visual_shader_editor_plugin.cpp 290 KB

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  1. /*************************************************************************/
  2. /* visual_shader_editor_plugin.cpp */
  3. /*************************************************************************/
  4. /* This file is part of: */
  5. /* GODOT ENGINE */
  6. /* https://godotengine.org */
  7. /*************************************************************************/
  8. /* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
  9. /* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
  10. /* */
  11. /* Permission is hereby granted, free of charge, to any person obtaining */
  12. /* a copy of this software and associated documentation files (the */
  13. /* "Software"), to deal in the Software without restriction, including */
  14. /* without limitation the rights to use, copy, modify, merge, publish, */
  15. /* distribute, sublicense, and/or sell copies of the Software, and to */
  16. /* permit persons to whom the Software is furnished to do so, subject to */
  17. /* the following conditions: */
  18. /* */
  19. /* The above copyright notice and this permission notice shall be */
  20. /* included in all copies or substantial portions of the Software. */
  21. /* */
  22. /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
  23. /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
  24. /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
  25. /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
  26. /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
  27. /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
  28. /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
  29. /*************************************************************************/
  30. #include "visual_shader_editor_plugin.h"
  31. #include "core/config/project_settings.h"
  32. #include "core/core_string_names.h"
  33. #include "core/input/input.h"
  34. #include "core/io/resource_loader.h"
  35. #include "core/math/math_defs.h"
  36. #include "core/os/keyboard.h"
  37. #include "editor/editor_log.h"
  38. #include "editor/editor_node.h"
  39. #include "editor/editor_properties.h"
  40. #include "editor/editor_scale.h"
  41. #include "scene/animation/animation_player.h"
  42. #include "scene/gui/menu_button.h"
  43. #include "scene/gui/panel.h"
  44. #include "scene/gui/view_panner.h"
  45. #include "scene/main/window.h"
  46. #include "scene/resources/visual_shader_nodes.h"
  47. #include "scene/resources/visual_shader_particle_nodes.h"
  48. #include "scene/resources/visual_shader_sdf_nodes.h"
  49. #include "servers/display_server.h"
  50. #include "servers/rendering/shader_types.h"
  51. struct FloatConstantDef {
  52. String name;
  53. float value = 0;
  54. String desc;
  55. };
  56. static FloatConstantDef float_constant_defs[] = {
  57. { "E", Math_E, TTR("E constant (2.718282). Represents the base of the natural logarithm.") },
  58. { "Epsilon", CMP_EPSILON, TTR("Epsilon constant (0.00001). Smallest possible scalar number.") },
  59. { "Phi", 1.618034f, TTR("Phi constant (1.618034). Golden ratio.") },
  60. { "Pi/4", Math_PI / 4, TTR("Pi/4 constant (0.785398) or 45 degrees.") },
  61. { "Pi/2", Math_PI / 2, TTR("Pi/2 constant (1.570796) or 90 degrees.") },
  62. { "Pi", Math_PI, TTR("Pi constant (3.141593) or 180 degrees.") },
  63. { "Tau", Math_TAU, TTR("Tau constant (6.283185) or 360 degrees.") },
  64. { "Sqrt2", Math_SQRT2, TTR("Sqrt2 constant (1.414214). Square root of 2.") }
  65. };
  66. const int MAX_FLOAT_CONST_DEFS = sizeof(float_constant_defs) / sizeof(FloatConstantDef);
  67. ///////////////////
  68. Control *VisualShaderNodePlugin::create_editor(const Ref<Resource> &p_parent_resource, const Ref<VisualShaderNode> &p_node) {
  69. Object *ret;
  70. if (GDVIRTUAL_CALL(_create_editor, p_parent_resource, p_node, ret)) {
  71. return Object::cast_to<Control>(ret);
  72. }
  73. return nullptr;
  74. }
  75. void VisualShaderNodePlugin::_bind_methods() {
  76. GDVIRTUAL_BIND(_create_editor, "parent_resource", "visual_shader_node");
  77. }
  78. ///////////////////
  79. static Ref<StyleBoxEmpty> make_empty_stylebox(float p_margin_left = -1, float p_margin_top = -1, float p_margin_right = -1, float p_margin_bottom = -1) {
  80. Ref<StyleBoxEmpty> style(memnew(StyleBoxEmpty));
  81. style->set_default_margin(SIDE_LEFT, p_margin_left * EDSCALE);
  82. style->set_default_margin(SIDE_RIGHT, p_margin_right * EDSCALE);
  83. style->set_default_margin(SIDE_BOTTOM, p_margin_bottom * EDSCALE);
  84. style->set_default_margin(SIDE_TOP, p_margin_top * EDSCALE);
  85. return style;
  86. }
  87. ///////////////////
  88. VisualShaderGraphPlugin::VisualShaderGraphPlugin() {
  89. }
  90. void VisualShaderGraphPlugin::_bind_methods() {
  91. ClassDB::bind_method("add_node", &VisualShaderGraphPlugin::add_node);
  92. ClassDB::bind_method("remove_node", &VisualShaderGraphPlugin::remove_node);
  93. ClassDB::bind_method("connect_nodes", &VisualShaderGraphPlugin::connect_nodes);
  94. ClassDB::bind_method("disconnect_nodes", &VisualShaderGraphPlugin::disconnect_nodes);
  95. ClassDB::bind_method("set_node_position", &VisualShaderGraphPlugin::set_node_position);
  96. ClassDB::bind_method("update_node", &VisualShaderGraphPlugin::update_node);
  97. ClassDB::bind_method("update_node_deferred", &VisualShaderGraphPlugin::update_node_deferred);
  98. ClassDB::bind_method("set_input_port_default_value", &VisualShaderGraphPlugin::set_input_port_default_value);
  99. ClassDB::bind_method("set_uniform_name", &VisualShaderGraphPlugin::set_uniform_name);
  100. ClassDB::bind_method("set_expression", &VisualShaderGraphPlugin::set_expression);
  101. ClassDB::bind_method("update_curve", &VisualShaderGraphPlugin::update_curve);
  102. ClassDB::bind_method("update_curve_xyz", &VisualShaderGraphPlugin::update_curve_xyz);
  103. }
  104. void VisualShaderGraphPlugin::register_shader(VisualShader *p_shader) {
  105. visual_shader = Ref<VisualShader>(p_shader);
  106. }
  107. void VisualShaderGraphPlugin::set_connections(List<VisualShader::Connection> &p_connections) {
  108. connections = p_connections;
  109. }
  110. void VisualShaderGraphPlugin::show_port_preview(VisualShader::Type p_type, int p_node_id, int p_port_id) {
  111. if (visual_shader->get_shader_type() == p_type && links.has(p_node_id) && links[p_node_id].output_ports.has(p_port_id)) {
  112. for (const KeyValue<int, Port> &E : links[p_node_id].output_ports) {
  113. if (E.value.preview_button != nullptr) {
  114. E.value.preview_button->set_pressed(false);
  115. }
  116. }
  117. if (links[p_node_id].preview_visible && !is_dirty() && links[p_node_id].preview_box != nullptr) {
  118. links[p_node_id].graph_node->remove_child(links[p_node_id].preview_box);
  119. memdelete(links[p_node_id].preview_box);
  120. links[p_node_id].graph_node->reset_size();
  121. links[p_node_id].preview_visible = false;
  122. }
  123. if (p_port_id != -1 && links[p_node_id].output_ports[p_port_id].preview_button != nullptr) {
  124. if (is_dirty()) {
  125. links[p_node_id].preview_pos = links[p_node_id].graph_node->get_child_count();
  126. }
  127. VBoxContainer *vbox = memnew(VBoxContainer);
  128. links[p_node_id].graph_node->add_child(vbox);
  129. if (links[p_node_id].preview_pos != -1) {
  130. links[p_node_id].graph_node->move_child(vbox, links[p_node_id].preview_pos);
  131. }
  132. Control *offset = memnew(Control);
  133. offset->set_custom_minimum_size(Size2(0, 5 * EDSCALE));
  134. vbox->add_child(offset);
  135. VisualShaderNodePortPreview *port_preview = memnew(VisualShaderNodePortPreview);
  136. port_preview->setup(visual_shader, visual_shader->get_shader_type(), p_node_id, p_port_id);
  137. port_preview->set_h_size_flags(Control::SIZE_SHRINK_CENTER);
  138. vbox->add_child(port_preview);
  139. links[p_node_id].preview_visible = true;
  140. links[p_node_id].preview_box = vbox;
  141. links[p_node_id].output_ports[p_port_id].preview_button->set_pressed(true);
  142. }
  143. }
  144. }
  145. void VisualShaderGraphPlugin::update_node_deferred(VisualShader::Type p_type, int p_node_id) {
  146. call_deferred(SNAME("update_node"), p_type, p_node_id);
  147. }
  148. void VisualShaderGraphPlugin::update_node(VisualShader::Type p_type, int p_node_id) {
  149. if (p_type != visual_shader->get_shader_type() || !links.has(p_node_id)) {
  150. return;
  151. }
  152. remove_node(p_type, p_node_id);
  153. add_node(p_type, p_node_id);
  154. }
  155. void VisualShaderGraphPlugin::set_input_port_default_value(VisualShader::Type p_type, int p_node_id, int p_port_id, Variant p_value) {
  156. if (p_type != visual_shader->get_shader_type() || !links.has(p_node_id)) {
  157. return;
  158. }
  159. Button *button = links[p_node_id].input_ports[p_port_id].default_input_button;
  160. switch (p_value.get_type()) {
  161. case Variant::COLOR: {
  162. VisualShaderEditor *editor = VisualShaderEditor::get_singleton();
  163. if (!editor) {
  164. break;
  165. }
  166. button->set_custom_minimum_size(Size2(30, 0) * EDSCALE);
  167. Callable ce = callable_mp(editor, &VisualShaderEditor::_draw_color_over_button);
  168. if (!button->is_connected("draw", ce)) {
  169. button->connect("draw", ce, varray(button, p_value));
  170. }
  171. } break;
  172. case Variant::BOOL: {
  173. button->set_text(((bool)p_value) ? "true" : "false");
  174. } break;
  175. case Variant::INT:
  176. case Variant::FLOAT: {
  177. button->set_text(String::num(p_value, 4));
  178. } break;
  179. case Variant::VECTOR2: {
  180. Vector2 v = p_value;
  181. button->set_text(String::num(v.x, 3) + "," + String::num(v.y, 3));
  182. } break;
  183. case Variant::VECTOR3: {
  184. Vector3 v = p_value;
  185. button->set_text(String::num(v.x, 3) + "," + String::num(v.y, 3) + "," + String::num(v.z, 3));
  186. } break;
  187. default: {
  188. }
  189. }
  190. }
  191. void VisualShaderGraphPlugin::set_uniform_name(VisualShader::Type p_type, int p_node_id, const String &p_name) {
  192. if (visual_shader->get_shader_type() == p_type && links.has(p_node_id) && links[p_node_id].uniform_name != nullptr) {
  193. links[p_node_id].uniform_name->set_text(p_name);
  194. }
  195. }
  196. void VisualShaderGraphPlugin::update_curve(int p_node_id) {
  197. if (links.has(p_node_id) && links[p_node_id].curve_editors[0]) {
  198. Ref<VisualShaderNodeCurveTexture> tex = Object::cast_to<VisualShaderNodeCurveTexture>(links[p_node_id].visual_node);
  199. ERR_FAIL_COND(!tex.is_valid());
  200. if (tex->get_texture().is_valid()) {
  201. links[p_node_id].curve_editors[0]->set_curve(tex->get_texture()->get_curve());
  202. }
  203. tex->emit_signal(CoreStringNames::get_singleton()->changed);
  204. }
  205. }
  206. void VisualShaderGraphPlugin::update_curve_xyz(int p_node_id) {
  207. if (links.has(p_node_id) && links[p_node_id].curve_editors[0] && links[p_node_id].curve_editors[1] && links[p_node_id].curve_editors[2]) {
  208. Ref<VisualShaderNodeCurveXYZTexture> tex = Object::cast_to<VisualShaderNodeCurveXYZTexture>(links[p_node_id].visual_node);
  209. ERR_FAIL_COND(!tex.is_valid());
  210. if (tex->get_texture().is_valid()) {
  211. links[p_node_id].curve_editors[0]->set_curve(tex->get_texture()->get_curve_x());
  212. links[p_node_id].curve_editors[1]->set_curve(tex->get_texture()->get_curve_y());
  213. links[p_node_id].curve_editors[2]->set_curve(tex->get_texture()->get_curve_z());
  214. }
  215. tex->emit_signal(CoreStringNames::get_singleton()->changed);
  216. }
  217. }
  218. int VisualShaderGraphPlugin::get_constant_index(float p_constant) const {
  219. for (int i = 0; i < MAX_FLOAT_CONST_DEFS; i++) {
  220. if (Math::is_equal_approx(p_constant, float_constant_defs[i].value)) {
  221. return i + 1;
  222. }
  223. }
  224. return 0;
  225. }
  226. void VisualShaderGraphPlugin::set_expression(VisualShader::Type p_type, int p_node_id, const String &p_expression) {
  227. if (p_type != visual_shader->get_shader_type() || !links.has(p_node_id) || !links[p_node_id].expression_edit) {
  228. return;
  229. }
  230. links[p_node_id].expression_edit->set_text(p_expression);
  231. }
  232. void VisualShaderGraphPlugin::update_node_size(int p_node_id) {
  233. if (!links.has(p_node_id)) {
  234. return;
  235. }
  236. links[p_node_id].graph_node->reset_size();
  237. }
  238. void VisualShaderGraphPlugin::register_default_input_button(int p_node_id, int p_port_id, Button *p_button) {
  239. links[p_node_id].input_ports.insert(p_port_id, { p_button });
  240. }
  241. void VisualShaderGraphPlugin::register_expression_edit(int p_node_id, CodeEdit *p_expression_edit) {
  242. links[p_node_id].expression_edit = p_expression_edit;
  243. }
  244. void VisualShaderGraphPlugin::register_curve_editor(int p_node_id, int p_index, CurveEditor *p_curve_editor) {
  245. links[p_node_id].curve_editors[p_index] = p_curve_editor;
  246. }
  247. void VisualShaderGraphPlugin::update_uniform_refs() {
  248. for (KeyValue<int, Link> &E : links) {
  249. VisualShaderNodeUniformRef *ref = Object::cast_to<VisualShaderNodeUniformRef>(E.value.visual_node);
  250. if (ref) {
  251. remove_node(E.value.type, E.key);
  252. add_node(E.value.type, E.key);
  253. }
  254. }
  255. }
  256. VisualShader::Type VisualShaderGraphPlugin::get_shader_type() const {
  257. return visual_shader->get_shader_type();
  258. }
  259. void VisualShaderGraphPlugin::set_node_position(VisualShader::Type p_type, int p_id, const Vector2 &p_position) {
  260. if (visual_shader->get_shader_type() == p_type && links.has(p_id)) {
  261. links[p_id].graph_node->set_position_offset(p_position);
  262. }
  263. }
  264. bool VisualShaderGraphPlugin::is_preview_visible(int p_id) const {
  265. return links[p_id].preview_visible;
  266. }
  267. void VisualShaderGraphPlugin::clear_links() {
  268. links.clear();
  269. }
  270. bool VisualShaderGraphPlugin::is_dirty() const {
  271. return dirty;
  272. }
  273. void VisualShaderGraphPlugin::make_dirty(bool p_enabled) {
  274. dirty = p_enabled;
  275. }
  276. void VisualShaderGraphPlugin::register_link(VisualShader::Type p_type, int p_id, VisualShaderNode *p_visual_node, GraphNode *p_graph_node) {
  277. links.insert(p_id, { p_type, p_visual_node, p_graph_node, p_visual_node->get_output_port_for_preview() != -1, -1, Map<int, InputPort>(), Map<int, Port>(), nullptr, nullptr, nullptr, { nullptr, nullptr, nullptr } });
  278. }
  279. void VisualShaderGraphPlugin::register_output_port(int p_node_id, int p_port, TextureButton *p_button) {
  280. links[p_node_id].output_ports.insert(p_port, { p_button });
  281. }
  282. void VisualShaderGraphPlugin::register_uniform_name(int p_node_id, LineEdit *p_uniform_name) {
  283. links[p_node_id].uniform_name = p_uniform_name;
  284. }
  285. void VisualShaderGraphPlugin::update_theme() {
  286. VisualShaderEditor *editor = VisualShaderEditor::get_singleton();
  287. if (!editor) {
  288. return;
  289. }
  290. vector_expanded_color[0] = editor->get_theme_color(SNAME("axis_x_color"), SNAME("Editor")); // red
  291. vector_expanded_color[1] = editor->get_theme_color(SNAME("axis_y_color"), SNAME("Editor")); // green
  292. vector_expanded_color[2] = editor->get_theme_color(SNAME("axis_z_color"), SNAME("Editor")); // blue
  293. }
  294. void VisualShaderGraphPlugin::add_node(VisualShader::Type p_type, int p_id) {
  295. if (!visual_shader.is_valid() || p_type != visual_shader->get_shader_type()) {
  296. return;
  297. }
  298. VisualShaderEditor *editor = VisualShaderEditor::get_singleton();
  299. if (!editor) {
  300. return;
  301. }
  302. GraphEdit *graph = editor->graph;
  303. if (!graph) {
  304. return;
  305. }
  306. VisualShaderGraphPlugin *graph_plugin = editor->get_graph_plugin();
  307. if (!graph_plugin) {
  308. return;
  309. }
  310. Shader::Mode mode = visual_shader->get_mode();
  311. Control *offset;
  312. static Ref<StyleBoxEmpty> label_style = make_empty_stylebox(2, 1, 2, 1);
  313. static const Color type_color[7] = {
  314. Color(0.38, 0.85, 0.96), // scalar (float)
  315. Color(0.49, 0.78, 0.94), // scalar (int)
  316. Color(0.74, 0.57, 0.95), // vector2
  317. Color(0.84, 0.49, 0.93), // vector3
  318. Color(0.55, 0.65, 0.94), // boolean
  319. Color(0.96, 0.66, 0.43), // transform
  320. Color(1.0, 1.0, 0.0), // sampler
  321. };
  322. static const String vector_expanded_name[3] = {
  323. "red",
  324. "green",
  325. "blue"
  326. };
  327. Ref<VisualShaderNode> vsnode = visual_shader->get_node(p_type, p_id);
  328. Ref<VisualShaderNodeResizableBase> resizable_node = Object::cast_to<VisualShaderNodeResizableBase>(vsnode.ptr());
  329. bool is_resizable = !resizable_node.is_null();
  330. Size2 size = Size2(0, 0);
  331. Ref<VisualShaderNodeGroupBase> group_node = Object::cast_to<VisualShaderNodeGroupBase>(vsnode.ptr());
  332. bool is_group = !group_node.is_null();
  333. bool is_comment = false;
  334. Ref<VisualShaderNodeExpression> expression_node = Object::cast_to<VisualShaderNodeExpression>(group_node.ptr());
  335. bool is_expression = !expression_node.is_null();
  336. String expression = "";
  337. VisualShaderNodeCustom *custom_node = Object::cast_to<VisualShaderNodeCustom>(vsnode.ptr());
  338. if (custom_node) {
  339. custom_node->_set_initialized(true);
  340. }
  341. GraphNode *node = memnew(GraphNode);
  342. graph->add_child(node);
  343. editor->_update_created_node(node);
  344. register_link(p_type, p_id, vsnode.ptr(), node);
  345. if (is_resizable) {
  346. size = resizable_node->get_size();
  347. node->set_resizable(true);
  348. node->connect("resize_request", callable_mp(editor, &VisualShaderEditor::_node_resized), varray((int)p_type, p_id));
  349. }
  350. if (is_expression) {
  351. expression = expression_node->get_expression();
  352. }
  353. node->set_position_offset(visual_shader->get_node_position(p_type, p_id));
  354. node->set_title(vsnode->get_caption());
  355. node->set_name(itos(p_id));
  356. if (p_id >= 2) {
  357. node->set_show_close_button(true);
  358. node->connect("close_request", callable_mp(editor, &VisualShaderEditor::_delete_node_request), varray(p_type, p_id), CONNECT_DEFERRED);
  359. }
  360. node->connect("dragged", callable_mp(editor, &VisualShaderEditor::_node_dragged), varray(p_id));
  361. Control *custom_editor = nullptr;
  362. int port_offset = 1;
  363. Control *content_offset = memnew(Control);
  364. content_offset->set_custom_minimum_size(Size2(0, 5 * EDSCALE));
  365. node->add_child(content_offset);
  366. if (is_group) {
  367. port_offset += 1;
  368. }
  369. if (is_resizable) {
  370. Ref<VisualShaderNodeComment> comment_node = Object::cast_to<VisualShaderNodeComment>(vsnode.ptr());
  371. if (comment_node.is_valid()) {
  372. is_comment = true;
  373. node->set_comment(true);
  374. Label *comment_label = memnew(Label);
  375. node->add_child(comment_label);
  376. comment_label->set_h_size_flags(Control::SIZE_EXPAND_FILL);
  377. comment_label->set_v_size_flags(Control::SIZE_EXPAND_FILL);
  378. comment_label->set_text(comment_node->get_description());
  379. }
  380. editor->call_deferred(SNAME("_set_node_size"), (int)p_type, p_id, size);
  381. }
  382. Ref<VisualShaderNodeParticleEmit> emit = vsnode;
  383. if (emit.is_valid()) {
  384. node->set_custom_minimum_size(Size2(200 * EDSCALE, 0));
  385. }
  386. Ref<VisualShaderNodeUniform> uniform = vsnode;
  387. HBoxContainer *hb = nullptr;
  388. if (uniform.is_valid()) {
  389. LineEdit *uniform_name = memnew(LineEdit);
  390. register_uniform_name(p_id, uniform_name);
  391. uniform_name->set_h_size_flags(Control::SIZE_EXPAND_FILL);
  392. uniform_name->set_text(uniform->get_uniform_name());
  393. uniform_name->connect("text_submitted", callable_mp(editor, &VisualShaderEditor::_uniform_line_edit_changed), varray(p_id));
  394. uniform_name->connect("focus_exited", callable_mp(editor, &VisualShaderEditor::_uniform_line_edit_focus_out), varray(uniform_name, p_id));
  395. if (vsnode->get_output_port_count() == 1 && vsnode->get_output_port_name(0) == "") {
  396. hb = memnew(HBoxContainer);
  397. hb->add_child(uniform_name);
  398. node->add_child(hb);
  399. } else {
  400. node->add_child(uniform_name);
  401. }
  402. port_offset++;
  403. }
  404. for (int i = 0; i < editor->plugins.size(); i++) {
  405. vsnode->set_meta("id", p_id);
  406. vsnode->set_meta("shader_type", (int)p_type);
  407. custom_editor = editor->plugins.write[i]->create_editor(visual_shader, vsnode);
  408. vsnode->remove_meta("id");
  409. vsnode->remove_meta("shader_type");
  410. if (custom_editor) {
  411. if (vsnode->is_show_prop_names()) {
  412. custom_editor->call_deferred(SNAME("_show_prop_names"), true);
  413. }
  414. break;
  415. }
  416. }
  417. Ref<VisualShaderNodeCurveTexture> curve = vsnode;
  418. Ref<VisualShaderNodeCurveXYZTexture> curve_xyz = vsnode;
  419. bool is_curve = curve.is_valid() || curve_xyz.is_valid();
  420. if (is_curve) {
  421. hb = memnew(HBoxContainer);
  422. node->add_child(hb);
  423. }
  424. if (curve.is_valid()) {
  425. custom_editor->set_h_size_flags(Control::SIZE_EXPAND_FILL);
  426. Callable ce = callable_mp(graph_plugin, &VisualShaderGraphPlugin::update_curve);
  427. if (curve->get_texture().is_valid() && !curve->get_texture()->is_connected("changed", ce)) {
  428. curve->get_texture()->connect("changed", ce, varray(p_id));
  429. }
  430. CurveEditor *curve_editor = memnew(CurveEditor);
  431. node->add_child(curve_editor);
  432. register_curve_editor(p_id, 0, curve_editor);
  433. curve_editor->set_custom_minimum_size(Size2(300, 0));
  434. curve_editor->set_h_size_flags(Control::SIZE_EXPAND_FILL);
  435. if (curve->get_texture().is_valid()) {
  436. curve_editor->set_curve(curve->get_texture()->get_curve());
  437. }
  438. }
  439. if (curve_xyz.is_valid()) {
  440. custom_editor->set_h_size_flags(Control::SIZE_EXPAND_FILL);
  441. Callable ce = callable_mp(graph_plugin, &VisualShaderGraphPlugin::update_curve_xyz);
  442. if (curve_xyz->get_texture().is_valid() && !curve_xyz->get_texture()->is_connected("changed", ce)) {
  443. curve_xyz->get_texture()->connect("changed", ce, varray(p_id));
  444. }
  445. CurveEditor *curve_editor_x = memnew(CurveEditor);
  446. node->add_child(curve_editor_x);
  447. register_curve_editor(p_id, 0, curve_editor_x);
  448. curve_editor_x->set_custom_minimum_size(Size2(300, 0));
  449. curve_editor_x->set_h_size_flags(Control::SIZE_EXPAND_FILL);
  450. if (curve_xyz->get_texture().is_valid()) {
  451. curve_editor_x->set_curve(curve_xyz->get_texture()->get_curve_x());
  452. }
  453. CurveEditor *curve_editor_y = memnew(CurveEditor);
  454. node->add_child(curve_editor_y);
  455. register_curve_editor(p_id, 1, curve_editor_y);
  456. curve_editor_y->set_custom_minimum_size(Size2(300, 0));
  457. curve_editor_y->set_h_size_flags(Control::SIZE_EXPAND_FILL);
  458. if (curve_xyz->get_texture().is_valid()) {
  459. curve_editor_y->set_curve(curve_xyz->get_texture()->get_curve_y());
  460. }
  461. CurveEditor *curve_editor_z = memnew(CurveEditor);
  462. node->add_child(curve_editor_z);
  463. register_curve_editor(p_id, 2, curve_editor_z);
  464. curve_editor_z->set_custom_minimum_size(Size2(300, 0));
  465. curve_editor_z->set_h_size_flags(Control::SIZE_EXPAND_FILL);
  466. if (curve_xyz->get_texture().is_valid()) {
  467. curve_editor_z->set_curve(curve_xyz->get_texture()->get_curve_z());
  468. }
  469. }
  470. if (custom_editor) {
  471. if (is_curve || (hb == nullptr && !vsnode->is_use_prop_slots() && vsnode->get_output_port_count() > 0 && vsnode->get_output_port_name(0) == "" && (vsnode->get_input_port_count() == 0 || vsnode->get_input_port_name(0) == ""))) {
  472. //will be embedded in first port
  473. } else {
  474. port_offset++;
  475. node->add_child(custom_editor);
  476. custom_editor = nullptr;
  477. }
  478. }
  479. if (is_group) {
  480. if (group_node->is_editable()) {
  481. HBoxContainer *hb2 = memnew(HBoxContainer);
  482. String input_port_name = "input" + itos(group_node->get_free_input_port_id());
  483. String output_port_name = "output" + itos(group_node->get_free_output_port_id());
  484. for (int i = 0; i < MAX(vsnode->get_input_port_count(), vsnode->get_output_port_count()); i++) {
  485. if (i < vsnode->get_input_port_count()) {
  486. if (input_port_name == vsnode->get_input_port_name(i)) {
  487. input_port_name = "_" + input_port_name;
  488. }
  489. }
  490. if (i < vsnode->get_output_port_count()) {
  491. if (output_port_name == vsnode->get_output_port_name(i)) {
  492. output_port_name = "_" + output_port_name;
  493. }
  494. }
  495. }
  496. Button *add_input_btn = memnew(Button);
  497. add_input_btn->set_text(TTR("Add Input"));
  498. add_input_btn->connect("pressed", callable_mp(editor, &VisualShaderEditor::_add_input_port), varray(p_id, group_node->get_free_input_port_id(), VisualShaderNode::PORT_TYPE_VECTOR_3D, input_port_name), CONNECT_DEFERRED);
  499. hb2->add_child(add_input_btn);
  500. hb2->add_spacer();
  501. Button *add_output_btn = memnew(Button);
  502. add_output_btn->set_text(TTR("Add Output"));
  503. add_output_btn->connect("pressed", callable_mp(editor, &VisualShaderEditor::_add_output_port), varray(p_id, group_node->get_free_output_port_id(), VisualShaderNode::PORT_TYPE_VECTOR_3D, output_port_name), CONNECT_DEFERRED);
  504. hb2->add_child(add_output_btn);
  505. node->add_child(hb2);
  506. }
  507. }
  508. int output_port_count = 0;
  509. for (int i = 0; i < vsnode->get_output_port_count(); i++) {
  510. if (vsnode->_is_output_port_expanded(i)) {
  511. switch (vsnode->get_output_port_type(i)) {
  512. case VisualShaderNode::PORT_TYPE_VECTOR_2D: {
  513. output_port_count += 2;
  514. } break;
  515. case VisualShaderNode::PORT_TYPE_VECTOR_3D: {
  516. output_port_count += 3;
  517. } break;
  518. default:
  519. break;
  520. }
  521. }
  522. output_port_count++;
  523. }
  524. int max_ports = MAX(vsnode->get_input_port_count(), output_port_count);
  525. VisualShaderNode::PortType expanded_type = VisualShaderNode::PORT_TYPE_SCALAR;
  526. int expanded_port_counter = 0;
  527. for (int i = 0, j = 0; i < max_ports; i++, j++) {
  528. switch (expanded_type) {
  529. case VisualShaderNode::PORT_TYPE_VECTOR_2D: {
  530. if (expanded_port_counter >= 2) {
  531. expanded_type = VisualShaderNode::PORT_TYPE_SCALAR;
  532. expanded_port_counter = 0;
  533. i -= 2;
  534. }
  535. } break;
  536. case VisualShaderNode::PORT_TYPE_VECTOR_3D: {
  537. if (expanded_port_counter >= 3) {
  538. expanded_type = VisualShaderNode::PORT_TYPE_SCALAR;
  539. expanded_port_counter = 0;
  540. i -= 3;
  541. }
  542. } break;
  543. default:
  544. break;
  545. }
  546. if (vsnode->is_port_separator(i)) {
  547. node->add_child(memnew(HSeparator));
  548. port_offset++;
  549. }
  550. bool valid_left = j < vsnode->get_input_port_count();
  551. VisualShaderNode::PortType port_left = VisualShaderNode::PORT_TYPE_SCALAR;
  552. bool port_left_used = false;
  553. String name_left;
  554. if (valid_left) {
  555. name_left = vsnode->get_input_port_name(i);
  556. port_left = vsnode->get_input_port_type(i);
  557. for (const VisualShader::Connection &E : connections) {
  558. if (E.to_node == p_id && E.to_port == j) {
  559. port_left_used = true;
  560. break;
  561. }
  562. }
  563. }
  564. bool valid_right = true;
  565. VisualShaderNode::PortType port_right = VisualShaderNode::PORT_TYPE_SCALAR;
  566. String name_right;
  567. if (expanded_type == VisualShaderNode::PORT_TYPE_SCALAR) {
  568. valid_right = i < vsnode->get_output_port_count();
  569. if (valid_right) {
  570. name_right = vsnode->get_output_port_name(i);
  571. port_right = vsnode->get_output_port_type(i);
  572. }
  573. } else {
  574. name_right = vector_expanded_name[expanded_port_counter++];
  575. }
  576. bool is_first_hbox = false;
  577. if (i == 0 && hb != nullptr) {
  578. is_first_hbox = true;
  579. } else {
  580. hb = memnew(HBoxContainer);
  581. }
  582. hb->add_theme_constant_override("separation", 7 * EDSCALE);
  583. Variant default_value;
  584. if (valid_left && !port_left_used) {
  585. default_value = vsnode->get_input_port_default_value(i);
  586. }
  587. Button *button = memnew(Button);
  588. hb->add_child(button);
  589. register_default_input_button(p_id, i, button);
  590. button->connect("pressed", callable_mp(editor, &VisualShaderEditor::_edit_port_default_input), varray(button, p_id, i));
  591. if (default_value.get_type() != Variant::NIL) { // only a label
  592. set_input_port_default_value(p_type, p_id, i, default_value);
  593. } else {
  594. button->hide();
  595. }
  596. if (i == 0 && custom_editor) {
  597. hb->add_child(custom_editor);
  598. custom_editor->set_h_size_flags(Control::SIZE_EXPAND_FILL);
  599. } else {
  600. if (valid_left) {
  601. if (is_group) {
  602. OptionButton *type_box = memnew(OptionButton);
  603. hb->add_child(type_box);
  604. type_box->add_item(TTR("Float"));
  605. type_box->add_item(TTR("Int"));
  606. type_box->add_item(TTR("Vector2"));
  607. type_box->add_item(TTR("Vector3"));
  608. type_box->add_item(TTR("Boolean"));
  609. type_box->add_item(TTR("Transform"));
  610. type_box->add_item(TTR("Sampler"));
  611. type_box->select(group_node->get_input_port_type(i));
  612. type_box->set_custom_minimum_size(Size2(100 * EDSCALE, 0));
  613. type_box->connect("item_selected", callable_mp(editor, &VisualShaderEditor::_change_input_port_type), varray(p_id, i), CONNECT_DEFERRED);
  614. LineEdit *name_box = memnew(LineEdit);
  615. hb->add_child(name_box);
  616. name_box->set_custom_minimum_size(Size2(65 * EDSCALE, 0));
  617. name_box->set_h_size_flags(Control::SIZE_EXPAND_FILL);
  618. name_box->set_text(name_left);
  619. name_box->connect("text_submitted", callable_mp(editor, &VisualShaderEditor::_change_input_port_name), varray(name_box, p_id, i), CONNECT_DEFERRED);
  620. name_box->connect("focus_exited", callable_mp(editor, &VisualShaderEditor::_port_name_focus_out), varray(name_box, p_id, i, false), CONNECT_DEFERRED);
  621. Button *remove_btn = memnew(Button);
  622. remove_btn->set_icon(EditorNode::get_singleton()->get_gui_base()->get_theme_icon(SNAME("Remove"), SNAME("EditorIcons")));
  623. remove_btn->set_tooltip(TTR("Remove") + " " + name_left);
  624. remove_btn->connect("pressed", callable_mp(editor, &VisualShaderEditor::_remove_input_port), varray(p_id, i), CONNECT_DEFERRED);
  625. hb->add_child(remove_btn);
  626. } else {
  627. Label *label = memnew(Label);
  628. label->set_text(name_left);
  629. label->add_theme_style_override("normal", label_style); //more compact
  630. hb->add_child(label);
  631. if (vsnode->is_input_port_default(i, mode) && !port_left_used) {
  632. Label *hint_label = memnew(Label);
  633. hint_label->set_text(TTR("[default]"));
  634. hint_label->add_theme_color_override("font_color", editor->get_theme_color(SNAME("font_readonly_color"), SNAME("TextEdit")));
  635. hint_label->add_theme_style_override("normal", label_style);
  636. hb->add_child(hint_label);
  637. }
  638. }
  639. }
  640. if (!is_group && !is_first_hbox) {
  641. hb->add_spacer();
  642. }
  643. if (valid_right) {
  644. if (is_group) {
  645. Button *remove_btn = memnew(Button);
  646. remove_btn->set_icon(EditorNode::get_singleton()->get_gui_base()->get_theme_icon(SNAME("Remove"), SNAME("EditorIcons")));
  647. remove_btn->set_tooltip(TTR("Remove") + " " + name_left);
  648. remove_btn->connect("pressed", callable_mp(editor, &VisualShaderEditor::_remove_output_port), varray(p_id, i), CONNECT_DEFERRED);
  649. hb->add_child(remove_btn);
  650. LineEdit *name_box = memnew(LineEdit);
  651. hb->add_child(name_box);
  652. name_box->set_custom_minimum_size(Size2(65 * EDSCALE, 0));
  653. name_box->set_h_size_flags(Control::SIZE_EXPAND_FILL);
  654. name_box->set_text(name_right);
  655. name_box->connect("text_submitted", callable_mp(editor, &VisualShaderEditor::_change_output_port_name), varray(name_box, p_id, i), CONNECT_DEFERRED);
  656. name_box->connect("focus_exited", callable_mp(editor, &VisualShaderEditor::_port_name_focus_out), varray(name_box, p_id, i, true), CONNECT_DEFERRED);
  657. OptionButton *type_box = memnew(OptionButton);
  658. hb->add_child(type_box);
  659. type_box->add_item(TTR("Float"));
  660. type_box->add_item(TTR("Int"));
  661. type_box->add_item(TTR("Vector2"));
  662. type_box->add_item(TTR("Vector3"));
  663. type_box->add_item(TTR("Boolean"));
  664. type_box->add_item(TTR("Transform"));
  665. type_box->select(group_node->get_output_port_type(i));
  666. type_box->set_custom_minimum_size(Size2(100 * EDSCALE, 0));
  667. type_box->connect("item_selected", callable_mp(editor, &VisualShaderEditor::_change_output_port_type), varray(p_id, i), CONNECT_DEFERRED);
  668. } else {
  669. Label *label = memnew(Label);
  670. label->set_text(name_right);
  671. label->add_theme_style_override("normal", label_style); //more compact
  672. hb->add_child(label);
  673. }
  674. }
  675. }
  676. if (valid_right) {
  677. if (vsnode->is_output_port_expandable(i)) {
  678. TextureButton *expand = memnew(TextureButton);
  679. expand->set_toggle_mode(true);
  680. expand->set_normal_texture(editor->get_theme_icon(SNAME("GuiTreeArrowDown"), SNAME("EditorIcons")));
  681. expand->set_pressed_texture(editor->get_theme_icon(SNAME("GuiTreeArrowRight"), SNAME("EditorIcons")));
  682. expand->set_v_size_flags(Control::SIZE_SHRINK_CENTER);
  683. expand->set_pressed(vsnode->_is_output_port_expanded(i));
  684. expand->connect("pressed", callable_mp(editor, &VisualShaderEditor::_expand_output_port), varray(p_id, i, !vsnode->_is_output_port_expanded(i)), CONNECT_DEFERRED);
  685. hb->add_child(expand);
  686. }
  687. if (vsnode->has_output_port_preview(i) && port_right != VisualShaderNode::PORT_TYPE_TRANSFORM && port_right != VisualShaderNode::PORT_TYPE_SAMPLER) {
  688. TextureButton *preview = memnew(TextureButton);
  689. preview->set_toggle_mode(true);
  690. preview->set_normal_texture(editor->get_theme_icon(SNAME("GuiVisibilityHidden"), SNAME("EditorIcons")));
  691. preview->set_pressed_texture(editor->get_theme_icon(SNAME("GuiVisibilityVisible"), SNAME("EditorIcons")));
  692. preview->set_v_size_flags(Control::SIZE_SHRINK_CENTER);
  693. register_output_port(p_id, j, preview);
  694. preview->connect("pressed", callable_mp(editor, &VisualShaderEditor::_preview_select_port), varray(p_id, j), CONNECT_DEFERRED);
  695. hb->add_child(preview);
  696. }
  697. }
  698. if (is_group) {
  699. offset = memnew(Control);
  700. offset->set_custom_minimum_size(Size2(0, 5 * EDSCALE));
  701. node->add_child(offset);
  702. port_offset++;
  703. }
  704. if (!is_first_hbox) {
  705. node->add_child(hb);
  706. }
  707. if (expanded_type != VisualShaderNode::PORT_TYPE_SCALAR) {
  708. continue;
  709. }
  710. int idx = 1;
  711. if (!is_first_hbox) {
  712. idx = i + port_offset;
  713. }
  714. node->set_slot(idx, valid_left, port_left, type_color[port_left], valid_right, port_right, type_color[port_right]);
  715. if (vsnode->_is_output_port_expanded(i)) {
  716. switch (vsnode->get_output_port_type(i)) {
  717. case VisualShaderNode::PORT_TYPE_VECTOR_2D: {
  718. port_offset++;
  719. valid_left = (i + 1) < vsnode->get_input_port_count();
  720. port_left = VisualShaderNode::PORT_TYPE_SCALAR;
  721. if (valid_left) {
  722. port_left = vsnode->get_input_port_type(i + 1);
  723. }
  724. node->set_slot(i + port_offset, valid_left, port_left, type_color[port_left], true, VisualShaderNode::PORT_TYPE_SCALAR, vector_expanded_color[0]);
  725. port_offset++;
  726. valid_left = (i + 2) < vsnode->get_input_port_count();
  727. port_left = VisualShaderNode::PORT_TYPE_SCALAR;
  728. if (valid_left) {
  729. port_left = vsnode->get_input_port_type(i + 2);
  730. }
  731. node->set_slot(i + port_offset, valid_left, port_left, type_color[port_left], true, VisualShaderNode::PORT_TYPE_SCALAR, vector_expanded_color[1]);
  732. expanded_type = VisualShaderNode::PORT_TYPE_VECTOR_2D;
  733. } break;
  734. case VisualShaderNode::PORT_TYPE_VECTOR_3D: {
  735. port_offset++;
  736. valid_left = (i + 1) < vsnode->get_input_port_count();
  737. port_left = VisualShaderNode::PORT_TYPE_SCALAR;
  738. if (valid_left) {
  739. port_left = vsnode->get_input_port_type(i + 1);
  740. }
  741. node->set_slot(i + port_offset, valid_left, port_left, type_color[port_left], true, VisualShaderNode::PORT_TYPE_SCALAR, vector_expanded_color[0]);
  742. port_offset++;
  743. valid_left = (i + 2) < vsnode->get_input_port_count();
  744. port_left = VisualShaderNode::PORT_TYPE_SCALAR;
  745. if (valid_left) {
  746. port_left = vsnode->get_input_port_type(i + 2);
  747. }
  748. node->set_slot(i + port_offset, valid_left, port_left, type_color[port_left], true, VisualShaderNode::PORT_TYPE_SCALAR, vector_expanded_color[1]);
  749. port_offset++;
  750. valid_left = (i + 3) < vsnode->get_input_port_count();
  751. port_left = VisualShaderNode::PORT_TYPE_SCALAR;
  752. if (valid_left) {
  753. port_left = vsnode->get_input_port_type(i + 3);
  754. }
  755. node->set_slot(i + port_offset, valid_left, port_left, type_color[port_left], true, VisualShaderNode::PORT_TYPE_SCALAR, vector_expanded_color[2]);
  756. expanded_type = VisualShaderNode::PORT_TYPE_VECTOR_3D;
  757. } break;
  758. default:
  759. break;
  760. }
  761. }
  762. }
  763. if (vsnode->get_output_port_for_preview() >= 0) {
  764. show_port_preview(p_type, p_id, vsnode->get_output_port_for_preview());
  765. }
  766. offset = memnew(Control);
  767. offset->set_custom_minimum_size(Size2(0, 4 * EDSCALE));
  768. node->add_child(offset);
  769. String error = vsnode->get_warning(mode, p_type);
  770. if (!error.is_empty()) {
  771. Label *error_label = memnew(Label);
  772. error_label->add_theme_color_override("font_color", editor->get_theme_color(SNAME("error_color"), SNAME("Editor")));
  773. error_label->set_text(error);
  774. node->add_child(error_label);
  775. }
  776. if (is_expression) {
  777. CodeEdit *expression_box = memnew(CodeEdit);
  778. Ref<CodeHighlighter> expression_syntax_highlighter;
  779. expression_syntax_highlighter.instantiate();
  780. expression_node->set_ctrl_pressed(expression_box, 0);
  781. node->add_child(expression_box);
  782. register_expression_edit(p_id, expression_box);
  783. Color background_color = EDITOR_GET("text_editor/theme/highlighting/background_color");
  784. Color text_color = EDITOR_GET("text_editor/theme/highlighting/text_color");
  785. Color keyword_color = EDITOR_GET("text_editor/theme/highlighting/keyword_color");
  786. Color control_flow_keyword_color = EDITOR_GET("text_editor/theme/highlighting/control_flow_keyword_color");
  787. Color comment_color = EDITOR_GET("text_editor/theme/highlighting/comment_color");
  788. Color symbol_color = EDITOR_GET("text_editor/theme/highlighting/symbol_color");
  789. Color function_color = EDITOR_GET("text_editor/theme/highlighting/function_color");
  790. Color number_color = EDITOR_GET("text_editor/theme/highlighting/number_color");
  791. Color members_color = EDITOR_GET("text_editor/theme/highlighting/member_variable_color");
  792. expression_box->set_syntax_highlighter(expression_syntax_highlighter);
  793. expression_box->add_theme_color_override("background_color", background_color);
  794. for (const String &E : editor->keyword_list) {
  795. if (ShaderLanguage::is_control_flow_keyword(E)) {
  796. expression_syntax_highlighter->add_keyword_color(E, control_flow_keyword_color);
  797. } else {
  798. expression_syntax_highlighter->add_keyword_color(E, keyword_color);
  799. }
  800. }
  801. expression_box->add_theme_font_override("font", editor->get_theme_font(SNAME("expression"), SNAME("EditorFonts")));
  802. expression_box->add_theme_font_size_override("font_size", editor->get_theme_font_size(SNAME("expression_size"), SNAME("EditorFonts")));
  803. expression_box->add_theme_color_override("font_color", text_color);
  804. expression_syntax_highlighter->set_number_color(number_color);
  805. expression_syntax_highlighter->set_symbol_color(symbol_color);
  806. expression_syntax_highlighter->set_function_color(function_color);
  807. expression_syntax_highlighter->set_member_variable_color(members_color);
  808. expression_syntax_highlighter->add_color_region("/*", "*/", comment_color, false);
  809. expression_syntax_highlighter->add_color_region("//", "", comment_color, true);
  810. expression_box->clear_comment_delimiters();
  811. expression_box->add_comment_delimiter("/*", "*/", false);
  812. expression_box->add_comment_delimiter("//", "", true);
  813. if (!expression_box->has_auto_brace_completion_open_key("/*")) {
  814. expression_box->add_auto_brace_completion_pair("/*", "*/");
  815. }
  816. expression_box->set_text(expression);
  817. expression_box->set_context_menu_enabled(false);
  818. expression_box->set_draw_line_numbers(true);
  819. expression_box->connect("focus_exited", callable_mp(editor, &VisualShaderEditor::_expression_focus_out), varray(expression_box, p_id));
  820. }
  821. if (is_comment) {
  822. graph->move_child(node, 0); // to prevents a bug where comment node overlaps its content
  823. }
  824. }
  825. void VisualShaderGraphPlugin::remove_node(VisualShader::Type p_type, int p_id) {
  826. if (visual_shader->get_shader_type() == p_type && links.has(p_id)) {
  827. links[p_id].graph_node->get_parent()->remove_child(links[p_id].graph_node);
  828. memdelete(links[p_id].graph_node);
  829. links.erase(p_id);
  830. }
  831. }
  832. void VisualShaderGraphPlugin::connect_nodes(VisualShader::Type p_type, int p_from_node, int p_from_port, int p_to_node, int p_to_port) {
  833. VisualShaderEditor *editor = VisualShaderEditor::get_singleton();
  834. if (!editor) {
  835. return;
  836. }
  837. GraphEdit *graph = editor->graph;
  838. if (!graph) {
  839. return;
  840. }
  841. if (visual_shader.is_valid() && visual_shader->get_shader_type() == p_type) {
  842. graph->connect_node(itos(p_from_node), p_from_port, itos(p_to_node), p_to_port);
  843. connections.push_back({ p_from_node, p_from_port, p_to_node, p_to_port });
  844. if (links[p_to_node].input_ports.has(p_to_port) && links[p_to_node].input_ports[p_to_port].default_input_button != nullptr) {
  845. links[p_to_node].input_ports[p_to_port].default_input_button->hide();
  846. }
  847. }
  848. }
  849. void VisualShaderGraphPlugin::disconnect_nodes(VisualShader::Type p_type, int p_from_node, int p_from_port, int p_to_node, int p_to_port) {
  850. VisualShaderEditor *editor = VisualShaderEditor::get_singleton();
  851. if (!editor) {
  852. return;
  853. }
  854. GraphEdit *graph = editor->graph;
  855. if (!graph) {
  856. return;
  857. }
  858. if (visual_shader.is_valid() && visual_shader->get_shader_type() == p_type) {
  859. graph->disconnect_node(itos(p_from_node), p_from_port, itos(p_to_node), p_to_port);
  860. for (const List<VisualShader::Connection>::Element *E = connections.front(); E; E = E->next()) {
  861. if (E->get().from_node == p_from_node && E->get().from_port == p_from_port && E->get().to_node == p_to_node && E->get().to_port == p_to_port) {
  862. connections.erase(E);
  863. break;
  864. }
  865. }
  866. if (links[p_to_node].input_ports.has(p_to_port) && links[p_to_node].input_ports[p_to_port].default_input_button != nullptr && links[p_to_node].visual_node->get_input_port_default_value(p_to_port).get_type() != Variant::NIL) {
  867. links[p_to_node].input_ports[p_to_port].default_input_button->show();
  868. set_input_port_default_value(p_type, p_to_node, p_to_port, links[p_to_node].visual_node->get_input_port_default_value(p_to_port));
  869. }
  870. }
  871. }
  872. VisualShaderGraphPlugin::~VisualShaderGraphPlugin() {
  873. }
  874. /////////////////
  875. void VisualShaderEditor::edit(VisualShader *p_visual_shader) {
  876. bool changed = false;
  877. if (p_visual_shader) {
  878. if (visual_shader.is_null()) {
  879. changed = true;
  880. } else {
  881. if (visual_shader.ptr() != p_visual_shader) {
  882. changed = true;
  883. }
  884. }
  885. visual_shader = Ref<VisualShader>(p_visual_shader);
  886. graph_plugin->register_shader(visual_shader.ptr());
  887. Callable ce = callable_mp(this, &VisualShaderEditor::_update_preview);
  888. if (!visual_shader->is_connected("changed", ce)) {
  889. visual_shader->connect("changed", ce);
  890. }
  891. #ifndef DISABLE_DEPRECATED
  892. Dictionary engine_version = Engine::get_singleton()->get_version_info();
  893. static Array components;
  894. if (components.is_empty()) {
  895. components.push_back("major");
  896. components.push_back("minor");
  897. }
  898. const Dictionary vs_version = visual_shader->get_engine_version();
  899. if (!vs_version.has_all(components)) {
  900. visual_shader->update_engine_version(engine_version);
  901. print_line(vformat(TTR("The shader (\"%s\") has been updated to correspond Godot %s.%s version."), visual_shader->get_path(), engine_version["major"], engine_version["minor"]));
  902. } else {
  903. for (int i = 0; i < components.size(); i++) {
  904. if (vs_version[components[i]] != engine_version[components[i]]) {
  905. visual_shader->update_engine_version(engine_version);
  906. print_line(vformat(TTR("The shader (\"%s\") has been updated to correspond Godot %s.%s version."), visual_shader->get_path(), engine_version["major"], engine_version["minor"]));
  907. break;
  908. }
  909. }
  910. }
  911. #endif
  912. visual_shader->set_graph_offset(graph->get_scroll_ofs() / EDSCALE);
  913. _set_mode(visual_shader->get_mode());
  914. } else {
  915. if (visual_shader.is_valid()) {
  916. Callable ce = callable_mp(this, &VisualShaderEditor::_update_preview);
  917. if (visual_shader->is_connected("changed", ce)) {
  918. visual_shader->disconnect("changed", ce);
  919. }
  920. }
  921. visual_shader.unref();
  922. }
  923. if (visual_shader.is_null()) {
  924. hide();
  925. } else {
  926. if (changed) { // to avoid tree collapse
  927. _update_options_menu();
  928. _update_preview();
  929. _update_graph();
  930. }
  931. }
  932. }
  933. void VisualShaderEditor::add_plugin(const Ref<VisualShaderNodePlugin> &p_plugin) {
  934. if (plugins.has(p_plugin)) {
  935. return;
  936. }
  937. plugins.push_back(p_plugin);
  938. }
  939. void VisualShaderEditor::remove_plugin(const Ref<VisualShaderNodePlugin> &p_plugin) {
  940. plugins.erase(p_plugin);
  941. }
  942. void VisualShaderEditor::clear_custom_types() {
  943. for (int i = 0; i < add_options.size(); i++) {
  944. if (add_options[i].is_custom) {
  945. add_options.remove_at(i);
  946. i--;
  947. }
  948. }
  949. }
  950. 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) {
  951. ERR_FAIL_COND(!p_name.is_valid_identifier());
  952. ERR_FAIL_COND(!p_script.is_valid());
  953. for (int i = 0; i < add_options.size(); i++) {
  954. if (add_options[i].is_custom) {
  955. if (add_options[i].script == p_script) {
  956. return;
  957. }
  958. }
  959. }
  960. AddOption ao;
  961. ao.name = p_name;
  962. ao.script = p_script;
  963. ao.return_type = p_return_icon_type;
  964. ao.description = p_description;
  965. ao.category = p_category;
  966. ao.highend = p_highend;
  967. ao.is_custom = true;
  968. bool begin = false;
  969. String root = p_category.split("/")[0];
  970. for (int i = 0; i < add_options.size(); i++) {
  971. if (add_options[i].is_custom) {
  972. if (add_options[i].category == root) {
  973. if (!begin) {
  974. begin = true;
  975. }
  976. } else {
  977. if (begin) {
  978. add_options.insert(i, ao);
  979. return;
  980. }
  981. }
  982. }
  983. }
  984. add_options.push_back(ao);
  985. }
  986. bool VisualShaderEditor::_is_available(int p_mode) {
  987. int current_mode = edit_type->get_selected();
  988. if (p_mode != -1) {
  989. switch (current_mode) {
  990. case 0: // Vertex / Emit
  991. current_mode = 1;
  992. break;
  993. case 1: // Fragment / Process
  994. current_mode = 2;
  995. break;
  996. case 2: // Light / Collide
  997. current_mode = 4;
  998. break;
  999. default:
  1000. break;
  1001. }
  1002. }
  1003. return (p_mode == -1 || (p_mode & current_mode) != 0);
  1004. }
  1005. void VisualShaderEditor::update_custom_nodes() {
  1006. if (members_dialog->is_visible()) {
  1007. return;
  1008. }
  1009. clear_custom_types();
  1010. List<StringName> class_list;
  1011. ScriptServer::get_global_class_list(&class_list);
  1012. Dictionary added;
  1013. for (int i = 0; i < class_list.size(); i++) {
  1014. if (ScriptServer::get_global_class_native_base(class_list[i]) == "VisualShaderNodeCustom") {
  1015. String script_path = ScriptServer::get_global_class_path(class_list[i]);
  1016. Ref<Resource> res = ResourceLoader::load(script_path);
  1017. ERR_FAIL_COND(res.is_null());
  1018. ERR_FAIL_COND(!res->is_class("Script"));
  1019. Ref<Script> script = Ref<Script>(res);
  1020. Ref<VisualShaderNodeCustom> ref;
  1021. ref.instantiate();
  1022. ref->set_script(script);
  1023. String name;
  1024. if (ref->has_method("_get_name")) {
  1025. name = (String)ref->call("_get_name");
  1026. } else {
  1027. name = "Unnamed";
  1028. }
  1029. String description = "";
  1030. if (ref->has_method("_get_description")) {
  1031. description = (String)ref->call("_get_description");
  1032. }
  1033. int return_icon_type = -1;
  1034. if (ref->has_method("_get_return_icon_type")) {
  1035. return_icon_type = (int)ref->call("_get_return_icon_type");
  1036. }
  1037. String category = "";
  1038. if (ref->has_method("_get_category")) {
  1039. category = (String)ref->call("_get_category");
  1040. }
  1041. String subcategory = "";
  1042. if (ref->has_method("_get_subcategory")) {
  1043. subcategory = (String)ref->call("_get_subcategory");
  1044. }
  1045. bool highend = false;
  1046. if (ref->has_method("_is_highend")) {
  1047. highend = (bool)ref->call("_is_highend");
  1048. }
  1049. Dictionary dict;
  1050. dict["name"] = name;
  1051. dict["script"] = script;
  1052. dict["description"] = description;
  1053. dict["return_icon_type"] = return_icon_type;
  1054. category = category.rstrip("/");
  1055. category = category.lstrip("/");
  1056. category = "Addons/" + category;
  1057. if (!subcategory.is_empty()) {
  1058. category += "/" + subcategory;
  1059. }
  1060. dict["category"] = category;
  1061. dict["highend"] = highend;
  1062. String key;
  1063. key = category + "/" + name;
  1064. added[key] = dict;
  1065. }
  1066. }
  1067. Array keys = added.keys();
  1068. keys.sort();
  1069. for (int i = 0; i < keys.size(); i++) {
  1070. const Variant &key = keys.get(i);
  1071. const Dictionary &value = (Dictionary)added[key];
  1072. add_custom_type(value["name"], value["script"], value["description"], value["return_icon_type"], value["category"], value["highend"]);
  1073. }
  1074. _update_options_menu();
  1075. }
  1076. String VisualShaderEditor::_get_description(int p_idx) {
  1077. return add_options[p_idx].description;
  1078. }
  1079. void VisualShaderEditor::_update_options_menu() {
  1080. node_desc->set_text("");
  1081. members_dialog->get_ok_button()->set_disabled(true);
  1082. members->clear();
  1083. TreeItem *root = members->create_item();
  1084. String filter = node_filter->get_text().strip_edges();
  1085. bool use_filter = !filter.is_empty();
  1086. bool is_first_item = true;
  1087. Color unsupported_color = get_theme_color(SNAME("error_color"), SNAME("Editor"));
  1088. Color supported_color = get_theme_color(SNAME("warning_color"), SNAME("Editor"));
  1089. static bool low_driver = ProjectSettings::get_singleton()->get("rendering/driver/driver_name") == "opengl3";
  1090. Map<String, TreeItem *> folders;
  1091. int current_func = -1;
  1092. if (!visual_shader.is_null()) {
  1093. current_func = visual_shader->get_mode();
  1094. }
  1095. Vector<AddOption> custom_options;
  1096. Vector<AddOption> embedded_options;
  1097. static Vector<String> type_filter_exceptions;
  1098. if (type_filter_exceptions.is_empty()) {
  1099. type_filter_exceptions.append("VisualShaderNodeExpression");
  1100. }
  1101. for (int i = 0; i < add_options.size(); i++) {
  1102. if (!use_filter || add_options[i].name.findn(filter) != -1) {
  1103. // port type filtering
  1104. if (members_output_port_type != VisualShaderNode::PORT_TYPE_MAX || members_input_port_type != VisualShaderNode::PORT_TYPE_MAX) {
  1105. Ref<VisualShaderNode> vsn;
  1106. int check_result = 0;
  1107. if (!add_options[i].is_custom) {
  1108. vsn = Ref<VisualShaderNode>(Object::cast_to<VisualShaderNode>(ClassDB::instantiate(add_options[i].type)));
  1109. if (!vsn.is_valid()) {
  1110. continue;
  1111. }
  1112. if (type_filter_exceptions.has(add_options[i].type)) {
  1113. check_result = 1;
  1114. }
  1115. Ref<VisualShaderNodeInput> input = Object::cast_to<VisualShaderNodeInput>(vsn.ptr());
  1116. if (input.is_valid()) {
  1117. input->set_shader_mode(visual_shader->get_mode());
  1118. input->set_shader_type(visual_shader->get_shader_type());
  1119. if (!add_options[i].ops.is_empty() && add_options[i].ops[0].get_type() == Variant::STRING) {
  1120. input->set_input_name((String)add_options[i].ops[0]);
  1121. }
  1122. }
  1123. Ref<VisualShaderNodeExpression> expression = Object::cast_to<VisualShaderNodeExpression>(vsn.ptr());
  1124. if (expression.is_valid()) {
  1125. if (members_input_port_type == VisualShaderNode::PORT_TYPE_SAMPLER) {
  1126. check_result = -1; // expressions creates a port with required type automatically (except for sampler output)
  1127. }
  1128. }
  1129. Ref<VisualShaderNodeUniformRef> uniform_ref = Object::cast_to<VisualShaderNodeUniformRef>(vsn.ptr());
  1130. if (uniform_ref.is_valid()) {
  1131. check_result = -1;
  1132. if (members_input_port_type != VisualShaderNode::PORT_TYPE_MAX) {
  1133. for (int j = 0; j < uniform_ref->get_uniforms_count(); j++) {
  1134. if (visual_shader->is_port_types_compatible(uniform_ref->get_port_type_by_index(j), members_input_port_type)) {
  1135. check_result = 1;
  1136. break;
  1137. }
  1138. }
  1139. }
  1140. }
  1141. } else {
  1142. check_result = 1;
  1143. }
  1144. if (members_output_port_type != VisualShaderNode::PORT_TYPE_MAX) {
  1145. if (check_result == 0) {
  1146. for (int j = 0; j < vsn->get_input_port_count(); j++) {
  1147. if (visual_shader->is_port_types_compatible(vsn->get_input_port_type(j), members_output_port_type)) {
  1148. check_result = 1;
  1149. break;
  1150. }
  1151. }
  1152. }
  1153. if (check_result != 1) {
  1154. continue;
  1155. }
  1156. }
  1157. if (members_input_port_type != VisualShaderNode::PORT_TYPE_MAX) {
  1158. if (check_result == 0) {
  1159. for (int j = 0; j < vsn->get_output_port_count(); j++) {
  1160. if (visual_shader->is_port_types_compatible(vsn->get_output_port_type(j), members_input_port_type)) {
  1161. check_result = 1;
  1162. break;
  1163. }
  1164. }
  1165. }
  1166. if (check_result != 1) {
  1167. continue;
  1168. }
  1169. }
  1170. }
  1171. if ((add_options[i].func != current_func && add_options[i].func != -1) || !_is_available(add_options[i].mode)) {
  1172. continue;
  1173. }
  1174. const_cast<AddOption &>(add_options[i]).temp_idx = i; // save valid id
  1175. if (add_options[i].is_custom) {
  1176. custom_options.push_back(add_options[i]);
  1177. } else {
  1178. embedded_options.push_back(add_options[i]);
  1179. }
  1180. }
  1181. }
  1182. Vector<AddOption> options;
  1183. SortArray<AddOption, _OptionComparator> sorter;
  1184. sorter.sort(custom_options.ptrw(), custom_options.size());
  1185. options.append_array(custom_options);
  1186. options.append_array(embedded_options);
  1187. for (int i = 0; i < options.size(); i++) {
  1188. String path = options[i].category;
  1189. Vector<String> subfolders = path.split("/");
  1190. TreeItem *category = nullptr;
  1191. if (!folders.has(path)) {
  1192. category = root;
  1193. String path_temp = "";
  1194. for (int j = 0; j < subfolders.size(); j++) {
  1195. path_temp += subfolders[j];
  1196. if (!folders.has(path_temp)) {
  1197. category = members->create_item(category);
  1198. category->set_selectable(0, false);
  1199. category->set_collapsed(!use_filter);
  1200. category->set_text(0, subfolders[j]);
  1201. folders.insert(path_temp, category);
  1202. } else {
  1203. category = folders[path_temp];
  1204. }
  1205. }
  1206. } else {
  1207. category = folders[path];
  1208. }
  1209. TreeItem *item = members->create_item(category);
  1210. if (options[i].highend && low_driver) {
  1211. item->set_custom_color(0, unsupported_color);
  1212. } else if (options[i].highend) {
  1213. item->set_custom_color(0, supported_color);
  1214. }
  1215. item->set_text(0, options[i].name);
  1216. if (is_first_item && use_filter) {
  1217. item->select(0);
  1218. node_desc->set_text(options[i].description);
  1219. is_first_item = false;
  1220. }
  1221. switch (options[i].return_type) {
  1222. case VisualShaderNode::PORT_TYPE_SCALAR:
  1223. item->set_icon(0, EditorNode::get_singleton()->get_gui_base()->get_theme_icon(SNAME("float"), SNAME("EditorIcons")));
  1224. break;
  1225. case VisualShaderNode::PORT_TYPE_SCALAR_INT:
  1226. item->set_icon(0, EditorNode::get_singleton()->get_gui_base()->get_theme_icon(SNAME("int"), SNAME("EditorIcons")));
  1227. break;
  1228. case VisualShaderNode::PORT_TYPE_VECTOR_2D:
  1229. item->set_icon(0, EditorNode::get_singleton()->get_gui_base()->get_theme_icon(SNAME("Vector2"), SNAME("EditorIcons")));
  1230. break;
  1231. case VisualShaderNode::PORT_TYPE_VECTOR_3D:
  1232. item->set_icon(0, EditorNode::get_singleton()->get_gui_base()->get_theme_icon(SNAME("Vector3"), SNAME("EditorIcons")));
  1233. break;
  1234. case VisualShaderNode::PORT_TYPE_BOOLEAN:
  1235. item->set_icon(0, EditorNode::get_singleton()->get_gui_base()->get_theme_icon(SNAME("bool"), SNAME("EditorIcons")));
  1236. break;
  1237. case VisualShaderNode::PORT_TYPE_TRANSFORM:
  1238. item->set_icon(0, EditorNode::get_singleton()->get_gui_base()->get_theme_icon(SNAME("Transform3D"), SNAME("EditorIcons")));
  1239. break;
  1240. case VisualShaderNode::PORT_TYPE_SAMPLER:
  1241. item->set_icon(0, EditorNode::get_singleton()->get_gui_base()->get_theme_icon(SNAME("ImageTexture"), SNAME("EditorIcons")));
  1242. break;
  1243. default:
  1244. break;
  1245. }
  1246. item->set_meta("id", options[i].temp_idx);
  1247. }
  1248. }
  1249. void VisualShaderEditor::_set_mode(int p_which) {
  1250. if (p_which == VisualShader::MODE_SKY) {
  1251. edit_type_standard->set_visible(false);
  1252. edit_type_particles->set_visible(false);
  1253. edit_type_sky->set_visible(true);
  1254. edit_type_fog->set_visible(false);
  1255. edit_type = edit_type_sky;
  1256. custom_mode_box->set_visible(false);
  1257. mode = MODE_FLAGS_SKY;
  1258. } else if (p_which == VisualShader::MODE_FOG) {
  1259. edit_type_standard->set_visible(false);
  1260. edit_type_particles->set_visible(false);
  1261. edit_type_sky->set_visible(false);
  1262. edit_type_fog->set_visible(true);
  1263. edit_type = edit_type_fog;
  1264. custom_mode_box->set_visible(false);
  1265. mode = MODE_FLAGS_FOG;
  1266. } else if (p_which == VisualShader::MODE_PARTICLES) {
  1267. edit_type_standard->set_visible(false);
  1268. edit_type_particles->set_visible(true);
  1269. edit_type_sky->set_visible(false);
  1270. edit_type_fog->set_visible(false);
  1271. edit_type = edit_type_particles;
  1272. if ((edit_type->get_selected() + 3) > VisualShader::TYPE_PROCESS) {
  1273. custom_mode_box->set_visible(false);
  1274. } else {
  1275. custom_mode_box->set_visible(true);
  1276. }
  1277. mode = MODE_FLAGS_PARTICLES;
  1278. } else {
  1279. edit_type_particles->set_visible(false);
  1280. edit_type_standard->set_visible(true);
  1281. edit_type_sky->set_visible(false);
  1282. edit_type_fog->set_visible(false);
  1283. edit_type = edit_type_standard;
  1284. custom_mode_box->set_visible(false);
  1285. mode = MODE_FLAGS_SPATIAL_CANVASITEM;
  1286. }
  1287. visual_shader->set_shader_type(get_current_shader_type());
  1288. }
  1289. Size2 VisualShaderEditor::get_minimum_size() const {
  1290. return Size2(10, 200);
  1291. }
  1292. void VisualShaderEditor::_draw_color_over_button(Object *obj, Color p_color) {
  1293. Button *button = Object::cast_to<Button>(obj);
  1294. if (!button) {
  1295. return;
  1296. }
  1297. Ref<StyleBox> normal = get_theme_stylebox(SNAME("normal"), SNAME("Button"));
  1298. button->draw_rect(Rect2(normal->get_offset(), button->get_size() - normal->get_minimum_size()), p_color);
  1299. }
  1300. void VisualShaderEditor::_update_created_node(GraphNode *node) {
  1301. const Ref<StyleBoxFlat> sb = node->get_theme_stylebox(SNAME("frame"), SNAME("GraphNode"));
  1302. Color c = sb->get_border_color();
  1303. 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);
  1304. c = mono_color;
  1305. node->add_theme_color_override("title_color", c);
  1306. c.a = 0.7;
  1307. node->add_theme_color_override("close_color", c);
  1308. node->add_theme_color_override("resizer_color", c);
  1309. }
  1310. void VisualShaderEditor::_update_uniforms(bool p_update_refs) {
  1311. VisualShaderNodeUniformRef::clear_uniforms();
  1312. for (int t = 0; t < VisualShader::TYPE_MAX; t++) {
  1313. Vector<int> tnodes = visual_shader->get_node_list((VisualShader::Type)t);
  1314. for (int i = 0; i < tnodes.size(); i++) {
  1315. Ref<VisualShaderNode> vsnode = visual_shader->get_node((VisualShader::Type)t, tnodes[i]);
  1316. Ref<VisualShaderNodeUniform> uniform = vsnode;
  1317. if (uniform.is_valid()) {
  1318. Ref<VisualShaderNodeFloatUniform> float_uniform = vsnode;
  1319. Ref<VisualShaderNodeIntUniform> int_uniform = vsnode;
  1320. Ref<VisualShaderNodeVec2Uniform> vec2_uniform = vsnode;
  1321. Ref<VisualShaderNodeVec3Uniform> vec3_uniform = vsnode;
  1322. Ref<VisualShaderNodeColorUniform> color_uniform = vsnode;
  1323. Ref<VisualShaderNodeBooleanUniform> bool_uniform = vsnode;
  1324. Ref<VisualShaderNodeTransformUniform> transform_uniform = vsnode;
  1325. VisualShaderNodeUniformRef::UniformType uniform_type;
  1326. if (float_uniform.is_valid()) {
  1327. uniform_type = VisualShaderNodeUniformRef::UniformType::UNIFORM_TYPE_FLOAT;
  1328. } else if (int_uniform.is_valid()) {
  1329. uniform_type = VisualShaderNodeUniformRef::UniformType::UNIFORM_TYPE_INT;
  1330. } else if (bool_uniform.is_valid()) {
  1331. uniform_type = VisualShaderNodeUniformRef::UniformType::UNIFORM_TYPE_BOOLEAN;
  1332. } else if (vec2_uniform.is_valid()) {
  1333. uniform_type = VisualShaderNodeUniformRef::UniformType::UNIFORM_TYPE_VECTOR2;
  1334. } else if (vec3_uniform.is_valid()) {
  1335. uniform_type = VisualShaderNodeUniformRef::UniformType::UNIFORM_TYPE_VECTOR3;
  1336. } else if (transform_uniform.is_valid()) {
  1337. uniform_type = VisualShaderNodeUniformRef::UniformType::UNIFORM_TYPE_TRANSFORM;
  1338. } else if (color_uniform.is_valid()) {
  1339. uniform_type = VisualShaderNodeUniformRef::UniformType::UNIFORM_TYPE_COLOR;
  1340. } else {
  1341. uniform_type = VisualShaderNodeUniformRef::UniformType::UNIFORM_TYPE_SAMPLER;
  1342. }
  1343. VisualShaderNodeUniformRef::add_uniform(uniform->get_uniform_name(), uniform_type);
  1344. }
  1345. }
  1346. }
  1347. if (p_update_refs) {
  1348. graph_plugin->update_uniform_refs();
  1349. }
  1350. }
  1351. void VisualShaderEditor::_update_uniform_refs(Set<String> &p_deleted_names) {
  1352. for (int i = 0; i < VisualShader::TYPE_MAX; i++) {
  1353. VisualShader::Type type = VisualShader::Type(i);
  1354. Vector<int> nodes = visual_shader->get_node_list(type);
  1355. for (int j = 0; j < nodes.size(); j++) {
  1356. if (j > 0) {
  1357. Ref<VisualShaderNodeUniformRef> ref = visual_shader->get_node(type, nodes[j]);
  1358. if (ref.is_valid()) {
  1359. if (p_deleted_names.has(ref->get_uniform_name())) {
  1360. undo_redo->add_do_method(ref.ptr(), "set_uniform_name", "[None]");
  1361. undo_redo->add_undo_method(ref.ptr(), "set_uniform_name", ref->get_uniform_name());
  1362. undo_redo->add_do_method(graph_plugin.ptr(), "update_node", VisualShader::Type(i), nodes[j]);
  1363. undo_redo->add_undo_method(graph_plugin.ptr(), "update_node", VisualShader::Type(i), nodes[j]);
  1364. }
  1365. }
  1366. }
  1367. }
  1368. }
  1369. }
  1370. void VisualShaderEditor::_update_graph() {
  1371. if (updating) {
  1372. return;
  1373. }
  1374. if (visual_shader.is_null()) {
  1375. return;
  1376. }
  1377. graph->set_scroll_ofs(visual_shader->get_graph_offset() * EDSCALE);
  1378. VisualShader::Type type = get_current_shader_type();
  1379. graph->clear_connections();
  1380. //erase all nodes
  1381. for (int i = 0; i < graph->get_child_count(); i++) {
  1382. if (Object::cast_to<GraphNode>(graph->get_child(i))) {
  1383. Node *node = graph->get_child(i);
  1384. graph->remove_child(node);
  1385. memdelete(node);
  1386. i--;
  1387. }
  1388. }
  1389. List<VisualShader::Connection> connections;
  1390. visual_shader->get_node_connections(type, &connections);
  1391. graph_plugin->set_connections(connections);
  1392. Vector<int> nodes = visual_shader->get_node_list(type);
  1393. _update_uniforms(false);
  1394. graph_plugin->clear_links();
  1395. graph_plugin->make_dirty(true);
  1396. graph_plugin->update_theme();
  1397. for (int n_i = 0; n_i < nodes.size(); n_i++) {
  1398. graph_plugin->add_node(type, nodes[n_i]);
  1399. }
  1400. graph_plugin->make_dirty(false);
  1401. for (const VisualShader::Connection &E : connections) {
  1402. int from = E.from_node;
  1403. int from_idx = E.from_port;
  1404. int to = E.to_node;
  1405. int to_idx = E.to_port;
  1406. graph->connect_node(itos(from), from_idx, itos(to), to_idx);
  1407. }
  1408. float graph_minimap_opacity = EditorSettings::get_singleton()->get("editors/visual_editors/minimap_opacity");
  1409. graph->set_minimap_opacity(graph_minimap_opacity);
  1410. }
  1411. VisualShader::Type VisualShaderEditor::get_current_shader_type() const {
  1412. VisualShader::Type type;
  1413. if (mode & MODE_FLAGS_PARTICLES) {
  1414. type = VisualShader::Type(edit_type->get_selected() + 3 + (custom_mode_enabled ? 3 : 0));
  1415. } else if (mode & MODE_FLAGS_SKY) {
  1416. type = VisualShader::Type(edit_type->get_selected() + 8);
  1417. } else if (mode & MODE_FLAGS_FOG) {
  1418. type = VisualShader::Type(edit_type->get_selected() + 9);
  1419. } else {
  1420. type = VisualShader::Type(edit_type->get_selected());
  1421. }
  1422. return type;
  1423. }
  1424. void VisualShaderEditor::_add_input_port(int p_node, int p_port, int p_port_type, const String &p_name) {
  1425. VisualShader::Type type = get_current_shader_type();
  1426. Ref<VisualShaderNodeExpression> node = visual_shader->get_node(type, p_node);
  1427. if (node.is_null()) {
  1428. return;
  1429. }
  1430. undo_redo->create_action(TTR("Add Input Port"));
  1431. undo_redo->add_do_method(node.ptr(), "add_input_port", p_port, p_port_type, p_name);
  1432. undo_redo->add_undo_method(node.ptr(), "remove_input_port", 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::_add_output_port(int p_node, int p_port, int p_port_type, const String &p_name) {
  1438. VisualShader::Type type = get_current_shader_type();
  1439. Ref<VisualShaderNodeGroupBase> node = visual_shader->get_node(type, p_node);
  1440. if (node.is_null()) {
  1441. return;
  1442. }
  1443. undo_redo->create_action(TTR("Add Output Port"));
  1444. undo_redo->add_do_method(node.ptr(), "add_output_port", p_port, p_port_type, p_name);
  1445. undo_redo->add_undo_method(node.ptr(), "remove_output_port", p_port);
  1446. undo_redo->add_do_method(graph_plugin.ptr(), "update_node", type, p_node);
  1447. undo_redo->add_undo_method(graph_plugin.ptr(), "update_node", type, p_node);
  1448. undo_redo->commit_action();
  1449. }
  1450. void VisualShaderEditor::_change_input_port_type(int p_type, int p_node, int p_port) {
  1451. VisualShader::Type type = get_current_shader_type();
  1452. Ref<VisualShaderNodeGroupBase> node = visual_shader->get_node(type, p_node);
  1453. if (node.is_null()) {
  1454. return;
  1455. }
  1456. undo_redo->create_action(TTR("Change Input Port Type"));
  1457. undo_redo->add_do_method(node.ptr(), "set_input_port_type", p_port, p_type);
  1458. undo_redo->add_undo_method(node.ptr(), "set_input_port_type", p_port, node->get_input_port_type(p_port));
  1459. undo_redo->add_do_method(graph_plugin.ptr(), "update_node", type, p_node);
  1460. undo_redo->add_undo_method(graph_plugin.ptr(), "update_node", type, p_node);
  1461. undo_redo->commit_action();
  1462. }
  1463. void VisualShaderEditor::_change_output_port_type(int p_type, int p_node, int p_port) {
  1464. VisualShader::Type type = get_current_shader_type();
  1465. Ref<VisualShaderNodeGroupBase> node = visual_shader->get_node(type, p_node);
  1466. if (node.is_null()) {
  1467. return;
  1468. }
  1469. undo_redo->create_action(TTR("Change Output Port Type"));
  1470. undo_redo->add_do_method(node.ptr(), "set_output_port_type", p_port, p_type);
  1471. undo_redo->add_undo_method(node.ptr(), "set_output_port_type", p_port, node->get_output_port_type(p_port));
  1472. undo_redo->add_do_method(graph_plugin.ptr(), "update_node", type, p_node);
  1473. undo_redo->add_undo_method(graph_plugin.ptr(), "update_node", type, p_node);
  1474. undo_redo->commit_action();
  1475. }
  1476. void VisualShaderEditor::_change_input_port_name(const String &p_text, Object *p_line_edit, int p_node_id, int p_port_id) {
  1477. VisualShader::Type type = get_current_shader_type();
  1478. Ref<VisualShaderNodeGroupBase> node = visual_shader->get_node(type, p_node_id);
  1479. ERR_FAIL_COND(!node.is_valid());
  1480. String prev_name = node->get_input_port_name(p_port_id);
  1481. if (prev_name == p_text) {
  1482. return;
  1483. }
  1484. LineEdit *line_edit = Object::cast_to<LineEdit>(p_line_edit);
  1485. ERR_FAIL_COND(!line_edit);
  1486. String validated_name = visual_shader->validate_port_name(p_text, node.ptr(), p_port_id, false);
  1487. if (validated_name.is_empty() || prev_name == validated_name) {
  1488. line_edit->set_text(node->get_input_port_name(p_port_id));
  1489. return;
  1490. }
  1491. undo_redo->create_action(TTR("Change Input Port Name"));
  1492. undo_redo->add_do_method(node.ptr(), "set_input_port_name", p_port_id, validated_name);
  1493. undo_redo->add_undo_method(node.ptr(), "set_input_port_name", p_port_id, node->get_input_port_name(p_port_id));
  1494. undo_redo->add_do_method(graph_plugin.ptr(), "update_node", type, p_node_id);
  1495. undo_redo->add_undo_method(graph_plugin.ptr(), "update_node", type, p_node_id);
  1496. undo_redo->commit_action();
  1497. }
  1498. void VisualShaderEditor::_change_output_port_name(const String &p_text, Object *p_line_edit, int p_node_id, int p_port_id) {
  1499. VisualShader::Type type = get_current_shader_type();
  1500. Ref<VisualShaderNodeGroupBase> node = visual_shader->get_node(type, p_node_id);
  1501. ERR_FAIL_COND(!node.is_valid());
  1502. String prev_name = node->get_output_port_name(p_port_id);
  1503. if (prev_name == p_text) {
  1504. return;
  1505. }
  1506. LineEdit *line_edit = Object::cast_to<LineEdit>(p_line_edit);
  1507. ERR_FAIL_COND(!line_edit);
  1508. String validated_name = visual_shader->validate_port_name(p_text, node.ptr(), p_port_id, true);
  1509. if (validated_name.is_empty() || prev_name == validated_name) {
  1510. line_edit->set_text(node->get_output_port_name(p_port_id));
  1511. return;
  1512. }
  1513. undo_redo->create_action(TTR("Change Output Port Name"));
  1514. undo_redo->add_do_method(node.ptr(), "set_output_port_name", p_port_id, validated_name);
  1515. undo_redo->add_undo_method(node.ptr(), "set_output_port_name", p_port_id, prev_name);
  1516. undo_redo->add_do_method(graph_plugin.ptr(), "update_node", type, p_node_id);
  1517. undo_redo->add_undo_method(graph_plugin.ptr(), "update_node", type, p_node_id);
  1518. undo_redo->commit_action();
  1519. }
  1520. void VisualShaderEditor::_expand_output_port(int p_node, int p_port, bool p_expand) {
  1521. VisualShader::Type type = get_current_shader_type();
  1522. Ref<VisualShaderNode> node = visual_shader->get_node(type, p_node);
  1523. ERR_FAIL_COND(!node.is_valid());
  1524. if (p_expand) {
  1525. undo_redo->create_action(TTR("Expand Output Port"));
  1526. } else {
  1527. undo_redo->create_action(TTR("Shrink Output Port"));
  1528. }
  1529. undo_redo->add_do_method(node.ptr(), "_set_output_port_expanded", p_port, p_expand);
  1530. undo_redo->add_undo_method(node.ptr(), "_set_output_port_expanded", p_port, !p_expand);
  1531. int type_size = 0;
  1532. switch (node->get_output_port_type(p_port)) {
  1533. case VisualShaderNode::PORT_TYPE_VECTOR_2D: {
  1534. type_size = 2;
  1535. } break;
  1536. case VisualShaderNode::PORT_TYPE_VECTOR_3D: {
  1537. type_size = 3;
  1538. } break;
  1539. default:
  1540. break;
  1541. }
  1542. List<VisualShader::Connection> conns;
  1543. visual_shader->get_node_connections(type, &conns);
  1544. for (const VisualShader::Connection &E : conns) {
  1545. int from_node = E.from_node;
  1546. int from_port = E.from_port;
  1547. int to_node = E.to_node;
  1548. int to_port = E.to_port;
  1549. if (from_node == p_node) {
  1550. if (p_expand) {
  1551. if (from_port > p_port) { // reconnect ports after expanded ports
  1552. undo_redo->add_do_method(visual_shader.ptr(), "disconnect_nodes", type, from_node, from_port, to_node, to_port);
  1553. undo_redo->add_undo_method(visual_shader.ptr(), "connect_nodes_forced", type, from_node, from_port, to_node, to_port);
  1554. undo_redo->add_do_method(graph_plugin.ptr(), "disconnect_nodes", type, from_node, from_port, to_node, to_port);
  1555. undo_redo->add_undo_method(graph_plugin.ptr(), "connect_nodes", type, from_node, from_port, to_node, to_port);
  1556. undo_redo->add_do_method(visual_shader.ptr(), "connect_nodes_forced", type, from_node, from_port + type_size, to_node, to_port);
  1557. undo_redo->add_undo_method(visual_shader.ptr(), "disconnect_nodes", type, from_node, from_port + type_size, to_node, to_port);
  1558. undo_redo->add_do_method(graph_plugin.ptr(), "connect_nodes", type, from_node, from_port + type_size, to_node, to_port);
  1559. undo_redo->add_undo_method(graph_plugin.ptr(), "disconnect_nodes", type, from_node, from_port + type_size, to_node, to_port);
  1560. }
  1561. } else {
  1562. if (from_port > p_port + type_size) { // reconnect ports after expanded ports
  1563. undo_redo->add_do_method(visual_shader.ptr(), "disconnect_nodes", type, from_node, from_port, to_node, to_port);
  1564. undo_redo->add_undo_method(visual_shader.ptr(), "connect_nodes_forced", type, from_node, from_port, to_node, to_port);
  1565. undo_redo->add_do_method(graph_plugin.ptr(), "disconnect_nodes", type, from_node, from_port, to_node, to_port);
  1566. undo_redo->add_undo_method(graph_plugin.ptr(), "connect_nodes", type, from_node, from_port, to_node, to_port);
  1567. undo_redo->add_do_method(visual_shader.ptr(), "connect_nodes", type, from_node, from_port - type_size, to_node, to_port);
  1568. undo_redo->add_undo_method(visual_shader.ptr(), "disconnect_nodes", type, from_node, from_port - type_size, to_node, to_port);
  1569. undo_redo->add_do_method(graph_plugin.ptr(), "connect_nodes", type, from_node, from_port - type_size, to_node, to_port);
  1570. undo_redo->add_undo_method(graph_plugin.ptr(), "disconnect_nodes", type, from_node, from_port - type_size, to_node, to_port);
  1571. } else if (from_port > p_port) { // disconnect component ports
  1572. undo_redo->add_do_method(visual_shader.ptr(), "disconnect_nodes", type, from_node, from_port, to_node, to_port);
  1573. undo_redo->add_undo_method(visual_shader.ptr(), "connect_nodes_forced", type, from_node, from_port, to_node, to_port);
  1574. undo_redo->add_do_method(graph_plugin.ptr(), "disconnect_nodes", type, from_node, from_port, to_node, to_port);
  1575. undo_redo->add_undo_method(graph_plugin.ptr(), "connect_nodes", type, from_node, from_port, to_node, to_port);
  1576. }
  1577. }
  1578. }
  1579. }
  1580. int preview_port = node->get_output_port_for_preview();
  1581. if (p_expand) {
  1582. if (preview_port > p_port) {
  1583. undo_redo->add_do_method(node.ptr(), "set_output_port_for_preview", preview_port + type_size);
  1584. undo_redo->add_undo_method(node.ptr(), "set_output_port_for_preview", preview_port);
  1585. }
  1586. } else {
  1587. if (preview_port > p_port + type_size) {
  1588. undo_redo->add_do_method(node.ptr(), "set_output_port_for_preview", preview_port - type_size);
  1589. undo_redo->add_undo_method(node.ptr(), "set_output_port_for_preview", preview_port);
  1590. }
  1591. }
  1592. undo_redo->add_do_method(graph_plugin.ptr(), "update_node", type, p_node);
  1593. undo_redo->add_undo_method(graph_plugin.ptr(), "update_node", type, p_node);
  1594. undo_redo->commit_action();
  1595. }
  1596. void VisualShaderEditor::_remove_input_port(int p_node, int p_port) {
  1597. VisualShader::Type type = get_current_shader_type();
  1598. Ref<VisualShaderNodeGroupBase> node = visual_shader->get_node(type, p_node);
  1599. if (node.is_null()) {
  1600. return;
  1601. }
  1602. undo_redo->create_action(TTR("Remove Input Port"));
  1603. List<VisualShader::Connection> conns;
  1604. visual_shader->get_node_connections(type, &conns);
  1605. for (const VisualShader::Connection &E : conns) {
  1606. int from_node = E.from_node;
  1607. int from_port = E.from_port;
  1608. int to_node = E.to_node;
  1609. int to_port = E.to_port;
  1610. if (to_node == p_node) {
  1611. if (to_port == p_port) {
  1612. undo_redo->add_do_method(visual_shader.ptr(), "disconnect_nodes", type, from_node, from_port, to_node, to_port);
  1613. undo_redo->add_undo_method(visual_shader.ptr(), "connect_nodes_forced", type, from_node, from_port, to_node, to_port);
  1614. undo_redo->add_do_method(graph_plugin.ptr(), "disconnect_nodes", type, from_node, from_port, to_node, to_port);
  1615. undo_redo->add_undo_method(graph_plugin.ptr(), "connect_nodes", type, from_node, from_port, to_node, to_port);
  1616. } else if (to_port > p_port) {
  1617. undo_redo->add_do_method(visual_shader.ptr(), "disconnect_nodes", type, from_node, from_port, to_node, to_port);
  1618. undo_redo->add_undo_method(visual_shader.ptr(), "connect_nodes_forced", type, from_node, from_port, to_node, to_port);
  1619. undo_redo->add_do_method(graph_plugin.ptr(), "disconnect_nodes", type, from_node, from_port, to_node, to_port);
  1620. undo_redo->add_undo_method(graph_plugin.ptr(), "connect_nodes", type, from_node, from_port, to_node, to_port);
  1621. undo_redo->add_do_method(visual_shader.ptr(), "connect_nodes_forced", type, from_node, from_port, to_node, to_port - 1);
  1622. undo_redo->add_undo_method(visual_shader.ptr(), "disconnect_nodes", type, from_node, from_port, to_node, to_port - 1);
  1623. undo_redo->add_do_method(graph_plugin.ptr(), "connect_nodes", type, from_node, from_port, to_node, to_port - 1);
  1624. undo_redo->add_undo_method(graph_plugin.ptr(), "disconnect_nodes", type, from_node, from_port, to_node, to_port - 1);
  1625. }
  1626. }
  1627. }
  1628. undo_redo->add_do_method(node.ptr(), "remove_input_port", p_port);
  1629. 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));
  1630. undo_redo->add_do_method(graph_plugin.ptr(), "update_node", type, p_node);
  1631. undo_redo->add_undo_method(graph_plugin.ptr(), "update_node", type, p_node);
  1632. undo_redo->commit_action();
  1633. }
  1634. void VisualShaderEditor::_remove_output_port(int p_node, int p_port) {
  1635. VisualShader::Type type = get_current_shader_type();
  1636. Ref<VisualShaderNodeGroupBase> node = visual_shader->get_node(type, p_node);
  1637. if (node.is_null()) {
  1638. return;
  1639. }
  1640. undo_redo->create_action(TTR("Remove Output Port"));
  1641. List<VisualShader::Connection> conns;
  1642. visual_shader->get_node_connections(type, &conns);
  1643. for (const VisualShader::Connection &E : conns) {
  1644. int from_node = E.from_node;
  1645. int from_port = E.from_port;
  1646. int to_node = E.to_node;
  1647. int to_port = E.to_port;
  1648. if (from_node == p_node) {
  1649. if (from_port == p_port) {
  1650. undo_redo->add_do_method(visual_shader.ptr(), "disconnect_nodes", type, from_node, from_port, to_node, to_port);
  1651. undo_redo->add_undo_method(visual_shader.ptr(), "connect_nodes_forced", type, from_node, from_port, to_node, to_port);
  1652. undo_redo->add_do_method(graph_plugin.ptr(), "disconnect_nodes", type, from_node, from_port, to_node, to_port);
  1653. undo_redo->add_undo_method(graph_plugin.ptr(), "connect_nodes", type, from_node, from_port, to_node, to_port);
  1654. } else if (from_port > p_port) {
  1655. undo_redo->add_do_method(visual_shader.ptr(), "disconnect_nodes", type, from_node, from_port, to_node, to_port);
  1656. undo_redo->add_undo_method(visual_shader.ptr(), "connect_nodes_forced", type, from_node, from_port, to_node, to_port);
  1657. undo_redo->add_do_method(graph_plugin.ptr(), "disconnect_nodes", type, from_node, from_port, to_node, to_port);
  1658. undo_redo->add_undo_method(graph_plugin.ptr(), "connect_nodes", type, from_node, from_port, to_node, to_port);
  1659. undo_redo->add_do_method(visual_shader.ptr(), "connect_nodes_forced", type, from_node, from_port - 1, to_node, to_port);
  1660. undo_redo->add_undo_method(visual_shader.ptr(), "disconnect_nodes", type, from_node, from_port - 1, to_node, to_port);
  1661. undo_redo->add_do_method(graph_plugin.ptr(), "connect_nodes", type, from_node, from_port - 1, to_node, to_port);
  1662. undo_redo->add_undo_method(graph_plugin.ptr(), "disconnect_nodes", type, from_node, from_port - 1, to_node, to_port);
  1663. }
  1664. }
  1665. }
  1666. int preview_port = node->get_output_port_for_preview();
  1667. if (preview_port != -1) {
  1668. if (preview_port == p_port) {
  1669. undo_redo->add_do_method(node.ptr(), "set_output_port_for_preview", -1);
  1670. undo_redo->add_undo_method(node.ptr(), "set_output_port_for_preview", preview_port);
  1671. } else if (preview_port > p_port) {
  1672. undo_redo->add_do_method(node.ptr(), "set_output_port_for_preview", preview_port - 1);
  1673. undo_redo->add_undo_method(node.ptr(), "set_output_port_for_preview", preview_port);
  1674. }
  1675. }
  1676. undo_redo->add_do_method(node.ptr(), "remove_output_port", p_port);
  1677. 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));
  1678. undo_redo->add_do_method(graph_plugin.ptr(), "update_node", type, p_node);
  1679. undo_redo->add_undo_method(graph_plugin.ptr(), "update_node", type, p_node);
  1680. undo_redo->commit_action();
  1681. }
  1682. void VisualShaderEditor::_expression_focus_out(Object *code_edit, int p_node) {
  1683. VisualShader::Type type = get_current_shader_type();
  1684. Ref<VisualShaderNodeExpression> node = visual_shader->get_node(type, p_node);
  1685. if (node.is_null()) {
  1686. return;
  1687. }
  1688. CodeEdit *expression_box = Object::cast_to<CodeEdit>(code_edit);
  1689. if (node->get_expression() == expression_box->get_text()) {
  1690. return;
  1691. }
  1692. undo_redo->create_action(TTR("Set VisualShader Expression"));
  1693. undo_redo->add_do_method(node.ptr(), "set_expression", expression_box->get_text());
  1694. undo_redo->add_undo_method(node.ptr(), "set_expression", node->get_expression());
  1695. undo_redo->add_do_method(graph_plugin.ptr(), "set_expression", type, p_node, expression_box->get_text());
  1696. undo_redo->add_undo_method(graph_plugin.ptr(), "set_expression", type, p_node, node->get_expression());
  1697. undo_redo->commit_action();
  1698. }
  1699. void VisualShaderEditor::_set_node_size(int p_type, int p_node, const Vector2 &p_size) {
  1700. VisualShader::Type type = VisualShader::Type(p_type);
  1701. Ref<VisualShaderNodeResizableBase> node = visual_shader->get_node(type, p_node);
  1702. if (node.is_null()) {
  1703. return;
  1704. }
  1705. Size2 size = p_size;
  1706. if (!node->is_allow_v_resize()) {
  1707. size.y = 0;
  1708. }
  1709. node->set_size(size);
  1710. if (get_current_shader_type() == type) {
  1711. Ref<VisualShaderNodeExpression> expression_node = Object::cast_to<VisualShaderNodeExpression>(node.ptr());
  1712. Control *text_box = nullptr;
  1713. if (!expression_node.is_null()) {
  1714. text_box = expression_node->is_ctrl_pressed(0);
  1715. if (text_box) {
  1716. text_box->set_custom_minimum_size(Size2(0, 0));
  1717. }
  1718. }
  1719. GraphNode *gn = nullptr;
  1720. Node *node2 = graph->get_node(itos(p_node));
  1721. gn = Object::cast_to<GraphNode>(node2);
  1722. if (!gn) {
  1723. return;
  1724. }
  1725. gn->set_custom_minimum_size(size);
  1726. gn->reset_size();
  1727. if (!expression_node.is_null() && text_box) {
  1728. Size2 box_size = size;
  1729. if (gn != nullptr) {
  1730. if (box_size.x < 150 * EDSCALE || box_size.y < 0) {
  1731. box_size.x = gn->get_size().x;
  1732. }
  1733. }
  1734. box_size.x -= text_box->get_offset(SIDE_LEFT);
  1735. box_size.x -= 28 * EDSCALE;
  1736. box_size.y -= text_box->get_offset(SIDE_TOP);
  1737. box_size.y -= 28 * EDSCALE;
  1738. text_box->set_custom_minimum_size(box_size);
  1739. text_box->reset_size();
  1740. }
  1741. }
  1742. }
  1743. void VisualShaderEditor::_node_resized(const Vector2 &p_new_size, int p_type, int p_node) {
  1744. Ref<VisualShaderNodeResizableBase> node = visual_shader->get_node(VisualShader::Type(p_type), p_node);
  1745. if (node.is_null()) {
  1746. return;
  1747. }
  1748. undo_redo->create_action(TTR("Resize VisualShader Node"), UndoRedo::MERGE_ENDS);
  1749. undo_redo->add_do_method(this, "_set_node_size", p_type, p_node, p_new_size);
  1750. undo_redo->add_undo_method(this, "_set_node_size", p_type, p_node, node->get_size());
  1751. undo_redo->commit_action();
  1752. }
  1753. void VisualShaderEditor::_preview_select_port(int p_node, int p_port) {
  1754. VisualShader::Type type = get_current_shader_type();
  1755. Ref<VisualShaderNode> node = visual_shader->get_node(type, p_node);
  1756. if (node.is_null()) {
  1757. return;
  1758. }
  1759. int prev_port = node->get_output_port_for_preview();
  1760. if (node->get_output_port_for_preview() == p_port) {
  1761. p_port = -1; //toggle it
  1762. }
  1763. undo_redo->create_action(p_port == -1 ? TTR("Hide Port Preview") : TTR("Show Port Preview"));
  1764. undo_redo->add_do_method(node.ptr(), "set_output_port_for_preview", p_port);
  1765. undo_redo->add_undo_method(node.ptr(), "set_output_port_for_preview", prev_port);
  1766. undo_redo->add_do_method(graph_plugin.ptr(), "update_node", (int)type, p_node);
  1767. undo_redo->add_undo_method(graph_plugin.ptr(), "update_node", (int)type, p_node);
  1768. undo_redo->commit_action();
  1769. }
  1770. void VisualShaderEditor::_comment_title_popup_show(const Point2 &p_position, int p_node_id) {
  1771. VisualShader::Type type = get_current_shader_type();
  1772. Ref<VisualShaderNodeComment> node = visual_shader->get_node(type, p_node_id);
  1773. if (node.is_null()) {
  1774. return;
  1775. }
  1776. comment_title_change_edit->set_text(node->get_title());
  1777. comment_title_change_popup->set_meta("id", p_node_id);
  1778. comment_title_change_popup->popup();
  1779. comment_title_change_popup->set_position(p_position);
  1780. }
  1781. void VisualShaderEditor::_comment_title_text_changed(const String &p_new_text) {
  1782. comment_title_change_edit->reset_size();
  1783. comment_title_change_popup->reset_size();
  1784. }
  1785. void VisualShaderEditor::_comment_title_text_submitted(const String &p_new_text) {
  1786. comment_title_change_popup->hide();
  1787. }
  1788. void VisualShaderEditor::_comment_title_popup_focus_out() {
  1789. comment_title_change_popup->hide();
  1790. }
  1791. void VisualShaderEditor::_comment_title_popup_hide() {
  1792. ERR_FAIL_COND(!comment_title_change_popup->has_meta("id"));
  1793. int node_id = (int)comment_title_change_popup->get_meta("id");
  1794. VisualShader::Type type = get_current_shader_type();
  1795. Ref<VisualShaderNodeComment> node = visual_shader->get_node(type, node_id);
  1796. ERR_FAIL_COND(node.is_null());
  1797. if (node->get_title() == comment_title_change_edit->get_text()) {
  1798. return; // nothing changed - ignored
  1799. }
  1800. undo_redo->create_action(TTR("Set Comment Node Title"));
  1801. undo_redo->add_do_method(node.ptr(), "set_title", comment_title_change_edit->get_text());
  1802. undo_redo->add_undo_method(node.ptr(), "set_title", node->get_title());
  1803. undo_redo->add_do_method(graph_plugin.ptr(), "update_node", (int)type, node_id);
  1804. undo_redo->add_undo_method(graph_plugin.ptr(), "update_node", (int)type, node_id);
  1805. undo_redo->commit_action();
  1806. }
  1807. void VisualShaderEditor::_comment_desc_popup_show(const Point2 &p_position, int p_node_id) {
  1808. VisualShader::Type type = get_current_shader_type();
  1809. Ref<VisualShaderNodeComment> node = visual_shader->get_node(type, p_node_id);
  1810. if (node.is_null()) {
  1811. return;
  1812. }
  1813. comment_desc_change_edit->set_text(node->get_description());
  1814. comment_desc_change_popup->set_meta("id", p_node_id);
  1815. comment_desc_change_popup->reset_size();
  1816. comment_desc_change_popup->popup();
  1817. comment_desc_change_popup->set_position(p_position);
  1818. }
  1819. void VisualShaderEditor::_comment_desc_text_changed() {
  1820. comment_desc_change_edit->reset_size();
  1821. comment_desc_change_popup->reset_size();
  1822. }
  1823. void VisualShaderEditor::_comment_desc_confirm() {
  1824. comment_desc_change_popup->hide();
  1825. }
  1826. void VisualShaderEditor::_comment_desc_popup_hide() {
  1827. ERR_FAIL_COND(!comment_desc_change_popup->has_meta("id"));
  1828. int node_id = (int)comment_desc_change_popup->get_meta("id");
  1829. VisualShader::Type type = get_current_shader_type();
  1830. Ref<VisualShaderNodeComment> node = visual_shader->get_node(type, node_id);
  1831. ERR_FAIL_COND(node.is_null());
  1832. if (node->get_description() == comment_desc_change_edit->get_text()) {
  1833. return; // nothing changed - ignored
  1834. }
  1835. undo_redo->create_action(TTR("Set Comment Node Description"));
  1836. undo_redo->add_do_method(node.ptr(), "set_description", comment_desc_change_edit->get_text());
  1837. undo_redo->add_undo_method(node.ptr(), "set_description", node->get_title());
  1838. undo_redo->add_do_method(graph_plugin.ptr(), "update_node", (int)type, node_id);
  1839. undo_redo->add_undo_method(graph_plugin.ptr(), "update_node", (int)type, node_id);
  1840. undo_redo->commit_action();
  1841. }
  1842. void VisualShaderEditor::_uniform_line_edit_changed(const String &p_text, int p_node_id) {
  1843. VisualShader::Type type = get_current_shader_type();
  1844. Ref<VisualShaderNodeUniform> node = visual_shader->get_node(type, p_node_id);
  1845. ERR_FAIL_COND(!node.is_valid());
  1846. String validated_name = visual_shader->validate_uniform_name(p_text, node);
  1847. if (validated_name == node->get_uniform_name()) {
  1848. return;
  1849. }
  1850. undo_redo->create_action(TTR("Set Uniform Name"));
  1851. undo_redo->add_do_method(node.ptr(), "set_uniform_name", validated_name);
  1852. undo_redo->add_undo_method(node.ptr(), "set_uniform_name", node->get_uniform_name());
  1853. undo_redo->add_do_method(graph_plugin.ptr(), "set_uniform_name", type, p_node_id, validated_name);
  1854. undo_redo->add_undo_method(graph_plugin.ptr(), "set_uniform_name", type, p_node_id, node->get_uniform_name());
  1855. undo_redo->add_do_method(graph_plugin.ptr(), "update_node_deferred", type, p_node_id);
  1856. undo_redo->add_undo_method(graph_plugin.ptr(), "update_node_deferred", type, p_node_id);
  1857. undo_redo->add_do_method(this, "_update_uniforms", true);
  1858. undo_redo->add_undo_method(this, "_update_uniforms", true);
  1859. Set<String> changed_names;
  1860. changed_names.insert(node->get_uniform_name());
  1861. _update_uniform_refs(changed_names);
  1862. undo_redo->commit_action();
  1863. }
  1864. void VisualShaderEditor::_uniform_line_edit_focus_out(Object *line_edit, int p_node_id) {
  1865. _uniform_line_edit_changed(Object::cast_to<LineEdit>(line_edit)->get_text(), p_node_id);
  1866. }
  1867. void VisualShaderEditor::_port_name_focus_out(Object *line_edit, int p_node_id, int p_port_id, bool p_output) {
  1868. if (!p_output) {
  1869. _change_input_port_name(Object::cast_to<LineEdit>(line_edit)->get_text(), line_edit, p_node_id, p_port_id);
  1870. } else {
  1871. _change_output_port_name(Object::cast_to<LineEdit>(line_edit)->get_text(), line_edit, p_node_id, p_port_id);
  1872. }
  1873. }
  1874. void VisualShaderEditor::_port_edited() {
  1875. VisualShader::Type type = get_current_shader_type();
  1876. Variant value = property_editor->get_variant();
  1877. Ref<VisualShaderNode> vsn = visual_shader->get_node(type, editing_node);
  1878. ERR_FAIL_COND(!vsn.is_valid());
  1879. undo_redo->create_action(TTR("Set Input Default Port"));
  1880. Ref<VisualShaderNodeCustom> custom = Object::cast_to<VisualShaderNodeCustom>(vsn.ptr());
  1881. if (custom.is_valid()) {
  1882. undo_redo->add_do_method(custom.ptr(), "_set_input_port_default_value", editing_port, value);
  1883. undo_redo->add_undo_method(custom.ptr(), "_set_input_port_default_value", editing_port, vsn->get_input_port_default_value(editing_port));
  1884. } else {
  1885. undo_redo->add_do_method(vsn.ptr(), "set_input_port_default_value", editing_port, value);
  1886. undo_redo->add_undo_method(vsn.ptr(), "set_input_port_default_value", editing_port, vsn->get_input_port_default_value(editing_port));
  1887. }
  1888. undo_redo->add_do_method(graph_plugin.ptr(), "set_input_port_default_value", type, editing_node, editing_port, value);
  1889. 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));
  1890. undo_redo->commit_action();
  1891. property_editor->hide();
  1892. }
  1893. void VisualShaderEditor::_edit_port_default_input(Object *p_button, int p_node, int p_port) {
  1894. VisualShader::Type type = get_current_shader_type();
  1895. Ref<VisualShaderNode> vsn = visual_shader->get_node(type, p_node);
  1896. Button *button = Object::cast_to<Button>(p_button);
  1897. ERR_FAIL_COND(!button);
  1898. Variant value = vsn->get_input_port_default_value(p_port);
  1899. property_editor->set_position(button->get_screen_position() + Vector2(0, button->get_size().height));
  1900. property_editor->edit(nullptr, "", value.get_type(), value, 0, "");
  1901. property_editor->popup();
  1902. editing_node = p_node;
  1903. editing_port = p_port;
  1904. }
  1905. void VisualShaderEditor::_setup_node(VisualShaderNode *p_node, const Vector<Variant> &p_ops) {
  1906. // INPUT
  1907. {
  1908. VisualShaderNodeInput *input = Object::cast_to<VisualShaderNodeInput>(p_node);
  1909. if (input) {
  1910. ERR_FAIL_COND(p_ops[0].get_type() != Variant::STRING);
  1911. input->set_input_name((String)p_ops[0]);
  1912. return;
  1913. }
  1914. }
  1915. // FLOAT_CONST
  1916. {
  1917. VisualShaderNodeFloatConstant *float_const = Object::cast_to<VisualShaderNodeFloatConstant>(p_node);
  1918. if (float_const) {
  1919. ERR_FAIL_COND(p_ops[0].get_type() != Variant::FLOAT);
  1920. float_const->set_constant((float)p_ops[0]);
  1921. return;
  1922. }
  1923. }
  1924. // FLOAT_OP
  1925. {
  1926. VisualShaderNodeFloatOp *floatOp = Object::cast_to<VisualShaderNodeFloatOp>(p_node);
  1927. if (floatOp) {
  1928. ERR_FAIL_COND(p_ops[0].get_type() != Variant::INT);
  1929. floatOp->set_operator((VisualShaderNodeFloatOp::Operator)(int)p_ops[0]);
  1930. return;
  1931. }
  1932. }
  1933. // FLOAT_FUNC
  1934. {
  1935. VisualShaderNodeFloatFunc *floatFunc = Object::cast_to<VisualShaderNodeFloatFunc>(p_node);
  1936. if (floatFunc) {
  1937. ERR_FAIL_COND(p_ops[0].get_type() != Variant::INT);
  1938. floatFunc->set_function((VisualShaderNodeFloatFunc::Function)(int)p_ops[0]);
  1939. return;
  1940. }
  1941. }
  1942. // VECTOR_OP
  1943. {
  1944. VisualShaderNodeVectorOp *vecOp = Object::cast_to<VisualShaderNodeVectorOp>(p_node);
  1945. if (vecOp) {
  1946. ERR_FAIL_COND(p_ops[0].get_type() != Variant::INT);
  1947. ERR_FAIL_COND(p_ops[1].get_type() != Variant::INT);
  1948. vecOp->set_operator((VisualShaderNodeVectorOp::Operator)(int)p_ops[0]);
  1949. vecOp->set_op_type((VisualShaderNodeVectorOp::OpType)(int)p_ops[1]);
  1950. return;
  1951. }
  1952. }
  1953. // VECTOR_FUNC
  1954. {
  1955. VisualShaderNodeVectorFunc *vecFunc = Object::cast_to<VisualShaderNodeVectorFunc>(p_node);
  1956. if (vecFunc) {
  1957. ERR_FAIL_COND(p_ops[0].get_type() != Variant::INT);
  1958. ERR_FAIL_COND(p_ops[1].get_type() != Variant::INT);
  1959. vecFunc->set_function((VisualShaderNodeVectorFunc::Function)(int)p_ops[0]);
  1960. vecFunc->set_op_type((VisualShaderNodeVectorFunc::OpType)(int)p_ops[1]);
  1961. return;
  1962. }
  1963. }
  1964. // COLOR_OP
  1965. {
  1966. VisualShaderNodeColorOp *colorOp = Object::cast_to<VisualShaderNodeColorOp>(p_node);
  1967. if (colorOp) {
  1968. ERR_FAIL_COND(p_ops[0].get_type() != Variant::INT);
  1969. colorOp->set_operator((VisualShaderNodeColorOp::Operator)(int)p_ops[0]);
  1970. return;
  1971. }
  1972. }
  1973. // COLOR_FUNC
  1974. {
  1975. VisualShaderNodeColorFunc *colorFunc = Object::cast_to<VisualShaderNodeColorFunc>(p_node);
  1976. if (colorFunc) {
  1977. ERR_FAIL_COND(p_ops[0].get_type() != Variant::INT);
  1978. colorFunc->set_function((VisualShaderNodeColorFunc::Function)(int)p_ops[0]);
  1979. return;
  1980. }
  1981. }
  1982. // INT_OP
  1983. {
  1984. VisualShaderNodeIntOp *intOp = Object::cast_to<VisualShaderNodeIntOp>(p_node);
  1985. if (intOp) {
  1986. ERR_FAIL_COND(p_ops[0].get_type() != Variant::INT);
  1987. intOp->set_operator((VisualShaderNodeIntOp::Operator)(int)p_ops[0]);
  1988. return;
  1989. }
  1990. }
  1991. // INT_FUNC
  1992. {
  1993. VisualShaderNodeIntFunc *intFunc = Object::cast_to<VisualShaderNodeIntFunc>(p_node);
  1994. if (intFunc) {
  1995. ERR_FAIL_COND(p_ops[0].get_type() != Variant::INT);
  1996. intFunc->set_function((VisualShaderNodeIntFunc::Function)(int)p_ops[0]);
  1997. return;
  1998. }
  1999. }
  2000. // TRANSFORM_OP
  2001. {
  2002. VisualShaderNodeTransformOp *matOp = Object::cast_to<VisualShaderNodeTransformOp>(p_node);
  2003. if (matOp) {
  2004. ERR_FAIL_COND(p_ops[0].get_type() != Variant::INT);
  2005. matOp->set_operator((VisualShaderNodeTransformOp::Operator)(int)p_ops[0]);
  2006. return;
  2007. }
  2008. }
  2009. // TRANSFORM_FUNC
  2010. {
  2011. VisualShaderNodeTransformFunc *matFunc = Object::cast_to<VisualShaderNodeTransformFunc>(p_node);
  2012. if (matFunc) {
  2013. ERR_FAIL_COND(p_ops[0].get_type() != Variant::INT);
  2014. matFunc->set_function((VisualShaderNodeTransformFunc::Function)(int)p_ops[0]);
  2015. return;
  2016. }
  2017. }
  2018. // VECTOR_COMPOSE
  2019. {
  2020. VisualShaderNodeVectorCompose *vecCompose = Object::cast_to<VisualShaderNodeVectorCompose>(p_node);
  2021. if (vecCompose) {
  2022. ERR_FAIL_COND(p_ops[0].get_type() != Variant::INT);
  2023. vecCompose->set_op_type((VisualShaderNodeVectorCompose::OpType)(int)p_ops[0]);
  2024. return;
  2025. }
  2026. }
  2027. // VECTOR_DECOMPOSE
  2028. {
  2029. VisualShaderNodeVectorDecompose *vecDecompose = Object::cast_to<VisualShaderNodeVectorDecompose>(p_node);
  2030. if (vecDecompose) {
  2031. ERR_FAIL_COND(p_ops[0].get_type() != Variant::INT);
  2032. vecDecompose->set_op_type((VisualShaderNodeVectorDecompose::OpType)(int)p_ops[0]);
  2033. return;
  2034. }
  2035. }
  2036. // UV_FUNC
  2037. {
  2038. VisualShaderNodeUVFunc *uvFunc = Object::cast_to<VisualShaderNodeUVFunc>(p_node);
  2039. if (uvFunc) {
  2040. ERR_FAIL_COND(p_ops[0].get_type() != Variant::INT);
  2041. uvFunc->set_function((VisualShaderNodeUVFunc::Function)(int)p_ops[0]);
  2042. return;
  2043. }
  2044. }
  2045. // IS
  2046. {
  2047. VisualShaderNodeIs *is = Object::cast_to<VisualShaderNodeIs>(p_node);
  2048. if (is) {
  2049. ERR_FAIL_COND(p_ops[0].get_type() != Variant::INT);
  2050. is->set_function((VisualShaderNodeIs::Function)(int)p_ops[0]);
  2051. return;
  2052. }
  2053. }
  2054. // COMPARE
  2055. {
  2056. VisualShaderNodeCompare *cmp = Object::cast_to<VisualShaderNodeCompare>(p_node);
  2057. if (cmp) {
  2058. ERR_FAIL_COND(p_ops[0].get_type() != Variant::INT);
  2059. cmp->set_function((VisualShaderNodeCompare::Function)(int)p_ops[0]);
  2060. return;
  2061. }
  2062. }
  2063. // DISTANCE
  2064. {
  2065. VisualShaderNodeVectorDistance *dist = Object::cast_to<VisualShaderNodeVectorDistance>(p_node);
  2066. if (dist) {
  2067. ERR_FAIL_COND(p_ops[0].get_type() != Variant::INT);
  2068. dist->set_op_type((VisualShaderNodeVectorDistance::OpType)(int)p_ops[0]);
  2069. return;
  2070. }
  2071. }
  2072. // DERIVATIVE
  2073. {
  2074. VisualShaderNodeDerivativeFunc *derFunc = Object::cast_to<VisualShaderNodeDerivativeFunc>(p_node);
  2075. if (derFunc) {
  2076. ERR_FAIL_COND(p_ops[0].get_type() != Variant::INT);
  2077. ERR_FAIL_COND(p_ops[1].get_type() != Variant::INT);
  2078. derFunc->set_function((VisualShaderNodeDerivativeFunc::Function)(int)p_ops[0]);
  2079. derFunc->set_op_type((VisualShaderNodeDerivativeFunc::OpType)(int)p_ops[1]);
  2080. return;
  2081. }
  2082. }
  2083. // MIX
  2084. {
  2085. VisualShaderNodeMix *mix = Object::cast_to<VisualShaderNodeMix>(p_node);
  2086. if (mix) {
  2087. ERR_FAIL_COND(p_ops[0].get_type() != Variant::INT);
  2088. mix->set_op_type((VisualShaderNodeMix::OpType)(int)p_ops[0]);
  2089. return;
  2090. }
  2091. }
  2092. // CLAMP
  2093. {
  2094. VisualShaderNodeClamp *clampFunc = Object::cast_to<VisualShaderNodeClamp>(p_node);
  2095. if (clampFunc) {
  2096. ERR_FAIL_COND(p_ops[0].get_type() != Variant::INT);
  2097. clampFunc->set_op_type((VisualShaderNodeClamp::OpType)(int)p_ops[0]);
  2098. return;
  2099. }
  2100. }
  2101. // SWITCH
  2102. {
  2103. VisualShaderNodeSwitch *switchFunc = Object::cast_to<VisualShaderNodeSwitch>(p_node);
  2104. if (switchFunc) {
  2105. ERR_FAIL_COND(p_ops[0].get_type() != Variant::INT);
  2106. switchFunc->set_op_type((VisualShaderNodeSwitch::OpType)(int)p_ops[0]);
  2107. return;
  2108. }
  2109. }
  2110. // FACEFORWARD
  2111. {
  2112. VisualShaderNodeFaceForward *faceForward = Object::cast_to<VisualShaderNodeFaceForward>(p_node);
  2113. if (faceForward) {
  2114. ERR_FAIL_COND(p_ops[0].get_type() != Variant::INT);
  2115. faceForward->set_op_type((VisualShaderNodeFaceForward::OpType)(int)p_ops[0]);
  2116. return;
  2117. }
  2118. }
  2119. // LENGTH
  2120. {
  2121. VisualShaderNodeVectorLen *length = Object::cast_to<VisualShaderNodeVectorLen>(p_node);
  2122. if (length) {
  2123. ERR_FAIL_COND(p_ops[0].get_type() != Variant::INT);
  2124. length->set_op_type((VisualShaderNodeVectorLen::OpType)(int)p_ops[0]);
  2125. return;
  2126. }
  2127. }
  2128. // SMOOTHSTEP
  2129. {
  2130. VisualShaderNodeSmoothStep *smoothStepFunc = Object::cast_to<VisualShaderNodeSmoothStep>(p_node);
  2131. if (smoothStepFunc) {
  2132. ERR_FAIL_COND(p_ops[0].get_type() != Variant::INT);
  2133. smoothStepFunc->set_op_type((VisualShaderNodeSmoothStep::OpType)(int)p_ops[0]);
  2134. return;
  2135. }
  2136. }
  2137. // STEP
  2138. {
  2139. VisualShaderNodeStep *stepFunc = Object::cast_to<VisualShaderNodeStep>(p_node);
  2140. if (stepFunc) {
  2141. ERR_FAIL_COND(p_ops[0].get_type() != Variant::INT);
  2142. stepFunc->set_op_type((VisualShaderNodeStep::OpType)(int)p_ops[0]);
  2143. return;
  2144. }
  2145. }
  2146. // MULTIPLY_ADD
  2147. {
  2148. VisualShaderNodeMultiplyAdd *fmaFunc = Object::cast_to<VisualShaderNodeMultiplyAdd>(p_node);
  2149. if (fmaFunc) {
  2150. ERR_FAIL_COND(p_ops[0].get_type() != Variant::INT);
  2151. fmaFunc->set_op_type((VisualShaderNodeMultiplyAdd::OpType)(int)p_ops[0]);
  2152. }
  2153. }
  2154. }
  2155. void VisualShaderEditor::_add_node(int p_idx, const Vector<Variant> &p_ops, String p_resource_path, int p_node_idx) {
  2156. ERR_FAIL_INDEX(p_idx, add_options.size());
  2157. VisualShader::Type type = get_current_shader_type();
  2158. Ref<VisualShaderNode> vsnode;
  2159. bool is_custom = add_options[p_idx].is_custom;
  2160. if (!is_custom && !add_options[p_idx].type.is_empty()) {
  2161. VisualShaderNode *vsn = Object::cast_to<VisualShaderNode>(ClassDB::instantiate(add_options[p_idx].type));
  2162. ERR_FAIL_COND(!vsn);
  2163. if (!p_ops.is_empty()) {
  2164. _setup_node(vsn, p_ops);
  2165. }
  2166. VisualShaderNodeUniformRef *uniform_ref = Object::cast_to<VisualShaderNodeUniformRef>(vsn);
  2167. if (uniform_ref && to_node != -1 && to_slot != -1) {
  2168. VisualShaderNode::PortType input_port_type = visual_shader->get_node(type, to_node)->get_input_port_type(to_slot);
  2169. bool success = false;
  2170. for (int i = 0; i < uniform_ref->get_uniforms_count(); i++) {
  2171. if (uniform_ref->get_port_type_by_index(i) == input_port_type) {
  2172. uniform_ref->set_uniform_name(uniform_ref->get_uniform_name_by_index(i));
  2173. success = true;
  2174. break;
  2175. }
  2176. }
  2177. if (!success) {
  2178. for (int i = 0; i < uniform_ref->get_uniforms_count(); i++) {
  2179. if (visual_shader->is_port_types_compatible(uniform_ref->get_port_type_by_index(i), input_port_type)) {
  2180. uniform_ref->set_uniform_name(uniform_ref->get_uniform_name_by_index(i));
  2181. break;
  2182. }
  2183. }
  2184. }
  2185. }
  2186. vsnode = Ref<VisualShaderNode>(vsn);
  2187. } else {
  2188. ERR_FAIL_COND(add_options[p_idx].script.is_null());
  2189. StringName base_type = add_options[p_idx].script->get_instance_base_type();
  2190. VisualShaderNode *vsn = Object::cast_to<VisualShaderNode>(ClassDB::instantiate(base_type));
  2191. ERR_FAIL_COND(!vsn);
  2192. vsnode = Ref<VisualShaderNode>(vsn);
  2193. vsnode->set_script(add_options[p_idx].script);
  2194. }
  2195. bool is_texture2d = (Object::cast_to<VisualShaderNodeTexture>(vsnode.ptr()) != nullptr);
  2196. bool is_texture3d = (Object::cast_to<VisualShaderNodeTexture3D>(vsnode.ptr()) != nullptr);
  2197. bool is_texture2d_array = (Object::cast_to<VisualShaderNodeTexture2DArray>(vsnode.ptr()) != nullptr);
  2198. bool is_cubemap = (Object::cast_to<VisualShaderNodeCubemap>(vsnode.ptr()) != nullptr);
  2199. bool is_curve = (Object::cast_to<VisualShaderNodeCurveTexture>(vsnode.ptr()) != nullptr);
  2200. bool is_curve_xyz = (Object::cast_to<VisualShaderNodeCurveXYZTexture>(vsnode.ptr()) != nullptr);
  2201. bool is_uniform = (Object::cast_to<VisualShaderNodeUniform>(vsnode.ptr()) != nullptr);
  2202. Point2 position = graph->get_scroll_ofs();
  2203. if (saved_node_pos_dirty) {
  2204. position += saved_node_pos;
  2205. } else {
  2206. position += graph->get_size() * 0.5;
  2207. position /= EDSCALE;
  2208. }
  2209. position /= graph->get_zoom();
  2210. saved_node_pos_dirty = false;
  2211. int id_to_use = visual_shader->get_valid_node_id(type);
  2212. if (p_resource_path.is_empty()) {
  2213. undo_redo->create_action(TTR("Add Node to Visual Shader"));
  2214. } else {
  2215. id_to_use += p_node_idx;
  2216. }
  2217. undo_redo->add_do_method(visual_shader.ptr(), "add_node", type, vsnode, position, id_to_use);
  2218. undo_redo->add_undo_method(visual_shader.ptr(), "remove_node", type, id_to_use);
  2219. undo_redo->add_do_method(graph_plugin.ptr(), "add_node", type, id_to_use);
  2220. undo_redo->add_undo_method(graph_plugin.ptr(), "remove_node", type, id_to_use);
  2221. VisualShaderNodeExpression *expr = Object::cast_to<VisualShaderNodeExpression>(vsnode.ptr());
  2222. if (expr) {
  2223. undo_redo->add_do_method(expr, "set_size", Size2(250 * EDSCALE, 150 * EDSCALE));
  2224. }
  2225. bool created_expression_port = false;
  2226. if (to_node != -1 && to_slot != -1) {
  2227. VisualShaderNode::PortType input_port_type = visual_shader->get_node(type, to_node)->get_input_port_type(to_slot);
  2228. if (expr && expr->is_editable() && input_port_type != VisualShaderNode::PORT_TYPE_SAMPLER) {
  2229. undo_redo->add_do_method(expr, "add_output_port", 0, input_port_type, "output0");
  2230. undo_redo->add_undo_method(expr, "remove_output_port", 0);
  2231. String initial_expression_code;
  2232. switch (input_port_type) {
  2233. case VisualShaderNode::PORT_TYPE_SCALAR:
  2234. initial_expression_code = "output0 = 1.0;";
  2235. break;
  2236. case VisualShaderNode::PORT_TYPE_SCALAR_INT:
  2237. initial_expression_code = "output0 = 1;";
  2238. break;
  2239. case VisualShaderNode::PORT_TYPE_VECTOR_2D:
  2240. initial_expression_code = "output0 = vec2(1.0, 1.0);";
  2241. break;
  2242. case VisualShaderNode::PORT_TYPE_VECTOR_3D:
  2243. initial_expression_code = "output0 = vec3(1.0, 1.0, 1.0);";
  2244. break;
  2245. case VisualShaderNode::PORT_TYPE_BOOLEAN:
  2246. initial_expression_code = "output0 = true;";
  2247. break;
  2248. case VisualShaderNode::PORT_TYPE_TRANSFORM:
  2249. initial_expression_code = "output0 = mat4(1.0);";
  2250. break;
  2251. default:
  2252. break;
  2253. }
  2254. undo_redo->add_do_method(expr, "set_expression", initial_expression_code);
  2255. undo_redo->add_do_method(graph_plugin.ptr(), "update_node", type, id_to_use);
  2256. created_expression_port = true;
  2257. }
  2258. if (vsnode->get_output_port_count() > 0 || created_expression_port) {
  2259. int _from_node = id_to_use;
  2260. int _from_slot = 0;
  2261. if (created_expression_port) {
  2262. undo_redo->add_do_method(visual_shader.ptr(), "connect_nodes", type, _from_node, _from_slot, to_node, to_slot);
  2263. undo_redo->add_undo_method(visual_shader.ptr(), "disconnect_nodes", type, _from_node, _from_slot, to_node, to_slot);
  2264. undo_redo->add_do_method(graph_plugin.ptr(), "connect_nodes", type, _from_node, _from_slot, to_node, to_slot);
  2265. undo_redo->add_undo_method(graph_plugin.ptr(), "disconnect_nodes", type, _from_node, _from_slot, to_node, to_slot);
  2266. } else {
  2267. // Need to setting up Input node properly before committing since `is_port_types_compatible` (calling below) is using `mode` and `shader_type`.
  2268. VisualShaderNodeInput *input = Object::cast_to<VisualShaderNodeInput>(vsnode.ptr());
  2269. if (input) {
  2270. input->set_shader_mode(visual_shader->get_mode());
  2271. input->set_shader_type(visual_shader->get_shader_type());
  2272. }
  2273. // Attempting to connect to the first correct port.
  2274. for (int i = 0; i < vsnode->get_output_port_count(); i++) {
  2275. if (visual_shader->is_port_types_compatible(vsnode->get_output_port_type(i), input_port_type)) {
  2276. undo_redo->add_do_method(visual_shader.ptr(), "connect_nodes", type, _from_node, i, to_node, to_slot);
  2277. undo_redo->add_undo_method(visual_shader.ptr(), "disconnect_nodes", type, _from_node, i, to_node, to_slot);
  2278. undo_redo->add_do_method(graph_plugin.ptr(), "connect_nodes", type, _from_node, i, to_node, to_slot);
  2279. undo_redo->add_undo_method(graph_plugin.ptr(), "disconnect_nodes", type, _from_node, i, to_node, to_slot);
  2280. break;
  2281. }
  2282. }
  2283. }
  2284. }
  2285. } else if (from_node != -1 && from_slot != -1) {
  2286. VisualShaderNode::PortType output_port_type = visual_shader->get_node(type, from_node)->get_output_port_type(from_slot);
  2287. if (expr && expr->is_editable()) {
  2288. undo_redo->add_do_method(expr, "add_input_port", 0, output_port_type, "input0");
  2289. undo_redo->add_undo_method(expr, "remove_input_port", 0);
  2290. undo_redo->add_do_method(graph_plugin.ptr(), "update_node", type, id_to_use);
  2291. created_expression_port = true;
  2292. }
  2293. if (vsnode->get_input_port_count() > 0 || created_expression_port) {
  2294. int _to_node = id_to_use;
  2295. int _to_slot = 0;
  2296. if (created_expression_port) {
  2297. undo_redo->add_undo_method(visual_shader.ptr(), "disconnect_nodes", type, from_node, from_slot, _to_node, _to_slot);
  2298. undo_redo->add_do_method(visual_shader.ptr(), "connect_nodes", type, from_node, from_slot, _to_node, _to_slot);
  2299. undo_redo->add_undo_method(graph_plugin.ptr(), "disconnect_nodes", type, from_node, from_slot, _to_node, _to_slot);
  2300. undo_redo->add_do_method(graph_plugin.ptr(), "connect_nodes", type, from_node, from_slot, _to_node, _to_slot);
  2301. } else {
  2302. // Attempting to connect to the first correct port.
  2303. for (int i = 0; i < vsnode->get_input_port_count(); i++) {
  2304. if (visual_shader->is_port_types_compatible(output_port_type, vsnode->get_input_port_type(i))) {
  2305. undo_redo->add_undo_method(visual_shader.ptr(), "disconnect_nodes", type, from_node, from_slot, _to_node, i);
  2306. undo_redo->add_do_method(visual_shader.ptr(), "connect_nodes", type, from_node, from_slot, _to_node, i);
  2307. undo_redo->add_undo_method(graph_plugin.ptr(), "disconnect_nodes", type, from_node, from_slot, _to_node, i);
  2308. undo_redo->add_do_method(graph_plugin.ptr(), "connect_nodes", type, from_node, from_slot, _to_node, i);
  2309. break;
  2310. }
  2311. }
  2312. }
  2313. if (output_port_type == VisualShaderNode::PORT_TYPE_SAMPLER) {
  2314. if (is_texture2d) {
  2315. undo_redo->add_do_method(vsnode.ptr(), "set_source", VisualShaderNodeTexture::SOURCE_PORT);
  2316. }
  2317. if (is_texture3d || is_texture2d_array) {
  2318. undo_redo->add_do_method(vsnode.ptr(), "set_source", VisualShaderNodeSample3D::SOURCE_PORT);
  2319. }
  2320. if (is_cubemap) {
  2321. undo_redo->add_do_method(vsnode.ptr(), "set_source", VisualShaderNodeCubemap::SOURCE_PORT);
  2322. }
  2323. }
  2324. }
  2325. }
  2326. _member_cancel();
  2327. if (is_uniform) {
  2328. undo_redo->add_do_method(this, "_update_uniforms", true);
  2329. undo_redo->add_undo_method(this, "_update_uniforms", true);
  2330. }
  2331. if (is_curve) {
  2332. graph_plugin->call_deferred(SNAME("update_curve"), id_to_use);
  2333. }
  2334. if (is_curve_xyz) {
  2335. graph_plugin->call_deferred(SNAME("update_curve_xyz"), id_to_use);
  2336. }
  2337. if (p_resource_path.is_empty()) {
  2338. undo_redo->commit_action();
  2339. } else {
  2340. //post-initialization
  2341. if (is_texture2d || is_texture3d || is_curve || is_curve_xyz) {
  2342. undo_redo->add_do_method(vsnode.ptr(), "set_texture", ResourceLoader::load(p_resource_path));
  2343. return;
  2344. }
  2345. if (is_cubemap) {
  2346. undo_redo->add_do_method(vsnode.ptr(), "set_cube_map", ResourceLoader::load(p_resource_path));
  2347. return;
  2348. }
  2349. if (is_texture2d_array) {
  2350. undo_redo->add_do_method(vsnode.ptr(), "set_texture_array", ResourceLoader::load(p_resource_path));
  2351. }
  2352. }
  2353. }
  2354. void VisualShaderEditor::_node_dragged(const Vector2 &p_from, const Vector2 &p_to, int p_node) {
  2355. VisualShader::Type type = get_current_shader_type();
  2356. drag_buffer.push_back({ type, p_node, p_from, p_to });
  2357. if (!drag_dirty) {
  2358. call_deferred(SNAME("_nodes_dragged"));
  2359. }
  2360. drag_dirty = true;
  2361. }
  2362. void VisualShaderEditor::_nodes_dragged() {
  2363. drag_dirty = false;
  2364. undo_redo->create_action(TTR("Node(s) Moved"));
  2365. for (const DragOp &E : drag_buffer) {
  2366. undo_redo->add_do_method(visual_shader.ptr(), "set_node_position", E.type, E.node, E.to);
  2367. undo_redo->add_undo_method(visual_shader.ptr(), "set_node_position", E.type, E.node, E.from);
  2368. undo_redo->add_do_method(graph_plugin.ptr(), "set_node_position", E.type, E.node, E.to);
  2369. undo_redo->add_undo_method(graph_plugin.ptr(), "set_node_position", E.type, E.node, E.from);
  2370. }
  2371. drag_buffer.clear();
  2372. undo_redo->commit_action();
  2373. }
  2374. void VisualShaderEditor::_connection_request(const String &p_from, int p_from_index, const String &p_to, int p_to_index) {
  2375. VisualShader::Type type = get_current_shader_type();
  2376. int from = p_from.to_int();
  2377. int to = p_to.to_int();
  2378. if (!visual_shader->can_connect_nodes(type, from, p_from_index, to, p_to_index)) {
  2379. return;
  2380. }
  2381. undo_redo->create_action(TTR("Nodes Connected"));
  2382. List<VisualShader::Connection> conns;
  2383. visual_shader->get_node_connections(type, &conns);
  2384. for (const VisualShader::Connection &E : conns) {
  2385. if (E.to_node == to && E.to_port == p_to_index) {
  2386. undo_redo->add_do_method(visual_shader.ptr(), "disconnect_nodes", type, E.from_node, E.from_port, E.to_node, E.to_port);
  2387. undo_redo->add_undo_method(visual_shader.ptr(), "connect_nodes", type, E.from_node, E.from_port, E.to_node, E.to_port);
  2388. undo_redo->add_do_method(graph_plugin.ptr(), "disconnect_nodes", type, E.from_node, E.from_port, E.to_node, E.to_port);
  2389. undo_redo->add_undo_method(graph_plugin.ptr(), "connect_nodes", type, E.from_node, E.from_port, E.to_node, E.to_port);
  2390. }
  2391. }
  2392. undo_redo->add_do_method(visual_shader.ptr(), "connect_nodes", type, from, p_from_index, to, p_to_index);
  2393. undo_redo->add_undo_method(visual_shader.ptr(), "disconnect_nodes", type, from, p_from_index, to, p_to_index);
  2394. undo_redo->add_do_method(graph_plugin.ptr(), "connect_nodes", type, from, p_from_index, to, p_to_index);
  2395. undo_redo->add_undo_method(graph_plugin.ptr(), "disconnect_nodes", type, from, p_from_index, to, p_to_index);
  2396. undo_redo->add_do_method(graph_plugin.ptr(), "update_node", (int)type, to);
  2397. undo_redo->add_undo_method(graph_plugin.ptr(), "update_node", (int)type, to);
  2398. undo_redo->commit_action();
  2399. }
  2400. void VisualShaderEditor::_disconnection_request(const String &p_from, int p_from_index, const String &p_to, int p_to_index) {
  2401. graph->disconnect_node(p_from, p_from_index, p_to, p_to_index);
  2402. VisualShader::Type type = get_current_shader_type();
  2403. int from = p_from.to_int();
  2404. int to = p_to.to_int();
  2405. undo_redo->create_action(TTR("Nodes Disconnected"));
  2406. undo_redo->add_do_method(visual_shader.ptr(), "disconnect_nodes", type, from, p_from_index, to, p_to_index);
  2407. undo_redo->add_undo_method(visual_shader.ptr(), "connect_nodes", type, from, p_from_index, to, p_to_index);
  2408. undo_redo->add_do_method(graph_plugin.ptr(), "disconnect_nodes", type, from, p_from_index, to, p_to_index);
  2409. undo_redo->add_undo_method(graph_plugin.ptr(), "connect_nodes", type, from, p_from_index, to, p_to_index);
  2410. undo_redo->add_do_method(graph_plugin.ptr(), "update_node", (int)type, to);
  2411. undo_redo->add_undo_method(graph_plugin.ptr(), "update_node", (int)type, to);
  2412. undo_redo->commit_action();
  2413. }
  2414. void VisualShaderEditor::_connection_to_empty(const String &p_from, int p_from_slot, const Vector2 &p_release_position) {
  2415. from_node = p_from.to_int();
  2416. from_slot = p_from_slot;
  2417. VisualShaderNode::PortType input_port_type = VisualShaderNode::PORT_TYPE_MAX;
  2418. VisualShaderNode::PortType output_port_type = VisualShaderNode::PORT_TYPE_MAX;
  2419. Ref<VisualShaderNode> node = visual_shader->get_node(get_current_shader_type(), from_node);
  2420. if (node.is_valid()) {
  2421. output_port_type = node->get_output_port_type(from_slot);
  2422. }
  2423. _show_members_dialog(true, input_port_type, output_port_type);
  2424. }
  2425. void VisualShaderEditor::_connection_from_empty(const String &p_to, int p_to_slot, const Vector2 &p_release_position) {
  2426. to_node = p_to.to_int();
  2427. to_slot = p_to_slot;
  2428. VisualShaderNode::PortType input_port_type = VisualShaderNode::PORT_TYPE_MAX;
  2429. VisualShaderNode::PortType output_port_type = VisualShaderNode::PORT_TYPE_MAX;
  2430. Ref<VisualShaderNode> node = visual_shader->get_node(get_current_shader_type(), to_node);
  2431. if (node.is_valid()) {
  2432. input_port_type = node->get_input_port_type(to_slot);
  2433. }
  2434. _show_members_dialog(true, input_port_type, output_port_type);
  2435. }
  2436. void VisualShaderEditor::_delete_nodes(int p_type, const List<int> &p_nodes) {
  2437. VisualShader::Type type = VisualShader::Type(p_type);
  2438. List<VisualShader::Connection> conns;
  2439. visual_shader->get_node_connections(type, &conns);
  2440. for (const int &F : p_nodes) {
  2441. for (const VisualShader::Connection &E : conns) {
  2442. if (E.from_node == F || E.to_node == F) {
  2443. undo_redo->add_do_method(graph_plugin.ptr(), "disconnect_nodes", type, E.from_node, E.from_port, E.to_node, E.to_port);
  2444. }
  2445. }
  2446. }
  2447. Set<String> uniform_names;
  2448. for (const int &F : p_nodes) {
  2449. Ref<VisualShaderNode> node = visual_shader->get_node(type, F);
  2450. undo_redo->add_do_method(visual_shader.ptr(), "remove_node", type, F);
  2451. undo_redo->add_undo_method(visual_shader.ptr(), "add_node", type, node, visual_shader->get_node_position(type, F), F);
  2452. undo_redo->add_undo_method(graph_plugin.ptr(), "add_node", type, F);
  2453. // restore size, inputs and outputs if node is group
  2454. VisualShaderNodeGroupBase *group = Object::cast_to<VisualShaderNodeGroupBase>(node.ptr());
  2455. if (group) {
  2456. undo_redo->add_undo_method(group, "set_size", group->get_size());
  2457. undo_redo->add_undo_method(group, "set_inputs", group->get_inputs());
  2458. undo_redo->add_undo_method(group, "set_outputs", group->get_outputs());
  2459. }
  2460. // restore expression text if node is expression
  2461. VisualShaderNodeExpression *expression = Object::cast_to<VisualShaderNodeExpression>(node.ptr());
  2462. if (expression) {
  2463. undo_redo->add_undo_method(expression, "set_expression", expression->get_expression());
  2464. }
  2465. VisualShaderNodeUniform *uniform = Object::cast_to<VisualShaderNodeUniform>(node.ptr());
  2466. if (uniform) {
  2467. uniform_names.insert(uniform->get_uniform_name());
  2468. }
  2469. }
  2470. List<VisualShader::Connection> used_conns;
  2471. for (const int &F : p_nodes) {
  2472. for (const VisualShader::Connection &E : conns) {
  2473. if (E.from_node == F || E.to_node == F) {
  2474. bool cancel = false;
  2475. for (List<VisualShader::Connection>::Element *R = used_conns.front(); R; R = R->next()) {
  2476. 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) {
  2477. cancel = true; // to avoid ERR_ALREADY_EXISTS warning
  2478. break;
  2479. }
  2480. }
  2481. if (!cancel) {
  2482. undo_redo->add_undo_method(visual_shader.ptr(), "connect_nodes", type, E.from_node, E.from_port, E.to_node, E.to_port);
  2483. undo_redo->add_undo_method(graph_plugin.ptr(), "connect_nodes", type, E.from_node, E.from_port, E.to_node, E.to_port);
  2484. used_conns.push_back(E);
  2485. }
  2486. }
  2487. }
  2488. }
  2489. // delete nodes from the graph
  2490. for (const int &F : p_nodes) {
  2491. undo_redo->add_do_method(graph_plugin.ptr(), "remove_node", type, F);
  2492. }
  2493. // update uniform refs if any uniform has been deleted
  2494. if (uniform_names.size() > 0) {
  2495. undo_redo->add_do_method(this, "_update_uniforms", true);
  2496. undo_redo->add_undo_method(this, "_update_uniforms", true);
  2497. _update_uniform_refs(uniform_names);
  2498. }
  2499. }
  2500. void VisualShaderEditor::_replace_node(VisualShader::Type p_type_id, int p_node_id, const StringName &p_from, const StringName &p_to) {
  2501. undo_redo->add_do_method(visual_shader.ptr(), "replace_node", p_type_id, p_node_id, p_to);
  2502. undo_redo->add_undo_method(visual_shader.ptr(), "replace_node", p_type_id, p_node_id, p_from);
  2503. }
  2504. void VisualShaderEditor::_update_constant(VisualShader::Type p_type_id, int p_node_id, Variant p_var, int p_preview_port) {
  2505. Ref<VisualShaderNode> node = visual_shader->get_node(p_type_id, p_node_id);
  2506. ERR_FAIL_COND(!node.is_valid());
  2507. ERR_FAIL_COND(!node->has_method("set_constant"));
  2508. node->call("set_constant", p_var);
  2509. if (p_preview_port != -1) {
  2510. node->set_output_port_for_preview(p_preview_port);
  2511. }
  2512. }
  2513. void VisualShaderEditor::_update_uniform(VisualShader::Type p_type_id, int p_node_id, Variant p_var, int p_preview_port) {
  2514. Ref<VisualShaderNodeUniform> uniform = visual_shader->get_node(p_type_id, p_node_id);
  2515. ERR_FAIL_COND(!uniform.is_valid());
  2516. String valid_name = visual_shader->validate_uniform_name(uniform->get_uniform_name(), uniform);
  2517. uniform->set_uniform_name(valid_name);
  2518. graph_plugin->set_uniform_name(p_type_id, p_node_id, valid_name);
  2519. if (uniform->has_method("set_default_value_enabled")) {
  2520. uniform->call("set_default_value_enabled", true);
  2521. uniform->call("set_default_value", p_var);
  2522. }
  2523. if (p_preview_port != -1) {
  2524. uniform->set_output_port_for_preview(p_preview_port);
  2525. }
  2526. }
  2527. void VisualShaderEditor::_convert_constants_to_uniforms(bool p_vice_versa) {
  2528. VisualShader::Type type_id = get_current_shader_type();
  2529. if (!p_vice_versa) {
  2530. undo_redo->create_action(TTR("Convert Constant Node(s) To Uniform(s)"));
  2531. } else {
  2532. undo_redo->create_action(TTR("Convert Uniform Node(s) To Constant(s)"));
  2533. }
  2534. const Set<int> &current_set = p_vice_versa ? selected_uniforms : selected_constants;
  2535. Set<String> deleted_names;
  2536. for (Set<int>::Element *E = current_set.front(); E; E = E->next()) {
  2537. int node_id = E->get();
  2538. Ref<VisualShaderNode> node = visual_shader->get_node(type_id, node_id);
  2539. bool caught = false;
  2540. Variant var;
  2541. // float
  2542. if (!p_vice_versa) {
  2543. Ref<VisualShaderNodeFloatConstant> float_const = Object::cast_to<VisualShaderNodeFloatConstant>(node.ptr());
  2544. if (float_const.is_valid()) {
  2545. _replace_node(type_id, node_id, "VisualShaderNodeFloatConstant", "VisualShaderNodeFloatUniform");
  2546. var = float_const->get_constant();
  2547. caught = true;
  2548. }
  2549. } else {
  2550. Ref<VisualShaderNodeFloatUniform> float_uniform = Object::cast_to<VisualShaderNodeFloatUniform>(node.ptr());
  2551. if (float_uniform.is_valid()) {
  2552. _replace_node(type_id, node_id, "VisualShaderNodeFloatUniform", "VisualShaderNodeFloatConstant");
  2553. var = float_uniform->get_default_value();
  2554. caught = true;
  2555. }
  2556. }
  2557. // int
  2558. if (!caught) {
  2559. if (!p_vice_versa) {
  2560. Ref<VisualShaderNodeIntConstant> int_const = Object::cast_to<VisualShaderNodeIntConstant>(node.ptr());
  2561. if (int_const.is_valid()) {
  2562. _replace_node(type_id, node_id, "VisualShaderNodeIntConstant", "VisualShaderNodeIntUniform");
  2563. var = int_const->get_constant();
  2564. caught = true;
  2565. }
  2566. } else {
  2567. Ref<VisualShaderNodeIntUniform> int_uniform = Object::cast_to<VisualShaderNodeIntUniform>(node.ptr());
  2568. if (int_uniform.is_valid()) {
  2569. _replace_node(type_id, node_id, "VisualShaderNodeIntUniform", "VisualShaderNodeIntConstant");
  2570. var = int_uniform->get_default_value();
  2571. caught = true;
  2572. }
  2573. }
  2574. }
  2575. // boolean
  2576. if (!caught) {
  2577. if (!p_vice_versa) {
  2578. Ref<VisualShaderNodeBooleanConstant> boolean_const = Object::cast_to<VisualShaderNodeBooleanConstant>(node.ptr());
  2579. if (boolean_const.is_valid()) {
  2580. _replace_node(type_id, node_id, "VisualShaderNodeBooleanConstant", "VisualShaderNodeBooleanUniform");
  2581. var = boolean_const->get_constant();
  2582. caught = true;
  2583. }
  2584. } else {
  2585. Ref<VisualShaderNodeBooleanUniform> boolean_uniform = Object::cast_to<VisualShaderNodeBooleanUniform>(node.ptr());
  2586. if (boolean_uniform.is_valid()) {
  2587. _replace_node(type_id, node_id, "VisualShaderNodeBooleanUniform", "VisualShaderNodeBooleanConstant");
  2588. var = boolean_uniform->get_default_value();
  2589. caught = true;
  2590. }
  2591. }
  2592. }
  2593. // vec2
  2594. if (!caught) {
  2595. if (!p_vice_versa) {
  2596. Ref<VisualShaderNodeVec2Constant> vec2_const = Object::cast_to<VisualShaderNodeVec2Constant>(node.ptr());
  2597. if (vec2_const.is_valid()) {
  2598. _replace_node(type_id, node_id, "VisualShaderNodeVec2Constant", "VisualShaderNodeVec2Uniform");
  2599. var = vec2_const->get_constant();
  2600. caught = true;
  2601. }
  2602. } else {
  2603. Ref<VisualShaderNodeVec2Uniform> vec2_uniform = Object::cast_to<VisualShaderNodeVec2Uniform>(node.ptr());
  2604. if (vec2_uniform.is_valid()) {
  2605. _replace_node(type_id, node_id, "VisualShaderNodeVec2Uniform", "VisualShaderNodeVec2Constant");
  2606. var = vec2_uniform->get_default_value();
  2607. caught = true;
  2608. }
  2609. }
  2610. }
  2611. // vec3
  2612. if (!caught) {
  2613. if (!p_vice_versa) {
  2614. Ref<VisualShaderNodeVec3Constant> vec3_const = Object::cast_to<VisualShaderNodeVec3Constant>(node.ptr());
  2615. if (vec3_const.is_valid()) {
  2616. _replace_node(type_id, node_id, "VisualShaderNodeVec3Constant", "VisualShaderNodeVec3Uniform");
  2617. var = vec3_const->get_constant();
  2618. caught = true;
  2619. }
  2620. } else {
  2621. Ref<VisualShaderNodeVec3Uniform> vec3_uniform = Object::cast_to<VisualShaderNodeVec3Uniform>(node.ptr());
  2622. if (vec3_uniform.is_valid()) {
  2623. _replace_node(type_id, node_id, "VisualShaderNodeVec3Uniform", "VisualShaderNodeVec3Constant");
  2624. var = vec3_uniform->get_default_value();
  2625. caught = true;
  2626. }
  2627. }
  2628. }
  2629. // color
  2630. if (!caught) {
  2631. if (!p_vice_versa) {
  2632. Ref<VisualShaderNodeColorConstant> color_const = Object::cast_to<VisualShaderNodeColorConstant>(node.ptr());
  2633. if (color_const.is_valid()) {
  2634. _replace_node(type_id, node_id, "VisualShaderNodeColorConstant", "VisualShaderNodeColorUniform");
  2635. var = color_const->get_constant();
  2636. caught = true;
  2637. }
  2638. } else {
  2639. Ref<VisualShaderNodeColorUniform> color_uniform = Object::cast_to<VisualShaderNodeColorUniform>(node.ptr());
  2640. if (color_uniform.is_valid()) {
  2641. _replace_node(type_id, node_id, "VisualShaderNodeColorUniform", "VisualShaderNodeColorConstant");
  2642. var = color_uniform->get_default_value();
  2643. caught = true;
  2644. }
  2645. }
  2646. }
  2647. // transform
  2648. if (!caught) {
  2649. if (!p_vice_versa) {
  2650. Ref<VisualShaderNodeTransformConstant> transform_const = Object::cast_to<VisualShaderNodeTransformConstant>(node.ptr());
  2651. if (transform_const.is_valid()) {
  2652. _replace_node(type_id, node_id, "VisualShaderNodeTransformConstant", "VisualShaderNodeTransformUniform");
  2653. var = transform_const->get_constant();
  2654. caught = true;
  2655. }
  2656. } else {
  2657. Ref<VisualShaderNodeTransformUniform> transform_uniform = Object::cast_to<VisualShaderNodeTransformUniform>(node.ptr());
  2658. if (transform_uniform.is_valid()) {
  2659. _replace_node(type_id, node_id, "VisualShaderNodeTransformUniform", "VisualShaderNodeTransformConstant");
  2660. var = transform_uniform->get_default_value();
  2661. caught = true;
  2662. }
  2663. }
  2664. }
  2665. ERR_CONTINUE(!caught);
  2666. int preview_port = node->get_output_port_for_preview();
  2667. if (!p_vice_versa) {
  2668. undo_redo->add_do_method(this, "_update_uniform", type_id, node_id, var, preview_port);
  2669. undo_redo->add_undo_method(this, "_update_constant", type_id, node_id, var, preview_port);
  2670. } else {
  2671. undo_redo->add_do_method(this, "_update_constant", type_id, node_id, var, preview_port);
  2672. undo_redo->add_undo_method(this, "_update_uniform", type_id, node_id, var, preview_port);
  2673. Ref<VisualShaderNodeUniform> uniform = Object::cast_to<VisualShaderNodeUniform>(node.ptr());
  2674. ERR_CONTINUE(!uniform.is_valid());
  2675. deleted_names.insert(uniform->get_uniform_name());
  2676. }
  2677. undo_redo->add_do_method(graph_plugin.ptr(), "update_node", type_id, node_id);
  2678. undo_redo->add_undo_method(graph_plugin.ptr(), "update_node", type_id, node_id);
  2679. }
  2680. undo_redo->add_do_method(this, "_update_uniforms", true);
  2681. undo_redo->add_undo_method(this, "_update_uniforms", true);
  2682. if (deleted_names.size() > 0) {
  2683. _update_uniform_refs(deleted_names);
  2684. }
  2685. undo_redo->commit_action();
  2686. }
  2687. void VisualShaderEditor::_delete_node_request(int p_type, int p_node) {
  2688. List<int> to_erase;
  2689. to_erase.push_back(p_node);
  2690. undo_redo->create_action(TTR("Delete VisualShader Node"));
  2691. _delete_nodes(p_type, to_erase);
  2692. undo_redo->commit_action();
  2693. }
  2694. void VisualShaderEditor::_delete_nodes_request() {
  2695. List<int> to_erase;
  2696. for (int i = 0; i < graph->get_child_count(); i++) {
  2697. GraphNode *gn = Object::cast_to<GraphNode>(graph->get_child(i));
  2698. if (gn) {
  2699. if (gn->is_selected() && gn->is_close_button_visible()) {
  2700. to_erase.push_back(gn->get_name().operator String().to_int());
  2701. }
  2702. }
  2703. }
  2704. if (to_erase.is_empty()) {
  2705. return;
  2706. }
  2707. undo_redo->create_action(TTR("Delete VisualShader Node(s)"));
  2708. _delete_nodes(get_current_shader_type(), to_erase);
  2709. undo_redo->commit_action();
  2710. }
  2711. void VisualShaderEditor::_node_selected(Object *p_node) {
  2712. VisualShader::Type type = get_current_shader_type();
  2713. GraphNode *gn = Object::cast_to<GraphNode>(p_node);
  2714. ERR_FAIL_COND(!gn);
  2715. int id = String(gn->get_name()).to_int();
  2716. Ref<VisualShaderNode> vsnode = visual_shader->get_node(type, id);
  2717. ERR_FAIL_COND(!vsnode.is_valid());
  2718. //do not rely on this, makes editor more complex
  2719. //EditorNode::get_singleton()->push_item(vsnode.ptr(), "", true);
  2720. }
  2721. void VisualShaderEditor::_graph_gui_input(const Ref<InputEvent> &p_event) {
  2722. Ref<InputEventMouseButton> mb = p_event;
  2723. VisualShader::Type type = get_current_shader_type();
  2724. if (mb.is_valid() && mb->is_pressed() && mb->get_button_index() == MouseButton::RIGHT) {
  2725. selected_constants.clear();
  2726. selected_uniforms.clear();
  2727. selected_comment = -1;
  2728. selected_float_constant = -1;
  2729. List<int> to_change;
  2730. for (int i = 0; i < graph->get_child_count(); i++) {
  2731. GraphNode *gn = Object::cast_to<GraphNode>(graph->get_child(i));
  2732. if (gn) {
  2733. if (gn->is_selected() && gn->is_close_button_visible()) {
  2734. int id = gn->get_name().operator String().to_int();
  2735. to_change.push_back(id);
  2736. Ref<VisualShaderNode> node = visual_shader->get_node(type, id);
  2737. VisualShaderNodeComment *comment_node = Object::cast_to<VisualShaderNodeComment>(node.ptr());
  2738. if (comment_node != nullptr) {
  2739. selected_comment = id;
  2740. }
  2741. VisualShaderNodeConstant *constant_node = Object::cast_to<VisualShaderNodeConstant>(node.ptr());
  2742. if (constant_node != nullptr) {
  2743. selected_constants.insert(id);
  2744. }
  2745. VisualShaderNodeFloatConstant *float_constant_node = Object::cast_to<VisualShaderNodeFloatConstant>(node.ptr());
  2746. if (float_constant_node != nullptr) {
  2747. selected_float_constant = id;
  2748. }
  2749. VisualShaderNodeUniform *uniform_node = Object::cast_to<VisualShaderNodeUniform>(node.ptr());
  2750. if (uniform_node != nullptr && uniform_node->is_convertible_to_constant()) {
  2751. selected_uniforms.insert(id);
  2752. }
  2753. }
  2754. }
  2755. }
  2756. if (to_change.size() > 1) {
  2757. selected_comment = -1;
  2758. selected_float_constant = -1;
  2759. }
  2760. if (to_change.is_empty() && copy_items_buffer.is_empty()) {
  2761. _show_members_dialog(true);
  2762. } else {
  2763. popup_menu->set_item_disabled(NodeMenuOptions::CUT, to_change.is_empty());
  2764. popup_menu->set_item_disabled(NodeMenuOptions::COPY, to_change.is_empty());
  2765. popup_menu->set_item_disabled(NodeMenuOptions::PASTE, copy_items_buffer.is_empty());
  2766. popup_menu->set_item_disabled(NodeMenuOptions::DELETE, to_change.is_empty());
  2767. popup_menu->set_item_disabled(NodeMenuOptions::DUPLICATE, to_change.is_empty());
  2768. popup_menu->set_item_disabled(NodeMenuOptions::CLEAR_COPY_BUFFER, copy_items_buffer.is_empty());
  2769. int temp = popup_menu->get_item_index(NodeMenuOptions::SEPARATOR2);
  2770. if (temp != -1) {
  2771. popup_menu->remove_item(temp);
  2772. }
  2773. temp = popup_menu->get_item_index(NodeMenuOptions::FLOAT_CONSTANTS);
  2774. if (temp != -1) {
  2775. popup_menu->remove_item(temp);
  2776. }
  2777. temp = popup_menu->get_item_index(NodeMenuOptions::CONVERT_CONSTANTS_TO_UNIFORMS);
  2778. if (temp != -1) {
  2779. popup_menu->remove_item(temp);
  2780. }
  2781. temp = popup_menu->get_item_index(NodeMenuOptions::CONVERT_UNIFORMS_TO_CONSTANTS);
  2782. if (temp != -1) {
  2783. popup_menu->remove_item(temp);
  2784. }
  2785. temp = popup_menu->get_item_index(NodeMenuOptions::SEPARATOR3);
  2786. if (temp != -1) {
  2787. popup_menu->remove_item(temp);
  2788. }
  2789. temp = popup_menu->get_item_index(NodeMenuOptions::SET_COMMENT_TITLE);
  2790. if (temp != -1) {
  2791. popup_menu->remove_item(temp);
  2792. }
  2793. temp = popup_menu->get_item_index(NodeMenuOptions::SET_COMMENT_DESCRIPTION);
  2794. if (temp != -1) {
  2795. popup_menu->remove_item(temp);
  2796. }
  2797. if (selected_constants.size() > 0 || selected_uniforms.size() > 0) {
  2798. popup_menu->add_separator("", NodeMenuOptions::SEPARATOR2);
  2799. if (selected_float_constant != -1) {
  2800. popup_menu->add_submenu_item(TTR("Float Constants"), "FloatConstants", int(NodeMenuOptions::FLOAT_CONSTANTS));
  2801. if (!constants_submenu) {
  2802. constants_submenu = memnew(PopupMenu);
  2803. constants_submenu->set_name("FloatConstants");
  2804. for (int i = 0; i < MAX_FLOAT_CONST_DEFS; i++) {
  2805. constants_submenu->add_item(float_constant_defs[i].name, i);
  2806. }
  2807. popup_menu->add_child(constants_submenu);
  2808. constants_submenu->connect("index_pressed", callable_mp(this, &VisualShaderEditor::_float_constant_selected));
  2809. }
  2810. }
  2811. if (selected_constants.size() > 0) {
  2812. popup_menu->add_item(TTR("Convert Constant(s) to Uniform(s)"), NodeMenuOptions::CONVERT_CONSTANTS_TO_UNIFORMS);
  2813. }
  2814. if (selected_uniforms.size() > 0) {
  2815. popup_menu->add_item(TTR("Convert Uniform(s) to Constant(s)"), NodeMenuOptions::CONVERT_UNIFORMS_TO_CONSTANTS);
  2816. }
  2817. }
  2818. if (selected_comment != -1) {
  2819. popup_menu->add_separator("", NodeMenuOptions::SEPARATOR3);
  2820. popup_menu->add_item(TTR("Set Comment Title"), NodeMenuOptions::SET_COMMENT_TITLE);
  2821. popup_menu->add_item(TTR("Set Comment Description"), NodeMenuOptions::SET_COMMENT_DESCRIPTION);
  2822. }
  2823. menu_point = graph->get_local_mouse_position();
  2824. Point2 gpos = get_screen_position() + get_local_mouse_position();
  2825. popup_menu->set_position(gpos);
  2826. popup_menu->reset_size();
  2827. popup_menu->popup();
  2828. }
  2829. }
  2830. }
  2831. void VisualShaderEditor::_show_members_dialog(bool at_mouse_pos, VisualShaderNode::PortType p_input_port_type, VisualShaderNode::PortType p_output_port_type) {
  2832. if (members_input_port_type != p_input_port_type || members_output_port_type != p_output_port_type) {
  2833. members_input_port_type = p_input_port_type;
  2834. members_output_port_type = p_output_port_type;
  2835. _update_options_menu();
  2836. }
  2837. if (at_mouse_pos) {
  2838. saved_node_pos_dirty = true;
  2839. saved_node_pos = graph->get_local_mouse_position();
  2840. Point2 gpos = get_screen_position() + get_local_mouse_position();
  2841. members_dialog->set_position(gpos);
  2842. } else {
  2843. saved_node_pos_dirty = false;
  2844. members_dialog->set_position(graph->get_screen_position() + Point2(5 * EDSCALE, 65 * EDSCALE));
  2845. }
  2846. members_dialog->popup();
  2847. // Keep dialog within window bounds.
  2848. Rect2 window_rect = Rect2(DisplayServer::get_singleton()->window_get_position(), DisplayServer::get_singleton()->window_get_size());
  2849. Rect2 dialog_rect = Rect2(members_dialog->get_position(), members_dialog->get_size());
  2850. Vector2 difference = (dialog_rect.get_end() - window_rect.get_end()).max(Vector2());
  2851. members_dialog->set_position(members_dialog->get_position() - difference);
  2852. node_filter->call_deferred(SNAME("grab_focus")); // Still not visible.
  2853. node_filter->select_all();
  2854. }
  2855. void VisualShaderEditor::_sbox_input(const Ref<InputEvent> &p_ie) {
  2856. Ref<InputEventKey> ie = p_ie;
  2857. 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)) {
  2858. members->gui_input(ie);
  2859. node_filter->accept_event();
  2860. }
  2861. }
  2862. void VisualShaderEditor::_notification(int p_what) {
  2863. switch (p_what) {
  2864. case EditorSettings::NOTIFICATION_EDITOR_SETTINGS_CHANGED: {
  2865. graph->get_panner()->setup((ViewPanner::ControlScheme)EDITOR_GET("editors/panning/sub_editors_panning_scheme").operator int(), ED_GET_SHORTCUT("canvas_item_editor/pan_view"), bool(EditorSettings::get_singleton()->get("editors/panning/simple_panning")));
  2866. graph->set_warped_panning(bool(EditorSettings::get_singleton()->get("editors/panning/warped_mouse_panning")));
  2867. } break;
  2868. case NOTIFICATION_ENTER_TREE: {
  2869. node_filter->set_clear_button_enabled(true);
  2870. // collapse tree by default
  2871. TreeItem *category = members->get_root()->get_first_child();
  2872. while (category) {
  2873. category->set_collapsed(true);
  2874. TreeItem *sub_category = category->get_first_child();
  2875. while (sub_category) {
  2876. sub_category->set_collapsed(true);
  2877. sub_category = sub_category->get_next();
  2878. }
  2879. category = category->get_next();
  2880. }
  2881. graph->get_panner()->setup((ViewPanner::ControlScheme)EDITOR_GET("editors/panning/sub_editors_panning_scheme").operator int(), ED_GET_SHORTCUT("canvas_item_editor/pan_view"), bool(EditorSettings::get_singleton()->get("editors/panning/simple_panning")));
  2882. graph->set_warped_panning(bool(EditorSettings::get_singleton()->get("editors/panning/warped_mouse_panning")));
  2883. [[fallthrough]];
  2884. }
  2885. case NOTIFICATION_THEME_CHANGED: {
  2886. highend_label->set_modulate(get_theme_color(SNAME("vulkan_color"), SNAME("Editor")));
  2887. node_filter->set_right_icon(Control::get_theme_icon(SNAME("Search"), SNAME("EditorIcons")));
  2888. preview_shader->set_icon(Control::get_theme_icon(SNAME("Shader"), SNAME("EditorIcons")));
  2889. {
  2890. Color background_color = EDITOR_GET("text_editor/theme/highlighting/background_color");
  2891. Color text_color = EDITOR_GET("text_editor/theme/highlighting/text_color");
  2892. Color keyword_color = EDITOR_GET("text_editor/theme/highlighting/keyword_color");
  2893. Color control_flow_keyword_color = EDITOR_GET("text_editor/theme/highlighting/control_flow_keyword_color");
  2894. Color comment_color = EDITOR_GET("text_editor/theme/highlighting/comment_color");
  2895. Color symbol_color = EDITOR_GET("text_editor/theme/highlighting/symbol_color");
  2896. Color function_color = EDITOR_GET("text_editor/theme/highlighting/function_color");
  2897. Color number_color = EDITOR_GET("text_editor/theme/highlighting/number_color");
  2898. Color members_color = EDITOR_GET("text_editor/theme/highlighting/member_variable_color");
  2899. preview_text->add_theme_color_override("background_color", background_color);
  2900. for (const String &E : keyword_list) {
  2901. if (ShaderLanguage::is_control_flow_keyword(E)) {
  2902. syntax_highlighter->add_keyword_color(E, control_flow_keyword_color);
  2903. } else {
  2904. syntax_highlighter->add_keyword_color(E, keyword_color);
  2905. }
  2906. }
  2907. preview_text->add_theme_font_override("font", get_theme_font(SNAME("expression"), SNAME("EditorFonts")));
  2908. preview_text->add_theme_font_size_override("font_size", get_theme_font_size(SNAME("expression_size"), SNAME("EditorFonts")));
  2909. preview_text->add_theme_color_override("font_color", text_color);
  2910. syntax_highlighter->set_number_color(number_color);
  2911. syntax_highlighter->set_symbol_color(symbol_color);
  2912. syntax_highlighter->set_function_color(function_color);
  2913. syntax_highlighter->set_member_variable_color(members_color);
  2914. syntax_highlighter->clear_color_regions();
  2915. syntax_highlighter->add_color_region("/*", "*/", comment_color, false);
  2916. syntax_highlighter->add_color_region("//", "", comment_color, true);
  2917. preview_text->clear_comment_delimiters();
  2918. preview_text->add_comment_delimiter("/*", "*/", false);
  2919. preview_text->add_comment_delimiter("//", "", true);
  2920. error_panel->add_theme_style_override("panel", get_theme_stylebox(SNAME("panel"), SNAME("Panel")));
  2921. error_label->add_theme_font_override("font", get_theme_font(SNAME("status_source"), SNAME("EditorFonts")));
  2922. error_label->add_theme_font_size_override("font_size", get_theme_font_size(SNAME("status_source_size"), SNAME("EditorFonts")));
  2923. error_label->add_theme_color_override("font_color", get_theme_color(SNAME("error_color"), SNAME("Editor")));
  2924. }
  2925. tools->set_icon(EditorNode::get_singleton()->get_gui_base()->get_theme_icon(SNAME("Tools"), SNAME("EditorIcons")));
  2926. if (p_what == NOTIFICATION_THEME_CHANGED && is_visible_in_tree()) {
  2927. _update_graph();
  2928. }
  2929. } break;
  2930. case NOTIFICATION_DRAG_BEGIN: {
  2931. Dictionary dd = get_viewport()->gui_get_drag_data();
  2932. if (members->is_visible_in_tree() && dd.has("id")) {
  2933. members->set_drop_mode_flags(Tree::DROP_MODE_ON_ITEM);
  2934. }
  2935. } break;
  2936. case NOTIFICATION_DRAG_END: {
  2937. members->set_drop_mode_flags(0);
  2938. } break;
  2939. }
  2940. }
  2941. void VisualShaderEditor::_scroll_changed(const Vector2 &p_scroll) {
  2942. if (updating) {
  2943. return;
  2944. }
  2945. updating = true;
  2946. visual_shader->set_graph_offset(p_scroll / EDSCALE);
  2947. updating = false;
  2948. }
  2949. void VisualShaderEditor::_node_changed(int p_id) {
  2950. if (updating) {
  2951. return;
  2952. }
  2953. if (is_visible_in_tree()) {
  2954. _update_graph();
  2955. }
  2956. }
  2957. void VisualShaderEditor::_dup_copy_nodes(int p_type, List<CopyItem> &r_items, List<VisualShader::Connection> &r_connections) {
  2958. VisualShader::Type type = (VisualShader::Type)p_type;
  2959. selection_center.x = 0.0f;
  2960. selection_center.y = 0.0f;
  2961. Set<int> nodes;
  2962. for (int i = 0; i < graph->get_child_count(); i++) {
  2963. GraphNode *gn = Object::cast_to<GraphNode>(graph->get_child(i));
  2964. if (gn) {
  2965. int id = String(gn->get_name()).to_int();
  2966. Ref<VisualShaderNode> node = visual_shader->get_node(type, id);
  2967. Ref<VisualShaderNodeOutput> output = node;
  2968. if (output.is_valid()) { // can't duplicate output
  2969. continue;
  2970. }
  2971. if (node.is_valid() && gn->is_selected()) {
  2972. Vector2 pos = visual_shader->get_node_position(type, id);
  2973. selection_center += pos;
  2974. CopyItem item;
  2975. item.id = id;
  2976. item.node = visual_shader->get_node(type, id)->duplicate();
  2977. item.position = visual_shader->get_node_position(type, id);
  2978. Ref<VisualShaderNodeResizableBase> resizable_base = node;
  2979. if (resizable_base.is_valid()) {
  2980. item.size = resizable_base->get_size();
  2981. }
  2982. Ref<VisualShaderNodeGroupBase> group = node;
  2983. if (group.is_valid()) {
  2984. item.group_inputs = group->get_inputs();
  2985. item.group_outputs = group->get_outputs();
  2986. }
  2987. Ref<VisualShaderNodeExpression> expression = node;
  2988. if (expression.is_valid()) {
  2989. item.expression = expression->get_expression();
  2990. }
  2991. r_items.push_back(item);
  2992. nodes.insert(id);
  2993. }
  2994. }
  2995. }
  2996. List<VisualShader::Connection> connections;
  2997. visual_shader->get_node_connections(type, &connections);
  2998. for (const VisualShader::Connection &E : connections) {
  2999. if (nodes.has(E.from_node) && nodes.has(E.to_node)) {
  3000. r_connections.push_back(E);
  3001. }
  3002. }
  3003. selection_center /= (float)r_items.size();
  3004. }
  3005. void VisualShaderEditor::_dup_paste_nodes(int p_type, List<CopyItem> &r_items, const List<VisualShader::Connection> &p_connections, const Vector2 &p_offset, bool p_duplicate) {
  3006. if (p_duplicate) {
  3007. undo_redo->create_action(TTR("Duplicate VisualShader Node(s)"));
  3008. } else {
  3009. undo_redo->create_action(TTR("Paste VisualShader Node(s)"));
  3010. }
  3011. VisualShader::Type type = (VisualShader::Type)p_type;
  3012. int base_id = visual_shader->get_valid_node_id(type);
  3013. int id_from = base_id;
  3014. Map<int, int> connection_remap;
  3015. Set<int> unsupported_set;
  3016. Set<int> added_set;
  3017. for (CopyItem &item : r_items) {
  3018. bool unsupported = false;
  3019. for (int i = 0; i < add_options.size(); i++) {
  3020. if (add_options[i].type == item.node->get_class_name()) {
  3021. if (!_is_available(add_options[i].mode)) {
  3022. unsupported = true;
  3023. }
  3024. break;
  3025. }
  3026. }
  3027. if (unsupported) {
  3028. unsupported_set.insert(item.id);
  3029. continue;
  3030. }
  3031. connection_remap[item.id] = id_from;
  3032. Ref<VisualShaderNode> node = item.node->duplicate();
  3033. Ref<VisualShaderNodeResizableBase> resizable_base = Object::cast_to<VisualShaderNodeResizableBase>(node.ptr());
  3034. if (resizable_base.is_valid()) {
  3035. undo_redo->add_do_method(node.ptr(), "set_size", item.size);
  3036. }
  3037. Ref<VisualShaderNodeGroupBase> group = Object::cast_to<VisualShaderNodeGroupBase>(node.ptr());
  3038. if (group.is_valid()) {
  3039. undo_redo->add_do_method(node.ptr(), "set_inputs", item.group_inputs);
  3040. undo_redo->add_do_method(node.ptr(), "set_outputs", item.group_outputs);
  3041. }
  3042. Ref<VisualShaderNodeExpression> expression = Object::cast_to<VisualShaderNodeExpression>(node.ptr());
  3043. if (expression.is_valid()) {
  3044. undo_redo->add_do_method(node.ptr(), "set_expression", item.expression);
  3045. }
  3046. undo_redo->add_do_method(visual_shader.ptr(), "add_node", type, node, item.position + p_offset, id_from);
  3047. undo_redo->add_do_method(graph_plugin.ptr(), "add_node", type, id_from);
  3048. added_set.insert(id_from);
  3049. id_from++;
  3050. }
  3051. for (const VisualShader::Connection &E : p_connections) {
  3052. if (unsupported_set.has(E.from_node) || unsupported_set.has(E.to_node)) {
  3053. continue;
  3054. }
  3055. 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);
  3056. 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);
  3057. 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);
  3058. }
  3059. id_from = base_id;
  3060. for (int i = 0; i < r_items.size(); i++) {
  3061. undo_redo->add_undo_method(visual_shader.ptr(), "remove_node", type, id_from);
  3062. undo_redo->add_undo_method(graph_plugin.ptr(), "remove_node", type, id_from);
  3063. id_from++;
  3064. }
  3065. undo_redo->commit_action();
  3066. // reselect nodes by excluding the other ones
  3067. for (int i = 0; i < graph->get_child_count(); i++) {
  3068. GraphNode *gn = Object::cast_to<GraphNode>(graph->get_child(i));
  3069. if (gn) {
  3070. int id = String(gn->get_name()).to_int();
  3071. if (added_set.has(id)) {
  3072. gn->set_selected(true);
  3073. } else {
  3074. gn->set_selected(false);
  3075. }
  3076. }
  3077. }
  3078. }
  3079. void VisualShaderEditor::_clear_copy_buffer() {
  3080. copy_items_buffer.clear();
  3081. copy_connections_buffer.clear();
  3082. }
  3083. void VisualShaderEditor::_duplicate_nodes() {
  3084. int type = get_current_shader_type();
  3085. List<CopyItem> items;
  3086. List<VisualShader::Connection> connections;
  3087. _dup_copy_nodes(type, items, connections);
  3088. if (items.is_empty()) {
  3089. return;
  3090. }
  3091. _dup_paste_nodes(type, items, connections, Vector2(10, 10) * EDSCALE, true);
  3092. }
  3093. void VisualShaderEditor::_copy_nodes(bool p_cut) {
  3094. _clear_copy_buffer();
  3095. _dup_copy_nodes(get_current_shader_type(), copy_items_buffer, copy_connections_buffer);
  3096. if (p_cut) {
  3097. undo_redo->create_action(TTR("Cut VisualShader Node(s)"));
  3098. List<int> ids;
  3099. for (const CopyItem &E : copy_items_buffer) {
  3100. ids.push_back(E.id);
  3101. }
  3102. _delete_nodes(get_current_shader_type(), ids);
  3103. undo_redo->commit_action();
  3104. }
  3105. }
  3106. void VisualShaderEditor::_paste_nodes(bool p_use_custom_position, const Vector2 &p_custom_position) {
  3107. if (copy_items_buffer.is_empty()) {
  3108. return;
  3109. }
  3110. int type = get_current_shader_type();
  3111. float scale = graph->get_zoom();
  3112. Vector2 mpos;
  3113. if (p_use_custom_position) {
  3114. mpos = p_custom_position;
  3115. } else {
  3116. mpos = graph->get_local_mouse_position();
  3117. }
  3118. _dup_paste_nodes(type, copy_items_buffer, copy_connections_buffer, graph->get_scroll_ofs() / scale + mpos / scale - selection_center, false);
  3119. }
  3120. void VisualShaderEditor::_mode_selected(int p_id) {
  3121. int offset = 0;
  3122. if (mode & MODE_FLAGS_PARTICLES) {
  3123. offset = 3;
  3124. if (p_id + offset > VisualShader::TYPE_PROCESS) {
  3125. custom_mode_box->set_visible(false);
  3126. custom_mode_enabled = false;
  3127. } else {
  3128. custom_mode_box->set_visible(true);
  3129. if (custom_mode_box->is_pressed()) {
  3130. custom_mode_enabled = true;
  3131. offset += 3;
  3132. }
  3133. }
  3134. } else if (mode & MODE_FLAGS_SKY) {
  3135. offset = 8;
  3136. } else if (mode & MODE_FLAGS_FOG) {
  3137. offset = 9;
  3138. }
  3139. visual_shader->set_shader_type(VisualShader::Type(p_id + offset));
  3140. _update_options_menu();
  3141. _update_graph();
  3142. graph->grab_focus();
  3143. }
  3144. void VisualShaderEditor::_custom_mode_toggled(bool p_enabled) {
  3145. if (!(mode & MODE_FLAGS_PARTICLES)) {
  3146. return;
  3147. }
  3148. custom_mode_enabled = p_enabled;
  3149. int id = edit_type->get_selected() + 3;
  3150. if (p_enabled) {
  3151. visual_shader->set_shader_type(VisualShader::Type(id + 3));
  3152. } else {
  3153. visual_shader->set_shader_type(VisualShader::Type(id));
  3154. }
  3155. _update_options_menu();
  3156. _update_graph();
  3157. }
  3158. void VisualShaderEditor::_input_select_item(Ref<VisualShaderNodeInput> p_input, String p_name) {
  3159. String prev_name = p_input->get_input_name();
  3160. if (p_name == prev_name) {
  3161. return;
  3162. }
  3163. bool type_changed = p_input->get_input_type_by_name(p_name) != p_input->get_input_type_by_name(prev_name);
  3164. UndoRedo *undo_redo = EditorNode::get_singleton()->get_undo_redo();
  3165. undo_redo->create_action(TTR("Visual Shader Input Type Changed"));
  3166. undo_redo->add_do_method(p_input.ptr(), "set_input_name", p_name);
  3167. undo_redo->add_undo_method(p_input.ptr(), "set_input_name", prev_name);
  3168. // update output port
  3169. for (int type_id = 0; type_id < VisualShader::TYPE_MAX; type_id++) {
  3170. VisualShader::Type type = VisualShader::Type(type_id);
  3171. int id = visual_shader->find_node_id(type, p_input);
  3172. if (id != VisualShader::NODE_ID_INVALID) {
  3173. if (type_changed) {
  3174. List<VisualShader::Connection> conns;
  3175. visual_shader->get_node_connections(type, &conns);
  3176. for (const VisualShader::Connection &E : conns) {
  3177. if (E.from_node == id) {
  3178. 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))) {
  3179. undo_redo->add_do_method(visual_shader.ptr(), "connect_nodes", type, E.from_node, E.from_port, E.to_node, E.to_port);
  3180. undo_redo->add_undo_method(visual_shader.ptr(), "connect_nodes", type, E.from_node, E.from_port, E.to_node, E.to_port);
  3181. continue;
  3182. }
  3183. undo_redo->add_do_method(visual_shader.ptr(), "disconnect_nodes", type, E.from_node, E.from_port, E.to_node, E.to_port);
  3184. undo_redo->add_undo_method(visual_shader.ptr(), "connect_nodes", type, E.from_node, E.from_port, E.to_node, E.to_port);
  3185. undo_redo->add_do_method(graph_plugin.ptr(), "disconnect_nodes", type, E.from_node, E.from_port, E.to_node, E.to_port);
  3186. undo_redo->add_undo_method(graph_plugin.ptr(), "connect_nodes", type, E.from_node, E.from_port, E.to_node, E.to_port);
  3187. }
  3188. }
  3189. }
  3190. undo_redo->add_do_method(graph_plugin.ptr(), "update_node", type_id, id);
  3191. undo_redo->add_undo_method(graph_plugin.ptr(), "update_node", type_id, id);
  3192. break;
  3193. }
  3194. }
  3195. undo_redo->commit_action();
  3196. }
  3197. void VisualShaderEditor::_uniform_select_item(Ref<VisualShaderNodeUniformRef> p_uniform_ref, String p_name) {
  3198. String prev_name = p_uniform_ref->get_uniform_name();
  3199. if (p_name == prev_name) {
  3200. return;
  3201. }
  3202. bool type_changed = p_uniform_ref->get_uniform_type_by_name(p_name) != p_uniform_ref->get_uniform_type_by_name(prev_name);
  3203. UndoRedo *undo_redo = EditorNode::get_singleton()->get_undo_redo();
  3204. undo_redo->create_action(TTR("UniformRef Name Changed"));
  3205. undo_redo->add_do_method(p_uniform_ref.ptr(), "set_uniform_name", p_name);
  3206. undo_redo->add_undo_method(p_uniform_ref.ptr(), "set_uniform_name", prev_name);
  3207. // update output port
  3208. for (int type_id = 0; type_id < VisualShader::TYPE_MAX; type_id++) {
  3209. VisualShader::Type type = VisualShader::Type(type_id);
  3210. int id = visual_shader->find_node_id(type, p_uniform_ref);
  3211. if (id != VisualShader::NODE_ID_INVALID) {
  3212. if (type_changed) {
  3213. List<VisualShader::Connection> conns;
  3214. visual_shader->get_node_connections(type, &conns);
  3215. for (const VisualShader::Connection &E : conns) {
  3216. if (E.from_node == id) {
  3217. 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))) {
  3218. continue;
  3219. }
  3220. undo_redo->add_do_method(visual_shader.ptr(), "disconnect_nodes", type, E.from_node, E.from_port, E.to_node, E.to_port);
  3221. undo_redo->add_undo_method(visual_shader.ptr(), "connect_nodes", type, E.from_node, E.from_port, E.to_node, E.to_port);
  3222. undo_redo->add_do_method(graph_plugin.ptr(), "disconnect_nodes", type, E.from_node, E.from_port, E.to_node, E.to_port);
  3223. undo_redo->add_undo_method(graph_plugin.ptr(), "connect_nodes", type, E.from_node, E.from_port, E.to_node, E.to_port);
  3224. }
  3225. }
  3226. }
  3227. undo_redo->add_do_method(graph_plugin.ptr(), "update_node", type_id, id);
  3228. undo_redo->add_undo_method(graph_plugin.ptr(), "update_node", type_id, id);
  3229. break;
  3230. }
  3231. }
  3232. undo_redo->commit_action();
  3233. }
  3234. void VisualShaderEditor::_float_constant_selected(int p_which) {
  3235. ERR_FAIL_INDEX(p_which, MAX_FLOAT_CONST_DEFS);
  3236. VisualShader::Type type = get_current_shader_type();
  3237. Ref<VisualShaderNodeFloatConstant> node = visual_shader->get_node(type, selected_float_constant);
  3238. ERR_FAIL_COND(!node.is_valid());
  3239. if (Math::is_equal_approx(node->get_constant(), float_constant_defs[p_which].value)) {
  3240. return; // same
  3241. }
  3242. undo_redo->create_action(vformat(TTR("Set Constant: %s"), float_constant_defs[p_which].name));
  3243. undo_redo->add_do_method(node.ptr(), "set_constant", float_constant_defs[p_which].value);
  3244. undo_redo->add_undo_method(node.ptr(), "set_constant", node->get_constant());
  3245. undo_redo->commit_action();
  3246. }
  3247. void VisualShaderEditor::_member_filter_changed(const String &p_text) {
  3248. _update_options_menu();
  3249. }
  3250. void VisualShaderEditor::_member_selected() {
  3251. TreeItem *item = members->get_selected();
  3252. if (item != nullptr && item->has_meta("id")) {
  3253. members_dialog->get_ok_button()->set_disabled(false);
  3254. highend_label->set_visible(add_options[item->get_meta("id")].highend);
  3255. node_desc->set_text(_get_description(item->get_meta("id")));
  3256. } else {
  3257. highend_label->set_visible(false);
  3258. members_dialog->get_ok_button()->set_disabled(true);
  3259. node_desc->set_text("");
  3260. }
  3261. }
  3262. void VisualShaderEditor::_member_unselected() {
  3263. }
  3264. void VisualShaderEditor::_member_create() {
  3265. TreeItem *item = members->get_selected();
  3266. if (item != nullptr && item->has_meta("id")) {
  3267. int idx = members->get_selected()->get_meta("id");
  3268. _add_node(idx, add_options[idx].ops);
  3269. members_dialog->hide();
  3270. }
  3271. }
  3272. void VisualShaderEditor::_member_cancel() {
  3273. to_node = -1;
  3274. to_slot = -1;
  3275. from_node = -1;
  3276. from_slot = -1;
  3277. }
  3278. void VisualShaderEditor::_tools_menu_option(int p_idx) {
  3279. TreeItem *category = members->get_root()->get_first_child();
  3280. switch (p_idx) {
  3281. case EXPAND_ALL:
  3282. while (category) {
  3283. category->set_collapsed(false);
  3284. TreeItem *sub_category = category->get_first_child();
  3285. while (sub_category) {
  3286. sub_category->set_collapsed(false);
  3287. sub_category = sub_category->get_next();
  3288. }
  3289. category = category->get_next();
  3290. }
  3291. break;
  3292. case COLLAPSE_ALL:
  3293. while (category) {
  3294. category->set_collapsed(true);
  3295. TreeItem *sub_category = category->get_first_child();
  3296. while (sub_category) {
  3297. sub_category->set_collapsed(true);
  3298. sub_category = sub_category->get_next();
  3299. }
  3300. category = category->get_next();
  3301. }
  3302. break;
  3303. default:
  3304. break;
  3305. }
  3306. }
  3307. void VisualShaderEditor::_node_menu_id_pressed(int p_idx) {
  3308. switch (p_idx) {
  3309. case NodeMenuOptions::ADD:
  3310. _show_members_dialog(true);
  3311. break;
  3312. case NodeMenuOptions::CUT:
  3313. _copy_nodes(true);
  3314. break;
  3315. case NodeMenuOptions::COPY:
  3316. _copy_nodes(false);
  3317. break;
  3318. case NodeMenuOptions::PASTE:
  3319. _paste_nodes(true, menu_point);
  3320. break;
  3321. case NodeMenuOptions::DELETE:
  3322. _delete_nodes_request();
  3323. break;
  3324. case NodeMenuOptions::DUPLICATE:
  3325. _duplicate_nodes();
  3326. break;
  3327. case NodeMenuOptions::CLEAR_COPY_BUFFER:
  3328. _clear_copy_buffer();
  3329. break;
  3330. case NodeMenuOptions::CONVERT_CONSTANTS_TO_UNIFORMS:
  3331. _convert_constants_to_uniforms(false);
  3332. break;
  3333. case NodeMenuOptions::CONVERT_UNIFORMS_TO_CONSTANTS:
  3334. _convert_constants_to_uniforms(true);
  3335. break;
  3336. case NodeMenuOptions::SET_COMMENT_TITLE:
  3337. _comment_title_popup_show(get_screen_position() + get_local_mouse_position(), selected_comment);
  3338. break;
  3339. case NodeMenuOptions::SET_COMMENT_DESCRIPTION:
  3340. _comment_desc_popup_show(get_screen_position() + get_local_mouse_position(), selected_comment);
  3341. break;
  3342. default:
  3343. break;
  3344. }
  3345. }
  3346. Variant VisualShaderEditor::get_drag_data_fw(const Point2 &p_point, Control *p_from) {
  3347. if (p_from == members) {
  3348. TreeItem *it = members->get_item_at_position(p_point);
  3349. if (!it) {
  3350. return Variant();
  3351. }
  3352. if (!it->has_meta("id")) {
  3353. return Variant();
  3354. }
  3355. int id = it->get_meta("id");
  3356. AddOption op = add_options[id];
  3357. Dictionary d;
  3358. d["id"] = id;
  3359. Label *label = memnew(Label);
  3360. label->set_text(it->get_text(0));
  3361. set_drag_preview(label);
  3362. return d;
  3363. }
  3364. return Variant();
  3365. }
  3366. bool VisualShaderEditor::can_drop_data_fw(const Point2 &p_point, const Variant &p_data, Control *p_from) const {
  3367. if (p_from == graph) {
  3368. Dictionary d = p_data;
  3369. if (d.has("id")) {
  3370. return true;
  3371. }
  3372. if (d.has("files")) {
  3373. return true;
  3374. }
  3375. }
  3376. return false;
  3377. }
  3378. void VisualShaderEditor::drop_data_fw(const Point2 &p_point, const Variant &p_data, Control *p_from) {
  3379. if (p_from == graph) {
  3380. Dictionary d = p_data;
  3381. if (d.has("id")) {
  3382. int idx = d["id"];
  3383. saved_node_pos = p_point;
  3384. saved_node_pos_dirty = true;
  3385. _add_node(idx, add_options[idx].ops);
  3386. } else if (d.has("files")) {
  3387. undo_redo->create_action(TTR("Add Node(s) to Visual Shader"));
  3388. if (d["files"].get_type() == Variant::PACKED_STRING_ARRAY) {
  3389. PackedStringArray arr = d["files"];
  3390. for (int i = 0; i < arr.size(); i++) {
  3391. String type = ResourceLoader::get_resource_type(arr[i]);
  3392. if (type == "GDScript") {
  3393. Ref<Script> script = ResourceLoader::load(arr[i]);
  3394. if (script->get_instance_base_type() == "VisualShaderNodeCustom") {
  3395. saved_node_pos = p_point + Vector2(0, i * 250 * EDSCALE);
  3396. saved_node_pos_dirty = true;
  3397. int idx = -1;
  3398. for (int j = custom_node_option_idx; j < add_options.size(); j++) {
  3399. if (add_options[j].script.is_valid()) {
  3400. if (add_options[j].script->get_path() == arr[i]) {
  3401. idx = j;
  3402. break;
  3403. }
  3404. }
  3405. }
  3406. if (idx != -1) {
  3407. _add_node(idx, {}, arr[i], i);
  3408. }
  3409. }
  3410. } else if (type == "CurveTexture") {
  3411. saved_node_pos = p_point + Vector2(0, i * 250 * EDSCALE);
  3412. saved_node_pos_dirty = true;
  3413. _add_node(curve_node_option_idx, {}, arr[i], i);
  3414. } else if (type == "CurveXYZTexture") {
  3415. saved_node_pos = p_point + Vector2(0, i * 250 * EDSCALE);
  3416. saved_node_pos_dirty = true;
  3417. _add_node(curve_xyz_node_option_idx, {}, arr[i], i);
  3418. } else if (ClassDB::get_parent_class(type) == "Texture2D") {
  3419. saved_node_pos = p_point + Vector2(0, i * 250 * EDSCALE);
  3420. saved_node_pos_dirty = true;
  3421. _add_node(texture2d_node_option_idx, {}, arr[i], i);
  3422. } else if (type == "Texture2DArray") {
  3423. saved_node_pos = p_point + Vector2(0, i * 250 * EDSCALE);
  3424. saved_node_pos_dirty = true;
  3425. _add_node(texture2d_array_node_option_idx, {}, arr[i], i);
  3426. } else if (ClassDB::get_parent_class(type) == "Texture3D") {
  3427. saved_node_pos = p_point + Vector2(0, i * 250 * EDSCALE);
  3428. saved_node_pos_dirty = true;
  3429. _add_node(texture3d_node_option_idx, {}, arr[i], i);
  3430. } else if (type == "Cubemap") {
  3431. saved_node_pos = p_point + Vector2(0, i * 250 * EDSCALE);
  3432. saved_node_pos_dirty = true;
  3433. _add_node(cubemap_node_option_idx, {}, arr[i], i);
  3434. }
  3435. }
  3436. }
  3437. undo_redo->commit_action();
  3438. }
  3439. }
  3440. }
  3441. void VisualShaderEditor::_show_preview_text() {
  3442. preview_showed = !preview_showed;
  3443. if (preview_showed) {
  3444. if (preview_first) {
  3445. preview_window->set_size(Size2(400 * EDSCALE, 600 * EDSCALE));
  3446. preview_window->popup_centered();
  3447. preview_first = false;
  3448. } else {
  3449. preview_window->popup();
  3450. }
  3451. _preview_size_changed();
  3452. if (pending_update_preview) {
  3453. _update_preview();
  3454. pending_update_preview = false;
  3455. }
  3456. } else {
  3457. preview_window->hide();
  3458. }
  3459. }
  3460. void VisualShaderEditor::_preview_close_requested() {
  3461. preview_showed = false;
  3462. preview_window->hide();
  3463. preview_shader->set_pressed(false);
  3464. }
  3465. void VisualShaderEditor::_preview_size_changed() {
  3466. preview_vbox->set_custom_minimum_size(preview_window->get_size());
  3467. }
  3468. static ShaderLanguage::DataType _get_global_variable_type(const StringName &p_variable) {
  3469. RS::GlobalVariableType gvt = RS::get_singleton()->global_variable_get_type(p_variable);
  3470. return (ShaderLanguage::DataType)RS::global_variable_type_get_shader_datatype(gvt);
  3471. }
  3472. void VisualShaderEditor::_update_preview() {
  3473. if (!preview_showed) {
  3474. pending_update_preview = true;
  3475. return;
  3476. }
  3477. String code = visual_shader->get_code();
  3478. preview_text->set_text(code);
  3479. ShaderLanguage::ShaderCompileInfo info;
  3480. info.functions = ShaderTypes::get_singleton()->get_functions(RenderingServer::ShaderMode(visual_shader->get_mode()));
  3481. info.render_modes = ShaderTypes::get_singleton()->get_modes(RenderingServer::ShaderMode(visual_shader->get_mode()));
  3482. info.shader_types = ShaderTypes::get_singleton()->get_types();
  3483. info.global_variable_type_func = _get_global_variable_type;
  3484. ShaderLanguage sl;
  3485. Error err = sl.compile(code, info);
  3486. for (int i = 0; i < preview_text->get_line_count(); i++) {
  3487. preview_text->set_line_background_color(i, Color(0, 0, 0, 0));
  3488. }
  3489. if (err != OK) {
  3490. Color error_line_color = EDITOR_GET("text_editor/theme/highlighting/mark_color");
  3491. preview_text->set_line_background_color(sl.get_error_line() - 1, error_line_color);
  3492. error_panel->show();
  3493. String text = "error(" + itos(sl.get_error_line()) + "): " + sl.get_error_text();
  3494. error_label->set_text(text);
  3495. shader_error = true;
  3496. } else {
  3497. error_panel->hide();
  3498. shader_error = false;
  3499. }
  3500. }
  3501. void VisualShaderEditor::_visibility_changed() {
  3502. if (!is_visible()) {
  3503. if (preview_window->is_visible()) {
  3504. preview_shader->set_pressed(false);
  3505. preview_window->hide();
  3506. preview_showed = false;
  3507. }
  3508. }
  3509. }
  3510. void VisualShaderEditor::_bind_methods() {
  3511. ClassDB::bind_method("_update_graph", &VisualShaderEditor::_update_graph);
  3512. ClassDB::bind_method("_update_options_menu", &VisualShaderEditor::_update_options_menu);
  3513. ClassDB::bind_method("_add_node", &VisualShaderEditor::_add_node);
  3514. ClassDB::bind_method("_node_changed", &VisualShaderEditor::_node_changed);
  3515. ClassDB::bind_method("_input_select_item", &VisualShaderEditor::_input_select_item);
  3516. ClassDB::bind_method("_uniform_select_item", &VisualShaderEditor::_uniform_select_item);
  3517. ClassDB::bind_method("_set_node_size", &VisualShaderEditor::_set_node_size);
  3518. ClassDB::bind_method("_clear_copy_buffer", &VisualShaderEditor::_clear_copy_buffer);
  3519. ClassDB::bind_method("_update_uniforms", &VisualShaderEditor::_update_uniforms);
  3520. ClassDB::bind_method("_set_mode", &VisualShaderEditor::_set_mode);
  3521. ClassDB::bind_method("_nodes_dragged", &VisualShaderEditor::_nodes_dragged);
  3522. ClassDB::bind_method("_float_constant_selected", &VisualShaderEditor::_float_constant_selected);
  3523. ClassDB::bind_method("_update_constant", &VisualShaderEditor::_update_constant);
  3524. ClassDB::bind_method("_update_uniform", &VisualShaderEditor::_update_uniform);
  3525. ClassDB::bind_method("_expand_output_port", &VisualShaderEditor::_expand_output_port);
  3526. ClassDB::bind_method(D_METHOD("_get_drag_data_fw"), &VisualShaderEditor::get_drag_data_fw);
  3527. ClassDB::bind_method(D_METHOD("_can_drop_data_fw"), &VisualShaderEditor::can_drop_data_fw);
  3528. ClassDB::bind_method(D_METHOD("_drop_data_fw"), &VisualShaderEditor::drop_data_fw);
  3529. ClassDB::bind_method("_is_available", &VisualShaderEditor::_is_available);
  3530. }
  3531. VisualShaderEditor *VisualShaderEditor::singleton = nullptr;
  3532. VisualShaderEditor::VisualShaderEditor() {
  3533. singleton = this;
  3534. ShaderLanguage::get_keyword_list(&keyword_list);
  3535. graph = memnew(GraphEdit);
  3536. graph->get_zoom_hbox()->set_h_size_flags(SIZE_EXPAND_FILL);
  3537. graph->set_v_size_flags(SIZE_EXPAND_FILL);
  3538. graph->set_h_size_flags(SIZE_EXPAND_FILL);
  3539. add_child(graph);
  3540. graph->set_drag_forwarding(this);
  3541. float graph_minimap_opacity = EditorSettings::get_singleton()->get("editors/visual_editors/minimap_opacity");
  3542. graph->set_minimap_opacity(graph_minimap_opacity);
  3543. graph->add_valid_right_disconnect_type(VisualShaderNode::PORT_TYPE_SCALAR);
  3544. graph->add_valid_right_disconnect_type(VisualShaderNode::PORT_TYPE_SCALAR_INT);
  3545. graph->add_valid_right_disconnect_type(VisualShaderNode::PORT_TYPE_BOOLEAN);
  3546. graph->add_valid_right_disconnect_type(VisualShaderNode::PORT_TYPE_VECTOR_2D);
  3547. graph->add_valid_right_disconnect_type(VisualShaderNode::PORT_TYPE_VECTOR_3D);
  3548. graph->add_valid_right_disconnect_type(VisualShaderNode::PORT_TYPE_TRANSFORM);
  3549. graph->add_valid_right_disconnect_type(VisualShaderNode::PORT_TYPE_SAMPLER);
  3550. //graph->add_valid_left_disconnect_type(0);
  3551. graph->set_v_size_flags(SIZE_EXPAND_FILL);
  3552. graph->connect("connection_request", callable_mp(this, &VisualShaderEditor::_connection_request), varray(), CONNECT_DEFERRED);
  3553. graph->connect("disconnection_request", callable_mp(this, &VisualShaderEditor::_disconnection_request), varray(), CONNECT_DEFERRED);
  3554. graph->connect("node_selected", callable_mp(this, &VisualShaderEditor::_node_selected));
  3555. graph->connect("scroll_offset_changed", callable_mp(this, &VisualShaderEditor::_scroll_changed));
  3556. graph->connect("duplicate_nodes_request", callable_mp(this, &VisualShaderEditor::_duplicate_nodes));
  3557. graph->connect("copy_nodes_request", callable_mp(this, &VisualShaderEditor::_copy_nodes), varray(false));
  3558. graph->connect("paste_nodes_request", callable_mp(this, &VisualShaderEditor::_paste_nodes), varray(false, Point2()));
  3559. graph->connect("delete_nodes_request", callable_mp(this, &VisualShaderEditor::_delete_nodes_request));
  3560. graph->connect("gui_input", callable_mp(this, &VisualShaderEditor::_graph_gui_input));
  3561. graph->connect("connection_to_empty", callable_mp(this, &VisualShaderEditor::_connection_to_empty));
  3562. graph->connect("connection_from_empty", callable_mp(this, &VisualShaderEditor::_connection_from_empty));
  3563. graph->connect("visibility_changed", callable_mp(this, &VisualShaderEditor::_visibility_changed));
  3564. graph->add_valid_connection_type(VisualShaderNode::PORT_TYPE_SCALAR, VisualShaderNode::PORT_TYPE_SCALAR);
  3565. graph->add_valid_connection_type(VisualShaderNode::PORT_TYPE_SCALAR, VisualShaderNode::PORT_TYPE_SCALAR_INT);
  3566. graph->add_valid_connection_type(VisualShaderNode::PORT_TYPE_SCALAR, VisualShaderNode::PORT_TYPE_VECTOR_2D);
  3567. graph->add_valid_connection_type(VisualShaderNode::PORT_TYPE_SCALAR, VisualShaderNode::PORT_TYPE_VECTOR_3D);
  3568. graph->add_valid_connection_type(VisualShaderNode::PORT_TYPE_SCALAR, VisualShaderNode::PORT_TYPE_BOOLEAN);
  3569. graph->add_valid_connection_type(VisualShaderNode::PORT_TYPE_SCALAR_INT, VisualShaderNode::PORT_TYPE_SCALAR_INT);
  3570. graph->add_valid_connection_type(VisualShaderNode::PORT_TYPE_SCALAR_INT, VisualShaderNode::PORT_TYPE_SCALAR);
  3571. graph->add_valid_connection_type(VisualShaderNode::PORT_TYPE_SCALAR_INT, VisualShaderNode::PORT_TYPE_VECTOR_2D);
  3572. graph->add_valid_connection_type(VisualShaderNode::PORT_TYPE_SCALAR_INT, VisualShaderNode::PORT_TYPE_VECTOR_3D);
  3573. graph->add_valid_connection_type(VisualShaderNode::PORT_TYPE_SCALAR_INT, VisualShaderNode::PORT_TYPE_BOOLEAN);
  3574. graph->add_valid_connection_type(VisualShaderNode::PORT_TYPE_VECTOR_2D, VisualShaderNode::PORT_TYPE_SCALAR);
  3575. graph->add_valid_connection_type(VisualShaderNode::PORT_TYPE_VECTOR_2D, VisualShaderNode::PORT_TYPE_SCALAR_INT);
  3576. graph->add_valid_connection_type(VisualShaderNode::PORT_TYPE_VECTOR_2D, VisualShaderNode::PORT_TYPE_VECTOR_2D);
  3577. graph->add_valid_connection_type(VisualShaderNode::PORT_TYPE_VECTOR_2D, VisualShaderNode::PORT_TYPE_VECTOR_3D);
  3578. graph->add_valid_connection_type(VisualShaderNode::PORT_TYPE_VECTOR_2D, VisualShaderNode::PORT_TYPE_BOOLEAN);
  3579. graph->add_valid_connection_type(VisualShaderNode::PORT_TYPE_VECTOR_3D, VisualShaderNode::PORT_TYPE_SCALAR);
  3580. graph->add_valid_connection_type(VisualShaderNode::PORT_TYPE_VECTOR_3D, VisualShaderNode::PORT_TYPE_SCALAR_INT);
  3581. graph->add_valid_connection_type(VisualShaderNode::PORT_TYPE_VECTOR_3D, VisualShaderNode::PORT_TYPE_VECTOR_2D);
  3582. graph->add_valid_connection_type(VisualShaderNode::PORT_TYPE_VECTOR_3D, VisualShaderNode::PORT_TYPE_VECTOR_3D);
  3583. graph->add_valid_connection_type(VisualShaderNode::PORT_TYPE_VECTOR_3D, VisualShaderNode::PORT_TYPE_BOOLEAN);
  3584. graph->add_valid_connection_type(VisualShaderNode::PORT_TYPE_BOOLEAN, VisualShaderNode::PORT_TYPE_SCALAR);
  3585. graph->add_valid_connection_type(VisualShaderNode::PORT_TYPE_BOOLEAN, VisualShaderNode::PORT_TYPE_SCALAR_INT);
  3586. graph->add_valid_connection_type(VisualShaderNode::PORT_TYPE_BOOLEAN, VisualShaderNode::PORT_TYPE_VECTOR_2D);
  3587. graph->add_valid_connection_type(VisualShaderNode::PORT_TYPE_BOOLEAN, VisualShaderNode::PORT_TYPE_VECTOR_3D);
  3588. graph->add_valid_connection_type(VisualShaderNode::PORT_TYPE_BOOLEAN, VisualShaderNode::PORT_TYPE_BOOLEAN);
  3589. graph->add_valid_connection_type(VisualShaderNode::PORT_TYPE_TRANSFORM, VisualShaderNode::PORT_TYPE_TRANSFORM);
  3590. graph->add_valid_connection_type(VisualShaderNode::PORT_TYPE_SAMPLER, VisualShaderNode::PORT_TYPE_SAMPLER);
  3591. VSeparator *vs = memnew(VSeparator);
  3592. graph->get_zoom_hbox()->add_child(vs);
  3593. graph->get_zoom_hbox()->move_child(vs, 0);
  3594. custom_mode_box = memnew(CheckBox);
  3595. custom_mode_box->set_text(TTR("Custom"));
  3596. custom_mode_box->set_pressed(false);
  3597. custom_mode_box->set_visible(false);
  3598. custom_mode_box->connect("toggled", callable_mp(this, &VisualShaderEditor::_custom_mode_toggled));
  3599. edit_type_standard = memnew(OptionButton);
  3600. edit_type_standard->add_item(TTR("Vertex"));
  3601. edit_type_standard->add_item(TTR("Fragment"));
  3602. edit_type_standard->add_item(TTR("Light"));
  3603. edit_type_standard->select(1);
  3604. edit_type_standard->connect("item_selected", callable_mp(this, &VisualShaderEditor::_mode_selected));
  3605. edit_type_particles = memnew(OptionButton);
  3606. edit_type_particles->add_item(TTR("Start"));
  3607. edit_type_particles->add_item(TTR("Process"));
  3608. edit_type_particles->add_item(TTR("Collide"));
  3609. edit_type_particles->select(0);
  3610. edit_type_particles->connect("item_selected", callable_mp(this, &VisualShaderEditor::_mode_selected));
  3611. edit_type_sky = memnew(OptionButton);
  3612. edit_type_sky->add_item(TTR("Sky"));
  3613. edit_type_sky->select(0);
  3614. edit_type_sky->connect("item_selected", callable_mp(this, &VisualShaderEditor::_mode_selected));
  3615. edit_type_fog = memnew(OptionButton);
  3616. edit_type_fog->add_item(TTR("Fog"));
  3617. edit_type_fog->select(0);
  3618. edit_type_fog->connect("item_selected", callable_mp(this, &VisualShaderEditor::_mode_selected));
  3619. edit_type = edit_type_standard;
  3620. graph->get_zoom_hbox()->add_child(custom_mode_box);
  3621. graph->get_zoom_hbox()->move_child(custom_mode_box, 0);
  3622. graph->get_zoom_hbox()->add_child(edit_type_standard);
  3623. graph->get_zoom_hbox()->move_child(edit_type_standard, 0);
  3624. graph->get_zoom_hbox()->add_child(edit_type_particles);
  3625. graph->get_zoom_hbox()->move_child(edit_type_particles, 0);
  3626. graph->get_zoom_hbox()->add_child(edit_type_sky);
  3627. graph->get_zoom_hbox()->move_child(edit_type_sky, 0);
  3628. graph->get_zoom_hbox()->add_child(edit_type_fog);
  3629. graph->get_zoom_hbox()->move_child(edit_type_fog, 0);
  3630. add_node = memnew(Button);
  3631. add_node->set_flat(true);
  3632. graph->get_zoom_hbox()->add_child(add_node);
  3633. add_node->set_text(TTR("Add Node..."));
  3634. graph->get_zoom_hbox()->move_child(add_node, 0);
  3635. add_node->connect("pressed", callable_mp(this, &VisualShaderEditor::_show_members_dialog), varray(false, VisualShaderNode::PORT_TYPE_MAX, VisualShaderNode::PORT_TYPE_MAX));
  3636. preview_shader = memnew(Button);
  3637. preview_shader->set_flat(true);
  3638. preview_shader->set_toggle_mode(true);
  3639. preview_shader->set_tooltip(TTR("Show generated shader code."));
  3640. graph->get_zoom_hbox()->add_child(preview_shader);
  3641. preview_shader->connect("pressed", callable_mp(this, &VisualShaderEditor::_show_preview_text));
  3642. ///////////////////////////////////////
  3643. // PREVIEW WINDOW
  3644. ///////////////////////////////////////
  3645. preview_window = memnew(Window);
  3646. preview_window->set_title(TTR("Generated shader code"));
  3647. preview_window->set_visible(preview_showed);
  3648. preview_window->connect("close_requested", callable_mp(this, &VisualShaderEditor::_preview_close_requested));
  3649. preview_window->connect("size_changed", callable_mp(this, &VisualShaderEditor::_preview_size_changed));
  3650. add_child(preview_window);
  3651. preview_vbox = memnew(VBoxContainer);
  3652. preview_window->add_child(preview_vbox);
  3653. preview_vbox->add_theme_constant_override("separation", 0);
  3654. preview_text = memnew(CodeEdit);
  3655. syntax_highlighter.instantiate();
  3656. preview_vbox->add_child(preview_text);
  3657. preview_text->set_v_size_flags(Control::SIZE_EXPAND_FILL);
  3658. preview_text->set_syntax_highlighter(syntax_highlighter);
  3659. preview_text->set_draw_line_numbers(true);
  3660. preview_text->set_editable(false);
  3661. error_panel = memnew(PanelContainer);
  3662. preview_vbox->add_child(error_panel);
  3663. error_panel->set_visible(false);
  3664. error_label = memnew(Label);
  3665. error_panel->add_child(error_label);
  3666. error_label->set_autowrap_mode(Label::AUTOWRAP_WORD_SMART);
  3667. ///////////////////////////////////////
  3668. // POPUP MENU
  3669. ///////////////////////////////////////
  3670. popup_menu = memnew(PopupMenu);
  3671. add_child(popup_menu);
  3672. popup_menu->add_item(TTR("Add Node"), NodeMenuOptions::ADD);
  3673. popup_menu->add_separator();
  3674. popup_menu->add_item(TTR("Cut"), NodeMenuOptions::CUT);
  3675. popup_menu->add_item(TTR("Copy"), NodeMenuOptions::COPY);
  3676. popup_menu->add_item(TTR("Paste"), NodeMenuOptions::PASTE);
  3677. popup_menu->add_item(TTR("Delete"), NodeMenuOptions::DELETE);
  3678. popup_menu->add_item(TTR("Duplicate"), NodeMenuOptions::DUPLICATE);
  3679. popup_menu->add_item(TTR("Clear Copy Buffer"), NodeMenuOptions::CLEAR_COPY_BUFFER);
  3680. popup_menu->connect("id_pressed", callable_mp(this, &VisualShaderEditor::_node_menu_id_pressed));
  3681. ///////////////////////////////////////
  3682. // SHADER NODES TREE
  3683. ///////////////////////////////////////
  3684. VBoxContainer *members_vb = memnew(VBoxContainer);
  3685. members_vb->set_v_size_flags(SIZE_EXPAND_FILL);
  3686. HBoxContainer *filter_hb = memnew(HBoxContainer);
  3687. members_vb->add_child(filter_hb);
  3688. node_filter = memnew(LineEdit);
  3689. filter_hb->add_child(node_filter);
  3690. node_filter->connect("text_changed", callable_mp(this, &VisualShaderEditor::_member_filter_changed));
  3691. node_filter->connect("gui_input", callable_mp(this, &VisualShaderEditor::_sbox_input));
  3692. node_filter->set_h_size_flags(SIZE_EXPAND_FILL);
  3693. node_filter->set_placeholder(TTR("Search"));
  3694. tools = memnew(MenuButton);
  3695. filter_hb->add_child(tools);
  3696. tools->set_tooltip(TTR("Options"));
  3697. tools->get_popup()->connect("id_pressed", callable_mp(this, &VisualShaderEditor::_tools_menu_option));
  3698. tools->get_popup()->add_item(TTR("Expand All"), EXPAND_ALL);
  3699. tools->get_popup()->add_item(TTR("Collapse All"), COLLAPSE_ALL);
  3700. members = memnew(Tree);
  3701. members_vb->add_child(members);
  3702. members->set_drag_forwarding(this);
  3703. members->set_h_size_flags(SIZE_EXPAND_FILL);
  3704. members->set_v_size_flags(SIZE_EXPAND_FILL);
  3705. members->set_hide_root(true);
  3706. members->set_allow_reselect(true);
  3707. members->set_hide_folding(false);
  3708. members->set_custom_minimum_size(Size2(180 * EDSCALE, 200 * EDSCALE));
  3709. members->connect("item_activated", callable_mp(this, &VisualShaderEditor::_member_create));
  3710. members->connect("item_selected", callable_mp(this, &VisualShaderEditor::_member_selected));
  3711. members->connect("nothing_selected", callable_mp(this, &VisualShaderEditor::_member_unselected));
  3712. HBoxContainer *desc_hbox = memnew(HBoxContainer);
  3713. members_vb->add_child(desc_hbox);
  3714. Label *desc_label = memnew(Label);
  3715. desc_hbox->add_child(desc_label);
  3716. desc_label->set_text(TTR("Description:"));
  3717. desc_hbox->add_spacer();
  3718. highend_label = memnew(Label);
  3719. desc_hbox->add_child(highend_label);
  3720. highend_label->set_visible(false);
  3721. highend_label->set_text("Vulkan");
  3722. highend_label->set_mouse_filter(Control::MOUSE_FILTER_STOP);
  3723. highend_label->set_tooltip(TTR("High-end node"));
  3724. node_desc = memnew(RichTextLabel);
  3725. members_vb->add_child(node_desc);
  3726. node_desc->set_h_size_flags(SIZE_EXPAND_FILL);
  3727. node_desc->set_v_size_flags(SIZE_FILL);
  3728. node_desc->set_custom_minimum_size(Size2(0, 70 * EDSCALE));
  3729. members_dialog = memnew(ConfirmationDialog);
  3730. members_dialog->set_title(TTR("Create Shader Node"));
  3731. members_dialog->set_exclusive(false);
  3732. members_dialog->add_child(members_vb);
  3733. members_dialog->get_ok_button()->set_text(TTR("Create"));
  3734. members_dialog->get_ok_button()->connect("pressed", callable_mp(this, &VisualShaderEditor::_member_create));
  3735. members_dialog->get_ok_button()->set_disabled(true);
  3736. members_dialog->connect("cancelled", callable_mp(this, &VisualShaderEditor::_member_cancel));
  3737. add_child(members_dialog);
  3738. alert = memnew(AcceptDialog);
  3739. alert->get_label()->set_autowrap_mode(Label::AUTOWRAP_WORD);
  3740. alert->get_label()->set_horizontal_alignment(HORIZONTAL_ALIGNMENT_CENTER);
  3741. alert->get_label()->set_vertical_alignment(VERTICAL_ALIGNMENT_CENTER);
  3742. alert->get_label()->set_custom_minimum_size(Size2(400, 60) * EDSCALE);
  3743. add_child(alert);
  3744. comment_title_change_popup = memnew(PopupPanel);
  3745. comment_title_change_edit = memnew(LineEdit);
  3746. comment_title_change_edit->set_expand_to_text_length_enabled(true);
  3747. comment_title_change_edit->connect("text_changed", callable_mp(this, &VisualShaderEditor::_comment_title_text_changed));
  3748. comment_title_change_edit->connect("text_submitted", callable_mp(this, &VisualShaderEditor::_comment_title_text_submitted));
  3749. comment_title_change_popup->add_child(comment_title_change_edit);
  3750. comment_title_change_edit->reset_size();
  3751. comment_title_change_popup->reset_size();
  3752. comment_title_change_popup->connect("focus_exited", callable_mp(this, &VisualShaderEditor::_comment_title_popup_focus_out));
  3753. comment_title_change_popup->connect("popup_hide", callable_mp(this, &VisualShaderEditor::_comment_title_popup_hide));
  3754. add_child(comment_title_change_popup);
  3755. comment_desc_change_popup = memnew(PopupPanel);
  3756. VBoxContainer *comment_desc_vbox = memnew(VBoxContainer);
  3757. comment_desc_change_popup->add_child(comment_desc_vbox);
  3758. comment_desc_change_edit = memnew(TextEdit);
  3759. comment_desc_change_edit->connect("text_changed", callable_mp(this, &VisualShaderEditor::_comment_desc_text_changed));
  3760. comment_desc_vbox->add_child(comment_desc_change_edit);
  3761. comment_desc_change_edit->set_custom_minimum_size(Size2(300 * EDSCALE, 150 * EDSCALE));
  3762. comment_desc_change_edit->reset_size();
  3763. comment_desc_change_popup->reset_size();
  3764. comment_desc_change_popup->connect("focus_exited", callable_mp(this, &VisualShaderEditor::_comment_desc_confirm));
  3765. comment_desc_change_popup->connect("popup_hide", callable_mp(this, &VisualShaderEditor::_comment_desc_popup_hide));
  3766. Button *comment_desc_confirm_button = memnew(Button);
  3767. comment_desc_confirm_button->set_text(TTR("OK"));
  3768. comment_desc_vbox->add_child(comment_desc_confirm_button);
  3769. comment_desc_confirm_button->connect("pressed", callable_mp(this, &VisualShaderEditor::_comment_desc_confirm));
  3770. add_child(comment_desc_change_popup);
  3771. ///////////////////////////////////////
  3772. // SHADER NODES TREE OPTIONS
  3773. ///////////////////////////////////////
  3774. // COLOR
  3775. add_options.push_back(AddOption("ColorFunc", "Color", "Common", "VisualShaderNodeColorFunc", TTR("Color function."), {}, VisualShaderNode::PORT_TYPE_VECTOR_3D));
  3776. add_options.push_back(AddOption("ColorOp", "Color", "Common", "VisualShaderNodeColorOp", TTR("Color operator."), {}, VisualShaderNode::PORT_TYPE_VECTOR_3D));
  3777. add_options.push_back(AddOption("Grayscale", "Color", "Functions", "VisualShaderNodeColorFunc", TTR("Grayscale function."), { VisualShaderNodeColorFunc::FUNC_GRAYSCALE }, VisualShaderNode::PORT_TYPE_VECTOR_3D));
  3778. add_options.push_back(AddOption("HSV2RGB", "Color", "Functions", "VisualShaderNodeVectorFunc", TTR("Converts HSV vector to RGB equivalent."), { VisualShaderNodeVectorFunc::FUNC_HSV2RGB, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_3D }, VisualShaderNode::PORT_TYPE_VECTOR_3D));
  3779. add_options.push_back(AddOption("RGB2HSV", "Color", "Functions", "VisualShaderNodeVectorFunc", TTR("Converts RGB vector to HSV equivalent."), { VisualShaderNodeVectorFunc::FUNC_RGB2HSV, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_3D }, VisualShaderNode::PORT_TYPE_VECTOR_3D));
  3780. add_options.push_back(AddOption("Sepia", "Color", "Functions", "VisualShaderNodeColorFunc", TTR("Sepia function."), { VisualShaderNodeColorFunc::FUNC_SEPIA }, VisualShaderNode::PORT_TYPE_VECTOR_3D));
  3781. add_options.push_back(AddOption("Burn", "Color", "Operators", "VisualShaderNodeColorOp", TTR("Burn operator."), { VisualShaderNodeColorOp::OP_BURN }, VisualShaderNode::PORT_TYPE_VECTOR_3D));
  3782. add_options.push_back(AddOption("Darken", "Color", "Operators", "VisualShaderNodeColorOp", TTR("Darken operator."), { VisualShaderNodeColorOp::OP_DARKEN }, VisualShaderNode::PORT_TYPE_VECTOR_3D));
  3783. add_options.push_back(AddOption("Difference", "Color", "Operators", "VisualShaderNodeColorOp", TTR("Difference operator."), { VisualShaderNodeColorOp::OP_DIFFERENCE }, VisualShaderNode::PORT_TYPE_VECTOR_3D));
  3784. add_options.push_back(AddOption("Dodge", "Color", "Operators", "VisualShaderNodeColorOp", TTR("Dodge operator."), { VisualShaderNodeColorOp::OP_DODGE }, VisualShaderNode::PORT_TYPE_VECTOR_3D));
  3785. add_options.push_back(AddOption("HardLight", "Color", "Operators", "VisualShaderNodeColorOp", TTR("HardLight operator."), { VisualShaderNodeColorOp::OP_HARD_LIGHT }, VisualShaderNode::PORT_TYPE_VECTOR_3D));
  3786. add_options.push_back(AddOption("Lighten", "Color", "Operators", "VisualShaderNodeColorOp", TTR("Lighten operator."), { VisualShaderNodeColorOp::OP_LIGHTEN }, VisualShaderNode::PORT_TYPE_VECTOR_3D));
  3787. add_options.push_back(AddOption("Overlay", "Color", "Operators", "VisualShaderNodeColorOp", TTR("Overlay operator."), { VisualShaderNodeColorOp::OP_OVERLAY }, VisualShaderNode::PORT_TYPE_VECTOR_3D));
  3788. add_options.push_back(AddOption("Screen", "Color", "Operators", "VisualShaderNodeColorOp", TTR("Screen operator."), { VisualShaderNodeColorOp::OP_SCREEN }, VisualShaderNode::PORT_TYPE_VECTOR_3D));
  3789. add_options.push_back(AddOption("SoftLight", "Color", "Operators", "VisualShaderNodeColorOp", TTR("SoftLight operator."), { VisualShaderNodeColorOp::OP_SOFT_LIGHT }, VisualShaderNode::PORT_TYPE_VECTOR_3D));
  3790. add_options.push_back(AddOption("ColorConstant", "Color", "Variables", "VisualShaderNodeColorConstant", TTR("Color constant.")));
  3791. add_options.push_back(AddOption("ColorUniform", "Color", "Variables", "VisualShaderNodeColorUniform", TTR("Color uniform.")));
  3792. // COMMON
  3793. add_options.push_back(AddOption("DerivativeFunc", "Common", "", "VisualShaderNodeDerivativeFunc", TTR("(Fragment/Light mode only) Derivative function."), {}, VisualShaderNode::PORT_TYPE_SCALAR, TYPE_FLAGS_FRAGMENT | TYPE_FLAGS_LIGHT, -1, true));
  3794. // CONDITIONAL
  3795. const String &compare_func_desc = TTR("Returns the boolean result of the %s comparison between two parameters.");
  3796. add_options.push_back(AddOption("Equal", "Conditional", "Functions", "VisualShaderNodeCompare", vformat(compare_func_desc, TTR("Equal (==)")), { VisualShaderNodeCompare::FUNC_EQUAL }, VisualShaderNode::PORT_TYPE_BOOLEAN));
  3797. add_options.push_back(AddOption("GreaterThan", "Conditional", "Functions", "VisualShaderNodeCompare", vformat(compare_func_desc, TTR("Greater Than (>)")), { VisualShaderNodeCompare::FUNC_GREATER_THAN }, VisualShaderNode::PORT_TYPE_BOOLEAN));
  3798. 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));
  3799. add_options.push_back(AddOption("If", "Conditional", "Functions", "VisualShaderNodeIf", TTR("Returns an associated vector if the provided scalars are equal, greater or less."), {}, VisualShaderNode::PORT_TYPE_VECTOR_3D));
  3800. 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));
  3801. 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));
  3802. add_options.push_back(AddOption("LessThan", "Conditional", "Functions", "VisualShaderNodeCompare", vformat(compare_func_desc, TTR("Less Than (<)")), { VisualShaderNodeCompare::FUNC_LESS_THAN }, VisualShaderNode::PORT_TYPE_BOOLEAN));
  3803. 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));
  3804. add_options.push_back(AddOption("NotEqual", "Conditional", "Functions", "VisualShaderNodeCompare", vformat(compare_func_desc, TTR("Not Equal (!=)")), { VisualShaderNodeCompare::FUNC_NOT_EQUAL }, VisualShaderNode::PORT_TYPE_BOOLEAN));
  3805. add_options.push_back(AddOption("Switch", "Conditional", "Functions", "VisualShaderNodeSwitch", TTR("Returns an associated 3D vector if the provided boolean value is true or false."), { VisualShaderNodeSwitch::OP_TYPE_VECTOR_3D }, VisualShaderNode::PORT_TYPE_VECTOR_3D));
  3806. add_options.push_back(AddOption("Switch2D", "Conditional", "Functions", "VisualShaderNodeSwitch", TTR("Returns an associated 2D vector if the provided boolean value is true or false."), { VisualShaderNodeSwitch::OP_TYPE_VECTOR_2D }, VisualShaderNode::PORT_TYPE_VECTOR_2D));
  3807. 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));
  3808. 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));
  3809. 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));
  3810. 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));
  3811. add_options.push_back(AddOption("Compare", "Conditional", "Common", "VisualShaderNodeCompare", TTR("Returns the boolean result of the comparison between two parameters."), {}, VisualShaderNode::PORT_TYPE_BOOLEAN));
  3812. add_options.push_back(AddOption("Is", "Conditional", "Common", "VisualShaderNodeIs", TTR("Returns the boolean result of the comparison between INF (or NaN) and a scalar parameter."), {}, VisualShaderNode::PORT_TYPE_BOOLEAN));
  3813. add_options.push_back(AddOption("BooleanConstant", "Conditional", "Variables", "VisualShaderNodeBooleanConstant", TTR("Boolean constant."), {}, VisualShaderNode::PORT_TYPE_BOOLEAN));
  3814. add_options.push_back(AddOption("BooleanUniform", "Conditional", "Variables", "VisualShaderNodeBooleanUniform", TTR("Boolean uniform."), {}, VisualShaderNode::PORT_TYPE_BOOLEAN));
  3815. // INPUT
  3816. const String input_param_shader_modes = TTR("'%s' input parameter for all shader modes.");
  3817. // NODE3D-FOR-ALL
  3818. add_options.push_back(AddOption("Camera", "Input", "All", "VisualShaderNodeInput", vformat(input_param_shader_modes, "camera"), { "camera" }, VisualShaderNode::PORT_TYPE_TRANSFORM, -1, Shader::MODE_SPATIAL));
  3819. 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));
  3820. 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));
  3821. add_options.push_back(AddOption("Normal", "Input", "All", "VisualShaderNodeInput", vformat(input_param_shader_modes, "normal"), { "normal" }, VisualShaderNode::PORT_TYPE_VECTOR_3D, -1, Shader::MODE_SPATIAL));
  3822. 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));
  3823. add_options.push_back(AddOption("Projection", "Input", "All", "VisualShaderNodeInput", vformat(input_param_shader_modes, "projection"), { "projection" }, VisualShaderNode::PORT_TYPE_TRANSFORM, -1, Shader::MODE_SPATIAL));
  3824. add_options.push_back(AddOption("Time", "Input", "All", "VisualShaderNodeInput", vformat(input_param_shader_modes, "time"), { "time" }, VisualShaderNode::PORT_TYPE_SCALAR, -1, Shader::MODE_SPATIAL));
  3825. add_options.push_back(AddOption("UV", "Input", "All", "VisualShaderNodeInput", vformat(input_param_shader_modes, "uv"), { "uv" }, VisualShaderNode::PORT_TYPE_VECTOR_2D, -1, Shader::MODE_SPATIAL));
  3826. add_options.push_back(AddOption("UV2", "Input", "All", "VisualShaderNodeInput", vformat(input_param_shader_modes, "uv2"), { "uv2" }, VisualShaderNode::PORT_TYPE_VECTOR_2D, -1, Shader::MODE_SPATIAL));
  3827. add_options.push_back(AddOption("ViewportSize", "Input", "All", "VisualShaderNodeInput", vformat(input_param_shader_modes, "viewport_size"), { "viewport_size" }, VisualShaderNode::PORT_TYPE_VECTOR_2D, -1, Shader::MODE_SPATIAL));
  3828. add_options.push_back(AddOption("World", "Input", "All", "VisualShaderNodeInput", vformat(input_param_shader_modes, "world"), { "world" }, VisualShaderNode::PORT_TYPE_TRANSFORM, -1, Shader::MODE_SPATIAL));
  3829. // CANVASITEM-FOR-ALL
  3830. 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));
  3831. add_options.push_back(AddOption("Color", "Input", "All", "VisualShaderNodeInput", vformat(input_param_shader_modes, "color"), { "color" }, VisualShaderNode::PORT_TYPE_VECTOR_3D, -1, Shader::MODE_CANVAS_ITEM));
  3832. add_options.push_back(AddOption("TexturePixelSize", "Input", "All", "VisualShaderNodeInput", vformat(input_param_shader_modes, "texture_pixel_size"), { "texture_pixel_size" }, VisualShaderNode::PORT_TYPE_VECTOR_2D, -1, Shader::MODE_CANVAS_ITEM));
  3833. 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));
  3834. add_options.push_back(AddOption("UV", "Input", "All", "VisualShaderNodeInput", vformat(input_param_shader_modes, "uv"), { "uv" }, VisualShaderNode::PORT_TYPE_VECTOR_2D, -1, Shader::MODE_CANVAS_ITEM));
  3835. // PARTICLES-FOR-ALL
  3836. add_options.push_back(AddOption("Active", "Input", "All", "VisualShaderNodeInput", vformat(input_param_shader_modes, "active"), { "active" }, VisualShaderNode::PORT_TYPE_BOOLEAN, -1, Shader::MODE_PARTICLES));
  3837. add_options.push_back(AddOption("Alpha", "Input", "All", "VisualShaderNodeInput", vformat(input_param_shader_modes, "alpha"), { "alpha" }, VisualShaderNode::PORT_TYPE_SCALAR, -1, Shader::MODE_PARTICLES));
  3838. add_options.push_back(AddOption("AttractorForce", "Input", "All", "VisualShaderNodeInput", vformat(input_param_shader_modes, "attractor_force"), { "attractor_force" }, VisualShaderNode::PORT_TYPE_VECTOR_3D, -1, Shader::MODE_PARTICLES));
  3839. add_options.push_back(AddOption("Color", "Input", "All", "VisualShaderNodeInput", vformat(input_param_shader_modes, "color"), { "color" }, VisualShaderNode::PORT_TYPE_VECTOR_3D, -1, Shader::MODE_PARTICLES));
  3840. add_options.push_back(AddOption("Custom", "Input", "All", "VisualShaderNodeInput", vformat(input_param_shader_modes, "custom"), { "custom" }, VisualShaderNode::PORT_TYPE_VECTOR_3D, -1, Shader::MODE_PARTICLES));
  3841. 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));
  3842. add_options.push_back(AddOption("Delta", "Input", "All", "VisualShaderNodeInput", vformat(input_param_shader_modes, "delta"), { "delta" }, VisualShaderNode::PORT_TYPE_SCALAR, -1, Shader::MODE_PARTICLES));
  3843. 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));
  3844. 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));
  3845. add_options.push_back(AddOption("LifeTime", "Input", "All", "VisualShaderNodeInput", vformat(input_param_shader_modes, "lifetime"), { "lifetime" }, VisualShaderNode::PORT_TYPE_SCALAR, -1, Shader::MODE_PARTICLES));
  3846. add_options.push_back(AddOption("Restart", "Input", "All", "VisualShaderNodeInput", vformat(input_param_shader_modes, "restart"), { "restart" }, VisualShaderNode::PORT_TYPE_BOOLEAN, -1, Shader::MODE_PARTICLES));
  3847. add_options.push_back(AddOption("Time", "Input", "All", "VisualShaderNodeInput", vformat(input_param_shader_modes, "time"), { "time" }, VisualShaderNode::PORT_TYPE_SCALAR, -1, Shader::MODE_PARTICLES));
  3848. add_options.push_back(AddOption("Transform", "Input", "All", "VisualShaderNodeInput", vformat(input_param_shader_modes, "transform"), { "transform" }, VisualShaderNode::PORT_TYPE_TRANSFORM, -1, Shader::MODE_PARTICLES));
  3849. add_options.push_back(AddOption("Velocity", "Input", "All", "VisualShaderNodeInput", vformat(input_param_shader_modes, "velocity"), { "velocity" }, VisualShaderNode::PORT_TYPE_VECTOR_3D, -1, Shader::MODE_PARTICLES));
  3850. /////////////////
  3851. add_options.push_back(AddOption("Input", "Input", "Common", "VisualShaderNodeInput", TTR("Input parameter.")));
  3852. const String input_param_for_vertex_and_fragment_shader_modes = TTR("'%s' input parameter for vertex and fragment shader modes.");
  3853. const String input_param_for_fragment_and_light_shader_modes = TTR("'%s' input parameter for fragment and light shader modes.");
  3854. const String input_param_for_fragment_shader_mode = TTR("'%s' input parameter for fragment shader mode.");
  3855. const String input_param_for_sky_shader_mode = TTR("'%s' input parameter for sky shader mode.");
  3856. const String input_param_for_fog_shader_mode = TTR("'%s' input parameter for fog shader mode.");
  3857. const String input_param_for_light_shader_mode = TTR("'%s' input parameter for light shader mode.");
  3858. const String input_param_for_vertex_shader_mode = TTR("'%s' input parameter for vertex shader mode.");
  3859. const String input_param_for_start_shader_mode = TTR("'%s' input parameter for start shader mode.");
  3860. const String input_param_for_process_shader_mode = TTR("'%s' input parameter for process shader mode.");
  3861. const String input_param_for_collide_shader_mode = TTR("'%s' input parameter for collide shader mode.");
  3862. const String input_param_for_start_and_process_shader_mode = TTR("'%s' input parameter for start and process shader modes.");
  3863. const String input_param_for_process_and_collide_shader_mode = TTR("'%s' input parameter for process and collide shader modes.");
  3864. const String input_param_for_vertex_and_fragment_shader_mode = TTR("'%s' input parameter for vertex and fragment shader modes.");
  3865. // NODE3D INPUTS
  3866. 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));
  3867. add_options.push_back(AddOption("Binormal", "Input", "Vertex", "VisualShaderNodeInput", vformat(input_param_for_vertex_and_fragment_shader_modes, "binormal"), { "binormal" }, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_VERTEX, Shader::MODE_SPATIAL));
  3868. add_options.push_back(AddOption("Color", "Input", "Vertex", "VisualShaderNodeInput", vformat(input_param_for_vertex_and_fragment_shader_modes, "color"), { "color" }, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_VERTEX, Shader::MODE_SPATIAL));
  3869. 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));
  3870. add_options.push_back(AddOption("InstanceCustom", "Input", "Vertex", "VisualShaderNodeInput", vformat(input_param_for_vertex_shader_mode, "instance_custom"), { "instance_custom" }, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_VERTEX, Shader::MODE_SPATIAL));
  3871. 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));
  3872. 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));
  3873. 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));
  3874. add_options.push_back(AddOption("Tangent", "Input", "Vertex", "VisualShaderNodeInput", vformat(input_param_for_vertex_and_fragment_shader_mode, "tangent"), { "tangent" }, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_VERTEX, Shader::MODE_SPATIAL));
  3875. add_options.push_back(AddOption("Vertex", "Input", "Vertex", "VisualShaderNodeInput", vformat(input_param_for_vertex_and_fragment_shader_modes, "vertex"), { "vertex" }, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_VERTEX, Shader::MODE_SPATIAL));
  3876. 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));
  3877. add_options.push_back(AddOption("Binormal", "Input", "Fragment", "VisualShaderNodeInput", vformat(input_param_for_vertex_and_fragment_shader_modes, "binormal"), { "binormal" }, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_FRAGMENT, Shader::MODE_SPATIAL));
  3878. add_options.push_back(AddOption("Color", "Input", "Fragment", "VisualShaderNodeInput", vformat(input_param_for_vertex_and_fragment_shader_modes, "color"), { "color" }, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_FRAGMENT, Shader::MODE_SPATIAL));
  3879. 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));
  3880. add_options.push_back(AddOption("FragCoord", "Input", "Fragment", "VisualShaderNodeInput", vformat(input_param_for_fragment_and_light_shader_modes, "fragcoord"), { "fragcoord" }, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_FRAGMENT, Shader::MODE_SPATIAL));
  3881. 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));
  3882. add_options.push_back(AddOption("PointCoord", "Input", "Fragment", "VisualShaderNodeInput", vformat(input_param_for_fragment_shader_mode, "point_coord"), { "point_coord" }, VisualShaderNode::PORT_TYPE_VECTOR_2D, TYPE_FLAGS_FRAGMENT, Shader::MODE_SPATIAL));
  3883. 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));
  3884. add_options.push_back(AddOption("ScreenUV", "Input", "Fragment", "VisualShaderNodeInput", vformat(input_param_for_fragment_shader_mode, "screen_uv"), { "screen_uv" }, VisualShaderNode::PORT_TYPE_VECTOR_2D, TYPE_FLAGS_FRAGMENT, Shader::MODE_SPATIAL));
  3885. add_options.push_back(AddOption("Tangent", "Input", "Fragment", "VisualShaderNodeInput", vformat(input_param_for_vertex_and_fragment_shader_modes, "tangent"), { "tangent" }, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_FRAGMENT, Shader::MODE_SPATIAL));
  3886. add_options.push_back(AddOption("Vertex", "Input", "Fragment", "VisualShaderNodeInput", vformat(input_param_for_vertex_and_fragment_shader_modes, "vertex"), { "vertex" }, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_FRAGMENT, Shader::MODE_SPATIAL));
  3887. add_options.push_back(AddOption("View", "Input", "Fragment", "VisualShaderNodeInput", vformat(input_param_for_fragment_and_light_shader_modes, "view"), { "view" }, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_FRAGMENT, Shader::MODE_SPATIAL));
  3888. add_options.push_back(AddOption("Albedo", "Input", "Light", "VisualShaderNodeInput", vformat(input_param_for_light_shader_mode, "albedo"), { "albedo" }, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_LIGHT, Shader::MODE_SPATIAL));
  3889. 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));
  3890. add_options.push_back(AddOption("Backlight", "Input", "Light", "VisualShaderNodeInput", vformat(input_param_for_light_shader_mode, "backlight"), { "backlight" }, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_LIGHT, Shader::MODE_SPATIAL));
  3891. add_options.push_back(AddOption("Diffuse", "Input", "Light", "VisualShaderNodeInput", vformat(input_param_for_light_shader_mode, "diffuse"), { "diffuse" }, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_LIGHT, Shader::MODE_SPATIAL));
  3892. add_options.push_back(AddOption("FragCoord", "Input", "Light", "VisualShaderNodeInput", vformat(input_param_for_fragment_and_light_shader_modes, "fragcoord"), { "fragcoord" }, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_LIGHT, Shader::MODE_SPATIAL));
  3893. add_options.push_back(AddOption("Light", "Input", "Light", "VisualShaderNodeInput", vformat(input_param_for_light_shader_mode, "light"), { "light" }, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_LIGHT, Shader::MODE_SPATIAL));
  3894. add_options.push_back(AddOption("LightColor", "Input", "Light", "VisualShaderNodeInput", vformat(input_param_for_light_shader_mode, "light_color"), { "light_color" }, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_LIGHT, Shader::MODE_SPATIAL));
  3895. 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));
  3896. 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));
  3897. add_options.push_back(AddOption("Specular", "Input", "Light", "VisualShaderNodeInput", vformat(input_param_for_light_shader_mode, "specular"), { "specular" }, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_LIGHT, Shader::MODE_SPATIAL));
  3898. add_options.push_back(AddOption("View", "Input", "Light", "VisualShaderNodeInput", vformat(input_param_for_fragment_and_light_shader_modes, "view"), { "view" }, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_LIGHT, Shader::MODE_SPATIAL));
  3899. // CANVASITEM INPUTS
  3900. 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));
  3901. 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));
  3902. add_options.push_back(AddOption("InstanceCustom", "Input", "Vertex", "VisualShaderNodeInput", vformat(input_param_for_vertex_shader_mode, "instance_custom"), { "instance_custom" }, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_VERTEX, Shader::MODE_CANVAS_ITEM));
  3903. 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));
  3904. 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));
  3905. 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));
  3906. add_options.push_back(AddOption("Vertex", "Input", "Vertex", "VisualShaderNodeInput", vformat(input_param_for_vertex_and_fragment_shader_mode, "vertex"), { "vertex" }, VisualShaderNode::PORT_TYPE_VECTOR_2D, TYPE_FLAGS_VERTEX, Shader::MODE_CANVAS_ITEM));
  3907. 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));
  3908. 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));
  3909. add_options.push_back(AddOption("FragCoord", "Input", "Fragment", "VisualShaderNodeInput", vformat(input_param_for_fragment_and_light_shader_modes, "fragcoord"), { "fragcoord" }, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_FRAGMENT, Shader::MODE_CANVAS_ITEM));
  3910. 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));
  3911. add_options.push_back(AddOption("PointCoord", "Input", "Fragment", "VisualShaderNodeInput", vformat(input_param_for_fragment_and_light_shader_modes, "point_coord"), { "point_coord" }, VisualShaderNode::PORT_TYPE_VECTOR_2D, TYPE_FLAGS_FRAGMENT, Shader::MODE_CANVAS_ITEM));
  3912. add_options.push_back(AddOption("ScreenPixelSize", "Input", "Fragment", "VisualShaderNodeInput", vformat(input_param_for_fragment_shader_mode, "screen_pixel_size"), { "screen_pixel_size" }, VisualShaderNode::PORT_TYPE_VECTOR_2D, TYPE_FLAGS_FRAGMENT, Shader::MODE_CANVAS_ITEM));
  3913. 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));
  3914. add_options.push_back(AddOption("ScreenUV", "Input", "Fragment", "VisualShaderNodeInput", vformat(input_param_for_fragment_and_light_shader_modes, "screen_uv"), { "screen_uv" }, VisualShaderNode::PORT_TYPE_VECTOR_2D, TYPE_FLAGS_FRAGMENT, Shader::MODE_CANVAS_ITEM));
  3915. add_options.push_back(AddOption("SpecularShininess", "Input", "Fragment", "VisualShaderNodeInput", vformat(input_param_for_fragment_and_light_shader_modes, "specular_shininess"), { "specular_shininess" }, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_FRAGMENT, Shader::MODE_CANVAS_ITEM));
  3916. 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));
  3917. 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));
  3918. 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));
  3919. add_options.push_back(AddOption("Vertex", "Input", "Fragment", "VisualShaderNodeInput", vformat(input_param_for_vertex_and_fragment_shader_mode, "vertex"), { "vertex" }, VisualShaderNode::PORT_TYPE_VECTOR_2D, TYPE_FLAGS_FRAGMENT, Shader::MODE_CANVAS_ITEM));
  3920. add_options.push_back(AddOption("FragCoord", "Input", "Light", "VisualShaderNodeInput", vformat(input_param_for_fragment_and_light_shader_modes, "fragcoord"), { "fragcoord" }, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_LIGHT, Shader::MODE_CANVAS_ITEM));
  3921. add_options.push_back(AddOption("Light", "Input", "Light", "VisualShaderNodeInput", vformat(input_param_for_light_shader_mode, "light"), { "light" }, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_LIGHT, Shader::MODE_CANVAS_ITEM));
  3922. 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));
  3923. add_options.push_back(AddOption("LightColor", "Input", "Light", "VisualShaderNodeInput", vformat(input_param_for_light_shader_mode, "light_color"), { "light_color" }, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_LIGHT, Shader::MODE_CANVAS_ITEM));
  3924. 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));
  3925. add_options.push_back(AddOption("LightPosition", "Input", "Light", "VisualShaderNodeInput", vformat(input_param_for_light_shader_mode, "light_position"), { "light_position" }, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_LIGHT, Shader::MODE_CANVAS_ITEM));
  3926. add_options.push_back(AddOption("LightVertex", "Input", "Light", "VisualShaderNodeInput", vformat(input_param_for_fragment_and_light_shader_modes, "light_vertex"), { "light_vertex" }, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_LIGHT, Shader::MODE_CANVAS_ITEM));
  3927. add_options.push_back(AddOption("Normal", "Input", "Light", "VisualShaderNodeInput", vformat(input_param_for_light_shader_mode, "normal"), { "normal" }, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_LIGHT, Shader::MODE_CANVAS_ITEM));
  3928. add_options.push_back(AddOption("PointCoord", "Input", "Light", "VisualShaderNodeInput", vformat(input_param_for_fragment_and_light_shader_modes, "point_coord"), { "point_coord" }, VisualShaderNode::PORT_TYPE_VECTOR_2D, TYPE_FLAGS_LIGHT, Shader::MODE_CANVAS_ITEM));
  3929. add_options.push_back(AddOption("ScreenUV", "Input", "Light", "VisualShaderNodeInput", vformat(input_param_for_fragment_and_light_shader_modes, "screen_uv"), { "screen_uv" }, VisualShaderNode::PORT_TYPE_VECTOR_2D, TYPE_FLAGS_LIGHT, Shader::MODE_CANVAS_ITEM));
  3930. add_options.push_back(AddOption("Shadow", "Input", "Light", "VisualShaderNodeInput", vformat(input_param_for_light_shader_mode, "shadow"), { "shadow" }, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_LIGHT, Shader::MODE_CANVAS_ITEM));
  3931. 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));
  3932. add_options.push_back(AddOption("SpecularShininess", "Input", "Light", "VisualShaderNodeInput", vformat(input_param_for_fragment_and_light_shader_modes, "specular_shininess"), { "specular_shininess" }, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_LIGHT, Shader::MODE_CANVAS_ITEM));
  3933. 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));
  3934. 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));
  3935. // SKY INPUTS
  3936. 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));
  3937. 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));
  3938. 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));
  3939. add_options.push_back(AddOption("EyeDir", "Input", "Sky", "VisualShaderNodeInput", vformat(input_param_for_sky_shader_mode, "eyedir"), { "eyedir" }, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_SKY, Shader::MODE_SKY));
  3940. add_options.push_back(AddOption("HalfResColor", "Input", "Sky", "VisualShaderNodeInput", vformat(input_param_for_sky_shader_mode, "half_res_color"), { "half_res_color" }, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_SKY, Shader::MODE_SKY));
  3941. 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));
  3942. add_options.push_back(AddOption("Light0Color", "Input", "Sky", "VisualShaderNodeInput", vformat(input_param_for_sky_shader_mode, "light0_color"), { "light0_color" }, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_SKY, Shader::MODE_SKY));
  3943. add_options.push_back(AddOption("Light0Direction", "Input", "Sky", "VisualShaderNodeInput", vformat(input_param_for_sky_shader_mode, "light0_direction"), { "light0_direction" }, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_SKY, Shader::MODE_SKY));
  3944. 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));
  3945. 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));
  3946. add_options.push_back(AddOption("Light1Color", "Input", "Sky", "VisualShaderNodeInput", vformat(input_param_for_sky_shader_mode, "light1_color"), { "light1_color" }, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_SKY, Shader::MODE_SKY));
  3947. add_options.push_back(AddOption("Light1Direction", "Input", "Sky", "VisualShaderNodeInput", vformat(input_param_for_sky_shader_mode, "light1_direction"), { "light1_direction" }, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_SKY, Shader::MODE_SKY));
  3948. 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));
  3949. 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));
  3950. add_options.push_back(AddOption("Light2Color", "Input", "Sky", "VisualShaderNodeInput", vformat(input_param_for_sky_shader_mode, "light2_color"), { "light2_color" }, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_SKY, Shader::MODE_SKY));
  3951. add_options.push_back(AddOption("Light2Direction", "Input", "Sky", "VisualShaderNodeInput", vformat(input_param_for_sky_shader_mode, "light2_direction"), { "light2_direction" }, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_SKY, Shader::MODE_SKY));
  3952. 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));
  3953. 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));
  3954. add_options.push_back(AddOption("Light3Color", "Input", "Sky", "VisualShaderNodeInput", vformat(input_param_for_sky_shader_mode, "light3_color"), { "light3_color" }, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_SKY, Shader::MODE_SKY));
  3955. add_options.push_back(AddOption("Light3Direction", "Input", "Sky", "VisualShaderNodeInput", vformat(input_param_for_sky_shader_mode, "light3_direction"), { "light3_direction" }, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_SKY, Shader::MODE_SKY));
  3956. 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));
  3957. 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));
  3958. add_options.push_back(AddOption("Position", "Input", "Sky", "VisualShaderNodeInput", vformat(input_param_for_sky_shader_mode, "position"), { "position" }, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_SKY, Shader::MODE_SKY));
  3959. add_options.push_back(AddOption("QuarterResColor", "Input", "Sky", "VisualShaderNodeInput", vformat(input_param_for_sky_shader_mode, "quarter_res_color"), { "quarter_res_color" }, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_SKY, Shader::MODE_SKY));
  3960. 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));
  3961. 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));
  3962. add_options.push_back(AddOption("ScreenUV", "Input", "Sky", "VisualShaderNodeInput", vformat(input_param_for_sky_shader_mode, "screen_uv"), { "screen_uv" }, VisualShaderNode::PORT_TYPE_VECTOR_2D, TYPE_FLAGS_SKY, Shader::MODE_SKY));
  3963. add_options.push_back(AddOption("SkyCoords", "Input", "Sky", "VisualShaderNodeInput", vformat(input_param_for_sky_shader_mode, "sky_coords"), { "sky_coords" }, VisualShaderNode::PORT_TYPE_VECTOR_2D, TYPE_FLAGS_SKY, Shader::MODE_SKY));
  3964. 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));
  3965. // FOG INPUTS
  3966. add_options.push_back(AddOption("WorldPosition", "Input", "Fog", "VisualShaderNodeInput", vformat(input_param_for_fog_shader_mode, "world_position"), { "world_position" }, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_FOG, Shader::MODE_FOG));
  3967. add_options.push_back(AddOption("ObjectPosition", "Input", "Fog", "VisualShaderNodeInput", vformat(input_param_for_fog_shader_mode, "object_position"), { "object_position" }, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_FOG, Shader::MODE_FOG));
  3968. add_options.push_back(AddOption("UVW", "Input", "Fog", "VisualShaderNodeInput", vformat(input_param_for_fog_shader_mode, "uvw"), { "uvw" }, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_FOG, Shader::MODE_FOG));
  3969. add_options.push_back(AddOption("Extents", "Input", "Fog", "VisualShaderNodeInput", vformat(input_param_for_fog_shader_mode, "extents"), { "extents" }, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_FOG, Shader::MODE_FOG));
  3970. 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));
  3971. 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));
  3972. // PARTICLES INPUTS
  3973. 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));
  3974. add_options.push_back(AddOption("CollisionNormal", "Input", "Collide", "VisualShaderNodeInput", vformat(input_param_for_collide_shader_mode, "collision_normal"), { "collision_normal" }, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_COLLIDE, Shader::MODE_PARTICLES));
  3975. // PARTICLES
  3976. add_options.push_back(AddOption("EmitParticle", "Particles", "", "VisualShaderNodeParticleEmit", "", {}, -1, TYPE_FLAGS_PROCESS | TYPE_FLAGS_PROCESS_CUSTOM | TYPE_FLAGS_COLLIDE, Shader::MODE_PARTICLES));
  3977. add_options.push_back(AddOption("ParticleAccelerator", "Particles", "", "VisualShaderNodeParticleAccelerator", "", {}, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_PROCESS, Shader::MODE_PARTICLES));
  3978. add_options.push_back(AddOption("ParticleRandomness", "Particles", "", "VisualShaderNodeParticleRandomness", "", {}, VisualShaderNode::PORT_TYPE_SCALAR, TYPE_FLAGS_EMIT | TYPE_FLAGS_PROCESS | TYPE_FLAGS_COLLIDE, Shader::MODE_PARTICLES));
  3979. add_options.push_back(AddOption("MultiplyByAxisAngle", "Particles", "Transform", "VisualShaderNodeParticleMultiplyByAxisAngle", TTR("A node for help to multiply a position input vector by rotation using specific axis. Intended to work with emitters."), {}, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_EMIT | TYPE_FLAGS_PROCESS | TYPE_FLAGS_COLLIDE, Shader::MODE_PARTICLES));
  3980. add_options.push_back(AddOption("BoxEmitter", "Particles", "Emitters", "VisualShaderNodeParticleBoxEmitter", "", {}, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_EMIT, Shader::MODE_PARTICLES));
  3981. add_options.push_back(AddOption("MeshEmitter", "Particles", "Emitters", "VisualShaderNodeParticleMeshEmitter", "", {}, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_EMIT, Shader::MODE_PARTICLES));
  3982. add_options.push_back(AddOption("RingEmitter", "Particles", "Emitters", "VisualShaderNodeParticleRingEmitter", "", {}, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_EMIT, Shader::MODE_PARTICLES));
  3983. add_options.push_back(AddOption("SphereEmitter", "Particles", "Emitters", "VisualShaderNodeParticleSphereEmitter", "", {}, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_EMIT, Shader::MODE_PARTICLES));
  3984. add_options.push_back(AddOption("ConeVelocity", "Particles", "Velocity", "VisualShaderNodeParticleConeVelocity", "", {}, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_EMIT, Shader::MODE_PARTICLES));
  3985. // SCALAR
  3986. add_options.push_back(AddOption("FloatFunc", "Scalar", "Common", "VisualShaderNodeFloatFunc", TTR("Float function."), {}, VisualShaderNode::PORT_TYPE_SCALAR));
  3987. add_options.push_back(AddOption("FloatOp", "Scalar", "Common", "VisualShaderNodeFloatOp", TTR("Float operator."), {}, VisualShaderNode::PORT_TYPE_SCALAR));
  3988. add_options.push_back(AddOption("IntFunc", "Scalar", "Common", "VisualShaderNodeIntFunc", TTR("Integer function."), {}, VisualShaderNode::PORT_TYPE_SCALAR_INT));
  3989. add_options.push_back(AddOption("IntOp", "Scalar", "Common", "VisualShaderNodeIntOp", TTR("Integer operator."), {}, VisualShaderNode::PORT_TYPE_SCALAR_INT));
  3990. // CONSTANTS
  3991. for (int i = 0; i < MAX_FLOAT_CONST_DEFS; i++) {
  3992. add_options.push_back(AddOption(float_constant_defs[i].name, "Scalar", "Constants", "VisualShaderNodeFloatConstant", float_constant_defs[i].desc, { float_constant_defs[i].value }, VisualShaderNode::PORT_TYPE_SCALAR));
  3993. }
  3994. // FUNCTIONS
  3995. add_options.push_back(AddOption("Abs", "Scalar", "Functions", "VisualShaderNodeFloatFunc", TTR("Returns the absolute value of the parameter."), { VisualShaderNodeFloatFunc::FUNC_ABS }, VisualShaderNode::PORT_TYPE_SCALAR));
  3996. 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));
  3997. add_options.push_back(AddOption("ACos", "Scalar", "Functions", "VisualShaderNodeFloatFunc", TTR("Returns the arc-cosine of the parameter."), { VisualShaderNodeFloatFunc::FUNC_ACOS }, VisualShaderNode::PORT_TYPE_SCALAR));
  3998. 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));
  3999. add_options.push_back(AddOption("ASin", "Scalar", "Functions", "VisualShaderNodeFloatFunc", TTR("Returns the arc-sine of the parameter."), { VisualShaderNodeFloatFunc::FUNC_ASIN }, VisualShaderNode::PORT_TYPE_SCALAR));
  4000. 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));
  4001. add_options.push_back(AddOption("ATan", "Scalar", "Functions", "VisualShaderNodeFloatFunc", TTR("Returns the arc-tangent of the parameter."), { VisualShaderNodeFloatFunc::FUNC_ATAN }, VisualShaderNode::PORT_TYPE_SCALAR));
  4002. add_options.push_back(AddOption("ATan2", "Scalar", "Functions", "VisualShaderNodeFloatOp", TTR("Returns the arc-tangent of the parameters."), { VisualShaderNodeFloatOp::OP_ATAN2 }, VisualShaderNode::PORT_TYPE_SCALAR));
  4003. 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));
  4004. add_options.push_back(AddOption("BitwiseNOT", "Scalar", "Functions", "VisualShaderNodeIntFunc", TTR("Returns the result of bitwise NOT (~a) operation on the integer."), { VisualShaderNodeIntFunc::FUNC_BITWISE_NOT }, VisualShaderNode::PORT_TYPE_SCALAR_INT));
  4005. 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));
  4006. 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));
  4007. 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));
  4008. add_options.push_back(AddOption("Cos", "Scalar", "Functions", "VisualShaderNodeFloatFunc", TTR("Returns the cosine of the parameter."), { VisualShaderNodeFloatFunc::FUNC_COS }, VisualShaderNode::PORT_TYPE_SCALAR));
  4009. add_options.push_back(AddOption("CosH", "Scalar", "Functions", "VisualShaderNodeFloatFunc", TTR("Returns the hyperbolic cosine of the parameter."), { VisualShaderNodeFloatFunc::FUNC_COSH }, VisualShaderNode::PORT_TYPE_SCALAR));
  4010. add_options.push_back(AddOption("Degrees", "Scalar", "Functions", "VisualShaderNodeFloatFunc", TTR("Converts a quantity in radians to degrees."), { VisualShaderNodeFloatFunc::FUNC_DEGREES }, VisualShaderNode::PORT_TYPE_SCALAR));
  4011. add_options.push_back(AddOption("DFdX", "Scalar", "Functions", "VisualShaderNodeDerivativeFunc", TTR("(Fragment/Light mode only) (Scalar) Derivative in 'x' using local differencing."), { VisualShaderNodeDerivativeFunc::FUNC_X, VisualShaderNodeDerivativeFunc::OP_TYPE_SCALAR }, VisualShaderNode::PORT_TYPE_SCALAR, TYPE_FLAGS_FRAGMENT | TYPE_FLAGS_LIGHT, -1, true));
  4012. add_options.push_back(AddOption("DFdY", "Scalar", "Functions", "VisualShaderNodeDerivativeFunc", TTR("(Fragment/Light mode only) (Scalar) Derivative in 'y' using local differencing."), { VisualShaderNodeDerivativeFunc::FUNC_Y, VisualShaderNodeDerivativeFunc::OP_TYPE_SCALAR }, VisualShaderNode::PORT_TYPE_SCALAR, TYPE_FLAGS_FRAGMENT | TYPE_FLAGS_LIGHT, -1, true));
  4013. add_options.push_back(AddOption("Exp", "Scalar", "Functions", "VisualShaderNodeFloatFunc", TTR("Base-e Exponential."), { VisualShaderNodeFloatFunc::FUNC_EXP }, VisualShaderNode::PORT_TYPE_SCALAR));
  4014. add_options.push_back(AddOption("Exp2", "Scalar", "Functions", "VisualShaderNodeFloatFunc", TTR("Base-2 Exponential."), { VisualShaderNodeFloatFunc::FUNC_EXP2 }, VisualShaderNode::PORT_TYPE_SCALAR));
  4015. 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));
  4016. add_options.push_back(AddOption("Fract", "Scalar", "Functions", "VisualShaderNodeFloatFunc", TTR("Computes the fractional part of the argument."), { VisualShaderNodeFloatFunc::FUNC_FRAC }, VisualShaderNode::PORT_TYPE_SCALAR));
  4017. 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));
  4018. add_options.push_back(AddOption("Log", "Scalar", "Functions", "VisualShaderNodeFloatFunc", TTR("Natural logarithm."), { VisualShaderNodeFloatFunc::FUNC_LOG }, VisualShaderNode::PORT_TYPE_SCALAR));
  4019. add_options.push_back(AddOption("Log2", "Scalar", "Functions", "VisualShaderNodeFloatFunc", TTR("Base-2 logarithm."), { VisualShaderNodeFloatFunc::FUNC_LOG2 }, VisualShaderNode::PORT_TYPE_SCALAR));
  4020. add_options.push_back(AddOption("Max", "Scalar", "Functions", "VisualShaderNodeFloatOp", TTR("Returns the greater of two values."), { VisualShaderNodeFloatOp::OP_MAX }, VisualShaderNode::PORT_TYPE_SCALAR));
  4021. add_options.push_back(AddOption("Min", "Scalar", "Functions", "VisualShaderNodeFloatOp", TTR("Returns the lesser of two values."), { VisualShaderNodeFloatOp::OP_MIN }, VisualShaderNode::PORT_TYPE_SCALAR));
  4022. add_options.push_back(AddOption("Mix", "Scalar", "Functions", "VisualShaderNodeMix", TTR("Linear interpolation between two scalars."), { VisualShaderNodeMix::OP_TYPE_SCALAR }, VisualShaderNode::PORT_TYPE_SCALAR));
  4023. 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));
  4024. add_options.push_back(AddOption("Negate", "Scalar", "Functions", "VisualShaderNodeFloatFunc", TTR("Returns the opposite value of the parameter."), { VisualShaderNodeFloatFunc::FUNC_NEGATE }, VisualShaderNode::PORT_TYPE_SCALAR));
  4025. 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));
  4026. add_options.push_back(AddOption("OneMinus", "Scalar", "Functions", "VisualShaderNodeFloatFunc", TTR("1.0 - scalar"), { VisualShaderNodeFloatFunc::FUNC_ONEMINUS }, VisualShaderNode::PORT_TYPE_SCALAR));
  4027. 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));
  4028. add_options.push_back(AddOption("Radians", "Scalar", "Functions", "VisualShaderNodeFloatFunc", TTR("Converts a quantity in degrees to radians."), { VisualShaderNodeFloatFunc::FUNC_RADIANS }, VisualShaderNode::PORT_TYPE_SCALAR));
  4029. add_options.push_back(AddOption("Reciprocal", "Scalar", "Functions", "VisualShaderNodeFloatFunc", TTR("1.0 / scalar"), { VisualShaderNodeFloatFunc::FUNC_RECIPROCAL }, VisualShaderNode::PORT_TYPE_SCALAR));
  4030. add_options.push_back(AddOption("Round", "Scalar", "Functions", "VisualShaderNodeFloatFunc", TTR("Finds the nearest integer to the parameter."), { VisualShaderNodeFloatFunc::FUNC_ROUND }, VisualShaderNode::PORT_TYPE_SCALAR));
  4031. 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));
  4032. 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));
  4033. add_options.push_back(AddOption("Sign", "Scalar", "Functions", "VisualShaderNodeFloatFunc", TTR("Extracts the sign of the parameter."), { VisualShaderNodeFloatFunc::FUNC_SIGN }, VisualShaderNode::PORT_TYPE_SCALAR));
  4034. add_options.push_back(AddOption("Sign", "Scalar", "Functions", "VisualShaderNodeIntFunc", TTR("Extracts the sign of the parameter."), { VisualShaderNodeIntFunc::FUNC_SIGN }, VisualShaderNode::PORT_TYPE_SCALAR_INT));
  4035. add_options.push_back(AddOption("Sin", "Scalar", "Functions", "VisualShaderNodeFloatFunc", TTR("Returns the sine of the parameter."), { VisualShaderNodeFloatFunc::FUNC_SIN }, VisualShaderNode::PORT_TYPE_SCALAR));
  4036. add_options.push_back(AddOption("SinH", "Scalar", "Functions", "VisualShaderNodeFloatFunc", TTR("Returns the hyperbolic sine of the parameter."), { VisualShaderNodeFloatFunc::FUNC_SINH }, VisualShaderNode::PORT_TYPE_SCALAR));
  4037. add_options.push_back(AddOption("Sqrt", "Scalar", "Functions", "VisualShaderNodeFloatFunc", TTR("Returns the square root of the parameter."), { VisualShaderNodeFloatFunc::FUNC_SQRT }, VisualShaderNode::PORT_TYPE_SCALAR));
  4038. 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));
  4039. 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));
  4040. add_options.push_back(AddOption("Sum", "Scalar", "Functions", "VisualShaderNodeDerivativeFunc", TTR("(Fragment/Light mode only) (Scalar) Sum of absolute derivative in 'x' and 'y'."), { VisualShaderNodeDerivativeFunc::FUNC_SUM, VisualShaderNodeDerivativeFunc::OP_TYPE_SCALAR }, VisualShaderNode::PORT_TYPE_SCALAR, TYPE_FLAGS_FRAGMENT | TYPE_FLAGS_LIGHT, -1, true));
  4041. add_options.push_back(AddOption("Tan", "Scalar", "Functions", "VisualShaderNodeFloatFunc", TTR("Returns the tangent of the parameter."), { VisualShaderNodeFloatFunc::FUNC_TAN }, VisualShaderNode::PORT_TYPE_SCALAR));
  4042. add_options.push_back(AddOption("TanH", "Scalar", "Functions", "VisualShaderNodeFloatFunc", TTR("Returns the hyperbolic tangent of the parameter."), { VisualShaderNodeFloatFunc::FUNC_TANH }, VisualShaderNode::PORT_TYPE_SCALAR));
  4043. add_options.push_back(AddOption("Trunc", "Scalar", "Functions", "VisualShaderNodeFloatFunc", TTR("Finds the truncated value of the parameter."), { VisualShaderNodeFloatFunc::FUNC_TRUNC }, VisualShaderNode::PORT_TYPE_SCALAR));
  4044. add_options.push_back(AddOption("Add", "Scalar", "Operators", "VisualShaderNodeFloatOp", TTR("Sums two floating-point scalars."), { VisualShaderNodeFloatOp::OP_ADD }, VisualShaderNode::PORT_TYPE_SCALAR));
  4045. add_options.push_back(AddOption("Add", "Scalar", "Operators", "VisualShaderNodeIntOp", TTR("Sums two integer scalars."), { VisualShaderNodeIntOp::OP_ADD }, VisualShaderNode::PORT_TYPE_SCALAR_INT));
  4046. add_options.push_back(AddOption("BitwiseAND", "Scalar", "Operators", "VisualShaderNodeIntOp", TTR("Returns the result of bitwise AND (a & b) operation for two integers."), { VisualShaderNodeIntOp::OP_BITWISE_AND }, VisualShaderNode::PORT_TYPE_SCALAR_INT));
  4047. add_options.push_back(AddOption("BitwiseLeftShift", "Scalar", "Operators", "VisualShaderNodeIntOp", TTR("Returns the result of bitwise left shift (a << b) operation on the integer."), { VisualShaderNodeIntOp::OP_BITWISE_LEFT_SHIFT }, VisualShaderNode::PORT_TYPE_SCALAR_INT));
  4048. add_options.push_back(AddOption("BitwiseOR", "Scalar", "Operators", "VisualShaderNodeIntOp", TTR("Returns the result of bitwise OR (a | b) operation for two integers."), { VisualShaderNodeIntOp::OP_BITWISE_OR }, VisualShaderNode::PORT_TYPE_SCALAR_INT));
  4049. add_options.push_back(AddOption("BitwiseRightShift", "Scalar", "Operators", "VisualShaderNodeIntOp", TTR("Returns the result of bitwise right shift (a >> b) operation on the integer."), { VisualShaderNodeIntOp::OP_BITWISE_RIGHT_SHIFT }, VisualShaderNode::PORT_TYPE_SCALAR_INT));
  4050. add_options.push_back(AddOption("BitwiseXOR", "Scalar", "Operators", "VisualShaderNodeIntOp", TTR("Returns the result of bitwise XOR (a ^ b) operation on the integer."), { VisualShaderNodeIntOp::OP_BITWISE_XOR }, VisualShaderNode::PORT_TYPE_SCALAR_INT));
  4051. add_options.push_back(AddOption("Divide", "Scalar", "Operators", "VisualShaderNodeFloatOp", TTR("Divides two floating-point scalars."), { VisualShaderNodeFloatOp::OP_DIV }, VisualShaderNode::PORT_TYPE_SCALAR));
  4052. add_options.push_back(AddOption("Divide", "Scalar", "Operators", "VisualShaderNodeIntOp", TTR("Divides two integer scalars."), { VisualShaderNodeIntOp::OP_DIV }, VisualShaderNode::PORT_TYPE_SCALAR_INT));
  4053. add_options.push_back(AddOption("Multiply", "Scalar", "Operators", "VisualShaderNodeFloatOp", TTR("Multiplies two floating-point scalars."), { VisualShaderNodeFloatOp::OP_MUL }, VisualShaderNode::PORT_TYPE_SCALAR));
  4054. add_options.push_back(AddOption("Multiply", "Scalar", "Operators", "VisualShaderNodeIntOp", TTR("Multiplies two integer scalars."), { VisualShaderNodeIntOp::OP_MUL }, VisualShaderNode::PORT_TYPE_SCALAR_INT));
  4055. 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));
  4056. 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));
  4057. add_options.push_back(AddOption("Subtract", "Scalar", "Operators", "VisualShaderNodeFloatOp", TTR("Subtracts two floating-point scalars."), { VisualShaderNodeFloatOp::OP_SUB }, VisualShaderNode::PORT_TYPE_SCALAR));
  4058. add_options.push_back(AddOption("Subtract", "Scalar", "Operators", "VisualShaderNodeIntOp", TTR("Subtracts two integer scalars."), { VisualShaderNodeIntOp::OP_SUB }, VisualShaderNode::PORT_TYPE_SCALAR_INT));
  4059. add_options.push_back(AddOption("FloatConstant", "Scalar", "Variables", "VisualShaderNodeFloatConstant", TTR("Scalar floating-point constant."), {}, VisualShaderNode::PORT_TYPE_SCALAR));
  4060. add_options.push_back(AddOption("IntConstant", "Scalar", "Variables", "VisualShaderNodeIntConstant", TTR("Scalar integer constant."), {}, VisualShaderNode::PORT_TYPE_SCALAR_INT));
  4061. add_options.push_back(AddOption("FloatUniform", "Scalar", "Variables", "VisualShaderNodeFloatUniform", TTR("Scalar floating-point uniform."), {}, VisualShaderNode::PORT_TYPE_SCALAR));
  4062. add_options.push_back(AddOption("IntUniform", "Scalar", "Variables", "VisualShaderNodeIntUniform", TTR("Scalar integer uniform."), {}, VisualShaderNode::PORT_TYPE_SCALAR_INT));
  4063. // SDF
  4064. {
  4065. add_options.push_back(AddOption("ScreenUVToSDF", "SDF", "", "VisualShaderNodeScreenUVToSDF", TTR("Converts screen UV to a SDF."), {}, VisualShaderNode::PORT_TYPE_VECTOR_2D, TYPE_FLAGS_FRAGMENT | TYPE_FLAGS_LIGHT, Shader::MODE_CANVAS_ITEM));
  4066. add_options.push_back(AddOption("SDFRaymarch", "SDF", "", "VisualShaderNodeSDFRaymarch", TTR("Casts a ray against the screen SDF and returns the distance travelled."), {}, -1, TYPE_FLAGS_FRAGMENT | TYPE_FLAGS_LIGHT, Shader::MODE_CANVAS_ITEM));
  4067. add_options.push_back(AddOption("SDFToScreenUV", "SDF", "", "VisualShaderNodeSDFToScreenUV", TTR("Converts a SDF to screen UV."), {}, VisualShaderNode::PORT_TYPE_VECTOR_2D, TYPE_FLAGS_FRAGMENT | TYPE_FLAGS_LIGHT, Shader::MODE_CANVAS_ITEM));
  4068. add_options.push_back(AddOption("TextureSDF", "SDF", "", "VisualShaderNodeTextureSDF", TTR("Performs a SDF texture lookup."), {}, VisualShaderNode::PORT_TYPE_SCALAR, TYPE_FLAGS_FRAGMENT | TYPE_FLAGS_LIGHT, Shader::MODE_CANVAS_ITEM));
  4069. add_options.push_back(AddOption("TextureSDFNormal", "SDF", "", "VisualShaderNodeTextureSDFNormal", TTR("Performs a SDF normal texture lookup."), {}, VisualShaderNode::PORT_TYPE_VECTOR_2D, TYPE_FLAGS_FRAGMENT | TYPE_FLAGS_LIGHT, Shader::MODE_CANVAS_ITEM));
  4070. }
  4071. // TEXTURES
  4072. add_options.push_back(AddOption("UVFunc", "Textures", "Common", "VisualShaderNodeUVFunc", TTR("Function to be applied on texture coordinates."), {}, VisualShaderNode::PORT_TYPE_VECTOR_2D));
  4073. cubemap_node_option_idx = add_options.size();
  4074. add_options.push_back(AddOption("CubeMap", "Textures", "Functions", "VisualShaderNodeCubemap", TTR("Perform the cubic texture lookup.")));
  4075. curve_node_option_idx = add_options.size();
  4076. add_options.push_back(AddOption("CurveTexture", "Textures", "Functions", "VisualShaderNodeCurveTexture", TTR("Perform the curve texture lookup.")));
  4077. curve_xyz_node_option_idx = add_options.size();
  4078. add_options.push_back(AddOption("CurveXYZTexture", "Textures", "Functions", "VisualShaderNodeCurveXYZTexture", TTR("Perform the three components curve texture lookup.")));
  4079. texture2d_node_option_idx = add_options.size();
  4080. add_options.push_back(AddOption("Texture2D", "Textures", "Functions", "VisualShaderNodeTexture", TTR("Perform the 2D texture lookup.")));
  4081. texture2d_array_node_option_idx = add_options.size();
  4082. add_options.push_back(AddOption("Texture2DArray", "Textures", "Functions", "VisualShaderNodeTexture2DArray", TTR("Perform the 2D-array texture lookup.")));
  4083. texture3d_node_option_idx = add_options.size();
  4084. add_options.push_back(AddOption("Texture3D", "Textures", "Functions", "VisualShaderNodeTexture3D", TTR("Perform the 3D texture lookup.")));
  4085. add_options.push_back(AddOption("UVPanning", "Textures", "Functions", "VisualShaderNodeUVFunc", TTR("Apply panning function on texture coordinates."), { VisualShaderNodeUVFunc::FUNC_PANNING }, VisualShaderNode::PORT_TYPE_VECTOR_2D));
  4086. add_options.push_back(AddOption("UVScaling", "Textures", "Functions", "VisualShaderNodeUVFunc", TTR("Apply scaling function on texture coordinates."), { VisualShaderNodeUVFunc::FUNC_SCALING }, VisualShaderNode::PORT_TYPE_VECTOR_2D));
  4087. add_options.push_back(AddOption("CubeMapUniform", "Textures", "Variables", "VisualShaderNodeCubemapUniform", TTR("Cubic texture uniform lookup.")));
  4088. add_options.push_back(AddOption("TextureUniform", "Textures", "Variables", "VisualShaderNodeTextureUniform", TTR("2D texture uniform lookup.")));
  4089. add_options.push_back(AddOption("TextureUniformTriplanar", "Textures", "Variables", "VisualShaderNodeTextureUniformTriplanar", TTR("2D texture uniform lookup with triplanar."), {}, -1, TYPE_FLAGS_FRAGMENT | TYPE_FLAGS_LIGHT, Shader::MODE_SPATIAL));
  4090. add_options.push_back(AddOption("Texture2DArrayUniform", "Textures", "Variables", "VisualShaderNodeTexture2DArrayUniform", TTR("2D array of textures uniform lookup.")));
  4091. add_options.push_back(AddOption("Texture3DUniform", "Textures", "Variables", "VisualShaderNodeTexture3DUniform", TTR("3D texture uniform lookup.")));
  4092. // TRANSFORM
  4093. add_options.push_back(AddOption("TransformFunc", "Transform", "Common", "VisualShaderNodeTransformFunc", TTR("Transform function."), {}, VisualShaderNode::PORT_TYPE_TRANSFORM));
  4094. add_options.push_back(AddOption("TransformOp", "Transform", "Common", "VisualShaderNodeTransformOp", TTR("Transform operator."), {}, VisualShaderNode::PORT_TYPE_TRANSFORM));
  4095. add_options.push_back(AddOption("OuterProduct", "Transform", "Composition", "VisualShaderNodeOuterProduct", TTR("Calculate the outer product of a pair of vectors.\n\nOuterProduct treats the first parameter 'c' as a column vector (matrix with one column) and the second parameter 'r' as a row vector (matrix with one row) and does a linear algebraic matrix multiply 'c * r', yielding a matrix whose number of rows is the number of components in 'c' and whose number of columns is the number of components in 'r'."), {}, VisualShaderNode::PORT_TYPE_TRANSFORM));
  4096. add_options.push_back(AddOption("TransformCompose", "Transform", "Composition", "VisualShaderNodeTransformCompose", TTR("Composes transform from four vectors."), {}, VisualShaderNode::PORT_TYPE_TRANSFORM));
  4097. add_options.push_back(AddOption("TransformDecompose", "Transform", "Composition", "VisualShaderNodeTransformDecompose", TTR("Decomposes transform to four vectors.")));
  4098. add_options.push_back(AddOption("Determinant", "Transform", "Functions", "VisualShaderNodeDeterminant", TTR("Calculates the determinant of a transform."), {}, VisualShaderNode::PORT_TYPE_SCALAR));
  4099. add_options.push_back(AddOption("GetBillboardMatrix", "Transform", "Functions", "VisualShaderNodeBillboard", TTR("Calculates how the object should face the camera to be applied on Model View Matrix output port for 3D objects."), {}, VisualShaderNode::PORT_TYPE_TRANSFORM, TYPE_FLAGS_VERTEX, Shader::MODE_SPATIAL));
  4100. add_options.push_back(AddOption("Inverse", "Transform", "Functions", "VisualShaderNodeTransformFunc", TTR("Calculates the inverse of a transform."), { VisualShaderNodeTransformFunc::FUNC_INVERSE }, VisualShaderNode::PORT_TYPE_TRANSFORM));
  4101. add_options.push_back(AddOption("Transpose", "Transform", "Functions", "VisualShaderNodeTransformFunc", TTR("Calculates the transpose of a transform."), { VisualShaderNodeTransformFunc::FUNC_TRANSPOSE }, VisualShaderNode::PORT_TYPE_TRANSFORM));
  4102. add_options.push_back(AddOption("Add", "Transform", "Operators", "VisualShaderNodeTransformOp", TTR("Sums two transforms."), { VisualShaderNodeTransformOp::OP_ADD }, VisualShaderNode::PORT_TYPE_TRANSFORM));
  4103. add_options.push_back(AddOption("Divide", "Transform", "Operators", "VisualShaderNodeTransformOp", TTR("Divides two transforms."), { VisualShaderNodeTransformOp::OP_A_DIV_B }, VisualShaderNode::PORT_TYPE_TRANSFORM));
  4104. add_options.push_back(AddOption("Multiply", "Transform", "Operators", "VisualShaderNodeTransformOp", TTR("Multiplies two transforms."), { VisualShaderNodeTransformOp::OP_AxB }, VisualShaderNode::PORT_TYPE_TRANSFORM));
  4105. 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));
  4106. add_options.push_back(AddOption("Subtract", "Transform", "Operators", "VisualShaderNodeTransformOp", TTR("Subtracts two transforms."), { VisualShaderNodeTransformOp::OP_A_MINUS_B }, VisualShaderNode::PORT_TYPE_TRANSFORM));
  4107. add_options.push_back(AddOption("TransformVectorMult", "Transform", "Operators", "VisualShaderNodeTransformVecMult", TTR("Multiplies vector by transform."), {}, VisualShaderNode::PORT_TYPE_VECTOR_3D));
  4108. add_options.push_back(AddOption("TransformConstant", "Transform", "Variables", "VisualShaderNodeTransformConstant", TTR("Transform constant."), {}, VisualShaderNode::PORT_TYPE_TRANSFORM));
  4109. add_options.push_back(AddOption("TransformUniform", "Transform", "Variables", "VisualShaderNodeTransformUniform", TTR("Transform uniform."), {}, VisualShaderNode::PORT_TYPE_TRANSFORM));
  4110. // VECTOR
  4111. add_options.push_back(AddOption("VectorFunc", "Vector", "Common", "VisualShaderNodeVectorFunc", TTR("Vector function."), {}, VisualShaderNode::PORT_TYPE_VECTOR_3D));
  4112. add_options.push_back(AddOption("VectorOp", "Vector", "Common", "VisualShaderNodeVectorOp", TTR("Vector operator."), {}, VisualShaderNode::PORT_TYPE_VECTOR_3D));
  4113. add_options.push_back(AddOption("VectorCompose", "Vector", "Common", "VisualShaderNodeVectorCompose", TTR("Composes vector from three scalars.")));
  4114. add_options.push_back(AddOption("VectorDecompose", "Vector", "Common", "VisualShaderNodeVectorDecompose", TTR("Decomposes vector to three scalars.")));
  4115. add_options.push_back(AddOption("Vector2Compose", "Vector", "Composition", "VisualShaderNodeVectorCompose", TTR("Composes 2D vector from three scalars."), { VisualShaderNodeVectorCompose::OP_TYPE_VECTOR_2D }, VisualShaderNode::PORT_TYPE_VECTOR_2D));
  4116. add_options.push_back(AddOption("Vector2Decompose", "Vector", "Composition", "VisualShaderNodeVectorDecompose", TTR("Decomposes 2D vector to three scalars."), { VisualShaderNodeVectorCompose::OP_TYPE_VECTOR_2D }));
  4117. add_options.push_back(AddOption("Vector3Compose", "Vector", "Composition", "VisualShaderNodeVectorCompose", TTR("Composes 3D vector from three scalars."), { VisualShaderNodeVectorCompose::OP_TYPE_VECTOR_3D }, VisualShaderNode::PORT_TYPE_VECTOR_3D));
  4118. add_options.push_back(AddOption("Vector3Decompose", "Vector", "Composition", "VisualShaderNodeVectorDecompose", TTR("Decomposes 3D vector to three scalars."), { VisualShaderNodeVectorCompose::OP_TYPE_VECTOR_3D }));
  4119. add_options.push_back(AddOption("Abs", "Vector", "Functions", "VisualShaderNodeVectorFunc", TTR("Returns the absolute value of the parameter."), { VisualShaderNodeVectorFunc::FUNC_ABS, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_2D }, VisualShaderNode::PORT_TYPE_VECTOR_2D));
  4120. add_options.push_back(AddOption("Abs", "Vector", "Functions", "VisualShaderNodeVectorFunc", TTR("Returns the absolute value of the parameter."), { VisualShaderNodeVectorFunc::FUNC_ABS, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_3D }, VisualShaderNode::PORT_TYPE_VECTOR_3D));
  4121. add_options.push_back(AddOption("ACos", "Vector", "Functions", "VisualShaderNodeVectorFunc", TTR("Returns the arc-cosine of the parameter."), { VisualShaderNodeVectorFunc::FUNC_ACOS, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_2D }, VisualShaderNode::PORT_TYPE_VECTOR_2D));
  4122. add_options.push_back(AddOption("ACos", "Vector", "Functions", "VisualShaderNodeVectorFunc", TTR("Returns the arc-cosine of the parameter."), { VisualShaderNodeVectorFunc::FUNC_ACOS, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_3D }, VisualShaderNode::PORT_TYPE_VECTOR_3D));
  4123. add_options.push_back(AddOption("ACosH", "Vector", "Functions", "VisualShaderNodeVectorFunc", TTR("Returns the inverse hyperbolic cosine of the parameter."), { VisualShaderNodeVectorFunc::FUNC_ACOSH, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_2D }, VisualShaderNode::PORT_TYPE_VECTOR_2D));
  4124. add_options.push_back(AddOption("ACosH", "Vector", "Functions", "VisualShaderNodeVectorFunc", TTR("Returns the inverse hyperbolic cosine of the parameter."), { VisualShaderNodeVectorFunc::FUNC_ACOSH, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_3D }, VisualShaderNode::PORT_TYPE_VECTOR_3D));
  4125. add_options.push_back(AddOption("ASin", "Vector", "Functions", "VisualShaderNodeVectorFunc", TTR("Returns the arc-sine of the parameter."), { VisualShaderNodeVectorFunc::FUNC_ASIN, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_2D }, VisualShaderNode::PORT_TYPE_VECTOR_2D));
  4126. add_options.push_back(AddOption("ASin", "Vector", "Functions", "VisualShaderNodeVectorFunc", TTR("Returns the arc-sine of the parameter."), { VisualShaderNodeVectorFunc::FUNC_ASIN, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_3D }, VisualShaderNode::PORT_TYPE_VECTOR_3D));
  4127. add_options.push_back(AddOption("ASinH", "Vector", "Functions", "VisualShaderNodeVectorFunc", TTR("Returns the inverse hyperbolic sine of the parameter."), { VisualShaderNodeVectorFunc::FUNC_ASINH, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_2D }, VisualShaderNode::PORT_TYPE_VECTOR_2D));
  4128. add_options.push_back(AddOption("ASinH", "Vector", "Functions", "VisualShaderNodeVectorFunc", TTR("Returns the inverse hyperbolic sine of the parameter."), { VisualShaderNodeVectorFunc::FUNC_ASINH, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_3D }, VisualShaderNode::PORT_TYPE_VECTOR_3D));
  4129. add_options.push_back(AddOption("ATan", "Vector", "Functions", "VisualShaderNodeVectorFunc", TTR("Returns the arc-tangent of the parameter."), { VisualShaderNodeVectorFunc::FUNC_ATAN, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_2D }, VisualShaderNode::PORT_TYPE_VECTOR_2D));
  4130. add_options.push_back(AddOption("ATan", "Vector", "Functions", "VisualShaderNodeVectorFunc", TTR("Returns the arc-tangent of the parameter."), { VisualShaderNodeVectorFunc::FUNC_ATAN, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_3D }, VisualShaderNode::PORT_TYPE_VECTOR_3D));
  4131. add_options.push_back(AddOption("ATan2", "Vector", "Functions", "VisualShaderNodeVectorOp", TTR("Returns the arc-tangent of the parameters."), { VisualShaderNodeVectorOp::OP_ATAN2, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_2D }, VisualShaderNode::PORT_TYPE_VECTOR_2D));
  4132. add_options.push_back(AddOption("ATan2", "Vector", "Functions", "VisualShaderNodeVectorOp", TTR("Returns the arc-tangent of the parameters."), { VisualShaderNodeVectorOp::OP_ATAN2, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_3D }, VisualShaderNode::PORT_TYPE_VECTOR_3D));
  4133. add_options.push_back(AddOption("ATanH", "Vector", "Functions", "VisualShaderNodeVectorFunc", TTR("Returns the inverse hyperbolic tangent of the parameter."), { VisualShaderNodeVectorFunc::FUNC_ATANH, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_2D }, VisualShaderNode::PORT_TYPE_VECTOR_2D));
  4134. add_options.push_back(AddOption("ATanH", "Vector", "Functions", "VisualShaderNodeVectorFunc", TTR("Returns the inverse hyperbolic tangent of the parameter."), { VisualShaderNodeVectorFunc::FUNC_ATANH, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_3D }, VisualShaderNode::PORT_TYPE_VECTOR_3D));
  4135. add_options.push_back(AddOption("Ceil", "Vector", "Functions", "VisualShaderNodeVectorFunc", TTR("Finds the nearest integer that is greater than or equal to the parameter."), { VisualShaderNodeVectorFunc::FUNC_CEIL }, VisualShaderNode::PORT_TYPE_VECTOR_2D));
  4136. add_options.push_back(AddOption("Ceil", "Vector", "Functions", "VisualShaderNodeVectorFunc", TTR("Finds the nearest integer that is greater than or equal to the parameter."), { VisualShaderNodeVectorFunc::FUNC_CEIL, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_3D }, VisualShaderNode::PORT_TYPE_VECTOR_3D));
  4137. add_options.push_back(AddOption("Clamp", "Vector", "Functions", "VisualShaderNodeClamp", TTR("Constrains a value to lie between two further values."), { VisualShaderNodeClamp::OP_TYPE_VECTOR_2D }, VisualShaderNode::PORT_TYPE_VECTOR_2D));
  4138. add_options.push_back(AddOption("Clamp", "Vector", "Functions", "VisualShaderNodeClamp", TTR("Constrains a value to lie between two further values."), { VisualShaderNodeClamp::OP_TYPE_VECTOR_3D }, VisualShaderNode::PORT_TYPE_VECTOR_3D));
  4139. add_options.push_back(AddOption("Cos", "Vector", "Functions", "VisualShaderNodeVectorFunc", TTR("Returns the cosine of the parameter."), { VisualShaderNodeVectorFunc::FUNC_COS, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_2D }, VisualShaderNode::PORT_TYPE_VECTOR_2D));
  4140. add_options.push_back(AddOption("Cos", "Vector", "Functions", "VisualShaderNodeVectorFunc", TTR("Returns the cosine of the parameter."), { VisualShaderNodeVectorFunc::FUNC_COS, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_3D }, VisualShaderNode::PORT_TYPE_VECTOR_3D));
  4141. add_options.push_back(AddOption("CosH", "Vector", "Functions", "VisualShaderNodeVectorFunc", TTR("Returns the hyperbolic cosine of the parameter."), { VisualShaderNodeVectorFunc::FUNC_COSH, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_2D }, VisualShaderNode::PORT_TYPE_VECTOR_2D));
  4142. add_options.push_back(AddOption("CosH", "Vector", "Functions", "VisualShaderNodeVectorFunc", TTR("Returns the hyperbolic cosine of the parameter."), { VisualShaderNodeVectorFunc::FUNC_COSH, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_3D }, VisualShaderNode::PORT_TYPE_VECTOR_3D));
  4143. add_options.push_back(AddOption("Cross", "Vector", "Functions", "VisualShaderNodeVectorOp", TTR("Calculates the cross product of two vectors."), { VisualShaderNodeVectorOp::OP_CROSS, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_3D }, VisualShaderNode::PORT_TYPE_VECTOR_3D));
  4144. add_options.push_back(AddOption("Degrees", "Vector", "Functions", "VisualShaderNodeVectorFunc", TTR("Converts a quantity in radians to degrees."), { VisualShaderNodeVectorFunc::FUNC_DEGREES, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_2D }, VisualShaderNode::PORT_TYPE_VECTOR_2D));
  4145. add_options.push_back(AddOption("Degrees", "Vector", "Functions", "VisualShaderNodeVectorFunc", TTR("Converts a quantity in radians to degrees."), { VisualShaderNodeVectorFunc::FUNC_DEGREES, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_3D }, VisualShaderNode::PORT_TYPE_VECTOR_3D));
  4146. add_options.push_back(AddOption("DFdX", "Vector", "Functions", "VisualShaderNodeDerivativeFunc", TTR("(Fragment/Light mode only) (Vector) Derivative in 'x' using local differencing."), { VisualShaderNodeDerivativeFunc::FUNC_X, VisualShaderNodeDerivativeFunc::OP_TYPE_VECTOR_2D }, VisualShaderNode::PORT_TYPE_VECTOR_2D, TYPE_FLAGS_FRAGMENT | TYPE_FLAGS_LIGHT, -1, true));
  4147. add_options.push_back(AddOption("DFdX", "Vector", "Functions", "VisualShaderNodeDerivativeFunc", TTR("(Fragment/Light mode only) (Vector) Derivative in 'x' using local differencing."), { VisualShaderNodeDerivativeFunc::FUNC_X, VisualShaderNodeDerivativeFunc::OP_TYPE_VECTOR_3D }, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_FRAGMENT | TYPE_FLAGS_LIGHT, -1, true));
  4148. add_options.push_back(AddOption("DFdY", "Vector", "Functions", "VisualShaderNodeDerivativeFunc", TTR("(Fragment/Light mode only) (Vector) Derivative in 'y' using local differencing."), { VisualShaderNodeDerivativeFunc::FUNC_Y, VisualShaderNodeDerivativeFunc::OP_TYPE_VECTOR_2D }, VisualShaderNode::PORT_TYPE_VECTOR_2D, TYPE_FLAGS_FRAGMENT | TYPE_FLAGS_LIGHT, -1, true));
  4149. add_options.push_back(AddOption("DFdY", "Vector", "Functions", "VisualShaderNodeDerivativeFunc", TTR("(Fragment/Light mode only) (Vector) Derivative in 'y' using local differencing."), { VisualShaderNodeDerivativeFunc::FUNC_Y, VisualShaderNodeDerivativeFunc::OP_TYPE_VECTOR_3D }, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_FRAGMENT | TYPE_FLAGS_LIGHT, -1, true));
  4150. add_options.push_back(AddOption("Distance2D", "Vector", "Functions", "VisualShaderNodeVectorDistance", TTR("Returns the distance between two points."), { VisualShaderNodeVectorDistance::OP_TYPE_VECTOR_2D }, VisualShaderNode::PORT_TYPE_SCALAR));
  4151. add_options.push_back(AddOption("Distance3D", "Vector", "Functions", "VisualShaderNodeVectorDistance", TTR("Returns the distance between two points."), { VisualShaderNodeVectorDistance::OP_TYPE_VECTOR_3D }, VisualShaderNode::PORT_TYPE_SCALAR));
  4152. add_options.push_back(AddOption("Dot", "Vector", "Functions", "VisualShaderNodeDotProduct", TTR("Calculates the dot product of two vectors."), {}, VisualShaderNode::PORT_TYPE_SCALAR));
  4153. add_options.push_back(AddOption("Exp", "Vector", "Functions", "VisualShaderNodeVectorFunc", TTR("Base-e Exponential."), { VisualShaderNodeVectorFunc::FUNC_EXP, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_2D }, VisualShaderNode::PORT_TYPE_VECTOR_2D));
  4154. add_options.push_back(AddOption("Exp", "Vector", "Functions", "VisualShaderNodeVectorFunc", TTR("Base-e Exponential."), { VisualShaderNodeVectorFunc::FUNC_EXP, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_3D }, VisualShaderNode::PORT_TYPE_VECTOR_3D));
  4155. add_options.push_back(AddOption("Exp2", "Vector", "Functions", "VisualShaderNodeVectorFunc", TTR("Base-2 Exponential."), { VisualShaderNodeVectorFunc::FUNC_EXP2, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_2D }, VisualShaderNode::PORT_TYPE_VECTOR_2D));
  4156. add_options.push_back(AddOption("Exp2", "Vector", "Functions", "VisualShaderNodeVectorFunc", TTR("Base-2 Exponential."), { VisualShaderNodeVectorFunc::FUNC_EXP2, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_3D }, VisualShaderNode::PORT_TYPE_VECTOR_3D));
  4157. add_options.push_back(AddOption("FaceForward", "Vector", "Functions", "VisualShaderNodeFaceForward", TTR("Returns the vector that points in the same direction as a reference vector. The function has three vector parameters : N, the vector to orient, I, the incident vector, and Nref, the reference vector. If the dot product of I and Nref is smaller than zero the return value is N. Otherwise -N is returned."), { VisualShaderNodeFaceForward::OP_TYPE_VECTOR_2D }, VisualShaderNode::PORT_TYPE_VECTOR_2D));
  4158. add_options.push_back(AddOption("FaceForward", "Vector", "Functions", "VisualShaderNodeFaceForward", TTR("Returns the vector that points in the same direction as a reference vector. The function has three vector parameters : N, the vector to orient, I, the incident vector, and Nref, the reference vector. If the dot product of I and Nref is smaller than zero the return value is N. Otherwise -N is returned."), { VisualShaderNodeFaceForward::OP_TYPE_VECTOR_3D }, VisualShaderNode::PORT_TYPE_VECTOR_3D));
  4159. add_options.push_back(AddOption("Floor", "Vector", "Functions", "VisualShaderNodeVectorFunc", TTR("Finds the nearest integer less than or equal to the parameter."), { VisualShaderNodeVectorFunc::FUNC_FLOOR, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_2D }, VisualShaderNode::PORT_TYPE_VECTOR_2D));
  4160. add_options.push_back(AddOption("Floor", "Vector", "Functions", "VisualShaderNodeVectorFunc", TTR("Finds the nearest integer less than or equal to the parameter."), { VisualShaderNodeVectorFunc::FUNC_FLOOR, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_3D }, VisualShaderNode::PORT_TYPE_VECTOR_3D));
  4161. add_options.push_back(AddOption("Fract", "Vector", "Functions", "VisualShaderNodeVectorFunc", TTR("Computes the fractional part of the argument."), { VisualShaderNodeVectorFunc::FUNC_FRAC, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_2D }, VisualShaderNode::PORT_TYPE_VECTOR_2D));
  4162. add_options.push_back(AddOption("Fract", "Vector", "Functions", "VisualShaderNodeVectorFunc", TTR("Computes the fractional part of the argument."), { VisualShaderNodeVectorFunc::FUNC_FRAC, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_3D }, VisualShaderNode::PORT_TYPE_VECTOR_3D));
  4163. add_options.push_back(AddOption("Fresnel", "Vector", "Functions", "VisualShaderNodeFresnel", TTR("Returns falloff based on the dot product of surface normal and view direction of camera (pass associated inputs to it)."), {}, VisualShaderNode::PORT_TYPE_SCALAR));
  4164. add_options.push_back(AddOption("InverseSqrt", "Vector", "Functions", "VisualShaderNodeVectorFunc", TTR("Returns the inverse of the square root of the parameter."), { VisualShaderNodeVectorFunc::FUNC_INVERSE_SQRT, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_2D }, VisualShaderNode::PORT_TYPE_VECTOR_2D));
  4165. add_options.push_back(AddOption("InverseSqrt", "Vector", "Functions", "VisualShaderNodeVectorFunc", TTR("Returns the inverse of the square root of the parameter."), { VisualShaderNodeVectorFunc::FUNC_INVERSE_SQRT, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_3D }, VisualShaderNode::PORT_TYPE_VECTOR_3D));
  4166. add_options.push_back(AddOption("Length", "Vector", "Functions", "VisualShaderNodeVectorLen", TTR("Calculates the length of a vector."), { VisualShaderNodeVectorLen::OP_TYPE_VECTOR_2D }, VisualShaderNode::PORT_TYPE_SCALAR));
  4167. add_options.push_back(AddOption("Length", "Vector", "Functions", "VisualShaderNodeVectorLen", TTR("Calculates the length of a vector."), { VisualShaderNodeVectorLen::OP_TYPE_VECTOR_3D }, VisualShaderNode::PORT_TYPE_SCALAR));
  4168. add_options.push_back(AddOption("Log", "Vector", "Functions", "VisualShaderNodeVectorFunc", TTR("Natural logarithm."), { VisualShaderNodeVectorFunc::FUNC_LOG, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_2D }, VisualShaderNode::PORT_TYPE_VECTOR_2D));
  4169. add_options.push_back(AddOption("Log", "Vector", "Functions", "VisualShaderNodeVectorFunc", TTR("Natural logarithm."), { VisualShaderNodeVectorFunc::FUNC_LOG, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_3D }, VisualShaderNode::PORT_TYPE_VECTOR_3D));
  4170. add_options.push_back(AddOption("Log2", "Vector", "Functions", "VisualShaderNodeVectorFunc", TTR("Base-2 logarithm."), { VisualShaderNodeVectorFunc::FUNC_LOG2, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_2D }, VisualShaderNode::PORT_TYPE_VECTOR_2D));
  4171. add_options.push_back(AddOption("Log2", "Vector", "Functions", "VisualShaderNodeVectorFunc", TTR("Base-2 logarithm."), { VisualShaderNodeVectorFunc::FUNC_LOG2, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_3D }, VisualShaderNode::PORT_TYPE_VECTOR_3D));
  4172. add_options.push_back(AddOption("Max", "Vector", "Functions", "VisualShaderNodeVectorOp", TTR("Returns the greater of two values."), { VisualShaderNodeVectorOp::OP_MAX, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_2D }, VisualShaderNode::PORT_TYPE_VECTOR_2D));
  4173. add_options.push_back(AddOption("Max", "Vector", "Functions", "VisualShaderNodeVectorOp", TTR("Returns the greater of two values."), { VisualShaderNodeVectorOp::OP_MAX, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_3D }, VisualShaderNode::PORT_TYPE_VECTOR_3D));
  4174. add_options.push_back(AddOption("Min", "Vector", "Functions", "VisualShaderNodeVectorOp", TTR("Returns the lesser of two values."), { VisualShaderNodeVectorOp::OP_MIN, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_2D }, VisualShaderNode::PORT_TYPE_VECTOR_2D));
  4175. add_options.push_back(AddOption("Min", "Vector", "Functions", "VisualShaderNodeVectorOp", TTR("Returns the lesser of two values."), { VisualShaderNodeVectorOp::OP_MIN, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_3D }, VisualShaderNode::PORT_TYPE_VECTOR_3D));
  4176. add_options.push_back(AddOption("Mix", "Vector", "Functions", "VisualShaderNodeMix", TTR("Linear interpolation between two vectors."), { VisualShaderNodeMix::OP_TYPE_VECTOR_2D }, VisualShaderNode::PORT_TYPE_VECTOR_2D));
  4177. add_options.push_back(AddOption("Mix", "Vector", "Functions", "VisualShaderNodeMix", TTR("Linear interpolation between two vectors."), { VisualShaderNodeMix::OP_TYPE_VECTOR_3D }, VisualShaderNode::PORT_TYPE_VECTOR_3D));
  4178. add_options.push_back(AddOption("MixS", "Vector", "Functions", "VisualShaderNodeMix", TTR("Linear interpolation between two vectors using scalar."), { VisualShaderNodeMix::OP_TYPE_VECTOR_2D_SCALAR }, VisualShaderNode::PORT_TYPE_VECTOR_2D));
  4179. add_options.push_back(AddOption("MixS", "Vector", "Functions", "VisualShaderNodeMix", TTR("Linear interpolation between two vectors using scalar."), { VisualShaderNodeMix::OP_TYPE_VECTOR_3D_SCALAR }, VisualShaderNode::PORT_TYPE_VECTOR_3D));
  4180. add_options.push_back(AddOption("MultiplyAdd", "Vector", "Functions", "VisualShaderNodeMultiplyAdd", TTR("Performs a fused multiply-add operation (a * b + c) on vectors."), { VisualShaderNodeMultiplyAdd::OP_TYPE_VECTOR_2D }, VisualShaderNode::PORT_TYPE_VECTOR_2D));
  4181. add_options.push_back(AddOption("MultiplyAdd", "Vector", "Functions", "VisualShaderNodeMultiplyAdd", TTR("Performs a fused multiply-add operation (a * b + c) on vectors."), { VisualShaderNodeMultiplyAdd::OP_TYPE_VECTOR_3D }, VisualShaderNode::PORT_TYPE_VECTOR_3D));
  4182. add_options.push_back(AddOption("Negate", "Vector", "Functions", "VisualShaderNodeVectorFunc", TTR("Returns the opposite value of the parameter."), { VisualShaderNodeVectorFunc::FUNC_NEGATE, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_2D }, VisualShaderNode::PORT_TYPE_VECTOR_2D));
  4183. add_options.push_back(AddOption("Negate", "Vector", "Functions", "VisualShaderNodeVectorFunc", TTR("Returns the opposite value of the parameter."), { VisualShaderNodeVectorFunc::FUNC_NEGATE, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_3D }, VisualShaderNode::PORT_TYPE_VECTOR_3D));
  4184. add_options.push_back(AddOption("Normalize", "Vector", "Functions", "VisualShaderNodeVectorFunc", TTR("Calculates the normalize product of vector."), { VisualShaderNodeVectorFunc::FUNC_NORMALIZE, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_2D }, VisualShaderNode::PORT_TYPE_VECTOR_2D));
  4185. add_options.push_back(AddOption("Normalize", "Vector", "Functions", "VisualShaderNodeVectorFunc", TTR("Calculates the normalize product of vector."), { VisualShaderNodeVectorFunc::FUNC_NORMALIZE, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_3D }, VisualShaderNode::PORT_TYPE_VECTOR_3D));
  4186. add_options.push_back(AddOption("OneMinus", "Vector", "Functions", "VisualShaderNodeVectorFunc", TTR("1.0 - vector"), { VisualShaderNodeVectorFunc::FUNC_ONEMINUS, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_2D }, VisualShaderNode::PORT_TYPE_VECTOR_2D));
  4187. add_options.push_back(AddOption("OneMinus", "Vector", "Functions", "VisualShaderNodeVectorFunc", TTR("1.0 - vector"), { VisualShaderNodeVectorFunc::FUNC_ONEMINUS, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_3D }, VisualShaderNode::PORT_TYPE_VECTOR_3D));
  4188. add_options.push_back(AddOption("Pow", "Vector", "Functions", "VisualShaderNodeVectorOp", TTR("Returns the value of the first parameter raised to the power of the second."), { VisualShaderNodeVectorOp::OP_POW, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_2D }, VisualShaderNode::PORT_TYPE_VECTOR_2D));
  4189. add_options.push_back(AddOption("Pow", "Vector", "Functions", "VisualShaderNodeVectorOp", TTR("Returns the value of the first parameter raised to the power of the second."), { VisualShaderNodeVectorOp::OP_POW, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_3D }, VisualShaderNode::PORT_TYPE_VECTOR_3D));
  4190. add_options.push_back(AddOption("Radians", "Vector", "Functions", "VisualShaderNodeVectorFunc", TTR("Converts a quantity in degrees to radians."), { VisualShaderNodeVectorFunc::FUNC_RADIANS, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_2D }, VisualShaderNode::PORT_TYPE_VECTOR_2D));
  4191. add_options.push_back(AddOption("Radians", "Vector", "Functions", "VisualShaderNodeVectorFunc", TTR("Converts a quantity in degrees to radians."), { VisualShaderNodeVectorFunc::FUNC_RADIANS, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_3D }, VisualShaderNode::PORT_TYPE_VECTOR_3D));
  4192. add_options.push_back(AddOption("Reciprocal", "Vector", "Functions", "VisualShaderNodeVectorFunc", TTR("1.0 / vector"), { VisualShaderNodeVectorFunc::FUNC_RECIPROCAL, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_2D }, VisualShaderNode::PORT_TYPE_VECTOR_2D));
  4193. add_options.push_back(AddOption("Reciprocal", "Vector", "Functions", "VisualShaderNodeVectorFunc", TTR("1.0 / vector"), { VisualShaderNodeVectorFunc::FUNC_RECIPROCAL, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_3D }, VisualShaderNode::PORT_TYPE_VECTOR_3D));
  4194. add_options.push_back(AddOption("Reflect", "Vector", "Functions", "VisualShaderNodeVectorOp", TTR("Returns the vector that points in the direction of reflection ( a : incident vector, b : normal vector )."), { VisualShaderNodeVectorOp::OP_REFLECT, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_3D }, VisualShaderNode::PORT_TYPE_VECTOR_3D));
  4195. add_options.push_back(AddOption("Refract", "Vector", "Functions", "VisualShaderNodeVectorRefract", TTR("Returns the vector that points in the direction of refraction."), {}, VisualShaderNode::PORT_TYPE_VECTOR_3D));
  4196. add_options.push_back(AddOption("Round", "Vector", "Functions", "VisualShaderNodeVectorFunc", TTR("Finds the nearest integer to the parameter."), { VisualShaderNodeVectorFunc::FUNC_ROUND, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_2D }, VisualShaderNode::PORT_TYPE_VECTOR_2D));
  4197. add_options.push_back(AddOption("Round", "Vector", "Functions", "VisualShaderNodeVectorFunc", TTR("Finds the nearest integer to the parameter."), { VisualShaderNodeVectorFunc::FUNC_ROUND, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_3D }, VisualShaderNode::PORT_TYPE_VECTOR_3D));
  4198. add_options.push_back(AddOption("RoundEven", "Vector", "Functions", "VisualShaderNodeVectorFunc", TTR("Finds the nearest even integer to the parameter."), { VisualShaderNodeVectorFunc::FUNC_ROUNDEVEN, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_2D }, VisualShaderNode::PORT_TYPE_VECTOR_2D));
  4199. add_options.push_back(AddOption("RoundEven", "Vector", "Functions", "VisualShaderNodeVectorFunc", TTR("Finds the nearest even integer to the parameter."), { VisualShaderNodeVectorFunc::FUNC_ROUNDEVEN, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_3D }, VisualShaderNode::PORT_TYPE_VECTOR_3D));
  4200. add_options.push_back(AddOption("Saturate", "Vector", "Functions", "VisualShaderNodeVectorFunc", TTR("Clamps the value between 0.0 and 1.0."), { VisualShaderNodeVectorFunc::FUNC_SATURATE, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_2D }, VisualShaderNode::PORT_TYPE_VECTOR_2D));
  4201. add_options.push_back(AddOption("Saturate", "Vector", "Functions", "VisualShaderNodeVectorFunc", TTR("Clamps the value between 0.0 and 1.0."), { VisualShaderNodeVectorFunc::FUNC_SATURATE, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_3D }, VisualShaderNode::PORT_TYPE_VECTOR_3D));
  4202. add_options.push_back(AddOption("Sign", "Vector", "Functions", "VisualShaderNodeVectorFunc", TTR("Extracts the sign of the parameter."), { VisualShaderNodeVectorFunc::FUNC_SIGN, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_2D }, VisualShaderNode::PORT_TYPE_VECTOR_2D));
  4203. add_options.push_back(AddOption("Sign", "Vector", "Functions", "VisualShaderNodeVectorFunc", TTR("Extracts the sign of the parameter."), { VisualShaderNodeVectorFunc::FUNC_SIGN, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_3D }, VisualShaderNode::PORT_TYPE_VECTOR_3D));
  4204. add_options.push_back(AddOption("Sin", "Vector", "Functions", "VisualShaderNodeVectorFunc", TTR("Returns the sine of the parameter."), { VisualShaderNodeVectorFunc::FUNC_SIN, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_2D }, VisualShaderNode::PORT_TYPE_VECTOR_2D));
  4205. add_options.push_back(AddOption("Sin", "Vector", "Functions", "VisualShaderNodeVectorFunc", TTR("Returns the sine of the parameter."), { VisualShaderNodeVectorFunc::FUNC_SIN, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_3D }, VisualShaderNode::PORT_TYPE_VECTOR_3D));
  4206. add_options.push_back(AddOption("SinH", "Vector", "Functions", "VisualShaderNodeVectorFunc", TTR("Returns the hyperbolic sine of the parameter."), { VisualShaderNodeVectorFunc::FUNC_SINH, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_2D }, VisualShaderNode::PORT_TYPE_VECTOR_2D));
  4207. add_options.push_back(AddOption("SinH", "Vector", "Functions", "VisualShaderNodeVectorFunc", TTR("Returns the hyperbolic sine of the parameter."), { VisualShaderNodeVectorFunc::FUNC_SINH, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_3D }, VisualShaderNode::PORT_TYPE_VECTOR_3D));
  4208. add_options.push_back(AddOption("Sqrt", "Vector", "Functions", "VisualShaderNodeVectorFunc", TTR("Returns the square root of the parameter."), { VisualShaderNodeVectorFunc::FUNC_SQRT, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_2D }, VisualShaderNode::PORT_TYPE_VECTOR_2D));
  4209. add_options.push_back(AddOption("Sqrt", "Vector", "Functions", "VisualShaderNodeVectorFunc", TTR("Returns the square root of the parameter."), { VisualShaderNodeVectorFunc::FUNC_SQRT, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_3D }, VisualShaderNode::PORT_TYPE_VECTOR_3D));
  4210. add_options.push_back(AddOption("SmoothStep", "Vector", "Functions", "VisualShaderNodeSmoothStep", TTR("SmoothStep function( vector(edge0), vector(edge1), vector(x) ).\n\nReturns 0.0 if 'x' is smaller than 'edge0' and 1.0 if 'x' is larger than 'edge1'. Otherwise the return value is interpolated between 0.0 and 1.0 using Hermite polynomials."), { VisualShaderNodeSmoothStep::OP_TYPE_VECTOR_2D }, VisualShaderNode::PORT_TYPE_VECTOR_2D));
  4211. add_options.push_back(AddOption("SmoothStep", "Vector", "Functions", "VisualShaderNodeSmoothStep", TTR("SmoothStep function( vector(edge0), vector(edge1), vector(x) ).\n\nReturns 0.0 if 'x' is smaller than 'edge0' and 1.0 if 'x' is larger than 'edge1'. Otherwise the return value is interpolated between 0.0 and 1.0 using Hermite polynomials."), { VisualShaderNodeSmoothStep::OP_TYPE_VECTOR_3D }, VisualShaderNode::PORT_TYPE_VECTOR_3D));
  4212. add_options.push_back(AddOption("SmoothStepS", "Vector", "Functions", "VisualShaderNodeSmoothStep", TTR("SmoothStep function( scalar(edge0), scalar(edge1), vector(x) ).\n\nReturns 0.0 if 'x' is smaller than 'edge0' and 1.0 if 'x' is larger than 'edge1'. Otherwise the return value is interpolated between 0.0 and 1.0 using Hermite polynomials."), { VisualShaderNodeSmoothStep::OP_TYPE_VECTOR_2D_SCALAR }, VisualShaderNode::PORT_TYPE_VECTOR_2D));
  4213. add_options.push_back(AddOption("SmoothStepS", "Vector", "Functions", "VisualShaderNodeSmoothStep", TTR("SmoothStep function( scalar(edge0), scalar(edge1), vector(x) ).\n\nReturns 0.0 if 'x' is smaller than 'edge0' and 1.0 if 'x' is larger than 'edge1'. Otherwise the return value is interpolated between 0.0 and 1.0 using Hermite polynomials."), { VisualShaderNodeSmoothStep::OP_TYPE_VECTOR_3D_SCALAR }, VisualShaderNode::PORT_TYPE_VECTOR_3D));
  4214. add_options.push_back(AddOption("Step", "Vector", "Functions", "VisualShaderNodeStep", TTR("Step function( vector(edge), vector(x) ).\n\nReturns 0.0 if 'x' is smaller than 'edge' and otherwise 1.0."), { VisualShaderNodeStep::OP_TYPE_VECTOR_2D }, VisualShaderNode::PORT_TYPE_VECTOR_2D));
  4215. add_options.push_back(AddOption("Step", "Vector", "Functions", "VisualShaderNodeStep", TTR("Step function( vector(edge), vector(x) ).\n\nReturns 0.0 if 'x' is smaller than 'edge' and otherwise 1.0."), { VisualShaderNodeStep::OP_TYPE_VECTOR_3D }, VisualShaderNode::PORT_TYPE_VECTOR_3D));
  4216. add_options.push_back(AddOption("StepS", "Vector", "Functions", "VisualShaderNodeStep", TTR("Step function( scalar(edge), vector(x) ).\n\nReturns 0.0 if 'x' is smaller than 'edge' and otherwise 1.0."), { VisualShaderNodeStep::OP_TYPE_VECTOR_2D_SCALAR }, VisualShaderNode::PORT_TYPE_VECTOR_2D));
  4217. add_options.push_back(AddOption("StepS", "Vector", "Functions", "VisualShaderNodeStep", TTR("Step function( scalar(edge), vector(x) ).\n\nReturns 0.0 if 'x' is smaller than 'edge' and otherwise 1.0."), { VisualShaderNodeStep::OP_TYPE_VECTOR_3D_SCALAR }, VisualShaderNode::PORT_TYPE_VECTOR_3D));
  4218. add_options.push_back(AddOption("Sum", "Vector", "Functions", "VisualShaderNodeDerivativeFunc", TTR("(Fragment/Light mode only) (Vector) Sum of absolute derivative in 'x' and 'y'."), { VisualShaderNodeDerivativeFunc::FUNC_SUM, VisualShaderNodeDerivativeFunc::OP_TYPE_VECTOR_2D }, VisualShaderNode::PORT_TYPE_VECTOR_2D, TYPE_FLAGS_FRAGMENT | TYPE_FLAGS_LIGHT, -1, true));
  4219. add_options.push_back(AddOption("Sum", "Vector", "Functions", "VisualShaderNodeDerivativeFunc", TTR("(Fragment/Light mode only) (Vector) Sum of absolute derivative in 'x' and 'y'."), { VisualShaderNodeDerivativeFunc::FUNC_SUM, VisualShaderNodeDerivativeFunc::OP_TYPE_VECTOR_3D }, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_FRAGMENT | TYPE_FLAGS_LIGHT, -1, true));
  4220. add_options.push_back(AddOption("Tan", "Vector", "Functions", "VisualShaderNodeVectorFunc", TTR("Returns the tangent of the parameter."), { VisualShaderNodeVectorFunc::FUNC_TAN, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_2D }, VisualShaderNode::PORT_TYPE_VECTOR_2D));
  4221. add_options.push_back(AddOption("Tan", "Vector", "Functions", "VisualShaderNodeVectorFunc", TTR("Returns the tangent of the parameter."), { VisualShaderNodeVectorFunc::FUNC_TAN, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_3D }, VisualShaderNode::PORT_TYPE_VECTOR_3D));
  4222. add_options.push_back(AddOption("TanH", "Vector", "Functions", "VisualShaderNodeVectorFunc", TTR("Returns the hyperbolic tangent of the parameter."), { VisualShaderNodeVectorFunc::FUNC_TANH, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_2D }, VisualShaderNode::PORT_TYPE_VECTOR_2D));
  4223. add_options.push_back(AddOption("TanH", "Vector", "Functions", "VisualShaderNodeVectorFunc", TTR("Returns the hyperbolic tangent of the parameter."), { VisualShaderNodeVectorFunc::FUNC_TANH, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_3D }, VisualShaderNode::PORT_TYPE_VECTOR_3D));
  4224. add_options.push_back(AddOption("Trunc", "Vector", "Functions", "VisualShaderNodeVectorFunc", TTR("Finds the truncated value of the parameter."), { VisualShaderNodeVectorFunc::FUNC_TRUNC, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_2D }, VisualShaderNode::PORT_TYPE_VECTOR_2D));
  4225. add_options.push_back(AddOption("Trunc", "Vector", "Functions", "VisualShaderNodeVectorFunc", TTR("Finds the truncated value of the parameter."), { VisualShaderNodeVectorFunc::FUNC_TRUNC, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_3D }, VisualShaderNode::PORT_TYPE_VECTOR_3D));
  4226. add_options.push_back(AddOption("Add", "Vector", "Operators", "VisualShaderNodeVectorOp", TTR("Adds 2D vector to 2D vector."), { VisualShaderNodeVectorOp::OP_ADD, VisualShaderNodeVectorOp::OP_TYPE_VECTOR_2D }, VisualShaderNode::PORT_TYPE_VECTOR_2D));
  4227. add_options.push_back(AddOption("Add", "Vector", "Operators", "VisualShaderNodeVectorOp", TTR("Adds 3D vector to 3D vector."), { VisualShaderNodeVectorOp::OP_ADD, VisualShaderNodeVectorOp::OP_TYPE_VECTOR_3D }, VisualShaderNode::PORT_TYPE_VECTOR_3D));
  4228. add_options.push_back(AddOption("Divide", "Vector", "Operators", "VisualShaderNodeVectorOp", TTR("Divides 2D vector by 2D vector."), { VisualShaderNodeVectorOp::OP_DIV, VisualShaderNodeVectorOp::OP_TYPE_VECTOR_2D }, VisualShaderNode::PORT_TYPE_VECTOR_2D));
  4229. add_options.push_back(AddOption("Divide", "Vector", "Operators", "VisualShaderNodeVectorOp", TTR("Divides 3D vector by 3D vector."), { VisualShaderNodeVectorOp::OP_DIV, VisualShaderNodeVectorOp::OP_TYPE_VECTOR_3D }, VisualShaderNode::PORT_TYPE_VECTOR_3D));
  4230. add_options.push_back(AddOption("Multiply", "Vector", "Operators", "VisualShaderNodeVectorOp", TTR("Multiplies 2D vector by 2D vector."), { VisualShaderNodeVectorOp::OP_MUL, VisualShaderNodeVectorOp::OP_TYPE_VECTOR_2D }, VisualShaderNode::PORT_TYPE_VECTOR_2D));
  4231. add_options.push_back(AddOption("Multiply", "Vector", "Operators", "VisualShaderNodeVectorOp", TTR("Multiplies 3D vector by 3D vector."), { VisualShaderNodeVectorOp::OP_MUL, VisualShaderNodeVectorOp::OP_TYPE_VECTOR_3D }, VisualShaderNode::PORT_TYPE_VECTOR_3D));
  4232. add_options.push_back(AddOption("Remainder", "Vector", "Operators", "VisualShaderNodeVectorOp", TTR("Returns the remainder of the two 2D vectors."), { VisualShaderNodeVectorOp::OP_MOD, VisualShaderNodeVectorOp::OP_TYPE_VECTOR_2D }, VisualShaderNode::PORT_TYPE_VECTOR_2D));
  4233. add_options.push_back(AddOption("Remainder", "Vector", "Operators", "VisualShaderNodeVectorOp", TTR("Returns the remainder of the two 3D vectors."), { VisualShaderNodeVectorOp::OP_MOD, VisualShaderNodeVectorOp::OP_TYPE_VECTOR_3D }, VisualShaderNode::PORT_TYPE_VECTOR_3D));
  4234. add_options.push_back(AddOption("Subtract", "Vector", "Operators", "VisualShaderNodeVectorOp", TTR("Subtracts 2D vector from 2D vector."), { VisualShaderNodeVectorOp::OP_SUB, VisualShaderNodeVectorOp::OP_TYPE_VECTOR_2D }, VisualShaderNode::PORT_TYPE_VECTOR_2D));
  4235. add_options.push_back(AddOption("Subtract", "Vector", "Operators", "VisualShaderNodeVectorOp", TTR("Subtracts 3D vector from 3D vector."), { VisualShaderNodeVectorOp::OP_SUB, VisualShaderNodeVectorOp::OP_TYPE_VECTOR_3D }, VisualShaderNode::PORT_TYPE_VECTOR_3D));
  4236. add_options.push_back(AddOption("Vector2Constant", "Vector", "Variables", "VisualShaderNodeVec2Constant", TTR("2D vector constant."), {}, VisualShaderNode::PORT_TYPE_VECTOR_2D));
  4237. add_options.push_back(AddOption("Vector2Uniform", "Vector", "Variables", "VisualShaderNodeVec2Uniform", TTR("2D vector uniform."), {}, VisualShaderNode::PORT_TYPE_VECTOR_2D));
  4238. add_options.push_back(AddOption("Vector3Constant", "Vector", "Variables", "VisualShaderNodeVec3Constant", TTR("3D vector constant."), {}, VisualShaderNode::PORT_TYPE_VECTOR_3D));
  4239. add_options.push_back(AddOption("Vector3Uniform", "Vector", "Variables", "VisualShaderNodeVec3Uniform", TTR("3D vector uniform."), {}, VisualShaderNode::PORT_TYPE_VECTOR_3D));
  4240. // SPECIAL
  4241. add_options.push_back(AddOption("Comment", "Special", "", "VisualShaderNodeComment", TTR("A rectangular area with a description string for better graph organization.")));
  4242. 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.")));
  4243. 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.")));
  4244. add_options.push_back(AddOption("UniformRef", "Special", "", "VisualShaderNodeUniformRef", TTR("A reference to an existing uniform.")));
  4245. custom_node_option_idx = add_options.size();
  4246. /////////////////////////////////////////////////////////////////////
  4247. _update_options_menu();
  4248. undo_redo = EditorNode::get_singleton()->get_undo_redo();
  4249. Ref<VisualShaderNodePluginDefault> default_plugin;
  4250. default_plugin.instantiate();
  4251. add_plugin(default_plugin);
  4252. graph_plugin.instantiate();
  4253. property_editor = memnew(CustomPropertyEditor);
  4254. add_child(property_editor);
  4255. property_editor->connect("variant_changed", callable_mp(this, &VisualShaderEditor::_port_edited));
  4256. }
  4257. /////////////////
  4258. void VisualShaderEditorPlugin::edit(Object *p_object) {
  4259. visual_shader_editor->edit(Object::cast_to<VisualShader>(p_object));
  4260. }
  4261. bool VisualShaderEditorPlugin::handles(Object *p_object) const {
  4262. return p_object->is_class("VisualShader");
  4263. }
  4264. void VisualShaderEditorPlugin::make_visible(bool p_visible) {
  4265. if (p_visible) {
  4266. //editor->hide_animation_player_editors();
  4267. //editor->animation_panel_make_visible(true);
  4268. button->show();
  4269. EditorNode::get_singleton()->make_bottom_panel_item_visible(visual_shader_editor);
  4270. visual_shader_editor->update_custom_nodes();
  4271. visual_shader_editor->set_process_input(true);
  4272. //visual_shader_editor->set_process(true);
  4273. } else {
  4274. if (visual_shader_editor->is_visible_in_tree()) {
  4275. EditorNode::get_singleton()->hide_bottom_panel();
  4276. }
  4277. button->hide();
  4278. visual_shader_editor->set_process_input(false);
  4279. //visual_shader_editor->set_process(false);
  4280. }
  4281. }
  4282. VisualShaderEditorPlugin::VisualShaderEditorPlugin() {
  4283. visual_shader_editor = memnew(VisualShaderEditor);
  4284. visual_shader_editor->set_custom_minimum_size(Size2(0, 300) * EDSCALE);
  4285. button = EditorNode::get_singleton()->add_bottom_panel_item(TTR("VisualShader"), visual_shader_editor);
  4286. button->hide();
  4287. }
  4288. VisualShaderEditorPlugin::~VisualShaderEditorPlugin() {
  4289. }
  4290. ////////////////
  4291. class VisualShaderNodePluginInputEditor : public OptionButton {
  4292. GDCLASS(VisualShaderNodePluginInputEditor, OptionButton);
  4293. Ref<VisualShaderNodeInput> input;
  4294. public:
  4295. void _notification(int p_what) {
  4296. switch (p_what) {
  4297. case NOTIFICATION_READY: {
  4298. connect("item_selected", callable_mp(this, &VisualShaderNodePluginInputEditor::_item_selected));
  4299. } break;
  4300. }
  4301. }
  4302. void _item_selected(int p_item) {
  4303. VisualShaderEditor *editor = VisualShaderEditor::get_singleton();
  4304. if (editor) {
  4305. editor->call_deferred(SNAME("_input_select_item"), input, get_item_text(p_item));
  4306. }
  4307. }
  4308. void setup(const Ref<VisualShaderNodeInput> &p_input) {
  4309. input = p_input;
  4310. Ref<Texture2D> type_icon[7] = {
  4311. EditorNode::get_singleton()->get_gui_base()->get_theme_icon(SNAME("float"), SNAME("EditorIcons")),
  4312. EditorNode::get_singleton()->get_gui_base()->get_theme_icon(SNAME("int"), SNAME("EditorIcons")),
  4313. EditorNode::get_singleton()->get_gui_base()->get_theme_icon(SNAME("Vector2"), SNAME("EditorIcons")),
  4314. EditorNode::get_singleton()->get_gui_base()->get_theme_icon(SNAME("Vector3"), SNAME("EditorIcons")),
  4315. EditorNode::get_singleton()->get_gui_base()->get_theme_icon(SNAME("bool"), SNAME("EditorIcons")),
  4316. EditorNode::get_singleton()->get_gui_base()->get_theme_icon(SNAME("Transform3D"), SNAME("EditorIcons")),
  4317. EditorNode::get_singleton()->get_gui_base()->get_theme_icon(SNAME("ImageTexture"), SNAME("EditorIcons")),
  4318. };
  4319. add_item("[None]");
  4320. int to_select = -1;
  4321. for (int i = 0; i < input->get_input_index_count(); i++) {
  4322. if (input->get_input_name() == input->get_input_index_name(i)) {
  4323. to_select = i + 1;
  4324. }
  4325. add_icon_item(type_icon[input->get_input_index_type(i)], input->get_input_index_name(i));
  4326. }
  4327. if (to_select >= 0) {
  4328. select(to_select);
  4329. }
  4330. }
  4331. };
  4332. ////////////////
  4333. class VisualShaderNodePluginUniformRefEditor : public OptionButton {
  4334. GDCLASS(VisualShaderNodePluginUniformRefEditor, OptionButton);
  4335. Ref<VisualShaderNodeUniformRef> uniform_ref;
  4336. public:
  4337. void _notification(int p_what) {
  4338. switch (p_what) {
  4339. case NOTIFICATION_READY: {
  4340. connect("item_selected", callable_mp(this, &VisualShaderNodePluginUniformRefEditor::_item_selected));
  4341. } break;
  4342. }
  4343. }
  4344. void _item_selected(int p_item) {
  4345. VisualShaderEditor *editor = VisualShaderEditor::get_singleton();
  4346. if (editor) {
  4347. editor->call_deferred(SNAME("_uniform_select_item"), uniform_ref, get_item_text(p_item));
  4348. }
  4349. }
  4350. void setup(const Ref<VisualShaderNodeUniformRef> &p_uniform_ref) {
  4351. uniform_ref = p_uniform_ref;
  4352. Ref<Texture2D> type_icon[8] = {
  4353. EditorNode::get_singleton()->get_gui_base()->get_theme_icon(SNAME("float"), SNAME("EditorIcons")),
  4354. EditorNode::get_singleton()->get_gui_base()->get_theme_icon(SNAME("int"), SNAME("EditorIcons")),
  4355. EditorNode::get_singleton()->get_gui_base()->get_theme_icon(SNAME("bool"), SNAME("EditorIcons")),
  4356. EditorNode::get_singleton()->get_gui_base()->get_theme_icon(SNAME("Vector2"), SNAME("EditorIcons")),
  4357. EditorNode::get_singleton()->get_gui_base()->get_theme_icon(SNAME("Vector3"), SNAME("EditorIcons")),
  4358. EditorNode::get_singleton()->get_gui_base()->get_theme_icon(SNAME("Transform3D"), SNAME("EditorIcons")),
  4359. EditorNode::get_singleton()->get_gui_base()->get_theme_icon(SNAME("Color"), SNAME("EditorIcons")),
  4360. EditorNode::get_singleton()->get_gui_base()->get_theme_icon(SNAME("ImageTexture"), SNAME("EditorIcons")),
  4361. };
  4362. add_item("[None]");
  4363. int to_select = -1;
  4364. for (int i = 0; i < p_uniform_ref->get_uniforms_count(); i++) {
  4365. if (p_uniform_ref->get_uniform_name() == p_uniform_ref->get_uniform_name_by_index(i)) {
  4366. to_select = i + 1;
  4367. }
  4368. add_icon_item(type_icon[p_uniform_ref->get_uniform_type_by_index(i)], p_uniform_ref->get_uniform_name_by_index(i));
  4369. }
  4370. if (to_select >= 0) {
  4371. select(to_select);
  4372. }
  4373. }
  4374. };
  4375. ////////////////
  4376. class VisualShaderNodePluginDefaultEditor : public VBoxContainer {
  4377. GDCLASS(VisualShaderNodePluginDefaultEditor, VBoxContainer);
  4378. Ref<Resource> parent_resource;
  4379. int node_id;
  4380. VisualShader::Type shader_type;
  4381. public:
  4382. void _property_changed(const String &p_property, const Variant &p_value, const String &p_field = "", bool p_changing = false) {
  4383. if (p_changing) {
  4384. return;
  4385. }
  4386. UndoRedo *undo_redo = EditorNode::get_singleton()->get_undo_redo();
  4387. updating = true;
  4388. undo_redo->create_action(TTR("Edit Visual Property:") + " " + p_property, UndoRedo::MERGE_ENDS);
  4389. undo_redo->add_do_property(node.ptr(), p_property, p_value);
  4390. undo_redo->add_undo_property(node.ptr(), p_property, node->get(p_property));
  4391. if (p_value.get_type() == Variant::OBJECT) {
  4392. RES prev_res = node->get(p_property);
  4393. RES curr_res = p_value;
  4394. if (curr_res.is_null()) {
  4395. undo_redo->add_do_method(this, "_open_inspector", (RES)parent_resource.ptr());
  4396. } else {
  4397. undo_redo->add_do_method(this, "_open_inspector", (RES)curr_res.ptr());
  4398. }
  4399. if (!prev_res.is_null()) {
  4400. undo_redo->add_undo_method(this, "_open_inspector", (RES)prev_res.ptr());
  4401. } else {
  4402. undo_redo->add_undo_method(this, "_open_inspector", (RES)parent_resource.ptr());
  4403. }
  4404. }
  4405. if (p_property != "constant") {
  4406. VisualShaderEditor *editor = VisualShaderEditor::get_singleton();
  4407. if (editor) {
  4408. VisualShaderGraphPlugin *graph_plugin = editor->get_graph_plugin();
  4409. if (graph_plugin) {
  4410. undo_redo->add_do_method(graph_plugin, "update_node_deferred", shader_type, node_id);
  4411. undo_redo->add_undo_method(graph_plugin, "update_node_deferred", shader_type, node_id);
  4412. }
  4413. }
  4414. }
  4415. undo_redo->commit_action();
  4416. updating = false;
  4417. }
  4418. void _node_changed() {
  4419. if (updating) {
  4420. return;
  4421. }
  4422. for (int i = 0; i < properties.size(); i++) {
  4423. properties[i]->update_property();
  4424. }
  4425. }
  4426. void _resource_selected(const String &p_path, RES p_resource) {
  4427. _open_inspector(p_resource);
  4428. }
  4429. void _open_inspector(RES p_resource) {
  4430. InspectorDock::get_inspector_singleton()->edit(p_resource.ptr());
  4431. }
  4432. bool updating;
  4433. Ref<VisualShaderNode> node;
  4434. Vector<EditorProperty *> properties;
  4435. Vector<Label *> prop_names;
  4436. void _show_prop_names(bool p_show) {
  4437. for (int i = 0; i < prop_names.size(); i++) {
  4438. prop_names[i]->set_visible(p_show);
  4439. }
  4440. }
  4441. void setup(Ref<Resource> p_parent_resource, Vector<EditorProperty *> p_properties, const Vector<StringName> &p_names, const Map<StringName, String> &p_overrided_names, Ref<VisualShaderNode> p_node) {
  4442. parent_resource = p_parent_resource;
  4443. updating = false;
  4444. node = p_node;
  4445. properties = p_properties;
  4446. node_id = (int)p_node->get_meta("id");
  4447. shader_type = VisualShader::Type((int)p_node->get_meta("shader_type"));
  4448. for (int i = 0; i < p_properties.size(); i++) {
  4449. HBoxContainer *hbox = memnew(HBoxContainer);
  4450. hbox->set_h_size_flags(SIZE_EXPAND_FILL);
  4451. add_child(hbox);
  4452. Label *prop_name = memnew(Label);
  4453. String prop_name_str = p_names[i];
  4454. if (p_overrided_names.has(p_names[i])) {
  4455. prop_name_str = p_overrided_names[p_names[i]] + ":";
  4456. } else {
  4457. prop_name_str = prop_name_str.capitalize() + ":";
  4458. }
  4459. prop_name->set_text(prop_name_str);
  4460. prop_name->set_visible(false);
  4461. hbox->add_child(prop_name);
  4462. prop_names.push_back(prop_name);
  4463. p_properties[i]->set_h_size_flags(SIZE_EXPAND_FILL);
  4464. hbox->add_child(p_properties[i]);
  4465. bool res_prop = Object::cast_to<EditorPropertyResource>(p_properties[i]);
  4466. if (res_prop) {
  4467. p_properties[i]->connect("resource_selected", callable_mp(this, &VisualShaderNodePluginDefaultEditor::_resource_selected));
  4468. }
  4469. properties[i]->connect("property_changed", callable_mp(this, &VisualShaderNodePluginDefaultEditor::_property_changed));
  4470. properties[i]->set_object_and_property(node.ptr(), p_names[i]);
  4471. properties[i]->update_property();
  4472. properties[i]->set_name_split_ratio(0);
  4473. }
  4474. node->connect("changed", callable_mp(this, &VisualShaderNodePluginDefaultEditor::_node_changed));
  4475. }
  4476. static void _bind_methods() {
  4477. ClassDB::bind_method("_open_inspector", &VisualShaderNodePluginDefaultEditor::_open_inspector); // Used by UndoRedo.
  4478. ClassDB::bind_method("_show_prop_names", &VisualShaderNodePluginDefaultEditor::_show_prop_names); // Used with call_deferred.
  4479. }
  4480. };
  4481. Control *VisualShaderNodePluginDefault::create_editor(const Ref<Resource> &p_parent_resource, const Ref<VisualShaderNode> &p_node) {
  4482. if (p_node->is_class("VisualShaderNodeUniformRef")) {
  4483. //create input
  4484. VisualShaderNodePluginUniformRefEditor *uniform_editor = memnew(VisualShaderNodePluginUniformRefEditor);
  4485. uniform_editor->setup(p_node);
  4486. return uniform_editor;
  4487. }
  4488. if (p_node->is_class("VisualShaderNodeInput")) {
  4489. //create input
  4490. VisualShaderNodePluginInputEditor *input_editor = memnew(VisualShaderNodePluginInputEditor);
  4491. input_editor->setup(p_node);
  4492. return input_editor;
  4493. }
  4494. Vector<StringName> properties = p_node->get_editable_properties();
  4495. if (properties.size() == 0) {
  4496. return nullptr;
  4497. }
  4498. List<PropertyInfo> props;
  4499. p_node->get_property_list(&props);
  4500. Vector<PropertyInfo> pinfo;
  4501. for (const PropertyInfo &E : props) {
  4502. for (int i = 0; i < properties.size(); i++) {
  4503. if (E.name == String(properties[i])) {
  4504. pinfo.push_back(E);
  4505. }
  4506. }
  4507. }
  4508. if (pinfo.size() == 0) {
  4509. return nullptr;
  4510. }
  4511. properties.clear();
  4512. Ref<VisualShaderNode> node = p_node;
  4513. Vector<EditorProperty *> editors;
  4514. for (int i = 0; i < pinfo.size(); i++) {
  4515. EditorProperty *prop = EditorInspector::instantiate_property_editor(node.ptr(), pinfo[i].type, pinfo[i].name, pinfo[i].hint, pinfo[i].hint_string, pinfo[i].usage);
  4516. if (!prop) {
  4517. return nullptr;
  4518. }
  4519. if (Object::cast_to<EditorPropertyResource>(prop)) {
  4520. Object::cast_to<EditorPropertyResource>(prop)->set_use_sub_inspector(false);
  4521. prop->set_custom_minimum_size(Size2(100 * EDSCALE, 0));
  4522. } else if (Object::cast_to<EditorPropertyTransform3D>(prop) || Object::cast_to<EditorPropertyVector3>(prop)) {
  4523. prop->set_custom_minimum_size(Size2(250 * EDSCALE, 0));
  4524. } else if (Object::cast_to<EditorPropertyFloat>(prop)) {
  4525. prop->set_custom_minimum_size(Size2(100 * EDSCALE, 0));
  4526. } else if (Object::cast_to<EditorPropertyEnum>(prop)) {
  4527. prop->set_custom_minimum_size(Size2(100 * EDSCALE, 0));
  4528. Object::cast_to<EditorPropertyEnum>(prop)->set_option_button_clip(false);
  4529. }
  4530. editors.push_back(prop);
  4531. properties.push_back(pinfo[i].name);
  4532. }
  4533. VisualShaderNodePluginDefaultEditor *editor = memnew(VisualShaderNodePluginDefaultEditor);
  4534. editor->setup(p_parent_resource, editors, properties, p_node->get_editable_properties_names(), p_node);
  4535. return editor;
  4536. }
  4537. void EditorPropertyShaderMode::_option_selected(int p_which) {
  4538. VisualShaderEditor *editor = VisualShaderEditor::get_singleton();
  4539. if (!editor) {
  4540. return;
  4541. }
  4542. //will not use this, instead will do all the logic setting manually
  4543. //emit_signal(SNAME("property_changed"), get_edited_property(), p_which);
  4544. Ref<VisualShader> visual_shader(Object::cast_to<VisualShader>(get_edited_object()));
  4545. if (visual_shader->get_mode() == p_which) {
  4546. return;
  4547. }
  4548. UndoRedo *undo_redo = EditorNode::get_singleton()->get_undo_redo();
  4549. undo_redo->create_action(TTR("Visual Shader Mode Changed"));
  4550. //do is easy
  4551. undo_redo->add_do_method(visual_shader.ptr(), "set_mode", p_which);
  4552. undo_redo->add_undo_method(visual_shader.ptr(), "set_mode", visual_shader->get_mode());
  4553. undo_redo->add_do_method(editor, "_set_mode", p_which);
  4554. undo_redo->add_undo_method(editor, "_set_mode", visual_shader->get_mode());
  4555. //now undo is hell
  4556. //1. restore connections to output
  4557. for (int i = 0; i < VisualShader::TYPE_MAX; i++) {
  4558. VisualShader::Type type = VisualShader::Type(i);
  4559. List<VisualShader::Connection> conns;
  4560. visual_shader->get_node_connections(type, &conns);
  4561. for (const VisualShader::Connection &E : conns) {
  4562. if (E.to_node == VisualShader::NODE_ID_OUTPUT) {
  4563. undo_redo->add_undo_method(visual_shader.ptr(), "connect_nodes", type, E.from_node, E.from_port, E.to_node, E.to_port);
  4564. }
  4565. }
  4566. }
  4567. //2. restore input indices
  4568. for (int i = 0; i < VisualShader::TYPE_MAX; i++) {
  4569. VisualShader::Type type = VisualShader::Type(i);
  4570. Vector<int> nodes = visual_shader->get_node_list(type);
  4571. for (int j = 0; j < nodes.size(); j++) {
  4572. Ref<VisualShaderNodeInput> input = visual_shader->get_node(type, nodes[j]);
  4573. if (!input.is_valid()) {
  4574. continue;
  4575. }
  4576. undo_redo->add_undo_method(input.ptr(), "set_input_name", input->get_input_name());
  4577. }
  4578. }
  4579. //3. restore enums and flags
  4580. List<PropertyInfo> props;
  4581. visual_shader->get_property_list(&props);
  4582. for (const PropertyInfo &E : props) {
  4583. if (E.name.begins_with("flags/") || E.name.begins_with("modes/")) {
  4584. undo_redo->add_undo_property(visual_shader.ptr(), E.name, visual_shader->get(E.name));
  4585. }
  4586. }
  4587. undo_redo->add_do_method(editor, "_update_options_menu");
  4588. undo_redo->add_undo_method(editor, "_update_options_menu");
  4589. undo_redo->add_do_method(editor, "_update_graph");
  4590. undo_redo->add_undo_method(editor, "_update_graph");
  4591. undo_redo->commit_action();
  4592. }
  4593. void EditorPropertyShaderMode::update_property() {
  4594. int which = get_edited_object()->get(get_edited_property());
  4595. options->select(which);
  4596. }
  4597. void EditorPropertyShaderMode::setup(const Vector<String> &p_options) {
  4598. for (int i = 0; i < p_options.size(); i++) {
  4599. options->add_item(p_options[i], i);
  4600. }
  4601. }
  4602. void EditorPropertyShaderMode::set_option_button_clip(bool p_enable) {
  4603. options->set_clip_text(p_enable);
  4604. }
  4605. void EditorPropertyShaderMode::_bind_methods() {
  4606. }
  4607. EditorPropertyShaderMode::EditorPropertyShaderMode() {
  4608. options = memnew(OptionButton);
  4609. options->set_clip_text(true);
  4610. add_child(options);
  4611. add_focusable(options);
  4612. options->connect("item_selected", callable_mp(this, &EditorPropertyShaderMode::_option_selected));
  4613. }
  4614. bool EditorInspectorShaderModePlugin::can_handle(Object *p_object) {
  4615. return true; // Can handle everything.
  4616. }
  4617. 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) {
  4618. if (p_path == "mode" && p_object->is_class("VisualShader") && p_type == Variant::INT) {
  4619. EditorPropertyShaderMode *editor = memnew(EditorPropertyShaderMode);
  4620. Vector<String> options = p_hint_text.split(",");
  4621. editor->setup(options);
  4622. add_property_editor(p_path, editor);
  4623. return true;
  4624. }
  4625. return false;
  4626. }
  4627. //////////////////////////////////
  4628. void VisualShaderNodePortPreview::_shader_changed() {
  4629. if (shader.is_null()) {
  4630. return;
  4631. }
  4632. Vector<VisualShader::DefaultTextureParam> default_textures;
  4633. String shader_code = shader->generate_preview_shader(type, node, port, default_textures);
  4634. Ref<Shader> preview_shader;
  4635. preview_shader.instantiate();
  4636. preview_shader->set_code(shader_code);
  4637. for (int i = 0; i < default_textures.size(); i++) {
  4638. for (int j = 0; j < default_textures[i].params.size(); j++) {
  4639. preview_shader->set_default_texture_param(default_textures[i].name, default_textures[i].params[j], j);
  4640. }
  4641. }
  4642. Ref<ShaderMaterial> material;
  4643. material.instantiate();
  4644. material->set_shader(preview_shader);
  4645. //find if a material is also being edited and copy parameters to this one
  4646. for (int i = EditorNode::get_singleton()->get_editor_history()->get_path_size() - 1; i >= 0; i--) {
  4647. Object *object = ObjectDB::get_instance(EditorNode::get_singleton()->get_editor_history()->get_path_object(i));
  4648. ShaderMaterial *src_mat;
  4649. if (!object) {
  4650. continue;
  4651. }
  4652. if (object->has_method("get_material_override")) { // trying getting material from MeshInstance
  4653. src_mat = Object::cast_to<ShaderMaterial>(object->call("get_material_override"));
  4654. } else if (object->has_method("get_material")) { // from CanvasItem/Node2D
  4655. src_mat = Object::cast_to<ShaderMaterial>(object->call("get_material"));
  4656. } else {
  4657. src_mat = Object::cast_to<ShaderMaterial>(object);
  4658. }
  4659. if (src_mat && src_mat->get_shader().is_valid()) {
  4660. List<PropertyInfo> params;
  4661. src_mat->get_shader()->get_param_list(&params);
  4662. for (const PropertyInfo &E : params) {
  4663. material->set(E.name, src_mat->get(E.name));
  4664. }
  4665. }
  4666. }
  4667. set_material(material);
  4668. }
  4669. void VisualShaderNodePortPreview::setup(const Ref<VisualShader> &p_shader, VisualShader::Type p_type, int p_node, int p_port) {
  4670. shader = p_shader;
  4671. shader->connect("changed", callable_mp(this, &VisualShaderNodePortPreview::_shader_changed));
  4672. type = p_type;
  4673. port = p_port;
  4674. node = p_node;
  4675. update();
  4676. _shader_changed();
  4677. }
  4678. Size2 VisualShaderNodePortPreview::get_minimum_size() const {
  4679. return Size2(100, 100) * EDSCALE;
  4680. }
  4681. void VisualShaderNodePortPreview::_notification(int p_what) {
  4682. switch (p_what) {
  4683. case NOTIFICATION_DRAW: {
  4684. Vector<Vector2> points = {
  4685. Vector2(),
  4686. Vector2(get_size().width, 0),
  4687. get_size(),
  4688. Vector2(0, get_size().height)
  4689. };
  4690. Vector<Vector2> uvs = {
  4691. Vector2(0, 0),
  4692. Vector2(1, 0),
  4693. Vector2(1, 1),
  4694. Vector2(0, 1)
  4695. };
  4696. Vector<Color> colors = {
  4697. Color(1, 1, 1, 1),
  4698. Color(1, 1, 1, 1),
  4699. Color(1, 1, 1, 1),
  4700. Color(1, 1, 1, 1)
  4701. };
  4702. draw_primitive(points, colors, uvs);
  4703. } break;
  4704. }
  4705. }
  4706. void VisualShaderNodePortPreview::_bind_methods() {
  4707. }
  4708. //////////////////////////////////
  4709. String VisualShaderConversionPlugin::converts_to() const {
  4710. return "Shader";
  4711. }
  4712. bool VisualShaderConversionPlugin::handles(const Ref<Resource> &p_resource) const {
  4713. Ref<VisualShader> vshader = p_resource;
  4714. return vshader.is_valid();
  4715. }
  4716. Ref<Resource> VisualShaderConversionPlugin::convert(const Ref<Resource> &p_resource) const {
  4717. Ref<VisualShader> vshader = p_resource;
  4718. ERR_FAIL_COND_V(!vshader.is_valid(), Ref<Resource>());
  4719. Ref<Shader> shader;
  4720. shader.instantiate();
  4721. String code = vshader->get_code();
  4722. shader->set_code(code);
  4723. return shader;
  4724. }