;
  2014. }
  2015. }
  2016. // MULTIPLY_ADD
  2017. {
  2018. VisualShaderNodeMultiplyAdd *fmaFunc = Object::cast_to<VisualShaderNodeMultiplyAdd>(p_node);
  2019. if (fmaFunc) {
  2020. fmaFunc->set_op_type((VisualShaderNodeMultiplyAdd::OpType)p_op_idx);
  2021. }
  2022. }
  2023. }
  2024. void VisualShaderEditor::_add_node(int p_idx, int p_op_idx, String p_resource_path, int p_node_idx) {
  2025. ERR_FAIL_INDEX(p_idx, add_options.size());
  2026. VisualShader::Type type = get_current_shader_type();
  2027. Ref<VisualShaderNode> vsnode;
  2028. bool is_custom = add_options[p_idx].is_custom;
  2029. if (!is_custom && add_options[p_idx].type != String()) {
  2030. VisualShaderNode *vsn = Object::cast_to<VisualShaderNode>(ClassDB::instantiate(add_options[p_idx].type));
  2031. ERR_FAIL_COND(!vsn);
  2032. VisualShaderNodeFloatConstant *constant = Object::cast_to<VisualShaderNodeFloatConstant>(vsn);
  2033. if (constant) {
  2034. if ((int)add_options[p_idx].value != -1) {
  2035. constant->set_constant(add_options[p_idx].value);
  2036. }
  2037. } else {
  2038. if (p_op_idx != -1) {
  2039. VisualShaderNodeInput *input = Object::cast_to<VisualShaderNodeInput>(vsn);
  2040. if (input) {
  2041. input->set_input_name(add_options[p_idx].sub_func_str);
  2042. } else {
  2043. _setup_node(vsn, p_op_idx);
  2044. }
  2045. }
  2046. }
  2047. VisualShaderNodeUniformRef *uniform_ref = Object::cast_to<VisualShaderNodeUniformRef>(vsn);
  2048. if (uniform_ref && to_node != -1 && to_slot != -1) {
  2049. VisualShaderNode::PortType input_port_type = visual_shader->get_node(type, to_node)->get_input_port_type(to_slot);
  2050. bool success = false;
  2051. for (int i = 0; i < uniform_ref->get_uniforms_count(); i++) {
  2052. if (uniform_ref->get_port_type_by_index(i) == input_port_type) {
  2053. uniform_ref->set_uniform_name(uniform_ref->get_uniform_name_by_index(i));
  2054. success = true;
  2055. break;
  2056. }
  2057. }
  2058. if (!success) {
  2059. for (int i = 0; i < uniform_ref->get_uniforms_count(); i++) {
  2060. if (visual_shader->is_port_types_compatible(uniform_ref->get_port_type_by_index(i), input_port_type)) {
  2061. uniform_ref->set_uniform_name(uniform_ref->get_uniform_name_by_index(i));
  2062. break;
  2063. }
  2064. }
  2065. }
  2066. }
  2067. vsnode = Ref<VisualShaderNode>(vsn);
  2068. } else {
  2069. ERR_FAIL_COND(add_options[p_idx].script.is_null());
  2070. String base_type = add_options[p_idx].script->get_instance_base_type();
  2071. VisualShaderNode *vsn = Object::cast_to<VisualShaderNode>(ClassDB::instantiate(base_type));
  2072. ERR_FAIL_COND(!vsn);
  2073. vsnode = Ref<VisualShaderNode>(vsn);
  2074. vsnode->set_script(add_options[p_idx].script);
  2075. }
  2076. Point2 position = graph->get_scroll_ofs();
  2077. if (saved_node_pos_dirty) {
  2078. position += saved_node_pos;
  2079. } else {
  2080. position += graph->get_size() * 0.5;
  2081. position /= EDSCALE;
  2082. }
  2083. position /= graph->get_zoom();
  2084. saved_node_pos_dirty = false;
  2085. int id_to_use = visual_shader->get_valid_node_id(type);
  2086. if (p_resource_path.is_empty()) {
  2087. undo_redo->create_action(TTR("Add Node to Visual Shader"));
  2088. } else {
  2089. id_to_use += p_node_idx;
  2090. }
  2091. undo_redo->add_do_method(visual_shader.ptr(), "add_node", type, vsnode, position, id_to_use);
  2092. undo_redo->add_undo_method(visual_shader.ptr(), "remove_node", type, id_to_use);
  2093. undo_redo->add_do_method(graph_plugin.ptr(), "add_node", type, id_to_use);
  2094. undo_redo->add_undo_method(graph_plugin.ptr(), "remove_node", type, id_to_use);
  2095. VisualShaderNodeExpression *expr = Object::cast_to<VisualShaderNodeExpression>(vsnode.ptr());
  2096. if (expr) {
  2097. undo_redo->add_do_method(expr, "set_size", Size2(250 * EDSCALE, 150 * EDSCALE));
  2098. }
  2099. bool created_expression_port = false;
  2100. if (to_node != -1 && to_slot != -1) {
  2101. VisualShaderNode::PortType input_port_type = visual_shader->get_node(type, to_node)->get_input_port_type(to_slot);
  2102. if (expr && expr->is_editable() && input_port_type != VisualShaderNode::PORT_TYPE_SAMPLER) {
  2103. undo_redo->add_do_method(expr, "add_output_port", 0, input_port_type, "output0");
  2104. undo_redo->add_undo_method(expr, "remove_output_port", 0);
  2105. String initial_expression_code;
  2106. switch (input_port_type) {
  2107. case VisualShaderNode::PORT_TYPE_SCALAR:
  2108. initial_expression_code = "output0 = 1.0;";
  2109. break;
  2110. case VisualShaderNode::PORT_TYPE_SCALAR_INT:
  2111. initial_expression_code = "output0 = 1;";
  2112. break;
  2113. case VisualShaderNode::PORT_TYPE_VECTOR:
  2114. initial_expression_code = "output0 = vec3(1.0, 1.0, 1.0);";
  2115. break;
  2116. case VisualShaderNode::PORT_TYPE_BOOLEAN:
  2117. initial_expression_code = "output0 = true;";
  2118. break;
  2119. case VisualShaderNode::PORT_TYPE_TRANSFORM:
  2120. initial_expression_code = "output0 = mat4(1.0);";
  2121. break;
  2122. default:
  2123. break;
  2124. }
  2125. undo_redo->add_do_method(expr, "set_expression", initial_expression_code);
  2126. undo_redo->add_do_method(graph_plugin.ptr(), "update_node", type, id_to_use);
  2127. created_expression_port = true;
  2128. }
  2129. if (vsnode->get_output_port_count() > 0 || created_expression_port) {
  2130. int _from_node = id_to_use;
  2131. int _from_slot = 0;
  2132. if (created_expression_port) {
  2133. undo_redo->add_do_method(visual_shader.ptr(), "connect_nodes", type, _from_node, _from_slot, to_node, to_slot);
  2134. undo_redo->add_undo_method(visual_shader.ptr(), "disconnect_nodes", type, _from_node, _from_slot, to_node, to_slot);
  2135. undo_redo->add_do_method(graph_plugin.ptr(), "connect_nodes", type, _from_node, _from_slot, to_node, to_slot);
  2136. undo_redo->add_undo_method(graph_plugin.ptr(), "disconnect_nodes", type, _from_node, _from_slot, to_node, to_slot);
  2137. } else {
  2138. // Need to setting up Input node properly before committing since `is_port_types_compatible` (calling below) is using `mode` and `shader_type`.
  2139. VisualShaderNodeInput *input = Object::cast_to<VisualShaderNodeInput>(vsnode.ptr());
  2140. if (input) {
  2141. input->set_shader_mode(visual_shader->get_mode());
  2142. input->set_shader_type(visual_shader->get_shader_type());
  2143. }
  2144. // Attempting to connect to the first correct port.
  2145. for (int i = 0; i < vsnode->get_output_port_count(); i++) {
  2146. if (visual_shader->is_port_types_compatible(vsnode->get_output_port_type(i), input_port_type)) {
  2147. undo_redo->add_do_method(visual_shader.ptr(), "connect_nodes", type, _from_node, i, to_node, to_slot);
  2148. undo_redo->add_undo_method(visual_shader.ptr(), "disconnect_nodes", type, _from_node, i, to_node, to_slot);
  2149. undo_redo->add_do_method(graph_plugin.ptr(), "connect_nodes", type, _from_node, i, to_node, to_slot);
  2150. undo_redo->add_undo_method(graph_plugin.ptr(), "disconnect_nodes", type, _from_node, i, to_node, to_slot);
  2151. break;
  2152. }
  2153. }
  2154. }
  2155. }
  2156. } else if (from_node != -1 && from_slot != -1) {
  2157. VisualShaderNode::PortType output_port_type = visual_shader->get_node(type, from_node)->get_output_port_type(from_slot);
  2158. if (expr && expr->is_editable()) {
  2159. undo_redo->add_do_method(expr, "add_input_port", 0, output_port_type, "input0");
  2160. undo_redo->add_undo_method(expr, "remove_input_port", 0);
  2161. undo_redo->add_do_method(graph_plugin.ptr(), "update_node", type, id_to_use);
  2162. created_expression_port = true;
  2163. }
  2164. if (vsnode->get_input_port_count() > 0 || created_expression_port) {
  2165. int _to_node = id_to_use;
  2166. int _to_slot = 0;
  2167. if (created_expression_port) {
  2168. undo_redo->add_undo_method(visual_shader.ptr(), "disconnect_nodes", type, from_node, from_slot, _to_node, _to_slot);
  2169. undo_redo->add_do_method(visual_shader.ptr(), "connect_nodes", type, from_node, from_slot, _to_node, _to_slot);
  2170. undo_redo->add_undo_method(graph_plugin.ptr(), "disconnect_nodes", type, from_node, from_slot, _to_node, _to_slot);
  2171. undo_redo->add_do_method(graph_plugin.ptr(), "connect_nodes", type, from_node, from_slot, _to_node, _to_slot);
  2172. } else {
  2173. // Attempting to connect to the first correct port.
  2174. for (int i = 0; i < vsnode->get_input_port_count(); i++) {
  2175. if (visual_shader->is_port_types_compatible(output_port_type, vsnode->get_input_port_type(i))) {
  2176. undo_redo->add_undo_method(visual_shader.ptr(), "disconnect_nodes", type, from_node, from_slot, _to_node, i);
  2177. undo_redo->add_do_method(visual_shader.ptr(), "connect_nodes", type, from_node, from_slot, _to_node, i);
  2178. undo_redo->add_undo_method(graph_plugin.ptr(), "disconnect_nodes", type, from_node, from_slot, _to_node, i);
  2179. undo_redo->add_do_method(graph_plugin.ptr(), "connect_nodes", type, from_node, from_slot, _to_node, i);
  2180. break;
  2181. }
  2182. }
  2183. }
  2184. }
  2185. }
  2186. _member_cancel();
  2187. VisualShaderNodeUniform *uniform = Object::cast_to<VisualShaderNodeUniform>(vsnode.ptr());
  2188. if (uniform) {
  2189. undo_redo->add_do_method(this, "_update_uniforms", true);
  2190. undo_redo->add_undo_method(this, "_update_uniforms", true);
  2191. }
  2192. VisualShaderNodeCurveTexture *curve = Object::cast_to<VisualShaderNodeCurveTexture>(vsnode.ptr());
  2193. if (curve) {
  2194. graph_plugin->call_deferred(SNAME("update_curve"), id_to_use);
  2195. }
  2196. VisualShaderNodeCurveXYZTexture *curve_xyz = Object::cast_to<VisualShaderNodeCurveXYZTexture>(vsnode.ptr());
  2197. if (curve_xyz) {
  2198. graph_plugin->call_deferred(SNAME("update_curve_xyz"), id_to_use);
  2199. }
  2200. if (p_resource_path.is_empty()) {
  2201. undo_redo->commit_action();
  2202. } else {
  2203. //post-initialization
  2204. VisualShaderNodeTexture *texture2d = Object::cast_to<VisualShaderNodeTexture>(vsnode.ptr());
  2205. VisualShaderNodeTexture3D *texture3d = Object::cast_to<VisualShaderNodeTexture3D>(vsnode.ptr());
  2206. if (texture2d || texture3d || curve || curve_xyz) {
  2207. undo_redo->add_do_method(vsnode.ptr(), "set_texture", ResourceLoader::load(p_resource_path));
  2208. return;
  2209. }
  2210. VisualShaderNodeCubemap *cubemap = Object::cast_to<VisualShaderNodeCubemap>(vsnode.ptr());
  2211. if (cubemap) {
  2212. undo_redo->add_do_method(vsnode.ptr(), "set_cube_map", ResourceLoader::load(p_resource_path));
  2213. return;
  2214. }
  2215. VisualShaderNodeTexture2DArray *texture2d_array = Object::cast_to<VisualShaderNodeTexture2DArray>(vsnode.ptr());
  2216. if (texture2d_array) {
  2217. undo_redo->add_do_method(vsnode.ptr(), "set_texture_array", ResourceLoader::load(p_resource_path));
  2218. }
  2219. }
  2220. }
  2221. void VisualShaderEditor::_node_dragged(const Vector2 &p_from, const Vector2 &p_to, int p_node) {
  2222. VisualShader::Type type = get_current_shader_type();
  2223. drag_buffer.push_back({ type, p_node, p_from, p_to });
  2224. if (!drag_dirty) {
  2225. call_deferred(SNAME("_nodes_dragged"));
  2226. }
  2227. drag_dirty = true;
  2228. }
  2229. void VisualShaderEditor::_nodes_dragged() {
  2230. drag_dirty = false;
  2231. undo_redo->create_action(TTR("Node(s) Moved"));
  2232. for (const DragOp &E : drag_buffer) {
  2233. undo_redo->add_do_method(visual_shader.ptr(), "set_node_position", E.type, E.node, E.to);
  2234. undo_redo->add_undo_method(visual_shader.ptr(), "set_node_position", E.type, E.node, E.from);
  2235. undo_redo->add_do_method(graph_plugin.ptr(), "set_node_position", E.type, E.node, E.to);
  2236. undo_redo->add_undo_method(graph_plugin.ptr(), "set_node_position", E.type, E.node, E.from);
  2237. }
  2238. drag_buffer.clear();
  2239. undo_redo->commit_action();
  2240. }
  2241. void VisualShaderEditor::_connection_request(const String &p_from, int p_from_index, const String &p_to, int p_to_index) {
  2242. VisualShader::Type type = get_current_shader_type();
  2243. int from = p_from.to_int();
  2244. int to = p_to.to_int();
  2245. if (!visual_shader->can_connect_nodes(type, from, p_from_index, to, p_to_index)) {
  2246. return;
  2247. }
  2248. undo_redo->create_action(TTR("Nodes Connected"));
  2249. List<VisualShader::Connection> conns;
  2250. visual_shader->get_node_connections(type, &conns);
  2251. for (const VisualShader::Connection &E : conns) {
  2252. if (E.to_node == to && E.to_port == p_to_index) {
  2253. undo_redo->add_do_method(visual_shader.ptr(), "disconnect_nodes", type, E.from_node, E.from_port, E.to_node, E.to_port);
  2254. undo_redo->add_undo_method(visual_shader.ptr(), "connect_nodes", type, E.from_node, E.from_port, E.to_node, E.to_port);
  2255. undo_redo->add_do_method(graph_plugin.ptr(), "disconnect_nodes", type, E.from_node, E.from_port, E.to_node, E.to_port);
  2256. undo_redo->add_undo_method(graph_plugin.ptr(), "connect_nodes", type, E.from_node, E.from_port, E.to_node, E.to_port);
  2257. }
  2258. }
  2259. undo_redo->add_do_method(visual_shader.ptr(), "connect_nodes", type, from, p_from_index, to, p_to_index);
  2260. undo_redo->add_undo_method(visual_shader.ptr(), "disconnect_nodes", type, from, p_from_index, to, p_to_index);
  2261. undo_redo->add_do_method(graph_plugin.ptr(), "connect_nodes", type, from, p_from_index, to, p_to_index);
  2262. undo_redo->add_undo_method(graph_plugin.ptr(), "disconnect_nodes", type, from, p_from_index, to, p_to_index);
  2263. undo_redo->add_do_method(graph_plugin.ptr(), "update_node", (int)type, to);
  2264. undo_redo->add_undo_method(graph_plugin.ptr(), "update_node", (int)type, to);
  2265. undo_redo->commit_action();
  2266. }
  2267. void VisualShaderEditor::_disconnection_request(const String &p_from, int p_from_index, const String &p_to, int p_to_index) {
  2268. graph->disconnect_node(p_from, p_from_index, p_to, p_to_index);
  2269. VisualShader::Type type = get_current_shader_type();
  2270. int from = p_from.to_int();
  2271. int to = p_to.to_int();
  2272. undo_redo->create_action(TTR("Nodes Disconnected"));
  2273. undo_redo->add_do_method(visual_shader.ptr(), "disconnect_nodes", type, from, p_from_index, to, p_to_index);
  2274. undo_redo->add_undo_method(visual_shader.ptr(), "connect_nodes", type, from, p_from_index, to, p_to_index);
  2275. undo_redo->add_do_method(graph_plugin.ptr(), "disconnect_nodes", type, from, p_from_index, to, p_to_index);
  2276. undo_redo->add_undo_method(graph_plugin.ptr(), "connect_nodes", type, from, p_from_index, to, p_to_index);
  2277. undo_redo->add_do_method(graph_plugin.ptr(), "update_node", (int)type, to);
  2278. undo_redo->add_undo_method(graph_plugin.ptr(), "update_node", (int)type, to);
  2279. undo_redo->commit_action();
  2280. }
  2281. void VisualShaderEditor::_connection_to_empty(const String &p_from, int p_from_slot, const Vector2 &p_release_position) {
  2282. from_node = p_from.to_int();
  2283. from_slot = p_from_slot;
  2284. VisualShaderNode::PortType input_port_type = VisualShaderNode::PORT_TYPE_MAX;
  2285. VisualShaderNode::PortType output_port_type = VisualShaderNode::PORT_TYPE_MAX;
  2286. Ref<VisualShaderNode> node = visual_shader->get_node(get_current_shader_type(), from_node);
  2287. if (node.is_valid()) {
  2288. output_port_type = node->get_output_port_type(from_slot);
  2289. }
  2290. _show_members_dialog(true, input_port_type, output_port_type);
  2291. }
  2292. void VisualShaderEditor::_connection_from_empty(const String &p_to, int p_to_slot, const Vector2 &p_release_position) {
  2293. to_node = p_to.to_int();
  2294. to_slot = p_to_slot;
  2295. VisualShaderNode::PortType input_port_type = VisualShaderNode::PORT_TYPE_MAX;
  2296. VisualShaderNode::PortType output_port_type = VisualShaderNode::PORT_TYPE_MAX;
  2297. Ref<VisualShaderNode> node = visual_shader->get_node(get_current_shader_type(), to_node);
  2298. if (node.is_valid()) {
  2299. input_port_type = node->get_input_port_type(to_slot);
  2300. }
  2301. _show_members_dialog(true, input_port_type, output_port_type);
  2302. }
  2303. void VisualShaderEditor::_delete_nodes(int p_type, const List<int> &p_nodes) {
  2304. VisualShader::Type type = VisualShader::Type(p_type);
  2305. List<VisualShader::Connection> conns;
  2306. visual_shader->get_node_connections(type, &conns);
  2307. for (const int &F : p_nodes) {
  2308. for (const VisualShader::Connection &E : conns) {
  2309. if (E.from_node == F || E.to_node == F) {
  2310. undo_redo->add_do_method(graph_plugin.ptr(), "disconnect_nodes", type, E.from_node, E.from_port, E.to_node, E.to_port);
  2311. }
  2312. }
  2313. }
  2314. Set<String> uniform_names;
  2315. for (const int &F : p_nodes) {
  2316. Ref<VisualShaderNode> node = visual_shader->get_node(type, F);
  2317. undo_redo->add_do_method(visual_shader.ptr(), "remove_node", type, F);
  2318. undo_redo->add_undo_method(visual_shader.ptr(), "add_node", type, node, visual_shader->get_node_position(type, F), F);
  2319. undo_redo->add_undo_method(graph_plugin.ptr(), "add_node", type, F);
  2320. undo_redo->add_do_method(this, "_clear_buffer");
  2321. undo_redo->add_undo_method(this, "_clear_buffer");
  2322. // restore size, inputs and outputs if node is group
  2323. VisualShaderNodeGroupBase *group = Object::cast_to<VisualShaderNodeGroupBase>(node.ptr());
  2324. if (group) {
  2325. undo_redo->add_undo_method(group, "set_size", group->get_size());
  2326. undo_redo->add_undo_method(group, "set_inputs", group->get_inputs());
  2327. undo_redo->add_undo_method(group, "set_outputs", group->get_outputs());
  2328. }
  2329. // restore expression text if node is expression
  2330. VisualShaderNodeExpression *expression = Object::cast_to<VisualShaderNodeExpression>(node.ptr());
  2331. if (expression) {
  2332. undo_redo->add_undo_method(expression, "set_expression", expression->get_expression());
  2333. }
  2334. VisualShaderNodeUniform *uniform = Object::cast_to<VisualShaderNodeUniform>(node.ptr());
  2335. if (uniform) {
  2336. uniform_names.insert(uniform->get_uniform_name());
  2337. }
  2338. }
  2339. List<VisualShader::Connection> used_conns;
  2340. for (const int &F : p_nodes) {
  2341. for (const VisualShader::Connection &E : conns) {
  2342. if (E.from_node == F || E.to_node == F) {
  2343. bool cancel = false;
  2344. for (List<VisualShader::Connection>::Element *R = used_conns.front(); R; R = R->next()) {
  2345. 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) {
  2346. cancel = true; // to avoid ERR_ALREADY_EXISTS warning
  2347. break;
  2348. }
  2349. }
  2350. if (!cancel) {
  2351. undo_redo->add_undo_method(visual_shader.ptr(), "connect_nodes", type, E.from_node, E.from_port, E.to_node, E.to_port);
  2352. undo_redo->add_undo_method(graph_plugin.ptr(), "connect_nodes", type, E.from_node, E.from_port, E.to_node, E.to_port);
  2353. used_conns.push_back(E);
  2354. }
  2355. }
  2356. }
  2357. }
  2358. // delete nodes from the graph
  2359. for (const int &F : p_nodes) {
  2360. undo_redo->add_do_method(graph_plugin.ptr(), "remove_node", type, F);
  2361. }
  2362. // update uniform refs if any uniform has been deleted
  2363. if (uniform_names.size() > 0) {
  2364. undo_redo->add_do_method(this, "_update_uniforms", true);
  2365. undo_redo->add_undo_method(this, "_update_uniforms", true);
  2366. _update_uniform_refs(uniform_names);
  2367. }
  2368. }
  2369. void VisualShaderEditor::_replace_node(VisualShader::Type p_type_id, int p_node_id, const StringName &p_from, const StringName &p_to) {
  2370. undo_redo->add_do_method(visual_shader.ptr(), "replace_node", p_type_id, p_node_id, p_to);
  2371. undo_redo->add_undo_method(visual_shader.ptr(), "replace_node", p_type_id, p_node_id, p_from);
  2372. }
  2373. void VisualShaderEditor::_update_constant(VisualShader::Type p_type_id, int p_node_id, Variant p_var, int p_preview_port) {
  2374. Ref<VisualShaderNode> node = visual_shader->get_node(p_type_id, p_node_id);
  2375. ERR_FAIL_COND(!node.is_valid());
  2376. ERR_FAIL_COND(!node->has_method("set_constant"));
  2377. node->call("set_constant", p_var);
  2378. if (p_preview_port != -1) {
  2379. node->set_output_port_for_preview(p_preview_port);
  2380. }
  2381. }
  2382. void VisualShaderEditor::_update_uniform(VisualShader::Type p_type_id, int p_node_id, Variant p_var, int p_preview_port) {
  2383. Ref<VisualShaderNodeUniform> uniform = visual_shader->get_node(p_type_id, p_node_id);
  2384. ERR_FAIL_COND(!uniform.is_valid());
  2385. String valid_name = visual_shader->validate_uniform_name(uniform->get_uniform_name(), uniform);
  2386. uniform->set_uniform_name(valid_name);
  2387. graph_plugin->set_uniform_name(p_type_id, p_node_id, valid_name);
  2388. if (uniform->has_method("set_default_value_enabled")) {
  2389. uniform->call("set_default_value_enabled", true);
  2390. uniform->call("set_default_value", p_var);
  2391. }
  2392. if (p_preview_port != -1) {
  2393. uniform->set_output_port_for_preview(p_preview_port);
  2394. }
  2395. }
  2396. void VisualShaderEditor::_convert_constants_to_uniforms(bool p_vice_versa) {
  2397. VisualShader::Type type_id = get_current_shader_type();
  2398. if (!p_vice_versa) {
  2399. undo_redo->create_action(TTR("Convert Constant Node(s) To Uniform(s)"));
  2400. } else {
  2401. undo_redo->create_action(TTR("Convert Uniform Node(s) To Constant(s)"));
  2402. }
  2403. const Set<int> &current_set = p_vice_versa ? selected_uniforms : selected_constants;
  2404. Set<String> deleted_names;
  2405. for (Set<int>::Element *E = current_set.front(); E; E = E->next()) {
  2406. int node_id = E->get();
  2407. Ref<VisualShaderNode> node = visual_shader->get_node(type_id, node_id);
  2408. bool caught = false;
  2409. Variant var;
  2410. // float
  2411. if (!p_vice_versa) {
  2412. Ref<VisualShaderNodeFloatConstant> float_const = Object::cast_to<VisualShaderNodeFloatConstant>(node.ptr());
  2413. if (float_const.is_valid()) {
  2414. _replace_node(type_id, node_id, "VisualShaderNodeFloatConstant", "VisualShaderNodeFloatUniform");
  2415. var = float_const->get_constant();
  2416. caught = true;
  2417. }
  2418. } else {
  2419. Ref<VisualShaderNodeFloatUniform> float_uniform = Object::cast_to<VisualShaderNodeFloatUniform>(node.ptr());
  2420. if (float_uniform.is_valid()) {
  2421. _replace_node(type_id, node_id, "VisualShaderNodeFloatUniform", "VisualShaderNodeFloatConstant");
  2422. var = float_uniform->get_default_value();
  2423. caught = true;
  2424. }
  2425. }
  2426. // int
  2427. if (!caught) {
  2428. if (!p_vice_versa) {
  2429. Ref<VisualShaderNodeIntConstant> int_const = Object::cast_to<VisualShaderNodeIntConstant>(node.ptr());
  2430. if (int_const.is_valid()) {
  2431. _replace_node(type_id, node_id, "VisualShaderNodeIntConstant", "VisualShaderNodeIntUniform");
  2432. var = int_const->get_constant();
  2433. caught = true;
  2434. }
  2435. } else {
  2436. Ref<VisualShaderNodeIntUniform> int_uniform = Object::cast_to<VisualShaderNodeIntUniform>(node.ptr());
  2437. if (int_uniform.is_valid()) {
  2438. _replace_node(type_id, node_id, "VisualShaderNodeIntUniform", "VisualShaderNodeIntConstant");
  2439. var = int_uniform->get_default_value();
  2440. caught = true;
  2441. }
  2442. }
  2443. }
  2444. // boolean
  2445. if (!caught) {
  2446. if (!p_vice_versa) {
  2447. Ref<VisualShaderNodeBooleanConstant> boolean_const = Object::cast_to<VisualShaderNodeBooleanConstant>(node.ptr());
  2448. if (boolean_const.is_valid()) {
  2449. _replace_node(type_id, node_id, "VisualShaderNodeBooleanConstant", "VisualShaderNodeBooleanUniform");
  2450. var = boolean_const->get_constant();
  2451. caught = true;
  2452. }
  2453. } else {
  2454. Ref<VisualShaderNodeBooleanUniform> boolean_uniform = Object::cast_to<VisualShaderNodeBooleanUniform>(node.ptr());
  2455. if (boolean_uniform.is_valid()) {
  2456. _replace_node(type_id, node_id, "VisualShaderNodeBooleanUniform", "VisualShaderNodeBooleanConstant");
  2457. var = boolean_uniform->get_default_value();
  2458. caught = true;
  2459. }
  2460. }
  2461. }
  2462. // vec3
  2463. if (!caught) {
  2464. if (!p_vice_versa) {
  2465. Ref<VisualShaderNodeVec3Constant> vec3_const = Object::cast_to<VisualShaderNodeVec3Constant>(node.ptr());
  2466. if (vec3_const.is_valid()) {
  2467. _replace_node(type_id, node_id, "VisualShaderNodeVec3Constant", "VisualShaderNodeVec3Uniform");
  2468. var = vec3_const->get_constant();
  2469. caught = true;
  2470. }
  2471. } else {
  2472. Ref<VisualShaderNodeVec3Uniform> vec3_uniform = Object::cast_to<VisualShaderNodeVec3Uniform>(node.ptr());
  2473. if (vec3_uniform.is_valid()) {
  2474. _replace_node(type_id, node_id, "VisualShaderNodeVec3Uniform", "VisualShaderNodeVec3Constant");
  2475. var = vec3_uniform->get_default_value();
  2476. caught = true;
  2477. }
  2478. }
  2479. }
  2480. // color
  2481. if (!caught) {
  2482. if (!p_vice_versa) {
  2483. Ref<VisualShaderNodeColorConstant> color_const = Object::cast_to<VisualShaderNodeColorConstant>(node.ptr());
  2484. if (color_const.is_valid()) {
  2485. _replace_node(type_id, node_id, "VisualShaderNodeColorConstant", "VisualShaderNodeColorUniform");
  2486. var = color_const->get_constant();
  2487. caught = true;
  2488. }
  2489. } else {
  2490. Ref<VisualShaderNodeColorUniform> color_uniform = Object::cast_to<VisualShaderNodeColorUniform>(node.ptr());
  2491. if (color_uniform.is_valid()) {
  2492. _replace_node(type_id, node_id, "VisualShaderNodeColorUniform", "VisualShaderNodeColorConstant");
  2493. var = color_uniform->get_default_value();
  2494. caught = true;
  2495. }
  2496. }
  2497. }
  2498. // transform
  2499. if (!caught) {
  2500. if (!p_vice_versa) {
  2501. Ref<VisualShaderNodeTransformConstant> transform_const = Object::cast_to<VisualShaderNodeTransformConstant>(node.ptr());
  2502. if (transform_const.is_valid()) {
  2503. _replace_node(type_id, node_id, "VisualShaderNodeTransformConstant", "VisualShaderNodeTransformUniform");
  2504. var = transform_const->get_constant();
  2505. caught = true;
  2506. }
  2507. } else {
  2508. Ref<VisualShaderNodeTransformUniform> transform_uniform = Object::cast_to<VisualShaderNodeTransformUniform>(node.ptr());
  2509. if (transform_uniform.is_valid()) {
  2510. _replace_node(type_id, node_id, "VisualShaderNodeTransformUniform", "VisualShaderNodeTransformConstant");
  2511. var = transform_uniform->get_default_value();
  2512. caught = true;
  2513. }
  2514. }
  2515. }
  2516. ERR_CONTINUE(!caught);
  2517. int preview_port = node->get_output_port_for_preview();
  2518. if (!p_vice_versa) {
  2519. undo_redo->add_do_method(this, "_update_uniform", type_id, node_id, var, preview_port);
  2520. undo_redo->add_undo_method(this, "_update_constant", type_id, node_id, var, preview_port);
  2521. } else {
  2522. undo_redo->add_do_method(this, "_update_constant", type_id, node_id, var, preview_port);
  2523. undo_redo->add_undo_method(this, "_update_uniform", type_id, node_id, var, preview_port);
  2524. Ref<VisualShaderNodeUniform> uniform = Object::cast_to<VisualShaderNodeUniform>(node.ptr());
  2525. ERR_CONTINUE(!uniform.is_valid());
  2526. deleted_names.insert(uniform->get_uniform_name());
  2527. }
  2528. undo_redo->add_do_method(graph_plugin.ptr(), "update_node", type_id, node_id);
  2529. undo_redo->add_undo_method(graph_plugin.ptr(), "update_node", type_id, node_id);
  2530. }
  2531. undo_redo->add_do_method(this, "_update_uniforms", true);
  2532. undo_redo->add_undo_method(this, "_update_uniforms", true);
  2533. if (deleted_names.size() > 0) {
  2534. _update_uniform_refs(deleted_names);
  2535. }
  2536. undo_redo->commit_action();
  2537. }
  2538. void VisualShaderEditor::_delete_node_request(int p_type, int p_node) {
  2539. List<int> to_erase;
  2540. to_erase.push_back(p_node);
  2541. undo_redo->create_action(TTR("Delete VisualShader Node"));
  2542. _delete_nodes(p_type, to_erase);
  2543. undo_redo->commit_action();
  2544. }
  2545. void VisualShaderEditor::_delete_nodes_request() {
  2546. List<int> to_erase;
  2547. for (int i = 0; i < graph->get_child_count(); i++) {
  2548. GraphNode *gn = Object::cast_to<GraphNode>(graph->get_child(i));
  2549. if (gn) {
  2550. if (gn->is_selected() && gn->is_close_button_visible()) {
  2551. to_erase.push_back(gn->get_name().operator String().to_int());
  2552. }
  2553. }
  2554. }
  2555. if (to_erase.is_empty()) {
  2556. return;
  2557. }
  2558. undo_redo->create_action(TTR("Delete VisualShader Node(s)"));
  2559. _delete_nodes(get_current_shader_type(), to_erase);
  2560. undo_redo->commit_action();
  2561. }
  2562. void VisualShaderEditor::_node_selected(Object *p_node) {
  2563. VisualShader::Type type = get_current_shader_type();
  2564. GraphNode *gn = Object::cast_to<GraphNode>(p_node);
  2565. ERR_FAIL_COND(!gn);
  2566. int id = String(gn->get_name()).to_int();
  2567. Ref<VisualShaderNode> vsnode = visual_shader->get_node(type, id);
  2568. ERR_FAIL_COND(!vsnode.is_valid());
  2569. //do not rely on this, makes editor more complex
  2570. //EditorNode::get_singleton()->push_item(vsnode.ptr(), "", true);
  2571. }
  2572. void VisualShaderEditor::_graph_gui_input(const Ref<InputEvent> &p_event) {
  2573. Ref<InputEventMouseButton> mb = p_event;
  2574. VisualShader::Type type = get_current_shader_type();
  2575. if (mb.is_valid() && mb->is_pressed() && mb->get_button_index() == MOUSE_BUTTON_RIGHT) {
  2576. selected_constants.clear();
  2577. selected_uniforms.clear();
  2578. selected_comment = -1;
  2579. selected_float_constant = -1;
  2580. List<int> to_change;
  2581. for (int i = 0; i < graph->get_child_count(); i++) {
  2582. GraphNode *gn = Object::cast_to<GraphNode>(graph->get_child(i));
  2583. if (gn) {
  2584. if (gn->is_selected() && gn->is_close_button_visible()) {
  2585. int id = gn->get_name().operator String().to_int();
  2586. to_change.push_back(id);
  2587. Ref<VisualShaderNode> node = visual_shader->get_node(type, id);
  2588. VisualShaderNodeComment *comment_node = Object::cast_to<VisualShaderNodeComment>(node.ptr());
  2589. if (comment_node != nullptr) {
  2590. selected_comment = id;
  2591. }
  2592. VisualShaderNodeConstant *constant_node = Object::cast_to<VisualShaderNodeConstant>(node.ptr());
  2593. if (constant_node != nullptr) {
  2594. selected_constants.insert(id);
  2595. }
  2596. VisualShaderNodeFloatConstant *float_constant_node = Object::cast_to<VisualShaderNodeFloatConstant>(node.ptr());
  2597. if (float_constant_node != nullptr) {
  2598. selected_float_constant = id;
  2599. }
  2600. VisualShaderNodeUniform *uniform_node = Object::cast_to<VisualShaderNodeUniform>(node.ptr());
  2601. if (uniform_node != nullptr && uniform_node->is_convertible_to_constant()) {
  2602. selected_uniforms.insert(id);
  2603. }
  2604. }
  2605. }
  2606. }
  2607. if (to_change.size() > 1) {
  2608. selected_comment = -1;
  2609. selected_float_constant = -1;
  2610. }
  2611. if (to_change.is_empty() && copy_nodes_buffer.is_empty()) {
  2612. _show_members_dialog(true);
  2613. } else {
  2614. popup_menu->set_item_disabled(NodeMenuOptions::COPY, to_change.is_empty());
  2615. popup_menu->set_item_disabled(NodeMenuOptions::PASTE, copy_nodes_buffer.is_empty());
  2616. popup_menu->set_item_disabled(NodeMenuOptions::DELETE, to_change.is_empty());
  2617. popup_menu->set_item_disabled(NodeMenuOptions::DUPLICATE, to_change.is_empty());
  2618. int temp = popup_menu->get_item_index(NodeMenuOptions::SEPARATOR2);
  2619. if (temp != -1) {
  2620. popup_menu->remove_item(temp);
  2621. }
  2622. temp = popup_menu->get_item_index(NodeMenuOptions::FLOAT_CONSTANTS);
  2623. if (temp != -1) {
  2624. popup_menu->remove_item(temp);
  2625. }
  2626. temp = popup_menu->get_item_index(NodeMenuOptions::CONVERT_CONSTANTS_TO_UNIFORMS);
  2627. if (temp != -1) {
  2628. popup_menu->remove_item(temp);
  2629. }
  2630. temp = popup_menu->get_item_index(NodeMenuOptions::CONVERT_UNIFORMS_TO_CONSTANTS);
  2631. if (temp != -1) {
  2632. popup_menu->remove_item(temp);
  2633. }
  2634. temp = popup_menu->get_item_index(NodeMenuOptions::SEPARATOR3);
  2635. if (temp != -1) {
  2636. popup_menu->remove_item(temp);
  2637. }
  2638. temp = popup_menu->get_item_index(NodeMenuOptions::SET_COMMENT_TITLE);
  2639. if (temp != -1) {
  2640. popup_menu->remove_item(temp);
  2641. }
  2642. temp = popup_menu->get_item_index(NodeMenuOptions::SET_COMMENT_DESCRIPTION);
  2643. if (temp != -1) {
  2644. popup_menu->remove_item(temp);
  2645. }
  2646. if (selected_constants.size() > 0 || selected_uniforms.size() > 0) {
  2647. popup_menu->add_separator("", NodeMenuOptions::SEPARATOR2);
  2648. if (selected_float_constant != -1) {
  2649. popup_menu->add_submenu_item(TTR("Float Constants"), "FloatConstants", int(NodeMenuOptions::FLOAT_CONSTANTS));
  2650. if (!constants_submenu) {
  2651. constants_submenu = memnew(PopupMenu);
  2652. constants_submenu->set_name("FloatConstants");
  2653. for (int i = 0; i < MAX_FLOAT_CONST_DEFS; i++) {
  2654. constants_submenu->add_item(float_constant_defs[i].name, i);
  2655. }
  2656. popup_menu->add_child(constants_submenu);
  2657. constants_submenu->connect("index_pressed", callable_mp(this, &VisualShaderEditor::_float_constant_selected));
  2658. }
  2659. }
  2660. if (selected_constants.size() > 0) {
  2661. popup_menu->add_item(TTR("Convert Constant(s) to Uniform(s)"), NodeMenuOptions::CONVERT_CONSTANTS_TO_UNIFORMS);
  2662. }
  2663. if (selected_uniforms.size() > 0) {
  2664. popup_menu->add_item(TTR("Convert Uniform(s) to Constant(s)"), NodeMenuOptions::CONVERT_UNIFORMS_TO_CONSTANTS);
  2665. }
  2666. }
  2667. if (selected_comment != -1) {
  2668. popup_menu->add_separator("", NodeMenuOptions::SEPARATOR3);
  2669. popup_menu->add_item(TTR("Set Comment Title"), NodeMenuOptions::SET_COMMENT_TITLE);
  2670. popup_menu->add_item(TTR("Set Comment Description"), NodeMenuOptions::SET_COMMENT_DESCRIPTION);
  2671. }
  2672. menu_point = graph->get_local_mouse_position();
  2673. Point2 gpos = Input::get_singleton()->get_mouse_position();
  2674. popup_menu->set_position(gpos);
  2675. popup_menu->set_size(Size2(-1, -1));
  2676. popup_menu->popup();
  2677. }
  2678. }
  2679. }
  2680. void VisualShaderEditor::_show_members_dialog(bool at_mouse_pos, VisualShaderNode::PortType p_input_port_type, VisualShaderNode::PortType p_output_port_type) {
  2681. if (members_input_port_type != p_input_port_type || members_output_port_type != p_output_port_type) {
  2682. members_input_port_type = p_input_port_type;
  2683. members_output_port_type = p_output_port_type;
  2684. _update_options_menu();
  2685. }
  2686. if (at_mouse_pos) {
  2687. saved_node_pos_dirty = true;
  2688. saved_node_pos = graph->get_local_mouse_position();
  2689. Point2 gpos = Input::get_singleton()->get_mouse_position();
  2690. members_dialog->popup();
  2691. members_dialog->set_position(gpos);
  2692. } else {
  2693. members_dialog->popup();
  2694. saved_node_pos_dirty = false;
  2695. members_dialog->set_position(graph->get_global_position() + Point2(5 * EDSCALE, 65 * EDSCALE));
  2696. }
  2697. // keep dialog within window bounds
  2698. Size2 window_size = DisplayServer::get_singleton()->window_get_size();
  2699. Rect2 dialog_rect = Rect2(members_dialog->get_position(), members_dialog->get_size());
  2700. if (dialog_rect.position.y + dialog_rect.size.y > window_size.y) {
  2701. int difference = dialog_rect.position.y + dialog_rect.size.y - window_size.y;
  2702. members_dialog->set_position(members_dialog->get_position() - Point2(0, difference));
  2703. }
  2704. if (dialog_rect.position.x + dialog_rect.size.x > window_size.x) {
  2705. int difference = dialog_rect.position.x + dialog_rect.size.x - window_size.x;
  2706. members_dialog->set_position(members_dialog->get_position() - Point2(difference, 0));
  2707. }
  2708. node_filter->call_deferred(SNAME("grab_focus")); // still not visible
  2709. node_filter->select_all();
  2710. }
  2711. void VisualShaderEditor::_sbox_input(const Ref<InputEvent> &p_ie) {
  2712. Ref<InputEventKey> ie = p_ie;
  2713. if (ie.is_valid() && (ie->get_keycode() == KEY_UP || ie->get_keycode() == KEY_DOWN || ie->get_keycode() == KEY_ENTER || ie->get_keycode() == KEY_KP_ENTER)) {
  2714. members->gui_input(ie);
  2715. node_filter->accept_event();
  2716. }
  2717. }
  2718. void VisualShaderEditor::_notification(int p_what) {
  2719. if (p_what == NOTIFICATION_ENTER_TREE) {
  2720. node_filter->set_clear_button_enabled(true);
  2721. // collapse tree by default
  2722. TreeItem *category = members->get_root()->get_first_child();
  2723. while (category) {
  2724. category->set_collapsed(true);
  2725. TreeItem *sub_category = category->get_first_child();
  2726. while (sub_category) {
  2727. sub_category->set_collapsed(true);
  2728. sub_category = sub_category->get_next();
  2729. }
  2730. category = category->get_next();
  2731. }
  2732. }
  2733. if (p_what == NOTIFICATION_DRAG_BEGIN) {
  2734. Dictionary dd = get_viewport()->gui_get_drag_data();
  2735. if (members->is_visible_in_tree() && dd.has("id")) {
  2736. members->set_drop_mode_flags(Tree::DROP_MODE_ON_ITEM);
  2737. }
  2738. } else if (p_what == NOTIFICATION_DRAG_END) {
  2739. members->set_drop_mode_flags(0);
  2740. }
  2741. if (p_what == NOTIFICATION_ENTER_TREE || p_what == NOTIFICATION_THEME_CHANGED) {
  2742. highend_label->set_modulate(get_theme_color(SNAME("vulkan_color"), SNAME("Editor")));
  2743. node_filter->set_right_icon(Control::get_theme_icon(SNAME("Search"), SNAME("EditorIcons")));
  2744. preview_shader->set_icon(Control::get_theme_icon(SNAME("Shader"), SNAME("EditorIcons")));
  2745. {
  2746. Color background_color = EDITOR_GET("text_editor/theme/highlighting/background_color");
  2747. Color text_color = EDITOR_GET("text_editor/theme/highlighting/text_color");
  2748. Color keyword_color = EDITOR_GET("text_editor/theme/highlighting/keyword_color");
  2749. Color control_flow_keyword_color = EDITOR_GET("text_editor/theme/highlighting/control_flow_keyword_color");
  2750. Color comment_color = EDITOR_GET("text_editor/theme/highlighting/comment_color");
  2751. Color symbol_color = EDITOR_GET("text_editor/theme/highlighting/symbol_color");
  2752. Color function_color = EDITOR_GET("text_editor/theme/highlighting/function_color");
  2753. Color number_color = EDITOR_GET("text_editor/theme/highlighting/number_color");
  2754. Color members_color = EDITOR_GET("text_editor/theme/highlighting/member_variable_color");
  2755. preview_text->add_theme_color_override("background_color", background_color);
  2756. for (const String &E : keyword_list) {
  2757. if (ShaderLanguage::is_control_flow_keyword(E)) {
  2758. syntax_highlighter->add_keyword_color(E, control_flow_keyword_color);
  2759. } else {
  2760. syntax_highlighter->add_keyword_color(E, keyword_color);
  2761. }
  2762. }
  2763. preview_text->add_theme_font_override("font", get_theme_font(SNAME("expression"), SNAME("EditorFonts")));
  2764. preview_text->add_theme_font_size_override("font_size", get_theme_font_size(SNAME("expression_size"), SNAME("EditorFonts")));
  2765. preview_text->add_theme_color_override("font_color", text_color);
  2766. syntax_highlighter->set_number_color(number_color);
  2767. syntax_highlighter->set_symbol_color(symbol_color);
  2768. syntax_highlighter->set_function_color(function_color);
  2769. syntax_highlighter->set_member_variable_color(members_color);
  2770. syntax_highlighter->clear_color_regions();
  2771. syntax_highlighter->add_color_region("/*", "*/", comment_color, false);
  2772. syntax_highlighter->add_color_region("//", "", comment_color, true);
  2773. preview_text->clear_comment_delimiters();
  2774. preview_text->add_comment_delimiter("/*", "*/", false);
  2775. preview_text->add_comment_delimiter("//", "", true);
  2776. error_panel->add_theme_style_override("panel", get_theme_stylebox(SNAME("panel"), SNAME("Panel")));
  2777. error_label->add_theme_font_override("font", get_theme_font(SNAME("status_source"), SNAME("EditorFonts")));
  2778. error_label->add_theme_font_size_override("font_size", get_theme_font_size(SNAME("status_source_size"), SNAME("EditorFonts")));
  2779. error_label->add_theme_color_override("font_color", get_theme_color(SNAME("error_color"), SNAME("Editor")));
  2780. }
  2781. tools->set_icon(EditorNode::get_singleton()->get_gui_base()->get_theme_icon(SNAME("Tools"), SNAME("EditorIcons")));
  2782. if (p_what == NOTIFICATION_THEME_CHANGED && is_visible_in_tree()) {
  2783. _update_graph();
  2784. }
  2785. }
  2786. }
  2787. void VisualShaderEditor::_scroll_changed(const Vector2 &p_scroll) {
  2788. if (updating) {
  2789. return;
  2790. }
  2791. updating = true;
  2792. visual_shader->set_graph_offset(p_scroll / EDSCALE);
  2793. updating = false;
  2794. }
  2795. void VisualShaderEditor::_node_changed(int p_id) {
  2796. if (updating) {
  2797. return;
  2798. }
  2799. if (is_visible_in_tree()) {
  2800. _update_graph();
  2801. }
  2802. }
  2803. void VisualShaderEditor::_dup_update_excluded(int p_type, Set<int> &r_excluded) {
  2804. r_excluded.clear();
  2805. VisualShader::Type type = (VisualShader::Type)p_type;
  2806. for (int i = 0; i < graph->get_child_count(); i++) {
  2807. GraphNode *gn = Object::cast_to<GraphNode>(graph->get_child(i));
  2808. if (gn) {
  2809. int id = String(gn->get_name()).to_int();
  2810. Ref<VisualShaderNode> node = visual_shader->get_node(type, id);
  2811. Ref<VisualShaderNodeOutput> output = node;
  2812. if (output.is_valid()) {
  2813. r_excluded.insert(id);
  2814. continue;
  2815. }
  2816. r_excluded.insert(id);
  2817. }
  2818. }
  2819. }
  2820. void VisualShaderEditor::_dup_copy_nodes(int p_type, List<int> &r_nodes, Set<int> &r_excluded) {
  2821. VisualShader::Type type = (VisualShader::Type)p_type;
  2822. selection_center.x = 0.0f;
  2823. selection_center.y = 0.0f;
  2824. for (int i = 0; i < graph->get_child_count(); i++) {
  2825. GraphNode *gn = Object::cast_to<GraphNode>(graph->get_child(i));
  2826. if (gn) {
  2827. int id = String(gn->get_name()).to_int();
  2828. Ref<VisualShaderNode> node = visual_shader->get_node(type, id);
  2829. Ref<VisualShaderNodeOutput> output = node;
  2830. if (output.is_valid()) { // can't duplicate output
  2831. r_excluded.insert(id);
  2832. continue;
  2833. }
  2834. if (node.is_valid() && gn->is_selected()) {
  2835. Vector2 pos = visual_shader->get_node_position(type, id);
  2836. selection_center += pos;
  2837. r_nodes.push_back(id);
  2838. }
  2839. r_excluded.insert(id);
  2840. }
  2841. }
  2842. selection_center /= (float)r_nodes.size();
  2843. }
  2844. 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) {
  2845. VisualShader::Type type = (VisualShader::Type)p_type;
  2846. VisualShader::Type pasted_type = (VisualShader::Type)p_pasted_type;
  2847. int base_id = visual_shader->get_valid_node_id(type);
  2848. int id_from = base_id;
  2849. Map<int, int> connection_remap;
  2850. Set<int> unsupported_set;
  2851. for (int &E : r_nodes) {
  2852. connection_remap[E] = id_from;
  2853. Ref<VisualShaderNode> node = visual_shader->get_node(pasted_type, E);
  2854. bool unsupported = false;
  2855. for (int i = 0; i < add_options.size(); i++) {
  2856. if (add_options[i].type == node->get_class_name()) {
  2857. if (!_is_available(add_options[i].mode)) {
  2858. unsupported = true;
  2859. }
  2860. break;
  2861. }
  2862. }
  2863. if (unsupported) {
  2864. unsupported_set.insert(E);
  2865. continue;
  2866. }
  2867. Ref<VisualShaderNode> dupli = node->duplicate();
  2868. undo_redo->add_do_method(visual_shader.ptr(), "add_node", type, dupli, visual_shader->get_node_position(pasted_type, E) + p_offset, id_from);
  2869. undo_redo->add_do_method(graph_plugin.ptr(), "add_node", type, id_from);
  2870. // duplicate size, inputs and outputs if node is group
  2871. Ref<VisualShaderNodeGroupBase> group = Object::cast_to<VisualShaderNodeGroupBase>(node.ptr());
  2872. if (!group.is_null()) {
  2873. undo_redo->add_do_method(dupli.ptr(), "set_size", group->get_size());
  2874. undo_redo->add_do_method(graph_plugin.ptr(), "set_node_size", type, id_from, group->get_size());
  2875. undo_redo->add_do_method(dupli.ptr(), "set_inputs", group->get_inputs());
  2876. undo_redo->add_do_method(dupli.ptr(), "set_outputs", group->get_outputs());
  2877. }
  2878. // duplicate expression text if node is expression
  2879. Ref<VisualShaderNodeExpression> expression = Object::cast_to<VisualShaderNodeExpression>(node.ptr());
  2880. if (!expression.is_null()) {
  2881. undo_redo->add_do_method(dupli.ptr(), "set_expression", expression->get_expression());
  2882. }
  2883. id_from++;
  2884. }
  2885. List<VisualShader::Connection> conns;
  2886. visual_shader->get_node_connections(pasted_type, &conns);
  2887. for (const VisualShader::Connection &E : conns) {
  2888. if (unsupported_set.has(E.from_node) || unsupported_set.has(E.to_node)) {
  2889. continue;
  2890. }
  2891. if (connection_remap.has(E.from_node) && connection_remap.has(E.to_node)) {
  2892. 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);
  2893. 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);
  2894. 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);
  2895. }
  2896. }
  2897. id_from = base_id;
  2898. for (int i = 0; i < r_nodes.size(); i++) {
  2899. undo_redo->add_undo_method(visual_shader.ptr(), "remove_node", type, id_from);
  2900. undo_redo->add_undo_method(graph_plugin.ptr(), "remove_node", type, id_from);
  2901. id_from++;
  2902. }
  2903. undo_redo->commit_action();
  2904. if (p_select) {
  2905. // reselect duplicated nodes by excluding the other ones
  2906. for (int i = 0; i < graph->get_child_count(); i++) {
  2907. GraphNode *gn = Object::cast_to<GraphNode>(graph->get_child(i));
  2908. if (gn) {
  2909. int id = String(gn->get_name()).to_int();
  2910. if (!r_excluded.has(id)) {
  2911. gn->set_selected(true);
  2912. } else {
  2913. gn->set_selected(false);
  2914. }
  2915. }
  2916. }
  2917. }
  2918. }
  2919. void VisualShaderEditor::_clear_buffer() {
  2920. copy_nodes_buffer.clear();
  2921. copy_nodes_excluded_buffer.clear();
  2922. }
  2923. void VisualShaderEditor::_duplicate_nodes() {
  2924. int type = get_current_shader_type();
  2925. List<int> nodes;
  2926. Set<int> excluded;
  2927. _dup_copy_nodes(type, nodes, excluded);
  2928. if (nodes.is_empty()) {
  2929. return;
  2930. }
  2931. undo_redo->create_action(TTR("Duplicate VisualShader Node(s)"));
  2932. _dup_paste_nodes(type, type, nodes, excluded, Vector2(10, 10) * EDSCALE, true);
  2933. }
  2934. void VisualShaderEditor::_copy_nodes() {
  2935. copy_type = get_current_shader_type();
  2936. _clear_buffer();
  2937. _dup_copy_nodes(copy_type, copy_nodes_buffer, copy_nodes_excluded_buffer);
  2938. }
  2939. void VisualShaderEditor::_paste_nodes(bool p_use_custom_position, const Vector2 &p_custom_position) {
  2940. if (copy_nodes_buffer.is_empty()) {
  2941. return;
  2942. }
  2943. int type = get_current_shader_type();
  2944. float scale = graph->get_zoom();
  2945. Vector2 mpos;
  2946. if (p_use_custom_position) {
  2947. mpos = p_custom_position;
  2948. } else {
  2949. mpos = graph->get_local_mouse_position();
  2950. }
  2951. undo_redo->create_action(TTR("Paste VisualShader Node(s)"));
  2952. _dup_paste_nodes(type, copy_type, copy_nodes_buffer, copy_nodes_excluded_buffer, (graph->get_scroll_ofs() / scale + mpos / scale - selection_center), false);
  2953. _dup_update_excluded(type, copy_nodes_excluded_buffer); // to prevent selection of previous copies at new paste
  2954. }
  2955. void VisualShaderEditor::_mode_selected(int p_id) {
  2956. int offset = 0;
  2957. if (mode & MODE_FLAGS_PARTICLES) {
  2958. offset = 3;
  2959. if (p_id + offset > VisualShader::TYPE_PROCESS) {
  2960. custom_mode_box->set_visible(false);
  2961. custom_mode_enabled = false;
  2962. } else {
  2963. custom_mode_box->set_visible(true);
  2964. if (custom_mode_box->is_pressed()) {
  2965. custom_mode_enabled = true;
  2966. offset += 3;
  2967. }
  2968. }
  2969. } else if (mode & MODE_FLAGS_SKY) {
  2970. offset = 8;
  2971. } else if (mode & MODE_FLAGS_FOG) {
  2972. offset = 9;
  2973. }
  2974. visual_shader->set_shader_type(VisualShader::Type(p_id + offset));
  2975. _update_options_menu();
  2976. _update_graph();
  2977. }
  2978. void VisualShaderEditor::_custom_mode_toggled(bool p_enabled) {
  2979. if (!(mode & MODE_FLAGS_PARTICLES)) {
  2980. return;
  2981. }
  2982. custom_mode_enabled = p_enabled;
  2983. int id = edit_type->get_selected() + 3;
  2984. if (p_enabled) {
  2985. visual_shader->set_shader_type(VisualShader::Type(id + 3));
  2986. } else {
  2987. visual_shader->set_shader_type(VisualShader::Type(id));
  2988. }
  2989. _update_options_menu();
  2990. _update_graph();
  2991. }
  2992. void VisualShaderEditor::_input_select_item(Ref<VisualShaderNodeInput> p_input, String p_name) {
  2993. String prev_name = p_input->get_input_name();
  2994. if (p_name == prev_name) {
  2995. return;
  2996. }
  2997. bool type_changed = p_input->get_input_type_by_name(p_name) != p_input->get_input_type_by_name(prev_name);
  2998. UndoRedo *undo_redo = EditorNode::get_singleton()->get_undo_redo();
  2999. undo_redo->create_action(TTR("Visual Shader Input Type Changed"));
  3000. undo_redo->add_do_method(p_input.ptr(), "set_input_name", p_name);
  3001. undo_redo->add_undo_method(p_input.ptr(), "set_input_name", prev_name);
  3002. // update output port
  3003. for (int type_id = 0; type_id < VisualShader::TYPE_MAX; type_id++) {
  3004. VisualShader::Type type = VisualShader::Type(type_id);
  3005. int id = visual_shader->find_node_id(type, p_input);
  3006. if (id != VisualShader::NODE_ID_INVALID) {
  3007. if (type_changed) {
  3008. List<VisualShader::Connection> conns;
  3009. visual_shader->get_node_connections(type, &conns);
  3010. for (const VisualShader::Connection &E : conns) {
  3011. if (E.from_node == id) {
  3012. 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))) {
  3013. undo_redo->add_do_method(visual_shader.ptr(), "connect_nodes", type, E.from_node, E.from_port, E.to_node, E.to_port);
  3014. undo_redo->add_undo_method(visual_shader.ptr(), "connect_nodes", type, E.from_node, E.from_port, E.to_node, E.to_port);
  3015. continue;
  3016. }
  3017. undo_redo->add_do_method(visual_shader.ptr(), "disconnect_nodes", type, E.from_node, E.from_port, E.to_node, E.to_port);
  3018. undo_redo->add_undo_method(visual_shader.ptr(), "connect_nodes", type, E.from_node, E.from_port, E.to_node, E.to_port);
  3019. undo_redo->add_do_method(graph_plugin.ptr(), "disconnect_nodes", type, E.from_node, E.from_port, E.to_node, E.to_port);
  3020. undo_redo->add_undo_method(graph_plugin.ptr(), "connect_nodes", type, E.from_node, E.from_port, E.to_node, E.to_port);
  3021. }
  3022. }
  3023. }
  3024. undo_redo->add_do_method(graph_plugin.ptr(), "update_node", type_id, id);
  3025. undo_redo->add_undo_method(graph_plugin.ptr(), "update_node", type_id, id);
  3026. break;
  3027. }
  3028. }
  3029. undo_redo->commit_action();
  3030. }
  3031. void VisualShaderEditor::_uniform_select_item(Ref<VisualShaderNodeUniformRef> p_uniform_ref, String p_name) {
  3032. String prev_name = p_uniform_ref->get_uniform_name();
  3033. if (p_name == prev_name) {
  3034. return;
  3035. }
  3036. bool type_changed = p_uniform_ref->get_uniform_type_by_name(p_name) != p_uniform_ref->get_uniform_type_by_name(prev_name);
  3037. UndoRedo *undo_redo = EditorNode::get_singleton()->get_undo_redo();
  3038. undo_redo->create_action(TTR("UniformRef Name Changed"));
  3039. undo_redo->add_do_method(p_uniform_ref.ptr(), "set_uniform_name", p_name);
  3040. undo_redo->add_undo_method(p_uniform_ref.ptr(), "set_uniform_name", prev_name);
  3041. // update output port
  3042. for (int type_id = 0; type_id < VisualShader::TYPE_MAX; type_id++) {
  3043. VisualShader::Type type = VisualShader::Type(type_id);
  3044. int id = visual_shader->find_node_id(type, p_uniform_ref);
  3045. if (id != VisualShader::NODE_ID_INVALID) {
  3046. if (type_changed) {
  3047. List<VisualShader::Connection> conns;
  3048. visual_shader->get_node_connections(type, &conns);
  3049. for (const VisualShader::Connection &E : conns) {
  3050. if (E.from_node == id) {
  3051. 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))) {
  3052. continue;
  3053. }
  3054. undo_redo->add_do_method(visual_shader.ptr(), "disconnect_nodes", type, E.from_node, E.from_port, E.to_node, E.to_port);
  3055. undo_redo->add_undo_method(visual_shader.ptr(), "connect_nodes", type, E.from_node, E.from_port, E.to_node, E.to_port);
  3056. undo_redo->add_do_method(graph_plugin.ptr(), "disconnect_nodes", type, E.from_node, E.from_port, E.to_node, E.to_port);
  3057. undo_redo->add_undo_method(graph_plugin.ptr(), "connect_nodes", type, E.from_node, E.from_port, E.to_node, E.to_port);
  3058. }
  3059. }
  3060. }
  3061. undo_redo->add_do_method(graph_plugin.ptr(), "update_node", type_id, id);
  3062. undo_redo->add_undo_method(graph_plugin.ptr(), "update_node", type_id, id);
  3063. break;
  3064. }
  3065. }
  3066. undo_redo->commit_action();
  3067. }
  3068. void VisualShaderEditor::_float_constant_selected(int p_which) {
  3069. ERR_FAIL_INDEX(p_which, MAX_FLOAT_CONST_DEFS);
  3070. VisualShader::Type type = get_current_shader_type();
  3071. Ref<VisualShaderNodeFloatConstant> node = visual_shader->get_node(type, selected_float_constant);
  3072. ERR_FAIL_COND(!node.is_valid());
  3073. if (Math::is_equal_approx(node->get_constant(), float_constant_defs[p_which].value)) {
  3074. return; // same
  3075. }
  3076. undo_redo->create_action(vformat(TTR("Set Constant: %s"), float_constant_defs[p_which].name));
  3077. undo_redo->add_do_method(node.ptr(), "set_constant", float_constant_defs[p_which].value);
  3078. undo_redo->add_undo_method(node.ptr(), "set_constant", node->get_constant());
  3079. undo_redo->commit_action();
  3080. }
  3081. void VisualShaderEditor::_member_filter_changed(const String &p_text) {
  3082. _update_options_menu();
  3083. }
  3084. void VisualShaderEditor::_member_selected() {
  3085. TreeItem *item = members->get_selected();
  3086. if (item != nullptr && item->has_meta("id")) {
  3087. members_dialog->get_ok_button()->set_disabled(false);
  3088. highend_label->set_visible(add_options[item->get_meta("id")].highend);
  3089. node_desc->set_text(_get_description(item->get_meta("id")));
  3090. } else {
  3091. highend_label->set_visible(false);
  3092. members_dialog->get_ok_button()->set_disabled(true);
  3093. node_desc->set_text("");
  3094. }
  3095. }
  3096. void VisualShaderEditor::_member_unselected() {
  3097. }
  3098. void VisualShaderEditor::_member_create() {
  3099. TreeItem *item = members->get_selected();
  3100. if (item != nullptr && item->has_meta("id")) {
  3101. int idx = members->get_selected()->get_meta("id");
  3102. _add_node(idx, add_options[idx].sub_func);
  3103. members_dialog->hide();
  3104. }
  3105. }
  3106. void VisualShaderEditor::_member_cancel() {
  3107. to_node = -1;
  3108. to_slot = -1;
  3109. from_node = -1;
  3110. from_slot = -1;
  3111. }
  3112. void VisualShaderEditor::_tools_menu_option(int p_idx) {
  3113. TreeItem *category = members->get_root()->get_first_child();
  3114. switch (p_idx) {
  3115. case EXPAND_ALL:
  3116. while (category) {
  3117. category->set_collapsed(false);
  3118. TreeItem *sub_category = category->get_first_child();
  3119. while (sub_category) {
  3120. sub_category->set_collapsed(false);
  3121. sub_category = sub_category->get_next();
  3122. }
  3123. category = category->get_next();
  3124. }
  3125. break;
  3126. case COLLAPSE_ALL:
  3127. while (category) {
  3128. category->set_collapsed(true);
  3129. TreeItem *sub_category = category->get_first_child();
  3130. while (sub_category) {
  3131. sub_category->set_collapsed(true);
  3132. sub_category = sub_category->get_next();
  3133. }
  3134. category = category->get_next();
  3135. }
  3136. break;
  3137. default:
  3138. break;
  3139. }
  3140. }
  3141. void VisualShaderEditor::_node_menu_id_pressed(int p_idx) {
  3142. switch (p_idx) {
  3143. case NodeMenuOptions::ADD:
  3144. _show_members_dialog(true);
  3145. break;
  3146. case NodeMenuOptions::COPY:
  3147. _copy_nodes();
  3148. break;
  3149. case NodeMenuOptions::PASTE:
  3150. _paste_nodes(true, menu_point);
  3151. break;
  3152. case NodeMenuOptions::DELETE:
  3153. _delete_nodes_request();
  3154. break;
  3155. case NodeMenuOptions::DUPLICATE:
  3156. _duplicate_nodes();
  3157. break;
  3158. case NodeMenuOptions::CONVERT_CONSTANTS_TO_UNIFORMS:
  3159. _convert_constants_to_uniforms(false);
  3160. break;
  3161. case NodeMenuOptions::CONVERT_UNIFORMS_TO_CONSTANTS:
  3162. _convert_constants_to_uniforms(true);
  3163. break;
  3164. case NodeMenuOptions::SET_COMMENT_TITLE:
  3165. _comment_title_popup_show(get_global_mouse_position(), selected_comment);
  3166. break;
  3167. case NodeMenuOptions::SET_COMMENT_DESCRIPTION:
  3168. _comment_desc_popup_show(get_global_mouse_position(), selected_comment);
  3169. break;
  3170. default:
  3171. break;
  3172. }
  3173. }
  3174. Variant VisualShaderEditor::get_drag_data_fw(const Point2 &p_point, Control *p_from) {
  3175. if (p_from == members) {
  3176. TreeItem *it = members->get_item_at_position(p_point);
  3177. if (!it) {
  3178. return Variant();
  3179. }
  3180. if (!it->has_meta("id")) {
  3181. return Variant();
  3182. }
  3183. int id = it->get_meta("id");
  3184. AddOption op = add_options[id];
  3185. Dictionary d;
  3186. d["id"] = id;
  3187. if (op.sub_func == -1) {
  3188. d["sub_func"] = op.sub_func_str;
  3189. } else {
  3190. d["sub_func"] = op.sub_func;
  3191. }
  3192. Label *label = memnew(Label);
  3193. label->set_text(it->get_text(0));
  3194. set_drag_preview(label);
  3195. return d;
  3196. }
  3197. return Variant();
  3198. }
  3199. bool VisualShaderEditor::can_drop_data_fw(const Point2 &p_point, const Variant &p_data, Control *p_from) const {
  3200. if (p_from == graph) {
  3201. Dictionary d = p_data;
  3202. if (d.has("id")) {
  3203. return true;
  3204. }
  3205. if (d.has("files")) {
  3206. return true;
  3207. }
  3208. }
  3209. return false;
  3210. }
  3211. void VisualShaderEditor::drop_data_fw(const Point2 &p_point, const Variant &p_data, Control *p_from) {
  3212. if (p_from == graph) {
  3213. Dictionary d = p_data;
  3214. if (d.has("id")) {
  3215. int idx = d["id"];
  3216. saved_node_pos = p_point;
  3217. saved_node_pos_dirty = true;
  3218. _add_node(idx, add_options[idx].sub_func);
  3219. } else if (d.has("files")) {
  3220. undo_redo->create_action(TTR("Add Node(s) to Visual Shader"));
  3221. if (d["files"].get_type() == Variant::PACKED_STRING_ARRAY) {
  3222. PackedStringArray arr = d["files"];
  3223. for (int i = 0; i < arr.size(); i++) {
  3224. String type = ResourceLoader::get_resource_type(arr[i]);
  3225. if (type == "GDScript") {
  3226. Ref<Script> script = ResourceLoader::load(arr[i]);
  3227. if (script->get_instance_base_type() == "VisualShaderNodeCustom") {
  3228. saved_node_pos = p_point + Vector2(0, i * 250 * EDSCALE);
  3229. saved_node_pos_dirty = true;
  3230. int idx = -1;
  3231. for (int j = custom_node_option_idx; j < add_options.size(); j++) {
  3232. if (add_options[j].script.is_valid()) {
  3233. if (add_options[j].script->get_path() == arr[i]) {
  3234. idx = j;
  3235. break;
  3236. }
  3237. }
  3238. }
  3239. if (idx != -1) {
  3240. _add_node(idx, -1, arr[i], i);
  3241. }
  3242. }
  3243. } else if (type == "CurveTexture") {
  3244. saved_node_pos = p_point + Vector2(0, i * 250 * EDSCALE);
  3245. saved_node_pos_dirty = true;
  3246. _add_node(curve_node_option_idx, -1, arr[i], i);
  3247. } else if (type == "CurveXYZTexture") {
  3248. saved_node_pos = p_point + Vector2(0, i * 250 * EDSCALE);
  3249. saved_node_pos_dirty = true;
  3250. _add_node(curve_xyz_node_option_idx, -1, arr[i], i);
  3251. } else if (ClassDB::get_parent_class(type) == "Texture2D") {
  3252. saved_node_pos = p_point + Vector2(0, i * 250 * EDSCALE);
  3253. saved_node_pos_dirty = true;
  3254. _add_node(texture2d_node_option_idx, -1, arr[i], i);
  3255. } else if (type == "Texture2DArray") {
  3256. saved_node_pos = p_point + Vector2(0, i * 250 * EDSCALE);
  3257. saved_node_pos_dirty = true;
  3258. _add_node(texture2d_array_node_option_idx, -1, arr[i], i);
  3259. } else if (ClassDB::get_parent_class(type) == "Texture3D") {
  3260. saved_node_pos = p_point + Vector2(0, i * 250 * EDSCALE);
  3261. saved_node_pos_dirty = true;
  3262. _add_node(texture3d_node_option_idx, -1, arr[i], i);
  3263. } else if (type == "Cubemap") {
  3264. saved_node_pos = p_point + Vector2(0, i * 250 * EDSCALE);
  3265. saved_node_pos_dirty = true;
  3266. _add_node(cubemap_node_option_idx, -1, arr[i], i);
  3267. }
  3268. }
  3269. }
  3270. undo_redo->commit_action();
  3271. }
  3272. }
  3273. }
  3274. void VisualShaderEditor::_show_preview_text() {
  3275. preview_showed = !preview_showed;
  3276. if (preview_showed) {
  3277. if (preview_first) {
  3278. preview_window->set_size(Size2(400 * EDSCALE, 600 * EDSCALE));
  3279. preview_window->popup_centered();
  3280. preview_first = false;
  3281. } else {
  3282. preview_window->popup();
  3283. }
  3284. _preview_size_changed();
  3285. if (pending_update_preview) {
  3286. _update_preview();
  3287. pending_update_preview = false;
  3288. }
  3289. } else {
  3290. preview_window->hide();
  3291. }
  3292. }
  3293. void VisualShaderEditor::_preview_close_requested() {
  3294. preview_showed = false;
  3295. preview_window->hide();
  3296. preview_shader->set_pressed(false);
  3297. }
  3298. void VisualShaderEditor::_preview_size_changed() {
  3299. preview_vbox->set_custom_minimum_size(preview_window->get_size());
  3300. }
  3301. static ShaderLanguage::DataType _get_global_variable_type(const StringName &p_variable) {
  3302. RS::GlobalVariableType gvt = RS::get_singleton()->global_variable_get_type(p_variable);
  3303. return RS::global_variable_type_get_shader_datatype(gvt);
  3304. }
  3305. void VisualShaderEditor::_update_preview() {
  3306. if (!preview_showed) {
  3307. pending_update_preview = true;
  3308. return;
  3309. }
  3310. String code = visual_shader->get_code();
  3311. preview_text->set_text(code);
  3312. ShaderLanguage sl;
  3313. 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);
  3314. for (int i = 0; i < preview_text->get_line_count(); i++) {
  3315. preview_text->set_line_background_color(i, Color(0, 0, 0, 0));
  3316. }
  3317. if (err != OK) {
  3318. Color error_line_color = EDITOR_GET("text_editor/theme/highlighting/mark_color");
  3319. preview_text->set_line_background_color(sl.get_error_line() - 1, error_line_color);
  3320. error_panel->show();
  3321. String text = "error(" + itos(sl.get_error_line()) + "): " + sl.get_error_text();
  3322. error_label->set_text(text);
  3323. shader_error = true;
  3324. } else {
  3325. error_panel->hide();
  3326. shader_error = false;
  3327. }
  3328. }
  3329. void VisualShaderEditor::_visibility_changed() {
  3330. if (!is_visible()) {
  3331. if (preview_window->is_visible()) {
  3332. preview_shader->set_pressed(false);
  3333. preview_window->hide();
  3334. preview_showed = false;
  3335. }
  3336. }
  3337. }
  3338. void VisualShaderEditor::_bind_methods() {
  3339. ClassDB::bind_method("_update_graph", &VisualShaderEditor::_update_graph);
  3340. ClassDB::bind_method("_update_options_menu", &VisualShaderEditor::_update_options_menu);
  3341. ClassDB::bind_method("_add_node", &VisualShaderEditor::_add_node);
  3342. ClassDB::bind_method("_node_changed", &VisualShaderEditor::_node_changed);
  3343. ClassDB::bind_method("_input_select_item", &VisualShaderEditor::_input_select_item);
  3344. ClassDB::bind_method("_uniform_select_item", &VisualShaderEditor::_uniform_select_item);
  3345. ClassDB::bind_method("_set_node_size", &VisualShaderEditor::_set_node_size);
  3346. ClassDB::bind_method("_clear_buffer", &VisualShaderEditor::_clear_buffer);
  3347. ClassDB::bind_method("_update_uniforms", &VisualShaderEditor::_update_uniforms);
  3348. ClassDB::bind_method("_set_mode", &VisualShaderEditor::_set_mode);
  3349. ClassDB::bind_method("_nodes_dragged", &VisualShaderEditor::_nodes_dragged);
  3350. ClassDB::bind_method("_float_constant_selected", &VisualShaderEditor::_float_constant_selected);
  3351. ClassDB::bind_method("_update_constant", &VisualShaderEditor::_update_constant);
  3352. ClassDB::bind_method("_update_uniform", &VisualShaderEditor::_update_uniform);
  3353. ClassDB::bind_method("_expand_output_port", &VisualShaderEditor::_expand_output_port);
  3354. ClassDB::bind_method(D_METHOD("_get_drag_data_fw"), &VisualShaderEditor::get_drag_data_fw);
  3355. ClassDB::bind_method(D_METHOD("_can_drop_data_fw"), &VisualShaderEditor::can_drop_data_fw);
  3356. ClassDB::bind_method(D_METHOD("_drop_data_fw"), &VisualShaderEditor::drop_data_fw);
  3357. ClassDB::bind_method("_is_available", &VisualShaderEditor::_is_available);
  3358. }
  3359. VisualShaderEditor *VisualShaderEditor::singleton = nullptr;
  3360. VisualShaderEditor::VisualShaderEditor() {
  3361. singleton = this;
  3362. updating = false;
  3363. saved_node_pos_dirty = false;
  3364. saved_node_pos = Point2(0, 0);
  3365. ShaderLanguage::get_keyword_list(&keyword_list);
  3366. pending_update_preview = false;
  3367. shader_error = false;
  3368. to_node = -1;
  3369. to_slot = -1;
  3370. from_node = -1;
  3371. from_slot = -1;
  3372. graph = memnew(GraphEdit);
  3373. graph->get_zoom_hbox()->set_h_size_flags(SIZE_EXPAND_FILL);
  3374. graph->set_v_size_flags(SIZE_EXPAND_FILL);
  3375. graph->set_h_size_flags(SIZE_EXPAND_FILL);
  3376. add_child(graph);
  3377. graph->set_drag_forwarding(this);
  3378. float graph_minimap_opacity = EditorSettings::get_singleton()->get("editors/visual_editors/minimap_opacity");
  3379. graph->set_minimap_opacity(graph_minimap_opacity);
  3380. graph->add_valid_right_disconnect_type(VisualShaderNode::PORT_TYPE_SCALAR);
  3381. graph->add_valid_right_disconnect_type(VisualShaderNode::PORT_TYPE_SCALAR_INT);
  3382. graph->add_valid_right_disconnect_type(VisualShaderNode::PORT_TYPE_BOOLEAN);
  3383. graph->add_valid_right_disconnect_type(VisualShaderNode::PORT_TYPE_VECTOR);
  3384. graph->add_valid_right_disconnect_type(VisualShaderNode::PORT_TYPE_TRANSFORM);
  3385. graph->add_valid_right_disconnect_type(VisualShaderNode::PORT_TYPE_SAMPLER);
  3386. //graph->add_valid_left_disconnect_type(0);
  3387. graph->set_v_size_flags(SIZE_EXPAND_FILL);
  3388. graph->connect("connection_request", callable_mp(this, &VisualShaderEditor::_connection_request), varray(), CONNECT_DEFERRED);
  3389. graph->connect("disconnection_request", callable_mp(this, &VisualShaderEditor::_disconnection_request), varray(), CONNECT_DEFERRED);
  3390. graph->connect("node_selected", callable_mp(this, &VisualShaderEditor::_node_selected));
  3391. graph->connect("scroll_offset_changed", callable_mp(this, &VisualShaderEditor::_scroll_changed));
  3392. graph->connect("duplicate_nodes_request", callable_mp(this, &VisualShaderEditor::_duplicate_nodes));
  3393. graph->connect("copy_nodes_request", callable_mp(this, &VisualShaderEditor::_copy_nodes));
  3394. graph->connect("paste_nodes_request", callable_mp(this, &VisualShaderEditor::_paste_nodes), varray(false, Point2()));
  3395. graph->connect("delete_nodes_request", callable_mp(this, &VisualShaderEditor::_delete_nodes_request));
  3396. graph->connect("gui_input", callable_mp(this, &VisualShaderEditor::_graph_gui_input));
  3397. graph->connect("connection_to_empty", callable_mp(this, &VisualShaderEditor::_connection_to_empty));
  3398. graph->connect("connection_from_empty", callable_mp(this, &VisualShaderEditor::_connection_from_empty));
  3399. graph->connect("visibility_changed", callable_mp(this, &VisualShaderEditor::_visibility_changed));
  3400. graph->add_valid_connection_type(VisualShaderNode::PORT_TYPE_SCALAR, VisualShaderNode::PORT_TYPE_SCALAR);
  3401. graph->add_valid_connection_type(VisualShaderNode::PORT_TYPE_SCALAR, VisualShaderNode::PORT_TYPE_SCALAR_INT);
  3402. graph->add_valid_connection_type(VisualShaderNode::PORT_TYPE_SCALAR, VisualShaderNode::PORT_TYPE_VECTOR);
  3403. graph->add_valid_connection_type(VisualShaderNode::PORT_TYPE_SCALAR, VisualShaderNode::PORT_TYPE_BOOLEAN);
  3404. graph->add_valid_connection_type(VisualShaderNode::PORT_TYPE_SCALAR_INT, VisualShaderNode::PORT_TYPE_SCALAR_INT);
  3405. graph->add_valid_connection_type(VisualShaderNode::PORT_TYPE_SCALAR_INT, VisualShaderNode::PORT_TYPE_SCALAR);
  3406. graph->add_valid_connection_type(VisualShaderNode::PORT_TYPE_SCALAR_INT, VisualShaderNode::PORT_TYPE_VECTOR);
  3407. graph->add_valid_connection_type(VisualShaderNode::PORT_TYPE_SCALAR_INT, VisualShaderNode::PORT_TYPE_BOOLEAN);
  3408. graph->add_valid_connection_type(VisualShaderNode::PORT_TYPE_VECTOR, VisualShaderNode::PORT_TYPE_SCALAR);
  3409. graph->add_valid_connection_type(VisualShaderNode::PORT_TYPE_VECTOR, VisualShaderNode::PORT_TYPE_SCALAR_INT);
  3410. graph->add_valid_connection_type(VisualShaderNode::PORT_TYPE_VECTOR, VisualShaderNode::PORT_TYPE_VECTOR);
  3411. graph->add_valid_connection_type(VisualShaderNode::PORT_TYPE_VECTOR, VisualShaderNode::PORT_TYPE_BOOLEAN);
  3412. graph->add_valid_connection_type(VisualShaderNode::PORT_TYPE_BOOLEAN, VisualShaderNode::PORT_TYPE_SCALAR);
  3413. graph->add_valid_connection_type(VisualShaderNode::PORT_TYPE_BOOLEAN, VisualShaderNode::PORT_TYPE_SCALAR_INT);
  3414. graph->add_valid_connection_type(VisualShaderNode::PORT_TYPE_BOOLEAN, VisualShaderNode::PORT_TYPE_VECTOR);
  3415. graph->add_valid_connection_type(VisualShaderNode::PORT_TYPE_BOOLEAN, VisualShaderNode::PORT_TYPE_BOOLEAN);
  3416. graph->add_valid_connection_type(VisualShaderNode::PORT_TYPE_TRANSFORM, VisualShaderNode::PORT_TYPE_TRANSFORM);
  3417. graph->add_valid_connection_type(VisualShaderNode::PORT_TYPE_SAMPLER, VisualShaderNode::PORT_TYPE_SAMPLER);
  3418. VSeparator *vs = memnew(VSeparator);
  3419. graph->get_zoom_hbox()->add_child(vs);
  3420. graph->get_zoom_hbox()->move_child(vs, 0);
  3421. custom_mode_box = memnew(CheckBox);
  3422. custom_mode_box->set_text(TTR("Custom"));
  3423. custom_mode_box->set_pressed(false);
  3424. custom_mode_box->set_visible(false);
  3425. custom_mode_box->connect("toggled", callable_mp(this, &VisualShaderEditor::_custom_mode_toggled));
  3426. edit_type_standard = memnew(OptionButton);
  3427. edit_type_standard->add_item(TTR("Vertex"));
  3428. edit_type_standard->add_item(TTR("Fragment"));
  3429. edit_type_standard->add_item(TTR("Light"));
  3430. edit_type_standard->select(1);
  3431. edit_type_standard->connect("item_selected", callable_mp(this, &VisualShaderEditor::_mode_selected));
  3432. edit_type_particles = memnew(OptionButton);
  3433. edit_type_particles->add_item(TTR("Start"));
  3434. edit_type_particles->add_item(TTR("Process"));
  3435. edit_type_particles->add_item(TTR("Collide"));
  3436. edit_type_particles->select(0);
  3437. edit_type_particles->connect("item_selected", callable_mp(this, &VisualShaderEditor::_mode_selected));
  3438. edit_type_sky = memnew(OptionButton);
  3439. edit_type_sky->add_item(TTR("Sky"));
  3440. edit_type_sky->select(0);
  3441. edit_type_sky->connect("item_selected", callable_mp(this, &VisualShaderEditor::_mode_selected));
  3442. edit_type_fog = memnew(OptionButton);
  3443. edit_type_fog->add_item(TTR("Fog"));
  3444. edit_type_fog->select(0);
  3445. edit_type_fog->connect("item_selected", callable_mp(this, &VisualShaderEditor::_mode_selected));
  3446. edit_type = edit_type_standard;
  3447. graph->get_zoom_hbox()->add_child(custom_mode_box);
  3448. graph->get_zoom_hbox()->move_child(custom_mode_box, 0);
  3449. graph->get_zoom_hbox()->add_child(edit_type_standard);
  3450. graph->get_zoom_hbox()->move_child(edit_type_standard, 0);
  3451. graph->get_zoom_hbox()->add_child(edit_type_particles);
  3452. graph->get_zoom_hbox()->move_child(edit_type_particles, 0);
  3453. graph->get_zoom_hbox()->add_child(edit_type_sky);
  3454. graph->get_zoom_hbox()->move_child(edit_type_sky, 0);
  3455. graph->get_zoom_hbox()->add_child(edit_type_fog);
  3456. graph->get_zoom_hbox()->move_child(edit_type_fog, 0);
  3457. add_node = memnew(Button);
  3458. add_node->set_flat(true);
  3459. graph->get_zoom_hbox()->add_child(add_node);
  3460. add_node->set_text(TTR("Add Node..."));
  3461. graph->get_zoom_hbox()->move_child(add_node, 0);
  3462. add_node->connect("pressed", callable_mp(this, &VisualShaderEditor::_show_members_dialog), varray(false, VisualShaderNode::PORT_TYPE_MAX, VisualShaderNode::PORT_TYPE_MAX));
  3463. preview_shader = memnew(Button);
  3464. preview_shader->set_flat(true);
  3465. preview_shader->set_toggle_mode(true);
  3466. preview_shader->set_tooltip(TTR("Show generated shader code."));
  3467. graph->get_zoom_hbox()->add_child(preview_shader);
  3468. preview_shader->connect("pressed", callable_mp(this, &VisualShaderEditor::_show_preview_text));
  3469. ///////////////////////////////////////
  3470. // PREVIEW WINDOW
  3471. ///////////////////////////////////////
  3472. preview_window = memnew(Window);
  3473. preview_window->set_title(TTR("Generated shader code"));
  3474. preview_window->set_visible(preview_showed);
  3475. preview_window->connect("close_requested", callable_mp(this, &VisualShaderEditor::_preview_close_requested));
  3476. preview_window->connect("size_changed", callable_mp(this, &VisualShaderEditor::_preview_size_changed));
  3477. add_child(preview_window);
  3478. preview_vbox = memnew(VBoxContainer);
  3479. preview_window->add_child(preview_vbox);
  3480. preview_vbox->add_theme_constant_override("separation", 0);
  3481. preview_text = memnew(CodeEdit);
  3482. syntax_highlighter.instantiate();
  3483. preview_vbox->add_child(preview_text);
  3484. preview_text->set_v_size_flags(Control::SIZE_EXPAND_FILL);
  3485. preview_text->set_syntax_highlighter(syntax_highlighter);
  3486. preview_text->set_draw_line_numbers(true);
  3487. preview_text->set_editable(false);
  3488. error_panel = memnew(PanelContainer);
  3489. preview_vbox->add_child(error_panel);
  3490. error_panel->set_visible(false);
  3491. error_label = memnew(Label);
  3492. error_panel->add_child(error_label);
  3493. error_label->set_autowrap_mode(Label::AUTOWRAP_WORD_SMART);
  3494. ///////////////////////////////////////
  3495. // POPUP MENU
  3496. ///////////////////////////////////////
  3497. popup_menu = memnew(PopupMenu);
  3498. add_child(popup_menu);
  3499. popup_menu->add_item(TTR("Add Node"), NodeMenuOptions::ADD);
  3500. popup_menu->add_separator();
  3501. popup_menu->add_item(TTR("Copy"), NodeMenuOptions::COPY);
  3502. popup_menu->add_item(TTR("Paste"), NodeMenuOptions::PASTE);
  3503. popup_menu->add_item(TTR("Delete"), NodeMenuOptions::DELETE);
  3504. popup_menu->add_item(TTR("Duplicate"), NodeMenuOptions::DUPLICATE);
  3505. popup_menu->connect("id_pressed", callable_mp(this, &VisualShaderEditor::_node_menu_id_pressed));
  3506. ///////////////////////////////////////
  3507. // SHADER NODES TREE
  3508. ///////////////////////////////////////
  3509. VBoxContainer *members_vb = memnew(VBoxContainer);
  3510. members_vb->set_v_size_flags(SIZE_EXPAND_FILL);
  3511. HBoxContainer *filter_hb = memnew(HBoxContainer);
  3512. members_vb->add_child(filter_hb);
  3513. node_filter = memnew(LineEdit);
  3514. filter_hb->add_child(node_filter);
  3515. node_filter->connect("text_changed", callable_mp(this, &VisualShaderEditor::_member_filter_changed));
  3516. node_filter->connect("gui_input", callable_mp(this, &VisualShaderEditor::_sbox_input));
  3517. node_filter->set_h_size_flags(SIZE_EXPAND_FILL);
  3518. node_filter->set_placeholder(TTR("Search"));
  3519. tools = memnew(MenuButton);
  3520. filter_hb->add_child(tools);
  3521. tools->set_tooltip(TTR("Options"));
  3522. tools->get_popup()->connect("id_pressed", callable_mp(this, &VisualShaderEditor::_tools_menu_option));
  3523. tools->get_popup()->add_item(TTR("Expand All"), EXPAND_ALL);
  3524. tools->get_popup()->add_item(TTR("Collapse All"), COLLAPSE_ALL);
  3525. members = memnew(Tree);
  3526. members_vb->add_child(members);
  3527. members->set_drag_forwarding(this);
  3528. members->set_h_size_flags(SIZE_EXPAND_FILL);
  3529. members->set_v_size_flags(SIZE_EXPAND_FILL);
  3530. members->set_hide_root(true);
  3531. members->set_allow_reselect(true);
  3532. members->set_hide_folding(false);
  3533. members->set_custom_minimum_size(Size2(180 * EDSCALE, 200 * EDSCALE));
  3534. members->connect("item_activated", callable_mp(this, &VisualShaderEditor::_member_create));
  3535. members->connect("item_selected", callable_mp(this, &VisualShaderEditor::_member_selected));
  3536. members->connect("nothing_selected", callable_mp(this, &VisualShaderEditor::_member_unselected));
  3537. HBoxContainer *desc_hbox = memnew(HBoxContainer);
  3538. members_vb->add_child(desc_hbox);
  3539. Label *desc_label = memnew(Label);
  3540. desc_hbox->add_child(desc_label);
  3541. desc_label->set_text(TTR("Description:"));
  3542. desc_hbox->add_spacer();
  3543. highend_label = memnew(Label);
  3544. desc_hbox->add_child(highend_label);
  3545. highend_label->set_visible(false);
  3546. highend_label->set_text("Vulkan");
  3547. highend_label->set_mouse_filter(Control::MOUSE_FILTER_STOP);
  3548. highend_label->set_tooltip(TTR("High-end node"));
  3549. node_desc = memnew(RichTextLabel);
  3550. members_vb->add_child(node_desc);
  3551. node_desc->set_h_size_flags(SIZE_EXPAND_FILL);
  3552. node_desc->set_v_size_flags(SIZE_FILL);
  3553. node_desc->set_custom_minimum_size(Size2(0, 70 * EDSCALE));
  3554. members_dialog = memnew(ConfirmationDialog);
  3555. members_dialog->set_title(TTR("Create Shader Node"));
  3556. members_dialog->set_exclusive(false);
  3557. members_dialog->add_child(members_vb);
  3558. members_dialog->get_ok_button()->set_text(TTR("Create"));
  3559. members_dialog->get_ok_button()->connect("pressed", callable_mp(this, &VisualShaderEditor::_member_create));
  3560. members_dialog->get_ok_button()->set_disabled(true);
  3561. members_dialog->connect("cancelled", callable_mp(this, &VisualShaderEditor::_member_cancel));
  3562. add_child(members_dialog);
  3563. alert = memnew(AcceptDialog);
  3564. alert->get_label()->set_autowrap_mode(Label::AUTOWRAP_WORD);
  3565. alert->get_label()->set_align(Label::ALIGN_CENTER);
  3566. alert->get_label()->set_valign(Label::VALIGN_CENTER);
  3567. alert->get_label()->set_custom_minimum_size(Size2(400, 60) * EDSCALE);
  3568. add_child(alert);
  3569. comment_title_change_popup = memnew(PopupPanel);
  3570. comment_title_change_edit = memnew(LineEdit);
  3571. comment_title_change_edit->set_expand_to_text_length_enabled(true);
  3572. comment_title_change_edit->connect("text_changed", callable_mp(this, &VisualShaderEditor::_comment_title_text_changed));
  3573. comment_title_change_edit->connect("text_submitted", callable_mp(this, &VisualShaderEditor::_comment_title_text_submitted));
  3574. comment_title_change_popup->add_child(comment_title_change_edit);
  3575. comment_title_change_edit->set_size(Size2(-1, -1));
  3576. comment_title_change_popup->set_size(Size2(-1, -1));
  3577. comment_title_change_popup->connect("focus_exited", callable_mp(this, &VisualShaderEditor::_comment_title_popup_focus_out));
  3578. comment_title_change_popup->connect("popup_hide", callable_mp(this, &VisualShaderEditor::_comment_title_popup_hide));
  3579. add_child(comment_title_change_popup);
  3580. comment_desc_change_popup = memnew(PopupPanel);
  3581. VBoxContainer *comment_desc_vbox = memnew(VBoxContainer);
  3582. comment_desc_change_popup->add_child(comment_desc_vbox);
  3583. comment_desc_change_edit = memnew(TextEdit);
  3584. comment_desc_change_edit->connect("text_changed", callable_mp(this, &VisualShaderEditor::_comment_desc_text_changed));
  3585. comment_desc_vbox->add_child(comment_desc_change_edit);
  3586. comment_desc_change_edit->set_custom_minimum_size(Size2(300 * EDSCALE, 150 * EDSCALE));
  3587. comment_desc_change_edit->set_size(Size2(-1, -1));
  3588. comment_desc_change_popup->set_size(Size2(-1, -1));
  3589. comment_desc_change_popup->connect("focus_exited", callable_mp(this, &VisualShaderEditor::_comment_desc_confirm));
  3590. comment_desc_change_popup->connect("popup_hide", callable_mp(this, &VisualShaderEditor::_comment_desc_popup_hide));
  3591. Button *comment_desc_confirm_button = memnew(Button);
  3592. comment_desc_confirm_button->set_text(TTR("OK"));
  3593. comment_desc_vbox->add_child(comment_desc_confirm_button);
  3594. comment_desc_confirm_button->connect("pressed", callable_mp(this, &VisualShaderEditor::_comment_desc_confirm));
  3595. add_child(comment_desc_change_popup);
  3596. ///////////////////////////////////////
  3597. // SHADER NODES TREE OPTIONS
  3598. ///////////////////////////////////////
  3599. // COLOR
  3600. add_options.push_back(AddOption("ColorFunc", "Color", "Common", "VisualShaderNodeColorFunc", TTR("Color function."), -1, VisualShaderNode::PORT_TYPE_VECTOR));
  3601. add_options.push_back(AddOption("ColorOp", "Color", "Common", "VisualShaderNodeColorOp", TTR("Color operator."), -1, VisualShaderNode::PORT_TYPE_VECTOR));
  3602. add_options.push_back(AddOption("Grayscale", "Color", "Functions", "VisualShaderNodeColorFunc", TTR("Grayscale function."), VisualShaderNodeColorFunc::FUNC_GRAYSCALE, VisualShaderNode::PORT_TYPE_VECTOR));
  3603. add_options.push_back(AddOption("HSV2RGB", "Color", "Functions", "VisualShaderNodeVectorFunc", TTR("Converts HSV vector to RGB equivalent."), VisualShaderNodeVectorFunc::FUNC_HSV2RGB, VisualShaderNode::PORT_TYPE_VECTOR));
  3604. add_options.push_back(AddOption("RGB2HSV", "Color", "Functions", "VisualShaderNodeVectorFunc", TTR("Converts RGB vector to HSV equivalent."), VisualShaderNodeVectorFunc::FUNC_RGB2HSV, VisualShaderNode::PORT_TYPE_VECTOR));
  3605. add_options.push_back(AddOption("Sepia", "Color", "Functions", "VisualShaderNodeColorFunc", TTR("Sepia function."), VisualShaderNodeColorFunc::FUNC_SEPIA, VisualShaderNode::PORT_TYPE_VECTOR));
  3606. add_options.push_back(AddOption("Burn", "Color", "Operators", "VisualShaderNodeColorOp", TTR("Burn operator."), VisualShaderNodeColorOp::OP_BURN, VisualShaderNode::PORT_TYPE_VECTOR));
  3607. add_options.push_back(AddOption("Darken", "Color", "Operators", "VisualShaderNodeColorOp", TTR("Darken operator."), VisualShaderNodeColorOp::OP_DARKEN, VisualShaderNode::PORT_TYPE_VECTOR));
  3608. add_options.push_back(AddOption("Difference", "Color", "Operators", "VisualShaderNodeColorOp", TTR("Difference operator."), VisualShaderNodeColorOp::OP_DIFFERENCE, VisualShaderNode::PORT_TYPE_VECTOR));
  3609. add_options.push_back(AddOption("Dodge", "Color", "Operators", "VisualShaderNodeColorOp", TTR("Dodge operator."), VisualShaderNodeColorOp::OP_DODGE, VisualShaderNode::PORT_TYPE_VECTOR));
  3610. add_options.push_back(AddOption("HardLight", "Color", "Operators", "VisualShaderNodeColorOp", TTR("HardLight operator."), VisualShaderNodeColorOp::OP_HARD_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR));
  3611. add_options.push_back(AddOption("Lighten", "Color", "Operators", "VisualShaderNodeColorOp", TTR("Lighten operator."), VisualShaderNodeColorOp::OP_LIGHTEN, VisualShaderNode::PORT_TYPE_VECTOR));
  3612. add_options.push_back(AddOption("Overlay", "Color", "Operators", "VisualShaderNodeColorOp", TTR("Overlay operator."), VisualShaderNodeColorOp::OP_OVERLAY, VisualShaderNode::PORT_TYPE_VECTOR));
  3613. add_options.push_back(AddOption("Screen", "Color", "Operators", "VisualShaderNodeColorOp", TTR("Screen operator."), VisualShaderNodeColorOp::OP_SCREEN, VisualShaderNode::PORT_TYPE_VECTOR));
  3614. add_options.push_back(AddOption("SoftLight", "Color", "Operators", "VisualShaderNodeColorOp", TTR("SoftLight operator."), VisualShaderNodeColorOp::OP_SOFT_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR));
  3615. add_options.push_back(AddOption("ColorConstant", "Color", "Variables", "VisualShaderNodeColorConstant", TTR("Color constant."), -1, -1));
  3616. add_options.push_back(AddOption("ColorUniform", "Color", "Variables", "VisualShaderNodeColorUniform", TTR("Color uniform."), -1, -1));
  3617. // CONDITIONAL
  3618. const String &compare_func_desc = TTR("Returns the boolean result of the %s comparison between two parameters.");
  3619. add_options.push_back(AddOption("Equal", "Conditional", "Functions", "VisualShaderNodeCompare", vformat(compare_func_desc, TTR("Equal (==)")), VisualShaderNodeCompare::FUNC_EQUAL, VisualShaderNode::PORT_TYPE_BOOLEAN));
  3620. add_options.push_back(AddOption("GreaterThan", "Conditional", "Functions", "VisualShaderNodeCompare", vformat(compare_func_desc, TTR("Greater Than (>)")), VisualShaderNodeCompare::FUNC_GREATER_THAN, VisualShaderNode::PORT_TYPE_BOOLEAN));
  3621. 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));
  3622. 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));
  3623. 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));
  3624. 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));
  3625. add_options.push_back(AddOption("LessThan", "Conditional", "Functions", "VisualShaderNodeCompare", vformat(compare_func_desc, TTR("Less Than (<)")), VisualShaderNodeCompare::FUNC_LESS_THAN, VisualShaderNode::PORT_TYPE_BOOLEAN));
  3626. 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));
  3627. add_options.push_back(AddOption("NotEqual", "Conditional", "Functions", "VisualShaderNodeCompare", vformat(compare_func_desc, TTR("Not Equal (!=)")), VisualShaderNodeCompare::FUNC_NOT_EQUAL, VisualShaderNode::PORT_TYPE_BOOLEAN));
  3628. 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));
  3629. 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));
  3630. 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));
  3631. 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));
  3632. 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));
  3633. 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));
  3634. 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));
  3635. add_options.push_back(AddOption("BooleanConstant", "Conditional", "Variables", "VisualShaderNodeBooleanConstant", TTR("Boolean constant."), -1, VisualShaderNode::PORT_TYPE_BOOLEAN));
  3636. add_options.push_back(AddOption("BooleanUniform", "Conditional", "Variables", "VisualShaderNodeBooleanUniform", TTR("Boolean uniform."), -1, VisualShaderNode::PORT_TYPE_BOOLEAN));
  3637. // INPUT
  3638. const String input_param_shader_modes = TTR("'%s' input parameter for all shader modes.");
  3639. // SPATIAL-FOR-ALL
  3640. add_options.push_back(AddOption("Camera", "Input", "All", "VisualShaderNodeInput", vformat(input_param_shader_modes, "camera"), "camera", VisualShaderNode::PORT_TYPE_TRANSFORM, -1, Shader::MODE_SPATIAL));
  3641. 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));
  3642. 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));
  3643. add_options.push_back(AddOption("Normal", "Input", "All", "VisualShaderNodeInput", vformat(input_param_shader_modes, "normal"), "normal", VisualShaderNode::PORT_TYPE_VECTOR, -1, Shader::MODE_SPATIAL));
  3644. 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));
  3645. add_options.push_back(AddOption("Projection", "Input", "All", "VisualShaderNodeInput", vformat(input_param_shader_modes, "projection"), "projection", VisualShaderNode::PORT_TYPE_TRANSFORM, -1, Shader::MODE_SPATIAL));
  3646. add_options.push_back(AddOption("Time", "Input", "All", "VisualShaderNodeInput", vformat(input_param_shader_modes, "time"), "time", VisualShaderNode::PORT_TYPE_SCALAR, -1, Shader::MODE_SPATIAL));
  3647. add_options.push_back(AddOption("UV", "Input", "All", "VisualShaderNodeInput", vformat(input_param_shader_modes, "uv"), "uv", VisualShaderNode::PORT_TYPE_VECTOR, -1, Shader::MODE_SPATIAL));
  3648. add_options.push_back(AddOption("UV2", "Input", "All", "VisualShaderNodeInput", vformat(input_param_shader_modes, "uv2"), "uv2", VisualShaderNode::PORT_TYPE_VECTOR, -1, Shader::MODE_SPATIAL));
  3649. 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));
  3650. add_options.push_back(AddOption("World", "Input", "All", "VisualShaderNodeInput", vformat(input_param_shader_modes, "world"), "world", VisualShaderNode::PORT_TYPE_TRANSFORM, -1, Shader::MODE_SPATIAL));
  3651. // CANVASITEM-FOR-ALL
  3652. 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));
  3653. 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));
  3654. 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));
  3655. 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));
  3656. 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));
  3657. // PARTICLES-FOR-ALL
  3658. add_options.push_back(AddOption("Active", "Input", "All", "VisualShaderNodeInput", vformat(input_param_shader_modes, "active"), "active", VisualShaderNode::PORT_TYPE_BOOLEAN, -1, Shader::MODE_PARTICLES));
  3659. add_options.push_back(AddOption("Alpha", "Input", "All", "VisualShaderNodeInput", vformat(input_param_shader_modes, "alpha"), "alpha", VisualShaderNode::PORT_TYPE_SCALAR, -1, Shader::MODE_PARTICLES));
  3660. 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));
  3661. add_options.push_back(AddOption("Color", "Input", "All", "VisualShaderNodeInput", vformat(input_param_shader_modes, "color"), "color", VisualShaderNode::PORT_TYPE_VECTOR, -1, Shader::MODE_PARTICLES));
  3662. add_options.push_back(AddOption("Custom", "Input", "All", "VisualShaderNodeInput", vformat(input_param_shader_modes, "custom"), "custom", VisualShaderNode::PORT_TYPE_VECTOR, -1, Shader::MODE_PARTICLES));
  3663. 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));
  3664. add_options.push_back(AddOption("Delta", "Input", "All", "VisualShaderNodeInput", vformat(input_param_shader_modes, "delta"), "delta", VisualShaderNode::PORT_TYPE_SCALAR, -1, Shader::MODE_PARTICLES));
  3665. 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));
  3666. 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));
  3667. add_options.push_back(AddOption("LifeTime", "Input", "All", "VisualShaderNodeInput", vformat(input_param_shader_modes, "lifetime"), "lifetime", VisualShaderNode::PORT_TYPE_SCALAR, -1, Shader::MODE_PARTICLES));
  3668. add_options.push_back(AddOption("Restart", "Input", "All", "VisualShaderNodeInput", vformat(input_param_shader_modes, "restart"), "restart", VisualShaderNode::PORT_TYPE_BOOLEAN, -1, Shader::MODE_PARTICLES));
  3669. add_options.push_back(AddOption("Time", "Input", "All", "VisualShaderNodeInput", vformat(input_param_shader_modes, "time"), "time", VisualShaderNode::PORT_TYPE_SCALAR, -1, Shader::MODE_PARTICLES));
  3670. add_options.push_back(AddOption("Transform", "Input", "All", "VisualShaderNodeInput", vformat(input_param_shader_modes, "transform"), "transform", VisualShaderNode::PORT_TYPE_TRANSFORM, -1, Shader::MODE_PARTICLES));
  3671. add_options.push_back(AddOption("Velocity", "Input", "All", "VisualShaderNodeInput", vformat(input_param_shader_modes, "velocity"), "velocity", VisualShaderNode::PORT_TYPE_VECTOR, -1, Shader::MODE_PARTICLES));
  3672. /////////////////
  3673. add_options.push_back(AddOption("Input", "Input", "Common", "VisualShaderNodeInput", TTR("Input parameter.")));
  3674. const String input_param_for_vertex_and_fragment_shader_modes = TTR("'%s' input parameter for vertex and fragment shader modes.");
  3675. const String input_param_for_fragment_and_light_shader_modes = TTR("'%s' input parameter for fragment and light shader modes.");
  3676. const String input_param_for_fragment_shader_mode = TTR("'%s' input parameter for fragment shader mode.");
  3677. const String input_param_for_sky_shader_mode = TTR("'%s' input parameter for sky shader mode.");
  3678. const String input_param_for_fog_shader_mode = TTR("'%s' input parameter for fog shader mode.");
  3679. const String input_param_for_light_shader_mode = TTR("'%s' input parameter for light shader mode.");
  3680. const String input_param_for_vertex_shader_mode = TTR("'%s' input parameter for vertex shader mode.");
  3681. const String input_param_for_start_shader_mode = TTR("'%s' input parameter for start shader mode.");
  3682. const String input_param_for_process_shader_mode = TTR("'%s' input parameter for process shader mode.");
  3683. const String input_param_for_collide_shader_mode = TTR("'%s' input parameter for collide shader mode.");
  3684. const String input_param_for_start_and_process_shader_mode = TTR("'%s' input parameter for start and process shader modes.");
  3685. const String input_param_for_process_and_collide_shader_mode = TTR("'%s' input parameter for process and collide shader modes.");
  3686. const String input_param_for_vertex_and_fragment_shader_mode = TTR("'%s' input parameter for vertex and fragment shader modes.");
  3687. // NODE3D INPUTS
  3688. 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));
  3689. 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));
  3690. 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));
  3691. 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));
  3692. 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));
  3693. 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));
  3694. 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));
  3695. 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));
  3696. 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));
  3697. 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));
  3698. 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));
  3699. 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));
  3700. 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));
  3701. 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));
  3702. 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));
  3703. 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));
  3704. 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));
  3705. 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));
  3706. 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));
  3707. 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));
  3708. 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));
  3709. 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));
  3710. 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));
  3711. 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));
  3712. 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));
  3713. 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));
  3714. 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));
  3715. 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));
  3716. 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));
  3717. 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));
  3718. 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));
  3719. 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));
  3720. 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));
  3721. // CANVASITEM INPUTS
  3722. 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));
  3723. 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));
  3724. 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));
  3725. 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));
  3726. 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));
  3727. 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));
  3728. 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));
  3729. 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));
  3730. 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));
  3731. 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));
  3732. 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));
  3733. 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));
  3734. 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));
  3735. 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));
  3736. 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));
  3737. 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));
  3738. 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));
  3739. 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));
  3740. 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));
  3741. 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));
  3742. 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));
  3743. 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));
  3744. 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));
  3745. 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));
  3746. 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));
  3747. 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));
  3748. 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));
  3749. 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));
  3750. 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));
  3751. 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));
  3752. 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));
  3753. 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));
  3754. 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));
  3755. 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));
  3756. 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));
  3757. // SKY INPUTS
  3758. 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));
  3759. 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));
  3760. 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));
  3761. 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));
  3762. 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));
  3763. 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));
  3764. 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));
  3765. 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));
  3766. 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));
  3767. 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));
  3768. 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));
  3769. 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));
  3770. 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));
  3771. 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));
  3772. 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));
  3773. 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));
  3774. 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));
  3775. 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));
  3776. 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));
  3777. 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));
  3778. 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));
  3779. 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));
  3780. 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));
  3781. 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));
  3782. 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));
  3783. 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));
  3784. 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));
  3785. 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));
  3786. 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));
  3787. // FOG INPUTS
  3788. add_options.push_back(AddOption("WorldPosition", "Input", "Fog", "VisualShaderNodeInput", vformat(input_param_for_fog_shader_mode, "world_position"), "world_position", VisualShaderNode::PORT_TYPE_VECTOR, TYPE_FLAGS_FOG, Shader::MODE_FOG));
  3789. add_options.push_back(AddOption("ObjectPosition", "Input", "Fog", "VisualShaderNodeInput", vformat(input_param_for_fog_shader_mode, "object_position"), "object_position", VisualShaderNode::PORT_TYPE_VECTOR, TYPE_FLAGS_FOG, Shader::MODE_FOG));
  3790. add_options.push_back(AddOption("UVW", "Input", "Fog", "VisualShaderNodeInput", vformat(input_param_for_fog_shader_mode, "uvw"), "uvw", VisualShaderNode::PORT_TYPE_VECTOR, TYPE_FLAGS_FOG, Shader::MODE_FOG));
  3791. add_options.push_back(AddOption("Extents", "Input", "Fog", "VisualShaderNodeInput", vformat(input_param_for_fog_shader_mode, "extents"), "extents", VisualShaderNode::PORT_TYPE_VECTOR, TYPE_FLAGS_FOG, Shader::MODE_FOG));
  3792. add_options.push_back(AddOption("Transform", "Input", "Fog", "VisualShaderNodeInput", vformat(input_param_for_fog_shader_mode, "transform"), "transform", VisualShaderNode::PORT_TYPE_TRANSFORM, TYPE_FLAGS_FOG, Shader::MODE_FOG));
  3793. add_options.push_back(AddOption("SDF", "Input", "Fog", "VisualShaderNodeInput", vformat(input_param_for_fog_shader_mode, "sdf"), "sdf", VisualShaderNode::PORT_TYPE_SCALAR, TYPE_FLAGS_FOG, Shader::MODE_FOG));
  3794. add_options.push_back(AddOption("Time", "Input", "Fog", "VisualShaderNodeInput", vformat(input_param_for_fog_shader_mode, "time"), "time", VisualShaderNode::PORT_TYPE_SCALAR, TYPE_FLAGS_FOG, Shader::MODE_FOG));
  3795. // PARTICLES INPUTS
  3796. 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));
  3797. 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));
  3798. // PARTICLES
  3799. add_options.push_back(AddOption("EmitParticle", "Particles", "", "VisualShaderNodeParticleEmit", "", -1, -1, TYPE_FLAGS_PROCESS | TYPE_FLAGS_PROCESS_CUSTOM | TYPE_FLAGS_COLLIDE, Shader::MODE_PARTICLES));
  3800. add_options.push_back(AddOption("ParticleAccelerator", "Particles", "", "VisualShaderNodeParticleAccelerator", "", -1, VisualShaderNode::PORT_TYPE_VECTOR, TYPE_FLAGS_PROCESS, Shader::MODE_PARTICLES));
  3801. 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));
  3802. 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));
  3803. add_options.push_back(AddOption("BoxEmitter", "Particles", "Emitters", "VisualShaderNodeParticleBoxEmitter", "", -1, VisualShaderNode::PORT_TYPE_VECTOR, TYPE_FLAGS_EMIT, Shader::MODE_PARTICLES));
  3804. add_options.push_back(AddOption("RingEmitter", "Particles", "Emitters", "VisualShaderNodeParticleRingEmitter", "", -1, VisualShaderNode::PORT_TYPE_VECTOR, TYPE_FLAGS_EMIT, Shader::MODE_PARTICLES));
  3805. add_options.push_back(AddOption("SphereEmitter", "Particles", "Emitters", "VisualShaderNodeParticleSphereEmitter", "", -1, VisualShaderNode::PORT_TYPE_VECTOR, TYPE_FLAGS_EMIT, Shader::MODE_PARTICLES));
  3806. add_options.push_back(AddOption("ConeVelocity", "Particles", "Velocity", "VisualShaderNodeParticleConeVelocity", "", -1, VisualShaderNode::PORT_TYPE_VECTOR, TYPE_FLAGS_EMIT, Shader::MODE_PARTICLES));
  3807. // SCALAR
  3808. add_options.push_back(AddOption("FloatFunc", "Scalar", "Common", "VisualShaderNodeFloatFunc", TTR("Float function."), -1, VisualShaderNode::PORT_TYPE_SCALAR));
  3809. add_options.push_back(AddOption("IntFunc", "Scalar", "Common", "VisualShaderNodeIntFunc", TTR("Integer function."), -1, VisualShaderNode::PORT_TYPE_SCALAR_INT));
  3810. add_options.push_back(AddOption("FloatOp", "Scalar", "Common", "VisualShaderNodeFloatOp", TTR("Float operator."), -1, VisualShaderNode::PORT_TYPE_SCALAR));
  3811. add_options.push_back(AddOption("IntOp", "Scalar", "Common", "VisualShaderNodeIntOp", TTR("Integer operator."), -1, VisualShaderNode::PORT_TYPE_SCALAR_INT));
  3812. // CONSTANTS
  3813. for (int i = 0; i < MAX_FLOAT_CONST_DEFS; i++) {
  3814. 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));
  3815. }
  3816. // FUNCTIONS
  3817. add_options.push_back(AddOption("Abs", "Scalar", "Functions", "VisualShaderNodeFloatFunc", TTR("Returns the absolute value of the parameter."), VisualShaderNodeFloatFunc::FUNC_ABS, VisualShaderNode::PORT_TYPE_SCALAR));
  3818. 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));
  3819. add_options.push_back(AddOption("ACos", "Scalar", "Functions", "VisualShaderNodeFloatFunc", TTR("Returns the arc-cosine of the parameter."), VisualShaderNodeFloatFunc::FUNC_ACOS, VisualShaderNode::PORT_TYPE_SCALAR));
  3820. 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));
  3821. add_options.push_back(AddOption("ASin", "Scalar", "Functions", "VisualShaderNodeFloatFunc", TTR("Returns the arc-sine of the parameter."), VisualShaderNodeFloatFunc::FUNC_ASIN, VisualShaderNode::PORT_TYPE_SCALAR));
  3822. 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));
  3823. add_options.push_back(AddOption("ATan", "Scalar", "Functions", "VisualShaderNodeFloatFunc", TTR("Returns the arc-tangent of the parameter."), VisualShaderNodeFloatFunc::FUNC_ATAN, VisualShaderNode::PORT_TYPE_SCALAR));
  3824. add_options.push_back(AddOption("ATan2", "Scalar", "Functions", "VisualShaderNodeFloatOp", TTR("Returns the arc-tangent of the parameters."), VisualShaderNodeFloatOp::OP_ATAN2, VisualShaderNode::PORT_TYPE_SCALAR));
  3825. 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));
  3826. 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));
  3827. 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));
  3828. 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));
  3829. add_options.push_back(AddOption("Cos", "Scalar", "Functions", "VisualShaderNodeFloatFunc", TTR("Returns the cosine of the parameter."), VisualShaderNodeFloatFunc::FUNC_COS, VisualShaderNode::PORT_TYPE_SCALAR));
  3830. add_options.push_back(AddOption("CosH", "Scalar", "Functions", "VisualShaderNodeFloatFunc", TTR("Returns the hyperbolic cosine of the parameter."), VisualShaderNodeFloatFunc::FUNC_COSH, VisualShaderNode::PORT_TYPE_SCALAR));
  3831. add_options.push_back(AddOption("Degrees", "Scalar", "Functions", "VisualShaderNodeFloatFunc", TTR("Converts a quantity in radians to degrees."), VisualShaderNodeFloatFunc::FUNC_DEGREES, VisualShaderNode::PORT_TYPE_SCALAR));
  3832. add_options.push_back(AddOption("Exp", "Scalar", "Functions", "VisualShaderNodeFloatFunc", TTR("Base-e Exponential."), VisualShaderNodeFloatFunc::FUNC_EXP, VisualShaderNode::PORT_TYPE_SCALAR));
  3833. add_options.push_back(AddOption("Exp2", "Scalar", "Functions", "VisualShaderNodeFloatFunc", TTR("Base-2 Exponential."), VisualShaderNodeFloatFunc::FUNC_EXP2, VisualShaderNode::PORT_TYPE_SCALAR));
  3834. 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));
  3835. add_options.push_back(AddOption("Fract", "Scalar", "Functions", "VisualShaderNodeFloatFunc", TTR("Computes the fractional part of the argument."), VisualShaderNodeFloatFunc::FUNC_FRAC, VisualShaderNode::PORT_TYPE_SCALAR));
  3836. 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));
  3837. add_options.push_back(AddOption("Log", "Scalar", "Functions", "VisualShaderNodeFloatFunc", TTR("Natural logarithm."), VisualShaderNodeFloatFunc::FUNC_LOG, VisualShaderNode::PORT_TYPE_SCALAR));
  3838. add_options.push_back(AddOption("Log2", "Scalar", "Functions", "VisualShaderNodeFloatFunc", TTR("Base-2 logarithm."), VisualShaderNodeFloatFunc::FUNC_LOG2, VisualShaderNode::PORT_TYPE_SCALAR));
  3839. add_options.push_back(AddOption("Max", "Scalar", "Functions", "VisualShaderNodeFloatOp", TTR("Returns the greater of two values."), VisualShaderNodeFloatOp::OP_MAX, VisualShaderNode::PORT_TYPE_SCALAR));
  3840. add_options.push_back(AddOption("Min", "Scalar", "Functions", "VisualShaderNodeFloatOp", TTR("Returns the lesser of two values."), VisualShaderNodeFloatOp::OP_MIN, VisualShaderNode::PORT_TYPE_SCALAR));
  3841. add_options.push_back(AddOption("Mix", "Scalar", "Functions", "VisualShaderNodeMix", TTR("Linear interpolation between two scalars."), VisualShaderNodeMix::OP_TYPE_SCALAR, VisualShaderNode::PORT_TYPE_SCALAR));
  3842. 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));
  3843. add_options.push_back(AddOption("Negate", "Scalar", "Functions", "VisualShaderNodeFloatFunc", TTR("Returns the opposite value of the parameter."), VisualShaderNodeFloatFunc::FUNC_NEGATE, VisualShaderNode::PORT_TYPE_SCALAR));
  3844. 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));
  3845. add_options.push_back(AddOption("OneMinus", "Scalar", "Functions", "VisualShaderNodeFloatFunc", TTR("1.0 - scalar"), VisualShaderNodeFloatFunc::FUNC_ONEMINUS, VisualShaderNode::PORT_TYPE_SCALAR));
  3846. 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));
  3847. add_options.push_back(AddOption("Radians", "Scalar", "Functions", "VisualShaderNodeFloatFunc", TTR("Converts a quantity in degrees to radians."), VisualShaderNodeFloatFunc::FUNC_RADIANS, VisualShaderNode::PORT_TYPE_SCALAR));
  3848. add_options.push_back(AddOption("Reciprocal", "Scalar", "Functions", "VisualShaderNodeFloatFunc", TTR("1.0 / scalar"), VisualShaderNodeFloatFunc::FUNC_RECIPROCAL, VisualShaderNode::PORT_TYPE_SCALAR));
  3849. add_options.push_back(AddOption("Round", "Scalar", "Functions", "VisualShaderNodeFloatFunc", TTR("Finds the nearest integer to the parameter."), VisualShaderNodeFloatFunc::FUNC_ROUND, VisualShaderNode::PORT_TYPE_SCALAR));
  3850. 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));
  3851. 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));
  3852. add_options.push_back(AddOption("Sign", "Scalar", "Functions", "VisualShaderNodeFloatFunc", TTR("Extracts the sign of the parameter."), VisualShaderNodeFloatFunc::FUNC_SIGN, VisualShaderNode::PORT_TYPE_SCALAR));
  3853. add_options.push_back(AddOption("Sign", "Scalar", "Functions", "VisualShaderNodeIntFunc", TTR("Extracts the sign of the parameter."), VisualShaderNodeIntFunc::FUNC_SIGN, VisualShaderNode::PORT_TYPE_SCALAR_INT));
  3854. add_options.push_back(AddOption("Sin", "Scalar", "Functions", "VisualShaderNodeFloatFunc", TTR("Returns the sine of the parameter."), VisualShaderNodeFloatFunc::FUNC_SIN, VisualShaderNode::PORT_TYPE_SCALAR));
  3855. add_options.push_back(AddOption("SinH", "Scalar", "Functions", "VisualShaderNodeFloatFunc", TTR("Returns the hyperbolic sine of the parameter."), VisualShaderNodeFloatFunc::FUNC_SINH, VisualShaderNode::PORT_TYPE_SCALAR));
  3856. add_options.push_back(AddOption("Sqrt", "Scalar", "Functions", "VisualShaderNodeFloatFunc", TTR("Returns the square root of the parameter."), VisualShaderNodeFloatFunc::FUNC_SQRT, VisualShaderNode::PORT_TYPE_SCALAR));
  3857. 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));
  3858. 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));
  3859. add_options.push_back(AddOption("Tan", "Scalar", "Functions", "VisualShaderNodeFloatFunc", TTR("Returns the tangent of the parameter."), VisualShaderNodeFloatFunc::FUNC_TAN, VisualShaderNode::PORT_TYPE_SCALAR));
  3860. add_options.push_back(AddOption("TanH", "Scalar", "Functions", "VisualShaderNodeFloatFunc", TTR("Returns the hyperbolic tangent of the parameter."), VisualShaderNodeFloatFunc::FUNC_TANH, VisualShaderNode::PORT_TYPE_SCALAR));
  3861. add_options.push_back(AddOption("Trunc", "Scalar", "Functions", "VisualShaderNodeFloatFunc", TTR("Finds the truncated value of the parameter."), VisualShaderNodeFloatFunc::FUNC_TRUNC, VisualShaderNode::PORT_TYPE_SCALAR));
  3862. add_options.push_back(AddOption("Add", "Scalar", "Operators", "VisualShaderNodeFloatOp", TTR("Sums two floating-point scalars."), VisualShaderNodeFloatOp::OP_ADD, VisualShaderNode::PORT_TYPE_SCALAR));
  3863. add_options.push_back(AddOption("Add", "Scalar", "Operators", "VisualShaderNodeIntOp", TTR("Sums two integer scalars."), VisualShaderNodeIntOp::OP_ADD, VisualShaderNode::PORT_TYPE_SCALAR_INT));
  3864. add_options.push_back(AddOption("Divide", "Scalar", "Operators", "VisualShaderNodeFloatOp", TTR("Divides two floating-point scalars."), VisualShaderNodeFloatOp::OP_DIV, VisualShaderNode::PORT_TYPE_SCALAR));
  3865. add_options.push_back(AddOption("Divide", "Scalar", "Operators", "VisualShaderNodeIntOp", TTR("Divides two integer scalars."), VisualShaderNodeIntOp::OP_DIV, VisualShaderNode::PORT_TYPE_SCALAR_INT));
  3866. add_options.push_back(AddOption("Multiply", "Scalar", "Operators", "VisualShaderNodeFloatOp", TTR("Multiplies two floating-point scalars."), VisualShaderNodeFloatOp::OP_MUL, VisualShaderNode::PORT_TYPE_SCALAR));
  3867. add_options.push_back(AddOption("Multiply", "Scalar", "Operators", "VisualShaderNodeIntOp", TTR("Multiplies two integer scalars."), VisualShaderNodeIntOp::OP_MUL, VisualShaderNode::PORT_TYPE_SCALAR_INT));
  3868. 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));
  3869. 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));
  3870. add_options.push_back(AddOption("Subtract", "Scalar", "Operators", "VisualShaderNodeFloatOp", TTR("Subtracts two floating-point scalars."), VisualShaderNodeFloatOp::OP_SUB, VisualShaderNode::PORT_TYPE_SCALAR));
  3871. add_options.push_back(AddOption("Subtract", "Scalar", "Operators", "VisualShaderNodeIntOp", TTR("Subtracts two integer scalars."), VisualShaderNodeIntOp::OP_SUB, VisualShaderNode::PORT_TYPE_SCALAR_INT));
  3872. add_options.push_back(AddOption("FloatConstant", "Scalar", "Variables", "VisualShaderNodeFloatConstant", TTR("Scalar floating-point constant."), -1, VisualShaderNode::PORT_TYPE_SCALAR));
  3873. add_options.push_back(AddOption("IntConstant", "Scalar", "Variables", "VisualShaderNodeIntConstant", TTR("Scalar integer constant."), -1, VisualShaderNode::PORT_TYPE_SCALAR_INT));
  3874. add_options.push_back(AddOption("FloatUniform", "Scalar", "Variables", "VisualShaderNodeFloatUniform", TTR("Scalar floating-point uniform."), -1, VisualShaderNode::PORT_TYPE_SCALAR));
  3875. add_options.push_back(AddOption("IntUniform", "Scalar", "Variables", "VisualShaderNodeIntUniform", TTR("Scalar integer uniform."), -1, VisualShaderNode::PORT_TYPE_SCALAR_INT));
  3876. // SDF
  3877. {
  3878. 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));
  3879. 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));
  3880. 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));
  3881. 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));
  3882. 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));
  3883. }
  3884. // TEXTURES
  3885. add_options.push_back(AddOption("UVFunc", "Textures", "Common", "VisualShaderNodeUVFunc", TTR("Function to be applied on texture coordinates."), -1, VisualShaderNode::PORT_TYPE_VECTOR));
  3886. cubemap_node_option_idx = add_options.size();
  3887. add_options.push_back(AddOption("CubeMap", "Textures", "Functions", "VisualShaderNodeCubemap", TTR("Perform the cubic texture lookup."), -1, -1));
  3888. curve_node_option_idx = add_options.size();
  3889. add_options.push_back(AddOption("CurveTexture", "Textures", "Functions", "VisualShaderNodeCurveTexture", TTR("Perform the curve texture lookup."), -1, -1));
  3890. curve_xyz_node_option_idx = add_options.size();
  3891. add_options.push_back(AddOption("CurveXYZTexture", "Textures", "Functions", "VisualShaderNodeCurveXYZTexture", TTR("Perform the three components curve texture lookup."), -1, -1));
  3892. texture2d_node_option_idx = add_options.size();
  3893. add_options.push_back(AddOption("Texture2D", "Textures", "Functions", "VisualShaderNodeTexture", TTR("Perform the 2D texture lookup."), -1, -1));
  3894. texture2d_array_node_option_idx = add_options.size();
  3895. add_options.push_back(AddOption("Texture2DArray", "Textures", "Functions", "VisualShaderNodeTexture2DArray", TTR("Perform the 2D-array texture lookup."), -1, -1, -1, -1, -1));
  3896. texture3d_node_option_idx = add_options.size();
  3897. add_options.push_back(AddOption("Texture3D", "Textures", "Functions", "VisualShaderNodeTexture3D", TTR("Perform the 3D texture lookup."), -1, -1));
  3898. add_options.push_back(AddOption("UVPanning", "Textures", "Functions", "VisualShaderNodeUVFunc", TTR("Apply panning function on texture coordinates."), VisualShaderNodeUVFunc::FUNC_PANNING, VisualShaderNode::PORT_TYPE_VECTOR));
  3899. add_options.push_back(AddOption("UVScaling", "Textures", "Functions", "VisualShaderNodeUVFunc", TTR("Apply scaling function on texture coordinates."), VisualShaderNodeUVFunc::FUNC_SCALING, VisualShaderNode::PORT_TYPE_VECTOR));
  3900. add_options.push_back(AddOption("CubeMapUniform", "Textures", "Variables", "VisualShaderNodeCubemapUniform", TTR("Cubic texture uniform lookup."), -1, -1));
  3901. add_options.push_back(AddOption("TextureUniform", "Textures", "Variables", "VisualShaderNodeTextureUniform", TTR("2D texture uniform lookup."), -1, -1));
  3902. 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));
  3903. add_options.push_back(AddOption("Texture2DArrayUniform", "Textures", "Variables", "VisualShaderNodeTexture2DArrayUniform", TTR("2D array of textures uniform lookup."), -1, -1, -1, -1, -1));
  3904. add_options.push_back(AddOption("Texture3DUniform", "Textures", "Variables", "VisualShaderNodeTexture3DUniform", TTR("3D texture uniform lookup."), -1, -1, -1, -1, -1));
  3905. // TRANSFORM
  3906. add_options.push_back(AddOption("TransformFunc", "Transform", "Common", "VisualShaderNodeTransformFunc", TTR("Transform function."), -1, VisualShaderNode::PORT_TYPE_TRANSFORM));
  3907. add_options.push_back(AddOption("TransformOp", "Transform", "Common", "VisualShaderNodeTransformOp", TTR("Transform operator."), -1, VisualShaderNode::PORT_TYPE_TRANSFORM));
  3908. 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));
  3909. add_options.push_back(AddOption("TransformCompose", "Transform", "Composition", "VisualShaderNodeTransformCompose", TTR("Composes transform from four vectors."), -1, VisualShaderNode::PORT_TYPE_TRANSFORM));
  3910. add_options.push_back(AddOption("TransformDecompose", "Transform", "Composition", "VisualShaderNodeTransformDecompose", TTR("Decomposes transform to four vectors.")));
  3911. add_options.push_back(AddOption("Determinant", "Transform", "Functions", "VisualShaderNodeDeterminant", TTR("Calculates the determinant of a transform."), -1, VisualShaderNode::PORT_TYPE_SCALAR));
  3912. 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));
  3913. add_options.push_back(AddOption("Inverse", "Transform", "Functions", "VisualShaderNodeTransformFunc", TTR("Calculates the inverse of a transform."), VisualShaderNodeTransformFunc::FUNC_INVERSE, VisualShaderNode::PORT_TYPE_TRANSFORM));
  3914. add_options.push_back(AddOption("Transpose", "Transform", "Functions", "VisualShaderNodeTransformFunc", TTR("Calculates the transpose of a transform."), VisualShaderNodeTransformFunc::FUNC_TRANSPOSE, VisualShaderNode::PORT_TYPE_TRANSFORM));
  3915. add_options.push_back(AddOption("Add", "Transform", "Operators", "VisualShaderNodeTransformOp", TTR("Sums two transforms."), VisualShaderNodeTransformOp::OP_ADD, VisualShaderNode::PORT_TYPE_TRANSFORM));
  3916. add_options.push_back(AddOption("Divide", "Transform", "Operators", "VisualShaderNodeTransformOp", TTR("Divides two transforms."), VisualShaderNodeTransformOp::OP_A_DIV_B, VisualShaderNode::PORT_TYPE_TRANSFORM));
  3917. add_options.push_back(AddOption("Multiply", "Transform", "Operators", "VisualShaderNodeTransformOp", TTR("Multiplies two transforms."), VisualShaderNodeTransformOp::OP_AxB, VisualShaderNode::PORT_TYPE_TRANSFORM));
  3918. add_options.push_back(AddOption("MultiplyComp", "Transform", "Operators", "VisualShaderNodeTransformOp", TTR("Performs per-component multiplication of two transforms."), VisualShaderNodeTransformOp::OP_AxB_COMP, VisualShaderNode::PORT_TYPE_TRANSFORM));
  3919. add_options.push_back(AddOption("Subtract", "Transform", "Operators", "VisualShaderNodeTransformOp", TTR("Subtracts two transforms."), VisualShaderNodeTransformOp::OP_A_MINUS_B, VisualShaderNode::PORT_TYPE_TRANSFORM));
  3920. add_options.push_back(AddOption("TransformVectorMult", "Transform", "Operators", "VisualShaderNodeTransformVecMult", TTR("Multiplies vector by transform."), -1, VisualShaderNode::PORT_TYPE_VECTOR));
  3921. add_options.push_back(AddOption("TransformConstant", "Transform", "Variables", "VisualShaderNodeTransformConstant", TTR("Transform constant."), -1, VisualShaderNode::PORT_TYPE_TRANSFORM));
  3922. add_options.push_back(AddOption("TransformUniform", "Transform", "Variables", "VisualShaderNodeTransformUniform", TTR("Transform uniform."), -1, VisualShaderNode::PORT_TYPE_TRANSFORM));
  3923. // VECTOR
  3924. add_options.push_back(AddOption("VectorFunc", "Vector", "Common", "VisualShaderNodeVectorFunc", TTR("Vector function."), -1, VisualShaderNode::PORT_TYPE_VECTOR));
  3925. add_options.push_back(AddOption("VectorOp", "Vector", "Common", "VisualShaderNodeVectorOp", TTR("Vector operator."), -1, VisualShaderNode::PORT_TYPE_VECTOR));
  3926. add_options.push_back(AddOption("VectorCompose", "Vector", "Composition", "VisualShaderNodeVectorCompose", TTR("Composes vector from three scalars."), -1, VisualShaderNode::PORT_TYPE_VECTOR));
  3927. add_options.push_back(AddOption("VectorDecompose", "Vector", "Composition", "VisualShaderNodeVectorDecompose", TTR("Decomposes vector to three scalars.")));
  3928. add_options.push_back(AddOption("Abs", "Vector", "Functions", "VisualShaderNodeVectorFunc", TTR("Returns the absolute value of the parameter."), VisualShaderNodeVectorFunc::FUNC_ABS, VisualShaderNode::PORT_TYPE_VECTOR));
  3929. add_options.push_back(AddOption("ACos", "Vector", "Functions", "VisualShaderNodeVectorFunc", TTR("Returns the arc-cosine of the parameter."), VisualShaderNodeVectorFunc::FUNC_ACOS, VisualShaderNode::PORT_TYPE_VECTOR));
  3930. 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));
  3931. add_options.push_back(AddOption("ASin", "Vector", "Functions", "VisualShaderNodeVectorFunc", TTR("Returns the arc-sine of the parameter."), VisualShaderNodeVectorFunc::FUNC_ASIN, VisualShaderNode::PORT_TYPE_VECTOR));
  3932. 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));
  3933. add_options.push_back(AddOption("ATan", "Vector", "Functions", "VisualShaderNodeVectorFunc", TTR("Returns the arc-tangent of the parameter."), VisualShaderNodeVectorFunc::FUNC_ATAN, VisualShaderNode::PORT_TYPE_VECTOR));
  3934. add_options.push_back(AddOption("ATan2", "Vector", "Functions", "VisualShaderNodeVectorOp", TTR("Returns the arc-tangent of the parameters."), VisualShaderNodeVectorOp::OP_ATAN2, VisualShaderNode::PORT_TYPE_VECTOR));
  3935. 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));
  3936. 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));
  3937. 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));
  3938. add_options.push_back(AddOption("Cos", "Vector", "Functions", "VisualShaderNodeVectorFunc", TTR("Returns the cosine of the parameter."), VisualShaderNodeVectorFunc::FUNC_COS, VisualShaderNode::PORT_TYPE_VECTOR));
  3939. add_options.push_back(AddOption("CosH", "Vector", "Functions", "VisualShaderNodeVectorFunc", TTR("Returns the hyperbolic cosine of the parameter."), VisualShaderNodeVectorFunc::FUNC_COSH, VisualShaderNode::PORT_TYPE_VECTOR));
  3940. add_options.push_back(AddOption("Cross", "Vector", "Functions", "VisualShaderNodeVectorOp", TTR("Calculates the cross product of two vectors."), VisualShaderNodeVectorOp::OP_CROSS, VisualShaderNode::PORT_TYPE_VECTOR));
  3941. add_options.push_back(AddOption("Degrees", "Vector", "Functions", "VisualShaderNodeVectorFunc", TTR("Converts a quantity in radians to degrees."), VisualShaderNodeVectorFunc::FUNC_DEGREES, VisualShaderNode::PORT_TYPE_VECTOR));
  3942. add_options.push_back(AddOption("Distance", "Vector", "Functions", "VisualShaderNodeVectorDistance", TTR("Returns the distance between two points."), -1, VisualShaderNode::PORT_TYPE_SCALAR));
  3943. add_options.push_back(AddOption("Dot", "Vector", "Functions", "VisualShaderNodeDotProduct", TTR("Calculates the dot product of two vectors."), -1, VisualShaderNode::PORT_TYPE_SCALAR));
  3944. add_options.push_back(AddOption("Exp", "Vector", "Functions", "VisualShaderNodeVectorFunc", TTR("Base-e Exponential."), VisualShaderNodeVectorFunc::FUNC_EXP, VisualShaderNode::PORT_TYPE_VECTOR));
  3945. add_options.push_back(AddOption("Exp2", "Vector", "Functions", "VisualShaderNodeVectorFunc", TTR("Base-2 Exponential."), VisualShaderNodeVectorFunc::FUNC_EXP2, VisualShaderNode::PORT_TYPE_VECTOR));
  3946. 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));
  3947. 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));
  3948. add_options.push_back(AddOption("Fract", "Vector", "Functions", "VisualShaderNodeVectorFunc", TTR("Computes the fractional part of the argument."), VisualShaderNodeVectorFunc::FUNC_FRAC, VisualShaderNode::PORT_TYPE_VECTOR));
  3949. 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));
  3950. add_options.push_back(AddOption("Length", "Vector", "Functions", "VisualShaderNodeVectorLen", TTR("Calculates the length of a vector."), -1, VisualShaderNode::PORT_TYPE_SCALAR));
  3951. add_options.push_back(AddOption("Log", "Vector", "Functions", "VisualShaderNodeVectorFunc", TTR("Natural logarithm."), VisualShaderNodeVectorFunc::FUNC_LOG, VisualShaderNode::PORT_TYPE_VECTOR));
  3952. add_options.push_back(AddOption("Log2", "Vector", "Functions", "VisualShaderNodeVectorFunc", TTR("Base-2 logarithm."), VisualShaderNodeVectorFunc::FUNC_LOG2, VisualShaderNode::PORT_TYPE_VECTOR));
  3953. add_options.push_back(AddOption("Max", "Vector", "Functions", "VisualShaderNodeVectorOp", TTR("Returns the greater of two values."), VisualShaderNodeVectorOp::OP_MAX, VisualShaderNode::PORT_TYPE_VECTOR));
  3954. add_options.push_back(AddOption("Min", "Vector", "Functions", "VisualShaderNodeVectorOp", TTR("Returns the lesser of two values."), VisualShaderNodeVectorOp::OP_MIN, VisualShaderNode::PORT_TYPE_VECTOR));
  3955. add_options.push_back(AddOption("Mix", "Vector", "Functions", "VisualShaderNodeMix", TTR("Linear interpolation between two vectors."), VisualShaderNodeMix::OP_TYPE_VECTOR, VisualShaderNode::PORT_TYPE_VECTOR));
  3956. 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));
  3957. 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));
  3958. add_options.push_back(AddOption("Negate", "Vector", "Functions", "VisualShaderNodeVectorFunc", TTR("Returns the opposite value of the parameter."), VisualShaderNodeVectorFunc::FUNC_NEGATE, VisualShaderNode::PORT_TYPE_VECTOR));
  3959. add_options.push_back(AddOption("Normalize", "Vector", "Functions", "VisualShaderNodeVectorFunc", TTR("Calculates the normalize product of vector."), VisualShaderNodeVectorFunc::FUNC_NORMALIZE, VisualShaderNode::PORT_TYPE_VECTOR));
  3960. add_options.push_back(AddOption("OneMinus", "Vector", "Functions", "VisualShaderNodeVectorFunc", TTR("1.0 - vector"), VisualShaderNodeVectorFunc::FUNC_ONEMINUS, VisualShaderNode::PORT_TYPE_VECTOR));
  3961. 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));
  3962. add_options.push_back(AddOption("Radians", "Vector", "Functions", "VisualShaderNodeVectorFunc", TTR("Converts a quantity in degrees to radians."), VisualShaderNodeVectorFunc::FUNC_RADIANS, VisualShaderNode::PORT_TYPE_VECTOR));
  3963. add_options.push_back(AddOption("Reciprocal", "Vector", "Functions", "VisualShaderNodeVectorFunc", TTR("1.0 / vector"), VisualShaderNodeVectorFunc::FUNC_RECIPROCAL, VisualShaderNode::PORT_TYPE_VECTOR));
  3964. 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));
  3965. 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));
  3966. add_options.push_back(AddOption("Round", "Vector", "Functions", "VisualShaderNodeVectorFunc", TTR("Finds the nearest integer to the parameter."), VisualShaderNodeVectorFunc::FUNC_ROUND, VisualShaderNode::PORT_TYPE_VECTOR));
  3967. 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));
  3968. 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));
  3969. add_options.push_back(AddOption("Sign", "Vector", "Functions", "VisualShaderNodeVectorFunc", TTR("Extracts the sign of the parameter."), VisualShaderNodeVectorFunc::FUNC_SIGN, VisualShaderNode::PORT_TYPE_VECTOR));
  3970. add_options.push_back(AddOption("Sin", "Vector", "Functions", "VisualShaderNodeVectorFunc", TTR("Returns the sine of the parameter."), VisualShaderNodeVectorFunc::FUNC_SIN, VisualShaderNode::PORT_TYPE_VECTOR));
  3971. add_options.push_back(AddOption("SinH", "Vector", "Functions", "VisualShaderNodeVectorFunc", TTR("Returns the hyperbolic sine of the parameter."), VisualShaderNodeVectorFunc::FUNC_SINH, VisualShaderNode::PORT_TYPE_VECTOR));
  3972. add_options.push_back(AddOption("Sqrt", "Vector", "Functions", "VisualShaderNodeVectorFunc", TTR("Returns the square root of the parameter."), VisualShaderNodeVectorFunc::FUNC_SQRT, VisualShaderNode::PORT_TYPE_VECTOR));
  3973. 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));
  3974. 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));
  3975. 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));
  3976. 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));
  3977. add_options.push_back(AddOption("Tan", "Vector", "Functions", "VisualShaderNodeVectorFunc", TTR("Returns the tangent of the parameter."), VisualShaderNodeVectorFunc::FUNC_TAN, VisualShaderNode::PORT_TYPE_VECTOR));
  3978. add_options.push_back(AddOption("TanH", "Vector", "Functions", "VisualShaderNodeVectorFunc", TTR("Returns the hyperbolic tangent of the parameter."), VisualShaderNodeVectorFunc::FUNC_TANH, VisualShaderNode::PORT_TYPE_VECTOR));
  3979. add_options.push_back(AddOption("Trunc", "Vector", "Functions", "VisualShaderNodeVectorFunc", TTR("Finds the truncated value of the parameter."), VisualShaderNodeVectorFunc::FUNC_TRUNC, VisualShaderNode::PORT_TYPE_VECTOR));
  3980. add_options.push_back(AddOption("Add", "Vector", "Operators", "VisualShaderNodeVectorOp", TTR("Adds vector to vector."), VisualShaderNodeVectorOp::OP_ADD, VisualShaderNode::PORT_TYPE_VECTOR));
  3981. add_options.push_back(AddOption("Divide", "Vector", "Operators", "VisualShaderNodeVectorOp", TTR("Divides vector by vector."), VisualShaderNodeVectorOp::OP_DIV, VisualShaderNode::PORT_TYPE_VECTOR));
  3982. add_options.push_back(AddOption("Multiply", "Vector", "Operators", "VisualShaderNodeVectorOp", TTR("Multiplies vector by vector."), VisualShaderNodeVectorOp::OP_MUL, VisualShaderNode::PORT_TYPE_VECTOR));
  3983. add_options.push_back(AddOption("Remainder", "Vector", "Operators", "VisualShaderNodeVectorOp", TTR("Returns the remainder of the two vectors."), VisualShaderNodeVectorOp::OP_MOD, VisualShaderNode::PORT_TYPE_VECTOR));
  3984. add_options.push_back(AddOption("Subtract", "Vector", "Operators", "VisualShaderNodeVectorOp", TTR("Subtracts vector from vector."), VisualShaderNodeVectorOp::OP_SUB, VisualShaderNode::PORT_TYPE_VECTOR));
  3985. add_options.push_back(AddOption("VectorConstant", "Vector", "Variables", "VisualShaderNodeVec3Constant", TTR("Vector constant."), -1, VisualShaderNode::PORT_TYPE_VECTOR));
  3986. add_options.push_back(AddOption("VectorUniform", "Vector", "Variables", "VisualShaderNodeVec3Uniform", TTR("Vector uniform."), -1, VisualShaderNode::PORT_TYPE_VECTOR));
  3987. // SPECIAL
  3988. add_options.push_back(AddOption("Comment", "Special", "", "VisualShaderNodeComment", TTR("A rectangular area with a description string for better graph organization.")));
  3989. 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.")));
  3990. 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));
  3991. 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.")));
  3992. add_options.push_back(AddOption("UniformRef", "Special", "", "VisualShaderNodeUniformRef", TTR("A reference to an existing uniform.")));
  3993. 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));
  3994. 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));
  3995. 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));
  3996. 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));
  3997. 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));
  3998. 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));
  3999. 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));
  4000. 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));
  4001. custom_node_option_idx = add_options.size();
  4002. /////////////////////////////////////////////////////////////////////
  4003. _update_options_menu();
  4004. undo_redo = EditorNode::get_singleton()->get_undo_redo();
  4005. Ref<VisualShaderNodePluginDefault> default_plugin;
  4006. default_plugin.instantiate();
  4007. add_plugin(default_plugin);
  4008. graph_plugin.instantiate();
  4009. property_editor = memnew(CustomPropertyEditor);
  4010. add_child(property_editor);
  4011. property_editor->connect("variant_changed", callable_mp(this, &VisualShaderEditor::_port_edited));
  4012. }
  4013. /////////////////
  4014. void VisualShaderEditorPlugin::edit(Object *p_object) {
  4015. visual_shader_editor->edit(Object::cast_to<VisualShader>(p_object));
  4016. }
  4017. bool VisualShaderEditorPlugin::handles(Object *p_object) const {
  4018. return p_object->is_class("VisualShader");
  4019. }
  4020. void VisualShaderEditorPlugin::make_visible(bool p_visible) {
  4021. if (p_visible) {
  4022. //editor->hide_animation_player_editors();
  4023. //editor->animation_panel_make_visible(true);
  4024. button->show();
  4025. editor->make_bottom_panel_item_visible(visual_shader_editor);
  4026. visual_shader_editor->update_custom_nodes();
  4027. visual_shader_editor->set_process_input(true);
  4028. //visual_shader_editor->set_process(true);
  4029. } else {
  4030. if (visual_shader_editor->is_visible_in_tree()) {
  4031. editor->hide_bottom_panel();
  4032. }
  4033. button->hide();
  4034. visual_shader_editor->set_process_input(false);
  4035. //visual_shader_editor->set_process(false);
  4036. }
  4037. }
  4038. VisualShaderEditorPlugin::VisualShaderEditorPlugin(EditorNode *p_node) {
  4039. editor = p_node;
  4040. visual_shader_editor = memnew(VisualShaderEditor);
  4041. visual_shader_editor->set_custom_minimum_size(Size2(0, 300) * EDSCALE);
  4042. button = editor->add_bottom_panel_item(TTR("VisualShader"), visual_shader_editor);
  4043. button->hide();
  4044. }
  4045. VisualShaderEditorPlugin::~VisualShaderEditorPlugin() {
  4046. }
  4047. ////////////////
  4048. class VisualShaderNodePluginInputEditor : public OptionButton {
  4049. GDCLASS(VisualShaderNodePluginInputEditor, OptionButton);
  4050. Ref<VisualShaderNodeInput> input;
  4051. public:
  4052. void _notification(int p_what) {
  4053. if (p_what == NOTIFICATION_READY) {
  4054. connect("item_selected", callable_mp(this, &VisualShaderNodePluginInputEditor::_item_selected));
  4055. }
  4056. }
  4057. void _item_selected(int p_item) {
  4058. VisualShaderEditor::get_singleton()->call_deferred(SNAME("_input_select_item"), input, get_item_text(p_item));
  4059. }
  4060. void setup(const Ref<VisualShaderNodeInput> &p_input) {
  4061. input = p_input;
  4062. Ref<Texture2D> type_icon[6] = {
  4063. EditorNode::get_singleton()->get_gui_base()->get_theme_icon(SNAME("float"), SNAME("EditorIcons")),
  4064. EditorNode::get_singleton()->get_gui_base()->get_theme_icon(SNAME("int"), SNAME("EditorIcons")),
  4065. EditorNode::get_singleton()->get_gui_base()->get_theme_icon(SNAME("Vector3"), SNAME("EditorIcons")),
  4066. EditorNode::get_singleton()->get_gui_base()->get_theme_icon(SNAME("bool"), SNAME("EditorIcons")),
  4067. EditorNode::get_singleton()->get_gui_base()->get_theme_icon(SNAME("Transform3D"), SNAME("EditorIcons")),
  4068. EditorNode::get_singleton()->get_gui_base()->get_theme_icon(SNAME("ImageTexture"), SNAME("EditorIcons")),
  4069. };
  4070. add_item("[None]");
  4071. int to_select = -1;
  4072. for (int i = 0; i < input->get_input_index_count(); i++) {
  4073. if (input->get_input_name() == input->get_input_index_name(i)) {
  4074. to_select = i + 1;
  4075. }
  4076. add_icon_item(type_icon[input->get_input_index_type(i)], input->get_input_index_name(i));
  4077. }
  4078. if (to_select >= 0) {
  4079. select(to_select);
  4080. }
  4081. }
  4082. };
  4083. ////////////////
  4084. class VisualShaderNodePluginUniformRefEditor : public OptionButton {
  4085. GDCLASS(VisualShaderNodePluginUniformRefEditor, OptionButton);
  4086. Ref<VisualShaderNodeUniformRef> uniform_ref;
  4087. public:
  4088. void _notification(int p_what) {
  4089. if (p_what == NOTIFICATION_READY) {
  4090. connect("item_selected", callable_mp(this, &VisualShaderNodePluginUniformRefEditor::_item_selected));
  4091. }
  4092. }
  4093. void _item_selected(int p_item) {
  4094. VisualShaderEditor::get_singleton()->call_deferred(SNAME("_uniform_select_item"), uniform_ref, get_item_text(p_item));
  4095. }
  4096. void setup(const Ref<VisualShaderNodeUniformRef> &p_uniform_ref) {
  4097. uniform_ref = p_uniform_ref;
  4098. Ref<Texture2D> type_icon[7] = {
  4099. EditorNode::get_singleton()->get_gui_base()->get_theme_icon(SNAME("float"), SNAME("EditorIcons")),
  4100. EditorNode::get_singleton()->get_gui_base()->get_theme_icon(SNAME("int"), SNAME("EditorIcons")),
  4101. EditorNode::get_singleton()->get_gui_base()->get_theme_icon(SNAME("bool"), SNAME("EditorIcons")),
  4102. EditorNode::get_singleton()->get_gui_base()->get_theme_icon(SNAME("Vector3"), SNAME("EditorIcons")),
  4103. EditorNode::get_singleton()->get_gui_base()->get_theme_icon(SNAME("Transform3D"), SNAME("EditorIcons")),
  4104. EditorNode::get_singleton()->get_gui_base()->get_theme_icon(SNAME("Color"), SNAME("EditorIcons")),
  4105. EditorNode::get_singleton()->get_gui_base()->get_theme_icon(SNAME("ImageTexture"), SNAME("EditorIcons")),
  4106. };
  4107. add_item("[None]");
  4108. int to_select = -1;
  4109. for (int i = 0; i < p_uniform_ref->get_uniforms_count(); i++) {
  4110. if (p_uniform_ref->get_uniform_name() == p_uniform_ref->get_uniform_name_by_index(i)) {
  4111. to_select = i + 1;
  4112. }
  4113. add_icon_item(type_icon[p_uniform_ref->get_uniform_type_by_index(i)], p_uniform_ref->get_uniform_name_by_index(i));
  4114. }
  4115. if (to_select >= 0) {
  4116. select(to_select);
  4117. }
  4118. }
  4119. };
  4120. ////////////////
  4121. class VisualShaderNodePluginDefaultEditor : public VBoxContainer {
  4122. GDCLASS(VisualShaderNodePluginDefaultEditor, VBoxContainer);
  4123. Ref<Resource> parent_resource;
  4124. int node_id;
  4125. VisualShader::Type shader_type;
  4126. public:
  4127. void _property_changed(const String &p_property, const Variant &p_value, const String &p_field = "", bool p_changing = false) {
  4128. if (p_changing) {
  4129. return;
  4130. }
  4131. UndoRedo *undo_redo = EditorNode::get_singleton()->get_undo_redo();
  4132. updating = true;
  4133. undo_redo->create_action(TTR("Edit Visual Property:") + " " + p_property, UndoRedo::MERGE_ENDS);
  4134. undo_redo->add_do_property(node.ptr(), p_property, p_value);
  4135. undo_redo->add_undo_property(node.ptr(), p_property, node->get(p_property));
  4136. if (p_value.get_type() == Variant::OBJECT) {
  4137. RES prev_res = node->get(p_property);
  4138. RES curr_res = p_value;
  4139. if (curr_res.is_null()) {
  4140. undo_redo->add_do_method(this, "_open_inspector", (RES)parent_resource.ptr());
  4141. } else {
  4142. undo_redo->add_do_method(this, "_open_inspector", (RES)curr_res.ptr());
  4143. }
  4144. if (!prev_res.is_null()) {
  4145. undo_redo->add_undo_method(this, "_open_inspector", (RES)prev_res.ptr());
  4146. } else {
  4147. undo_redo->add_undo_method(this, "_open_inspector", (RES)parent_resource.ptr());
  4148. }
  4149. }
  4150. if (p_property != "constant") {
  4151. undo_redo->add_do_method(VisualShaderEditor::get_singleton()->get_graph_plugin(), "update_node_deferred", shader_type, node_id);
  4152. undo_redo->add_undo_method(VisualShaderEditor::get_singleton()->get_graph_plugin(), "update_node_deferred", shader_type, node_id);
  4153. }
  4154. undo_redo->commit_action();
  4155. updating = false;
  4156. }
  4157. void _node_changed() {
  4158. if (updating) {
  4159. return;
  4160. }
  4161. for (int i = 0; i < properties.size(); i++) {
  4162. properties[i]->update_property();
  4163. }
  4164. }
  4165. void _resource_selected(const String &p_path, RES p_resource) {
  4166. _open_inspector(p_resource);
  4167. }
  4168. void _open_inspector(RES p_resource) {
  4169. EditorNode::get_singleton()->get_inspector()->edit(p_resource.ptr());
  4170. }
  4171. bool updating;
  4172. Ref<VisualShaderNode> node;
  4173. Vector<EditorProperty *> properties;
  4174. Vector<Label *> prop_names;
  4175. void _show_prop_names(bool p_show) {
  4176. for (int i = 0; i < prop_names.size(); i++) {
  4177. prop_names[i]->set_visible(p_show);
  4178. }
  4179. }
  4180. void setup(Ref<Resource> p_parent_resource, Vector<EditorProperty *> p_properties, const Vector<StringName> &p_names, Ref<VisualShaderNode> p_node) {
  4181. parent_resource = p_parent_resource;
  4182. updating = false;
  4183. node = p_node;
  4184. properties = p_properties;
  4185. node_id = (int)p_node->get_meta("id");
  4186. shader_type = VisualShader::Type((int)p_node->get_meta("shader_type"));
  4187. for (int i = 0; i < p_properties.size(); i++) {
  4188. HBoxContainer *hbox = memnew(HBoxContainer);
  4189. hbox->set_h_size_flags(SIZE_EXPAND_FILL);
  4190. add_child(hbox);
  4191. Label *prop_name = memnew(Label);
  4192. String prop_name_str = p_names[i];
  4193. prop_name_str = prop_name_str.capitalize() + ":";
  4194. prop_name->set_text(prop_name_str);
  4195. prop_name->set_visible(false);
  4196. hbox->add_child(prop_name);
  4197. prop_names.push_back(prop_name);
  4198. p_properties[i]->set_h_size_flags(SIZE_EXPAND_FILL);
  4199. hbox->add_child(p_properties[i]);
  4200. bool res_prop = Object::cast_to<EditorPropertyResource>(p_properties[i]);
  4201. if (res_prop) {
  4202. p_properties[i]->connect("resource_selected", callable_mp(this, &VisualShaderNodePluginDefaultEditor::_resource_selected));
  4203. }
  4204. properties[i]->connect("property_changed", callable_mp(this, &VisualShaderNodePluginDefaultEditor::_property_changed));
  4205. properties[i]->set_object_and_property(node.ptr(), p_names[i]);
  4206. properties[i]->update_property();
  4207. properties[i]->set_name_split_ratio(0);
  4208. }
  4209. node->connect("changed", callable_mp(this, &VisualShaderNodePluginDefaultEditor::_node_changed));
  4210. }
  4211. static void _bind_methods() {
  4212. ClassDB::bind_method("_open_inspector", &VisualShaderNodePluginDefaultEditor::_open_inspector); // Used by UndoRedo.
  4213. ClassDB::bind_method("_show_prop_names", &VisualShaderNodePluginDefaultEditor::_show_prop_names); // Used with call_deferred.
  4214. }
  4215. };
  4216. Control *VisualShaderNodePluginDefault::create_editor(const Ref<Resource> &p_parent_resource, const Ref<VisualShaderNode> &p_node) {
  4217. if (p_node->is_class("VisualShaderNodeUniformRef")) {
  4218. //create input
  4219. VisualShaderNodePluginUniformRefEditor *uniform_editor = memnew(VisualShaderNodePluginUniformRefEditor);
  4220. uniform_editor->setup(p_node);
  4221. return uniform_editor;
  4222. }
  4223. if (p_node->is_class("VisualShaderNodeInput")) {
  4224. //create input
  4225. VisualShaderNodePluginInputEditor *input_editor = memnew(VisualShaderNodePluginInputEditor);
  4226. input_editor->setup(p_node);
  4227. return input_editor;
  4228. }
  4229. Vector<StringName> properties = p_node->get_editable_properties();
  4230. if (properties.size() == 0) {
  4231. return nullptr;
  4232. }
  4233. List<PropertyInfo> props;
  4234. p_node->get_property_list(&props);
  4235. Vector<PropertyInfo> pinfo;
  4236. for (const PropertyInfo &E : props) {
  4237. for (int i = 0; i < properties.size(); i++) {
  4238. if (E.name == String(properties[i])) {
  4239. pinfo.push_back(E);
  4240. }
  4241. }
  4242. }
  4243. if (pinfo.size() == 0) {
  4244. return nullptr;
  4245. }
  4246. properties.clear();
  4247. Ref<VisualShaderNode> node = p_node;
  4248. Vector<EditorProperty *> editors;
  4249. for (int i = 0; i < pinfo.size(); i++) {
  4250. EditorProperty *prop = EditorInspector::instantiate_property_editor(node.ptr(), pinfo[i].type, pinfo[i].name, pinfo[i].hint, pinfo[i].hint_string, pinfo[i].usage);
  4251. if (!prop) {
  4252. return nullptr;
  4253. }
  4254. if (Object::cast_to<EditorPropertyResource>(prop)) {
  4255. Object::cast_to<EditorPropertyResource>(prop)->set_use_sub_inspector(false);
  4256. prop->set_custom_minimum_size(Size2(100 * EDSCALE, 0));
  4257. } else if (Object::cast_to<EditorPropertyTransform3D>(prop) || Object::cast_to<EditorPropertyVector3>(prop)) {
  4258. prop->set_custom_minimum_size(Size2(250 * EDSCALE, 0));
  4259. } else if (Object::cast_to<EditorPropertyFloat>(prop)) {
  4260. prop->set_custom_minimum_size(Size2(100 * EDSCALE, 0));
  4261. } else if (Object::cast_to<EditorPropertyEnum>(prop)) {
  4262. prop->set_custom_minimum_size(Size2(100 * EDSCALE, 0));
  4263. Object::cast_to<EditorPropertyEnum>(prop)->set_option_button_clip(false);
  4264. }
  4265. editors.push_back(prop);
  4266. properties.push_back(pinfo[i].name);
  4267. }
  4268. VisualShaderNodePluginDefaultEditor *editor = memnew(VisualShaderNodePluginDefaultEditor);
  4269. editor->setup(p_parent_resource, editors, properties, p_node);
  4270. return editor;
  4271. }
  4272. void EditorPropertyShaderMode::_option_selected(int p_which) {
  4273. //will not use this, instead will do all the logic setting manually
  4274. //emit_signal(SNAME("property_changed"), get_edited_property(), p_which);
  4275. Ref<VisualShader> visual_shader(Object::cast_to<VisualShader>(get_edited_object()));
  4276. if (visual_shader->get_mode() == p_which) {
  4277. return;
  4278. }
  4279. UndoRedo *undo_redo = EditorNode::get_singleton()->get_undo_redo();
  4280. undo_redo->create_action(TTR("Visual Shader Mode Changed"));
  4281. //do is easy
  4282. undo_redo->add_do_method(visual_shader.ptr(), "set_mode", p_which);
  4283. undo_redo->add_undo_method(visual_shader.ptr(), "set_mode", visual_shader->get_mode());
  4284. undo_redo->add_do_method(VisualShaderEditor::get_singleton(), "_set_mode", p_which);
  4285. undo_redo->add_undo_method(VisualShaderEditor::get_singleton(), "_set_mode", visual_shader->get_mode());
  4286. //now undo is hell
  4287. //1. restore connections to output
  4288. for (int i = 0; i < VisualShader::TYPE_MAX; i++) {
  4289. VisualShader::Type type = VisualShader::Type(i);
  4290. List<VisualShader::Connection> conns;
  4291. visual_shader->get_node_connections(type, &conns);
  4292. for (const VisualShader::Connection &E : conns) {
  4293. if (E.to_node == VisualShader::NODE_ID_OUTPUT) {
  4294. undo_redo->add_undo_method(visual_shader.ptr(), "connect_nodes", type, E.from_node, E.from_port, E.to_node, E.to_port);
  4295. }
  4296. }
  4297. }
  4298. //2. restore input indices
  4299. for (int i = 0; i < VisualShader::TYPE_MAX; i++) {
  4300. VisualShader::Type type = VisualShader::Type(i);
  4301. Vector<int> nodes = visual_shader->get_node_list(type);
  4302. for (int j = 0; j < nodes.size(); j++) {
  4303. Ref<VisualShaderNodeInput> input = visual_shader->get_node(type, nodes[j]);
  4304. if (!input.is_valid()) {
  4305. continue;
  4306. }
  4307. undo_redo->add_undo_method(input.ptr(), "set_input_name", input->get_input_name());
  4308. }
  4309. }
  4310. //3. restore enums and flags
  4311. List<PropertyInfo> props;
  4312. visual_shader->get_property_list(&props);
  4313. for (const PropertyInfo &E : props) {
  4314. if (E.name.begins_with("flags/") || E.name.begins_with("modes/")) {
  4315. undo_redo->add_undo_property(visual_shader.ptr(), E.name, visual_shader->get(E.name));
  4316. }
  4317. }
  4318. undo_redo->add_do_method(VisualShaderEditor::get_singleton(), "_update_options_menu");
  4319. undo_redo->add_undo_method(VisualShaderEditor::get_singleton(), "_update_options_menu");
  4320. //update graph
  4321. undo_redo->add_do_method(VisualShaderEditor::get_singleton(), "_update_graph");
  4322. undo_redo->add_undo_method(VisualShaderEditor::get_singleton(), "_update_graph");
  4323. undo_redo->commit_action();
  4324. }
  4325. void EditorPropertyShaderMode::update_property() {
  4326. int which = get_edited_object()->get(get_edited_property());
  4327. options->select(which);
  4328. }
  4329. void EditorPropertyShaderMode::setup(const Vector<String> &p_options) {
  4330. for (int i = 0; i < p_options.size(); i++) {
  4331. options->add_item(p_options[i], i);
  4332. }
  4333. }
  4334. void EditorPropertyShaderMode::set_option_button_clip(bool p_enable) {
  4335. options->set_clip_text(p_enable);
  4336. }
  4337. void EditorPropertyShaderMode::_bind_methods() {
  4338. }
  4339. EditorPropertyShaderMode::EditorPropertyShaderMode() {
  4340. options = memnew(OptionButton);
  4341. options->set_clip_text(true);
  4342. add_child(options);
  4343. add_focusable(options);
  4344. options->connect("item_selected", callable_mp(this, &EditorPropertyShaderMode::_option_selected));
  4345. }
  4346. bool EditorInspectorShaderModePlugin::can_handle(Object *p_object) {
  4347. return true; //can handle everything
  4348. }
  4349. void EditorInspectorShaderModePlugin::parse_begin(Object *p_object) {
  4350. //do none
  4351. }
  4352. 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) {
  4353. if (p_path == "mode" && p_object->is_class("VisualShader") && p_type == Variant::INT) {
  4354. EditorPropertyShaderMode *editor = memnew(EditorPropertyShaderMode);
  4355. Vector<String> options = p_hint_text.split(",");
  4356. editor->setup(options);
  4357. add_property_editor(p_path, editor);
  4358. return true;
  4359. }
  4360. return false; //can be overridden, although it will most likely be last anyway
  4361. }
  4362. void EditorInspectorShaderModePlugin::parse_end() {
  4363. //do none
  4364. }
  4365. //////////////////////////////////
  4366. void VisualShaderNodePortPreview::_shader_changed() {
  4367. if (shader.is_null()) {
  4368. return;
  4369. }
  4370. Vector<VisualShader::DefaultTextureParam> default_textures;
  4371. String shader_code = shader->generate_preview_shader(type, node, port, default_textures);
  4372. Ref<Shader> preview_shader;
  4373. preview_shader.instantiate();
  4374. preview_shader->set_code(shader_code);
  4375. for (int i = 0; i < default_textures.size(); i++) {
  4376. preview_shader->set_default_texture_param(default_textures[i].name, default_textures[i].param);
  4377. }
  4378. Ref<ShaderMaterial> material;
  4379. material.instantiate();
  4380. material->set_shader(preview_shader);
  4381. //find if a material is also being edited and copy parameters to this one
  4382. for (int i = EditorNode::get_singleton()->get_editor_history()->get_path_size() - 1; i >= 0; i--) {
  4383. Object *object = ObjectDB::get_instance(EditorNode::get_singleton()->get_editor_history()->get_path_object(i));
  4384. ShaderMaterial *src_mat;
  4385. if (!object) {
  4386. continue;
  4387. }
  4388. if (object->has_method("get_material_override")) { // trying getting material from MeshInstance
  4389. src_mat = Object::cast_to<ShaderMaterial>(object->call("get_material_override"));
  4390. } else if (object->has_method("get_material")) { // from CanvasItem/Node2D
  4391. src_mat = Object::cast_to<ShaderMaterial>(object->call("get_material"));
  4392. } else {
  4393. src_mat = Object::cast_to<ShaderMaterial>(object);
  4394. }
  4395. if (src_mat && src_mat->get_shader().is_valid()) {
  4396. List<PropertyInfo> params;
  4397. src_mat->get_shader()->get_param_list(&params);
  4398. for (const PropertyInfo &E : params) {
  4399. material->set(E.name, src_mat->get(E.name));
  4400. }
  4401. }
  4402. }
  4403. set_material(material);
  4404. }
  4405. void VisualShaderNodePortPreview::setup(const Ref<VisualShader> &p_shader, VisualShader::Type p_type, int p_node, int p_port) {
  4406. shader = p_shader;
  4407. shader->connect("changed", callable_mp(this, &VisualShaderNodePortPreview::_shader_changed));
  4408. type = p_type;
  4409. port = p_port;
  4410. node = p_node;
  4411. update();
  4412. _shader_changed();
  4413. }
  4414. Size2 VisualShaderNodePortPreview::get_minimum_size() const {
  4415. return Size2(100, 100) * EDSCALE;
  4416. }
  4417. void VisualShaderNodePortPreview::_notification(int p_what) {
  4418. if (p_what == NOTIFICATION_DRAW) {
  4419. Vector<Vector2> points;
  4420. Vector<Vector2> uvs;
  4421. Vector<Color> colors;
  4422. points.push_back(Vector2());
  4423. uvs.push_back(Vector2(0, 0));
  4424. colors.push_back(Color(1, 1, 1, 1));
  4425. points.push_back(Vector2(get_size().width, 0));
  4426. uvs.push_back(Vector2(1, 0));
  4427. colors.push_back(Color(1, 1, 1, 1));
  4428. points.push_back(get_size());
  4429. uvs.push_back(Vector2(1, 1));
  4430. colors.push_back(Color(1, 1, 1, 1));
  4431. points.push_back(Vector2(0, get_size().height));
  4432. uvs.push_back(Vector2(0, 1));
  4433. colors.push_back(Color(1, 1, 1, 1));
  4434. draw_primitive(points, colors, uvs);
  4435. }
  4436. }
  4437. void VisualShaderNodePortPreview::_bind_methods() {
  4438. }
  4439. //////////////////////////////////
  4440. String VisualShaderConversionPlugin::converts_to() const {
  4441. return "Shader";
  4442. }
  4443. bool VisualShaderConversionPlugin::handles(const Ref<Resource> &p_resource) const {
  4444. Ref<VisualShader> vshader = p_resource;
  4445. return vshader.is_valid();
  4446. }
  4447. Ref<Resource> VisualShaderConversionPlugin::convert(const Ref<Resource> &p_resource) const {
  4448. Ref<VisualShader> vshader = p_resource;
  4449. ERR_FAIL_COND_V(!vshader.is_valid(), Ref<Resource>());
  4450. Ref<Shader> shader;
  4451. shader.instantiate();
  4452. String code = vshader->get_code();
  4453. shader->set_code(code);
  4454. return shader;
  4455. }