visual_shader_editor_plugin.cpp 351 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/io/resource_loader.h"
  34. #include "core/math/math_defs.h"
  35. #include "core/os/keyboard.h"
  36. #include "editor/editor_node.h"
  37. #include "editor/editor_properties.h"
  38. #include "editor/editor_scale.h"
  39. #include "editor/editor_settings.h"
  40. #include "editor/editor_undo_redo_manager.h"
  41. #include "editor/inspector_dock.h"
  42. #include "editor/plugins/curve_editor_plugin.h"
  43. #include "editor/plugins/shader_editor_plugin.h"
  44. #include "scene/gui/button.h"
  45. #include "scene/gui/check_box.h"
  46. #include "scene/gui/code_edit.h"
  47. #include "scene/gui/graph_edit.h"
  48. #include "scene/gui/menu_button.h"
  49. #include "scene/gui/option_button.h"
  50. #include "scene/gui/popup.h"
  51. #include "scene/gui/rich_text_label.h"
  52. #include "scene/gui/separator.h"
  53. #include "scene/gui/tree.h"
  54. #include "scene/gui/view_panner.h"
  55. #include "scene/main/window.h"
  56. #include "scene/resources/visual_shader_nodes.h"
  57. #include "scene/resources/visual_shader_particle_nodes.h"
  58. #include "servers/display_server.h"
  59. #include "servers/rendering/shader_types.h"
  60. struct FloatConstantDef {
  61. String name;
  62. float value = 0;
  63. String desc;
  64. };
  65. static FloatConstantDef float_constant_defs[] = {
  66. { "E", Math_E, TTR("E constant (2.718282). Represents the base of the natural logarithm.") },
  67. { "Epsilon", CMP_EPSILON, TTR("Epsilon constant (0.00001). Smallest possible scalar number.") },
  68. { "Phi", 1.618034f, TTR("Phi constant (1.618034). Golden ratio.") },
  69. { "Pi/4", Math_PI / 4, TTR("Pi/4 constant (0.785398) or 45 degrees.") },
  70. { "Pi/2", Math_PI / 2, TTR("Pi/2 constant (1.570796) or 90 degrees.") },
  71. { "Pi", Math_PI, TTR("Pi constant (3.141593) or 180 degrees.") },
  72. { "Tau", Math_TAU, TTR("Tau constant (6.283185) or 360 degrees.") },
  73. { "Sqrt2", Math_SQRT2, TTR("Sqrt2 constant (1.414214). Square root of 2.") }
  74. };
  75. const int MAX_FLOAT_CONST_DEFS = sizeof(float_constant_defs) / sizeof(FloatConstantDef);
  76. ///////////////////
  77. void VisualShaderNodePlugin::set_editor(VisualShaderEditor *p_editor) {
  78. vseditor = p_editor;
  79. }
  80. Control *VisualShaderNodePlugin::create_editor(const Ref<Resource> &p_parent_resource, const Ref<VisualShaderNode> &p_node) {
  81. Object *ret = nullptr;
  82. GDVIRTUAL_CALL(_create_editor, p_parent_resource, p_node, ret);
  83. return Object::cast_to<Control>(ret);
  84. }
  85. void VisualShaderNodePlugin::_bind_methods() {
  86. GDVIRTUAL_BIND(_create_editor, "parent_resource", "visual_shader_node");
  87. }
  88. ///////////////////
  89. VisualShaderGraphPlugin::VisualShaderGraphPlugin() {
  90. }
  91. void VisualShaderGraphPlugin::_bind_methods() {
  92. ClassDB::bind_method("add_node", &VisualShaderGraphPlugin::add_node);
  93. ClassDB::bind_method("remove_node", &VisualShaderGraphPlugin::remove_node);
  94. ClassDB::bind_method("connect_nodes", &VisualShaderGraphPlugin::connect_nodes);
  95. ClassDB::bind_method("disconnect_nodes", &VisualShaderGraphPlugin::disconnect_nodes);
  96. ClassDB::bind_method("set_node_position", &VisualShaderGraphPlugin::set_node_position);
  97. ClassDB::bind_method("update_node", &VisualShaderGraphPlugin::update_node);
  98. ClassDB::bind_method("update_node_deferred", &VisualShaderGraphPlugin::update_node_deferred);
  99. ClassDB::bind_method("set_input_port_default_value", &VisualShaderGraphPlugin::set_input_port_default_value);
  100. ClassDB::bind_method("set_parameter_name", &VisualShaderGraphPlugin::set_parameter_name);
  101. ClassDB::bind_method("set_expression", &VisualShaderGraphPlugin::set_expression);
  102. ClassDB::bind_method("update_curve", &VisualShaderGraphPlugin::update_curve);
  103. ClassDB::bind_method("update_curve_xyz", &VisualShaderGraphPlugin::update_curve_xyz);
  104. }
  105. void VisualShaderGraphPlugin::set_editor(VisualShaderEditor *p_editor) {
  106. editor = p_editor;
  107. }
  108. void VisualShaderGraphPlugin::register_shader(VisualShader *p_shader) {
  109. visual_shader = Ref<VisualShader>(p_shader);
  110. }
  111. void VisualShaderGraphPlugin::set_connections(const List<VisualShader::Connection> &p_connections) {
  112. connections = p_connections;
  113. }
  114. void VisualShaderGraphPlugin::show_port_preview(VisualShader::Type p_type, int p_node_id, int p_port_id) {
  115. if (visual_shader->get_shader_type() == p_type && links.has(p_node_id) && links[p_node_id].output_ports.has(p_port_id)) {
  116. for (const KeyValue<int, Port> &E : links[p_node_id].output_ports) {
  117. if (E.value.preview_button != nullptr) {
  118. E.value.preview_button->set_pressed(false);
  119. }
  120. }
  121. if (links[p_node_id].preview_visible && !is_dirty() && links[p_node_id].preview_box != nullptr) {
  122. links[p_node_id].graph_node->remove_child(links[p_node_id].preview_box);
  123. memdelete(links[p_node_id].preview_box);
  124. links[p_node_id].graph_node->reset_size();
  125. links[p_node_id].preview_visible = false;
  126. }
  127. if (p_port_id != -1 && links[p_node_id].output_ports[p_port_id].preview_button != nullptr) {
  128. if (is_dirty()) {
  129. links[p_node_id].preview_pos = links[p_node_id].graph_node->get_child_count();
  130. }
  131. VBoxContainer *vbox = memnew(VBoxContainer);
  132. links[p_node_id].graph_node->add_child(vbox);
  133. if (links[p_node_id].preview_pos != -1) {
  134. links[p_node_id].graph_node->move_child(vbox, links[p_node_id].preview_pos);
  135. }
  136. links[p_node_id].graph_node->set_slot_draw_stylebox(vbox->get_index(), false);
  137. Control *offset = memnew(Control);
  138. offset->set_custom_minimum_size(Size2(0, 5 * EDSCALE));
  139. vbox->add_child(offset);
  140. VisualShaderNodePortPreview *port_preview = memnew(VisualShaderNodePortPreview);
  141. port_preview->setup(visual_shader, visual_shader->get_shader_type(), p_node_id, p_port_id);
  142. port_preview->set_h_size_flags(Control::SIZE_SHRINK_CENTER);
  143. vbox->add_child(port_preview);
  144. links[p_node_id].preview_visible = true;
  145. links[p_node_id].preview_box = vbox;
  146. links[p_node_id].output_ports[p_port_id].preview_button->set_pressed(true);
  147. }
  148. }
  149. }
  150. void VisualShaderGraphPlugin::update_node_deferred(VisualShader::Type p_type, int p_node_id) {
  151. call_deferred(SNAME("update_node"), p_type, p_node_id);
  152. }
  153. void VisualShaderGraphPlugin::update_node(VisualShader::Type p_type, int p_node_id) {
  154. if (p_type != visual_shader->get_shader_type() || !links.has(p_node_id)) {
  155. return;
  156. }
  157. remove_node(p_type, p_node_id);
  158. add_node(p_type, p_node_id);
  159. }
  160. void VisualShaderGraphPlugin::set_input_port_default_value(VisualShader::Type p_type, int p_node_id, int p_port_id, Variant p_value) {
  161. if (p_type != visual_shader->get_shader_type() || !links.has(p_node_id)) {
  162. return;
  163. }
  164. Button *button = links[p_node_id].input_ports[p_port_id].default_input_button;
  165. switch (p_value.get_type()) {
  166. case Variant::COLOR: {
  167. button->set_custom_minimum_size(Size2(30, 0) * EDSCALE);
  168. Callable ce = callable_mp(editor, &VisualShaderEditor::_draw_color_over_button);
  169. if (!button->is_connected("draw", ce)) {
  170. button->connect("draw", ce.bind(button, p_value));
  171. }
  172. } break;
  173. case Variant::BOOL: {
  174. button->set_text(((bool)p_value) ? "true" : "false");
  175. } break;
  176. case Variant::INT:
  177. case Variant::FLOAT: {
  178. button->set_text(String::num(p_value, 4));
  179. } break;
  180. case Variant::VECTOR2: {
  181. Vector2 v = p_value;
  182. button->set_text(String::num(v.x, 3) + "," + String::num(v.y, 3));
  183. } break;
  184. case Variant::VECTOR3: {
  185. Vector3 v = p_value;
  186. button->set_text(String::num(v.x, 3) + "," + String::num(v.y, 3) + "," + String::num(v.z, 3));
  187. } break;
  188. case Variant::QUATERNION: {
  189. Quaternion v = p_value;
  190. button->set_text(String::num(v.x, 3) + "," + String::num(v.y, 3) + "," + String::num(v.z, 3) + "," + String::num(v.w, 3));
  191. } break;
  192. default: {
  193. }
  194. }
  195. }
  196. void VisualShaderGraphPlugin::set_parameter_name(VisualShader::Type p_type, int p_node_id, const String &p_name) {
  197. if (visual_shader->get_shader_type() == p_type && links.has(p_node_id) && links[p_node_id].parameter_name != nullptr) {
  198. links[p_node_id].parameter_name->set_text(p_name);
  199. }
  200. }
  201. void VisualShaderGraphPlugin::update_curve(int p_node_id) {
  202. if (links.has(p_node_id) && links[p_node_id].curve_editors[0]) {
  203. Ref<VisualShaderNodeCurveTexture> tex = Object::cast_to<VisualShaderNodeCurveTexture>(links[p_node_id].visual_node);
  204. ERR_FAIL_COND(!tex.is_valid());
  205. if (tex->get_texture().is_valid()) {
  206. links[p_node_id].curve_editors[0]->set_curve(tex->get_texture()->get_curve());
  207. }
  208. tex->emit_signal(CoreStringNames::get_singleton()->changed);
  209. }
  210. }
  211. void VisualShaderGraphPlugin::update_curve_xyz(int p_node_id) {
  212. 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]) {
  213. Ref<VisualShaderNodeCurveXYZTexture> tex = Object::cast_to<VisualShaderNodeCurveXYZTexture>(links[p_node_id].visual_node);
  214. ERR_FAIL_COND(!tex.is_valid());
  215. if (tex->get_texture().is_valid()) {
  216. links[p_node_id].curve_editors[0]->set_curve(tex->get_texture()->get_curve_x());
  217. links[p_node_id].curve_editors[1]->set_curve(tex->get_texture()->get_curve_y());
  218. links[p_node_id].curve_editors[2]->set_curve(tex->get_texture()->get_curve_z());
  219. }
  220. tex->emit_signal(CoreStringNames::get_singleton()->changed);
  221. }
  222. }
  223. int VisualShaderGraphPlugin::get_constant_index(float p_constant) const {
  224. for (int i = 0; i < MAX_FLOAT_CONST_DEFS; i++) {
  225. if (Math::is_equal_approx(p_constant, float_constant_defs[i].value)) {
  226. return i + 1;
  227. }
  228. }
  229. return 0;
  230. }
  231. void VisualShaderGraphPlugin::set_expression(VisualShader::Type p_type, int p_node_id, const String &p_expression) {
  232. if (p_type != visual_shader->get_shader_type() || !links.has(p_node_id) || !links[p_node_id].expression_edit) {
  233. return;
  234. }
  235. links[p_node_id].expression_edit->set_text(p_expression);
  236. }
  237. Ref<Script> VisualShaderGraphPlugin::get_node_script(int p_node_id) const {
  238. if (!links.has(p_node_id)) {
  239. return Ref<Script>();
  240. }
  241. Ref<VisualShaderNodeCustom> custom = Ref<VisualShaderNodeCustom>(links[p_node_id].visual_node);
  242. if (custom.is_valid()) {
  243. return custom->get_script();
  244. }
  245. return Ref<Script>();
  246. }
  247. void VisualShaderGraphPlugin::update_node_size(int p_node_id) {
  248. if (!links.has(p_node_id)) {
  249. return;
  250. }
  251. links[p_node_id].graph_node->reset_size();
  252. }
  253. void VisualShaderGraphPlugin::register_default_input_button(int p_node_id, int p_port_id, Button *p_button) {
  254. links[p_node_id].input_ports.insert(p_port_id, { p_button });
  255. }
  256. void VisualShaderGraphPlugin::register_expression_edit(int p_node_id, CodeEdit *p_expression_edit) {
  257. links[p_node_id].expression_edit = p_expression_edit;
  258. }
  259. void VisualShaderGraphPlugin::register_curve_editor(int p_node_id, int p_index, CurveEditor *p_curve_editor) {
  260. links[p_node_id].curve_editors[p_index] = p_curve_editor;
  261. }
  262. void VisualShaderGraphPlugin::update_parameter_refs() {
  263. for (KeyValue<int, Link> &E : links) {
  264. VisualShaderNodeParameterRef *ref = Object::cast_to<VisualShaderNodeParameterRef>(E.value.visual_node);
  265. if (ref) {
  266. remove_node(E.value.type, E.key);
  267. add_node(E.value.type, E.key);
  268. }
  269. }
  270. }
  271. VisualShader::Type VisualShaderGraphPlugin::get_shader_type() const {
  272. return visual_shader->get_shader_type();
  273. }
  274. void VisualShaderGraphPlugin::set_node_position(VisualShader::Type p_type, int p_id, const Vector2 &p_position) {
  275. if (visual_shader->get_shader_type() == p_type && links.has(p_id)) {
  276. links[p_id].graph_node->set_position_offset(p_position);
  277. }
  278. }
  279. bool VisualShaderGraphPlugin::is_preview_visible(int p_id) const {
  280. return links[p_id].preview_visible;
  281. }
  282. void VisualShaderGraphPlugin::clear_links() {
  283. links.clear();
  284. }
  285. bool VisualShaderGraphPlugin::is_dirty() const {
  286. return dirty;
  287. }
  288. void VisualShaderGraphPlugin::make_dirty(bool p_enabled) {
  289. dirty = p_enabled;
  290. }
  291. void VisualShaderGraphPlugin::register_link(VisualShader::Type p_type, int p_id, VisualShaderNode *p_visual_node, GraphNode *p_graph_node) {
  292. links.insert(p_id, { p_type, p_visual_node, p_graph_node, p_visual_node->get_output_port_for_preview() != -1, -1, HashMap<int, InputPort>(), HashMap<int, Port>(), nullptr, nullptr, nullptr, { nullptr, nullptr, nullptr } });
  293. }
  294. void VisualShaderGraphPlugin::register_output_port(int p_node_id, int p_port, TextureButton *p_button) {
  295. links[p_node_id].output_ports.insert(p_port, { p_button });
  296. }
  297. void VisualShaderGraphPlugin::register_parameter_name(int p_node_id, LineEdit *p_parameter_name) {
  298. links[p_node_id].parameter_name = p_parameter_name;
  299. }
  300. void VisualShaderGraphPlugin::update_theme() {
  301. vector_expanded_color[0] = editor->get_theme_color(SNAME("axis_x_color"), SNAME("Editor")); // red
  302. vector_expanded_color[1] = editor->get_theme_color(SNAME("axis_y_color"), SNAME("Editor")); // green
  303. vector_expanded_color[2] = editor->get_theme_color(SNAME("axis_z_color"), SNAME("Editor")); // blue
  304. vector_expanded_color[3] = editor->get_theme_color(SNAME("axis_w_color"), SNAME("Editor")); // alpha
  305. }
  306. void VisualShaderGraphPlugin::add_node(VisualShader::Type p_type, int p_id) {
  307. if (!visual_shader.is_valid() || p_type != visual_shader->get_shader_type()) {
  308. return;
  309. }
  310. GraphEdit *graph = editor->graph;
  311. if (!graph) {
  312. return;
  313. }
  314. VisualShaderGraphPlugin *graph_plugin = editor->get_graph_plugin();
  315. if (!graph_plugin) {
  316. return;
  317. }
  318. Shader::Mode mode = visual_shader->get_mode();
  319. Control *offset;
  320. static const Color type_color[] = {
  321. Color(0.38, 0.85, 0.96), // scalar (float)
  322. Color(0.49, 0.78, 0.94), // scalar (int)
  323. Color(0.74, 0.57, 0.95), // vector2
  324. Color(0.84, 0.49, 0.93), // vector3
  325. Color(1.0, 0.125, 0.95), // vector4
  326. Color(0.55, 0.65, 0.94), // boolean
  327. Color(0.96, 0.66, 0.43), // transform
  328. Color(1.0, 1.0, 0.0), // sampler
  329. };
  330. static const String vector_expanded_name[4] = {
  331. "red",
  332. "green",
  333. "blue",
  334. "alpha"
  335. };
  336. // Visual shader specific theme for MSDF font.
  337. Ref<Theme> vstheme;
  338. vstheme.instantiate();
  339. Ref<Font> label_font = EditorNode::get_singleton()->get_editor_theme()->get_font("main_msdf", "EditorFonts");
  340. vstheme->set_font("font", "Label", label_font);
  341. vstheme->set_font("font", "LineEdit", label_font);
  342. vstheme->set_font("font", "Button", label_font);
  343. Ref<VisualShaderNode> vsnode = visual_shader->get_node(p_type, p_id);
  344. Ref<VisualShaderNodeResizableBase> resizable_node = Object::cast_to<VisualShaderNodeResizableBase>(vsnode.ptr());
  345. bool is_resizable = !resizable_node.is_null();
  346. Size2 size = Size2(0, 0);
  347. Ref<VisualShaderNodeGroupBase> group_node = Object::cast_to<VisualShaderNodeGroupBase>(vsnode.ptr());
  348. bool is_group = !group_node.is_null();
  349. bool is_comment = false;
  350. Ref<VisualShaderNodeExpression> expression_node = Object::cast_to<VisualShaderNodeExpression>(group_node.ptr());
  351. bool is_expression = !expression_node.is_null();
  352. String expression = "";
  353. VisualShaderNodeCustom *custom_node = Object::cast_to<VisualShaderNodeCustom>(vsnode.ptr());
  354. if (custom_node) {
  355. custom_node->_set_initialized(true);
  356. }
  357. // Create graph node.
  358. GraphNode *node = memnew(GraphNode);
  359. graph->add_child(node);
  360. node->set_theme(vstheme);
  361. editor->_update_created_node(node);
  362. register_link(p_type, p_id, vsnode.ptr(), node);
  363. if (is_resizable) {
  364. size = resizable_node->get_size();
  365. node->set_resizable(true);
  366. node->connect("resize_request", callable_mp(editor, &VisualShaderEditor::_node_resized).bind((int)p_type, p_id));
  367. }
  368. if (is_expression) {
  369. expression = expression_node->get_expression();
  370. }
  371. node->set_position_offset(visual_shader->get_node_position(p_type, p_id));
  372. node->set_title(vsnode->get_caption());
  373. node->set_name(itos(p_id));
  374. if (p_id >= 2) {
  375. node->set_show_close_button(true);
  376. node->connect("close_request", callable_mp(editor, &VisualShaderEditor::_delete_node_request).bind(p_type, p_id), CONNECT_DEFERRED);
  377. }
  378. node->connect("dragged", callable_mp(editor, &VisualShaderEditor::_node_dragged).bind(p_id));
  379. Control *custom_editor = nullptr;
  380. int port_offset = 1;
  381. Control *content_offset = memnew(Control);
  382. content_offset->set_custom_minimum_size(Size2(0, 5 * EDSCALE));
  383. node->add_child(content_offset);
  384. if (is_group) {
  385. port_offset += 1;
  386. }
  387. if (is_resizable) {
  388. Ref<VisualShaderNodeComment> comment_node = Object::cast_to<VisualShaderNodeComment>(vsnode.ptr());
  389. if (comment_node.is_valid()) {
  390. is_comment = true;
  391. node->set_comment(true);
  392. Label *comment_label = memnew(Label);
  393. node->add_child(comment_label);
  394. comment_label->set_h_size_flags(Control::SIZE_EXPAND_FILL);
  395. comment_label->set_v_size_flags(Control::SIZE_EXPAND_FILL);
  396. comment_label->set_text(comment_node->get_description());
  397. }
  398. editor->call_deferred(SNAME("_set_node_size"), (int)p_type, p_id, size);
  399. }
  400. Ref<VisualShaderNodeParticleEmit> emit = vsnode;
  401. if (emit.is_valid()) {
  402. node->set_custom_minimum_size(Size2(200 * EDSCALE, 0));
  403. }
  404. Ref<VisualShaderNodeParameterRef> parameter_ref = vsnode;
  405. if (parameter_ref.is_valid()) {
  406. parameter_ref->set_shader_rid(visual_shader->get_rid());
  407. parameter_ref->update_parameter_type();
  408. }
  409. Ref<VisualShaderNodeParameter> parameter = vsnode;
  410. HBoxContainer *hb = nullptr;
  411. if (parameter.is_valid()) {
  412. LineEdit *parameter_name = memnew(LineEdit);
  413. register_parameter_name(p_id, parameter_name);
  414. parameter_name->set_h_size_flags(Control::SIZE_EXPAND_FILL);
  415. parameter_name->set_text(parameter->get_parameter_name());
  416. parameter_name->connect("text_submitted", callable_mp(editor, &VisualShaderEditor::_parameter_line_edit_changed).bind(p_id));
  417. parameter_name->connect("focus_exited", callable_mp(editor, &VisualShaderEditor::_parameter_line_edit_focus_out).bind(parameter_name, p_id));
  418. if (vsnode->get_output_port_count() == 1 && vsnode->get_output_port_name(0) == "") {
  419. hb = memnew(HBoxContainer);
  420. hb->add_child(parameter_name);
  421. node->add_child(hb);
  422. } else {
  423. node->add_child(parameter_name);
  424. }
  425. port_offset++;
  426. }
  427. for (int i = 0; i < editor->plugins.size(); i++) {
  428. vsnode->set_meta("id", p_id);
  429. vsnode->set_meta("shader_type", (int)p_type);
  430. custom_editor = editor->plugins.write[i]->create_editor(visual_shader, vsnode);
  431. vsnode->remove_meta("id");
  432. vsnode->remove_meta("shader_type");
  433. if (custom_editor) {
  434. if (vsnode->is_show_prop_names()) {
  435. custom_editor->call_deferred(SNAME("_show_prop_names"), true);
  436. }
  437. break;
  438. }
  439. }
  440. Ref<VisualShaderNodeCurveTexture> curve = vsnode;
  441. Ref<VisualShaderNodeCurveXYZTexture> curve_xyz = vsnode;
  442. bool is_curve = curve.is_valid() || curve_xyz.is_valid();
  443. if (is_curve) {
  444. hb = memnew(HBoxContainer);
  445. node->add_child(hb);
  446. }
  447. if (curve.is_valid()) {
  448. custom_editor->set_h_size_flags(Control::SIZE_EXPAND_FILL);
  449. Callable ce = callable_mp(graph_plugin, &VisualShaderGraphPlugin::update_curve);
  450. if (curve->get_texture().is_valid() && !curve->get_texture()->is_connected("changed", ce)) {
  451. curve->get_texture()->connect("changed", ce.bind(p_id));
  452. }
  453. CurveEditor *curve_editor = memnew(CurveEditor);
  454. node->add_child(curve_editor);
  455. register_curve_editor(p_id, 0, curve_editor);
  456. curve_editor->set_custom_minimum_size(Size2(300, 0));
  457. curve_editor->set_h_size_flags(Control::SIZE_EXPAND_FILL);
  458. if (curve->get_texture().is_valid()) {
  459. curve_editor->set_curve(curve->get_texture()->get_curve());
  460. }
  461. }
  462. if (curve_xyz.is_valid()) {
  463. custom_editor->set_h_size_flags(Control::SIZE_EXPAND_FILL);
  464. Callable ce = callable_mp(graph_plugin, &VisualShaderGraphPlugin::update_curve_xyz);
  465. if (curve_xyz->get_texture().is_valid() && !curve_xyz->get_texture()->is_connected("changed", ce)) {
  466. curve_xyz->get_texture()->connect("changed", ce.bind(p_id));
  467. }
  468. CurveEditor *curve_editor_x = memnew(CurveEditor);
  469. node->add_child(curve_editor_x);
  470. register_curve_editor(p_id, 0, curve_editor_x);
  471. curve_editor_x->set_custom_minimum_size(Size2(300, 0));
  472. curve_editor_x->set_h_size_flags(Control::SIZE_EXPAND_FILL);
  473. if (curve_xyz->get_texture().is_valid()) {
  474. curve_editor_x->set_curve(curve_xyz->get_texture()->get_curve_x());
  475. }
  476. CurveEditor *curve_editor_y = memnew(CurveEditor);
  477. node->add_child(curve_editor_y);
  478. register_curve_editor(p_id, 1, curve_editor_y);
  479. curve_editor_y->set_custom_minimum_size(Size2(300, 0));
  480. curve_editor_y->set_h_size_flags(Control::SIZE_EXPAND_FILL);
  481. if (curve_xyz->get_texture().is_valid()) {
  482. curve_editor_y->set_curve(curve_xyz->get_texture()->get_curve_y());
  483. }
  484. CurveEditor *curve_editor_z = memnew(CurveEditor);
  485. node->add_child(curve_editor_z);
  486. register_curve_editor(p_id, 2, curve_editor_z);
  487. curve_editor_z->set_custom_minimum_size(Size2(300, 0));
  488. curve_editor_z->set_h_size_flags(Control::SIZE_EXPAND_FILL);
  489. if (curve_xyz->get_texture().is_valid()) {
  490. curve_editor_z->set_curve(curve_xyz->get_texture()->get_curve_z());
  491. }
  492. }
  493. if (custom_editor) {
  494. 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) == ""))) {
  495. //will be embedded in first port
  496. } else {
  497. port_offset++;
  498. node->add_child(custom_editor);
  499. custom_editor = nullptr;
  500. }
  501. }
  502. if (is_group) {
  503. if (group_node->is_editable()) {
  504. HBoxContainer *hb2 = memnew(HBoxContainer);
  505. String input_port_name = "input" + itos(group_node->get_free_input_port_id());
  506. String output_port_name = "output" + itos(group_node->get_free_output_port_id());
  507. for (int i = 0; i < MAX(vsnode->get_input_port_count(), vsnode->get_output_port_count()); i++) {
  508. if (i < vsnode->get_input_port_count()) {
  509. if (input_port_name == vsnode->get_input_port_name(i)) {
  510. input_port_name = "_" + input_port_name;
  511. }
  512. }
  513. if (i < vsnode->get_output_port_count()) {
  514. if (output_port_name == vsnode->get_output_port_name(i)) {
  515. output_port_name = "_" + output_port_name;
  516. }
  517. }
  518. }
  519. Button *add_input_btn = memnew(Button);
  520. add_input_btn->set_text(TTR("Add Input"));
  521. add_input_btn->connect("pressed", callable_mp(editor, &VisualShaderEditor::_add_input_port).bind(p_id, group_node->get_free_input_port_id(), VisualShaderNode::PORT_TYPE_VECTOR_3D, input_port_name), CONNECT_DEFERRED);
  522. hb2->add_child(add_input_btn);
  523. hb2->add_spacer();
  524. Button *add_output_btn = memnew(Button);
  525. add_output_btn->set_text(TTR("Add Output"));
  526. add_output_btn->connect("pressed", callable_mp(editor, &VisualShaderEditor::_add_output_port).bind(p_id, group_node->get_free_output_port_id(), VisualShaderNode::PORT_TYPE_VECTOR_3D, output_port_name), CONNECT_DEFERRED);
  527. hb2->add_child(add_output_btn);
  528. node->add_child(hb2);
  529. }
  530. }
  531. int output_port_count = 0;
  532. for (int i = 0; i < vsnode->get_output_port_count(); i++) {
  533. if (vsnode->_is_output_port_expanded(i)) {
  534. switch (vsnode->get_output_port_type(i)) {
  535. case VisualShaderNode::PORT_TYPE_VECTOR_2D: {
  536. output_port_count += 2;
  537. } break;
  538. case VisualShaderNode::PORT_TYPE_VECTOR_3D: {
  539. output_port_count += 3;
  540. } break;
  541. case VisualShaderNode::PORT_TYPE_VECTOR_4D: {
  542. output_port_count += 4;
  543. } break;
  544. default:
  545. break;
  546. }
  547. }
  548. output_port_count++;
  549. }
  550. int max_ports = MAX(vsnode->get_input_port_count(), output_port_count);
  551. VisualShaderNode::PortType expanded_type = VisualShaderNode::PORT_TYPE_SCALAR;
  552. int expanded_port_counter = 0;
  553. for (int i = 0, j = 0; i < max_ports; i++, j++) {
  554. switch (expanded_type) {
  555. case VisualShaderNode::PORT_TYPE_VECTOR_2D: {
  556. if (expanded_port_counter >= 2) {
  557. expanded_type = VisualShaderNode::PORT_TYPE_SCALAR;
  558. expanded_port_counter = 0;
  559. i -= 2;
  560. }
  561. } break;
  562. case VisualShaderNode::PORT_TYPE_VECTOR_3D: {
  563. if (expanded_port_counter >= 3) {
  564. expanded_type = VisualShaderNode::PORT_TYPE_SCALAR;
  565. expanded_port_counter = 0;
  566. i -= 3;
  567. }
  568. } break;
  569. case VisualShaderNode::PORT_TYPE_VECTOR_4D: {
  570. if (expanded_port_counter >= 4) {
  571. expanded_type = VisualShaderNode::PORT_TYPE_SCALAR;
  572. expanded_port_counter = 0;
  573. i -= 4;
  574. }
  575. } break;
  576. default:
  577. break;
  578. }
  579. if (vsnode->is_port_separator(i)) {
  580. node->add_child(memnew(HSeparator));
  581. port_offset++;
  582. }
  583. bool valid_left = j < vsnode->get_input_port_count();
  584. VisualShaderNode::PortType port_left = VisualShaderNode::PORT_TYPE_SCALAR;
  585. bool port_left_used = false;
  586. String name_left;
  587. if (valid_left) {
  588. name_left = vsnode->get_input_port_name(i);
  589. port_left = vsnode->get_input_port_type(i);
  590. for (const VisualShader::Connection &E : connections) {
  591. if (E.to_node == p_id && E.to_port == j) {
  592. port_left_used = true;
  593. break;
  594. }
  595. }
  596. }
  597. bool valid_right = true;
  598. VisualShaderNode::PortType port_right = VisualShaderNode::PORT_TYPE_SCALAR;
  599. String name_right;
  600. if (expanded_type == VisualShaderNode::PORT_TYPE_SCALAR) {
  601. valid_right = i < vsnode->get_output_port_count();
  602. if (valid_right) {
  603. name_right = vsnode->get_output_port_name(i);
  604. port_right = vsnode->get_output_port_type(i);
  605. }
  606. } else {
  607. name_right = vector_expanded_name[expanded_port_counter++];
  608. }
  609. bool is_first_hbox = false;
  610. if (i == 0 && hb != nullptr) {
  611. is_first_hbox = true;
  612. } else {
  613. hb = memnew(HBoxContainer);
  614. }
  615. hb->add_theme_constant_override("separation", 7 * EDSCALE);
  616. Variant default_value;
  617. if (valid_left && !port_left_used) {
  618. default_value = vsnode->get_input_port_default_value(i);
  619. }
  620. Button *button = memnew(Button);
  621. hb->add_child(button);
  622. register_default_input_button(p_id, i, button);
  623. button->connect("pressed", callable_mp(editor, &VisualShaderEditor::_edit_port_default_input).bind(button, p_id, i));
  624. if (default_value.get_type() != Variant::NIL) { // only a label
  625. set_input_port_default_value(p_type, p_id, i, default_value);
  626. } else {
  627. button->hide();
  628. }
  629. if (i == 0 && custom_editor) {
  630. hb->add_child(custom_editor);
  631. custom_editor->set_h_size_flags(Control::SIZE_EXPAND_FILL);
  632. } else {
  633. if (valid_left) {
  634. if (is_group) {
  635. OptionButton *type_box = memnew(OptionButton);
  636. hb->add_child(type_box);
  637. type_box->add_item(TTR("Float"));
  638. type_box->add_item(TTR("Int"));
  639. type_box->add_item(TTR("Vector2"));
  640. type_box->add_item(TTR("Vector3"));
  641. type_box->add_item(TTR("Vector4"));
  642. type_box->add_item(TTR("Boolean"));
  643. type_box->add_item(TTR("Transform"));
  644. type_box->add_item(TTR("Sampler"));
  645. type_box->select(group_node->get_input_port_type(i));
  646. type_box->set_custom_minimum_size(Size2(100 * EDSCALE, 0));
  647. type_box->connect("item_selected", callable_mp(editor, &VisualShaderEditor::_change_input_port_type).bind(p_id, i), CONNECT_DEFERRED);
  648. LineEdit *name_box = memnew(LineEdit);
  649. hb->add_child(name_box);
  650. name_box->set_custom_minimum_size(Size2(65 * EDSCALE, 0));
  651. name_box->set_h_size_flags(Control::SIZE_EXPAND_FILL);
  652. name_box->set_text(name_left);
  653. name_box->connect("text_submitted", callable_mp(editor, &VisualShaderEditor::_change_input_port_name).bind(name_box, p_id, i), CONNECT_DEFERRED);
  654. name_box->connect("focus_exited", callable_mp(editor, &VisualShaderEditor::_port_name_focus_out).bind(name_box, p_id, i, false), CONNECT_DEFERRED);
  655. Button *remove_btn = memnew(Button);
  656. remove_btn->set_icon(EditorNode::get_singleton()->get_gui_base()->get_theme_icon(SNAME("Remove"), SNAME("EditorIcons")));
  657. remove_btn->set_tooltip_text(TTR("Remove") + " " + name_left);
  658. remove_btn->connect("pressed", callable_mp(editor, &VisualShaderEditor::_remove_input_port).bind(p_id, i), CONNECT_DEFERRED);
  659. hb->add_child(remove_btn);
  660. } else {
  661. Label *label = memnew(Label);
  662. label->set_text(name_left);
  663. label->add_theme_style_override("normal", editor->get_theme_stylebox(SNAME("label_style"), SNAME("VShaderEditor"))); //more compact
  664. hb->add_child(label);
  665. if (vsnode->is_input_port_default(i, mode) && !port_left_used) {
  666. Label *hint_label = memnew(Label);
  667. hint_label->set_text(TTR("[default]"));
  668. hint_label->add_theme_color_override("font_color", editor->get_theme_color(SNAME("font_readonly_color"), SNAME("TextEdit")));
  669. hint_label->add_theme_style_override("normal", editor->get_theme_stylebox(SNAME("label_style"), SNAME("VShaderEditor")));
  670. hb->add_child(hint_label);
  671. }
  672. }
  673. }
  674. if (!is_group && !is_first_hbox) {
  675. hb->add_spacer();
  676. }
  677. if (valid_right) {
  678. if (is_group) {
  679. Button *remove_btn = memnew(Button);
  680. remove_btn->set_icon(EditorNode::get_singleton()->get_gui_base()->get_theme_icon(SNAME("Remove"), SNAME("EditorIcons")));
  681. remove_btn->set_tooltip_text(TTR("Remove") + " " + name_left);
  682. remove_btn->connect("pressed", callable_mp(editor, &VisualShaderEditor::_remove_output_port).bind(p_id, i), CONNECT_DEFERRED);
  683. hb->add_child(remove_btn);
  684. LineEdit *name_box = memnew(LineEdit);
  685. hb->add_child(name_box);
  686. name_box->set_custom_minimum_size(Size2(65 * EDSCALE, 0));
  687. name_box->set_h_size_flags(Control::SIZE_EXPAND_FILL);
  688. name_box->set_text(name_right);
  689. name_box->connect("text_submitted", callable_mp(editor, &VisualShaderEditor::_change_output_port_name).bind(name_box, p_id, i), CONNECT_DEFERRED);
  690. name_box->connect("focus_exited", callable_mp(editor, &VisualShaderEditor::_port_name_focus_out).bind(name_box, p_id, i, true), CONNECT_DEFERRED);
  691. OptionButton *type_box = memnew(OptionButton);
  692. hb->add_child(type_box);
  693. type_box->add_item(TTR("Float"));
  694. type_box->add_item(TTR("Int"));
  695. type_box->add_item(TTR("Vector2"));
  696. type_box->add_item(TTR("Vector3"));
  697. type_box->add_item(TTR("Vector4"));
  698. type_box->add_item(TTR("Boolean"));
  699. type_box->add_item(TTR("Transform"));
  700. type_box->select(group_node->get_output_port_type(i));
  701. type_box->set_custom_minimum_size(Size2(100 * EDSCALE, 0));
  702. type_box->connect("item_selected", callable_mp(editor, &VisualShaderEditor::_change_output_port_type).bind(p_id, i), CONNECT_DEFERRED);
  703. } else {
  704. Label *label = memnew(Label);
  705. label->set_text(name_right);
  706. label->add_theme_style_override("normal", editor->get_theme_stylebox(SNAME("label_style"), SNAME("VShaderEditor"))); //more compact
  707. hb->add_child(label);
  708. }
  709. }
  710. }
  711. if (valid_right) {
  712. if (vsnode->is_output_port_expandable(i)) {
  713. TextureButton *expand = memnew(TextureButton);
  714. expand->set_toggle_mode(true);
  715. expand->set_texture_normal(editor->get_theme_icon(SNAME("GuiTreeArrowDown"), SNAME("EditorIcons")));
  716. expand->set_texture_pressed(editor->get_theme_icon(SNAME("GuiTreeArrowRight"), SNAME("EditorIcons")));
  717. expand->set_v_size_flags(Control::SIZE_SHRINK_CENTER);
  718. expand->set_pressed(vsnode->_is_output_port_expanded(i));
  719. expand->connect("pressed", callable_mp(editor, &VisualShaderEditor::_expand_output_port).bind(p_id, i, !vsnode->_is_output_port_expanded(i)), CONNECT_DEFERRED);
  720. hb->add_child(expand);
  721. }
  722. if (vsnode->has_output_port_preview(i) && port_right != VisualShaderNode::PORT_TYPE_TRANSFORM && port_right != VisualShaderNode::PORT_TYPE_SAMPLER) {
  723. TextureButton *preview = memnew(TextureButton);
  724. preview->set_toggle_mode(true);
  725. preview->set_texture_normal(editor->get_theme_icon(SNAME("GuiVisibilityHidden"), SNAME("EditorIcons")));
  726. preview->set_texture_pressed(editor->get_theme_icon(SNAME("GuiVisibilityVisible"), SNAME("EditorIcons")));
  727. preview->set_v_size_flags(Control::SIZE_SHRINK_CENTER);
  728. register_output_port(p_id, j, preview);
  729. preview->connect("pressed", callable_mp(editor, &VisualShaderEditor::_preview_select_port).bind(p_id, j), CONNECT_DEFERRED);
  730. hb->add_child(preview);
  731. }
  732. }
  733. if (is_group) {
  734. offset = memnew(Control);
  735. offset->set_custom_minimum_size(Size2(0, 5 * EDSCALE));
  736. node->add_child(offset);
  737. port_offset++;
  738. }
  739. if (!is_first_hbox) {
  740. node->add_child(hb);
  741. }
  742. if (expanded_type != VisualShaderNode::PORT_TYPE_SCALAR) {
  743. continue;
  744. }
  745. int idx = 1;
  746. if (!is_first_hbox) {
  747. idx = i + port_offset;
  748. }
  749. node->set_slot(idx, valid_left, port_left, type_color[port_left], valid_right, port_right, type_color[port_right]);
  750. if (vsnode->_is_output_port_expanded(i)) {
  751. switch (vsnode->get_output_port_type(i)) {
  752. case VisualShaderNode::PORT_TYPE_VECTOR_2D: {
  753. port_offset++;
  754. valid_left = (i + 1) < vsnode->get_input_port_count();
  755. port_left = VisualShaderNode::PORT_TYPE_SCALAR;
  756. if (valid_left) {
  757. port_left = vsnode->get_input_port_type(i + 1);
  758. }
  759. node->set_slot(i + port_offset, valid_left, port_left, type_color[port_left], true, VisualShaderNode::PORT_TYPE_SCALAR, vector_expanded_color[0]);
  760. port_offset++;
  761. valid_left = (i + 2) < vsnode->get_input_port_count();
  762. port_left = VisualShaderNode::PORT_TYPE_SCALAR;
  763. if (valid_left) {
  764. port_left = vsnode->get_input_port_type(i + 2);
  765. }
  766. node->set_slot(i + port_offset, valid_left, port_left, type_color[port_left], true, VisualShaderNode::PORT_TYPE_SCALAR, vector_expanded_color[1]);
  767. expanded_type = VisualShaderNode::PORT_TYPE_VECTOR_2D;
  768. } break;
  769. case VisualShaderNode::PORT_TYPE_VECTOR_3D: {
  770. port_offset++;
  771. valid_left = (i + 1) < vsnode->get_input_port_count();
  772. port_left = VisualShaderNode::PORT_TYPE_SCALAR;
  773. if (valid_left) {
  774. port_left = vsnode->get_input_port_type(i + 1);
  775. }
  776. node->set_slot(i + port_offset, valid_left, port_left, type_color[port_left], true, VisualShaderNode::PORT_TYPE_SCALAR, vector_expanded_color[0]);
  777. port_offset++;
  778. valid_left = (i + 2) < vsnode->get_input_port_count();
  779. port_left = VisualShaderNode::PORT_TYPE_SCALAR;
  780. if (valid_left) {
  781. port_left = vsnode->get_input_port_type(i + 2);
  782. }
  783. node->set_slot(i + port_offset, valid_left, port_left, type_color[port_left], true, VisualShaderNode::PORT_TYPE_SCALAR, vector_expanded_color[1]);
  784. port_offset++;
  785. valid_left = (i + 3) < vsnode->get_input_port_count();
  786. port_left = VisualShaderNode::PORT_TYPE_SCALAR;
  787. if (valid_left) {
  788. port_left = vsnode->get_input_port_type(i + 3);
  789. }
  790. node->set_slot(i + port_offset, valid_left, port_left, type_color[port_left], true, VisualShaderNode::PORT_TYPE_SCALAR, vector_expanded_color[2]);
  791. expanded_type = VisualShaderNode::PORT_TYPE_VECTOR_3D;
  792. } break;
  793. case VisualShaderNode::PORT_TYPE_VECTOR_4D: {
  794. port_offset++;
  795. valid_left = (i + 1) < vsnode->get_input_port_count();
  796. port_left = VisualShaderNode::PORT_TYPE_SCALAR;
  797. if (valid_left) {
  798. port_left = vsnode->get_input_port_type(i + 1);
  799. }
  800. node->set_slot(i + port_offset, valid_left, port_left, type_color[port_left], true, VisualShaderNode::PORT_TYPE_SCALAR, vector_expanded_color[0]);
  801. port_offset++;
  802. valid_left = (i + 2) < vsnode->get_input_port_count();
  803. port_left = VisualShaderNode::PORT_TYPE_SCALAR;
  804. if (valid_left) {
  805. port_left = vsnode->get_input_port_type(i + 2);
  806. }
  807. node->set_slot(i + port_offset, valid_left, port_left, type_color[port_left], true, VisualShaderNode::PORT_TYPE_SCALAR, vector_expanded_color[1]);
  808. port_offset++;
  809. valid_left = (i + 3) < vsnode->get_input_port_count();
  810. port_left = VisualShaderNode::PORT_TYPE_SCALAR;
  811. if (valid_left) {
  812. port_left = vsnode->get_input_port_type(i + 3);
  813. }
  814. node->set_slot(i + port_offset, valid_left, port_left, type_color[port_left], true, VisualShaderNode::PORT_TYPE_SCALAR, vector_expanded_color[2]);
  815. port_offset++;
  816. valid_left = (i + 4) < vsnode->get_input_port_count();
  817. port_left = VisualShaderNode::PORT_TYPE_SCALAR;
  818. if (valid_left) {
  819. port_left = vsnode->get_input_port_type(i + 4);
  820. }
  821. node->set_slot(i + port_offset, valid_left, port_left, type_color[port_left], true, VisualShaderNode::PORT_TYPE_SCALAR, vector_expanded_color[3]);
  822. expanded_type = VisualShaderNode::PORT_TYPE_VECTOR_4D;
  823. } break;
  824. default:
  825. break;
  826. }
  827. }
  828. }
  829. if (vsnode->get_output_port_for_preview() >= 0) {
  830. show_port_preview(p_type, p_id, vsnode->get_output_port_for_preview());
  831. } else {
  832. offset = memnew(Control);
  833. offset->set_custom_minimum_size(Size2(0, 4 * EDSCALE));
  834. node->add_child(offset);
  835. }
  836. String error = vsnode->get_warning(mode, p_type);
  837. if (!error.is_empty()) {
  838. Label *error_label = memnew(Label);
  839. error_label->add_theme_color_override("font_color", editor->get_theme_color(SNAME("error_color"), SNAME("Editor")));
  840. error_label->set_text(error);
  841. node->add_child(error_label);
  842. }
  843. if (is_expression) {
  844. CodeEdit *expression_box = memnew(CodeEdit);
  845. Ref<CodeHighlighter> expression_syntax_highlighter;
  846. expression_syntax_highlighter.instantiate();
  847. expression_node->set_ctrl_pressed(expression_box, 0);
  848. node->add_child(expression_box);
  849. register_expression_edit(p_id, expression_box);
  850. Color background_color = EDITOR_GET("text_editor/theme/highlighting/background_color");
  851. Color text_color = EDITOR_GET("text_editor/theme/highlighting/text_color");
  852. Color keyword_color = EDITOR_GET("text_editor/theme/highlighting/keyword_color");
  853. Color control_flow_keyword_color = EDITOR_GET("text_editor/theme/highlighting/control_flow_keyword_color");
  854. Color comment_color = EDITOR_GET("text_editor/theme/highlighting/comment_color");
  855. Color symbol_color = EDITOR_GET("text_editor/theme/highlighting/symbol_color");
  856. Color function_color = EDITOR_GET("text_editor/theme/highlighting/function_color");
  857. Color number_color = EDITOR_GET("text_editor/theme/highlighting/number_color");
  858. Color members_color = EDITOR_GET("text_editor/theme/highlighting/member_variable_color");
  859. expression_box->set_syntax_highlighter(expression_syntax_highlighter);
  860. expression_box->add_theme_color_override("background_color", background_color);
  861. for (const String &E : editor->keyword_list) {
  862. if (ShaderLanguage::is_control_flow_keyword(E)) {
  863. expression_syntax_highlighter->add_keyword_color(E, control_flow_keyword_color);
  864. } else {
  865. expression_syntax_highlighter->add_keyword_color(E, keyword_color);
  866. }
  867. }
  868. expression_box->add_theme_font_override("font", editor->get_theme_font(SNAME("expression"), SNAME("EditorFonts")));
  869. expression_box->add_theme_font_size_override("font_size", editor->get_theme_font_size(SNAME("expression_size"), SNAME("EditorFonts")));
  870. expression_box->add_theme_color_override("font_color", text_color);
  871. expression_syntax_highlighter->set_number_color(number_color);
  872. expression_syntax_highlighter->set_symbol_color(symbol_color);
  873. expression_syntax_highlighter->set_function_color(function_color);
  874. expression_syntax_highlighter->set_member_variable_color(members_color);
  875. expression_syntax_highlighter->add_color_region("/*", "*/", comment_color, false);
  876. expression_syntax_highlighter->add_color_region("//", "", comment_color, true);
  877. expression_box->clear_comment_delimiters();
  878. expression_box->add_comment_delimiter("/*", "*/", false);
  879. expression_box->add_comment_delimiter("//", "", true);
  880. if (!expression_box->has_auto_brace_completion_open_key("/*")) {
  881. expression_box->add_auto_brace_completion_pair("/*", "*/");
  882. }
  883. expression_box->set_text(expression);
  884. expression_box->set_context_menu_enabled(false);
  885. expression_box->set_draw_line_numbers(true);
  886. expression_box->connect("focus_exited", callable_mp(editor, &VisualShaderEditor::_expression_focus_out).bind(expression_box, p_id));
  887. }
  888. if (is_comment) {
  889. graph->move_child(node, 0); // to prevents a bug where comment node overlaps its content
  890. }
  891. }
  892. void VisualShaderGraphPlugin::remove_node(VisualShader::Type p_type, int p_id) {
  893. if (visual_shader->get_shader_type() == p_type && links.has(p_id)) {
  894. links[p_id].graph_node->get_parent()->remove_child(links[p_id].graph_node);
  895. memdelete(links[p_id].graph_node);
  896. links.erase(p_id);
  897. }
  898. }
  899. void VisualShaderGraphPlugin::connect_nodes(VisualShader::Type p_type, int p_from_node, int p_from_port, int p_to_node, int p_to_port) {
  900. GraphEdit *graph = editor->graph;
  901. if (!graph) {
  902. return;
  903. }
  904. if (visual_shader.is_valid() && visual_shader->get_shader_type() == p_type) {
  905. graph->connect_node(itos(p_from_node), p_from_port, itos(p_to_node), p_to_port);
  906. connections.push_back({ p_from_node, p_from_port, p_to_node, p_to_port });
  907. if (links[p_to_node].input_ports.has(p_to_port) && links[p_to_node].input_ports[p_to_port].default_input_button != nullptr) {
  908. links[p_to_node].input_ports[p_to_port].default_input_button->hide();
  909. }
  910. }
  911. }
  912. void VisualShaderGraphPlugin::disconnect_nodes(VisualShader::Type p_type, int p_from_node, int p_from_port, int p_to_node, int p_to_port) {
  913. GraphEdit *graph = editor->graph;
  914. if (!graph) {
  915. return;
  916. }
  917. if (visual_shader.is_valid() && visual_shader->get_shader_type() == p_type) {
  918. graph->disconnect_node(itos(p_from_node), p_from_port, itos(p_to_node), p_to_port);
  919. for (const List<VisualShader::Connection>::Element *E = connections.front(); E; E = E->next()) {
  920. 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) {
  921. connections.erase(E);
  922. break;
  923. }
  924. }
  925. 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) {
  926. links[p_to_node].input_ports[p_to_port].default_input_button->show();
  927. 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));
  928. }
  929. }
  930. }
  931. VisualShaderGraphPlugin::~VisualShaderGraphPlugin() {
  932. }
  933. /////////////////
  934. void VisualShaderEditedProperty::_bind_methods() {
  935. ClassDB::bind_method(D_METHOD("set_edited_property", "value"), &VisualShaderEditedProperty::set_edited_property);
  936. ClassDB::bind_method(D_METHOD("get_edited_property"), &VisualShaderEditedProperty::get_edited_property);
  937. ADD_PROPERTY(PropertyInfo(Variant::NIL, "edited_property", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NIL_IS_VARIANT), "set_edited_property", "get_edited_property");
  938. }
  939. void VisualShaderEditedProperty::set_edited_property(Variant p_variant) {
  940. edited_property = p_variant;
  941. }
  942. Variant VisualShaderEditedProperty::get_edited_property() const {
  943. return edited_property;
  944. }
  945. /////////////////
  946. Vector2 VisualShaderEditor::selection_center;
  947. List<VisualShaderEditor::CopyItem> VisualShaderEditor::copy_items_buffer;
  948. List<VisualShader::Connection> VisualShaderEditor::copy_connections_buffer;
  949. void VisualShaderEditor::edit(VisualShader *p_visual_shader) {
  950. bool changed = false;
  951. if (p_visual_shader) {
  952. if (visual_shader.is_null()) {
  953. changed = true;
  954. } else {
  955. if (visual_shader.ptr() != p_visual_shader) {
  956. changed = true;
  957. }
  958. }
  959. visual_shader = Ref<VisualShader>(p_visual_shader);
  960. graph_plugin->register_shader(visual_shader.ptr());
  961. Callable ce = callable_mp(this, &VisualShaderEditor::_update_preview);
  962. if (!visual_shader->is_connected("changed", ce)) {
  963. visual_shader->connect("changed", ce);
  964. }
  965. visual_shader->set_graph_offset(graph->get_scroll_ofs() / EDSCALE);
  966. _set_mode(visual_shader->get_mode());
  967. _update_nodes();
  968. } else {
  969. if (visual_shader.is_valid()) {
  970. Callable ce = callable_mp(this, &VisualShaderEditor::_update_preview);
  971. if (visual_shader->is_connected("changed", ce)) {
  972. visual_shader->disconnect("changed", ce);
  973. }
  974. }
  975. visual_shader.unref();
  976. }
  977. if (visual_shader.is_null()) {
  978. hide();
  979. } else {
  980. if (changed) { // to avoid tree collapse
  981. _update_varying_tree();
  982. _update_options_menu();
  983. _update_preview();
  984. _update_graph();
  985. }
  986. }
  987. }
  988. void VisualShaderEditor::add_plugin(const Ref<VisualShaderNodePlugin> &p_plugin) {
  989. if (plugins.has(p_plugin)) {
  990. return;
  991. }
  992. plugins.push_back(p_plugin);
  993. }
  994. void VisualShaderEditor::remove_plugin(const Ref<VisualShaderNodePlugin> &p_plugin) {
  995. plugins.erase(p_plugin);
  996. }
  997. void VisualShaderEditor::clear_custom_types() {
  998. for (int i = 0; i < add_options.size(); i++) {
  999. if (add_options[i].is_custom) {
  1000. add_options.remove_at(i);
  1001. i--;
  1002. }
  1003. }
  1004. }
  1005. 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) {
  1006. ERR_FAIL_COND(!p_name.is_valid_identifier());
  1007. ERR_FAIL_COND(!p_script.is_valid());
  1008. for (int i = 0; i < add_options.size(); i++) {
  1009. if (add_options[i].is_custom) {
  1010. if (add_options[i].script == p_script) {
  1011. return;
  1012. }
  1013. }
  1014. }
  1015. AddOption ao;
  1016. ao.name = p_name;
  1017. ao.script = p_script;
  1018. ao.return_type = p_return_icon_type;
  1019. ao.description = p_description;
  1020. ao.category = p_category;
  1021. ao.highend = p_highend;
  1022. ao.is_custom = true;
  1023. bool begin = false;
  1024. String root = p_category.split("/")[0];
  1025. for (int i = 0; i < add_options.size(); i++) {
  1026. if (add_options[i].is_custom) {
  1027. if (add_options[i].category == root) {
  1028. if (!begin) {
  1029. begin = true;
  1030. }
  1031. } else {
  1032. if (begin) {
  1033. add_options.insert(i, ao);
  1034. return;
  1035. }
  1036. }
  1037. }
  1038. }
  1039. add_options.push_back(ao);
  1040. }
  1041. Dictionary VisualShaderEditor::get_custom_node_data(Ref<VisualShaderNodeCustom> &p_custom_node) {
  1042. Dictionary dict;
  1043. dict["script"] = p_custom_node->get_script();
  1044. String name;
  1045. if (p_custom_node->has_method("_get_name")) {
  1046. name = (String)p_custom_node->call("_get_name");
  1047. } else {
  1048. name = "Unnamed";
  1049. }
  1050. dict["name"] = name;
  1051. String description = "";
  1052. if (p_custom_node->has_method("_get_description")) {
  1053. description = (String)p_custom_node->call("_get_description");
  1054. }
  1055. dict["description"] = description;
  1056. int return_icon_type = -1;
  1057. if (p_custom_node->has_method("_get_return_icon_type")) {
  1058. return_icon_type = (int)p_custom_node->call("_get_return_icon_type");
  1059. }
  1060. dict["return_icon_type"] = return_icon_type;
  1061. String category = "";
  1062. if (p_custom_node->has_method("_get_category")) {
  1063. category = (String)p_custom_node->call("_get_category");
  1064. }
  1065. category = category.rstrip("/");
  1066. category = category.lstrip("/");
  1067. category = "Addons/" + category;
  1068. String subcategory = "";
  1069. if (p_custom_node->has_method("_get_subcategory")) {
  1070. subcategory = (String)p_custom_node->call("_get_subcategory");
  1071. }
  1072. if (!subcategory.is_empty()) {
  1073. category += "/" + subcategory;
  1074. }
  1075. dict["category"] = category;
  1076. bool highend = false;
  1077. if (p_custom_node->has_method("_is_highend")) {
  1078. highend = (bool)p_custom_node->call("_is_highend");
  1079. }
  1080. dict["highend"] = highend;
  1081. return dict;
  1082. }
  1083. void VisualShaderEditor::update_custom_type(const Ref<Resource> &p_resource) {
  1084. Ref<Script> scr = Ref<Script>(p_resource.ptr());
  1085. if (scr.is_null() || scr->get_instance_base_type() != String("VisualShaderNodeCustom")) {
  1086. return;
  1087. }
  1088. Ref<VisualShaderNodeCustom> ref;
  1089. ref.instantiate();
  1090. ref->set_script(scr);
  1091. if (!ref->is_available(visual_shader->get_mode(), visual_shader->get_shader_type())) {
  1092. for (int i = 0; i < add_options.size(); i++) {
  1093. if (add_options[i].is_custom && add_options[i].script == scr) {
  1094. add_options.remove_at(i);
  1095. _update_options_menu();
  1096. // TODO: Make indication for the existed custom nodes with that script on graph to be disabled.
  1097. break;
  1098. }
  1099. }
  1100. return;
  1101. }
  1102. Dictionary dict = get_custom_node_data(ref);
  1103. bool found_type = false;
  1104. bool need_rebuild = false;
  1105. for (int i = 0; i < add_options.size(); i++) {
  1106. if (add_options[i].is_custom && add_options[i].script == scr) {
  1107. found_type = true;
  1108. add_options.write[i].name = dict["name"];
  1109. add_options.write[i].return_type = dict["return_icon_type"];
  1110. add_options.write[i].description = dict["description"];
  1111. add_options.write[i].category = dict["category"];
  1112. add_options.write[i].highend = dict["highend"];
  1113. int max_type = 0;
  1114. int type_offset = 0;
  1115. switch (visual_shader->get_mode()) {
  1116. case Shader::MODE_CANVAS_ITEM:
  1117. case Shader::MODE_SPATIAL: {
  1118. max_type = 3;
  1119. } break;
  1120. case Shader::MODE_PARTICLES: {
  1121. max_type = 5;
  1122. type_offset = 3;
  1123. } break;
  1124. case Shader::MODE_SKY: {
  1125. max_type = 1;
  1126. type_offset = 8;
  1127. } break;
  1128. case Shader::MODE_FOG: {
  1129. max_type = 1;
  1130. type_offset = 9;
  1131. } break;
  1132. default: {
  1133. } break;
  1134. }
  1135. max_type = type_offset + max_type;
  1136. for (int t = type_offset; t < max_type; t++) {
  1137. VisualShader::Type type = (VisualShader::Type)t;
  1138. Vector<int> nodes = visual_shader->get_node_list(type);
  1139. List<VisualShader::Connection> node_connections;
  1140. visual_shader->get_node_connections(type, &node_connections);
  1141. List<VisualShader::Connection> custom_node_input_connections;
  1142. List<VisualShader::Connection> custom_node_output_connections;
  1143. for (const VisualShader::Connection &E : node_connections) {
  1144. int from = E.from_node;
  1145. int from_idx = E.from_port;
  1146. int to = E.to_node;
  1147. int to_idx = E.to_port;
  1148. if (graph_plugin->get_node_script(from) == scr) {
  1149. custom_node_output_connections.push_back({ from, from_idx, to, to_idx });
  1150. } else if (graph_plugin->get_node_script(to) == scr) {
  1151. custom_node_input_connections.push_back({ from, from_idx, to, to_idx });
  1152. }
  1153. }
  1154. for (int j = 0; j < nodes.size(); j++) {
  1155. int node_id = nodes[j];
  1156. Ref<VisualShaderNode> vsnode = visual_shader->get_node(type, node_id);
  1157. if (vsnode.is_null()) {
  1158. continue;
  1159. }
  1160. Ref<VisualShaderNodeCustom> custom_node = Ref<VisualShaderNodeCustom>(vsnode.ptr());
  1161. if (custom_node.is_null() || custom_node->get_script() != scr) {
  1162. continue;
  1163. }
  1164. need_rebuild = true;
  1165. // Removes invalid connections.
  1166. {
  1167. int prev_input_port_count = custom_node->get_input_port_count();
  1168. int prev_output_port_count = custom_node->get_output_port_count();
  1169. custom_node->update_ports();
  1170. int input_port_count = custom_node->get_input_port_count();
  1171. int output_port_count = custom_node->get_output_port_count();
  1172. if (output_port_count != prev_output_port_count) {
  1173. for (const VisualShader::Connection &E : custom_node_output_connections) {
  1174. int from = E.from_node;
  1175. int from_idx = E.from_port;
  1176. int to = E.to_node;
  1177. int to_idx = E.to_port;
  1178. if (from_idx >= output_port_count) {
  1179. visual_shader->disconnect_nodes(type, from, from_idx, to, to_idx);
  1180. graph_plugin->disconnect_nodes(type, from, from_idx, to, to_idx);
  1181. }
  1182. }
  1183. }
  1184. if (input_port_count != prev_input_port_count) {
  1185. for (const VisualShader::Connection &E : custom_node_input_connections) {
  1186. int from = E.from_node;
  1187. int from_idx = E.from_port;
  1188. int to = E.to_node;
  1189. int to_idx = E.to_port;
  1190. if (to_idx >= input_port_count) {
  1191. visual_shader->disconnect_nodes(type, from, from_idx, to, to_idx);
  1192. graph_plugin->disconnect_nodes(type, from, from_idx, to, to_idx);
  1193. }
  1194. }
  1195. }
  1196. }
  1197. graph_plugin->update_node(type, node_id);
  1198. }
  1199. }
  1200. break;
  1201. }
  1202. }
  1203. if (!found_type) {
  1204. add_custom_type(dict["name"], dict["script"], dict["description"], dict["return_icon_type"], dict["category"], dict["highend"]);
  1205. }
  1206. // To prevent updating options multiple times when multiple scripts are saved.
  1207. if (!_block_update_options_menu) {
  1208. _block_update_options_menu = true;
  1209. call_deferred(SNAME("_update_options_menu_deferred"));
  1210. }
  1211. // To prevent rebuilding the shader multiple times when multiple scripts are saved.
  1212. if (need_rebuild && !_block_rebuild_shader) {
  1213. _block_rebuild_shader = true;
  1214. call_deferred(SNAME("_rebuild_shader_deferred"));
  1215. }
  1216. }
  1217. void VisualShaderEditor::_update_options_menu_deferred() {
  1218. _update_options_menu();
  1219. _block_update_options_menu = false;
  1220. }
  1221. void VisualShaderEditor::_rebuild_shader_deferred() {
  1222. if (visual_shader.is_valid()) {
  1223. visual_shader->rebuild();
  1224. }
  1225. _block_rebuild_shader = false;
  1226. }
  1227. bool VisualShaderEditor::_is_available(int p_mode) {
  1228. int current_mode = edit_type->get_selected();
  1229. if (p_mode != -1) {
  1230. switch (current_mode) {
  1231. case 0: // Vertex / Emit
  1232. current_mode = 1;
  1233. break;
  1234. case 1: // Fragment / Process
  1235. current_mode = 2;
  1236. break;
  1237. case 2: // Light / Collide
  1238. current_mode = 4;
  1239. break;
  1240. default:
  1241. break;
  1242. }
  1243. }
  1244. return (p_mode == -1 || (p_mode & current_mode) != 0);
  1245. }
  1246. void VisualShaderEditor::_update_nodes() {
  1247. clear_custom_types();
  1248. List<StringName> class_list;
  1249. ScriptServer::get_global_class_list(&class_list);
  1250. Dictionary added;
  1251. for (int i = 0; i < class_list.size(); i++) {
  1252. if (ScriptServer::get_global_class_native_base(class_list[i]) == "VisualShaderNodeCustom") {
  1253. String script_path = ScriptServer::get_global_class_path(class_list[i]);
  1254. Ref<Resource> res = ResourceLoader::load(script_path);
  1255. ERR_FAIL_COND(res.is_null());
  1256. ERR_FAIL_COND(!res->is_class("Script"));
  1257. Ref<Script> scr = Ref<Script>(res);
  1258. Ref<VisualShaderNodeCustom> ref;
  1259. ref.instantiate();
  1260. ref->set_script(scr);
  1261. if (!ref->is_available(visual_shader->get_mode(), visual_shader->get_shader_type())) {
  1262. continue;
  1263. }
  1264. Dictionary dict = get_custom_node_data(ref);
  1265. String key;
  1266. key = String(dict["category"]) + "/" + String(dict["name"]);
  1267. added[key] = dict;
  1268. }
  1269. }
  1270. // Disables not-supported copied items.
  1271. {
  1272. for (CopyItem &item : copy_items_buffer) {
  1273. Ref<VisualShaderNodeCustom> custom = Object::cast_to<VisualShaderNodeCustom>(item.node.ptr());
  1274. if (custom.is_valid()) {
  1275. if (!custom->is_available(visual_shader->get_mode(), visual_shader->get_shader_type())) {
  1276. item.disabled = true;
  1277. } else {
  1278. item.disabled = false;
  1279. }
  1280. } else {
  1281. for (int i = 0; i < add_options.size(); i++) {
  1282. if (add_options[i].type == item.node->get_class_name()) {
  1283. if ((add_options[i].func != visual_shader->get_mode() && add_options[i].func != -1) || !_is_available(add_options[i].mode)) {
  1284. item.disabled = true;
  1285. } else {
  1286. item.disabled = false;
  1287. }
  1288. break;
  1289. }
  1290. }
  1291. }
  1292. }
  1293. }
  1294. Array keys = added.keys();
  1295. keys.sort();
  1296. for (int i = 0; i < keys.size(); i++) {
  1297. const Variant &key = keys.get(i);
  1298. const Dictionary &value = (Dictionary)added[key];
  1299. add_custom_type(value["name"], value["script"], value["description"], value["return_icon_type"], value["category"], value["highend"]);
  1300. }
  1301. _update_options_menu();
  1302. }
  1303. String VisualShaderEditor::_get_description(int p_idx) {
  1304. return add_options[p_idx].description;
  1305. }
  1306. void VisualShaderEditor::_update_options_menu() {
  1307. node_desc->set_text("");
  1308. members_dialog->get_ok_button()->set_disabled(true);
  1309. members->clear();
  1310. TreeItem *root = members->create_item();
  1311. String filter = node_filter->get_text().strip_edges();
  1312. bool use_filter = !filter.is_empty();
  1313. bool is_first_item = true;
  1314. Color unsupported_color = get_theme_color(SNAME("error_color"), SNAME("Editor"));
  1315. Color supported_color = get_theme_color(SNAME("warning_color"), SNAME("Editor"));
  1316. static bool low_driver = GLOBAL_GET("rendering/renderer/rendering_method") == "gl_compatibility";
  1317. HashMap<String, TreeItem *> folders;
  1318. int current_func = -1;
  1319. if (!visual_shader.is_null()) {
  1320. current_func = visual_shader->get_mode();
  1321. }
  1322. Vector<AddOption> custom_options;
  1323. Vector<AddOption> embedded_options;
  1324. static Vector<String> type_filter_exceptions;
  1325. if (type_filter_exceptions.is_empty()) {
  1326. type_filter_exceptions.append("VisualShaderNodeExpression");
  1327. }
  1328. for (int i = 0; i < add_options.size(); i++) {
  1329. if (!use_filter || add_options[i].name.findn(filter) != -1) {
  1330. // port type filtering
  1331. if (members_output_port_type != VisualShaderNode::PORT_TYPE_MAX || members_input_port_type != VisualShaderNode::PORT_TYPE_MAX) {
  1332. Ref<VisualShaderNode> vsn;
  1333. int check_result = 0;
  1334. if (!add_options[i].is_custom) {
  1335. vsn = Ref<VisualShaderNode>(Object::cast_to<VisualShaderNode>(ClassDB::instantiate(add_options[i].type)));
  1336. if (!vsn.is_valid()) {
  1337. continue;
  1338. }
  1339. if (type_filter_exceptions.has(add_options[i].type)) {
  1340. check_result = 1;
  1341. }
  1342. Ref<VisualShaderNodeInput> input = Object::cast_to<VisualShaderNodeInput>(vsn.ptr());
  1343. if (input.is_valid()) {
  1344. input->set_shader_mode(visual_shader->get_mode());
  1345. input->set_shader_type(visual_shader->get_shader_type());
  1346. if (!add_options[i].ops.is_empty() && add_options[i].ops[0].get_type() == Variant::STRING) {
  1347. input->set_input_name((String)add_options[i].ops[0]);
  1348. }
  1349. }
  1350. Ref<VisualShaderNodeExpression> expression = Object::cast_to<VisualShaderNodeExpression>(vsn.ptr());
  1351. if (expression.is_valid()) {
  1352. if (members_input_port_type == VisualShaderNode::PORT_TYPE_SAMPLER) {
  1353. check_result = -1; // expressions creates a port with required type automatically (except for sampler output)
  1354. }
  1355. }
  1356. Ref<VisualShaderNodeParameterRef> parameter_ref = Object::cast_to<VisualShaderNodeParameterRef>(vsn.ptr());
  1357. if (parameter_ref.is_valid()) {
  1358. check_result = -1;
  1359. if (members_input_port_type != VisualShaderNode::PORT_TYPE_MAX) {
  1360. for (int j = 0; j < parameter_ref->get_parameters_count(); j++) {
  1361. if (visual_shader->is_port_types_compatible(parameter_ref->get_port_type_by_index(j), members_input_port_type)) {
  1362. check_result = 1;
  1363. break;
  1364. }
  1365. }
  1366. }
  1367. }
  1368. } else {
  1369. check_result = 1;
  1370. }
  1371. if (members_output_port_type != VisualShaderNode::PORT_TYPE_MAX) {
  1372. if (check_result == 0) {
  1373. for (int j = 0; j < vsn->get_input_port_count(); j++) {
  1374. if (visual_shader->is_port_types_compatible(vsn->get_input_port_type(j), members_output_port_type)) {
  1375. check_result = 1;
  1376. break;
  1377. }
  1378. }
  1379. }
  1380. if (check_result != 1) {
  1381. continue;
  1382. }
  1383. }
  1384. if (members_input_port_type != VisualShaderNode::PORT_TYPE_MAX) {
  1385. if (check_result == 0) {
  1386. for (int j = 0; j < vsn->get_output_port_count(); j++) {
  1387. if (visual_shader->is_port_types_compatible(vsn->get_output_port_type(j), members_input_port_type)) {
  1388. check_result = 1;
  1389. break;
  1390. }
  1391. }
  1392. }
  1393. if (check_result != 1) {
  1394. continue;
  1395. }
  1396. }
  1397. }
  1398. if ((add_options[i].func != current_func && add_options[i].func != -1) || !_is_available(add_options[i].mode)) {
  1399. continue;
  1400. }
  1401. const_cast<AddOption &>(add_options[i]).temp_idx = i; // save valid id
  1402. if (add_options[i].is_custom) {
  1403. custom_options.push_back(add_options[i]);
  1404. } else {
  1405. embedded_options.push_back(add_options[i]);
  1406. }
  1407. }
  1408. }
  1409. Vector<AddOption> options;
  1410. SortArray<AddOption, _OptionComparator> sorter;
  1411. sorter.sort(custom_options.ptrw(), custom_options.size());
  1412. options.append_array(custom_options);
  1413. options.append_array(embedded_options);
  1414. for (int i = 0; i < options.size(); i++) {
  1415. String path = options[i].category;
  1416. Vector<String> subfolders = path.split("/");
  1417. TreeItem *category = nullptr;
  1418. if (!folders.has(path)) {
  1419. category = root;
  1420. String path_temp = "";
  1421. for (int j = 0; j < subfolders.size(); j++) {
  1422. path_temp += subfolders[j];
  1423. if (!folders.has(path_temp)) {
  1424. category = members->create_item(category);
  1425. category->set_selectable(0, false);
  1426. category->set_collapsed(!use_filter);
  1427. category->set_text(0, subfolders[j]);
  1428. folders.insert(path_temp, category);
  1429. } else {
  1430. category = folders[path_temp];
  1431. }
  1432. }
  1433. } else {
  1434. category = folders[path];
  1435. }
  1436. TreeItem *item = members->create_item(category);
  1437. if (options[i].highend && low_driver) {
  1438. item->set_custom_color(0, unsupported_color);
  1439. } else if (options[i].highend) {
  1440. item->set_custom_color(0, supported_color);
  1441. }
  1442. item->set_text(0, options[i].name);
  1443. if (is_first_item && use_filter) {
  1444. item->select(0);
  1445. node_desc->set_text(options[i].description);
  1446. is_first_item = false;
  1447. }
  1448. switch (options[i].return_type) {
  1449. case VisualShaderNode::PORT_TYPE_SCALAR:
  1450. item->set_icon(0, EditorNode::get_singleton()->get_gui_base()->get_theme_icon(SNAME("float"), SNAME("EditorIcons")));
  1451. break;
  1452. case VisualShaderNode::PORT_TYPE_SCALAR_INT:
  1453. item->set_icon(0, EditorNode::get_singleton()->get_gui_base()->get_theme_icon(SNAME("int"), SNAME("EditorIcons")));
  1454. break;
  1455. case VisualShaderNode::PORT_TYPE_VECTOR_2D:
  1456. item->set_icon(0, EditorNode::get_singleton()->get_gui_base()->get_theme_icon(SNAME("Vector2"), SNAME("EditorIcons")));
  1457. break;
  1458. case VisualShaderNode::PORT_TYPE_VECTOR_3D:
  1459. item->set_icon(0, EditorNode::get_singleton()->get_gui_base()->get_theme_icon(SNAME("Vector3"), SNAME("EditorIcons")));
  1460. break;
  1461. case VisualShaderNode::PORT_TYPE_VECTOR_4D:
  1462. item->set_icon(0, EditorNode::get_singleton()->get_gui_base()->get_theme_icon(SNAME("Vector4"), SNAME("EditorIcons")));
  1463. break;
  1464. case VisualShaderNode::PORT_TYPE_BOOLEAN:
  1465. item->set_icon(0, EditorNode::get_singleton()->get_gui_base()->get_theme_icon(SNAME("bool"), SNAME("EditorIcons")));
  1466. break;
  1467. case VisualShaderNode::PORT_TYPE_TRANSFORM:
  1468. item->set_icon(0, EditorNode::get_singleton()->get_gui_base()->get_theme_icon(SNAME("Transform3D"), SNAME("EditorIcons")));
  1469. break;
  1470. case VisualShaderNode::PORT_TYPE_SAMPLER:
  1471. item->set_icon(0, EditorNode::get_singleton()->get_gui_base()->get_theme_icon(SNAME("ImageTexture"), SNAME("EditorIcons")));
  1472. break;
  1473. default:
  1474. break;
  1475. }
  1476. item->set_meta("id", options[i].temp_idx);
  1477. }
  1478. }
  1479. void VisualShaderEditor::_set_mode(int p_which) {
  1480. if (p_which == VisualShader::MODE_SKY) {
  1481. edit_type_standard->set_visible(false);
  1482. edit_type_particles->set_visible(false);
  1483. edit_type_sky->set_visible(true);
  1484. edit_type_fog->set_visible(false);
  1485. edit_type = edit_type_sky;
  1486. custom_mode_box->set_visible(false);
  1487. varying_button->hide();
  1488. mode = MODE_FLAGS_SKY;
  1489. } else if (p_which == VisualShader::MODE_FOG) {
  1490. edit_type_standard->set_visible(false);
  1491. edit_type_particles->set_visible(false);
  1492. edit_type_sky->set_visible(false);
  1493. edit_type_fog->set_visible(true);
  1494. edit_type = edit_type_fog;
  1495. custom_mode_box->set_visible(false);
  1496. varying_button->hide();
  1497. mode = MODE_FLAGS_FOG;
  1498. } else if (p_which == VisualShader::MODE_PARTICLES) {
  1499. edit_type_standard->set_visible(false);
  1500. edit_type_particles->set_visible(true);
  1501. edit_type_sky->set_visible(false);
  1502. edit_type_fog->set_visible(false);
  1503. edit_type = edit_type_particles;
  1504. if ((edit_type->get_selected() + 3) > VisualShader::TYPE_PROCESS) {
  1505. custom_mode_box->set_visible(false);
  1506. } else {
  1507. custom_mode_box->set_visible(true);
  1508. }
  1509. varying_button->hide();
  1510. mode = MODE_FLAGS_PARTICLES;
  1511. } else {
  1512. edit_type_particles->set_visible(false);
  1513. edit_type_standard->set_visible(true);
  1514. edit_type_sky->set_visible(false);
  1515. edit_type_fog->set_visible(false);
  1516. edit_type = edit_type_standard;
  1517. custom_mode_box->set_visible(false);
  1518. varying_button->show();
  1519. mode = MODE_FLAGS_SPATIAL_CANVASITEM;
  1520. }
  1521. visual_shader->set_shader_type(get_current_shader_type());
  1522. }
  1523. Size2 VisualShaderEditor::get_minimum_size() const {
  1524. return Size2(10, 200);
  1525. }
  1526. void VisualShaderEditor::_draw_color_over_button(Object *obj, Color p_color) {
  1527. Button *button = Object::cast_to<Button>(obj);
  1528. if (!button) {
  1529. return;
  1530. }
  1531. Ref<StyleBox> normal = get_theme_stylebox(SNAME("normal"), SNAME("Button"));
  1532. button->draw_rect(Rect2(normal->get_offset(), button->get_size() - normal->get_minimum_size()), p_color);
  1533. }
  1534. void VisualShaderEditor::_update_created_node(GraphNode *node) {
  1535. const Ref<StyleBoxFlat> sb = node->get_theme_stylebox(SNAME("frame"), SNAME("GraphNode"));
  1536. Color c = sb->get_border_color();
  1537. 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);
  1538. c = mono_color;
  1539. node->add_theme_color_override("title_color", c);
  1540. c.a = 0.7;
  1541. node->add_theme_color_override("close_color", c);
  1542. node->add_theme_color_override("resizer_color", c);
  1543. }
  1544. void VisualShaderEditor::_update_parameters(bool p_update_refs) {
  1545. VisualShaderNodeParameterRef::clear_parameters(visual_shader->get_rid());
  1546. for (int t = 0; t < VisualShader::TYPE_MAX; t++) {
  1547. Vector<int> tnodes = visual_shader->get_node_list((VisualShader::Type)t);
  1548. for (int i = 0; i < tnodes.size(); i++) {
  1549. Ref<VisualShaderNode> vsnode = visual_shader->get_node((VisualShader::Type)t, tnodes[i]);
  1550. Ref<VisualShaderNodeParameter> parameter = vsnode;
  1551. if (parameter.is_valid()) {
  1552. Ref<VisualShaderNodeFloatParameter> float_parameter = vsnode;
  1553. Ref<VisualShaderNodeIntParameter> int_parameter = vsnode;
  1554. Ref<VisualShaderNodeVec2Parameter> vec2_parameter = vsnode;
  1555. Ref<VisualShaderNodeVec3Parameter> vec3_parameter = vsnode;
  1556. Ref<VisualShaderNodeVec4Parameter> vec4_parameter = vsnode;
  1557. Ref<VisualShaderNodeColorParameter> color_parameter = vsnode;
  1558. Ref<VisualShaderNodeBooleanParameter> boolean_parameter = vsnode;
  1559. Ref<VisualShaderNodeTransformParameter> transform_parameter = vsnode;
  1560. VisualShaderNodeParameterRef::ParameterType parameter_type;
  1561. if (float_parameter.is_valid()) {
  1562. parameter_type = VisualShaderNodeParameterRef::PARAMETER_TYPE_FLOAT;
  1563. } else if (int_parameter.is_valid()) {
  1564. parameter_type = VisualShaderNodeParameterRef::PARAMETER_TYPE_INT;
  1565. } else if (boolean_parameter.is_valid()) {
  1566. parameter_type = VisualShaderNodeParameterRef::PARAMETER_TYPE_BOOLEAN;
  1567. } else if (vec2_parameter.is_valid()) {
  1568. parameter_type = VisualShaderNodeParameterRef::PARAMETER_TYPE_VECTOR2;
  1569. } else if (vec3_parameter.is_valid()) {
  1570. parameter_type = VisualShaderNodeParameterRef::PARAMETER_TYPE_VECTOR3;
  1571. } else if (vec4_parameter.is_valid()) {
  1572. parameter_type = VisualShaderNodeParameterRef::PARAMETER_TYPE_VECTOR4;
  1573. } else if (transform_parameter.is_valid()) {
  1574. parameter_type = VisualShaderNodeParameterRef::PARAMETER_TYPE_TRANSFORM;
  1575. } else if (color_parameter.is_valid()) {
  1576. parameter_type = VisualShaderNodeParameterRef::PARAMETER_TYPE_COLOR;
  1577. } else {
  1578. parameter_type = VisualShaderNodeParameterRef::UNIFORM_TYPE_SAMPLER;
  1579. }
  1580. VisualShaderNodeParameterRef::add_parameter(visual_shader->get_rid(), parameter->get_parameter_name(), parameter_type);
  1581. }
  1582. }
  1583. }
  1584. if (p_update_refs) {
  1585. graph_plugin->update_parameter_refs();
  1586. }
  1587. }
  1588. void VisualShaderEditor::_update_parameter_refs(HashSet<String> &p_deleted_names) {
  1589. Ref<EditorUndoRedoManager> &undo_redo = EditorNode::get_undo_redo();
  1590. for (int i = 0; i < VisualShader::TYPE_MAX; i++) {
  1591. VisualShader::Type type = VisualShader::Type(i);
  1592. Vector<int> nodes = visual_shader->get_node_list(type);
  1593. for (int j = 0; j < nodes.size(); j++) {
  1594. if (j > 0) {
  1595. Ref<VisualShaderNodeParameterRef> ref = visual_shader->get_node(type, nodes[j]);
  1596. if (ref.is_valid()) {
  1597. if (p_deleted_names.has(ref->get_parameter_name())) {
  1598. undo_redo->add_do_method(ref.ptr(), "set_parameter_name", "[None]");
  1599. undo_redo->add_undo_method(ref.ptr(), "set_parameter_name", ref->get_parameter_name());
  1600. undo_redo->add_do_method(graph_plugin.ptr(), "update_node", VisualShader::Type(i), nodes[j]);
  1601. undo_redo->add_undo_method(graph_plugin.ptr(), "update_node", VisualShader::Type(i), nodes[j]);
  1602. }
  1603. }
  1604. }
  1605. }
  1606. }
  1607. }
  1608. void VisualShaderEditor::_update_graph() {
  1609. if (updating) {
  1610. return;
  1611. }
  1612. if (visual_shader.is_null()) {
  1613. return;
  1614. }
  1615. graph->set_scroll_ofs(visual_shader->get_graph_offset() * EDSCALE);
  1616. VisualShader::Type type = get_current_shader_type();
  1617. graph->clear_connections();
  1618. //erase all nodes
  1619. for (int i = 0; i < graph->get_child_count(); i++) {
  1620. if (Object::cast_to<GraphNode>(graph->get_child(i))) {
  1621. Node *node = graph->get_child(i);
  1622. graph->remove_child(node);
  1623. memdelete(node);
  1624. i--;
  1625. }
  1626. }
  1627. List<VisualShader::Connection> node_connections;
  1628. visual_shader->get_node_connections(type, &node_connections);
  1629. graph_plugin->set_connections(node_connections);
  1630. Vector<int> nodes = visual_shader->get_node_list(type);
  1631. _update_parameters(false);
  1632. _update_varyings();
  1633. graph_plugin->clear_links();
  1634. graph_plugin->make_dirty(true);
  1635. graph_plugin->update_theme();
  1636. for (int n_i = 0; n_i < nodes.size(); n_i++) {
  1637. graph_plugin->add_node(type, nodes[n_i]);
  1638. }
  1639. graph_plugin->make_dirty(false);
  1640. for (const VisualShader::Connection &E : node_connections) {
  1641. int from = E.from_node;
  1642. int from_idx = E.from_port;
  1643. int to = E.to_node;
  1644. int to_idx = E.to_port;
  1645. graph->connect_node(itos(from), from_idx, itos(to), to_idx);
  1646. }
  1647. float graph_minimap_opacity = EDITOR_GET("editors/visual_editors/minimap_opacity");
  1648. graph->set_minimap_opacity(graph_minimap_opacity);
  1649. float graph_lines_curvature = EDITOR_GET("editors/visual_editors/lines_curvature");
  1650. graph->set_connection_lines_curvature(graph_lines_curvature);
  1651. }
  1652. VisualShader::Type VisualShaderEditor::get_current_shader_type() const {
  1653. VisualShader::Type type;
  1654. if (mode & MODE_FLAGS_PARTICLES) {
  1655. type = VisualShader::Type(edit_type->get_selected() + 3 + (custom_mode_enabled ? 3 : 0));
  1656. } else if (mode & MODE_FLAGS_SKY) {
  1657. type = VisualShader::Type(edit_type->get_selected() + 8);
  1658. } else if (mode & MODE_FLAGS_FOG) {
  1659. type = VisualShader::Type(edit_type->get_selected() + 9);
  1660. } else {
  1661. type = VisualShader::Type(edit_type->get_selected());
  1662. }
  1663. return type;
  1664. }
  1665. void VisualShaderEditor::_add_input_port(int p_node, int p_port, int p_port_type, const String &p_name) {
  1666. VisualShader::Type type = get_current_shader_type();
  1667. Ref<VisualShaderNodeExpression> node = visual_shader->get_node(type, p_node);
  1668. if (node.is_null()) {
  1669. return;
  1670. }
  1671. Ref<EditorUndoRedoManager> &undo_redo = EditorNode::get_undo_redo();
  1672. undo_redo->create_action(TTR("Add Input Port"));
  1673. undo_redo->add_do_method(node.ptr(), "add_input_port", p_port, p_port_type, p_name);
  1674. undo_redo->add_undo_method(node.ptr(), "remove_input_port", p_port);
  1675. undo_redo->add_do_method(graph_plugin.ptr(), "update_node", type, p_node);
  1676. undo_redo->add_undo_method(graph_plugin.ptr(), "update_node", type, p_node);
  1677. undo_redo->commit_action();
  1678. }
  1679. void VisualShaderEditor::_add_output_port(int p_node, int p_port, int p_port_type, const String &p_name) {
  1680. VisualShader::Type type = get_current_shader_type();
  1681. Ref<VisualShaderNodeGroupBase> node = visual_shader->get_node(type, p_node);
  1682. if (node.is_null()) {
  1683. return;
  1684. }
  1685. Ref<EditorUndoRedoManager> &undo_redo = EditorNode::get_undo_redo();
  1686. undo_redo->create_action(TTR("Add Output Port"));
  1687. undo_redo->add_do_method(node.ptr(), "add_output_port", p_port, p_port_type, p_name);
  1688. undo_redo->add_undo_method(node.ptr(), "remove_output_port", p_port);
  1689. undo_redo->add_do_method(graph_plugin.ptr(), "update_node", type, p_node);
  1690. undo_redo->add_undo_method(graph_plugin.ptr(), "update_node", type, p_node);
  1691. undo_redo->commit_action();
  1692. }
  1693. void VisualShaderEditor::_change_input_port_type(int p_type, int p_node, int p_port) {
  1694. VisualShader::Type type = get_current_shader_type();
  1695. Ref<VisualShaderNodeGroupBase> node = visual_shader->get_node(type, p_node);
  1696. if (node.is_null()) {
  1697. return;
  1698. }
  1699. Ref<EditorUndoRedoManager> &undo_redo = EditorNode::get_undo_redo();
  1700. undo_redo->create_action(TTR("Change Input Port Type"));
  1701. undo_redo->add_do_method(node.ptr(), "set_input_port_type", p_port, p_type);
  1702. undo_redo->add_undo_method(node.ptr(), "set_input_port_type", p_port, node->get_input_port_type(p_port));
  1703. undo_redo->add_do_method(graph_plugin.ptr(), "update_node", type, p_node);
  1704. undo_redo->add_undo_method(graph_plugin.ptr(), "update_node", type, p_node);
  1705. undo_redo->commit_action();
  1706. }
  1707. void VisualShaderEditor::_change_output_port_type(int p_type, int p_node, int p_port) {
  1708. VisualShader::Type type = get_current_shader_type();
  1709. Ref<VisualShaderNodeGroupBase> node = visual_shader->get_node(type, p_node);
  1710. if (node.is_null()) {
  1711. return;
  1712. }
  1713. Ref<EditorUndoRedoManager> &undo_redo = EditorNode::get_undo_redo();
  1714. undo_redo->create_action(TTR("Change Output Port Type"));
  1715. undo_redo->add_do_method(node.ptr(), "set_output_port_type", p_port, p_type);
  1716. undo_redo->add_undo_method(node.ptr(), "set_output_port_type", p_port, node->get_output_port_type(p_port));
  1717. undo_redo->add_do_method(graph_plugin.ptr(), "update_node", type, p_node);
  1718. undo_redo->add_undo_method(graph_plugin.ptr(), "update_node", type, p_node);
  1719. undo_redo->commit_action();
  1720. }
  1721. void VisualShaderEditor::_change_input_port_name(const String &p_text, Object *p_line_edit, int p_node_id, int p_port_id) {
  1722. VisualShader::Type type = get_current_shader_type();
  1723. Ref<VisualShaderNodeGroupBase> node = visual_shader->get_node(type, p_node_id);
  1724. ERR_FAIL_COND(!node.is_valid());
  1725. String prev_name = node->get_input_port_name(p_port_id);
  1726. if (prev_name == p_text) {
  1727. return;
  1728. }
  1729. LineEdit *line_edit = Object::cast_to<LineEdit>(p_line_edit);
  1730. ERR_FAIL_COND(!line_edit);
  1731. String validated_name = visual_shader->validate_port_name(p_text, node.ptr(), p_port_id, false);
  1732. if (validated_name.is_empty() || prev_name == validated_name) {
  1733. line_edit->set_text(node->get_input_port_name(p_port_id));
  1734. return;
  1735. }
  1736. Ref<EditorUndoRedoManager> &undo_redo = EditorNode::get_undo_redo();
  1737. undo_redo->create_action(TTR("Change Input Port Name"));
  1738. undo_redo->add_do_method(node.ptr(), "set_input_port_name", p_port_id, validated_name);
  1739. undo_redo->add_undo_method(node.ptr(), "set_input_port_name", p_port_id, node->get_input_port_name(p_port_id));
  1740. undo_redo->commit_action();
  1741. }
  1742. void VisualShaderEditor::_change_output_port_name(const String &p_text, Object *p_line_edit, int p_node_id, int p_port_id) {
  1743. VisualShader::Type type = get_current_shader_type();
  1744. Ref<VisualShaderNodeGroupBase> node = visual_shader->get_node(type, p_node_id);
  1745. ERR_FAIL_COND(!node.is_valid());
  1746. String prev_name = node->get_output_port_name(p_port_id);
  1747. if (prev_name == p_text) {
  1748. return;
  1749. }
  1750. LineEdit *line_edit = Object::cast_to<LineEdit>(p_line_edit);
  1751. ERR_FAIL_COND(!line_edit);
  1752. String validated_name = visual_shader->validate_port_name(p_text, node.ptr(), p_port_id, true);
  1753. if (validated_name.is_empty() || prev_name == validated_name) {
  1754. line_edit->set_text(node->get_output_port_name(p_port_id));
  1755. return;
  1756. }
  1757. Ref<EditorUndoRedoManager> &undo_redo = EditorNode::get_undo_redo();
  1758. undo_redo->create_action(TTR("Change Output Port Name"));
  1759. undo_redo->add_do_method(node.ptr(), "set_output_port_name", p_port_id, validated_name);
  1760. undo_redo->add_undo_method(node.ptr(), "set_output_port_name", p_port_id, prev_name);
  1761. undo_redo->commit_action();
  1762. }
  1763. void VisualShaderEditor::_expand_output_port(int p_node, int p_port, bool p_expand) {
  1764. VisualShader::Type type = get_current_shader_type();
  1765. Ref<VisualShaderNode> node = visual_shader->get_node(type, p_node);
  1766. ERR_FAIL_COND(!node.is_valid());
  1767. Ref<EditorUndoRedoManager> &undo_redo = EditorNode::get_undo_redo();
  1768. if (p_expand) {
  1769. undo_redo->create_action(TTR("Expand Output Port"));
  1770. } else {
  1771. undo_redo->create_action(TTR("Shrink Output Port"));
  1772. }
  1773. undo_redo->add_do_method(node.ptr(), "_set_output_port_expanded", p_port, p_expand);
  1774. undo_redo->add_undo_method(node.ptr(), "_set_output_port_expanded", p_port, !p_expand);
  1775. int type_size = 0;
  1776. switch (node->get_output_port_type(p_port)) {
  1777. case VisualShaderNode::PORT_TYPE_VECTOR_2D: {
  1778. type_size = 2;
  1779. } break;
  1780. case VisualShaderNode::PORT_TYPE_VECTOR_3D: {
  1781. type_size = 3;
  1782. } break;
  1783. case VisualShaderNode::PORT_TYPE_VECTOR_4D: {
  1784. type_size = 4;
  1785. } break;
  1786. default:
  1787. break;
  1788. }
  1789. List<VisualShader::Connection> conns;
  1790. visual_shader->get_node_connections(type, &conns);
  1791. for (const VisualShader::Connection &E : conns) {
  1792. int cn_from_node = E.from_node;
  1793. int cn_from_port = E.from_port;
  1794. int cn_to_node = E.to_node;
  1795. int cn_to_port = E.to_port;
  1796. if (cn_from_node == p_node) {
  1797. if (p_expand) {
  1798. if (cn_from_port > p_port) { // reconnect ports after expanded ports
  1799. undo_redo->add_do_method(visual_shader.ptr(), "disconnect_nodes", type, cn_from_node, cn_from_port, cn_to_node, cn_to_port);
  1800. undo_redo->add_undo_method(visual_shader.ptr(), "connect_nodes_forced", type, cn_from_node, cn_from_port, cn_to_node, cn_to_port);
  1801. undo_redo->add_do_method(graph_plugin.ptr(), "disconnect_nodes", type, cn_from_node, cn_from_port, cn_to_node, cn_to_port);
  1802. undo_redo->add_undo_method(graph_plugin.ptr(), "connect_nodes", type, cn_from_node, cn_from_port, cn_to_node, cn_to_port);
  1803. undo_redo->add_do_method(visual_shader.ptr(), "connect_nodes_forced", type, cn_from_node, cn_from_port + type_size, cn_to_node, cn_to_port);
  1804. undo_redo->add_undo_method(visual_shader.ptr(), "disconnect_nodes", type, cn_from_node, cn_from_port + type_size, cn_to_node, cn_to_port);
  1805. undo_redo->add_do_method(graph_plugin.ptr(), "connect_nodes", type, cn_from_node, cn_from_port + type_size, cn_to_node, cn_to_port);
  1806. undo_redo->add_undo_method(graph_plugin.ptr(), "disconnect_nodes", type, cn_from_node, cn_from_port + type_size, cn_to_node, cn_to_port);
  1807. }
  1808. } else {
  1809. if (cn_from_port > p_port + type_size) { // reconnect ports after expanded ports
  1810. undo_redo->add_do_method(visual_shader.ptr(), "disconnect_nodes", type, cn_from_node, cn_from_port, cn_to_node, cn_to_port);
  1811. undo_redo->add_undo_method(visual_shader.ptr(), "connect_nodes_forced", type, cn_from_node, cn_from_port, cn_to_node, cn_to_port);
  1812. undo_redo->add_do_method(graph_plugin.ptr(), "disconnect_nodes", type, cn_from_node, cn_from_port, cn_to_node, cn_to_port);
  1813. undo_redo->add_undo_method(graph_plugin.ptr(), "connect_nodes", type, cn_from_node, cn_from_port, cn_to_node, cn_to_port);
  1814. undo_redo->add_do_method(visual_shader.ptr(), "connect_nodes", type, cn_from_node, cn_from_port - type_size, cn_to_node, cn_to_port);
  1815. undo_redo->add_undo_method(visual_shader.ptr(), "disconnect_nodes", type, cn_from_node, cn_from_port - type_size, cn_to_node, cn_to_port);
  1816. undo_redo->add_do_method(graph_plugin.ptr(), "connect_nodes", type, cn_from_node, cn_from_port - type_size, cn_to_node, cn_to_port);
  1817. undo_redo->add_undo_method(graph_plugin.ptr(), "disconnect_nodes", type, cn_from_node, cn_from_port - type_size, cn_to_node, cn_to_port);
  1818. } else if (cn_from_port > p_port) { // disconnect component ports
  1819. undo_redo->add_do_method(visual_shader.ptr(), "disconnect_nodes", type, cn_from_node, cn_from_port, cn_to_node, cn_to_port);
  1820. undo_redo->add_undo_method(visual_shader.ptr(), "connect_nodes_forced", type, cn_from_node, cn_from_port, cn_to_node, cn_to_port);
  1821. undo_redo->add_do_method(graph_plugin.ptr(), "disconnect_nodes", type, cn_from_node, cn_from_port, cn_to_node, cn_to_port);
  1822. undo_redo->add_undo_method(graph_plugin.ptr(), "connect_nodes", type, cn_from_node, cn_from_port, cn_to_node, cn_to_port);
  1823. }
  1824. }
  1825. }
  1826. }
  1827. int preview_port = node->get_output_port_for_preview();
  1828. if (p_expand) {
  1829. if (preview_port > p_port) {
  1830. undo_redo->add_do_method(node.ptr(), "set_output_port_for_preview", preview_port + type_size);
  1831. undo_redo->add_undo_method(node.ptr(), "set_output_port_for_preview", preview_port);
  1832. }
  1833. } else {
  1834. if (preview_port > p_port + type_size) {
  1835. undo_redo->add_do_method(node.ptr(), "set_output_port_for_preview", preview_port - type_size);
  1836. undo_redo->add_undo_method(node.ptr(), "set_output_port_for_preview", preview_port);
  1837. }
  1838. }
  1839. undo_redo->add_do_method(graph_plugin.ptr(), "update_node", type, p_node);
  1840. undo_redo->add_undo_method(graph_plugin.ptr(), "update_node", type, p_node);
  1841. undo_redo->commit_action();
  1842. }
  1843. void VisualShaderEditor::_remove_input_port(int p_node, int p_port) {
  1844. VisualShader::Type type = get_current_shader_type();
  1845. Ref<VisualShaderNodeGroupBase> node = visual_shader->get_node(type, p_node);
  1846. if (node.is_null()) {
  1847. return;
  1848. }
  1849. Ref<EditorUndoRedoManager> &undo_redo = EditorNode::get_undo_redo();
  1850. undo_redo->create_action(TTR("Remove Input Port"));
  1851. List<VisualShader::Connection> conns;
  1852. visual_shader->get_node_connections(type, &conns);
  1853. for (const VisualShader::Connection &E : conns) {
  1854. int cn_from_node = E.from_node;
  1855. int cn_from_port = E.from_port;
  1856. int cn_to_node = E.to_node;
  1857. int cn_to_port = E.to_port;
  1858. if (cn_to_node == p_node) {
  1859. if (cn_to_port == p_port) {
  1860. undo_redo->add_do_method(visual_shader.ptr(), "disconnect_nodes", type, cn_from_node, cn_from_port, cn_to_node, cn_to_port);
  1861. undo_redo->add_undo_method(visual_shader.ptr(), "connect_nodes_forced", type, cn_from_node, cn_from_port, cn_to_node, cn_to_port);
  1862. undo_redo->add_do_method(graph_plugin.ptr(), "disconnect_nodes", type, cn_from_node, cn_from_port, cn_to_node, cn_to_port);
  1863. undo_redo->add_undo_method(graph_plugin.ptr(), "connect_nodes", type, cn_from_node, cn_from_port, cn_to_node, cn_to_port);
  1864. } else if (cn_to_port > p_port) {
  1865. undo_redo->add_do_method(visual_shader.ptr(), "disconnect_nodes", type, cn_from_node, cn_from_port, cn_to_node, cn_to_port);
  1866. undo_redo->add_undo_method(visual_shader.ptr(), "connect_nodes_forced", type, cn_from_node, cn_from_port, cn_to_node, cn_to_port);
  1867. undo_redo->add_do_method(graph_plugin.ptr(), "disconnect_nodes", type, cn_from_node, cn_from_port, cn_to_node, cn_to_port);
  1868. undo_redo->add_undo_method(graph_plugin.ptr(), "connect_nodes", type, cn_from_node, cn_from_port, cn_to_node, cn_to_port);
  1869. undo_redo->add_do_method(visual_shader.ptr(), "connect_nodes_forced", type, cn_from_node, cn_from_port, cn_to_node, cn_to_port - 1);
  1870. undo_redo->add_undo_method(visual_shader.ptr(), "disconnect_nodes", type, cn_from_node, cn_from_port, cn_to_node, cn_to_port - 1);
  1871. undo_redo->add_do_method(graph_plugin.ptr(), "connect_nodes", type, cn_from_node, cn_from_port, cn_to_node, cn_to_port - 1);
  1872. undo_redo->add_undo_method(graph_plugin.ptr(), "disconnect_nodes", type, cn_from_node, cn_from_port, cn_to_node, cn_to_port - 1);
  1873. }
  1874. }
  1875. }
  1876. undo_redo->add_do_method(node.ptr(), "remove_input_port", p_port);
  1877. 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));
  1878. undo_redo->add_do_method(graph_plugin.ptr(), "update_node", type, p_node);
  1879. undo_redo->add_undo_method(graph_plugin.ptr(), "update_node", type, p_node);
  1880. undo_redo->commit_action();
  1881. }
  1882. void VisualShaderEditor::_remove_output_port(int p_node, int p_port) {
  1883. VisualShader::Type type = get_current_shader_type();
  1884. Ref<VisualShaderNodeGroupBase> node = visual_shader->get_node(type, p_node);
  1885. if (node.is_null()) {
  1886. return;
  1887. }
  1888. Ref<EditorUndoRedoManager> &undo_redo = EditorNode::get_undo_redo();
  1889. undo_redo->create_action(TTR("Remove Output Port"));
  1890. List<VisualShader::Connection> conns;
  1891. visual_shader->get_node_connections(type, &conns);
  1892. for (const VisualShader::Connection &E : conns) {
  1893. int cn_from_node = E.from_node;
  1894. int cn_from_port = E.from_port;
  1895. int cn_to_node = E.to_node;
  1896. int cn_to_port = E.to_port;
  1897. if (cn_from_node == p_node) {
  1898. if (cn_from_port == p_port) {
  1899. undo_redo->add_do_method(visual_shader.ptr(), "disconnect_nodes", type, cn_from_node, cn_from_port, cn_to_node, cn_to_port);
  1900. undo_redo->add_undo_method(visual_shader.ptr(), "connect_nodes_forced", type, cn_from_node, cn_from_port, cn_to_node, cn_to_port);
  1901. undo_redo->add_do_method(graph_plugin.ptr(), "disconnect_nodes", type, cn_from_node, cn_from_port, cn_to_node, cn_to_port);
  1902. undo_redo->add_undo_method(graph_plugin.ptr(), "connect_nodes", type, cn_from_node, cn_from_port, cn_to_node, cn_to_port);
  1903. } else if (cn_from_port > p_port) {
  1904. undo_redo->add_do_method(visual_shader.ptr(), "disconnect_nodes", type, cn_from_node, cn_from_port, cn_to_node, cn_to_port);
  1905. undo_redo->add_undo_method(visual_shader.ptr(), "connect_nodes_forced", type, cn_from_node, cn_from_port, cn_to_node, cn_to_port);
  1906. undo_redo->add_do_method(graph_plugin.ptr(), "disconnect_nodes", type, cn_from_node, cn_from_port, cn_to_node, cn_to_port);
  1907. undo_redo->add_undo_method(graph_plugin.ptr(), "connect_nodes", type, cn_from_node, cn_from_port, cn_to_node, cn_to_port);
  1908. undo_redo->add_do_method(visual_shader.ptr(), "connect_nodes_forced", type, cn_from_node, cn_from_port - 1, cn_to_node, cn_to_port);
  1909. undo_redo->add_undo_method(visual_shader.ptr(), "disconnect_nodes", type, cn_from_node, cn_from_port - 1, cn_to_node, cn_to_port);
  1910. undo_redo->add_do_method(graph_plugin.ptr(), "connect_nodes", type, cn_from_node, cn_from_port - 1, cn_to_node, cn_to_port);
  1911. undo_redo->add_undo_method(graph_plugin.ptr(), "disconnect_nodes", type, cn_from_node, cn_from_port - 1, cn_to_node, cn_to_port);
  1912. }
  1913. }
  1914. }
  1915. int preview_port = node->get_output_port_for_preview();
  1916. if (preview_port != -1) {
  1917. if (preview_port == p_port) {
  1918. undo_redo->add_do_method(node.ptr(), "set_output_port_for_preview", -1);
  1919. undo_redo->add_undo_method(node.ptr(), "set_output_port_for_preview", preview_port);
  1920. } else if (preview_port > p_port) {
  1921. undo_redo->add_do_method(node.ptr(), "set_output_port_for_preview", preview_port - 1);
  1922. undo_redo->add_undo_method(node.ptr(), "set_output_port_for_preview", preview_port);
  1923. }
  1924. }
  1925. undo_redo->add_do_method(node.ptr(), "remove_output_port", p_port);
  1926. 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));
  1927. undo_redo->add_do_method(graph_plugin.ptr(), "update_node", type, p_node);
  1928. undo_redo->add_undo_method(graph_plugin.ptr(), "update_node", type, p_node);
  1929. undo_redo->commit_action();
  1930. }
  1931. void VisualShaderEditor::_expression_focus_out(Object *code_edit, int p_node) {
  1932. VisualShader::Type type = get_current_shader_type();
  1933. Ref<VisualShaderNodeExpression> node = visual_shader->get_node(type, p_node);
  1934. if (node.is_null()) {
  1935. return;
  1936. }
  1937. CodeEdit *expression_box = Object::cast_to<CodeEdit>(code_edit);
  1938. if (node->get_expression() == expression_box->get_text()) {
  1939. return;
  1940. }
  1941. Ref<EditorUndoRedoManager> &undo_redo = EditorNode::get_undo_redo();
  1942. undo_redo->create_action(TTR("Set VisualShader Expression"));
  1943. undo_redo->add_do_method(node.ptr(), "set_expression", expression_box->get_text());
  1944. undo_redo->add_undo_method(node.ptr(), "set_expression", node->get_expression());
  1945. undo_redo->add_do_method(graph_plugin.ptr(), "set_expression", type, p_node, expression_box->get_text());
  1946. undo_redo->add_undo_method(graph_plugin.ptr(), "set_expression", type, p_node, node->get_expression());
  1947. undo_redo->commit_action();
  1948. }
  1949. void VisualShaderEditor::_set_node_size(int p_type, int p_node, const Vector2 &p_size) {
  1950. VisualShader::Type type = VisualShader::Type(p_type);
  1951. Ref<VisualShaderNodeResizableBase> node = visual_shader->get_node(type, p_node);
  1952. if (node.is_null()) {
  1953. return;
  1954. }
  1955. Size2 size = p_size;
  1956. if (!node->is_allow_v_resize()) {
  1957. size.y = 0;
  1958. }
  1959. node->set_size(size);
  1960. if (get_current_shader_type() == type) {
  1961. Ref<VisualShaderNodeExpression> expression_node = Object::cast_to<VisualShaderNodeExpression>(node.ptr());
  1962. Control *text_box = nullptr;
  1963. if (!expression_node.is_null()) {
  1964. text_box = expression_node->is_ctrl_pressed(0);
  1965. if (text_box) {
  1966. text_box->set_custom_minimum_size(Size2(0, 0));
  1967. }
  1968. }
  1969. GraphNode *gn = nullptr;
  1970. Node *node2 = graph->get_node(itos(p_node));
  1971. gn = Object::cast_to<GraphNode>(node2);
  1972. if (!gn) {
  1973. return;
  1974. }
  1975. gn->set_custom_minimum_size(size);
  1976. gn->reset_size();
  1977. if (!expression_node.is_null() && text_box) {
  1978. Size2 box_size = size;
  1979. if (box_size.x < 150 * EDSCALE || box_size.y < 0) {
  1980. box_size.x = gn->get_size().x;
  1981. }
  1982. box_size.x -= text_box->get_offset(SIDE_LEFT);
  1983. box_size.x -= 28 * EDSCALE;
  1984. box_size.y -= text_box->get_offset(SIDE_TOP);
  1985. box_size.y -= 28 * EDSCALE;
  1986. text_box->set_custom_minimum_size(box_size);
  1987. text_box->reset_size();
  1988. }
  1989. }
  1990. }
  1991. void VisualShaderEditor::_node_resized(const Vector2 &p_new_size, int p_type, int p_node) {
  1992. Ref<VisualShaderNodeResizableBase> node = visual_shader->get_node(VisualShader::Type(p_type), p_node);
  1993. if (node.is_null()) {
  1994. return;
  1995. }
  1996. Ref<EditorUndoRedoManager> &undo_redo = EditorNode::get_undo_redo();
  1997. undo_redo->create_action(TTR("Resize VisualShader Node"), UndoRedo::MERGE_ENDS);
  1998. undo_redo->add_do_method(this, "_set_node_size", p_type, p_node, p_new_size);
  1999. undo_redo->add_undo_method(this, "_set_node_size", p_type, p_node, node->get_size());
  2000. undo_redo->commit_action();
  2001. }
  2002. void VisualShaderEditor::_preview_select_port(int p_node, int p_port) {
  2003. VisualShader::Type type = get_current_shader_type();
  2004. Ref<VisualShaderNode> node = visual_shader->get_node(type, p_node);
  2005. if (node.is_null()) {
  2006. return;
  2007. }
  2008. int prev_port = node->get_output_port_for_preview();
  2009. if (node->get_output_port_for_preview() == p_port) {
  2010. p_port = -1; //toggle it
  2011. }
  2012. Ref<EditorUndoRedoManager> &undo_redo = EditorNode::get_undo_redo();
  2013. undo_redo->create_action(p_port == -1 ? TTR("Hide Port Preview") : TTR("Show Port Preview"));
  2014. undo_redo->add_do_method(node.ptr(), "set_output_port_for_preview", p_port);
  2015. undo_redo->add_undo_method(node.ptr(), "set_output_port_for_preview", prev_port);
  2016. undo_redo->add_do_method(graph_plugin.ptr(), "update_node", (int)type, p_node);
  2017. undo_redo->add_undo_method(graph_plugin.ptr(), "update_node", (int)type, p_node);
  2018. undo_redo->commit_action();
  2019. }
  2020. void VisualShaderEditor::_comment_title_popup_show(const Point2 &p_position, int p_node_id) {
  2021. VisualShader::Type type = get_current_shader_type();
  2022. Ref<VisualShaderNodeComment> node = visual_shader->get_node(type, p_node_id);
  2023. if (node.is_null()) {
  2024. return;
  2025. }
  2026. comment_title_change_edit->set_text(node->get_title());
  2027. comment_title_change_popup->set_meta("id", p_node_id);
  2028. comment_title_change_popup->popup();
  2029. comment_title_change_popup->set_position(p_position);
  2030. }
  2031. void VisualShaderEditor::_comment_title_text_changed(const String &p_new_text) {
  2032. comment_title_change_edit->reset_size();
  2033. comment_title_change_popup->reset_size();
  2034. }
  2035. void VisualShaderEditor::_comment_title_text_submitted(const String &p_new_text) {
  2036. comment_title_change_popup->hide();
  2037. }
  2038. void VisualShaderEditor::_comment_title_popup_focus_out() {
  2039. comment_title_change_popup->hide();
  2040. }
  2041. void VisualShaderEditor::_comment_title_popup_hide() {
  2042. ERR_FAIL_COND(!comment_title_change_popup->has_meta("id"));
  2043. int node_id = (int)comment_title_change_popup->get_meta("id");
  2044. VisualShader::Type type = get_current_shader_type();
  2045. Ref<VisualShaderNodeComment> node = visual_shader->get_node(type, node_id);
  2046. ERR_FAIL_COND(node.is_null());
  2047. if (node->get_title() == comment_title_change_edit->get_text()) {
  2048. return; // nothing changed - ignored
  2049. }
  2050. Ref<EditorUndoRedoManager> &undo_redo = EditorNode::get_undo_redo();
  2051. undo_redo->create_action(TTR("Set Comment Node Title"));
  2052. undo_redo->add_do_method(node.ptr(), "set_title", comment_title_change_edit->get_text());
  2053. undo_redo->add_undo_method(node.ptr(), "set_title", node->get_title());
  2054. undo_redo->add_do_method(graph_plugin.ptr(), "update_node", (int)type, node_id);
  2055. undo_redo->add_undo_method(graph_plugin.ptr(), "update_node", (int)type, node_id);
  2056. undo_redo->commit_action();
  2057. }
  2058. void VisualShaderEditor::_comment_desc_popup_show(const Point2 &p_position, int p_node_id) {
  2059. VisualShader::Type type = get_current_shader_type();
  2060. Ref<VisualShaderNodeComment> node = visual_shader->get_node(type, p_node_id);
  2061. if (node.is_null()) {
  2062. return;
  2063. }
  2064. comment_desc_change_edit->set_text(node->get_description());
  2065. comment_desc_change_popup->set_meta("id", p_node_id);
  2066. comment_desc_change_popup->reset_size();
  2067. comment_desc_change_popup->popup();
  2068. comment_desc_change_popup->set_position(p_position);
  2069. }
  2070. void VisualShaderEditor::_comment_desc_text_changed() {
  2071. comment_desc_change_edit->reset_size();
  2072. comment_desc_change_popup->reset_size();
  2073. }
  2074. void VisualShaderEditor::_comment_desc_confirm() {
  2075. comment_desc_change_popup->hide();
  2076. }
  2077. void VisualShaderEditor::_comment_desc_popup_hide() {
  2078. ERR_FAIL_COND(!comment_desc_change_popup->has_meta("id"));
  2079. int node_id = (int)comment_desc_change_popup->get_meta("id");
  2080. VisualShader::Type type = get_current_shader_type();
  2081. Ref<VisualShaderNodeComment> node = visual_shader->get_node(type, node_id);
  2082. ERR_FAIL_COND(node.is_null());
  2083. if (node->get_description() == comment_desc_change_edit->get_text()) {
  2084. return; // nothing changed - ignored
  2085. }
  2086. Ref<EditorUndoRedoManager> &undo_redo = EditorNode::get_undo_redo();
  2087. undo_redo->create_action(TTR("Set Comment Node Description"));
  2088. undo_redo->add_do_method(node.ptr(), "set_description", comment_desc_change_edit->get_text());
  2089. undo_redo->add_undo_method(node.ptr(), "set_description", node->get_title());
  2090. undo_redo->add_do_method(graph_plugin.ptr(), "update_node", (int)type, node_id);
  2091. undo_redo->add_undo_method(graph_plugin.ptr(), "update_node", (int)type, node_id);
  2092. undo_redo->commit_action();
  2093. }
  2094. void VisualShaderEditor::_parameter_line_edit_changed(const String &p_text, int p_node_id) {
  2095. VisualShader::Type type = get_current_shader_type();
  2096. Ref<VisualShaderNodeParameter> node = visual_shader->get_node(type, p_node_id);
  2097. ERR_FAIL_COND(!node.is_valid());
  2098. String validated_name = visual_shader->validate_parameter_name(p_text, node);
  2099. if (validated_name == node->get_parameter_name()) {
  2100. return;
  2101. }
  2102. Ref<EditorUndoRedoManager> &undo_redo = EditorNode::get_undo_redo();
  2103. undo_redo->create_action(TTR("Set Parameter Name"));
  2104. undo_redo->add_do_method(node.ptr(), "set_parameter_name", validated_name);
  2105. undo_redo->add_undo_method(node.ptr(), "set_parameter_name", node->get_parameter_name());
  2106. undo_redo->add_do_method(graph_plugin.ptr(), "set_parameter_name", type, p_node_id, validated_name);
  2107. undo_redo->add_undo_method(graph_plugin.ptr(), "set_parameter_name", type, p_node_id, node->get_parameter_name());
  2108. undo_redo->add_do_method(graph_plugin.ptr(), "update_node_deferred", type, p_node_id);
  2109. undo_redo->add_undo_method(graph_plugin.ptr(), "update_node_deferred", type, p_node_id);
  2110. undo_redo->add_do_method(this, "_update_parameters", true);
  2111. undo_redo->add_undo_method(this, "_update_parameters", true);
  2112. HashSet<String> changed_names;
  2113. changed_names.insert(node->get_parameter_name());
  2114. _update_parameter_refs(changed_names);
  2115. undo_redo->commit_action();
  2116. }
  2117. void VisualShaderEditor::_parameter_line_edit_focus_out(Object *line_edit, int p_node_id) {
  2118. _parameter_line_edit_changed(Object::cast_to<LineEdit>(line_edit)->get_text(), p_node_id);
  2119. }
  2120. void VisualShaderEditor::_port_name_focus_out(Object *line_edit, int p_node_id, int p_port_id, bool p_output) {
  2121. if (!p_output) {
  2122. _change_input_port_name(Object::cast_to<LineEdit>(line_edit)->get_text(), line_edit, p_node_id, p_port_id);
  2123. } else {
  2124. _change_output_port_name(Object::cast_to<LineEdit>(line_edit)->get_text(), line_edit, p_node_id, p_port_id);
  2125. }
  2126. }
  2127. void VisualShaderEditor::_port_edited(const StringName &p_property, const Variant &p_value, const String &p_field, bool p_changing) {
  2128. VisualShader::Type type = get_current_shader_type();
  2129. Ref<VisualShaderNode> vsn = visual_shader->get_node(type, editing_node);
  2130. ERR_FAIL_COND(!vsn.is_valid());
  2131. Ref<EditorUndoRedoManager> &undo_redo = EditorNode::get_undo_redo();
  2132. undo_redo->create_action(TTR("Set Input Default Port"));
  2133. Ref<VisualShaderNodeCustom> custom = Object::cast_to<VisualShaderNodeCustom>(vsn.ptr());
  2134. if (custom.is_valid()) {
  2135. undo_redo->add_do_method(custom.ptr(), "_set_input_port_default_value", editing_port, p_value);
  2136. undo_redo->add_undo_method(custom.ptr(), "_set_input_port_default_value", editing_port, vsn->get_input_port_default_value(editing_port));
  2137. } else {
  2138. undo_redo->add_do_method(vsn.ptr(), "set_input_port_default_value", editing_port, p_value);
  2139. undo_redo->add_undo_method(vsn.ptr(), "set_input_port_default_value", editing_port, vsn->get_input_port_default_value(editing_port));
  2140. }
  2141. undo_redo->add_do_method(graph_plugin.ptr(), "set_input_port_default_value", type, editing_node, editing_port, p_value);
  2142. 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));
  2143. undo_redo->commit_action();
  2144. }
  2145. void VisualShaderEditor::_edit_port_default_input(Object *p_button, int p_node, int p_port) {
  2146. VisualShader::Type type = get_current_shader_type();
  2147. Ref<VisualShaderNode> vs_node = visual_shader->get_node(type, p_node);
  2148. Variant value = vs_node->get_input_port_default_value(p_port);
  2149. edited_property_holder->set_edited_property(value);
  2150. if (property_editor) {
  2151. property_editor->disconnect("property_changed", callable_mp(this, &VisualShaderEditor::_port_edited));
  2152. property_editor_popup->remove_child(property_editor);
  2153. }
  2154. // TODO: Define these properties with actual PropertyInfo and feed it to the property editor widget.
  2155. property_editor = EditorInspector::instantiate_property_editor(edited_property_holder.ptr(), value.get_type(), "edited_property", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NONE);
  2156. if (property_editor) {
  2157. property_editor->set_object_and_property(edited_property_holder.ptr(), "edited_property");
  2158. property_editor->update_property();
  2159. property_editor->set_name_split_ratio(0);
  2160. property_editor_popup->add_child(property_editor);
  2161. property_editor->connect("property_changed", callable_mp(this, &VisualShaderEditor::_port_edited));
  2162. Button *button = Object::cast_to<Button>(p_button);
  2163. if (button) {
  2164. property_editor_popup->set_position(button->get_screen_position() + Vector2(0, button->get_size().height) * graph->get_zoom());
  2165. }
  2166. property_editor_popup->reset_size();
  2167. if (button) {
  2168. property_editor_popup->popup();
  2169. } else {
  2170. property_editor_popup->popup_centered_ratio();
  2171. }
  2172. }
  2173. editing_node = p_node;
  2174. editing_port = p_port;
  2175. }
  2176. void VisualShaderEditor::_setup_node(VisualShaderNode *p_node, const Vector<Variant> &p_ops) {
  2177. // INPUT
  2178. {
  2179. VisualShaderNodeInput *input = Object::cast_to<VisualShaderNodeInput>(p_node);
  2180. if (input) {
  2181. ERR_FAIL_COND(p_ops[0].get_type() != Variant::STRING);
  2182. input->set_input_name((String)p_ops[0]);
  2183. return;
  2184. }
  2185. }
  2186. // FLOAT_CONST
  2187. {
  2188. VisualShaderNodeFloatConstant *float_const = Object::cast_to<VisualShaderNodeFloatConstant>(p_node);
  2189. if (float_const) {
  2190. ERR_FAIL_COND(p_ops[0].get_type() != Variant::FLOAT);
  2191. float_const->set_constant((float)p_ops[0]);
  2192. return;
  2193. }
  2194. }
  2195. // FLOAT_OP
  2196. {
  2197. VisualShaderNodeFloatOp *floatOp = Object::cast_to<VisualShaderNodeFloatOp>(p_node);
  2198. if (floatOp) {
  2199. ERR_FAIL_COND(p_ops[0].get_type() != Variant::INT);
  2200. floatOp->set_operator((VisualShaderNodeFloatOp::Operator)(int)p_ops[0]);
  2201. return;
  2202. }
  2203. }
  2204. // FLOAT_FUNC
  2205. {
  2206. VisualShaderNodeFloatFunc *floatFunc = Object::cast_to<VisualShaderNodeFloatFunc>(p_node);
  2207. if (floatFunc) {
  2208. ERR_FAIL_COND(p_ops[0].get_type() != Variant::INT);
  2209. floatFunc->set_function((VisualShaderNodeFloatFunc::Function)(int)p_ops[0]);
  2210. return;
  2211. }
  2212. }
  2213. // VECTOR_OP
  2214. {
  2215. VisualShaderNodeVectorOp *vecOp = Object::cast_to<VisualShaderNodeVectorOp>(p_node);
  2216. if (vecOp) {
  2217. ERR_FAIL_COND(p_ops[0].get_type() != Variant::INT);
  2218. ERR_FAIL_COND(p_ops[1].get_type() != Variant::INT);
  2219. vecOp->set_operator((VisualShaderNodeVectorOp::Operator)(int)p_ops[0]);
  2220. vecOp->set_op_type((VisualShaderNodeVectorOp::OpType)(int)p_ops[1]);
  2221. return;
  2222. }
  2223. }
  2224. // VECTOR_FUNC
  2225. {
  2226. VisualShaderNodeVectorFunc *vecFunc = Object::cast_to<VisualShaderNodeVectorFunc>(p_node);
  2227. if (vecFunc) {
  2228. ERR_FAIL_COND(p_ops[0].get_type() != Variant::INT);
  2229. ERR_FAIL_COND(p_ops[1].get_type() != Variant::INT);
  2230. vecFunc->set_function((VisualShaderNodeVectorFunc::Function)(int)p_ops[0]);
  2231. vecFunc->set_op_type((VisualShaderNodeVectorFunc::OpType)(int)p_ops[1]);
  2232. return;
  2233. }
  2234. }
  2235. // COLOR_OP
  2236. {
  2237. VisualShaderNodeColorOp *colorOp = Object::cast_to<VisualShaderNodeColorOp>(p_node);
  2238. if (colorOp) {
  2239. ERR_FAIL_COND(p_ops[0].get_type() != Variant::INT);
  2240. colorOp->set_operator((VisualShaderNodeColorOp::Operator)(int)p_ops[0]);
  2241. return;
  2242. }
  2243. }
  2244. // COLOR_FUNC
  2245. {
  2246. VisualShaderNodeColorFunc *colorFunc = Object::cast_to<VisualShaderNodeColorFunc>(p_node);
  2247. if (colorFunc) {
  2248. ERR_FAIL_COND(p_ops[0].get_type() != Variant::INT);
  2249. colorFunc->set_function((VisualShaderNodeColorFunc::Function)(int)p_ops[0]);
  2250. return;
  2251. }
  2252. }
  2253. // INT_OP
  2254. {
  2255. VisualShaderNodeIntOp *intOp = Object::cast_to<VisualShaderNodeIntOp>(p_node);
  2256. if (intOp) {
  2257. ERR_FAIL_COND(p_ops[0].get_type() != Variant::INT);
  2258. intOp->set_operator((VisualShaderNodeIntOp::Operator)(int)p_ops[0]);
  2259. return;
  2260. }
  2261. }
  2262. // INT_FUNC
  2263. {
  2264. VisualShaderNodeIntFunc *intFunc = Object::cast_to<VisualShaderNodeIntFunc>(p_node);
  2265. if (intFunc) {
  2266. ERR_FAIL_COND(p_ops[0].get_type() != Variant::INT);
  2267. intFunc->set_function((VisualShaderNodeIntFunc::Function)(int)p_ops[0]);
  2268. return;
  2269. }
  2270. }
  2271. // TRANSFORM_OP
  2272. {
  2273. VisualShaderNodeTransformOp *matOp = Object::cast_to<VisualShaderNodeTransformOp>(p_node);
  2274. if (matOp) {
  2275. ERR_FAIL_COND(p_ops[0].get_type() != Variant::INT);
  2276. matOp->set_operator((VisualShaderNodeTransformOp::Operator)(int)p_ops[0]);
  2277. return;
  2278. }
  2279. }
  2280. // TRANSFORM_FUNC
  2281. {
  2282. VisualShaderNodeTransformFunc *matFunc = Object::cast_to<VisualShaderNodeTransformFunc>(p_node);
  2283. if (matFunc) {
  2284. ERR_FAIL_COND(p_ops[0].get_type() != Variant::INT);
  2285. matFunc->set_function((VisualShaderNodeTransformFunc::Function)(int)p_ops[0]);
  2286. return;
  2287. }
  2288. }
  2289. // VECTOR_COMPOSE
  2290. {
  2291. VisualShaderNodeVectorCompose *vecCompose = Object::cast_to<VisualShaderNodeVectorCompose>(p_node);
  2292. if (vecCompose) {
  2293. ERR_FAIL_COND(p_ops[0].get_type() != Variant::INT);
  2294. vecCompose->set_op_type((VisualShaderNodeVectorCompose::OpType)(int)p_ops[0]);
  2295. return;
  2296. }
  2297. }
  2298. // VECTOR_DECOMPOSE
  2299. {
  2300. VisualShaderNodeVectorDecompose *vecDecompose = Object::cast_to<VisualShaderNodeVectorDecompose>(p_node);
  2301. if (vecDecompose) {
  2302. ERR_FAIL_COND(p_ops[0].get_type() != Variant::INT);
  2303. vecDecompose->set_op_type((VisualShaderNodeVectorDecompose::OpType)(int)p_ops[0]);
  2304. return;
  2305. }
  2306. }
  2307. // UV_FUNC
  2308. {
  2309. VisualShaderNodeUVFunc *uvFunc = Object::cast_to<VisualShaderNodeUVFunc>(p_node);
  2310. if (uvFunc) {
  2311. ERR_FAIL_COND(p_ops[0].get_type() != Variant::INT);
  2312. uvFunc->set_function((VisualShaderNodeUVFunc::Function)(int)p_ops[0]);
  2313. return;
  2314. }
  2315. }
  2316. // IS
  2317. {
  2318. VisualShaderNodeIs *is = Object::cast_to<VisualShaderNodeIs>(p_node);
  2319. if (is) {
  2320. ERR_FAIL_COND(p_ops[0].get_type() != Variant::INT);
  2321. is->set_function((VisualShaderNodeIs::Function)(int)p_ops[0]);
  2322. return;
  2323. }
  2324. }
  2325. // COMPARE
  2326. {
  2327. VisualShaderNodeCompare *cmp = Object::cast_to<VisualShaderNodeCompare>(p_node);
  2328. if (cmp) {
  2329. ERR_FAIL_COND(p_ops[0].get_type() != Variant::INT);
  2330. cmp->set_function((VisualShaderNodeCompare::Function)(int)p_ops[0]);
  2331. return;
  2332. }
  2333. }
  2334. // DISTANCE
  2335. {
  2336. VisualShaderNodeVectorDistance *dist = Object::cast_to<VisualShaderNodeVectorDistance>(p_node);
  2337. if (dist) {
  2338. ERR_FAIL_COND(p_ops[0].get_type() != Variant::INT);
  2339. dist->set_op_type((VisualShaderNodeVectorDistance::OpType)(int)p_ops[0]);
  2340. return;
  2341. }
  2342. }
  2343. // DERIVATIVE
  2344. {
  2345. VisualShaderNodeDerivativeFunc *derFunc = Object::cast_to<VisualShaderNodeDerivativeFunc>(p_node);
  2346. if (derFunc) {
  2347. ERR_FAIL_COND(p_ops[0].get_type() != Variant::INT);
  2348. ERR_FAIL_COND(p_ops[1].get_type() != Variant::INT);
  2349. derFunc->set_function((VisualShaderNodeDerivativeFunc::Function)(int)p_ops[0]);
  2350. derFunc->set_op_type((VisualShaderNodeDerivativeFunc::OpType)(int)p_ops[1]);
  2351. return;
  2352. }
  2353. }
  2354. // MIX
  2355. {
  2356. VisualShaderNodeMix *mix = Object::cast_to<VisualShaderNodeMix>(p_node);
  2357. if (mix) {
  2358. ERR_FAIL_COND(p_ops[0].get_type() != Variant::INT);
  2359. mix->set_op_type((VisualShaderNodeMix::OpType)(int)p_ops[0]);
  2360. return;
  2361. }
  2362. }
  2363. // CLAMP
  2364. {
  2365. VisualShaderNodeClamp *clampFunc = Object::cast_to<VisualShaderNodeClamp>(p_node);
  2366. if (clampFunc) {
  2367. ERR_FAIL_COND(p_ops[0].get_type() != Variant::INT);
  2368. clampFunc->set_op_type((VisualShaderNodeClamp::OpType)(int)p_ops[0]);
  2369. return;
  2370. }
  2371. }
  2372. // SWITCH
  2373. {
  2374. VisualShaderNodeSwitch *switchFunc = Object::cast_to<VisualShaderNodeSwitch>(p_node);
  2375. if (switchFunc) {
  2376. ERR_FAIL_COND(p_ops[0].get_type() != Variant::INT);
  2377. switchFunc->set_op_type((VisualShaderNodeSwitch::OpType)(int)p_ops[0]);
  2378. return;
  2379. }
  2380. }
  2381. // FACEFORWARD
  2382. {
  2383. VisualShaderNodeFaceForward *faceForward = Object::cast_to<VisualShaderNodeFaceForward>(p_node);
  2384. if (faceForward) {
  2385. ERR_FAIL_COND(p_ops[0].get_type() != Variant::INT);
  2386. faceForward->set_op_type((VisualShaderNodeFaceForward::OpType)(int)p_ops[0]);
  2387. return;
  2388. }
  2389. }
  2390. // LENGTH
  2391. {
  2392. VisualShaderNodeVectorLen *length = Object::cast_to<VisualShaderNodeVectorLen>(p_node);
  2393. if (length) {
  2394. ERR_FAIL_COND(p_ops[0].get_type() != Variant::INT);
  2395. length->set_op_type((VisualShaderNodeVectorLen::OpType)(int)p_ops[0]);
  2396. return;
  2397. }
  2398. }
  2399. // SMOOTHSTEP
  2400. {
  2401. VisualShaderNodeSmoothStep *smoothStepFunc = Object::cast_to<VisualShaderNodeSmoothStep>(p_node);
  2402. if (smoothStepFunc) {
  2403. ERR_FAIL_COND(p_ops[0].get_type() != Variant::INT);
  2404. smoothStepFunc->set_op_type((VisualShaderNodeSmoothStep::OpType)(int)p_ops[0]);
  2405. return;
  2406. }
  2407. }
  2408. // STEP
  2409. {
  2410. VisualShaderNodeStep *stepFunc = Object::cast_to<VisualShaderNodeStep>(p_node);
  2411. if (stepFunc) {
  2412. ERR_FAIL_COND(p_ops[0].get_type() != Variant::INT);
  2413. stepFunc->set_op_type((VisualShaderNodeStep::OpType)(int)p_ops[0]);
  2414. return;
  2415. }
  2416. }
  2417. // MULTIPLY_ADD
  2418. {
  2419. VisualShaderNodeMultiplyAdd *fmaFunc = Object::cast_to<VisualShaderNodeMultiplyAdd>(p_node);
  2420. if (fmaFunc) {
  2421. ERR_FAIL_COND(p_ops[0].get_type() != Variant::INT);
  2422. fmaFunc->set_op_type((VisualShaderNodeMultiplyAdd::OpType)(int)p_ops[0]);
  2423. }
  2424. }
  2425. }
  2426. void VisualShaderEditor::_add_node(int p_idx, const Vector<Variant> &p_ops, String p_resource_path, int p_node_idx) {
  2427. ERR_FAIL_INDEX(p_idx, add_options.size());
  2428. VisualShader::Type type = get_current_shader_type();
  2429. Ref<VisualShaderNode> vsnode;
  2430. bool is_custom = add_options[p_idx].is_custom;
  2431. if (!is_custom && !add_options[p_idx].type.is_empty()) {
  2432. VisualShaderNode *vsn = Object::cast_to<VisualShaderNode>(ClassDB::instantiate(add_options[p_idx].type));
  2433. ERR_FAIL_COND(!vsn);
  2434. if (!p_ops.is_empty()) {
  2435. _setup_node(vsn, p_ops);
  2436. }
  2437. VisualShaderNodeParameterRef *parameter_ref = Object::cast_to<VisualShaderNodeParameterRef>(vsn);
  2438. if (parameter_ref && to_node != -1 && to_slot != -1) {
  2439. VisualShaderNode::PortType input_port_type = visual_shader->get_node(type, to_node)->get_input_port_type(to_slot);
  2440. bool success = false;
  2441. for (int i = 0; i < parameter_ref->get_parameters_count(); i++) {
  2442. if (parameter_ref->get_port_type_by_index(i) == input_port_type) {
  2443. parameter_ref->set_parameter_name(parameter_ref->get_parameter_name_by_index(i));
  2444. success = true;
  2445. break;
  2446. }
  2447. }
  2448. if (!success) {
  2449. for (int i = 0; i < parameter_ref->get_parameters_count(); i++) {
  2450. if (visual_shader->is_port_types_compatible(parameter_ref->get_port_type_by_index(i), input_port_type)) {
  2451. parameter_ref->set_parameter_name(parameter_ref->get_parameter_name_by_index(i));
  2452. break;
  2453. }
  2454. }
  2455. }
  2456. }
  2457. vsnode = Ref<VisualShaderNode>(vsn);
  2458. } else {
  2459. ERR_FAIL_COND(add_options[p_idx].script.is_null());
  2460. StringName base_type = add_options[p_idx].script->get_instance_base_type();
  2461. VisualShaderNode *vsn = Object::cast_to<VisualShaderNode>(ClassDB::instantiate(base_type));
  2462. ERR_FAIL_COND(!vsn);
  2463. vsnode = Ref<VisualShaderNode>(vsn);
  2464. vsnode->set_script(add_options[p_idx].script);
  2465. }
  2466. bool is_texture2d = (Object::cast_to<VisualShaderNodeTexture>(vsnode.ptr()) != nullptr);
  2467. bool is_texture3d = (Object::cast_to<VisualShaderNodeTexture3D>(vsnode.ptr()) != nullptr);
  2468. bool is_texture2d_array = (Object::cast_to<VisualShaderNodeTexture2DArray>(vsnode.ptr()) != nullptr);
  2469. bool is_cubemap = (Object::cast_to<VisualShaderNodeCubemap>(vsnode.ptr()) != nullptr);
  2470. bool is_curve = (Object::cast_to<VisualShaderNodeCurveTexture>(vsnode.ptr()) != nullptr);
  2471. bool is_curve_xyz = (Object::cast_to<VisualShaderNodeCurveXYZTexture>(vsnode.ptr()) != nullptr);
  2472. bool is_parameter = (Object::cast_to<VisualShaderNodeParameter>(vsnode.ptr()) != nullptr);
  2473. Point2 position = graph->get_scroll_ofs();
  2474. if (saved_node_pos_dirty) {
  2475. position += saved_node_pos;
  2476. } else {
  2477. position += graph->get_size() * 0.5;
  2478. position /= EDSCALE;
  2479. }
  2480. position /= graph->get_zoom();
  2481. saved_node_pos_dirty = false;
  2482. int id_to_use = visual_shader->get_valid_node_id(type);
  2483. Ref<EditorUndoRedoManager> &undo_redo = EditorNode::get_undo_redo();
  2484. if (p_resource_path.is_empty()) {
  2485. undo_redo->create_action(TTR("Add Node to Visual Shader"));
  2486. } else {
  2487. id_to_use += p_node_idx;
  2488. }
  2489. undo_redo->add_do_method(visual_shader.ptr(), "add_node", type, vsnode, position, id_to_use);
  2490. undo_redo->add_undo_method(visual_shader.ptr(), "remove_node", type, id_to_use);
  2491. undo_redo->add_do_method(graph_plugin.ptr(), "add_node", type, id_to_use);
  2492. undo_redo->add_undo_method(graph_plugin.ptr(), "remove_node", type, id_to_use);
  2493. VisualShaderNodeExpression *expr = Object::cast_to<VisualShaderNodeExpression>(vsnode.ptr());
  2494. if (expr) {
  2495. undo_redo->add_do_method(expr, "set_size", Size2(250 * EDSCALE, 150 * EDSCALE));
  2496. }
  2497. bool created_expression_port = false;
  2498. if (to_node != -1 && to_slot != -1) {
  2499. VisualShaderNode::PortType input_port_type = visual_shader->get_node(type, to_node)->get_input_port_type(to_slot);
  2500. if (expr && expr->is_editable() && input_port_type != VisualShaderNode::PORT_TYPE_SAMPLER) {
  2501. undo_redo->add_do_method(expr, "add_output_port", 0, input_port_type, "output0");
  2502. undo_redo->add_undo_method(expr, "remove_output_port", 0);
  2503. String initial_expression_code;
  2504. switch (input_port_type) {
  2505. case VisualShaderNode::PORT_TYPE_SCALAR:
  2506. initial_expression_code = "output0 = 1.0;";
  2507. break;
  2508. case VisualShaderNode::PORT_TYPE_SCALAR_INT:
  2509. initial_expression_code = "output0 = 1;";
  2510. break;
  2511. case VisualShaderNode::PORT_TYPE_VECTOR_2D:
  2512. initial_expression_code = "output0 = vec2(1.0, 1.0);";
  2513. break;
  2514. case VisualShaderNode::PORT_TYPE_VECTOR_3D:
  2515. initial_expression_code = "output0 = vec3(1.0, 1.0, 1.0);";
  2516. break;
  2517. case VisualShaderNode::PORT_TYPE_VECTOR_4D:
  2518. initial_expression_code = "output0 = vec4(1.0, 1.0, 1.0, 1.0);";
  2519. break;
  2520. case VisualShaderNode::PORT_TYPE_BOOLEAN:
  2521. initial_expression_code = "output0 = true;";
  2522. break;
  2523. case VisualShaderNode::PORT_TYPE_TRANSFORM:
  2524. initial_expression_code = "output0 = mat4(1.0);";
  2525. break;
  2526. default:
  2527. break;
  2528. }
  2529. undo_redo->add_do_method(expr, "set_expression", initial_expression_code);
  2530. undo_redo->add_do_method(graph_plugin.ptr(), "update_node", type, id_to_use);
  2531. created_expression_port = true;
  2532. }
  2533. if (vsnode->get_output_port_count() > 0 || created_expression_port) {
  2534. int _from_node = id_to_use;
  2535. if (created_expression_port) {
  2536. int _from_slot = 0;
  2537. undo_redo->add_do_method(visual_shader.ptr(), "connect_nodes", type, _from_node, _from_slot, to_node, to_slot);
  2538. undo_redo->add_undo_method(visual_shader.ptr(), "disconnect_nodes", type, _from_node, _from_slot, to_node, to_slot);
  2539. undo_redo->add_do_method(graph_plugin.ptr(), "connect_nodes", type, _from_node, _from_slot, to_node, to_slot);
  2540. undo_redo->add_undo_method(graph_plugin.ptr(), "disconnect_nodes", type, _from_node, _from_slot, to_node, to_slot);
  2541. } else {
  2542. // Need to setting up Input node properly before committing since `is_port_types_compatible` (calling below) is using `mode` and `shader_type`.
  2543. VisualShaderNodeInput *input = Object::cast_to<VisualShaderNodeInput>(vsnode.ptr());
  2544. if (input) {
  2545. input->set_shader_mode(visual_shader->get_mode());
  2546. input->set_shader_type(visual_shader->get_shader_type());
  2547. }
  2548. // Attempting to connect to the first correct port.
  2549. for (int i = 0; i < vsnode->get_output_port_count(); i++) {
  2550. if (visual_shader->is_port_types_compatible(vsnode->get_output_port_type(i), input_port_type)) {
  2551. undo_redo->add_do_method(visual_shader.ptr(), "connect_nodes", type, _from_node, i, to_node, to_slot);
  2552. undo_redo->add_undo_method(visual_shader.ptr(), "disconnect_nodes", type, _from_node, i, to_node, to_slot);
  2553. undo_redo->add_do_method(graph_plugin.ptr(), "connect_nodes", type, _from_node, i, to_node, to_slot);
  2554. undo_redo->add_undo_method(graph_plugin.ptr(), "disconnect_nodes", type, _from_node, i, to_node, to_slot);
  2555. break;
  2556. }
  2557. }
  2558. }
  2559. }
  2560. } else if (from_node != -1 && from_slot != -1) {
  2561. VisualShaderNode::PortType output_port_type = visual_shader->get_node(type, from_node)->get_output_port_type(from_slot);
  2562. if (expr && expr->is_editable()) {
  2563. undo_redo->add_do_method(expr, "add_input_port", 0, output_port_type, "input0");
  2564. undo_redo->add_undo_method(expr, "remove_input_port", 0);
  2565. undo_redo->add_do_method(graph_plugin.ptr(), "update_node", type, id_to_use);
  2566. created_expression_port = true;
  2567. }
  2568. if (vsnode->get_input_port_count() > 0 || created_expression_port) {
  2569. int _to_node = id_to_use;
  2570. if (created_expression_port) {
  2571. int _to_slot = 0;
  2572. undo_redo->add_undo_method(visual_shader.ptr(), "disconnect_nodes", type, from_node, from_slot, _to_node, _to_slot);
  2573. undo_redo->add_do_method(visual_shader.ptr(), "connect_nodes", type, from_node, from_slot, _to_node, _to_slot);
  2574. undo_redo->add_undo_method(graph_plugin.ptr(), "disconnect_nodes", type, from_node, from_slot, _to_node, _to_slot);
  2575. undo_redo->add_do_method(graph_plugin.ptr(), "connect_nodes", type, from_node, from_slot, _to_node, _to_slot);
  2576. } else {
  2577. // Attempting to connect to the first correct port.
  2578. for (int i = 0; i < vsnode->get_input_port_count(); i++) {
  2579. if (visual_shader->is_port_types_compatible(output_port_type, vsnode->get_input_port_type(i))) {
  2580. undo_redo->add_undo_method(visual_shader.ptr(), "disconnect_nodes", type, from_node, from_slot, _to_node, i);
  2581. undo_redo->add_do_method(visual_shader.ptr(), "connect_nodes", type, from_node, from_slot, _to_node, i);
  2582. undo_redo->add_undo_method(graph_plugin.ptr(), "disconnect_nodes", type, from_node, from_slot, _to_node, i);
  2583. undo_redo->add_do_method(graph_plugin.ptr(), "connect_nodes", type, from_node, from_slot, _to_node, i);
  2584. break;
  2585. }
  2586. }
  2587. }
  2588. if (output_port_type == VisualShaderNode::PORT_TYPE_SAMPLER) {
  2589. if (is_texture2d) {
  2590. undo_redo->add_do_method(vsnode.ptr(), "set_source", VisualShaderNodeTexture::SOURCE_PORT);
  2591. }
  2592. if (is_texture3d || is_texture2d_array) {
  2593. undo_redo->add_do_method(vsnode.ptr(), "set_source", VisualShaderNodeSample3D::SOURCE_PORT);
  2594. }
  2595. if (is_cubemap) {
  2596. undo_redo->add_do_method(vsnode.ptr(), "set_source", VisualShaderNodeCubemap::SOURCE_PORT);
  2597. }
  2598. }
  2599. }
  2600. }
  2601. _member_cancel();
  2602. if (is_parameter) {
  2603. undo_redo->add_do_method(this, "_update_parameters", true);
  2604. undo_redo->add_undo_method(this, "_update_parameters", true);
  2605. }
  2606. if (is_curve) {
  2607. graph_plugin->call_deferred(SNAME("update_curve"), id_to_use);
  2608. }
  2609. if (is_curve_xyz) {
  2610. graph_plugin->call_deferred(SNAME("update_curve_xyz"), id_to_use);
  2611. }
  2612. if (p_resource_path.is_empty()) {
  2613. undo_redo->commit_action();
  2614. } else {
  2615. //post-initialization
  2616. if (is_texture2d || is_texture3d || is_curve || is_curve_xyz) {
  2617. undo_redo->add_do_method(vsnode.ptr(), "set_texture", ResourceLoader::load(p_resource_path));
  2618. return;
  2619. }
  2620. if (is_cubemap) {
  2621. undo_redo->add_do_method(vsnode.ptr(), "set_cube_map", ResourceLoader::load(p_resource_path));
  2622. return;
  2623. }
  2624. if (is_texture2d_array) {
  2625. undo_redo->add_do_method(vsnode.ptr(), "set_texture_array", ResourceLoader::load(p_resource_path));
  2626. }
  2627. }
  2628. }
  2629. void VisualShaderEditor::_add_varying(const String &p_name, VisualShader::VaryingMode p_mode, VisualShader::VaryingType p_type) {
  2630. Ref<EditorUndoRedoManager> &undo_redo = EditorNode::get_undo_redo();
  2631. undo_redo->create_action(vformat(TTR("Add Varying to Visual Shader: %s"), p_name));
  2632. undo_redo->add_do_method(visual_shader.ptr(), "add_varying", p_name, p_mode, p_type);
  2633. undo_redo->add_undo_method(visual_shader.ptr(), "remove_varying", p_name);
  2634. undo_redo->add_do_method(this, "_update_varyings");
  2635. undo_redo->add_undo_method(this, "_update_varyings");
  2636. for (int i = 0; i <= VisualShader::TYPE_LIGHT; i++) {
  2637. if (p_mode == VisualShader::VARYING_MODE_FRAG_TO_LIGHT && i == 0) {
  2638. continue;
  2639. }
  2640. VisualShader::Type type = VisualShader::Type(i);
  2641. Vector<int> nodes = visual_shader->get_node_list(type);
  2642. for (int j = 0; j < nodes.size(); j++) {
  2643. int node_id = nodes[j];
  2644. Ref<VisualShaderNode> vsnode = visual_shader->get_node(type, node_id);
  2645. Ref<VisualShaderNodeVarying> var = vsnode;
  2646. if (var.is_valid()) {
  2647. undo_redo->add_do_method(graph_plugin.ptr(), "update_node", type, node_id);
  2648. undo_redo->add_undo_method(graph_plugin.ptr(), "update_node", type, node_id);
  2649. }
  2650. }
  2651. }
  2652. undo_redo->add_do_method(this, "_update_varying_tree");
  2653. undo_redo->add_undo_method(this, "_update_varying_tree");
  2654. undo_redo->commit_action();
  2655. }
  2656. void VisualShaderEditor::_remove_varying(const String &p_name) {
  2657. Ref<EditorUndoRedoManager> &undo_redo = EditorNode::get_undo_redo();
  2658. undo_redo->create_action(vformat(TTR("Remove Varying from Visual Shader: %s"), p_name));
  2659. VisualShader::VaryingMode var_mode = visual_shader->get_varying_mode(p_name);
  2660. undo_redo->add_do_method(visual_shader.ptr(), "remove_varying", p_name);
  2661. undo_redo->add_undo_method(visual_shader.ptr(), "add_varying", p_name, var_mode, visual_shader->get_varying_type(p_name));
  2662. undo_redo->add_do_method(this, "_update_varyings");
  2663. undo_redo->add_undo_method(this, "_update_varyings");
  2664. for (int i = 0; i <= VisualShader::TYPE_LIGHT; i++) {
  2665. if (var_mode == VisualShader::VARYING_MODE_FRAG_TO_LIGHT && i == 0) {
  2666. continue;
  2667. }
  2668. VisualShader::Type type = VisualShader::Type(i);
  2669. Vector<int> nodes = visual_shader->get_node_list(type);
  2670. for (int j = 0; j < nodes.size(); j++) {
  2671. int node_id = nodes[j];
  2672. Ref<VisualShaderNode> vsnode = visual_shader->get_node(type, node_id);
  2673. Ref<VisualShaderNodeVarying> var = vsnode;
  2674. if (var.is_valid()) {
  2675. String var_name = var->get_varying_name();
  2676. if (var_name == p_name) {
  2677. undo_redo->add_do_method(var.ptr(), "set_varying_name", "[None]");
  2678. undo_redo->add_undo_method(var.ptr(), "set_varying_name", var_name);
  2679. undo_redo->add_do_method(var.ptr(), "set_varying_type", VisualShader::VARYING_TYPE_FLOAT);
  2680. undo_redo->add_undo_method(var.ptr(), "set_varying_type", var->get_varying_type());
  2681. }
  2682. undo_redo->add_do_method(graph_plugin.ptr(), "update_node", type, node_id);
  2683. undo_redo->add_undo_method(graph_plugin.ptr(), "update_node", type, node_id);
  2684. }
  2685. }
  2686. List<VisualShader::Connection> node_connections;
  2687. visual_shader->get_node_connections(type, &node_connections);
  2688. for (VisualShader::Connection &E : node_connections) {
  2689. Ref<VisualShaderNodeVaryingGetter> var_getter = Object::cast_to<VisualShaderNodeVaryingGetter>(visual_shader->get_node(type, E.from_node).ptr());
  2690. if (var_getter.is_valid() && E.from_port > 0) {
  2691. undo_redo->add_do_method(visual_shader.ptr(), "disconnect_nodes", type, E.from_node, E.from_port, E.to_node, E.to_port);
  2692. undo_redo->add_undo_method(visual_shader.ptr(), "connect_nodes", type, E.from_node, E.from_port, E.to_node, E.to_port);
  2693. undo_redo->add_do_method(graph_plugin.ptr(), "disconnect_nodes", type, E.from_node, E.from_port, E.to_node, E.to_port);
  2694. undo_redo->add_undo_method(graph_plugin.ptr(), "connect_nodes", type, E.from_node, E.from_port, E.to_node, E.to_port);
  2695. }
  2696. Ref<VisualShaderNodeVaryingSetter> var_setter = Object::cast_to<VisualShaderNodeVaryingSetter>(visual_shader->get_node(type, E.to_node).ptr());
  2697. if (var_setter.is_valid() && E.to_port > 0) {
  2698. undo_redo->add_do_method(visual_shader.ptr(), "disconnect_nodes", type, E.from_node, E.from_port, E.to_node, E.to_port);
  2699. undo_redo->add_undo_method(visual_shader.ptr(), "connect_nodes", type, E.from_node, E.from_port, E.to_node, E.to_port);
  2700. undo_redo->add_do_method(graph_plugin.ptr(), "disconnect_nodes", type, E.from_node, E.from_port, E.to_node, E.to_port);
  2701. undo_redo->add_undo_method(graph_plugin.ptr(), "connect_nodes", type, E.from_node, E.from_port, E.to_node, E.to_port);
  2702. }
  2703. }
  2704. }
  2705. undo_redo->add_do_method(this, "_update_varying_tree");
  2706. undo_redo->add_undo_method(this, "_update_varying_tree");
  2707. undo_redo->commit_action();
  2708. }
  2709. void VisualShaderEditor::_update_varyings() {
  2710. VisualShaderNodeVarying::clear_varyings();
  2711. for (int i = 0; i < visual_shader->get_varyings_count(); i++) {
  2712. const VisualShader::Varying *var = visual_shader->get_varying_by_index(i);
  2713. if (var != nullptr) {
  2714. VisualShaderNodeVarying::add_varying(var->name, var->mode, var->type);
  2715. }
  2716. }
  2717. }
  2718. void VisualShaderEditor::_node_dragged(const Vector2 &p_from, const Vector2 &p_to, int p_node) {
  2719. VisualShader::Type type = get_current_shader_type();
  2720. drag_buffer.push_back({ type, p_node, p_from, p_to });
  2721. if (!drag_dirty) {
  2722. call_deferred(SNAME("_nodes_dragged"));
  2723. }
  2724. drag_dirty = true;
  2725. }
  2726. void VisualShaderEditor::_nodes_dragged() {
  2727. drag_dirty = false;
  2728. Ref<EditorUndoRedoManager> &undo_redo = EditorNode::get_undo_redo();
  2729. undo_redo->create_action(TTR("Node(s) Moved"));
  2730. for (const DragOp &E : drag_buffer) {
  2731. undo_redo->add_do_method(visual_shader.ptr(), "set_node_position", E.type, E.node, E.to);
  2732. undo_redo->add_undo_method(visual_shader.ptr(), "set_node_position", E.type, E.node, E.from);
  2733. undo_redo->add_do_method(graph_plugin.ptr(), "set_node_position", E.type, E.node, E.to);
  2734. undo_redo->add_undo_method(graph_plugin.ptr(), "set_node_position", E.type, E.node, E.from);
  2735. }
  2736. drag_buffer.clear();
  2737. undo_redo->commit_action();
  2738. }
  2739. void VisualShaderEditor::_connection_request(const String &p_from, int p_from_index, const String &p_to, int p_to_index) {
  2740. VisualShader::Type type = get_current_shader_type();
  2741. int from = p_from.to_int();
  2742. int to = p_to.to_int();
  2743. if (!visual_shader->can_connect_nodes(type, from, p_from_index, to, p_to_index)) {
  2744. return;
  2745. }
  2746. Ref<EditorUndoRedoManager> &undo_redo = EditorNode::get_undo_redo();
  2747. undo_redo->create_action(TTR("Nodes Connected"));
  2748. List<VisualShader::Connection> conns;
  2749. visual_shader->get_node_connections(type, &conns);
  2750. for (const VisualShader::Connection &E : conns) {
  2751. if (E.to_node == to && E.to_port == p_to_index) {
  2752. undo_redo->add_do_method(visual_shader.ptr(), "disconnect_nodes", type, E.from_node, E.from_port, E.to_node, E.to_port);
  2753. undo_redo->add_undo_method(visual_shader.ptr(), "connect_nodes", type, E.from_node, E.from_port, E.to_node, E.to_port);
  2754. undo_redo->add_do_method(graph_plugin.ptr(), "disconnect_nodes", type, E.from_node, E.from_port, E.to_node, E.to_port);
  2755. undo_redo->add_undo_method(graph_plugin.ptr(), "connect_nodes", type, E.from_node, E.from_port, E.to_node, E.to_port);
  2756. }
  2757. }
  2758. undo_redo->add_do_method(visual_shader.ptr(), "connect_nodes", type, from, p_from_index, to, p_to_index);
  2759. undo_redo->add_undo_method(visual_shader.ptr(), "disconnect_nodes", type, from, p_from_index, to, p_to_index);
  2760. undo_redo->add_do_method(graph_plugin.ptr(), "connect_nodes", type, from, p_from_index, to, p_to_index);
  2761. undo_redo->add_undo_method(graph_plugin.ptr(), "disconnect_nodes", type, from, p_from_index, to, p_to_index);
  2762. undo_redo->add_do_method(graph_plugin.ptr(), "update_node", (int)type, to);
  2763. undo_redo->add_undo_method(graph_plugin.ptr(), "update_node", (int)type, to);
  2764. undo_redo->commit_action();
  2765. }
  2766. void VisualShaderEditor::_disconnection_request(const String &p_from, int p_from_index, const String &p_to, int p_to_index) {
  2767. graph->disconnect_node(p_from, p_from_index, p_to, p_to_index);
  2768. VisualShader::Type type = get_current_shader_type();
  2769. int from = p_from.to_int();
  2770. int to = p_to.to_int();
  2771. Ref<EditorUndoRedoManager> &undo_redo = EditorNode::get_undo_redo();
  2772. undo_redo->create_action(TTR("Nodes Disconnected"));
  2773. undo_redo->add_do_method(visual_shader.ptr(), "disconnect_nodes", type, from, p_from_index, to, p_to_index);
  2774. undo_redo->add_undo_method(visual_shader.ptr(), "connect_nodes", type, from, p_from_index, to, p_to_index);
  2775. undo_redo->add_do_method(graph_plugin.ptr(), "disconnect_nodes", type, from, p_from_index, to, p_to_index);
  2776. undo_redo->add_undo_method(graph_plugin.ptr(), "connect_nodes", type, from, p_from_index, to, p_to_index);
  2777. undo_redo->add_do_method(graph_plugin.ptr(), "update_node", (int)type, to);
  2778. undo_redo->add_undo_method(graph_plugin.ptr(), "update_node", (int)type, to);
  2779. undo_redo->commit_action();
  2780. }
  2781. void VisualShaderEditor::_connection_to_empty(const String &p_from, int p_from_slot, const Vector2 &p_release_position) {
  2782. from_node = p_from.to_int();
  2783. from_slot = p_from_slot;
  2784. VisualShaderNode::PortType input_port_type = VisualShaderNode::PORT_TYPE_MAX;
  2785. VisualShaderNode::PortType output_port_type = VisualShaderNode::PORT_TYPE_MAX;
  2786. Ref<VisualShaderNode> node = visual_shader->get_node(get_current_shader_type(), from_node);
  2787. if (node.is_valid()) {
  2788. output_port_type = node->get_output_port_type(from_slot);
  2789. }
  2790. _show_members_dialog(true, input_port_type, output_port_type);
  2791. }
  2792. void VisualShaderEditor::_connection_from_empty(const String &p_to, int p_to_slot, const Vector2 &p_release_position) {
  2793. to_node = p_to.to_int();
  2794. to_slot = p_to_slot;
  2795. VisualShaderNode::PortType input_port_type = VisualShaderNode::PORT_TYPE_MAX;
  2796. VisualShaderNode::PortType output_port_type = VisualShaderNode::PORT_TYPE_MAX;
  2797. Ref<VisualShaderNode> node = visual_shader->get_node(get_current_shader_type(), to_node);
  2798. if (node.is_valid()) {
  2799. input_port_type = node->get_input_port_type(to_slot);
  2800. }
  2801. _show_members_dialog(true, input_port_type, output_port_type);
  2802. }
  2803. void VisualShaderEditor::_delete_nodes(int p_type, const List<int> &p_nodes) {
  2804. VisualShader::Type type = VisualShader::Type(p_type);
  2805. List<VisualShader::Connection> conns;
  2806. visual_shader->get_node_connections(type, &conns);
  2807. Ref<EditorUndoRedoManager> &undo_redo = EditorNode::get_undo_redo();
  2808. for (const int &F : p_nodes) {
  2809. for (const VisualShader::Connection &E : conns) {
  2810. if (E.from_node == F || E.to_node == F) {
  2811. undo_redo->add_do_method(graph_plugin.ptr(), "disconnect_nodes", type, E.from_node, E.from_port, E.to_node, E.to_port);
  2812. }
  2813. }
  2814. }
  2815. HashSet<String> parameter_names;
  2816. for (const int &F : p_nodes) {
  2817. Ref<VisualShaderNode> node = visual_shader->get_node(type, F);
  2818. undo_redo->add_do_method(visual_shader.ptr(), "remove_node", type, F);
  2819. undo_redo->add_undo_method(visual_shader.ptr(), "add_node", type, node, visual_shader->get_node_position(type, F), F);
  2820. undo_redo->add_undo_method(graph_plugin.ptr(), "add_node", type, F);
  2821. // restore size, inputs and outputs if node is group
  2822. VisualShaderNodeGroupBase *group = Object::cast_to<VisualShaderNodeGroupBase>(node.ptr());
  2823. if (group) {
  2824. undo_redo->add_undo_method(group, "set_size", group->get_size());
  2825. undo_redo->add_undo_method(group, "set_inputs", group->get_inputs());
  2826. undo_redo->add_undo_method(group, "set_outputs", group->get_outputs());
  2827. }
  2828. // restore expression text if node is expression
  2829. VisualShaderNodeExpression *expression = Object::cast_to<VisualShaderNodeExpression>(node.ptr());
  2830. if (expression) {
  2831. undo_redo->add_undo_method(expression, "set_expression", expression->get_expression());
  2832. }
  2833. VisualShaderNodeParameter *parameter = Object::cast_to<VisualShaderNodeParameter>(node.ptr());
  2834. if (parameter) {
  2835. parameter_names.insert(parameter->get_parameter_name());
  2836. }
  2837. }
  2838. List<VisualShader::Connection> used_conns;
  2839. for (const int &F : p_nodes) {
  2840. for (const VisualShader::Connection &E : conns) {
  2841. if (E.from_node == F || E.to_node == F) {
  2842. bool cancel = false;
  2843. for (List<VisualShader::Connection>::Element *R = used_conns.front(); R; R = R->next()) {
  2844. 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) {
  2845. cancel = true; // to avoid ERR_ALREADY_EXISTS warning
  2846. break;
  2847. }
  2848. }
  2849. if (!cancel) {
  2850. undo_redo->add_undo_method(visual_shader.ptr(), "connect_nodes", type, E.from_node, E.from_port, E.to_node, E.to_port);
  2851. undo_redo->add_undo_method(graph_plugin.ptr(), "connect_nodes", type, E.from_node, E.from_port, E.to_node, E.to_port);
  2852. used_conns.push_back(E);
  2853. }
  2854. }
  2855. }
  2856. }
  2857. // delete nodes from the graph
  2858. for (const int &F : p_nodes) {
  2859. undo_redo->add_do_method(graph_plugin.ptr(), "remove_node", type, F);
  2860. }
  2861. // update parameter refs if any parameter has been deleted
  2862. if (parameter_names.size() > 0) {
  2863. undo_redo->add_do_method(this, "_update_parameters", true);
  2864. undo_redo->add_undo_method(this, "_update_parameters", true);
  2865. _update_parameter_refs(parameter_names);
  2866. }
  2867. }
  2868. void VisualShaderEditor::_replace_node(VisualShader::Type p_type_id, int p_node_id, const StringName &p_from, const StringName &p_to) {
  2869. Ref<EditorUndoRedoManager> &undo_redo = EditorNode::get_undo_redo();
  2870. undo_redo->add_do_method(visual_shader.ptr(), "replace_node", p_type_id, p_node_id, p_to);
  2871. undo_redo->add_undo_method(visual_shader.ptr(), "replace_node", p_type_id, p_node_id, p_from);
  2872. }
  2873. void VisualShaderEditor::_update_constant(VisualShader::Type p_type_id, int p_node_id, Variant p_var, int p_preview_port) {
  2874. Ref<VisualShaderNode> node = visual_shader->get_node(p_type_id, p_node_id);
  2875. ERR_FAIL_COND(!node.is_valid());
  2876. ERR_FAIL_COND(!node->has_method("set_constant"));
  2877. node->call("set_constant", p_var);
  2878. if (p_preview_port != -1) {
  2879. node->set_output_port_for_preview(p_preview_port);
  2880. }
  2881. }
  2882. void VisualShaderEditor::_update_parameter(VisualShader::Type p_type_id, int p_node_id, Variant p_var, int p_preview_port) {
  2883. Ref<VisualShaderNodeParameter> parameter = visual_shader->get_node(p_type_id, p_node_id);
  2884. ERR_FAIL_COND(!parameter.is_valid());
  2885. String valid_name = visual_shader->validate_parameter_name(parameter->get_parameter_name(), parameter);
  2886. parameter->set_parameter_name(valid_name);
  2887. graph_plugin->set_parameter_name(p_type_id, p_node_id, valid_name);
  2888. if (parameter->has_method("set_default_value_enabled")) {
  2889. parameter->call("set_default_value_enabled", true);
  2890. parameter->call("set_default_value", p_var);
  2891. }
  2892. if (p_preview_port != -1) {
  2893. parameter->set_output_port_for_preview(p_preview_port);
  2894. }
  2895. }
  2896. void VisualShaderEditor::_convert_constants_to_parameters(bool p_vice_versa) {
  2897. VisualShader::Type type_id = get_current_shader_type();
  2898. Ref<EditorUndoRedoManager> &undo_redo = EditorNode::get_undo_redo();
  2899. if (!p_vice_versa) {
  2900. undo_redo->create_action(TTR("Convert Constant Node(s) To Parameter(s)"));
  2901. } else {
  2902. undo_redo->create_action(TTR("Convert Parameter Node(s) To Constant(s)"));
  2903. }
  2904. const HashSet<int> &current_set = p_vice_versa ? selected_parameters : selected_constants;
  2905. HashSet<String> deleted_names;
  2906. for (const int &E : current_set) {
  2907. int node_id = E;
  2908. Ref<VisualShaderNode> node = visual_shader->get_node(type_id, node_id);
  2909. bool caught = false;
  2910. Variant var;
  2911. // float
  2912. if (!p_vice_versa) {
  2913. Ref<VisualShaderNodeFloatConstant> float_const = Object::cast_to<VisualShaderNodeFloatConstant>(node.ptr());
  2914. if (float_const.is_valid()) {
  2915. _replace_node(type_id, node_id, "VisualShaderNodeFloatConstant", "VisualShaderNodeFloatParameter");
  2916. var = float_const->get_constant();
  2917. caught = true;
  2918. }
  2919. } else {
  2920. Ref<VisualShaderNodeFloatParameter> float_parameter = Object::cast_to<VisualShaderNodeFloatParameter>(node.ptr());
  2921. if (float_parameter.is_valid()) {
  2922. _replace_node(type_id, node_id, "VisualShaderNodeFloatParameter", "VisualShaderNodeFloatConstant");
  2923. var = float_parameter->get_default_value();
  2924. caught = true;
  2925. }
  2926. }
  2927. // int
  2928. if (!caught) {
  2929. if (!p_vice_versa) {
  2930. Ref<VisualShaderNodeIntConstant> int_const = Object::cast_to<VisualShaderNodeIntConstant>(node.ptr());
  2931. if (int_const.is_valid()) {
  2932. _replace_node(type_id, node_id, "VisualShaderNodeIntConstant", "VisualShaderNodeIntParameter");
  2933. var = int_const->get_constant();
  2934. caught = true;
  2935. }
  2936. } else {
  2937. Ref<VisualShaderNodeIntParameter> int_parameter = Object::cast_to<VisualShaderNodeIntParameter>(node.ptr());
  2938. if (int_parameter.is_valid()) {
  2939. _replace_node(type_id, node_id, "VisualShaderNodeIntParameter", "VisualShaderNodeIntConstant");
  2940. var = int_parameter->get_default_value();
  2941. caught = true;
  2942. }
  2943. }
  2944. }
  2945. // boolean
  2946. if (!caught) {
  2947. if (!p_vice_versa) {
  2948. Ref<VisualShaderNodeBooleanConstant> boolean_const = Object::cast_to<VisualShaderNodeBooleanConstant>(node.ptr());
  2949. if (boolean_const.is_valid()) {
  2950. _replace_node(type_id, node_id, "VisualShaderNodeBooleanConstant", "VisualShaderNodeBooleanParameter");
  2951. var = boolean_const->get_constant();
  2952. caught = true;
  2953. }
  2954. } else {
  2955. Ref<VisualShaderNodeBooleanParameter> boolean_parameter = Object::cast_to<VisualShaderNodeBooleanParameter>(node.ptr());
  2956. if (boolean_parameter.is_valid()) {
  2957. _replace_node(type_id, node_id, "VisualShaderNodeBooleanParameter", "VisualShaderNodeBooleanConstant");
  2958. var = boolean_parameter->get_default_value();
  2959. caught = true;
  2960. }
  2961. }
  2962. }
  2963. // vec2
  2964. if (!caught) {
  2965. if (!p_vice_versa) {
  2966. Ref<VisualShaderNodeVec2Constant> vec2_const = Object::cast_to<VisualShaderNodeVec2Constant>(node.ptr());
  2967. if (vec2_const.is_valid()) {
  2968. _replace_node(type_id, node_id, "VisualShaderNodeVec2Constant", "VisualShaderNodeVec2Parameter");
  2969. var = vec2_const->get_constant();
  2970. caught = true;
  2971. }
  2972. } else {
  2973. Ref<VisualShaderNodeVec2Parameter> vec2_parameter = Object::cast_to<VisualShaderNodeVec2Parameter>(node.ptr());
  2974. if (vec2_parameter.is_valid()) {
  2975. _replace_node(type_id, node_id, "VisualShaderNodeVec2Parameter", "VisualShaderNodeVec2Constant");
  2976. var = vec2_parameter->get_default_value();
  2977. caught = true;
  2978. }
  2979. }
  2980. }
  2981. // vec3
  2982. if (!caught) {
  2983. if (!p_vice_versa) {
  2984. Ref<VisualShaderNodeVec3Constant> vec3_const = Object::cast_to<VisualShaderNodeVec3Constant>(node.ptr());
  2985. if (vec3_const.is_valid()) {
  2986. _replace_node(type_id, node_id, "VisualShaderNodeVec3Constant", "VisualShaderNodeVec3Parameter");
  2987. var = vec3_const->get_constant();
  2988. caught = true;
  2989. }
  2990. } else {
  2991. Ref<VisualShaderNodeVec3Parameter> vec3_parameter = Object::cast_to<VisualShaderNodeVec3Parameter>(node.ptr());
  2992. if (vec3_parameter.is_valid()) {
  2993. _replace_node(type_id, node_id, "VisualShaderNodeVec3Parameter", "VisualShaderNodeVec3Constant");
  2994. var = vec3_parameter->get_default_value();
  2995. caught = true;
  2996. }
  2997. }
  2998. }
  2999. // vec4
  3000. if (!caught) {
  3001. if (!p_vice_versa) {
  3002. Ref<VisualShaderNodeVec4Constant> vec4_const = Object::cast_to<VisualShaderNodeVec4Constant>(node.ptr());
  3003. if (vec4_const.is_valid()) {
  3004. _replace_node(type_id, node_id, "VisualShaderNodeVec4Constant", "VisualShaderNodeVec4Parameter");
  3005. var = vec4_const->get_constant();
  3006. caught = true;
  3007. }
  3008. } else {
  3009. Ref<VisualShaderNodeVec4Parameter> vec4_parameter = Object::cast_to<VisualShaderNodeVec4Parameter>(node.ptr());
  3010. if (vec4_parameter.is_valid()) {
  3011. _replace_node(type_id, node_id, "VisualShaderNodeVec4Parameter", "VisualShaderNodeVec4Constant");
  3012. var = vec4_parameter->get_default_value();
  3013. caught = true;
  3014. }
  3015. }
  3016. }
  3017. // color
  3018. if (!caught) {
  3019. if (!p_vice_versa) {
  3020. Ref<VisualShaderNodeColorConstant> color_const = Object::cast_to<VisualShaderNodeColorConstant>(node.ptr());
  3021. if (color_const.is_valid()) {
  3022. _replace_node(type_id, node_id, "VisualShaderNodeColorConstant", "VisualShaderNodeColorParameter");
  3023. var = color_const->get_constant();
  3024. caught = true;
  3025. }
  3026. } else {
  3027. Ref<VisualShaderNodeColorParameter> color_parameter = Object::cast_to<VisualShaderNodeColorParameter>(node.ptr());
  3028. if (color_parameter.is_valid()) {
  3029. _replace_node(type_id, node_id, "VisualShaderNodeColorParameter", "VisualShaderNodeColorConstant");
  3030. var = color_parameter->get_default_value();
  3031. caught = true;
  3032. }
  3033. }
  3034. }
  3035. // transform
  3036. if (!caught) {
  3037. if (!p_vice_versa) {
  3038. Ref<VisualShaderNodeTransformConstant> transform_const = Object::cast_to<VisualShaderNodeTransformConstant>(node.ptr());
  3039. if (transform_const.is_valid()) {
  3040. _replace_node(type_id, node_id, "VisualShaderNodeTransformConstant", "VisualShaderNodeTransformParameter");
  3041. var = transform_const->get_constant();
  3042. caught = true;
  3043. }
  3044. } else {
  3045. Ref<VisualShaderNodeTransformParameter> transform_parameter = Object::cast_to<VisualShaderNodeTransformParameter>(node.ptr());
  3046. if (transform_parameter.is_valid()) {
  3047. _replace_node(type_id, node_id, "VisualShaderNodeTransformParameter", "VisualShaderNodeTransformConstant");
  3048. var = transform_parameter->get_default_value();
  3049. caught = true;
  3050. }
  3051. }
  3052. }
  3053. ERR_CONTINUE(!caught);
  3054. int preview_port = node->get_output_port_for_preview();
  3055. if (!p_vice_versa) {
  3056. undo_redo->add_do_method(this, "_update_parameter", type_id, node_id, var, preview_port);
  3057. undo_redo->add_undo_method(this, "_update_constant", type_id, node_id, var, preview_port);
  3058. } else {
  3059. undo_redo->add_do_method(this, "_update_constant", type_id, node_id, var, preview_port);
  3060. undo_redo->add_undo_method(this, "_update_parameter", type_id, node_id, var, preview_port);
  3061. Ref<VisualShaderNodeParameter> parameter = Object::cast_to<VisualShaderNodeParameter>(node.ptr());
  3062. ERR_CONTINUE(!parameter.is_valid());
  3063. deleted_names.insert(parameter->get_parameter_name());
  3064. }
  3065. undo_redo->add_do_method(graph_plugin.ptr(), "update_node", type_id, node_id);
  3066. undo_redo->add_undo_method(graph_plugin.ptr(), "update_node", type_id, node_id);
  3067. }
  3068. undo_redo->add_do_method(this, "_update_parameters", true);
  3069. undo_redo->add_undo_method(this, "_update_parameters", true);
  3070. if (deleted_names.size() > 0) {
  3071. _update_parameter_refs(deleted_names);
  3072. }
  3073. undo_redo->commit_action();
  3074. }
  3075. void VisualShaderEditor::_delete_node_request(int p_type, int p_node) {
  3076. List<int> to_erase;
  3077. to_erase.push_back(p_node);
  3078. Ref<EditorUndoRedoManager> &undo_redo = EditorNode::get_undo_redo();
  3079. undo_redo->create_action(TTR("Delete VisualShader Node"));
  3080. _delete_nodes(p_type, to_erase);
  3081. undo_redo->commit_action();
  3082. }
  3083. void VisualShaderEditor::_delete_nodes_request(const TypedArray<StringName> &p_nodes) {
  3084. List<int> to_erase;
  3085. if (p_nodes.is_empty()) {
  3086. // Called from context menu.
  3087. for (int i = 0; i < graph->get_child_count(); i++) {
  3088. GraphNode *gn = Object::cast_to<GraphNode>(graph->get_child(i));
  3089. if (gn) {
  3090. if (gn->is_selected() && gn->is_close_button_visible()) {
  3091. to_erase.push_back(gn->get_name().operator String().to_int());
  3092. }
  3093. }
  3094. }
  3095. } else {
  3096. for (int i = 0; i < p_nodes.size(); i++) {
  3097. to_erase.push_back(p_nodes[i].operator String().to_int());
  3098. }
  3099. }
  3100. if (to_erase.is_empty()) {
  3101. return;
  3102. }
  3103. Ref<EditorUndoRedoManager> &undo_redo = EditorNode::get_undo_redo();
  3104. undo_redo->create_action(TTR("Delete VisualShader Node(s)"));
  3105. _delete_nodes(get_current_shader_type(), to_erase);
  3106. undo_redo->commit_action();
  3107. }
  3108. void VisualShaderEditor::_node_selected(Object *p_node) {
  3109. VisualShader::Type type = get_current_shader_type();
  3110. GraphNode *gn = Object::cast_to<GraphNode>(p_node);
  3111. ERR_FAIL_COND(!gn);
  3112. int id = String(gn->get_name()).to_int();
  3113. Ref<VisualShaderNode> vsnode = visual_shader->get_node(type, id);
  3114. ERR_FAIL_COND(!vsnode.is_valid());
  3115. //do not rely on this, makes editor more complex
  3116. //EditorNode::get_singleton()->push_item(vsnode.ptr(), "", true);
  3117. }
  3118. void VisualShaderEditor::_graph_gui_input(const Ref<InputEvent> &p_event) {
  3119. Ref<InputEventMouseButton> mb = p_event;
  3120. VisualShader::Type type = get_current_shader_type();
  3121. if (mb.is_valid() && mb->is_pressed() && mb->get_button_index() == MouseButton::RIGHT) {
  3122. selected_constants.clear();
  3123. selected_parameters.clear();
  3124. selected_comment = -1;
  3125. selected_float_constant = -1;
  3126. List<int> to_change;
  3127. for (int i = 0; i < graph->get_child_count(); i++) {
  3128. GraphNode *gn = Object::cast_to<GraphNode>(graph->get_child(i));
  3129. if (gn) {
  3130. if (gn->is_selected() && gn->is_close_button_visible()) {
  3131. int id = gn->get_name().operator String().to_int();
  3132. to_change.push_back(id);
  3133. Ref<VisualShaderNode> node = visual_shader->get_node(type, id);
  3134. VisualShaderNodeComment *comment_node = Object::cast_to<VisualShaderNodeComment>(node.ptr());
  3135. if (comment_node != nullptr) {
  3136. selected_comment = id;
  3137. }
  3138. VisualShaderNodeConstant *constant_node = Object::cast_to<VisualShaderNodeConstant>(node.ptr());
  3139. if (constant_node != nullptr) {
  3140. selected_constants.insert(id);
  3141. }
  3142. VisualShaderNodeFloatConstant *float_constant_node = Object::cast_to<VisualShaderNodeFloatConstant>(node.ptr());
  3143. if (float_constant_node != nullptr) {
  3144. selected_float_constant = id;
  3145. }
  3146. VisualShaderNodeParameter *parameter_node = Object::cast_to<VisualShaderNodeParameter>(node.ptr());
  3147. if (parameter_node != nullptr && parameter_node->is_convertible_to_constant()) {
  3148. selected_parameters.insert(id);
  3149. }
  3150. }
  3151. }
  3152. }
  3153. if (to_change.size() > 1) {
  3154. selected_comment = -1;
  3155. selected_float_constant = -1;
  3156. }
  3157. bool copy_buffer_empty = true;
  3158. for (const CopyItem &item : copy_items_buffer) {
  3159. if (!item.disabled) {
  3160. copy_buffer_empty = false;
  3161. break;
  3162. }
  3163. }
  3164. if (to_change.is_empty() && copy_buffer_empty) {
  3165. _show_members_dialog(true);
  3166. } else {
  3167. popup_menu->set_item_disabled(NodeMenuOptions::CUT, to_change.is_empty());
  3168. popup_menu->set_item_disabled(NodeMenuOptions::COPY, to_change.is_empty());
  3169. popup_menu->set_item_disabled(NodeMenuOptions::PASTE, copy_buffer_empty);
  3170. popup_menu->set_item_disabled(NodeMenuOptions::DELETE, to_change.is_empty());
  3171. popup_menu->set_item_disabled(NodeMenuOptions::DUPLICATE, to_change.is_empty());
  3172. popup_menu->set_item_disabled(NodeMenuOptions::CLEAR_COPY_BUFFER, copy_buffer_empty);
  3173. int temp = popup_menu->get_item_index(NodeMenuOptions::SEPARATOR2);
  3174. if (temp != -1) {
  3175. popup_menu->remove_item(temp);
  3176. }
  3177. temp = popup_menu->get_item_index(NodeMenuOptions::FLOAT_CONSTANTS);
  3178. if (temp != -1) {
  3179. popup_menu->remove_item(temp);
  3180. }
  3181. temp = popup_menu->get_item_index(NodeMenuOptions::CONVERT_CONSTANTS_TO_PARAMETERS);
  3182. if (temp != -1) {
  3183. popup_menu->remove_item(temp);
  3184. }
  3185. temp = popup_menu->get_item_index(NodeMenuOptions::CONVERT_PARAMETERS_TO_CONSTANTS);
  3186. if (temp != -1) {
  3187. popup_menu->remove_item(temp);
  3188. }
  3189. temp = popup_menu->get_item_index(NodeMenuOptions::SEPARATOR3);
  3190. if (temp != -1) {
  3191. popup_menu->remove_item(temp);
  3192. }
  3193. temp = popup_menu->get_item_index(NodeMenuOptions::SET_COMMENT_TITLE);
  3194. if (temp != -1) {
  3195. popup_menu->remove_item(temp);
  3196. }
  3197. temp = popup_menu->get_item_index(NodeMenuOptions::SET_COMMENT_DESCRIPTION);
  3198. if (temp != -1) {
  3199. popup_menu->remove_item(temp);
  3200. }
  3201. if (selected_constants.size() > 0 || selected_parameters.size() > 0) {
  3202. popup_menu->add_separator("", NodeMenuOptions::SEPARATOR2);
  3203. if (selected_float_constant != -1) {
  3204. popup_menu->add_submenu_item(TTR("Float Constants"), "FloatConstants", int(NodeMenuOptions::FLOAT_CONSTANTS));
  3205. if (!constants_submenu) {
  3206. constants_submenu = memnew(PopupMenu);
  3207. constants_submenu->set_name("FloatConstants");
  3208. for (int i = 0; i < MAX_FLOAT_CONST_DEFS; i++) {
  3209. constants_submenu->add_item(float_constant_defs[i].name, i);
  3210. }
  3211. popup_menu->add_child(constants_submenu);
  3212. constants_submenu->connect("index_pressed", callable_mp(this, &VisualShaderEditor::_float_constant_selected));
  3213. }
  3214. }
  3215. if (selected_constants.size() > 0) {
  3216. popup_menu->add_item(TTR("Convert Constant(s) to Parameter(s)"), NodeMenuOptions::CONVERT_CONSTANTS_TO_PARAMETERS);
  3217. }
  3218. if (selected_parameters.size() > 0) {
  3219. popup_menu->add_item(TTR("Convert Parameter(s) to Constant(s)"), NodeMenuOptions::CONVERT_PARAMETERS_TO_CONSTANTS);
  3220. }
  3221. }
  3222. if (selected_comment != -1) {
  3223. popup_menu->add_separator("", NodeMenuOptions::SEPARATOR3);
  3224. popup_menu->add_item(TTR("Set Comment Title"), NodeMenuOptions::SET_COMMENT_TITLE);
  3225. popup_menu->add_item(TTR("Set Comment Description"), NodeMenuOptions::SET_COMMENT_DESCRIPTION);
  3226. }
  3227. menu_point = graph->get_local_mouse_position();
  3228. Point2 gpos = get_screen_position() + get_local_mouse_position();
  3229. popup_menu->set_position(gpos);
  3230. popup_menu->reset_size();
  3231. popup_menu->popup();
  3232. }
  3233. }
  3234. }
  3235. void VisualShaderEditor::_show_members_dialog(bool at_mouse_pos, VisualShaderNode::PortType p_input_port_type, VisualShaderNode::PortType p_output_port_type) {
  3236. if (members_input_port_type != p_input_port_type || members_output_port_type != p_output_port_type) {
  3237. members_input_port_type = p_input_port_type;
  3238. members_output_port_type = p_output_port_type;
  3239. _update_options_menu();
  3240. }
  3241. if (at_mouse_pos) {
  3242. saved_node_pos_dirty = true;
  3243. saved_node_pos = graph->get_local_mouse_position();
  3244. Point2 gpos = get_screen_position() + get_local_mouse_position();
  3245. members_dialog->set_position(gpos);
  3246. } else {
  3247. saved_node_pos_dirty = false;
  3248. members_dialog->set_position(graph->get_screen_position() + Point2(5 * EDSCALE, 65 * EDSCALE));
  3249. }
  3250. members_dialog->popup();
  3251. // Keep dialog within window bounds.
  3252. Rect2 window_rect = Rect2(DisplayServer::get_singleton()->window_get_position(), DisplayServer::get_singleton()->window_get_size());
  3253. Rect2 dialog_rect = Rect2(members_dialog->get_position(), members_dialog->get_size());
  3254. Vector2 difference = (dialog_rect.get_end() - window_rect.get_end()).max(Vector2());
  3255. members_dialog->set_position(members_dialog->get_position() - difference);
  3256. node_filter->call_deferred(SNAME("grab_focus")); // Still not visible.
  3257. node_filter->select_all();
  3258. }
  3259. void VisualShaderEditor::_varying_menu_id_pressed(int p_idx) {
  3260. switch (VaryingMenuOptions(p_idx)) {
  3261. case VaryingMenuOptions::ADD: {
  3262. _show_add_varying_dialog();
  3263. } break;
  3264. case VaryingMenuOptions::REMOVE: {
  3265. _show_remove_varying_dialog();
  3266. } break;
  3267. default:
  3268. break;
  3269. }
  3270. }
  3271. void VisualShaderEditor::_show_add_varying_dialog() {
  3272. _varying_name_changed(varying_name->get_text());
  3273. add_varying_dialog->set_position(graph->get_screen_position() + varying_button->get_position() + Point2(5 * EDSCALE, 65 * EDSCALE));
  3274. add_varying_dialog->popup();
  3275. // Keep dialog within window bounds.
  3276. Rect2 window_rect = Rect2(DisplayServer::get_singleton()->window_get_position(), DisplayServer::get_singleton()->window_get_size());
  3277. Rect2 dialog_rect = Rect2(add_varying_dialog->get_position(), add_varying_dialog->get_size());
  3278. Vector2 difference = (dialog_rect.get_end() - window_rect.get_end()).max(Vector2());
  3279. add_varying_dialog->set_position(add_varying_dialog->get_position() - difference);
  3280. }
  3281. void VisualShaderEditor::_show_remove_varying_dialog() {
  3282. remove_varying_dialog->set_position(graph->get_screen_position() + varying_button->get_position() + Point2(5 * EDSCALE, 65 * EDSCALE));
  3283. remove_varying_dialog->popup();
  3284. // Keep dialog within window bounds.
  3285. Rect2 window_rect = Rect2(DisplayServer::get_singleton()->window_get_position(), DisplayServer::get_singleton()->window_get_size());
  3286. Rect2 dialog_rect = Rect2(remove_varying_dialog->get_position(), remove_varying_dialog->get_size());
  3287. Vector2 difference = (dialog_rect.get_end() - window_rect.get_end()).max(Vector2());
  3288. remove_varying_dialog->set_position(remove_varying_dialog->get_position() - difference);
  3289. }
  3290. void VisualShaderEditor::_sbox_input(const Ref<InputEvent> &p_ie) {
  3291. Ref<InputEventKey> ie = p_ie;
  3292. 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)) {
  3293. members->gui_input(ie);
  3294. node_filter->accept_event();
  3295. }
  3296. }
  3297. void VisualShaderEditor::_notification(int p_what) {
  3298. switch (p_what) {
  3299. case EditorSettings::NOTIFICATION_EDITOR_SETTINGS_CHANGED: {
  3300. graph->get_panner()->setup((ViewPanner::ControlScheme)EDITOR_GET("editors/panning/sub_editors_panning_scheme").operator int(), ED_GET_SHORTCUT("canvas_item_editor/pan_view"), bool(EDITOR_GET("editors/panning/simple_panning")));
  3301. graph->set_warped_panning(bool(EDITOR_GET("editors/panning/warped_mouse_panning")));
  3302. graph->set_minimap_opacity(EDITOR_GET("editors/visual_editors/minimap_opacity"));
  3303. graph->set_connection_lines_curvature(EDITOR_GET("editors/visual_editors/lines_curvature"));
  3304. _update_graph();
  3305. } break;
  3306. case NOTIFICATION_ENTER_TREE: {
  3307. node_filter->set_clear_button_enabled(true);
  3308. // collapse tree by default
  3309. TreeItem *category = members->get_root()->get_first_child();
  3310. while (category) {
  3311. category->set_collapsed(true);
  3312. TreeItem *sub_category = category->get_first_child();
  3313. while (sub_category) {
  3314. sub_category->set_collapsed(true);
  3315. sub_category = sub_category->get_next();
  3316. }
  3317. category = category->get_next();
  3318. }
  3319. graph->get_panner()->setup((ViewPanner::ControlScheme)EDITOR_GET("editors/panning/sub_editors_panning_scheme").operator int(), ED_GET_SHORTCUT("canvas_item_editor/pan_view"), bool(EDITOR_GET("editors/panning/simple_panning")));
  3320. graph->set_warped_panning(bool(EDITOR_GET("editors/panning/warped_mouse_panning")));
  3321. [[fallthrough]];
  3322. }
  3323. case NOTIFICATION_THEME_CHANGED: {
  3324. highend_label->set_modulate(get_theme_color(SNAME("highend_color"), SNAME("Editor")));
  3325. node_filter->set_right_icon(Control::get_theme_icon(SNAME("Search"), SNAME("EditorIcons")));
  3326. preview_shader->set_icon(Control::get_theme_icon(SNAME("Shader"), SNAME("EditorIcons")));
  3327. {
  3328. Color background_color = EDITOR_GET("text_editor/theme/highlighting/background_color");
  3329. Color text_color = EDITOR_GET("text_editor/theme/highlighting/text_color");
  3330. Color keyword_color = EDITOR_GET("text_editor/theme/highlighting/keyword_color");
  3331. Color control_flow_keyword_color = EDITOR_GET("text_editor/theme/highlighting/control_flow_keyword_color");
  3332. Color comment_color = EDITOR_GET("text_editor/theme/highlighting/comment_color");
  3333. Color symbol_color = EDITOR_GET("text_editor/theme/highlighting/symbol_color");
  3334. Color function_color = EDITOR_GET("text_editor/theme/highlighting/function_color");
  3335. Color number_color = EDITOR_GET("text_editor/theme/highlighting/number_color");
  3336. Color members_color = EDITOR_GET("text_editor/theme/highlighting/member_variable_color");
  3337. Color error_color = get_theme_color(SNAME("error_color"), SNAME("Editor"));
  3338. preview_text->add_theme_color_override("background_color", background_color);
  3339. varying_error_label->add_theme_color_override("font_color", error_color);
  3340. for (const String &E : keyword_list) {
  3341. if (ShaderLanguage::is_control_flow_keyword(E)) {
  3342. syntax_highlighter->add_keyword_color(E, control_flow_keyword_color);
  3343. } else {
  3344. syntax_highlighter->add_keyword_color(E, keyword_color);
  3345. }
  3346. }
  3347. preview_text->add_theme_font_override("font", get_theme_font(SNAME("expression"), SNAME("EditorFonts")));
  3348. preview_text->add_theme_font_size_override("font_size", get_theme_font_size(SNAME("expression_size"), SNAME("EditorFonts")));
  3349. preview_text->add_theme_color_override("font_color", text_color);
  3350. syntax_highlighter->set_number_color(number_color);
  3351. syntax_highlighter->set_symbol_color(symbol_color);
  3352. syntax_highlighter->set_function_color(function_color);
  3353. syntax_highlighter->set_member_variable_color(members_color);
  3354. syntax_highlighter->clear_color_regions();
  3355. syntax_highlighter->add_color_region("/*", "*/", comment_color, false);
  3356. syntax_highlighter->add_color_region("//", "", comment_color, true);
  3357. preview_text->clear_comment_delimiters();
  3358. preview_text->add_comment_delimiter("/*", "*/", false);
  3359. preview_text->add_comment_delimiter("//", "", true);
  3360. error_panel->add_theme_style_override("panel", get_theme_stylebox(SNAME("panel"), SNAME("Panel")));
  3361. error_label->add_theme_font_override("font", get_theme_font(SNAME("status_source"), SNAME("EditorFonts")));
  3362. error_label->add_theme_font_size_override("font_size", get_theme_font_size(SNAME("status_source_size"), SNAME("EditorFonts")));
  3363. error_label->add_theme_color_override("font_color", error_color);
  3364. }
  3365. tools->set_icon(EditorNode::get_singleton()->get_gui_base()->get_theme_icon(SNAME("Tools"), SNAME("EditorIcons")));
  3366. if (p_what == NOTIFICATION_THEME_CHANGED && is_visible_in_tree()) {
  3367. _update_graph();
  3368. }
  3369. } break;
  3370. case NOTIFICATION_DRAG_BEGIN: {
  3371. Dictionary dd = get_viewport()->gui_get_drag_data();
  3372. if (members->is_visible_in_tree() && dd.has("id")) {
  3373. members->set_drop_mode_flags(Tree::DROP_MODE_ON_ITEM);
  3374. }
  3375. } break;
  3376. case NOTIFICATION_DRAG_END: {
  3377. members->set_drop_mode_flags(0);
  3378. } break;
  3379. }
  3380. }
  3381. void VisualShaderEditor::_scroll_changed(const Vector2 &p_scroll) {
  3382. if (updating) {
  3383. return;
  3384. }
  3385. updating = true;
  3386. visual_shader->set_graph_offset(p_scroll / EDSCALE);
  3387. updating = false;
  3388. }
  3389. void VisualShaderEditor::_node_changed(int p_id) {
  3390. if (updating) {
  3391. return;
  3392. }
  3393. if (is_visible_in_tree()) {
  3394. _update_graph();
  3395. }
  3396. }
  3397. void VisualShaderEditor::_dup_copy_nodes(int p_type, List<CopyItem> &r_items, List<VisualShader::Connection> &r_connections) {
  3398. VisualShader::Type type = (VisualShader::Type)p_type;
  3399. selection_center.x = 0.0f;
  3400. selection_center.y = 0.0f;
  3401. HashSet<int> nodes;
  3402. for (int i = 0; i < graph->get_child_count(); i++) {
  3403. GraphNode *gn = Object::cast_to<GraphNode>(graph->get_child(i));
  3404. if (gn) {
  3405. int id = String(gn->get_name()).to_int();
  3406. Ref<VisualShaderNode> node = visual_shader->get_node(type, id);
  3407. Ref<VisualShaderNodeOutput> output = node;
  3408. if (output.is_valid()) { // can't duplicate output
  3409. continue;
  3410. }
  3411. if (node.is_valid() && gn->is_selected()) {
  3412. Vector2 pos = visual_shader->get_node_position(type, id);
  3413. selection_center += pos;
  3414. CopyItem item;
  3415. item.id = id;
  3416. item.node = visual_shader->get_node(type, id)->duplicate();
  3417. item.position = visual_shader->get_node_position(type, id);
  3418. Ref<VisualShaderNodeResizableBase> resizable_base = node;
  3419. if (resizable_base.is_valid()) {
  3420. item.size = resizable_base->get_size();
  3421. }
  3422. Ref<VisualShaderNodeGroupBase> group = node;
  3423. if (group.is_valid()) {
  3424. item.group_inputs = group->get_inputs();
  3425. item.group_outputs = group->get_outputs();
  3426. }
  3427. Ref<VisualShaderNodeExpression> expression = node;
  3428. if (expression.is_valid()) {
  3429. item.expression = expression->get_expression();
  3430. }
  3431. r_items.push_back(item);
  3432. nodes.insert(id);
  3433. }
  3434. }
  3435. }
  3436. List<VisualShader::Connection> node_connections;
  3437. visual_shader->get_node_connections(type, &node_connections);
  3438. for (const VisualShader::Connection &E : node_connections) {
  3439. if (nodes.has(E.from_node) && nodes.has(E.to_node)) {
  3440. r_connections.push_back(E);
  3441. }
  3442. }
  3443. selection_center /= (float)r_items.size();
  3444. }
  3445. 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) {
  3446. Ref<EditorUndoRedoManager> &undo_redo = EditorNode::get_undo_redo();
  3447. if (p_duplicate) {
  3448. undo_redo->create_action(TTR("Duplicate VisualShader Node(s)"));
  3449. } else {
  3450. bool copy_buffer_empty = true;
  3451. for (const CopyItem &item : copy_items_buffer) {
  3452. if (!item.disabled) {
  3453. copy_buffer_empty = false;
  3454. break;
  3455. }
  3456. }
  3457. if (copy_buffer_empty) {
  3458. return;
  3459. }
  3460. undo_redo->create_action(TTR("Paste VisualShader Node(s)"));
  3461. }
  3462. VisualShader::Type type = (VisualShader::Type)p_type;
  3463. int base_id = visual_shader->get_valid_node_id(type);
  3464. int id_from = base_id;
  3465. HashMap<int, int> connection_remap;
  3466. HashSet<int> unsupported_set;
  3467. HashSet<int> added_set;
  3468. for (CopyItem &item : r_items) {
  3469. if (item.disabled) {
  3470. unsupported_set.insert(item.id);
  3471. continue;
  3472. }
  3473. connection_remap[item.id] = id_from;
  3474. Ref<VisualShaderNode> node = item.node->duplicate();
  3475. Ref<VisualShaderNodeResizableBase> resizable_base = Object::cast_to<VisualShaderNodeResizableBase>(node.ptr());
  3476. if (resizable_base.is_valid()) {
  3477. undo_redo->add_do_method(node.ptr(), "set_size", item.size);
  3478. }
  3479. Ref<VisualShaderNodeGroupBase> group = Object::cast_to<VisualShaderNodeGroupBase>(node.ptr());
  3480. if (group.is_valid()) {
  3481. undo_redo->add_do_method(node.ptr(), "set_inputs", item.group_inputs);
  3482. undo_redo->add_do_method(node.ptr(), "set_outputs", item.group_outputs);
  3483. }
  3484. Ref<VisualShaderNodeExpression> expression = Object::cast_to<VisualShaderNodeExpression>(node.ptr());
  3485. if (expression.is_valid()) {
  3486. undo_redo->add_do_method(node.ptr(), "set_expression", item.expression);
  3487. }
  3488. undo_redo->add_do_method(visual_shader.ptr(), "add_node", type, node, item.position + p_offset, id_from);
  3489. undo_redo->add_do_method(graph_plugin.ptr(), "add_node", type, id_from);
  3490. added_set.insert(id_from);
  3491. id_from++;
  3492. }
  3493. for (const VisualShader::Connection &E : p_connections) {
  3494. if (unsupported_set.has(E.from_node) || unsupported_set.has(E.to_node)) {
  3495. continue;
  3496. }
  3497. 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);
  3498. 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);
  3499. 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);
  3500. }
  3501. id_from = base_id;
  3502. for (const CopyItem &item : r_items) {
  3503. if (item.disabled) {
  3504. continue;
  3505. }
  3506. undo_redo->add_undo_method(visual_shader.ptr(), "remove_node", type, id_from);
  3507. undo_redo->add_undo_method(graph_plugin.ptr(), "remove_node", type, id_from);
  3508. id_from++;
  3509. }
  3510. undo_redo->commit_action();
  3511. // reselect nodes by excluding the other ones
  3512. for (int i = 0; i < graph->get_child_count(); i++) {
  3513. GraphNode *gn = Object::cast_to<GraphNode>(graph->get_child(i));
  3514. if (gn) {
  3515. int id = String(gn->get_name()).to_int();
  3516. if (added_set.has(id)) {
  3517. gn->set_selected(true);
  3518. } else {
  3519. gn->set_selected(false);
  3520. }
  3521. }
  3522. }
  3523. }
  3524. void VisualShaderEditor::_clear_copy_buffer() {
  3525. copy_items_buffer.clear();
  3526. copy_connections_buffer.clear();
  3527. }
  3528. void VisualShaderEditor::_duplicate_nodes() {
  3529. int type = get_current_shader_type();
  3530. List<CopyItem> items;
  3531. List<VisualShader::Connection> node_connections;
  3532. _dup_copy_nodes(type, items, node_connections);
  3533. if (items.is_empty()) {
  3534. return;
  3535. }
  3536. _dup_paste_nodes(type, items, node_connections, Vector2(10, 10) * EDSCALE, true);
  3537. }
  3538. void VisualShaderEditor::_copy_nodes(bool p_cut) {
  3539. _clear_copy_buffer();
  3540. _dup_copy_nodes(get_current_shader_type(), copy_items_buffer, copy_connections_buffer);
  3541. if (p_cut) {
  3542. Ref<EditorUndoRedoManager> &undo_redo = EditorNode::get_undo_redo();
  3543. undo_redo->create_action(TTR("Cut VisualShader Node(s)"));
  3544. List<int> ids;
  3545. for (const CopyItem &E : copy_items_buffer) {
  3546. ids.push_back(E.id);
  3547. }
  3548. _delete_nodes(get_current_shader_type(), ids);
  3549. undo_redo->commit_action();
  3550. }
  3551. }
  3552. void VisualShaderEditor::_paste_nodes(bool p_use_custom_position, const Vector2 &p_custom_position) {
  3553. if (copy_items_buffer.is_empty()) {
  3554. return;
  3555. }
  3556. int type = get_current_shader_type();
  3557. float scale = graph->get_zoom();
  3558. Vector2 mpos;
  3559. if (p_use_custom_position) {
  3560. mpos = p_custom_position;
  3561. } else {
  3562. mpos = graph->get_local_mouse_position();
  3563. }
  3564. _dup_paste_nodes(type, copy_items_buffer, copy_connections_buffer, graph->get_scroll_ofs() / scale + mpos / scale - selection_center, false);
  3565. }
  3566. void VisualShaderEditor::_mode_selected(int p_id) {
  3567. int offset = 0;
  3568. if (mode & MODE_FLAGS_PARTICLES) {
  3569. offset = 3;
  3570. if (p_id + offset > VisualShader::TYPE_PROCESS) {
  3571. custom_mode_box->set_visible(false);
  3572. custom_mode_enabled = false;
  3573. } else {
  3574. custom_mode_box->set_visible(true);
  3575. if (custom_mode_box->is_pressed()) {
  3576. custom_mode_enabled = true;
  3577. offset += 3;
  3578. }
  3579. }
  3580. } else if (mode & MODE_FLAGS_SKY) {
  3581. offset = 8;
  3582. } else if (mode & MODE_FLAGS_FOG) {
  3583. offset = 9;
  3584. }
  3585. visual_shader->set_shader_type(VisualShader::Type(p_id + offset));
  3586. _update_nodes();
  3587. _update_graph();
  3588. graph->grab_focus();
  3589. }
  3590. void VisualShaderEditor::_custom_mode_toggled(bool p_enabled) {
  3591. if (!(mode & MODE_FLAGS_PARTICLES)) {
  3592. return;
  3593. }
  3594. custom_mode_enabled = p_enabled;
  3595. int id = edit_type->get_selected() + 3;
  3596. if (p_enabled) {
  3597. visual_shader->set_shader_type(VisualShader::Type(id + 3));
  3598. } else {
  3599. visual_shader->set_shader_type(VisualShader::Type(id));
  3600. }
  3601. _update_options_menu();
  3602. _update_graph();
  3603. }
  3604. void VisualShaderEditor::_input_select_item(Ref<VisualShaderNodeInput> p_input, String p_name) {
  3605. String prev_name = p_input->get_input_name();
  3606. if (p_name == prev_name) {
  3607. return;
  3608. }
  3609. VisualShaderNode::PortType next_input_type = p_input->get_input_type_by_name(p_name);
  3610. VisualShaderNode::PortType prev_input_type = p_input->get_input_type_by_name(prev_name);
  3611. bool type_changed = next_input_type != prev_input_type;
  3612. Ref<EditorUndoRedoManager> &undo_redo_man = EditorNode::get_undo_redo();
  3613. undo_redo_man->create_action(TTR("Visual Shader Input Type Changed"));
  3614. undo_redo_man->add_do_method(p_input.ptr(), "set_input_name", p_name);
  3615. undo_redo_man->add_undo_method(p_input.ptr(), "set_input_name", prev_name);
  3616. if (type_changed) {
  3617. for (int type_id = 0; type_id < VisualShader::TYPE_MAX; type_id++) {
  3618. VisualShader::Type type = VisualShader::Type(type_id);
  3619. int id = visual_shader->find_node_id(type, p_input);
  3620. if (id != VisualShader::NODE_ID_INVALID) {
  3621. bool is_expanded = p_input->is_output_port_expandable(0) && p_input->_is_output_port_expanded(0);
  3622. int type_size = 0;
  3623. if (is_expanded) {
  3624. switch (next_input_type) {
  3625. case VisualShaderNode::PORT_TYPE_VECTOR_2D: {
  3626. type_size = 2;
  3627. } break;
  3628. case VisualShaderNode::PORT_TYPE_VECTOR_3D: {
  3629. type_size = 3;
  3630. } break;
  3631. case VisualShaderNode::PORT_TYPE_VECTOR_4D: {
  3632. type_size = 4;
  3633. } break;
  3634. default:
  3635. break;
  3636. }
  3637. }
  3638. List<VisualShader::Connection> conns;
  3639. visual_shader->get_node_connections(type, &conns);
  3640. for (const VisualShader::Connection &E : conns) {
  3641. int cn_from_node = E.from_node;
  3642. int cn_from_port = E.from_port;
  3643. int cn_to_node = E.to_node;
  3644. int cn_to_port = E.to_port;
  3645. if (cn_from_node == id) {
  3646. bool is_incompatible_types = !visual_shader->is_port_types_compatible(p_input->get_input_type_by_name(p_name), visual_shader->get_node(type, cn_to_node)->get_input_port_type(cn_to_port));
  3647. if (is_incompatible_types || cn_from_port > type_size) {
  3648. undo_redo_man->add_do_method(visual_shader.ptr(), "disconnect_nodes", type, cn_from_node, cn_from_port, cn_to_node, cn_to_port);
  3649. undo_redo_man->add_undo_method(visual_shader.ptr(), "connect_nodes", type, cn_from_node, cn_from_port, cn_to_node, cn_to_port);
  3650. undo_redo_man->add_do_method(graph_plugin.ptr(), "disconnect_nodes", type, cn_from_node, cn_from_port, cn_to_node, cn_to_port);
  3651. undo_redo_man->add_undo_method(graph_plugin.ptr(), "connect_nodes", type, cn_from_node, cn_from_port, cn_to_node, cn_to_port);
  3652. }
  3653. }
  3654. }
  3655. undo_redo_man->add_do_method(graph_plugin.ptr(), "update_node", type_id, id);
  3656. undo_redo_man->add_undo_method(graph_plugin.ptr(), "update_node", type_id, id);
  3657. }
  3658. }
  3659. }
  3660. undo_redo_man->commit_action();
  3661. }
  3662. void VisualShaderEditor::_parameter_ref_select_item(Ref<VisualShaderNodeParameterRef> p_parameter_ref, String p_name) {
  3663. String prev_name = p_parameter_ref->get_parameter_name();
  3664. if (p_name == prev_name) {
  3665. return;
  3666. }
  3667. bool type_changed = p_parameter_ref->get_parameter_type_by_name(p_name) != p_parameter_ref->get_parameter_type_by_name(prev_name);
  3668. Ref<EditorUndoRedoManager> &undo_redo_man = EditorNode::get_undo_redo();
  3669. undo_redo_man->create_action(TTR("ParameterRef Name Changed"));
  3670. undo_redo_man->add_do_method(p_parameter_ref.ptr(), "set_parameter_name", p_name);
  3671. undo_redo_man->add_undo_method(p_parameter_ref.ptr(), "set_parameter_name", prev_name);
  3672. // update output port
  3673. for (int type_id = 0; type_id < VisualShader::TYPE_MAX; type_id++) {
  3674. VisualShader::Type type = VisualShader::Type(type_id);
  3675. int id = visual_shader->find_node_id(type, p_parameter_ref);
  3676. if (id != VisualShader::NODE_ID_INVALID) {
  3677. if (type_changed) {
  3678. List<VisualShader::Connection> conns;
  3679. visual_shader->get_node_connections(type, &conns);
  3680. for (const VisualShader::Connection &E : conns) {
  3681. if (E.from_node == id) {
  3682. if (visual_shader->is_port_types_compatible(p_parameter_ref->get_parameter_type_by_name(p_name), visual_shader->get_node(type, E.to_node)->get_input_port_type(E.to_port))) {
  3683. continue;
  3684. }
  3685. undo_redo_man->add_do_method(visual_shader.ptr(), "disconnect_nodes", type, E.from_node, E.from_port, E.to_node, E.to_port);
  3686. undo_redo_man->add_undo_method(visual_shader.ptr(), "connect_nodes", type, E.from_node, E.from_port, E.to_node, E.to_port);
  3687. undo_redo_man->add_do_method(graph_plugin.ptr(), "disconnect_nodes", type, E.from_node, E.from_port, E.to_node, E.to_port);
  3688. undo_redo_man->add_undo_method(graph_plugin.ptr(), "connect_nodes", type, E.from_node, E.from_port, E.to_node, E.to_port);
  3689. }
  3690. }
  3691. }
  3692. undo_redo_man->add_do_method(graph_plugin.ptr(), "update_node", type_id, id);
  3693. undo_redo_man->add_undo_method(graph_plugin.ptr(), "update_node", type_id, id);
  3694. break;
  3695. }
  3696. }
  3697. undo_redo_man->commit_action();
  3698. }
  3699. void VisualShaderEditor::_varying_select_item(Ref<VisualShaderNodeVarying> p_varying, String p_name) {
  3700. String prev_name = p_varying->get_varying_name();
  3701. if (p_name == prev_name) {
  3702. return;
  3703. }
  3704. bool is_getter = Ref<VisualShaderNodeVaryingGetter>(p_varying.ptr()).is_valid();
  3705. Ref<EditorUndoRedoManager> &undo_redo_man = EditorNode::get_undo_redo();
  3706. undo_redo_man->create_action(TTR("Varying Name Changed"));
  3707. undo_redo_man->add_do_method(p_varying.ptr(), "set_varying_name", p_name);
  3708. undo_redo_man->add_undo_method(p_varying.ptr(), "set_varying_name", prev_name);
  3709. VisualShader::VaryingType vtype = p_varying->get_varying_type_by_name(p_name);
  3710. VisualShader::VaryingType prev_vtype = p_varying->get_varying_type_by_name(prev_name);
  3711. bool type_changed = vtype != prev_vtype;
  3712. if (type_changed) {
  3713. undo_redo_man->add_do_method(p_varying.ptr(), "set_varying_type", vtype);
  3714. undo_redo_man->add_undo_method(p_varying.ptr(), "set_varying_type", prev_vtype);
  3715. }
  3716. // update ports
  3717. for (int type_id = 0; type_id < VisualShader::TYPE_MAX; type_id++) {
  3718. VisualShader::Type type = VisualShader::Type(type_id);
  3719. int id = visual_shader->find_node_id(type, p_varying);
  3720. if (id != VisualShader::NODE_ID_INVALID) {
  3721. if (type_changed) {
  3722. List<VisualShader::Connection> conns;
  3723. visual_shader->get_node_connections(type, &conns);
  3724. for (const VisualShader::Connection &E : conns) {
  3725. if (is_getter) {
  3726. if (E.from_node == id) {
  3727. if (visual_shader->is_port_types_compatible(p_varying->get_varying_type_by_name(p_name), visual_shader->get_node(type, E.to_node)->get_input_port_type(E.to_port))) {
  3728. continue;
  3729. }
  3730. undo_redo_man->add_do_method(visual_shader.ptr(), "disconnect_nodes", type, E.from_node, E.from_port, E.to_node, E.to_port);
  3731. undo_redo_man->add_undo_method(visual_shader.ptr(), "connect_nodes", type, E.from_node, E.from_port, E.to_node, E.to_port);
  3732. undo_redo_man->add_do_method(graph_plugin.ptr(), "disconnect_nodes", type, E.from_node, E.from_port, E.to_node, E.to_port);
  3733. undo_redo_man->add_undo_method(graph_plugin.ptr(), "connect_nodes", type, E.from_node, E.from_port, E.to_node, E.to_port);
  3734. }
  3735. } else {
  3736. if (E.to_node == id) {
  3737. if (visual_shader->is_port_types_compatible(p_varying->get_varying_type_by_name(p_name), visual_shader->get_node(type, E.from_node)->get_output_port_type(E.from_port))) {
  3738. continue;
  3739. }
  3740. undo_redo_man->add_do_method(visual_shader.ptr(), "disconnect_nodes", type, E.from_node, E.from_port, E.to_node, E.to_port);
  3741. undo_redo_man->add_undo_method(visual_shader.ptr(), "connect_nodes", type, E.from_node, E.from_port, E.to_node, E.to_port);
  3742. undo_redo_man->add_do_method(graph_plugin.ptr(), "disconnect_nodes", type, E.from_node, E.from_port, E.to_node, E.to_port);
  3743. undo_redo_man->add_undo_method(graph_plugin.ptr(), "connect_nodes", type, E.from_node, E.from_port, E.to_node, E.to_port);
  3744. }
  3745. }
  3746. }
  3747. }
  3748. undo_redo_man->add_do_method(graph_plugin.ptr(), "update_node", type_id, id);
  3749. undo_redo_man->add_undo_method(graph_plugin.ptr(), "update_node", type_id, id);
  3750. break;
  3751. }
  3752. }
  3753. undo_redo_man->commit_action();
  3754. }
  3755. void VisualShaderEditor::_float_constant_selected(int p_which) {
  3756. ERR_FAIL_INDEX(p_which, MAX_FLOAT_CONST_DEFS);
  3757. VisualShader::Type type = get_current_shader_type();
  3758. Ref<VisualShaderNodeFloatConstant> node = visual_shader->get_node(type, selected_float_constant);
  3759. ERR_FAIL_COND(!node.is_valid());
  3760. if (Math::is_equal_approx(node->get_constant(), float_constant_defs[p_which].value)) {
  3761. return; // same
  3762. }
  3763. Ref<EditorUndoRedoManager> &undo_redo = EditorNode::get_undo_redo();
  3764. undo_redo->create_action(vformat(TTR("Set Constant: %s"), float_constant_defs[p_which].name));
  3765. undo_redo->add_do_method(node.ptr(), "set_constant", float_constant_defs[p_which].value);
  3766. undo_redo->add_undo_method(node.ptr(), "set_constant", node->get_constant());
  3767. undo_redo->commit_action();
  3768. }
  3769. void VisualShaderEditor::_member_filter_changed(const String &p_text) {
  3770. _update_options_menu();
  3771. }
  3772. void VisualShaderEditor::_member_selected() {
  3773. TreeItem *item = members->get_selected();
  3774. if (item != nullptr && item->has_meta("id")) {
  3775. members_dialog->get_ok_button()->set_disabled(false);
  3776. highend_label->set_visible(add_options[item->get_meta("id")].highend);
  3777. node_desc->set_text(_get_description(item->get_meta("id")));
  3778. } else {
  3779. highend_label->set_visible(false);
  3780. members_dialog->get_ok_button()->set_disabled(true);
  3781. node_desc->set_text("");
  3782. }
  3783. }
  3784. void VisualShaderEditor::_member_unselected() {
  3785. }
  3786. void VisualShaderEditor::_member_create() {
  3787. TreeItem *item = members->get_selected();
  3788. if (item != nullptr && item->has_meta("id")) {
  3789. int idx = members->get_selected()->get_meta("id");
  3790. _add_node(idx, add_options[idx].ops);
  3791. members_dialog->hide();
  3792. }
  3793. }
  3794. void VisualShaderEditor::_member_cancel() {
  3795. to_node = -1;
  3796. to_slot = -1;
  3797. from_node = -1;
  3798. from_slot = -1;
  3799. }
  3800. void VisualShaderEditor::_update_varying_tree() {
  3801. varyings->clear();
  3802. TreeItem *root = varyings->create_item();
  3803. int count = visual_shader->get_varyings_count();
  3804. for (int i = 0; i < count; i++) {
  3805. const VisualShader::Varying *varying = visual_shader->get_varying_by_index(i);
  3806. if (varying) {
  3807. TreeItem *item = varyings->create_item(root);
  3808. item->set_text(0, varying->name);
  3809. if (i == 0) {
  3810. item->select(0);
  3811. }
  3812. switch (varying->type) {
  3813. case VisualShader::VARYING_TYPE_FLOAT:
  3814. item->set_icon(0, EditorNode::get_singleton()->get_gui_base()->get_theme_icon(SNAME("float"), SNAME("EditorIcons")));
  3815. break;
  3816. case VisualShader::VARYING_TYPE_INT:
  3817. item->set_icon(0, EditorNode::get_singleton()->get_gui_base()->get_theme_icon(SNAME("int"), SNAME("EditorIcons")));
  3818. break;
  3819. case VisualShader::VARYING_TYPE_VECTOR_2D:
  3820. item->set_icon(0, EditorNode::get_singleton()->get_gui_base()->get_theme_icon(SNAME("Vector2"), SNAME("EditorIcons")));
  3821. break;
  3822. case VisualShader::VARYING_TYPE_VECTOR_3D:
  3823. item->set_icon(0, EditorNode::get_singleton()->get_gui_base()->get_theme_icon(SNAME("Vector3"), SNAME("EditorIcons")));
  3824. break;
  3825. case VisualShader::VARYING_TYPE_VECTOR_4D:
  3826. item->set_icon(0, EditorNode::get_singleton()->get_gui_base()->get_theme_icon(SNAME("Vector4"), SNAME("EditorIcons")));
  3827. break;
  3828. case VisualShader::VARYING_TYPE_BOOLEAN:
  3829. item->set_icon(0, EditorNode::get_singleton()->get_gui_base()->get_theme_icon(SNAME("bool"), SNAME("EditorIcons")));
  3830. break;
  3831. case VisualShader::VARYING_TYPE_TRANSFORM:
  3832. item->set_icon(0, EditorNode::get_singleton()->get_gui_base()->get_theme_icon(SNAME("Transform3D"), SNAME("EditorIcons")));
  3833. break;
  3834. default:
  3835. break;
  3836. }
  3837. }
  3838. }
  3839. varying_button->get_popup()->set_item_disabled(int(VaryingMenuOptions::REMOVE), count == 0);
  3840. }
  3841. void VisualShaderEditor::_varying_create() {
  3842. _add_varying(varying_name->get_text(), (VisualShader::VaryingMode)varying_mode->get_selected(), (VisualShader::VaryingType)varying_type->get_selected());
  3843. add_varying_dialog->hide();
  3844. }
  3845. void VisualShaderEditor::_varying_name_changed(const String &p_text) {
  3846. String name = p_text;
  3847. if (!name.is_valid_identifier()) {
  3848. varying_error_label->show();
  3849. varying_error_label->set_text(TTR("Invalid name for varying."));
  3850. add_varying_dialog->get_ok_button()->set_disabled(true);
  3851. return;
  3852. }
  3853. if (visual_shader->has_varying(name)) {
  3854. varying_error_label->show();
  3855. varying_error_label->set_text(TTR("Varying with that name is already exist."));
  3856. add_varying_dialog->get_ok_button()->set_disabled(true);
  3857. return;
  3858. }
  3859. if (varying_error_label->is_visible()) {
  3860. varying_error_label->hide();
  3861. add_varying_dialog->set_size(Size2(add_varying_dialog->get_size().x, 0));
  3862. }
  3863. add_varying_dialog->get_ok_button()->set_disabled(false);
  3864. }
  3865. void VisualShaderEditor::_varying_deleted() {
  3866. TreeItem *item = varyings->get_selected();
  3867. if (item != nullptr) {
  3868. _remove_varying(item->get_text(0));
  3869. remove_varying_dialog->hide();
  3870. }
  3871. }
  3872. void VisualShaderEditor::_varying_selected() {
  3873. add_varying_dialog->get_ok_button()->set_disabled(false);
  3874. }
  3875. void VisualShaderEditor::_varying_unselected() {
  3876. add_varying_dialog->get_ok_button()->set_disabled(true);
  3877. }
  3878. void VisualShaderEditor::_tools_menu_option(int p_idx) {
  3879. TreeItem *category = members->get_root()->get_first_child();
  3880. switch (p_idx) {
  3881. case EXPAND_ALL:
  3882. while (category) {
  3883. category->set_collapsed(false);
  3884. TreeItem *sub_category = category->get_first_child();
  3885. while (sub_category) {
  3886. sub_category->set_collapsed(false);
  3887. sub_category = sub_category->get_next();
  3888. }
  3889. category = category->get_next();
  3890. }
  3891. break;
  3892. case COLLAPSE_ALL:
  3893. while (category) {
  3894. category->set_collapsed(true);
  3895. TreeItem *sub_category = category->get_first_child();
  3896. while (sub_category) {
  3897. sub_category->set_collapsed(true);
  3898. sub_category = sub_category->get_next();
  3899. }
  3900. category = category->get_next();
  3901. }
  3902. break;
  3903. default:
  3904. break;
  3905. }
  3906. }
  3907. void VisualShaderEditor::_node_menu_id_pressed(int p_idx) {
  3908. switch (p_idx) {
  3909. case NodeMenuOptions::ADD:
  3910. _show_members_dialog(true);
  3911. break;
  3912. case NodeMenuOptions::CUT:
  3913. _copy_nodes(true);
  3914. break;
  3915. case NodeMenuOptions::COPY:
  3916. _copy_nodes(false);
  3917. break;
  3918. case NodeMenuOptions::PASTE:
  3919. _paste_nodes(true, menu_point);
  3920. break;
  3921. case NodeMenuOptions::DELETE:
  3922. _delete_nodes_request(TypedArray<StringName>());
  3923. break;
  3924. case NodeMenuOptions::DUPLICATE:
  3925. _duplicate_nodes();
  3926. break;
  3927. case NodeMenuOptions::CLEAR_COPY_BUFFER:
  3928. _clear_copy_buffer();
  3929. break;
  3930. case NodeMenuOptions::CONVERT_CONSTANTS_TO_PARAMETERS:
  3931. _convert_constants_to_parameters(false);
  3932. break;
  3933. case NodeMenuOptions::CONVERT_PARAMETERS_TO_CONSTANTS:
  3934. _convert_constants_to_parameters(true);
  3935. break;
  3936. case NodeMenuOptions::SET_COMMENT_TITLE:
  3937. _comment_title_popup_show(get_screen_position() + get_local_mouse_position(), selected_comment);
  3938. break;
  3939. case NodeMenuOptions::SET_COMMENT_DESCRIPTION:
  3940. _comment_desc_popup_show(get_screen_position() + get_local_mouse_position(), selected_comment);
  3941. break;
  3942. default:
  3943. break;
  3944. }
  3945. }
  3946. Variant VisualShaderEditor::get_drag_data_fw(const Point2 &p_point, Control *p_from) {
  3947. if (p_from == members) {
  3948. TreeItem *it = members->get_item_at_position(p_point);
  3949. if (!it) {
  3950. return Variant();
  3951. }
  3952. if (!it->has_meta("id")) {
  3953. return Variant();
  3954. }
  3955. int id = it->get_meta("id");
  3956. AddOption op = add_options[id];
  3957. Dictionary d;
  3958. d["id"] = id;
  3959. Label *label = memnew(Label);
  3960. label->set_text(it->get_text(0));
  3961. set_drag_preview(label);
  3962. return d;
  3963. }
  3964. return Variant();
  3965. }
  3966. bool VisualShaderEditor::can_drop_data_fw(const Point2 &p_point, const Variant &p_data, Control *p_from) const {
  3967. if (p_from == graph) {
  3968. Dictionary d = p_data;
  3969. if (d.has("id")) {
  3970. return true;
  3971. }
  3972. if (d.has("files")) {
  3973. return true;
  3974. }
  3975. }
  3976. return false;
  3977. }
  3978. void VisualShaderEditor::drop_data_fw(const Point2 &p_point, const Variant &p_data, Control *p_from) {
  3979. if (p_from == graph) {
  3980. Dictionary d = p_data;
  3981. if (d.has("id")) {
  3982. int idx = d["id"];
  3983. saved_node_pos = p_point;
  3984. saved_node_pos_dirty = true;
  3985. _add_node(idx, add_options[idx].ops);
  3986. } else if (d.has("files")) {
  3987. Ref<EditorUndoRedoManager> &undo_redo = EditorNode::get_undo_redo();
  3988. undo_redo->create_action(TTR("Add Node(s) to Visual Shader"));
  3989. if (d["files"].get_type() == Variant::PACKED_STRING_ARRAY) {
  3990. PackedStringArray arr = d["files"];
  3991. for (int i = 0; i < arr.size(); i++) {
  3992. String type = ResourceLoader::get_resource_type(arr[i]);
  3993. if (type == "GDScript") {
  3994. Ref<Script> scr = ResourceLoader::load(arr[i]);
  3995. if (scr->get_instance_base_type() == "VisualShaderNodeCustom") {
  3996. saved_node_pos = p_point + Vector2(0, i * 250 * EDSCALE);
  3997. saved_node_pos_dirty = true;
  3998. int idx = -1;
  3999. for (int j = custom_node_option_idx; j < add_options.size(); j++) {
  4000. if (add_options[j].script.is_valid()) {
  4001. if (add_options[j].script->get_path() == arr[i]) {
  4002. idx = j;
  4003. break;
  4004. }
  4005. }
  4006. }
  4007. if (idx != -1) {
  4008. _add_node(idx, {}, arr[i], i);
  4009. }
  4010. }
  4011. } else if (type == "CurveTexture") {
  4012. saved_node_pos = p_point + Vector2(0, i * 250 * EDSCALE);
  4013. saved_node_pos_dirty = true;
  4014. _add_node(curve_node_option_idx, {}, arr[i], i);
  4015. } else if (type == "CurveXYZTexture") {
  4016. saved_node_pos = p_point + Vector2(0, i * 250 * EDSCALE);
  4017. saved_node_pos_dirty = true;
  4018. _add_node(curve_xyz_node_option_idx, {}, arr[i], i);
  4019. } else if (ClassDB::get_parent_class(type) == "Texture2D") {
  4020. saved_node_pos = p_point + Vector2(0, i * 250 * EDSCALE);
  4021. saved_node_pos_dirty = true;
  4022. _add_node(texture2d_node_option_idx, {}, arr[i], i);
  4023. } else if (type == "Texture2DArray") {
  4024. saved_node_pos = p_point + Vector2(0, i * 250 * EDSCALE);
  4025. saved_node_pos_dirty = true;
  4026. _add_node(texture2d_array_node_option_idx, {}, arr[i], i);
  4027. } else if (ClassDB::get_parent_class(type) == "Texture3D") {
  4028. saved_node_pos = p_point + Vector2(0, i * 250 * EDSCALE);
  4029. saved_node_pos_dirty = true;
  4030. _add_node(texture3d_node_option_idx, {}, arr[i], i);
  4031. } else if (type == "Cubemap") {
  4032. saved_node_pos = p_point + Vector2(0, i * 250 * EDSCALE);
  4033. saved_node_pos_dirty = true;
  4034. _add_node(cubemap_node_option_idx, {}, arr[i], i);
  4035. }
  4036. }
  4037. }
  4038. undo_redo->commit_action();
  4039. }
  4040. }
  4041. }
  4042. void VisualShaderEditor::_show_preview_text() {
  4043. preview_showed = !preview_showed;
  4044. if (preview_showed) {
  4045. if (preview_first) {
  4046. preview_window->set_size(Size2(400 * EDSCALE, 600 * EDSCALE));
  4047. preview_window->popup_centered();
  4048. preview_first = false;
  4049. } else {
  4050. preview_window->popup();
  4051. }
  4052. _preview_size_changed();
  4053. if (pending_update_preview) {
  4054. _update_preview();
  4055. pending_update_preview = false;
  4056. }
  4057. } else {
  4058. preview_window->hide();
  4059. }
  4060. }
  4061. void VisualShaderEditor::_preview_close_requested() {
  4062. preview_showed = false;
  4063. preview_window->hide();
  4064. preview_shader->set_pressed(false);
  4065. }
  4066. void VisualShaderEditor::_preview_size_changed() {
  4067. preview_vbox->set_custom_minimum_size(preview_window->get_size());
  4068. }
  4069. static ShaderLanguage::DataType _get_global_shader_uniform_type(const StringName &p_variable) {
  4070. RS::GlobalShaderParameterType gvt = RS::get_singleton()->global_shader_parameter_get_type(p_variable);
  4071. return (ShaderLanguage::DataType)RS::global_shader_uniform_type_get_shader_datatype(gvt);
  4072. }
  4073. void VisualShaderEditor::_update_preview() {
  4074. if (!preview_showed) {
  4075. pending_update_preview = true;
  4076. return;
  4077. }
  4078. String code = visual_shader->get_code();
  4079. preview_text->set_text(code);
  4080. ShaderLanguage::ShaderCompileInfo info;
  4081. info.functions = ShaderTypes::get_singleton()->get_functions(RenderingServer::ShaderMode(visual_shader->get_mode()));
  4082. info.render_modes = ShaderTypes::get_singleton()->get_modes(RenderingServer::ShaderMode(visual_shader->get_mode()));
  4083. info.shader_types = ShaderTypes::get_singleton()->get_types();
  4084. info.global_shader_uniform_type_func = _get_global_shader_uniform_type;
  4085. ShaderLanguage sl;
  4086. Error err = sl.compile(code, info);
  4087. for (int i = 0; i < preview_text->get_line_count(); i++) {
  4088. preview_text->set_line_background_color(i, Color(0, 0, 0, 0));
  4089. }
  4090. if (err != OK) {
  4091. Color error_line_color = EDITOR_GET("text_editor/theme/highlighting/mark_color");
  4092. preview_text->set_line_background_color(sl.get_error_line() - 1, error_line_color);
  4093. error_panel->show();
  4094. String text = "error(" + itos(sl.get_error_line()) + "): " + sl.get_error_text();
  4095. error_label->set_text(text);
  4096. shader_error = true;
  4097. } else {
  4098. error_panel->hide();
  4099. shader_error = false;
  4100. }
  4101. }
  4102. void VisualShaderEditor::_visibility_changed() {
  4103. if (!is_visible()) {
  4104. if (preview_window->is_visible()) {
  4105. preview_shader->set_pressed(false);
  4106. preview_window->hide();
  4107. preview_showed = false;
  4108. }
  4109. }
  4110. }
  4111. void VisualShaderEditor::_bind_methods() {
  4112. ClassDB::bind_method("_update_nodes", &VisualShaderEditor::_update_nodes);
  4113. ClassDB::bind_method("_update_graph", &VisualShaderEditor::_update_graph);
  4114. ClassDB::bind_method("_add_node", &VisualShaderEditor::_add_node);
  4115. ClassDB::bind_method("_node_changed", &VisualShaderEditor::_node_changed);
  4116. ClassDB::bind_method("_input_select_item", &VisualShaderEditor::_input_select_item);
  4117. ClassDB::bind_method("_parameter_ref_select_item", &VisualShaderEditor::_parameter_ref_select_item);
  4118. ClassDB::bind_method("_varying_select_item", &VisualShaderEditor::_varying_select_item);
  4119. ClassDB::bind_method("_set_node_size", &VisualShaderEditor::_set_node_size);
  4120. ClassDB::bind_method("_clear_copy_buffer", &VisualShaderEditor::_clear_copy_buffer);
  4121. ClassDB::bind_method("_update_parameters", &VisualShaderEditor::_update_parameters);
  4122. ClassDB::bind_method("_update_varyings", &VisualShaderEditor::_update_varyings);
  4123. ClassDB::bind_method("_update_varying_tree", &VisualShaderEditor::_update_varying_tree);
  4124. ClassDB::bind_method("_set_mode", &VisualShaderEditor::_set_mode);
  4125. ClassDB::bind_method("_nodes_dragged", &VisualShaderEditor::_nodes_dragged);
  4126. ClassDB::bind_method("_float_constant_selected", &VisualShaderEditor::_float_constant_selected);
  4127. ClassDB::bind_method("_update_constant", &VisualShaderEditor::_update_constant);
  4128. ClassDB::bind_method("_update_parameter", &VisualShaderEditor::_update_parameter);
  4129. ClassDB::bind_method("_expand_output_port", &VisualShaderEditor::_expand_output_port);
  4130. ClassDB::bind_method("_update_options_menu_deferred", &VisualShaderEditor::_update_options_menu_deferred);
  4131. ClassDB::bind_method("_rebuild_shader_deferred", &VisualShaderEditor::_rebuild_shader_deferred);
  4132. ClassDB::bind_method(D_METHOD("_get_drag_data_fw"), &VisualShaderEditor::get_drag_data_fw);
  4133. ClassDB::bind_method(D_METHOD("_can_drop_data_fw"), &VisualShaderEditor::can_drop_data_fw);
  4134. ClassDB::bind_method(D_METHOD("_drop_data_fw"), &VisualShaderEditor::drop_data_fw);
  4135. ClassDB::bind_method("_is_available", &VisualShaderEditor::_is_available);
  4136. }
  4137. VisualShaderEditor::VisualShaderEditor() {
  4138. ShaderLanguage::get_keyword_list(&keyword_list);
  4139. EditorNode::get_singleton()->connect("resource_saved", callable_mp(this, &VisualShaderEditor::update_custom_type));
  4140. graph = memnew(GraphEdit);
  4141. graph->get_zoom_hbox()->set_h_size_flags(SIZE_EXPAND_FILL);
  4142. graph->set_v_size_flags(SIZE_EXPAND_FILL);
  4143. graph->set_h_size_flags(SIZE_EXPAND_FILL);
  4144. graph->set_show_zoom_label(true);
  4145. add_child(graph);
  4146. graph->set_drag_forwarding(this);
  4147. float graph_minimap_opacity = EDITOR_GET("editors/visual_editors/minimap_opacity");
  4148. graph->set_minimap_opacity(graph_minimap_opacity);
  4149. float graph_lines_curvature = EDITOR_GET("editors/visual_editors/lines_curvature");
  4150. graph->set_connection_lines_curvature(graph_lines_curvature);
  4151. graph->add_valid_right_disconnect_type(VisualShaderNode::PORT_TYPE_SCALAR);
  4152. graph->add_valid_right_disconnect_type(VisualShaderNode::PORT_TYPE_SCALAR_INT);
  4153. graph->add_valid_right_disconnect_type(VisualShaderNode::PORT_TYPE_BOOLEAN);
  4154. graph->add_valid_right_disconnect_type(VisualShaderNode::PORT_TYPE_VECTOR_2D);
  4155. graph->add_valid_right_disconnect_type(VisualShaderNode::PORT_TYPE_VECTOR_3D);
  4156. graph->add_valid_right_disconnect_type(VisualShaderNode::PORT_TYPE_VECTOR_4D);
  4157. graph->add_valid_right_disconnect_type(VisualShaderNode::PORT_TYPE_TRANSFORM);
  4158. graph->add_valid_right_disconnect_type(VisualShaderNode::PORT_TYPE_SAMPLER);
  4159. //graph->add_valid_left_disconnect_type(0);
  4160. graph->set_v_size_flags(SIZE_EXPAND_FILL);
  4161. graph->connect("connection_request", callable_mp(this, &VisualShaderEditor::_connection_request), CONNECT_DEFERRED);
  4162. graph->connect("disconnection_request", callable_mp(this, &VisualShaderEditor::_disconnection_request), CONNECT_DEFERRED);
  4163. graph->connect("node_selected", callable_mp(this, &VisualShaderEditor::_node_selected));
  4164. graph->connect("scroll_offset_changed", callable_mp(this, &VisualShaderEditor::_scroll_changed));
  4165. graph->connect("duplicate_nodes_request", callable_mp(this, &VisualShaderEditor::_duplicate_nodes));
  4166. graph->connect("copy_nodes_request", callable_mp(this, &VisualShaderEditor::_copy_nodes).bind(false));
  4167. graph->connect("paste_nodes_request", callable_mp(this, &VisualShaderEditor::_paste_nodes).bind(false, Point2()));
  4168. graph->connect("delete_nodes_request", callable_mp(this, &VisualShaderEditor::_delete_nodes_request));
  4169. graph->connect("gui_input", callable_mp(this, &VisualShaderEditor::_graph_gui_input));
  4170. graph->connect("connection_to_empty", callable_mp(this, &VisualShaderEditor::_connection_to_empty));
  4171. graph->connect("connection_from_empty", callable_mp(this, &VisualShaderEditor::_connection_from_empty));
  4172. graph->connect("visibility_changed", callable_mp(this, &VisualShaderEditor::_visibility_changed));
  4173. graph->add_valid_connection_type(VisualShaderNode::PORT_TYPE_SCALAR, VisualShaderNode::PORT_TYPE_SCALAR);
  4174. graph->add_valid_connection_type(VisualShaderNode::PORT_TYPE_SCALAR, VisualShaderNode::PORT_TYPE_SCALAR_INT);
  4175. graph->add_valid_connection_type(VisualShaderNode::PORT_TYPE_SCALAR, VisualShaderNode::PORT_TYPE_VECTOR_2D);
  4176. graph->add_valid_connection_type(VisualShaderNode::PORT_TYPE_SCALAR, VisualShaderNode::PORT_TYPE_VECTOR_3D);
  4177. graph->add_valid_connection_type(VisualShaderNode::PORT_TYPE_SCALAR, VisualShaderNode::PORT_TYPE_VECTOR_4D);
  4178. graph->add_valid_connection_type(VisualShaderNode::PORT_TYPE_SCALAR, VisualShaderNode::PORT_TYPE_BOOLEAN);
  4179. graph->add_valid_connection_type(VisualShaderNode::PORT_TYPE_SCALAR_INT, VisualShaderNode::PORT_TYPE_SCALAR_INT);
  4180. graph->add_valid_connection_type(VisualShaderNode::PORT_TYPE_SCALAR_INT, VisualShaderNode::PORT_TYPE_SCALAR);
  4181. graph->add_valid_connection_type(VisualShaderNode::PORT_TYPE_SCALAR_INT, VisualShaderNode::PORT_TYPE_VECTOR_2D);
  4182. graph->add_valid_connection_type(VisualShaderNode::PORT_TYPE_SCALAR_INT, VisualShaderNode::PORT_TYPE_VECTOR_3D);
  4183. graph->add_valid_connection_type(VisualShaderNode::PORT_TYPE_SCALAR_INT, VisualShaderNode::PORT_TYPE_VECTOR_4D);
  4184. graph->add_valid_connection_type(VisualShaderNode::PORT_TYPE_SCALAR_INT, VisualShaderNode::PORT_TYPE_BOOLEAN);
  4185. graph->add_valid_connection_type(VisualShaderNode::PORT_TYPE_VECTOR_2D, VisualShaderNode::PORT_TYPE_SCALAR);
  4186. graph->add_valid_connection_type(VisualShaderNode::PORT_TYPE_VECTOR_2D, VisualShaderNode::PORT_TYPE_SCALAR_INT);
  4187. graph->add_valid_connection_type(VisualShaderNode::PORT_TYPE_VECTOR_2D, VisualShaderNode::PORT_TYPE_VECTOR_2D);
  4188. graph->add_valid_connection_type(VisualShaderNode::PORT_TYPE_VECTOR_2D, VisualShaderNode::PORT_TYPE_VECTOR_3D);
  4189. graph->add_valid_connection_type(VisualShaderNode::PORT_TYPE_VECTOR_2D, VisualShaderNode::PORT_TYPE_VECTOR_4D);
  4190. graph->add_valid_connection_type(VisualShaderNode::PORT_TYPE_VECTOR_2D, VisualShaderNode::PORT_TYPE_BOOLEAN);
  4191. graph->add_valid_connection_type(VisualShaderNode::PORT_TYPE_VECTOR_3D, VisualShaderNode::PORT_TYPE_SCALAR);
  4192. graph->add_valid_connection_type(VisualShaderNode::PORT_TYPE_VECTOR_3D, VisualShaderNode::PORT_TYPE_SCALAR_INT);
  4193. graph->add_valid_connection_type(VisualShaderNode::PORT_TYPE_VECTOR_3D, VisualShaderNode::PORT_TYPE_VECTOR_2D);
  4194. graph->add_valid_connection_type(VisualShaderNode::PORT_TYPE_VECTOR_3D, VisualShaderNode::PORT_TYPE_VECTOR_3D);
  4195. graph->add_valid_connection_type(VisualShaderNode::PORT_TYPE_VECTOR_3D, VisualShaderNode::PORT_TYPE_VECTOR_4D);
  4196. graph->add_valid_connection_type(VisualShaderNode::PORT_TYPE_VECTOR_3D, VisualShaderNode::PORT_TYPE_BOOLEAN);
  4197. graph->add_valid_connection_type(VisualShaderNode::PORT_TYPE_VECTOR_4D, VisualShaderNode::PORT_TYPE_SCALAR);
  4198. graph->add_valid_connection_type(VisualShaderNode::PORT_TYPE_VECTOR_4D, VisualShaderNode::PORT_TYPE_SCALAR_INT);
  4199. graph->add_valid_connection_type(VisualShaderNode::PORT_TYPE_VECTOR_4D, VisualShaderNode::PORT_TYPE_VECTOR_2D);
  4200. graph->add_valid_connection_type(VisualShaderNode::PORT_TYPE_VECTOR_4D, VisualShaderNode::PORT_TYPE_VECTOR_3D);
  4201. graph->add_valid_connection_type(VisualShaderNode::PORT_TYPE_VECTOR_4D, VisualShaderNode::PORT_TYPE_VECTOR_4D);
  4202. graph->add_valid_connection_type(VisualShaderNode::PORT_TYPE_VECTOR_4D, VisualShaderNode::PORT_TYPE_BOOLEAN);
  4203. graph->add_valid_connection_type(VisualShaderNode::PORT_TYPE_BOOLEAN, VisualShaderNode::PORT_TYPE_SCALAR);
  4204. graph->add_valid_connection_type(VisualShaderNode::PORT_TYPE_BOOLEAN, VisualShaderNode::PORT_TYPE_SCALAR_INT);
  4205. graph->add_valid_connection_type(VisualShaderNode::PORT_TYPE_BOOLEAN, VisualShaderNode::PORT_TYPE_VECTOR_2D);
  4206. graph->add_valid_connection_type(VisualShaderNode::PORT_TYPE_BOOLEAN, VisualShaderNode::PORT_TYPE_VECTOR_3D);
  4207. graph->add_valid_connection_type(VisualShaderNode::PORT_TYPE_BOOLEAN, VisualShaderNode::PORT_TYPE_VECTOR_4D);
  4208. graph->add_valid_connection_type(VisualShaderNode::PORT_TYPE_BOOLEAN, VisualShaderNode::PORT_TYPE_BOOLEAN);
  4209. graph->add_valid_connection_type(VisualShaderNode::PORT_TYPE_TRANSFORM, VisualShaderNode::PORT_TYPE_TRANSFORM);
  4210. graph->add_valid_connection_type(VisualShaderNode::PORT_TYPE_SAMPLER, VisualShaderNode::PORT_TYPE_SAMPLER);
  4211. VSeparator *vs = memnew(VSeparator);
  4212. graph->get_zoom_hbox()->add_child(vs);
  4213. graph->get_zoom_hbox()->move_child(vs, 0);
  4214. custom_mode_box = memnew(CheckBox);
  4215. custom_mode_box->set_text(TTR("Custom"));
  4216. custom_mode_box->set_pressed(false);
  4217. custom_mode_box->set_visible(false);
  4218. custom_mode_box->connect("toggled", callable_mp(this, &VisualShaderEditor::_custom_mode_toggled));
  4219. edit_type_standard = memnew(OptionButton);
  4220. edit_type_standard->add_item(TTR("Vertex"));
  4221. edit_type_standard->add_item(TTR("Fragment"));
  4222. edit_type_standard->add_item(TTR("Light"));
  4223. edit_type_standard->select(1);
  4224. edit_type_standard->connect("item_selected", callable_mp(this, &VisualShaderEditor::_mode_selected));
  4225. edit_type_particles = memnew(OptionButton);
  4226. edit_type_particles->add_item(TTR("Start"));
  4227. edit_type_particles->add_item(TTR("Process"));
  4228. edit_type_particles->add_item(TTR("Collide"));
  4229. edit_type_particles->select(0);
  4230. edit_type_particles->connect("item_selected", callable_mp(this, &VisualShaderEditor::_mode_selected));
  4231. edit_type_sky = memnew(OptionButton);
  4232. edit_type_sky->add_item(TTR("Sky"));
  4233. edit_type_sky->select(0);
  4234. edit_type_sky->connect("item_selected", callable_mp(this, &VisualShaderEditor::_mode_selected));
  4235. edit_type_fog = memnew(OptionButton);
  4236. edit_type_fog->add_item(TTR("Fog"));
  4237. edit_type_fog->select(0);
  4238. edit_type_fog->connect("item_selected", callable_mp(this, &VisualShaderEditor::_mode_selected));
  4239. edit_type = edit_type_standard;
  4240. graph->get_zoom_hbox()->add_child(custom_mode_box);
  4241. graph->get_zoom_hbox()->move_child(custom_mode_box, 0);
  4242. graph->get_zoom_hbox()->add_child(edit_type_standard);
  4243. graph->get_zoom_hbox()->move_child(edit_type_standard, 0);
  4244. graph->get_zoom_hbox()->add_child(edit_type_particles);
  4245. graph->get_zoom_hbox()->move_child(edit_type_particles, 0);
  4246. graph->get_zoom_hbox()->add_child(edit_type_sky);
  4247. graph->get_zoom_hbox()->move_child(edit_type_sky, 0);
  4248. graph->get_zoom_hbox()->add_child(edit_type_fog);
  4249. graph->get_zoom_hbox()->move_child(edit_type_fog, 0);
  4250. add_node = memnew(Button);
  4251. add_node->set_flat(true);
  4252. add_node->set_text(TTR("Add Node..."));
  4253. graph->get_zoom_hbox()->add_child(add_node);
  4254. graph->get_zoom_hbox()->move_child(add_node, 0);
  4255. add_node->connect("pressed", callable_mp(this, &VisualShaderEditor::_show_members_dialog).bind(false, VisualShaderNode::PORT_TYPE_MAX, VisualShaderNode::PORT_TYPE_MAX));
  4256. varying_button = memnew(MenuButton);
  4257. varying_button->set_text(TTR("Manage Varyings"));
  4258. varying_button->set_switch_on_hover(true);
  4259. graph->get_zoom_hbox()->add_child(varying_button);
  4260. PopupMenu *varying_menu = varying_button->get_popup();
  4261. varying_menu->add_item(TTR("Add Varying"), int(VaryingMenuOptions::ADD));
  4262. varying_menu->add_item(TTR("Remove Varying"), int(VaryingMenuOptions::REMOVE));
  4263. varying_menu->connect("id_pressed", callable_mp(this, &VisualShaderEditor::_varying_menu_id_pressed));
  4264. preview_shader = memnew(Button);
  4265. preview_shader->set_flat(true);
  4266. preview_shader->set_toggle_mode(true);
  4267. preview_shader->set_tooltip_text(TTR("Show generated shader code."));
  4268. graph->get_zoom_hbox()->add_child(preview_shader);
  4269. preview_shader->connect("pressed", callable_mp(this, &VisualShaderEditor::_show_preview_text));
  4270. ///////////////////////////////////////
  4271. // PREVIEW WINDOW
  4272. ///////////////////////////////////////
  4273. preview_window = memnew(Window);
  4274. preview_window->set_title(TTR("Generated Shader Code"));
  4275. preview_window->set_visible(preview_showed);
  4276. preview_window->connect("close_requested", callable_mp(this, &VisualShaderEditor::_preview_close_requested));
  4277. preview_window->connect("size_changed", callable_mp(this, &VisualShaderEditor::_preview_size_changed));
  4278. add_child(preview_window);
  4279. preview_vbox = memnew(VBoxContainer);
  4280. preview_window->add_child(preview_vbox);
  4281. preview_vbox->add_theme_constant_override("separation", 0);
  4282. preview_text = memnew(CodeEdit);
  4283. syntax_highlighter.instantiate();
  4284. preview_vbox->add_child(preview_text);
  4285. preview_text->set_v_size_flags(Control::SIZE_EXPAND_FILL);
  4286. preview_text->set_syntax_highlighter(syntax_highlighter);
  4287. preview_text->set_draw_line_numbers(true);
  4288. preview_text->set_editable(false);
  4289. error_panel = memnew(PanelContainer);
  4290. preview_vbox->add_child(error_panel);
  4291. error_panel->set_visible(false);
  4292. error_label = memnew(Label);
  4293. error_panel->add_child(error_label);
  4294. error_label->set_autowrap_mode(TextServer::AUTOWRAP_WORD_SMART);
  4295. ///////////////////////////////////////
  4296. // POPUP MENU
  4297. ///////////////////////////////////////
  4298. popup_menu = memnew(PopupMenu);
  4299. add_child(popup_menu);
  4300. popup_menu->add_item(TTR("Add Node"), NodeMenuOptions::ADD);
  4301. popup_menu->add_separator();
  4302. popup_menu->add_item(TTR("Cut"), NodeMenuOptions::CUT);
  4303. popup_menu->add_item(TTR("Copy"), NodeMenuOptions::COPY);
  4304. popup_menu->add_item(TTR("Paste"), NodeMenuOptions::PASTE);
  4305. popup_menu->add_item(TTR("Delete"), NodeMenuOptions::DELETE);
  4306. popup_menu->add_item(TTR("Duplicate"), NodeMenuOptions::DUPLICATE);
  4307. popup_menu->add_item(TTR("Clear Copy Buffer"), NodeMenuOptions::CLEAR_COPY_BUFFER);
  4308. popup_menu->connect("id_pressed", callable_mp(this, &VisualShaderEditor::_node_menu_id_pressed));
  4309. ///////////////////////////////////////
  4310. // SHADER NODES TREE
  4311. ///////////////////////////////////////
  4312. VBoxContainer *members_vb = memnew(VBoxContainer);
  4313. members_vb->set_v_size_flags(SIZE_EXPAND_FILL);
  4314. HBoxContainer *filter_hb = memnew(HBoxContainer);
  4315. members_vb->add_child(filter_hb);
  4316. node_filter = memnew(LineEdit);
  4317. filter_hb->add_child(node_filter);
  4318. node_filter->connect("text_changed", callable_mp(this, &VisualShaderEditor::_member_filter_changed));
  4319. node_filter->connect("gui_input", callable_mp(this, &VisualShaderEditor::_sbox_input));
  4320. node_filter->set_h_size_flags(SIZE_EXPAND_FILL);
  4321. node_filter->set_placeholder(TTR("Search"));
  4322. tools = memnew(MenuButton);
  4323. filter_hb->add_child(tools);
  4324. tools->set_tooltip_text(TTR("Options"));
  4325. tools->get_popup()->connect("id_pressed", callable_mp(this, &VisualShaderEditor::_tools_menu_option));
  4326. tools->get_popup()->add_item(TTR("Expand All"), EXPAND_ALL);
  4327. tools->get_popup()->add_item(TTR("Collapse All"), COLLAPSE_ALL);
  4328. members = memnew(Tree);
  4329. members_vb->add_child(members);
  4330. members->set_drag_forwarding(this);
  4331. members->set_h_size_flags(SIZE_EXPAND_FILL);
  4332. members->set_v_size_flags(SIZE_EXPAND_FILL);
  4333. members->set_hide_root(true);
  4334. members->set_allow_reselect(true);
  4335. members->set_hide_folding(false);
  4336. members->set_custom_minimum_size(Size2(180 * EDSCALE, 200 * EDSCALE));
  4337. members->connect("item_activated", callable_mp(this, &VisualShaderEditor::_member_create));
  4338. members->connect("item_selected", callable_mp(this, &VisualShaderEditor::_member_selected));
  4339. members->connect("nothing_selected", callable_mp(this, &VisualShaderEditor::_member_unselected));
  4340. HBoxContainer *desc_hbox = memnew(HBoxContainer);
  4341. members_vb->add_child(desc_hbox);
  4342. Label *desc_label = memnew(Label);
  4343. desc_hbox->add_child(desc_label);
  4344. desc_label->set_text(TTR("Description:"));
  4345. desc_hbox->add_spacer();
  4346. highend_label = memnew(Label);
  4347. desc_hbox->add_child(highend_label);
  4348. highend_label->set_visible(false);
  4349. highend_label->set_text("Vulkan");
  4350. highend_label->set_mouse_filter(Control::MOUSE_FILTER_STOP);
  4351. highend_label->set_tooltip_text(TTR("High-end node"));
  4352. node_desc = memnew(RichTextLabel);
  4353. members_vb->add_child(node_desc);
  4354. node_desc->set_h_size_flags(SIZE_EXPAND_FILL);
  4355. node_desc->set_v_size_flags(SIZE_FILL);
  4356. node_desc->set_custom_minimum_size(Size2(0, 70 * EDSCALE));
  4357. members_dialog = memnew(ConfirmationDialog);
  4358. members_dialog->set_title(TTR("Create Shader Node"));
  4359. members_dialog->set_exclusive(false);
  4360. members_dialog->add_child(members_vb);
  4361. members_dialog->set_ok_button_text(TTR("Create"));
  4362. members_dialog->get_ok_button()->connect("pressed", callable_mp(this, &VisualShaderEditor::_member_create));
  4363. members_dialog->get_ok_button()->set_disabled(true);
  4364. members_dialog->connect("cancelled", callable_mp(this, &VisualShaderEditor::_member_cancel));
  4365. add_child(members_dialog);
  4366. // add varyings dialog
  4367. {
  4368. add_varying_dialog = memnew(ConfirmationDialog);
  4369. add_varying_dialog->set_title(TTR("Create Shader Varying"));
  4370. add_varying_dialog->set_exclusive(false);
  4371. add_varying_dialog->set_ok_button_text(TTR("Create"));
  4372. add_varying_dialog->get_ok_button()->connect("pressed", callable_mp(this, &VisualShaderEditor::_varying_create));
  4373. add_varying_dialog->get_ok_button()->set_disabled(true);
  4374. add_child(add_varying_dialog);
  4375. VBoxContainer *vb = memnew(VBoxContainer);
  4376. add_varying_dialog->add_child(vb);
  4377. HBoxContainer *hb = memnew(HBoxContainer);
  4378. vb->add_child(hb);
  4379. hb->set_h_size_flags(SIZE_EXPAND_FILL);
  4380. varying_type = memnew(OptionButton);
  4381. hb->add_child(varying_type);
  4382. varying_type->add_item("Float");
  4383. varying_type->add_item("Int");
  4384. varying_type->add_item("Vector2");
  4385. varying_type->add_item("Vector3");
  4386. varying_type->add_item("Vector4");
  4387. varying_type->add_item("Boolean");
  4388. varying_type->add_item("Transform");
  4389. varying_name = memnew(LineEdit);
  4390. hb->add_child(varying_name);
  4391. varying_name->set_custom_minimum_size(Size2(150 * EDSCALE, 0));
  4392. varying_name->set_h_size_flags(SIZE_EXPAND_FILL);
  4393. varying_name->connect("text_changed", callable_mp(this, &VisualShaderEditor::_varying_name_changed));
  4394. varying_mode = memnew(OptionButton);
  4395. hb->add_child(varying_mode);
  4396. varying_mode->add_item("Vertex -> [Fragment, Light]");
  4397. varying_mode->add_item("Fragment -> Light");
  4398. varying_error_label = memnew(Label);
  4399. vb->add_child(varying_error_label);
  4400. varying_error_label->set_h_size_flags(SIZE_EXPAND_FILL);
  4401. varying_error_label->hide();
  4402. }
  4403. // remove varying dialog
  4404. {
  4405. remove_varying_dialog = memnew(ConfirmationDialog);
  4406. remove_varying_dialog->set_title(TTR("Delete Shader Varying"));
  4407. remove_varying_dialog->set_exclusive(false);
  4408. remove_varying_dialog->set_ok_button_text(TTR("Delete"));
  4409. remove_varying_dialog->get_ok_button()->connect("pressed", callable_mp(this, &VisualShaderEditor::_varying_deleted));
  4410. add_child(remove_varying_dialog);
  4411. VBoxContainer *vb = memnew(VBoxContainer);
  4412. remove_varying_dialog->add_child(vb);
  4413. varyings = memnew(Tree);
  4414. vb->add_child(varyings);
  4415. varyings->set_h_size_flags(SIZE_EXPAND_FILL);
  4416. varyings->set_v_size_flags(SIZE_EXPAND_FILL);
  4417. varyings->set_hide_root(true);
  4418. varyings->set_allow_reselect(true);
  4419. varyings->set_hide_folding(false);
  4420. varyings->set_custom_minimum_size(Size2(180 * EDSCALE, 200 * EDSCALE));
  4421. varyings->connect("item_activated", callable_mp(this, &VisualShaderEditor::_varying_deleted));
  4422. varyings->connect("item_selected", callable_mp(this, &VisualShaderEditor::_varying_selected));
  4423. varyings->connect("nothing_selected", callable_mp(this, &VisualShaderEditor::_varying_unselected));
  4424. }
  4425. alert = memnew(AcceptDialog);
  4426. alert->get_label()->set_autowrap_mode(TextServer::AUTOWRAP_WORD);
  4427. alert->get_label()->set_horizontal_alignment(HORIZONTAL_ALIGNMENT_CENTER);
  4428. alert->get_label()->set_vertical_alignment(VERTICAL_ALIGNMENT_CENTER);
  4429. alert->get_label()->set_custom_minimum_size(Size2(400, 60) * EDSCALE);
  4430. add_child(alert);
  4431. comment_title_change_popup = memnew(PopupPanel);
  4432. comment_title_change_edit = memnew(LineEdit);
  4433. comment_title_change_edit->set_expand_to_text_length_enabled(true);
  4434. comment_title_change_edit->connect("text_changed", callable_mp(this, &VisualShaderEditor::_comment_title_text_changed));
  4435. comment_title_change_edit->connect("text_submitted", callable_mp(this, &VisualShaderEditor::_comment_title_text_submitted));
  4436. comment_title_change_popup->add_child(comment_title_change_edit);
  4437. comment_title_change_edit->reset_size();
  4438. comment_title_change_popup->reset_size();
  4439. comment_title_change_popup->connect("focus_exited", callable_mp(this, &VisualShaderEditor::_comment_title_popup_focus_out));
  4440. comment_title_change_popup->connect("popup_hide", callable_mp(this, &VisualShaderEditor::_comment_title_popup_hide));
  4441. add_child(comment_title_change_popup);
  4442. comment_desc_change_popup = memnew(PopupPanel);
  4443. VBoxContainer *comment_desc_vbox = memnew(VBoxContainer);
  4444. comment_desc_change_popup->add_child(comment_desc_vbox);
  4445. comment_desc_change_edit = memnew(TextEdit);
  4446. comment_desc_change_edit->connect("text_changed", callable_mp(this, &VisualShaderEditor::_comment_desc_text_changed));
  4447. comment_desc_vbox->add_child(comment_desc_change_edit);
  4448. comment_desc_change_edit->set_custom_minimum_size(Size2(300 * EDSCALE, 150 * EDSCALE));
  4449. comment_desc_change_edit->reset_size();
  4450. comment_desc_change_popup->reset_size();
  4451. comment_desc_change_popup->connect("focus_exited", callable_mp(this, &VisualShaderEditor::_comment_desc_confirm));
  4452. comment_desc_change_popup->connect("popup_hide", callable_mp(this, &VisualShaderEditor::_comment_desc_popup_hide));
  4453. Button *comment_desc_confirm_button = memnew(Button);
  4454. comment_desc_confirm_button->set_text(TTR("OK"));
  4455. comment_desc_vbox->add_child(comment_desc_confirm_button);
  4456. comment_desc_confirm_button->connect("pressed", callable_mp(this, &VisualShaderEditor::_comment_desc_confirm));
  4457. add_child(comment_desc_change_popup);
  4458. ///////////////////////////////////////
  4459. // SHADER NODES TREE OPTIONS
  4460. ///////////////////////////////////////
  4461. // COLOR
  4462. add_options.push_back(AddOption("ColorFunc", "Color/Common", "VisualShaderNodeColorFunc", TTR("Color function."), {}, VisualShaderNode::PORT_TYPE_VECTOR_3D));
  4463. add_options.push_back(AddOption("ColorOp", "Color/Common", "VisualShaderNodeColorOp", TTR("Color operator."), {}, VisualShaderNode::PORT_TYPE_VECTOR_3D));
  4464. add_options.push_back(AddOption("Grayscale", "Color/Functions", "VisualShaderNodeColorFunc", TTR("Grayscale function."), { VisualShaderNodeColorFunc::FUNC_GRAYSCALE }, VisualShaderNode::PORT_TYPE_VECTOR_3D));
  4465. add_options.push_back(AddOption("HSV2RGB", "Color/Functions", "VisualShaderNodeColorFunc", TTR("Converts HSV vector to RGB equivalent."), { VisualShaderNodeColorFunc::FUNC_HSV2RGB, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_3D }, VisualShaderNode::PORT_TYPE_VECTOR_3D));
  4466. add_options.push_back(AddOption("RGB2HSV", "Color/Functions", "VisualShaderNodeColorFunc", TTR("Converts RGB vector to HSV equivalent."), { VisualShaderNodeColorFunc::FUNC_RGB2HSV, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_3D }, VisualShaderNode::PORT_TYPE_VECTOR_3D));
  4467. add_options.push_back(AddOption("Sepia", "Color/Functions", "VisualShaderNodeColorFunc", TTR("Sepia function."), { VisualShaderNodeColorFunc::FUNC_SEPIA }, VisualShaderNode::PORT_TYPE_VECTOR_3D));
  4468. add_options.push_back(AddOption("Burn", "Color/Operators", "VisualShaderNodeColorOp", TTR("Burn operator."), { VisualShaderNodeColorOp::OP_BURN }, VisualShaderNode::PORT_TYPE_VECTOR_3D));
  4469. add_options.push_back(AddOption("Darken", "Color/Operators", "VisualShaderNodeColorOp", TTR("Darken operator."), { VisualShaderNodeColorOp::OP_DARKEN }, VisualShaderNode::PORT_TYPE_VECTOR_3D));
  4470. add_options.push_back(AddOption("Difference", "Color/Operators", "VisualShaderNodeColorOp", TTR("Difference operator."), { VisualShaderNodeColorOp::OP_DIFFERENCE }, VisualShaderNode::PORT_TYPE_VECTOR_3D));
  4471. add_options.push_back(AddOption("Dodge", "Color/Operators", "VisualShaderNodeColorOp", TTR("Dodge operator."), { VisualShaderNodeColorOp::OP_DODGE }, VisualShaderNode::PORT_TYPE_VECTOR_3D));
  4472. add_options.push_back(AddOption("HardLight", "Color/Operators", "VisualShaderNodeColorOp", TTR("HardLight operator."), { VisualShaderNodeColorOp::OP_HARD_LIGHT }, VisualShaderNode::PORT_TYPE_VECTOR_3D));
  4473. add_options.push_back(AddOption("Lighten", "Color/Operators", "VisualShaderNodeColorOp", TTR("Lighten operator."), { VisualShaderNodeColorOp::OP_LIGHTEN }, VisualShaderNode::PORT_TYPE_VECTOR_3D));
  4474. add_options.push_back(AddOption("Overlay", "Color/Operators", "VisualShaderNodeColorOp", TTR("Overlay operator."), { VisualShaderNodeColorOp::OP_OVERLAY }, VisualShaderNode::PORT_TYPE_VECTOR_3D));
  4475. add_options.push_back(AddOption("Screen", "Color/Operators", "VisualShaderNodeColorOp", TTR("Screen operator."), { VisualShaderNodeColorOp::OP_SCREEN }, VisualShaderNode::PORT_TYPE_VECTOR_3D));
  4476. add_options.push_back(AddOption("SoftLight", "Color/Operators", "VisualShaderNodeColorOp", TTR("SoftLight operator."), { VisualShaderNodeColorOp::OP_SOFT_LIGHT }, VisualShaderNode::PORT_TYPE_VECTOR_3D));
  4477. add_options.push_back(AddOption("ColorConstant", "Color/Variables", "VisualShaderNodeColorConstant", TTR("Color constant."), {}, VisualShaderNode::PORT_TYPE_VECTOR_4D));
  4478. add_options.push_back(AddOption("ColorParameter", "Color/Variables", "VisualShaderNodeColorParameter", TTR("Color parameter."), {}, VisualShaderNode::PORT_TYPE_VECTOR_4D));
  4479. // COMMON
  4480. 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));
  4481. // CONDITIONAL
  4482. const String &compare_func_desc = TTR("Returns the boolean result of the %s comparison between two parameters.");
  4483. add_options.push_back(AddOption("Equal (==)", "Conditional/Functions", "VisualShaderNodeCompare", vformat(compare_func_desc, TTR("Equal (==)")), { VisualShaderNodeCompare::FUNC_EQUAL }, VisualShaderNode::PORT_TYPE_BOOLEAN));
  4484. add_options.push_back(AddOption("GreaterThan (>)", "Conditional/Functions", "VisualShaderNodeCompare", vformat(compare_func_desc, TTR("Greater Than (>)")), { VisualShaderNodeCompare::FUNC_GREATER_THAN }, VisualShaderNode::PORT_TYPE_BOOLEAN));
  4485. 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));
  4486. 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));
  4487. 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));
  4488. 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));
  4489. add_options.push_back(AddOption("LessThan (<)", "Conditional/Functions", "VisualShaderNodeCompare", vformat(compare_func_desc, TTR("Less Than (<)")), { VisualShaderNodeCompare::FUNC_LESS_THAN }, VisualShaderNode::PORT_TYPE_BOOLEAN));
  4490. 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));
  4491. add_options.push_back(AddOption("NotEqual (!=)", "Conditional/Functions", "VisualShaderNodeCompare", vformat(compare_func_desc, TTR("Not Equal (!=)")), { VisualShaderNodeCompare::FUNC_NOT_EQUAL }, VisualShaderNode::PORT_TYPE_BOOLEAN));
  4492. 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));
  4493. 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));
  4494. 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));
  4495. 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));
  4496. 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));
  4497. 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));
  4498. add_options.push_back(AddOption("Compare (==)", "Conditional/Common", "VisualShaderNodeCompare", TTR("Returns the boolean result of the comparison between two parameters."), {}, VisualShaderNode::PORT_TYPE_BOOLEAN));
  4499. 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));
  4500. add_options.push_back(AddOption("BooleanConstant", "Conditional/Variables", "VisualShaderNodeBooleanConstant", TTR("Boolean constant."), {}, VisualShaderNode::PORT_TYPE_BOOLEAN));
  4501. add_options.push_back(AddOption("BooleanParameter", "Conditional/Variables", "VisualShaderNodeBooleanParameter", TTR("Boolean parameter."), {}, VisualShaderNode::PORT_TYPE_BOOLEAN));
  4502. // INPUT
  4503. const String translation_gdsl = "\n\n" + TTR("Translated to '%s' in Godot Shading Language.");
  4504. const String input_param_shader_modes = TTR("'%s' input parameter for all shader modes.") + translation_gdsl;
  4505. // NODE3D-FOR-ALL
  4506. add_options.push_back(AddOption("InvProjectionMatrix", "Input/All", "VisualShaderNodeInput", vformat(input_param_shader_modes, "inv_projection_matrix", "INV_PROJECTION_MATRIX"), { "inv_projection_matrix" }, VisualShaderNode::PORT_TYPE_TRANSFORM, -1, Shader::MODE_SPATIAL));
  4507. add_options.push_back(AddOption("InvViewMatrix", "Input/All", "VisualShaderNodeInput", vformat(input_param_shader_modes, "inv_view_matrix", "INV_VIEW_MATRIX"), { "inv_view_matrix" }, VisualShaderNode::PORT_TYPE_TRANSFORM, -1, Shader::MODE_SPATIAL));
  4508. add_options.push_back(AddOption("ModelMatrix", "Input/All", "VisualShaderNodeInput", vformat(input_param_shader_modes, "model_matrix", "MODEL_MATRIX"), { "model_matrix" }, VisualShaderNode::PORT_TYPE_TRANSFORM, -1, Shader::MODE_SPATIAL));
  4509. add_options.push_back(AddOption("Normal", "Input/All", "VisualShaderNodeInput", vformat(input_param_shader_modes, "normal", "NORMAL"), { "normal" }, VisualShaderNode::PORT_TYPE_VECTOR_3D, -1, Shader::MODE_SPATIAL));
  4510. add_options.push_back(AddOption("OutputIsSRGB", "Input/All", "VisualShaderNodeInput", vformat(input_param_shader_modes, "output_is_srgb", "OUTPUT_IS_SRGB"), { "output_is_srgb" }, VisualShaderNode::PORT_TYPE_BOOLEAN, -1, Shader::MODE_SPATIAL));
  4511. add_options.push_back(AddOption("ProjectionMatrix", "Input/All", "VisualShaderNodeInput", vformat(input_param_shader_modes, "projection_matrix", "PROJECTION_MATRIX"), { "projection_matrix" }, VisualShaderNode::PORT_TYPE_TRANSFORM, -1, Shader::MODE_SPATIAL));
  4512. add_options.push_back(AddOption("Time", "Input/All", "VisualShaderNodeInput", vformat(input_param_shader_modes, "time", "TIME"), { "time" }, VisualShaderNode::PORT_TYPE_SCALAR, -1, Shader::MODE_SPATIAL));
  4513. add_options.push_back(AddOption("UV", "Input/All", "VisualShaderNodeInput", vformat(input_param_shader_modes, "uv", "UV"), { "uv" }, VisualShaderNode::PORT_TYPE_VECTOR_2D, -1, Shader::MODE_SPATIAL));
  4514. add_options.push_back(AddOption("UV2", "Input/All", "VisualShaderNodeInput", vformat(input_param_shader_modes, "uv2", "UV2"), { "uv2" }, VisualShaderNode::PORT_TYPE_VECTOR_2D, -1, Shader::MODE_SPATIAL));
  4515. add_options.push_back(AddOption("ViewMatrix", "Input/All", "VisualShaderNodeInput", vformat(input_param_shader_modes, "view_matrix", "VIEW_MATRIX"), { "view_matrix" }, VisualShaderNode::PORT_TYPE_TRANSFORM, -1, Shader::MODE_SPATIAL));
  4516. add_options.push_back(AddOption("ViewportSize", "Input/All", "VisualShaderNodeInput", vformat(input_param_shader_modes, "viewport_size", "VIEWPORT_SIZE"), { "viewport_size" }, VisualShaderNode::PORT_TYPE_VECTOR_2D, -1, Shader::MODE_SPATIAL));
  4517. // CANVASITEM-FOR-ALL
  4518. add_options.push_back(AddOption("Color", "Input/All", "VisualShaderNodeInput", vformat(input_param_shader_modes, "color", "COLOR"), { "color" }, VisualShaderNode::PORT_TYPE_VECTOR_4D, -1, Shader::MODE_CANVAS_ITEM));
  4519. add_options.push_back(AddOption("TexturePixelSize", "Input/All", "VisualShaderNodeInput", vformat(input_param_shader_modes, "texture_pixel_size", "TEXTURE_PIXEL_SIZE"), { "texture_pixel_size" }, VisualShaderNode::PORT_TYPE_VECTOR_2D, -1, Shader::MODE_CANVAS_ITEM));
  4520. add_options.push_back(AddOption("Time", "Input/All", "VisualShaderNodeInput", vformat(input_param_shader_modes, "time", "TIME"), { "time" }, VisualShaderNode::PORT_TYPE_SCALAR, -1, Shader::MODE_CANVAS_ITEM));
  4521. add_options.push_back(AddOption("UV", "Input/All", "VisualShaderNodeInput", vformat(input_param_shader_modes, "uv", "UV"), { "uv" }, VisualShaderNode::PORT_TYPE_VECTOR_2D, -1, Shader::MODE_CANVAS_ITEM));
  4522. // PARTICLES-FOR-ALL
  4523. add_options.push_back(AddOption("Active", "Input/All", "VisualShaderNodeInput", vformat(input_param_shader_modes, "active", "ACTIVE"), { "active" }, VisualShaderNode::PORT_TYPE_BOOLEAN, -1, Shader::MODE_PARTICLES));
  4524. add_options.push_back(AddOption("AttractorForce", "Input/All", "VisualShaderNodeInput", vformat(input_param_shader_modes, "attractor_force", "ATTRACTOR_FORCE"), { "attractor_force" }, VisualShaderNode::PORT_TYPE_VECTOR_3D, -1, Shader::MODE_PARTICLES));
  4525. add_options.push_back(AddOption("Color", "Input/All", "VisualShaderNodeInput", vformat(input_param_shader_modes, "color", "COLOR"), { "color" }, VisualShaderNode::PORT_TYPE_VECTOR_4D, -1, Shader::MODE_PARTICLES));
  4526. add_options.push_back(AddOption("Custom", "Input/All", "VisualShaderNodeInput", vformat(input_param_shader_modes, "custom", "CUSTOM"), { "custom" }, VisualShaderNode::PORT_TYPE_VECTOR_4D, -1, Shader::MODE_PARTICLES));
  4527. add_options.push_back(AddOption("Delta", "Input/All", "VisualShaderNodeInput", vformat(input_param_shader_modes, "delta", "DELTA"), { "delta" }, VisualShaderNode::PORT_TYPE_SCALAR, -1, Shader::MODE_PARTICLES));
  4528. add_options.push_back(AddOption("EmissionTransform", "Input/All", "VisualShaderNodeInput", vformat(input_param_shader_modes, "emission_transform", "EMISSION_TRANSFORM"), { "emission_transform" }, VisualShaderNode::PORT_TYPE_TRANSFORM, -1, Shader::MODE_PARTICLES));
  4529. add_options.push_back(AddOption("Index", "Input/All", "VisualShaderNodeInput", vformat(input_param_shader_modes, "index", "INDEX"), { "index" }, VisualShaderNode::PORT_TYPE_SCALAR_INT, -1, Shader::MODE_PARTICLES));
  4530. add_options.push_back(AddOption("LifeTime", "Input/All", "VisualShaderNodeInput", vformat(input_param_shader_modes, "lifetime", "LIFETIME"), { "lifetime" }, VisualShaderNode::PORT_TYPE_SCALAR, -1, Shader::MODE_PARTICLES));
  4531. add_options.push_back(AddOption("Restart", "Input/All", "VisualShaderNodeInput", vformat(input_param_shader_modes, "restart", "RESTART"), { "restart" }, VisualShaderNode::PORT_TYPE_BOOLEAN, -1, Shader::MODE_PARTICLES));
  4532. add_options.push_back(AddOption("Time", "Input/All", "VisualShaderNodeInput", vformat(input_param_shader_modes, "time", "TIME"), { "time" }, VisualShaderNode::PORT_TYPE_SCALAR, -1, Shader::MODE_PARTICLES));
  4533. add_options.push_back(AddOption("Transform", "Input/All", "VisualShaderNodeInput", vformat(input_param_shader_modes, "transform", "TRANSFORM"), { "transform" }, VisualShaderNode::PORT_TYPE_TRANSFORM, -1, Shader::MODE_PARTICLES));
  4534. add_options.push_back(AddOption("Velocity", "Input/All", "VisualShaderNodeInput", vformat(input_param_shader_modes, "velocity", "VELOCITY"), { "velocity" }, VisualShaderNode::PORT_TYPE_VECTOR_3D, -1, Shader::MODE_PARTICLES));
  4535. /////////////////
  4536. add_options.push_back(AddOption("Input", "Input/Common", "VisualShaderNodeInput", TTR("Input parameter.")));
  4537. const String input_param_for_vertex_and_fragment_shader_modes = TTR("'%s' input parameter for vertex and fragment shader modes.") + translation_gdsl;
  4538. const String input_param_for_fragment_and_light_shader_modes = TTR("'%s' input parameter for fragment and light shader modes.") + translation_gdsl;
  4539. const String input_param_for_fragment_shader_mode = TTR("'%s' input parameter for fragment shader mode.") + translation_gdsl;
  4540. const String input_param_for_sky_shader_mode = TTR("'%s' input parameter for sky shader mode.") + translation_gdsl;
  4541. const String input_param_for_fog_shader_mode = TTR("'%s' input parameter for fog shader mode.") + translation_gdsl;
  4542. const String input_param_for_light_shader_mode = TTR("'%s' input parameter for light shader mode.") + translation_gdsl;
  4543. const String input_param_for_vertex_shader_mode = TTR("'%s' input parameter for vertex shader mode.") + translation_gdsl;
  4544. const String input_param_for_start_shader_mode = TTR("'%s' input parameter for start shader mode.") + translation_gdsl;
  4545. const String input_param_for_process_shader_mode = TTR("'%s' input parameter for process shader mode.") + translation_gdsl;
  4546. const String input_param_for_collide_shader_mode = TTR("'%s' input parameter for collide shader mode." + translation_gdsl);
  4547. const String input_param_for_start_and_process_shader_mode = TTR("'%s' input parameter for start and process shader modes.") + translation_gdsl;
  4548. const String input_param_for_process_and_collide_shader_mode = TTR("'%s' input parameter for process and collide shader modes.") + translation_gdsl;
  4549. const String input_param_for_vertex_and_fragment_shader_mode = TTR("'%s' input parameter for vertex and fragment shader modes.") + translation_gdsl;
  4550. // NODE3D INPUTS
  4551. add_options.push_back(AddOption("Binormal", "Input/Vertex", "VisualShaderNodeInput", vformat(input_param_for_vertex_and_fragment_shader_modes, "binormal", "BINORMAL"), { "binormal" }, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_VERTEX, Shader::MODE_SPATIAL));
  4552. add_options.push_back(AddOption("Color", "Input/Vertex", "VisualShaderNodeInput", vformat(input_param_for_vertex_and_fragment_shader_modes, "color", "COLOR"), { "color" }, VisualShaderNode::PORT_TYPE_VECTOR_4D, TYPE_FLAGS_VERTEX, Shader::MODE_SPATIAL));
  4553. add_options.push_back(AddOption("InstanceId", "Input/Vertex", "VisualShaderNodeInput", vformat(input_param_for_vertex_shader_mode, "instance_id", "INSTANCE_ID"), { "instance_id" }, VisualShaderNode::PORT_TYPE_SCALAR_INT, TYPE_FLAGS_VERTEX, Shader::MODE_SPATIAL));
  4554. add_options.push_back(AddOption("InstanceCustom", "Input/Vertex", "VisualShaderNodeInput", vformat(input_param_for_vertex_shader_mode, "instance_custom", "INSTANCE_CUSTOM"), { "instance_custom" }, VisualShaderNode::PORT_TYPE_VECTOR_4D, TYPE_FLAGS_VERTEX, Shader::MODE_SPATIAL));
  4555. add_options.push_back(AddOption("ModelViewMatrix", "Input/Vertex", "VisualShaderNodeInput", vformat(input_param_for_vertex_shader_mode, "modelview_matrix", "MODELVIEW_MATRIX"), { "modelview_matrix" }, VisualShaderNode::PORT_TYPE_TRANSFORM, TYPE_FLAGS_VERTEX, Shader::MODE_SPATIAL));
  4556. add_options.push_back(AddOption("PointSize", "Input/Vertex", "VisualShaderNodeInput", vformat(input_param_for_vertex_shader_mode, "point_size", "POINT_SIZE"), { "point_size" }, VisualShaderNode::PORT_TYPE_SCALAR, TYPE_FLAGS_VERTEX, Shader::MODE_SPATIAL));
  4557. add_options.push_back(AddOption("Tangent", "Input/Vertex", "VisualShaderNodeInput", vformat(input_param_for_vertex_and_fragment_shader_mode, "tangent", "TANGENT"), { "tangent" }, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_VERTEX, Shader::MODE_SPATIAL));
  4558. add_options.push_back(AddOption("Vertex", "Input/Vertex", "VisualShaderNodeInput", vformat(input_param_for_vertex_and_fragment_shader_modes, "vertex", "VERTEX"), { "vertex" }, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_VERTEX, Shader::MODE_SPATIAL));
  4559. add_options.push_back(AddOption("VertexId", "Input/Vertex", "VisualShaderNodeInput", vformat(input_param_for_vertex_shader_mode, "vertex_id", "VERTEX_ID"), { "vertex_id" }, VisualShaderNode::PORT_TYPE_SCALAR_INT, TYPE_FLAGS_VERTEX, Shader::MODE_SPATIAL));
  4560. add_options.push_back(AddOption("ViewIndex", "Input/Vertex", "VisualShaderNodeInput", vformat(input_param_for_vertex_and_fragment_shader_modes, "view_index", "VIEW_INDEX"), { "view_index" }, VisualShaderNode::PORT_TYPE_SCALAR_INT, TYPE_FLAGS_VERTEX, Shader::MODE_SPATIAL));
  4561. add_options.push_back(AddOption("ViewMonoLeft", "Input/Vertex", "VisualShaderNodeInput", vformat(input_param_for_vertex_and_fragment_shader_modes, "view_mono_left", "VIEW_MONO_LEFT"), { "view_mono_left" }, VisualShaderNode::PORT_TYPE_SCALAR_INT, TYPE_FLAGS_VERTEX, Shader::MODE_SPATIAL));
  4562. add_options.push_back(AddOption("ViewRight", "Input/Vertex", "VisualShaderNodeInput", vformat(input_param_for_vertex_and_fragment_shader_modes, "view_right", "VIEW_RIGHT"), { "view_right" }, VisualShaderNode::PORT_TYPE_SCALAR_INT, TYPE_FLAGS_VERTEX, Shader::MODE_SPATIAL));
  4563. add_options.push_back(AddOption("NodePositionWorld", "Input/Vertex", "VisualShaderNodeInput", vformat(input_param_for_vertex_and_fragment_shader_modes, "node_position_world", "NODE_POSITION_WORLD"), { "node_position_world" }, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_VERTEX, Shader::MODE_SPATIAL));
  4564. add_options.push_back(AddOption("CameraPositionWorld", "Input/Vertex", "VisualShaderNodeInput", vformat(input_param_for_vertex_and_fragment_shader_modes, "camera_position_world", "CAMERA_POSITION_WORLD"), { "camera_position_world" }, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_VERTEX, Shader::MODE_SPATIAL));
  4565. add_options.push_back(AddOption("CameraDirectionWorld", "Input/Vertex", "VisualShaderNodeInput", vformat(input_param_for_vertex_and_fragment_shader_modes, "camera_direction_world", "CAMERA_DIRECTION_WORLD"), { "camera_direction_world" }, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_VERTEX, Shader::MODE_SPATIAL));
  4566. add_options.push_back(AddOption("CameraVisibleLayers", "Input/Vertex", "VisualShaderNodeInput", vformat(input_param_for_vertex_and_fragment_shader_modes, "camera_visible_layers", "CAMERA_VISIBLE_LAYERS"), { "camera_visible_layers" }, VisualShaderNode::PORT_TYPE_SCALAR_INT, TYPE_FLAGS_VERTEX, Shader::MODE_SPATIAL));
  4567. add_options.push_back(AddOption("NodePositionView", "Input/Vertex", "VisualShaderNodeInput", vformat(input_param_for_vertex_and_fragment_shader_modes, "node_position_view", "NODE_POSITION_VIEW"), { "node_position_view" }, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_VERTEX, Shader::MODE_SPATIAL));
  4568. add_options.push_back(AddOption("Binormal", "Input/Fragment", "VisualShaderNodeInput", vformat(input_param_for_vertex_and_fragment_shader_modes, "binormal", "BINORMAL"), { "binormal" }, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_FRAGMENT, Shader::MODE_SPATIAL));
  4569. add_options.push_back(AddOption("Color", "Input/Fragment", "VisualShaderNodeInput", vformat(input_param_for_vertex_and_fragment_shader_modes, "color", "COLOR"), { "color" }, VisualShaderNode::PORT_TYPE_VECTOR_4D, TYPE_FLAGS_FRAGMENT, Shader::MODE_SPATIAL));
  4570. add_options.push_back(AddOption("DepthTexture", "Input/Fragment", "VisualShaderNodeInput", vformat(input_param_for_fragment_shader_mode, "depth_texture", "DEPTH_TEXTURE"), { "depth_texture" }, VisualShaderNode::PORT_TYPE_SAMPLER, TYPE_FLAGS_FRAGMENT, Shader::MODE_SPATIAL));
  4571. add_options.push_back(AddOption("FragCoord", "Input/Fragment", "VisualShaderNodeInput", vformat(input_param_for_fragment_and_light_shader_modes, "fragcoord", "FRAGCOORD"), { "fragcoord" }, VisualShaderNode::PORT_TYPE_VECTOR_4D, TYPE_FLAGS_FRAGMENT, Shader::MODE_SPATIAL));
  4572. add_options.push_back(AddOption("FrontFacing", "Input/Fragment", "VisualShaderNodeInput", vformat(input_param_for_fragment_shader_mode, "front_facing", "FRONT_FACING"), { "front_facing" }, VisualShaderNode::PORT_TYPE_BOOLEAN, TYPE_FLAGS_FRAGMENT, Shader::MODE_SPATIAL));
  4573. add_options.push_back(AddOption("PointCoord", "Input/Fragment", "VisualShaderNodeInput", vformat(input_param_for_fragment_shader_mode, "point_coord", "POINT_COORD"), { "point_coord" }, VisualShaderNode::PORT_TYPE_VECTOR_2D, TYPE_FLAGS_FRAGMENT, Shader::MODE_SPATIAL));
  4574. add_options.push_back(AddOption("ScreenTexture", "Input/Fragment", "VisualShaderNodeInput", vformat(input_param_for_fragment_shader_mode, "screen_texture", "SCREEN_TEXTURE"), { "screen_texture" }, VisualShaderNode::PORT_TYPE_SAMPLER, TYPE_FLAGS_FRAGMENT, Shader::MODE_SPATIAL));
  4575. add_options.push_back(AddOption("ScreenUV", "Input/Fragment", "VisualShaderNodeInput", vformat(input_param_for_fragment_shader_mode, "screen_uv", "SCREEN_UV"), { "screen_uv" }, VisualShaderNode::PORT_TYPE_VECTOR_2D, TYPE_FLAGS_FRAGMENT, Shader::MODE_SPATIAL));
  4576. add_options.push_back(AddOption("Tangent", "Input/Fragment", "VisualShaderNodeInput", vformat(input_param_for_vertex_and_fragment_shader_modes, "tangent", "TANGENT"), { "tangent" }, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_FRAGMENT, Shader::MODE_SPATIAL));
  4577. add_options.push_back(AddOption("Vertex", "Input/Fragment", "VisualShaderNodeInput", vformat(input_param_for_vertex_and_fragment_shader_modes, "vertex", "VERTEX"), { "vertex" }, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_FRAGMENT, Shader::MODE_SPATIAL));
  4578. add_options.push_back(AddOption("View", "Input/Fragment", "VisualShaderNodeInput", vformat(input_param_for_fragment_and_light_shader_modes, "view", "VIEW"), { "view" }, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_FRAGMENT, Shader::MODE_SPATIAL));
  4579. add_options.push_back(AddOption("ViewIndex", "Input/Fragment", "VisualShaderNodeInput", vformat(input_param_for_vertex_and_fragment_shader_modes, "view_index", "VIEW_INDEX"), { "view_index" }, VisualShaderNode::PORT_TYPE_SCALAR_INT, TYPE_FLAGS_FRAGMENT, Shader::MODE_SPATIAL));
  4580. add_options.push_back(AddOption("ViewMonoLeft", "Input/Fragment", "VisualShaderNodeInput", vformat(input_param_for_vertex_and_fragment_shader_modes, "view_mono_left", "VIEW_MONO_LEFT"), { "view_mono_left" }, VisualShaderNode::PORT_TYPE_SCALAR_INT, TYPE_FLAGS_FRAGMENT, Shader::MODE_SPATIAL));
  4581. add_options.push_back(AddOption("ViewRight", "Input/Fragment", "VisualShaderNodeInput", vformat(input_param_for_vertex_and_fragment_shader_modes, "view_right", "VIEW_RIGHT"), { "view_right" }, VisualShaderNode::PORT_TYPE_SCALAR_INT, TYPE_FLAGS_FRAGMENT, Shader::MODE_SPATIAL));
  4582. add_options.push_back(AddOption("NodePositionWorld", "Input/Fragment", "VisualShaderNodeInput", vformat(input_param_for_vertex_and_fragment_shader_modes, "node_position_world", "NODE_POSITION_WORLD"), { "node_position_world" }, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_FRAGMENT, Shader::MODE_SPATIAL));
  4583. add_options.push_back(AddOption("CameraPositionWorld", "Input/Fragment", "VisualShaderNodeInput", vformat(input_param_for_vertex_and_fragment_shader_modes, "camera_position_world", "CAMERA_POSITION_WORLD"), { "camera_position_world" }, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_FRAGMENT, Shader::MODE_SPATIAL));
  4584. add_options.push_back(AddOption("CameraDirectionWorld", "Input/Fragment", "VisualShaderNodeInput", vformat(input_param_for_vertex_and_fragment_shader_modes, "camera_direction_world", "CAMERA_DIRECTION_WORLD"), { "camera_direction_world" }, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_FRAGMENT, Shader::MODE_SPATIAL));
  4585. add_options.push_back(AddOption("CameraVisibleLayers", "Input/Fragment", "VisualShaderNodeInput", vformat(input_param_for_vertex_and_fragment_shader_modes, "camera_visible_layers", "CAMERA_VISIBLE_LAYERS"), { "camera_visible_layers" }, VisualShaderNode::PORT_TYPE_SCALAR_INT, TYPE_FLAGS_FRAGMENT, Shader::MODE_SPATIAL));
  4586. add_options.push_back(AddOption("NodePositionView", "Input/Fragment", "VisualShaderNodeInput", vformat(input_param_for_vertex_and_fragment_shader_modes, "node_position_view", "NODE_POSITION_VIEW"), { "node_position_view" }, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_FRAGMENT, Shader::MODE_SPATIAL));
  4587. add_options.push_back(AddOption("Albedo", "Input/Light", "VisualShaderNodeInput", vformat(input_param_for_light_shader_mode, "albedo", "ALBEDO"), { "albedo" }, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_LIGHT, Shader::MODE_SPATIAL));
  4588. add_options.push_back(AddOption("Attenuation", "Input/Light", "VisualShaderNodeInput", vformat(input_param_for_light_shader_mode, "attenuation", "ATTENUATION"), { "attenuation" }, VisualShaderNode::PORT_TYPE_SCALAR, TYPE_FLAGS_LIGHT, Shader::MODE_SPATIAL));
  4589. add_options.push_back(AddOption("Backlight", "Input/Light", "VisualShaderNodeInput", vformat(input_param_for_light_shader_mode, "backlight", "BACKLIGHT"), { "backlight" }, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_LIGHT, Shader::MODE_SPATIAL));
  4590. add_options.push_back(AddOption("Diffuse", "Input/Light", "VisualShaderNodeInput", vformat(input_param_for_light_shader_mode, "diffuse", "DIFFUSE_LIGHT"), { "diffuse" }, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_LIGHT, Shader::MODE_SPATIAL));
  4591. add_options.push_back(AddOption("FragCoord", "Input/Light", "VisualShaderNodeInput", vformat(input_param_for_fragment_and_light_shader_modes, "fragcoord", "FRAGCOORD"), { "fragcoord" }, VisualShaderNode::PORT_TYPE_VECTOR_4D, TYPE_FLAGS_LIGHT, Shader::MODE_SPATIAL));
  4592. add_options.push_back(AddOption("Light", "Input/Light", "VisualShaderNodeInput", vformat(input_param_for_light_shader_mode, "light", "LIGHT"), { "light" }, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_LIGHT, Shader::MODE_SPATIAL));
  4593. add_options.push_back(AddOption("LightColor", "Input/Light", "VisualShaderNodeInput", vformat(input_param_for_light_shader_mode, "light_color", "LIGHT_COLOR"), { "light_color" }, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_LIGHT, Shader::MODE_SPATIAL));
  4594. add_options.push_back(AddOption("Metallic", "Input/Light", "VisualShaderNodeInput", vformat(input_param_for_light_shader_mode, "metallic", "METALLIC"), { "metallic" }, VisualShaderNode::PORT_TYPE_SCALAR, TYPE_FLAGS_LIGHT, Shader::MODE_SPATIAL));
  4595. add_options.push_back(AddOption("Roughness", "Input/Light", "VisualShaderNodeInput", vformat(input_param_for_light_shader_mode, "roughness", "ROUGHNESS"), { "roughness" }, VisualShaderNode::PORT_TYPE_SCALAR, TYPE_FLAGS_LIGHT, Shader::MODE_SPATIAL));
  4596. add_options.push_back(AddOption("Specular", "Input/Light", "VisualShaderNodeInput", vformat(input_param_for_light_shader_mode, "specular", "SPECULAR_LIGHT"), { "specular" }, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_LIGHT, Shader::MODE_SPATIAL));
  4597. add_options.push_back(AddOption("View", "Input/Light", "VisualShaderNodeInput", vformat(input_param_for_fragment_and_light_shader_modes, "view", "VIEW"), { "view" }, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_LIGHT, Shader::MODE_SPATIAL));
  4598. // CANVASITEM INPUTS
  4599. add_options.push_back(AddOption("AtLightPass", "Input/Vertex", "VisualShaderNodeInput", vformat(input_param_for_vertex_and_fragment_shader_modes, "at_light_pass", "AT_LIGHT_PASS"), { "at_light_pass" }, VisualShaderNode::PORT_TYPE_BOOLEAN, TYPE_FLAGS_VERTEX, Shader::MODE_CANVAS_ITEM));
  4600. add_options.push_back(AddOption("CanvasMatrix", "Input/Vertex", "VisualShaderNodeInput", vformat(input_param_for_vertex_shader_mode, "canvas_matrix", "CANVAS_MATRIX"), { "canvas_matrix" }, VisualShaderNode::PORT_TYPE_TRANSFORM, TYPE_FLAGS_VERTEX, Shader::MODE_CANVAS_ITEM));
  4601. add_options.push_back(AddOption("InstanceCustom", "Input/Vertex", "VisualShaderNodeInput", vformat(input_param_for_vertex_shader_mode, "instance_custom", "INSTANCE_CUSTOM"), { "instance_custom" }, VisualShaderNode::PORT_TYPE_VECTOR_4D, TYPE_FLAGS_VERTEX, Shader::MODE_CANVAS_ITEM));
  4602. add_options.push_back(AddOption("InstanceId", "Input/Vertex", "VisualShaderNodeInput", vformat(input_param_for_vertex_shader_mode, "instance_id", "INSTANCE_ID"), { "instance_id" }, VisualShaderNode::PORT_TYPE_SCALAR_INT, TYPE_FLAGS_VERTEX, Shader::MODE_CANVAS_ITEM));
  4603. add_options.push_back(AddOption("ModelMatrix", "Input/Vertex", "VisualShaderNodeInput", vformat(input_param_for_vertex_shader_mode, "model_matrix", "MODEL_MATRIX"), { "model_matrix" }, VisualShaderNode::PORT_TYPE_TRANSFORM, TYPE_FLAGS_VERTEX, Shader::MODE_CANVAS_ITEM));
  4604. add_options.push_back(AddOption("PointSize", "Input/Vertex", "VisualShaderNodeInput", vformat(input_param_for_vertex_shader_mode, "point_size", "POINT_SIZE"), { "point_size" }, VisualShaderNode::PORT_TYPE_SCALAR, TYPE_FLAGS_VERTEX, Shader::MODE_CANVAS_ITEM));
  4605. add_options.push_back(AddOption("ScreenMatrix", "Input/Vertex", "VisualShaderNodeInput", vformat(input_param_for_vertex_shader_mode, "screen_matrix", "SCREEN_MATRIX"), { "screen_matrix" }, VisualShaderNode::PORT_TYPE_TRANSFORM, TYPE_FLAGS_VERTEX, Shader::MODE_CANVAS_ITEM));
  4606. add_options.push_back(AddOption("Vertex", "Input/Vertex", "VisualShaderNodeInput", vformat(input_param_for_vertex_and_fragment_shader_mode, "vertex", "VERTEX"), { "vertex" }, VisualShaderNode::PORT_TYPE_VECTOR_2D, TYPE_FLAGS_VERTEX, Shader::MODE_CANVAS_ITEM));
  4607. add_options.push_back(AddOption("VertexId", "Input/Vertex", "VisualShaderNodeInput", vformat(input_param_for_vertex_shader_mode, "vertex_id", "VERTEX_ID"), { "vertex_id" }, VisualShaderNode::PORT_TYPE_SCALAR_INT, TYPE_FLAGS_VERTEX, Shader::MODE_CANVAS_ITEM));
  4608. add_options.push_back(AddOption("AtLightPass", "Input/Fragment", "VisualShaderNodeInput", vformat(input_param_for_vertex_and_fragment_shader_modes, "at_light_pass", "AT_LIGHT_PASS"), { "at_light_pass" }, VisualShaderNode::PORT_TYPE_BOOLEAN, TYPE_FLAGS_FRAGMENT, Shader::MODE_CANVAS_ITEM));
  4609. add_options.push_back(AddOption("FragCoord", "Input/Fragment", "VisualShaderNodeInput", vformat(input_param_for_fragment_and_light_shader_modes, "fragcoord", "FRAGCOORD"), { "fragcoord" }, VisualShaderNode::PORT_TYPE_VECTOR_4D, TYPE_FLAGS_FRAGMENT, Shader::MODE_CANVAS_ITEM));
  4610. add_options.push_back(AddOption("NormalTexture", "Input/Fragment", "VisualShaderNodeInput", vformat(input_param_for_fragment_shader_mode, "normal_texture", "NORMAL_TEXTURE"), { "normal_texture" }, VisualShaderNode::PORT_TYPE_SAMPLER, TYPE_FLAGS_FRAGMENT, Shader::MODE_CANVAS_ITEM));
  4611. add_options.push_back(AddOption("PointCoord", "Input/Fragment", "VisualShaderNodeInput", vformat(input_param_for_fragment_and_light_shader_modes, "point_coord", "POINT_COORD"), { "point_coord" }, VisualShaderNode::PORT_TYPE_VECTOR_2D, TYPE_FLAGS_FRAGMENT, Shader::MODE_CANVAS_ITEM));
  4612. add_options.push_back(AddOption("ScreenPixelSize", "Input/Fragment", "VisualShaderNodeInput", vformat(input_param_for_fragment_shader_mode, "screen_pixel_size", "SCREEN_PIXEL_SIZE"), { "screen_pixel_size" }, VisualShaderNode::PORT_TYPE_VECTOR_2D, TYPE_FLAGS_FRAGMENT, Shader::MODE_CANVAS_ITEM));
  4613. add_options.push_back(AddOption("ScreenTexture", "Input/Fragment", "VisualShaderNodeInput", vformat(input_param_for_fragment_shader_mode, "screen_texture", "SCREEN_TEXTURE"), { "screen_texture" }, VisualShaderNode::PORT_TYPE_SAMPLER, TYPE_FLAGS_FRAGMENT, Shader::MODE_CANVAS_ITEM));
  4614. add_options.push_back(AddOption("ScreenUV", "Input/Fragment", "VisualShaderNodeInput", vformat(input_param_for_fragment_and_light_shader_modes, "screen_uv", "SCREEN_UV"), { "screen_uv" }, VisualShaderNode::PORT_TYPE_VECTOR_2D, TYPE_FLAGS_FRAGMENT, Shader::MODE_CANVAS_ITEM));
  4615. add_options.push_back(AddOption("SpecularShininess", "Input/Fragment", "VisualShaderNodeInput", vformat(input_param_for_fragment_and_light_shader_modes, "specular_shininess", "SPECULAR_SHININESS"), { "specular_shininess" }, VisualShaderNode::PORT_TYPE_VECTOR_4D, TYPE_FLAGS_FRAGMENT, Shader::MODE_CANVAS_ITEM));
  4616. add_options.push_back(AddOption("SpecularShininessTexture", "Input/Fragment", "VisualShaderNodeInput", vformat(input_param_for_fragment_shader_mode, "specular_shininess_texture", "SPECULAR_SHININESS_TEXTURE"), { "specular_shininess_texture" }, VisualShaderNode::PORT_TYPE_SAMPLER, TYPE_FLAGS_FRAGMENT, Shader::MODE_CANVAS_ITEM));
  4617. add_options.push_back(AddOption("Texture", "Input/Fragment", "VisualShaderNodeInput", vformat(input_param_for_fragment_and_light_shader_modes, "texture", "TEXTURE"), { "texture" }, VisualShaderNode::PORT_TYPE_SAMPLER, TYPE_FLAGS_FRAGMENT, Shader::MODE_CANVAS_ITEM));
  4618. add_options.push_back(AddOption("Vertex", "Input/Fragment", "VisualShaderNodeInput", vformat(input_param_for_vertex_and_fragment_shader_mode, "vertex", "VERTEX"), { "vertex" }, VisualShaderNode::PORT_TYPE_VECTOR_2D, TYPE_FLAGS_FRAGMENT, Shader::MODE_CANVAS_ITEM));
  4619. add_options.push_back(AddOption("FragCoord", "Input/Light", "VisualShaderNodeInput", vformat(input_param_for_fragment_and_light_shader_modes, "fragcoord", "FRAGCOORD"), { "fragcoord" }, VisualShaderNode::PORT_TYPE_VECTOR_4D, TYPE_FLAGS_LIGHT, Shader::MODE_CANVAS_ITEM));
  4620. add_options.push_back(AddOption("Light", "Input/Light", "VisualShaderNodeInput", vformat(input_param_for_light_shader_mode, "light", "LIGHT"), { "light" }, VisualShaderNode::PORT_TYPE_VECTOR_4D, TYPE_FLAGS_LIGHT, Shader::MODE_CANVAS_ITEM));
  4621. add_options.push_back(AddOption("LightColor", "Input/Light", "VisualShaderNodeInput", vformat(input_param_for_light_shader_mode, "light_color", "LIGHT_COLOR"), { "light_color" }, VisualShaderNode::PORT_TYPE_VECTOR_4D, TYPE_FLAGS_LIGHT, Shader::MODE_CANVAS_ITEM));
  4622. add_options.push_back(AddOption("LightPosition", "Input/Light", "VisualShaderNodeInput", vformat(input_param_for_light_shader_mode, "light_position", "LIGHT_POSITION"), { "light_position" }, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_LIGHT, Shader::MODE_CANVAS_ITEM));
  4623. add_options.push_back(AddOption("LightDirection", "Input/Light", "VisualShaderNodeInput", vformat(input_param_for_light_shader_mode, "light_direction", "LIGHT_DIRECTION"), { "light_direction" }, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_LIGHT, Shader::MODE_CANVAS_ITEM));
  4624. add_options.push_back(AddOption("LightIsDirectional", "Input/Light", "VisualShaderNodeInput", vformat(input_param_for_light_shader_mode, "light_is_directional", "LIGHT_IS_DIRECTIONAL"), { "light_is_directional" }, VisualShaderNode::PORT_TYPE_BOOLEAN, TYPE_FLAGS_LIGHT, Shader::MODE_CANVAS_ITEM));
  4625. add_options.push_back(AddOption("LightEnergy", "Input/Light", "VisualShaderNodeInput", vformat(input_param_for_light_shader_mode, "light_energy", "LIGHT_ENERGY"), { "light_energy" }, VisualShaderNode::PORT_TYPE_SCALAR, TYPE_FLAGS_LIGHT, Shader::MODE_CANVAS_ITEM));
  4626. add_options.push_back(AddOption("LightVertex", "Input/Light", "VisualShaderNodeInput", vformat(input_param_for_fragment_and_light_shader_modes, "light_vertex", "LIGHT_VERTEX"), { "light_vertex" }, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_LIGHT, Shader::MODE_CANVAS_ITEM));
  4627. add_options.push_back(AddOption("Normal", "Input/Light", "VisualShaderNodeInput", vformat(input_param_for_light_shader_mode, "normal", "NORMAL"), { "normal" }, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_LIGHT, Shader::MODE_CANVAS_ITEM));
  4628. add_options.push_back(AddOption("PointCoord", "Input/Light", "VisualShaderNodeInput", vformat(input_param_for_fragment_and_light_shader_modes, "point_coord", "POINT_COORD"), { "point_coord" }, VisualShaderNode::PORT_TYPE_VECTOR_2D, TYPE_FLAGS_LIGHT, Shader::MODE_CANVAS_ITEM));
  4629. add_options.push_back(AddOption("ScreenUV", "Input/Light", "VisualShaderNodeInput", vformat(input_param_for_fragment_and_light_shader_modes, "screen_uv", "SCREEN_UV"), { "screen_uv" }, VisualShaderNode::PORT_TYPE_VECTOR_2D, TYPE_FLAGS_LIGHT, Shader::MODE_CANVAS_ITEM));
  4630. add_options.push_back(AddOption("Shadow", "Input/Light", "VisualShaderNodeInput", vformat(input_param_for_light_shader_mode, "shadow", "SHADOW_MODULATE"), { "shadow" }, VisualShaderNode::PORT_TYPE_VECTOR_4D, TYPE_FLAGS_LIGHT, Shader::MODE_CANVAS_ITEM));
  4631. add_options.push_back(AddOption("SpecularShininess", "Input/Light", "VisualShaderNodeInput", vformat(input_param_for_fragment_and_light_shader_modes, "specular_shininess", "SPECULAR_SHININESS"), { "specular_shininess" }, VisualShaderNode::PORT_TYPE_VECTOR_4D, TYPE_FLAGS_LIGHT, Shader::MODE_CANVAS_ITEM));
  4632. add_options.push_back(AddOption("Texture", "Input/Light", "VisualShaderNodeInput", vformat(input_param_for_fragment_and_light_shader_modes, "texture", "TEXTURE"), { "texture" }, VisualShaderNode::PORT_TYPE_SAMPLER, TYPE_FLAGS_LIGHT, Shader::MODE_CANVAS_ITEM));
  4633. // SKY INPUTS
  4634. add_options.push_back(AddOption("AtCubeMapPass", "Input/Sky", "VisualShaderNodeInput", vformat(input_param_for_sky_shader_mode, "at_cubemap_pass", "AT_CUBEMAP_PASS"), { "at_cubemap_pass" }, VisualShaderNode::PORT_TYPE_BOOLEAN, TYPE_FLAGS_SKY, Shader::MODE_SKY));
  4635. add_options.push_back(AddOption("AtHalfResPass", "Input/Sky", "VisualShaderNodeInput", vformat(input_param_for_sky_shader_mode, "at_half_res_pass", "AT_HALF_RES_PASS"), { "at_half_res_pass" }, VisualShaderNode::PORT_TYPE_BOOLEAN, TYPE_FLAGS_SKY, Shader::MODE_SKY));
  4636. add_options.push_back(AddOption("AtQuarterResPass", "Input/Sky", "VisualShaderNodeInput", vformat(input_param_for_sky_shader_mode, "at_quarter_res_pass", "AT_QUARTER_RES_PASS"), { "at_quarter_res_pass" }, VisualShaderNode::PORT_TYPE_BOOLEAN, TYPE_FLAGS_SKY, Shader::MODE_SKY));
  4637. add_options.push_back(AddOption("EyeDir", "Input/Sky", "VisualShaderNodeInput", vformat(input_param_for_sky_shader_mode, "eyedir", "EYEDIR"), { "eyedir" }, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_SKY, Shader::MODE_SKY));
  4638. add_options.push_back(AddOption("HalfResColor", "Input/Sky", "VisualShaderNodeInput", vformat(input_param_for_sky_shader_mode, "half_res_color", "HALF_RES_COLOR"), { "half_res_color" }, VisualShaderNode::PORT_TYPE_VECTOR_4D, TYPE_FLAGS_SKY, Shader::MODE_SKY));
  4639. add_options.push_back(AddOption("Light0Color", "Input/Sky", "VisualShaderNodeInput", vformat(input_param_for_sky_shader_mode, "light0_color", "LIGHT0_COLOR"), { "light0_color" }, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_SKY, Shader::MODE_SKY));
  4640. add_options.push_back(AddOption("Light0Direction", "Input/Sky", "VisualShaderNodeInput", vformat(input_param_for_sky_shader_mode, "light0_direction", "LIGHT0_DIRECTION"), { "light0_direction" }, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_SKY, Shader::MODE_SKY));
  4641. add_options.push_back(AddOption("Light0Enabled", "Input/Sky", "VisualShaderNodeInput", vformat(input_param_for_sky_shader_mode, "light0_enabled", "LIGHT0_ENABLED"), { "light0_enabled" }, VisualShaderNode::PORT_TYPE_BOOLEAN, TYPE_FLAGS_SKY, Shader::MODE_SKY));
  4642. add_options.push_back(AddOption("Light0Energy", "Input/Sky", "VisualShaderNodeInput", vformat(input_param_for_sky_shader_mode, "light0_energy", "LIGHT0_ENERGY"), { "light0_energy" }, VisualShaderNode::PORT_TYPE_SCALAR, TYPE_FLAGS_SKY, Shader::MODE_SKY));
  4643. add_options.push_back(AddOption("Light1Color", "Input/Sky", "VisualShaderNodeInput", vformat(input_param_for_sky_shader_mode, "light1_color", "LIGHT1_COLOR"), { "light1_color" }, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_SKY, Shader::MODE_SKY));
  4644. add_options.push_back(AddOption("Light1Direction", "Input/Sky", "VisualShaderNodeInput", vformat(input_param_for_sky_shader_mode, "light1_direction", "LIGHT1_DIRECTION"), { "light1_direction" }, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_SKY, Shader::MODE_SKY));
  4645. add_options.push_back(AddOption("Light1Enabled", "Input/Sky", "VisualShaderNodeInput", vformat(input_param_for_sky_shader_mode, "light1_enabled", "LIGHT1_ENABLED"), { "light1_enabled" }, VisualShaderNode::PORT_TYPE_BOOLEAN, TYPE_FLAGS_SKY, Shader::MODE_SKY));
  4646. add_options.push_back(AddOption("Light1Energy", "Input/Sky", "VisualShaderNodeInput", vformat(input_param_for_sky_shader_mode, "light1_energy", "LIGHT1_ENERGY"), { "light1_energy" }, VisualShaderNode::PORT_TYPE_SCALAR, TYPE_FLAGS_SKY, Shader::MODE_SKY));
  4647. add_options.push_back(AddOption("Light2Color", "Input/Sky", "VisualShaderNodeInput", vformat(input_param_for_sky_shader_mode, "light2_color", "LIGHT2_COLOR"), { "light2_color" }, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_SKY, Shader::MODE_SKY));
  4648. add_options.push_back(AddOption("Light2Direction", "Input/Sky", "VisualShaderNodeInput", vformat(input_param_for_sky_shader_mode, "light2_direction", "LIGHT2_DIRECTION"), { "light2_direction" }, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_SKY, Shader::MODE_SKY));
  4649. add_options.push_back(AddOption("Light2Enabled", "Input/Sky", "VisualShaderNodeInput", vformat(input_param_for_sky_shader_mode, "light2_enabled", "LIGHT2_ENABLED"), { "light2_enabled" }, VisualShaderNode::PORT_TYPE_BOOLEAN, TYPE_FLAGS_SKY, Shader::MODE_SKY));
  4650. add_options.push_back(AddOption("Light2Energy", "Input/Sky", "VisualShaderNodeInput", vformat(input_param_for_sky_shader_mode, "light2_energy", "LIGHT2_ENERGY"), { "light2_energy" }, VisualShaderNode::PORT_TYPE_SCALAR, TYPE_FLAGS_SKY, Shader::MODE_SKY));
  4651. add_options.push_back(AddOption("Light3Color", "Input/Sky", "VisualShaderNodeInput", vformat(input_param_for_sky_shader_mode, "light3_color", "LIGHT3_COLOR"), { "light3_color" }, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_SKY, Shader::MODE_SKY));
  4652. add_options.push_back(AddOption("Light3Direction", "Input/Sky", "VisualShaderNodeInput", vformat(input_param_for_sky_shader_mode, "light3_direction", "LIGHT3_DIRECTION"), { "light3_direction" }, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_SKY, Shader::MODE_SKY));
  4653. add_options.push_back(AddOption("Light3Enabled", "Input/Sky", "VisualShaderNodeInput", vformat(input_param_for_sky_shader_mode, "light3_enabled", "LIGHT3_ENABLED"), { "light3_enabled" }, VisualShaderNode::PORT_TYPE_BOOLEAN, TYPE_FLAGS_SKY, Shader::MODE_SKY));
  4654. add_options.push_back(AddOption("Light3Energy", "Input/Sky", "VisualShaderNodeInput", vformat(input_param_for_sky_shader_mode, "light3_energy", "LIGHT3_ENERGY"), { "light3_energy" }, VisualShaderNode::PORT_TYPE_SCALAR, TYPE_FLAGS_SKY, Shader::MODE_SKY));
  4655. add_options.push_back(AddOption("Position", "Input/Sky", "VisualShaderNodeInput", vformat(input_param_for_sky_shader_mode, "position", "POSITION"), { "position" }, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_SKY, Shader::MODE_SKY));
  4656. add_options.push_back(AddOption("QuarterResColor", "Input/Sky", "VisualShaderNodeInput", vformat(input_param_for_sky_shader_mode, "quarter_res_color", "QUARTER_RES_COLOR"), { "quarter_res_color" }, VisualShaderNode::PORT_TYPE_VECTOR_4D, TYPE_FLAGS_SKY, Shader::MODE_SKY));
  4657. add_options.push_back(AddOption("Radiance", "Input/Sky", "VisualShaderNodeInput", vformat(input_param_for_sky_shader_mode, "radiance", "RADIANCE"), { "radiance" }, VisualShaderNode::PORT_TYPE_SAMPLER, TYPE_FLAGS_SKY, Shader::MODE_SKY));
  4658. add_options.push_back(AddOption("ScreenUV", "Input/Sky", "VisualShaderNodeInput", vformat(input_param_for_sky_shader_mode, "screen_uv", "SCREEN_UV"), { "screen_uv" }, VisualShaderNode::PORT_TYPE_VECTOR_2D, TYPE_FLAGS_SKY, Shader::MODE_SKY));
  4659. add_options.push_back(AddOption("FragCoord", "Input/Sky", "VisualShaderNodeInput", vformat(input_param_for_sky_shader_mode, "fragcoord", "FRAGCOORD"), { "fragcoord" }, VisualShaderNode::PORT_TYPE_VECTOR_4D, TYPE_FLAGS_SKY, Shader::MODE_SKY));
  4660. add_options.push_back(AddOption("SkyCoords", "Input/Sky", "VisualShaderNodeInput", vformat(input_param_for_sky_shader_mode, "sky_coords", "SKY_COORDS"), { "sky_coords" }, VisualShaderNode::PORT_TYPE_VECTOR_2D, TYPE_FLAGS_SKY, Shader::MODE_SKY));
  4661. add_options.push_back(AddOption("Time", "Input/Sky", "VisualShaderNodeInput", vformat(input_param_for_sky_shader_mode, "time", "TIME"), { "time" }, VisualShaderNode::PORT_TYPE_SCALAR, TYPE_FLAGS_SKY, Shader::MODE_SKY));
  4662. // FOG INPUTS
  4663. add_options.push_back(AddOption("WorldPosition", "Input/Fog", "VisualShaderNodeInput", vformat(input_param_for_fog_shader_mode, "world_position", "WORLD_POSITION"), { "world_position" }, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_FOG, Shader::MODE_FOG));
  4664. add_options.push_back(AddOption("ObjectPosition", "Input/Fog", "VisualShaderNodeInput", vformat(input_param_for_fog_shader_mode, "object_position", "OBJECT_POSITION"), { "object_position" }, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_FOG, Shader::MODE_FOG));
  4665. add_options.push_back(AddOption("UVW", "Input/Fog", "VisualShaderNodeInput", vformat(input_param_for_fog_shader_mode, "uvw", "UVW"), { "uvw" }, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_FOG, Shader::MODE_FOG));
  4666. add_options.push_back(AddOption("Extents", "Input/Fog", "VisualShaderNodeInput", vformat(input_param_for_fog_shader_mode, "extents", "EXTENTS"), { "extents" }, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_FOG, Shader::MODE_FOG));
  4667. add_options.push_back(AddOption("SDF", "Input/Fog", "VisualShaderNodeInput", vformat(input_param_for_fog_shader_mode, "sdf", "SDF"), { "sdf" }, VisualShaderNode::PORT_TYPE_SCALAR, TYPE_FLAGS_FOG, Shader::MODE_FOG));
  4668. add_options.push_back(AddOption("Time", "Input/Fog", "VisualShaderNodeInput", vformat(input_param_for_fog_shader_mode, "time", "TIME"), { "time" }, VisualShaderNode::PORT_TYPE_SCALAR, TYPE_FLAGS_FOG, Shader::MODE_FOG));
  4669. // PARTICLES INPUTS
  4670. add_options.push_back(AddOption("CollisionDepth", "Input/Collide", "VisualShaderNodeInput", vformat(input_param_for_collide_shader_mode, "collision_depth", "COLLISION_DEPTH"), { "collision_depth" }, VisualShaderNode::PORT_TYPE_SCALAR, TYPE_FLAGS_COLLIDE, Shader::MODE_PARTICLES));
  4671. add_options.push_back(AddOption("CollisionNormal", "Input/Collide", "VisualShaderNodeInput", vformat(input_param_for_collide_shader_mode, "collision_normal", "COLLISION_NORMAL"), { "collision_normal" }, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_COLLIDE, Shader::MODE_PARTICLES));
  4672. // PARTICLES
  4673. add_options.push_back(AddOption("EmitParticle", "Particles", "VisualShaderNodeParticleEmit", "", {}, -1, TYPE_FLAGS_PROCESS | TYPE_FLAGS_PROCESS_CUSTOM | TYPE_FLAGS_COLLIDE, Shader::MODE_PARTICLES));
  4674. add_options.push_back(AddOption("ParticleAccelerator", "Particles", "VisualShaderNodeParticleAccelerator", "", {}, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_PROCESS, Shader::MODE_PARTICLES));
  4675. add_options.push_back(AddOption("ParticleRandomness", "Particles", "VisualShaderNodeParticleRandomness", "", {}, VisualShaderNode::PORT_TYPE_SCALAR, TYPE_FLAGS_EMIT | TYPE_FLAGS_PROCESS | TYPE_FLAGS_COLLIDE, Shader::MODE_PARTICLES));
  4676. 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));
  4677. add_options.push_back(AddOption("BoxEmitter", "Particles/Emitters", "VisualShaderNodeParticleBoxEmitter", "", {}, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_EMIT, Shader::MODE_PARTICLES));
  4678. add_options.push_back(AddOption("MeshEmitter", "Particles/Emitters", "VisualShaderNodeParticleMeshEmitter", "", {}, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_EMIT, Shader::MODE_PARTICLES));
  4679. add_options.push_back(AddOption("RingEmitter", "Particles/Emitters", "VisualShaderNodeParticleRingEmitter", "", {}, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_EMIT, Shader::MODE_PARTICLES));
  4680. add_options.push_back(AddOption("SphereEmitter", "Particles/Emitters", "VisualShaderNodeParticleSphereEmitter", "", {}, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_EMIT, Shader::MODE_PARTICLES));
  4681. add_options.push_back(AddOption("ConeVelocity", "Particles/Velocity", "VisualShaderNodeParticleConeVelocity", "", {}, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_EMIT, Shader::MODE_PARTICLES));
  4682. // SCALAR
  4683. add_options.push_back(AddOption("FloatFunc", "Scalar/Common", "VisualShaderNodeFloatFunc", TTR("Float function."), {}, VisualShaderNode::PORT_TYPE_SCALAR));
  4684. add_options.push_back(AddOption("FloatOp", "Scalar/Common", "VisualShaderNodeFloatOp", TTR("Float operator."), {}, VisualShaderNode::PORT_TYPE_SCALAR));
  4685. add_options.push_back(AddOption("IntFunc", "Scalar/Common", "VisualShaderNodeIntFunc", TTR("Integer function."), {}, VisualShaderNode::PORT_TYPE_SCALAR_INT));
  4686. add_options.push_back(AddOption("IntOp", "Scalar/Common", "VisualShaderNodeIntOp", TTR("Integer operator."), {}, VisualShaderNode::PORT_TYPE_SCALAR_INT));
  4687. // CONSTANTS
  4688. for (int i = 0; i < MAX_FLOAT_CONST_DEFS; i++) {
  4689. 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));
  4690. }
  4691. // FUNCTIONS
  4692. add_options.push_back(AddOption("Abs", "Scalar/Functions", "VisualShaderNodeFloatFunc", TTR("Returns the absolute value of the parameter."), { VisualShaderNodeFloatFunc::FUNC_ABS }, VisualShaderNode::PORT_TYPE_SCALAR));
  4693. 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));
  4694. add_options.push_back(AddOption("ACos", "Scalar/Functions", "VisualShaderNodeFloatFunc", TTR("Returns the arc-cosine of the parameter."), { VisualShaderNodeFloatFunc::FUNC_ACOS }, VisualShaderNode::PORT_TYPE_SCALAR));
  4695. 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));
  4696. add_options.push_back(AddOption("ASin", "Scalar/Functions", "VisualShaderNodeFloatFunc", TTR("Returns the arc-sine of the parameter."), { VisualShaderNodeFloatFunc::FUNC_ASIN }, VisualShaderNode::PORT_TYPE_SCALAR));
  4697. 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));
  4698. add_options.push_back(AddOption("ATan", "Scalar/Functions", "VisualShaderNodeFloatFunc", TTR("Returns the arc-tangent of the parameter."), { VisualShaderNodeFloatFunc::FUNC_ATAN }, VisualShaderNode::PORT_TYPE_SCALAR));
  4699. add_options.push_back(AddOption("ATan2", "Scalar/Functions", "VisualShaderNodeFloatOp", TTR("Returns the arc-tangent of the parameters."), { VisualShaderNodeFloatOp::OP_ATAN2 }, VisualShaderNode::PORT_TYPE_SCALAR));
  4700. 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));
  4701. 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));
  4702. 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));
  4703. 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));
  4704. 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));
  4705. add_options.push_back(AddOption("Cos", "Scalar/Functions", "VisualShaderNodeFloatFunc", TTR("Returns the cosine of the parameter."), { VisualShaderNodeFloatFunc::FUNC_COS }, VisualShaderNode::PORT_TYPE_SCALAR));
  4706. add_options.push_back(AddOption("CosH", "Scalar/Functions", "VisualShaderNodeFloatFunc", TTR("Returns the hyperbolic cosine of the parameter."), { VisualShaderNodeFloatFunc::FUNC_COSH }, VisualShaderNode::PORT_TYPE_SCALAR));
  4707. add_options.push_back(AddOption("Degrees", "Scalar/Functions", "VisualShaderNodeFloatFunc", TTR("Converts a quantity in radians to degrees."), { VisualShaderNodeFloatFunc::FUNC_DEGREES }, VisualShaderNode::PORT_TYPE_SCALAR));
  4708. 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));
  4709. 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));
  4710. add_options.push_back(AddOption("Exp", "Scalar/Functions", "VisualShaderNodeFloatFunc", TTR("Base-e Exponential."), { VisualShaderNodeFloatFunc::FUNC_EXP }, VisualShaderNode::PORT_TYPE_SCALAR));
  4711. add_options.push_back(AddOption("Exp2", "Scalar/Functions", "VisualShaderNodeFloatFunc", TTR("Base-2 Exponential."), { VisualShaderNodeFloatFunc::FUNC_EXP2 }, VisualShaderNode::PORT_TYPE_SCALAR));
  4712. 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));
  4713. add_options.push_back(AddOption("Fract", "Scalar/Functions", "VisualShaderNodeFloatFunc", TTR("Computes the fractional part of the argument."), { VisualShaderNodeFloatFunc::FUNC_FRACT }, VisualShaderNode::PORT_TYPE_SCALAR));
  4714. 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));
  4715. add_options.push_back(AddOption("Log", "Scalar/Functions", "VisualShaderNodeFloatFunc", TTR("Natural logarithm."), { VisualShaderNodeFloatFunc::FUNC_LOG }, VisualShaderNode::PORT_TYPE_SCALAR));
  4716. add_options.push_back(AddOption("Log2", "Scalar/Functions", "VisualShaderNodeFloatFunc", TTR("Base-2 logarithm."), { VisualShaderNodeFloatFunc::FUNC_LOG2 }, VisualShaderNode::PORT_TYPE_SCALAR));
  4717. add_options.push_back(AddOption("Max", "Scalar/Functions", "VisualShaderNodeFloatOp", TTR("Returns the greater of two values."), { VisualShaderNodeFloatOp::OP_MAX }, VisualShaderNode::PORT_TYPE_SCALAR));
  4718. add_options.push_back(AddOption("Min", "Scalar/Functions", "VisualShaderNodeFloatOp", TTR("Returns the lesser of two values."), { VisualShaderNodeFloatOp::OP_MIN }, VisualShaderNode::PORT_TYPE_SCALAR));
  4719. add_options.push_back(AddOption("Mix", "Scalar/Functions", "VisualShaderNodeMix", TTR("Linear interpolation between two scalars."), { VisualShaderNodeMix::OP_TYPE_SCALAR }, VisualShaderNode::PORT_TYPE_SCALAR));
  4720. add_options.push_back(AddOption("MultiplyAdd (a * b + c)", "Scalar/Functions", "VisualShaderNodeMultiplyAdd", TTR("Performs a fused multiply-add operation (a * b + c) on scalars."), { VisualShaderNodeMultiplyAdd::OP_TYPE_SCALAR }, VisualShaderNode::PORT_TYPE_SCALAR));
  4721. add_options.push_back(AddOption("Negate (*-1)", "Scalar/Functions", "VisualShaderNodeFloatFunc", TTR("Returns the opposite value of the parameter."), { VisualShaderNodeFloatFunc::FUNC_NEGATE }, VisualShaderNode::PORT_TYPE_SCALAR));
  4722. add_options.push_back(AddOption("Negate (*-1)", "Scalar/Functions", "VisualShaderNodeIntFunc", TTR("Returns the opposite value of the parameter."), { VisualShaderNodeIntFunc::FUNC_NEGATE }, VisualShaderNode::PORT_TYPE_SCALAR_INT));
  4723. add_options.push_back(AddOption("OneMinus (1-)", "Scalar/Functions", "VisualShaderNodeFloatFunc", TTR("1.0 - scalar"), { VisualShaderNodeFloatFunc::FUNC_ONEMINUS }, VisualShaderNode::PORT_TYPE_SCALAR));
  4724. 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));
  4725. add_options.push_back(AddOption("Radians", "Scalar/Functions", "VisualShaderNodeFloatFunc", TTR("Converts a quantity in degrees to radians."), { VisualShaderNodeFloatFunc::FUNC_RADIANS }, VisualShaderNode::PORT_TYPE_SCALAR));
  4726. add_options.push_back(AddOption("Reciprocal", "Scalar/Functions", "VisualShaderNodeFloatFunc", TTR("1.0 / scalar"), { VisualShaderNodeFloatFunc::FUNC_RECIPROCAL }, VisualShaderNode::PORT_TYPE_SCALAR));
  4727. add_options.push_back(AddOption("Round", "Scalar/Functions", "VisualShaderNodeFloatFunc", TTR("Finds the nearest integer to the parameter."), { VisualShaderNodeFloatFunc::FUNC_ROUND }, VisualShaderNode::PORT_TYPE_SCALAR));
  4728. 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));
  4729. 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));
  4730. add_options.push_back(AddOption("Sign", "Scalar/Functions", "VisualShaderNodeFloatFunc", TTR("Extracts the sign of the parameter."), { VisualShaderNodeFloatFunc::FUNC_SIGN }, VisualShaderNode::PORT_TYPE_SCALAR));
  4731. add_options.push_back(AddOption("Sign", "Scalar/Functions", "VisualShaderNodeIntFunc", TTR("Extracts the sign of the parameter."), { VisualShaderNodeIntFunc::FUNC_SIGN }, VisualShaderNode::PORT_TYPE_SCALAR_INT));
  4732. add_options.push_back(AddOption("Sin", "Scalar/Functions", "VisualShaderNodeFloatFunc", TTR("Returns the sine of the parameter."), { VisualShaderNodeFloatFunc::FUNC_SIN }, VisualShaderNode::PORT_TYPE_SCALAR));
  4733. add_options.push_back(AddOption("SinH", "Scalar/Functions", "VisualShaderNodeFloatFunc", TTR("Returns the hyperbolic sine of the parameter."), { VisualShaderNodeFloatFunc::FUNC_SINH }, VisualShaderNode::PORT_TYPE_SCALAR));
  4734. add_options.push_back(AddOption("Sqrt", "Scalar/Functions", "VisualShaderNodeFloatFunc", TTR("Returns the square root of the parameter."), { VisualShaderNodeFloatFunc::FUNC_SQRT }, VisualShaderNode::PORT_TYPE_SCALAR));
  4735. 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));
  4736. 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));
  4737. 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));
  4738. add_options.push_back(AddOption("Tan", "Scalar/Functions", "VisualShaderNodeFloatFunc", TTR("Returns the tangent of the parameter."), { VisualShaderNodeFloatFunc::FUNC_TAN }, VisualShaderNode::PORT_TYPE_SCALAR));
  4739. add_options.push_back(AddOption("TanH", "Scalar/Functions", "VisualShaderNodeFloatFunc", TTR("Returns the hyperbolic tangent of the parameter."), { VisualShaderNodeFloatFunc::FUNC_TANH }, VisualShaderNode::PORT_TYPE_SCALAR));
  4740. add_options.push_back(AddOption("Trunc", "Scalar/Functions", "VisualShaderNodeFloatFunc", TTR("Finds the truncated value of the parameter."), { VisualShaderNodeFloatFunc::FUNC_TRUNC }, VisualShaderNode::PORT_TYPE_SCALAR));
  4741. add_options.push_back(AddOption("Add (+)", "Scalar/Operators", "VisualShaderNodeFloatOp", TTR("Sums two floating-point scalars."), { VisualShaderNodeFloatOp::OP_ADD }, VisualShaderNode::PORT_TYPE_SCALAR));
  4742. add_options.push_back(AddOption("Add (+)", "Scalar/Operators", "VisualShaderNodeIntOp", TTR("Sums two integer scalars."), { VisualShaderNodeIntOp::OP_ADD }, VisualShaderNode::PORT_TYPE_SCALAR_INT));
  4743. 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));
  4744. 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));
  4745. 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));
  4746. 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));
  4747. 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));
  4748. add_options.push_back(AddOption("Divide (/)", "Scalar/Operators", "VisualShaderNodeFloatOp", TTR("Divides two floating-point scalars."), { VisualShaderNodeFloatOp::OP_DIV }, VisualShaderNode::PORT_TYPE_SCALAR));
  4749. add_options.push_back(AddOption("Divide (/)", "Scalar/Operators", "VisualShaderNodeIntOp", TTR("Divides two integer scalars."), { VisualShaderNodeIntOp::OP_DIV }, VisualShaderNode::PORT_TYPE_SCALAR_INT));
  4750. add_options.push_back(AddOption("Multiply (*)", "Scalar/Operators", "VisualShaderNodeFloatOp", TTR("Multiplies two floating-point scalars."), { VisualShaderNodeFloatOp::OP_MUL }, VisualShaderNode::PORT_TYPE_SCALAR));
  4751. add_options.push_back(AddOption("Multiply (*)", "Scalar/Operators", "VisualShaderNodeIntOp", TTR("Multiplies two integer scalars."), { VisualShaderNodeIntOp::OP_MUL }, VisualShaderNode::PORT_TYPE_SCALAR_INT));
  4752. 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));
  4753. 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));
  4754. add_options.push_back(AddOption("Subtract (-)", "Scalar/Operators", "VisualShaderNodeFloatOp", TTR("Subtracts two floating-point scalars."), { VisualShaderNodeFloatOp::OP_SUB }, VisualShaderNode::PORT_TYPE_SCALAR));
  4755. add_options.push_back(AddOption("Subtract (-)", "Scalar/Operators", "VisualShaderNodeIntOp", TTR("Subtracts two integer scalars."), { VisualShaderNodeIntOp::OP_SUB }, VisualShaderNode::PORT_TYPE_SCALAR_INT));
  4756. add_options.push_back(AddOption("FloatConstant", "Scalar/Variables", "VisualShaderNodeFloatConstant", TTR("Scalar floating-point constant."), {}, VisualShaderNode::PORT_TYPE_SCALAR));
  4757. add_options.push_back(AddOption("IntConstant", "Scalar/Variables", "VisualShaderNodeIntConstant", TTR("Scalar integer constant."), {}, VisualShaderNode::PORT_TYPE_SCALAR_INT));
  4758. add_options.push_back(AddOption("FloatParameter", "Scalar/Variables", "VisualShaderNodeFloatParameter", TTR("Scalar floating-point parameter."), {}, VisualShaderNode::PORT_TYPE_SCALAR));
  4759. add_options.push_back(AddOption("IntParameter", "Scalar/Variables", "VisualShaderNodeIntParameter", TTR("Scalar integer parameter."), {}, VisualShaderNode::PORT_TYPE_SCALAR_INT));
  4760. // SDF
  4761. {
  4762. 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));
  4763. 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));
  4764. 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));
  4765. 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));
  4766. 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));
  4767. }
  4768. // TEXTURES
  4769. add_options.push_back(AddOption("UVFunc", "Textures/Common", "VisualShaderNodeUVFunc", TTR("Function to be applied on texture coordinates."), {}, VisualShaderNode::PORT_TYPE_VECTOR_2D));
  4770. add_options.push_back(AddOption("UVPolarCoord", "Textures/Common", "VisualShaderNodeUVPolarCoord", TTR("Polar coordinates conversion applied on texture coordinates."), {}, VisualShaderNode::PORT_TYPE_VECTOR_2D));
  4771. cubemap_node_option_idx = add_options.size();
  4772. add_options.push_back(AddOption("CubeMap", "Textures/Functions", "VisualShaderNodeCubemap", TTR("Perform the cubic texture lookup."), {}, VisualShaderNode::PORT_TYPE_VECTOR_4D));
  4773. curve_node_option_idx = add_options.size();
  4774. add_options.push_back(AddOption("CurveTexture", "Textures/Functions", "VisualShaderNodeCurveTexture", TTR("Perform the curve texture lookup."), {}, VisualShaderNode::PORT_TYPE_SCALAR));
  4775. curve_xyz_node_option_idx = add_options.size();
  4776. add_options.push_back(AddOption("CurveXYZTexture", "Textures/Functions", "VisualShaderNodeCurveXYZTexture", TTR("Perform the three components curve texture lookup."), {}, VisualShaderNode::PORT_TYPE_VECTOR_3D));
  4777. add_options.push_back(AddOption("LinearSceneDepth", "Textures/Functions", "VisualShaderNodeLinearSceneDepth", TTR("Returns the depth value of the DEPTH_TEXTURE node in a linear space."), {}, VisualShaderNode::PORT_TYPE_SCALAR, TYPE_FLAGS_FRAGMENT, Shader::MODE_SPATIAL));
  4778. texture2d_node_option_idx = add_options.size();
  4779. add_options.push_back(AddOption("Texture2D", "Textures/Functions", "VisualShaderNodeTexture", TTR("Perform the 2D texture lookup."), {}, VisualShaderNode::PORT_TYPE_VECTOR_4D));
  4780. texture2d_array_node_option_idx = add_options.size();
  4781. add_options.push_back(AddOption("Texture2DArray", "Textures/Functions", "VisualShaderNodeTexture2DArray", TTR("Perform the 2D-array texture lookup."), {}, VisualShaderNode::PORT_TYPE_VECTOR_4D));
  4782. texture3d_node_option_idx = add_options.size();
  4783. add_options.push_back(AddOption("Texture3D", "Textures/Functions", "VisualShaderNodeTexture3D", TTR("Perform the 3D texture lookup."), {}, VisualShaderNode::PORT_TYPE_VECTOR_4D));
  4784. add_options.push_back(AddOption("UVPanning", "Textures/Functions", "VisualShaderNodeUVFunc", TTR("Apply panning function on texture coordinates."), { VisualShaderNodeUVFunc::FUNC_PANNING }, VisualShaderNode::PORT_TYPE_VECTOR_2D));
  4785. add_options.push_back(AddOption("UVScaling", "Textures/Functions", "VisualShaderNodeUVFunc", TTR("Apply scaling function on texture coordinates."), { VisualShaderNodeUVFunc::FUNC_SCALING }, VisualShaderNode::PORT_TYPE_VECTOR_2D));
  4786. add_options.push_back(AddOption("CubeMapParameter", "Textures/Variables", "VisualShaderNodeCubemapParameter", TTR("Cubic texture parameter lookup."), {}, VisualShaderNode::PORT_TYPE_SAMPLER));
  4787. add_options.push_back(AddOption("Texture2DParameter", "Textures/Variables", "VisualShaderNodeTexture2DParameter", TTR("2D texture parameter lookup."), {}, VisualShaderNode::PORT_TYPE_SAMPLER));
  4788. add_options.push_back(AddOption("TextureParameterTriplanar", "Textures/Variables", "VisualShaderNodeTextureParameterTriplanar", TTR("2D texture parameter lookup with triplanar."), {}, -1, TYPE_FLAGS_FRAGMENT | TYPE_FLAGS_LIGHT, Shader::MODE_SPATIAL));
  4789. add_options.push_back(AddOption("Texture2DArrayParameter", "Textures/Variables", "VisualShaderNodeTexture2DArrayParameter", TTR("2D array of textures parameter lookup."), {}, VisualShaderNode::PORT_TYPE_SAMPLER));
  4790. add_options.push_back(AddOption("Texture3DParameter", "Textures/Variables", "VisualShaderNodeTexture3DParameter", TTR("3D texture parameter lookup."), {}, VisualShaderNode::PORT_TYPE_SAMPLER));
  4791. // TRANSFORM
  4792. add_options.push_back(AddOption("TransformFunc", "Transform/Common", "VisualShaderNodeTransformFunc", TTR("Transform function."), {}, VisualShaderNode::PORT_TYPE_TRANSFORM));
  4793. add_options.push_back(AddOption("TransformOp", "Transform/Common", "VisualShaderNodeTransformOp", TTR("Transform operator."), {}, VisualShaderNode::PORT_TYPE_TRANSFORM));
  4794. 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));
  4795. add_options.push_back(AddOption("TransformCompose", "Transform/Composition", "VisualShaderNodeTransformCompose", TTR("Composes transform from four vectors."), {}, VisualShaderNode::PORT_TYPE_TRANSFORM));
  4796. add_options.push_back(AddOption("TransformDecompose", "Transform/Composition", "VisualShaderNodeTransformDecompose", TTR("Decomposes transform to four vectors.")));
  4797. add_options.push_back(AddOption("Determinant", "Transform/Functions", "VisualShaderNodeDeterminant", TTR("Calculates the determinant of a transform."), {}, VisualShaderNode::PORT_TYPE_SCALAR));
  4798. 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));
  4799. add_options.push_back(AddOption("Inverse", "Transform/Functions", "VisualShaderNodeTransformFunc", TTR("Calculates the inverse of a transform."), { VisualShaderNodeTransformFunc::FUNC_INVERSE }, VisualShaderNode::PORT_TYPE_TRANSFORM));
  4800. add_options.push_back(AddOption("Transpose", "Transform/Functions", "VisualShaderNodeTransformFunc", TTR("Calculates the transpose of a transform."), { VisualShaderNodeTransformFunc::FUNC_TRANSPOSE }, VisualShaderNode::PORT_TYPE_TRANSFORM));
  4801. add_options.push_back(AddOption("Add (+)", "Transform/Operators", "VisualShaderNodeTransformOp", TTR("Sums two transforms."), { VisualShaderNodeTransformOp::OP_ADD }, VisualShaderNode::PORT_TYPE_TRANSFORM));
  4802. add_options.push_back(AddOption("Divide (/)", "Transform/Operators", "VisualShaderNodeTransformOp", TTR("Divides two transforms."), { VisualShaderNodeTransformOp::OP_A_DIV_B }, VisualShaderNode::PORT_TYPE_TRANSFORM));
  4803. add_options.push_back(AddOption("Multiply (*)", "Transform/Operators", "VisualShaderNodeTransformOp", TTR("Multiplies two transforms."), { VisualShaderNodeTransformOp::OP_AxB }, VisualShaderNode::PORT_TYPE_TRANSFORM));
  4804. 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));
  4805. add_options.push_back(AddOption("Subtract (-)", "Transform/Operators", "VisualShaderNodeTransformOp", TTR("Subtracts two transforms."), { VisualShaderNodeTransformOp::OP_A_MINUS_B }, VisualShaderNode::PORT_TYPE_TRANSFORM));
  4806. add_options.push_back(AddOption("TransformVectorMult (*)", "Transform/Operators", "VisualShaderNodeTransformVecMult", TTR("Multiplies vector by transform."), {}, VisualShaderNode::PORT_TYPE_VECTOR_3D));
  4807. add_options.push_back(AddOption("TransformConstant", "Transform/Variables", "VisualShaderNodeTransformConstant", TTR("Transform constant."), {}, VisualShaderNode::PORT_TYPE_TRANSFORM));
  4808. add_options.push_back(AddOption("TransformParameter", "Transform/Variables", "VisualShaderNodeTransformParameter", TTR("Transform parameter."), {}, VisualShaderNode::PORT_TYPE_TRANSFORM));
  4809. // UTILITY
  4810. add_options.push_back(AddOption("DistanceFade", "Utility", "VisualShaderNodeDistanceFade", TTR("The distance fade effect fades out each pixel based on its distance to another object."), {}, VisualShaderNode::PORT_TYPE_SCALAR, TYPE_FLAGS_FRAGMENT, Shader::MODE_SPATIAL));
  4811. add_options.push_back(AddOption("ProximityFade", "Utility", "VisualShaderNodeProximityFade", TTR("The proximity fade effect fades out each pixel based on its distance to another object."), {}, VisualShaderNode::PORT_TYPE_SCALAR, TYPE_FLAGS_FRAGMENT, Shader::MODE_SPATIAL));
  4812. add_options.push_back(AddOption("RandomRange", "Utility", "VisualShaderNodeRandomRange", TTR("Returns a random value between the minimum and maximum input values."), {}, VisualShaderNode::PORT_TYPE_SCALAR));
  4813. add_options.push_back(AddOption("Remap", "Utility", "VisualShaderNodeRemap", TTR("Remaps a given input from the input range to the output range."), {}, VisualShaderNode::PORT_TYPE_SCALAR));
  4814. // VECTOR
  4815. add_options.push_back(AddOption("VectorFunc", "Vector/Common", "VisualShaderNodeVectorFunc", TTR("Vector function."), {}, VisualShaderNode::PORT_TYPE_VECTOR_3D));
  4816. add_options.push_back(AddOption("VectorOp", "Vector/Common", "VisualShaderNodeVectorOp", TTR("Vector operator."), {}, VisualShaderNode::PORT_TYPE_VECTOR_3D));
  4817. add_options.push_back(AddOption("VectorCompose", "Vector/Common", "VisualShaderNodeVectorCompose", TTR("Composes vector from scalars.")));
  4818. add_options.push_back(AddOption("VectorDecompose", "Vector/Common", "VisualShaderNodeVectorDecompose", TTR("Decomposes vector to scalars.")));
  4819. add_options.push_back(AddOption("Vector2Compose", "Vector/Composition", "VisualShaderNodeVectorCompose", TTR("Composes 2D vector from two scalars."), { VisualShaderNodeVectorCompose::OP_TYPE_VECTOR_2D }, VisualShaderNode::PORT_TYPE_VECTOR_2D));
  4820. add_options.push_back(AddOption("Vector2Decompose", "Vector/Composition", "VisualShaderNodeVectorDecompose", TTR("Decomposes 2D vector to two scalars."), { VisualShaderNodeVectorDecompose::OP_TYPE_VECTOR_2D }));
  4821. 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));
  4822. add_options.push_back(AddOption("Vector3Decompose", "Vector/Composition", "VisualShaderNodeVectorDecompose", TTR("Decomposes 3D vector to three scalars."), { VisualShaderNodeVectorDecompose::OP_TYPE_VECTOR_3D }));
  4823. add_options.push_back(AddOption("Vector4Compose", "Vector/Composition", "VisualShaderNodeVectorCompose", TTR("Composes 4D vector from four scalars."), { VisualShaderNodeVectorCompose::OP_TYPE_VECTOR_4D }, VisualShaderNode::PORT_TYPE_VECTOR_4D));
  4824. add_options.push_back(AddOption("Vector4Decompose", "Vector/Composition", "VisualShaderNodeVectorDecompose", TTR("Decomposes 4D vector to four scalars."), { VisualShaderNodeVectorDecompose::OP_TYPE_VECTOR_4D }));
  4825. 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));
  4826. 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));
  4827. add_options.push_back(AddOption("Abs", "Vector/Functions", "VisualShaderNodeVectorFunc", TTR("Returns the absolute value of the parameter."), { VisualShaderNodeVectorFunc::FUNC_ABS, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_4D }, VisualShaderNode::PORT_TYPE_VECTOR_4D));
  4828. 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));
  4829. 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));
  4830. add_options.push_back(AddOption("ACos", "Vector/Functions", "VisualShaderNodeVectorFunc", TTR("Returns the arc-cosine of the parameter."), { VisualShaderNodeVectorFunc::FUNC_ACOS, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_4D }, VisualShaderNode::PORT_TYPE_VECTOR_4D));
  4831. 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));
  4832. 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));
  4833. add_options.push_back(AddOption("ACosH", "Vector/Functions", "VisualShaderNodeVectorFunc", TTR("Returns the inverse hyperbolic cosine of the parameter."), { VisualShaderNodeVectorFunc::FUNC_ACOSH, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_4D }, VisualShaderNode::PORT_TYPE_VECTOR_4D));
  4834. 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));
  4835. 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));
  4836. add_options.push_back(AddOption("ASin", "Vector/Functions", "VisualShaderNodeVectorFunc", TTR("Returns the arc-sine of the parameter."), { VisualShaderNodeVectorFunc::FUNC_ASIN, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_4D }, VisualShaderNode::PORT_TYPE_VECTOR_4D));
  4837. 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));
  4838. 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));
  4839. add_options.push_back(AddOption("ASinH", "Vector/Functions", "VisualShaderNodeVectorFunc", TTR("Returns the inverse hyperbolic sine of the parameter."), { VisualShaderNodeVectorFunc::FUNC_ASINH, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_4D }, VisualShaderNode::PORT_TYPE_VECTOR_4D));
  4840. 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));
  4841. 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));
  4842. add_options.push_back(AddOption("ATan", "Vector/Functions", "VisualShaderNodeVectorFunc", TTR("Returns the arc-tangent of the parameter."), { VisualShaderNodeVectorFunc::FUNC_ATAN, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_4D }, VisualShaderNode::PORT_TYPE_VECTOR_4D));
  4843. 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));
  4844. 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));
  4845. add_options.push_back(AddOption("ATan2", "Vector/Functions", "VisualShaderNodeVectorOp", TTR("Returns the arc-tangent of the parameters."), { VisualShaderNodeVectorOp::OP_ATAN2, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_4D }, VisualShaderNode::PORT_TYPE_VECTOR_4D));
  4846. 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));
  4847. 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));
  4848. add_options.push_back(AddOption("ATanH", "Vector/Functions", "VisualShaderNodeVectorFunc", TTR("Returns the inverse hyperbolic tangent of the parameter."), { VisualShaderNodeVectorFunc::FUNC_ATANH, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_4D }, VisualShaderNode::PORT_TYPE_VECTOR_4D));
  4849. 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));
  4850. 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));
  4851. add_options.push_back(AddOption("Ceil", "Vector/Functions", "VisualShaderNodeVectorFunc", TTR("Finds the nearest integer that is greater than or equal to the parameter."), { VisualShaderNodeVectorFunc::FUNC_CEIL, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_4D }, VisualShaderNode::PORT_TYPE_VECTOR_4D));
  4852. 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));
  4853. 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));
  4854. add_options.push_back(AddOption("Clamp", "Vector/Functions", "VisualShaderNodeClamp", TTR("Constrains a value to lie between two further values."), { VisualShaderNodeClamp::OP_TYPE_VECTOR_4D }, VisualShaderNode::PORT_TYPE_VECTOR_4D));
  4855. 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));
  4856. 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));
  4857. add_options.push_back(AddOption("Cos", "Vector/Functions", "VisualShaderNodeVectorFunc", TTR("Returns the cosine of the parameter."), { VisualShaderNodeVectorFunc::FUNC_COS, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_4D }, VisualShaderNode::PORT_TYPE_VECTOR_4D));
  4858. 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));
  4859. 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));
  4860. add_options.push_back(AddOption("CosH", "Vector/Functions", "VisualShaderNodeVectorFunc", TTR("Returns the hyperbolic cosine of the parameter."), { VisualShaderNodeVectorFunc::FUNC_COSH, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_4D }, VisualShaderNode::PORT_TYPE_VECTOR_4D));
  4861. 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));
  4862. 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));
  4863. 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));
  4864. add_options.push_back(AddOption("Degrees", "Vector/Functions", "VisualShaderNodeVectorFunc", TTR("Converts a quantity in radians to degrees."), { VisualShaderNodeVectorFunc::FUNC_DEGREES, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_4D }, VisualShaderNode::PORT_TYPE_VECTOR_4D));
  4865. 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));
  4866. 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));
  4867. add_options.push_back(AddOption("DFdX", "Vector/Functions", "VisualShaderNodeDerivativeFunc", TTR("(Fragment/Light mode only) (Vector) Derivative in 'x' using local differencing."), { VisualShaderNodeDerivativeFunc::FUNC_X, VisualShaderNodeDerivativeFunc::OP_TYPE_VECTOR_4D }, VisualShaderNode::PORT_TYPE_VECTOR_4D, TYPE_FLAGS_FRAGMENT | TYPE_FLAGS_LIGHT, -1, true));
  4868. 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));
  4869. 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));
  4870. add_options.push_back(AddOption("DFdY", "Vector/Functions", "VisualShaderNodeDerivativeFunc", TTR("(Fragment/Light mode only) (Vector) Derivative in 'y' using local differencing."), { VisualShaderNodeDerivativeFunc::FUNC_Y, VisualShaderNodeDerivativeFunc::OP_TYPE_VECTOR_4D }, VisualShaderNode::PORT_TYPE_VECTOR_4D, TYPE_FLAGS_FRAGMENT | TYPE_FLAGS_LIGHT, -1, true));
  4871. 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));
  4872. 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));
  4873. add_options.push_back(AddOption("Distance4D", "Vector/Functions", "VisualShaderNodeVectorDistance", TTR("Returns the distance between two points."), { VisualShaderNodeVectorDistance::OP_TYPE_VECTOR_4D }, VisualShaderNode::PORT_TYPE_SCALAR));
  4874. add_options.push_back(AddOption("Dot", "Vector/Functions", "VisualShaderNodeDotProduct", TTR("Calculates the dot product of two vectors."), {}, VisualShaderNode::PORT_TYPE_SCALAR));
  4875. 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));
  4876. 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));
  4877. add_options.push_back(AddOption("Exp", "Vector/Functions", "VisualShaderNodeVectorFunc", TTR("Base-e Exponential."), { VisualShaderNodeVectorFunc::FUNC_EXP, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_4D }, VisualShaderNode::PORT_TYPE_VECTOR_4D));
  4878. 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));
  4879. 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));
  4880. add_options.push_back(AddOption("Exp2", "Vector/Functions", "VisualShaderNodeVectorFunc", TTR("Base-2 Exponential."), { VisualShaderNodeVectorFunc::FUNC_EXP2, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_4D }, VisualShaderNode::PORT_TYPE_VECTOR_4D));
  4881. 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));
  4882. 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));
  4883. add_options.push_back(AddOption("FaceForward", "Vector/Functions", "VisualShaderNodeFaceForward", TTR("Returns the vector that points in the same direction as a reference vector. The function has three vector parameters : N, the vector to orient, I, the incident vector, and Nref, the reference vector. If the dot product of I and Nref is smaller than zero the return value is N. Otherwise -N is returned."), { VisualShaderNodeFaceForward::OP_TYPE_VECTOR_4D }, VisualShaderNode::PORT_TYPE_VECTOR_4D));
  4884. 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));
  4885. 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));
  4886. add_options.push_back(AddOption("Floor", "Vector/Functions", "VisualShaderNodeVectorFunc", TTR("Finds the nearest integer less than or equal to the parameter."), { VisualShaderNodeVectorFunc::FUNC_FLOOR, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_4D }, VisualShaderNode::PORT_TYPE_VECTOR_4D));
  4887. add_options.push_back(AddOption("Fract", "Vector/Functions", "VisualShaderNodeVectorFunc", TTR("Computes the fractional part of the argument."), { VisualShaderNodeVectorFunc::FUNC_FRACT, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_2D }, VisualShaderNode::PORT_TYPE_VECTOR_2D));
  4888. add_options.push_back(AddOption("Fract", "Vector/Functions", "VisualShaderNodeVectorFunc", TTR("Computes the fractional part of the argument."), { VisualShaderNodeVectorFunc::FUNC_FRACT, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_3D }, VisualShaderNode::PORT_TYPE_VECTOR_3D));
  4889. add_options.push_back(AddOption("Fract", "Vector/Functions", "VisualShaderNodeVectorFunc", TTR("Computes the fractional part of the argument."), { VisualShaderNodeVectorFunc::FUNC_FRACT, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_4D }, VisualShaderNode::PORT_TYPE_VECTOR_4D));
  4890. 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));
  4891. 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));
  4892. 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));
  4893. add_options.push_back(AddOption("InverseSqrt", "Vector/Functions", "VisualShaderNodeVectorFunc", TTR("Returns the inverse of the square root of the parameter."), { VisualShaderNodeVectorFunc::FUNC_INVERSE_SQRT, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_4D }, VisualShaderNode::PORT_TYPE_VECTOR_4D));
  4894. add_options.push_back(AddOption("Length2D", "Vector/Functions", "VisualShaderNodeVectorLen", TTR("Calculates the length of a vector."), { VisualShaderNodeVectorLen::OP_TYPE_VECTOR_2D }, VisualShaderNode::PORT_TYPE_SCALAR));
  4895. add_options.push_back(AddOption("Length3D", "Vector/Functions", "VisualShaderNodeVectorLen", TTR("Calculates the length of a vector."), { VisualShaderNodeVectorLen::OP_TYPE_VECTOR_3D }, VisualShaderNode::PORT_TYPE_SCALAR));
  4896. add_options.push_back(AddOption("Length4D", "Vector/Functions", "VisualShaderNodeVectorLen", TTR("Calculates the length of a vector."), { VisualShaderNodeVectorLen::OP_TYPE_VECTOR_4D }, VisualShaderNode::PORT_TYPE_SCALAR));
  4897. 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));
  4898. 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));
  4899. add_options.push_back(AddOption("Log", "Vector/Functions", "VisualShaderNodeVectorFunc", TTR("Natural logarithm."), { VisualShaderNodeVectorFunc::FUNC_LOG, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_4D }, VisualShaderNode::PORT_TYPE_VECTOR_4D));
  4900. 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));
  4901. 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));
  4902. add_options.push_back(AddOption("Log2", "Vector/Functions", "VisualShaderNodeVectorFunc", TTR("Base-2 logarithm."), { VisualShaderNodeVectorFunc::FUNC_LOG2, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_4D }, VisualShaderNode::PORT_TYPE_VECTOR_4D));
  4903. 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));
  4904. 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));
  4905. add_options.push_back(AddOption("Max", "Vector/Functions", "VisualShaderNodeVectorOp", TTR("Returns the greater of two values."), { VisualShaderNodeVectorOp::OP_MAX, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_4D }, VisualShaderNode::PORT_TYPE_VECTOR_4D));
  4906. 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));
  4907. 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));
  4908. add_options.push_back(AddOption("Min", "Vector/Functions", "VisualShaderNodeVectorOp", TTR("Returns the lesser of two values."), { VisualShaderNodeVectorOp::OP_MIN, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_4D }, VisualShaderNode::PORT_TYPE_VECTOR_4D));
  4909. 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));
  4910. 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));
  4911. add_options.push_back(AddOption("Mix", "Vector/Functions", "VisualShaderNodeMix", TTR("Linear interpolation between two vectors."), { VisualShaderNodeMix::OP_TYPE_VECTOR_4D }, VisualShaderNode::PORT_TYPE_VECTOR_4D));
  4912. 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));
  4913. 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));
  4914. add_options.push_back(AddOption("MixS", "Vector/Functions", "VisualShaderNodeMix", TTR("Linear interpolation between two vectors using scalar."), { VisualShaderNodeMix::OP_TYPE_VECTOR_4D_SCALAR }, VisualShaderNode::PORT_TYPE_VECTOR_4D));
  4915. add_options.push_back(AddOption("MultiplyAdd (a * b + c)", "Vector/Functions", "VisualShaderNodeMultiplyAdd", TTR("Performs a fused multiply-add operation (a * b + c) on vectors."), { VisualShaderNodeMultiplyAdd::OP_TYPE_VECTOR_2D }, VisualShaderNode::PORT_TYPE_VECTOR_2D));
  4916. add_options.push_back(AddOption("MultiplyAdd (a * b + c)", "Vector/Functions", "VisualShaderNodeMultiplyAdd", TTR("Performs a fused multiply-add operation (a * b + c) on vectors."), { VisualShaderNodeMultiplyAdd::OP_TYPE_VECTOR_3D }, VisualShaderNode::PORT_TYPE_VECTOR_3D));
  4917. add_options.push_back(AddOption("MultiplyAdd (a * b + c)", "Vector/Functions", "VisualShaderNodeMultiplyAdd", TTR("Performs a fused multiply-add operation (a * b + c) on vectors."), { VisualShaderNodeMultiplyAdd::OP_TYPE_VECTOR_4D }, VisualShaderNode::PORT_TYPE_VECTOR_4D));
  4918. add_options.push_back(AddOption("Negate (*-1)", "Vector/Functions", "VisualShaderNodeVectorFunc", TTR("Returns the opposite value of the parameter."), { VisualShaderNodeVectorFunc::FUNC_NEGATE, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_2D }, VisualShaderNode::PORT_TYPE_VECTOR_2D));
  4919. add_options.push_back(AddOption("Negate (*-1)", "Vector/Functions", "VisualShaderNodeVectorFunc", TTR("Returns the opposite value of the parameter."), { VisualShaderNodeVectorFunc::FUNC_NEGATE, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_3D }, VisualShaderNode::PORT_TYPE_VECTOR_3D));
  4920. add_options.push_back(AddOption("Negate (*-1)", "Vector/Functions", "VisualShaderNodeVectorFunc", TTR("Returns the opposite value of the parameter."), { VisualShaderNodeVectorFunc::FUNC_NEGATE, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_4D }, VisualShaderNode::PORT_TYPE_VECTOR_4D));
  4921. 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));
  4922. 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));
  4923. add_options.push_back(AddOption("Normalize", "Vector/Functions", "VisualShaderNodeVectorFunc", TTR("Calculates the normalize product of vector."), { VisualShaderNodeVectorFunc::FUNC_NORMALIZE, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_4D }, VisualShaderNode::PORT_TYPE_VECTOR_4D));
  4924. add_options.push_back(AddOption("OneMinus (1-)", "Vector/Functions", "VisualShaderNodeVectorFunc", TTR("1.0 - vector"), { VisualShaderNodeVectorFunc::FUNC_ONEMINUS, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_2D }, VisualShaderNode::PORT_TYPE_VECTOR_2D));
  4925. add_options.push_back(AddOption("OneMinus (1-)", "Vector/Functions", "VisualShaderNodeVectorFunc", TTR("1.0 - vector"), { VisualShaderNodeVectorFunc::FUNC_ONEMINUS, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_3D }, VisualShaderNode::PORT_TYPE_VECTOR_3D));
  4926. add_options.push_back(AddOption("OneMinus (1-)", "Vector/Functions", "VisualShaderNodeVectorFunc", TTR("1.0 - vector"), { VisualShaderNodeVectorFunc::FUNC_ONEMINUS, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_4D }, VisualShaderNode::PORT_TYPE_VECTOR_4D));
  4927. 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));
  4928. 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));
  4929. add_options.push_back(AddOption("Pow (^)", "Vector/Functions", "VisualShaderNodeVectorOp", TTR("Returns the value of the first parameter raised to the power of the second."), { VisualShaderNodeVectorOp::OP_POW, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_4D }, VisualShaderNode::PORT_TYPE_VECTOR_4D));
  4930. 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));
  4931. 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));
  4932. add_options.push_back(AddOption("Radians", "Vector/Functions", "VisualShaderNodeVectorFunc", TTR("Converts a quantity in degrees to radians."), { VisualShaderNodeVectorFunc::FUNC_RADIANS, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_4D }, VisualShaderNode::PORT_TYPE_VECTOR_4D));
  4933. 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));
  4934. 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));
  4935. add_options.push_back(AddOption("Reciprocal", "Vector/Functions", "VisualShaderNodeVectorFunc", TTR("1.0 / vector"), { VisualShaderNodeVectorFunc::FUNC_RECIPROCAL, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_4D }, VisualShaderNode::PORT_TYPE_VECTOR_4D));
  4936. add_options.push_back(AddOption("Reflect", "Vector/Functions", "VisualShaderNodeVectorOp", TTR("Returns the vector that points in the direction of reflection ( a : incident vector, b : normal vector )."), { VisualShaderNodeVectorOp::OP_REFLECT, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_2D }, VisualShaderNode::PORT_TYPE_VECTOR_2D));
  4937. 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));
  4938. add_options.push_back(AddOption("Reflect", "Vector/Functions", "VisualShaderNodeVectorOp", TTR("Returns the vector that points in the direction of reflection ( a : incident vector, b : normal vector )."), { VisualShaderNodeVectorOp::OP_REFLECT, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_4D }, VisualShaderNode::PORT_TYPE_VECTOR_4D));
  4939. add_options.push_back(AddOption("Refract", "Vector/Functions", "VisualShaderNodeVectorRefract", TTR("Returns the vector that points in the direction of refraction."), {}, VisualShaderNode::PORT_TYPE_VECTOR_2D));
  4940. 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));
  4941. add_options.push_back(AddOption("Refract", "Vector/Functions", "VisualShaderNodeVectorRefract", TTR("Returns the vector that points in the direction of refraction."), {}, VisualShaderNode::PORT_TYPE_VECTOR_4D));
  4942. 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));
  4943. 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));
  4944. add_options.push_back(AddOption("Round", "Vector/Functions", "VisualShaderNodeVectorFunc", TTR("Finds the nearest integer to the parameter."), { VisualShaderNodeVectorFunc::FUNC_ROUND, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_4D }, VisualShaderNode::PORT_TYPE_VECTOR_4D));
  4945. 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));
  4946. 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));
  4947. add_options.push_back(AddOption("RoundEven", "Vector/Functions", "VisualShaderNodeVectorFunc", TTR("Finds the nearest even integer to the parameter."), { VisualShaderNodeVectorFunc::FUNC_ROUNDEVEN, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_4D }, VisualShaderNode::PORT_TYPE_VECTOR_4D));
  4948. 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));
  4949. 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));
  4950. add_options.push_back(AddOption("Saturate", "Vector/Functions", "VisualShaderNodeVectorFunc", TTR("Clamps the value between 0.0 and 1.0."), { VisualShaderNodeVectorFunc::FUNC_SATURATE, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_4D }, VisualShaderNode::PORT_TYPE_VECTOR_4D));
  4951. 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));
  4952. 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));
  4953. add_options.push_back(AddOption("Sign", "Vector/Functions", "VisualShaderNodeVectorFunc", TTR("Extracts the sign of the parameter."), { VisualShaderNodeVectorFunc::FUNC_SIGN, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_4D }, VisualShaderNode::PORT_TYPE_VECTOR_4D));
  4954. 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));
  4955. 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));
  4956. add_options.push_back(AddOption("Sin", "Vector/Functions", "VisualShaderNodeVectorFunc", TTR("Returns the sine of the parameter."), { VisualShaderNodeVectorFunc::FUNC_SIN, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_4D }, VisualShaderNode::PORT_TYPE_VECTOR_4D));
  4957. 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));
  4958. 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));
  4959. add_options.push_back(AddOption("SinH", "Vector/Functions", "VisualShaderNodeVectorFunc", TTR("Returns the hyperbolic sine of the parameter."), { VisualShaderNodeVectorFunc::FUNC_SINH, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_4D }, VisualShaderNode::PORT_TYPE_VECTOR_4D));
  4960. 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));
  4961. 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));
  4962. add_options.push_back(AddOption("Sqrt", "Vector/Functions", "VisualShaderNodeVectorFunc", TTR("Returns the square root of the parameter."), { VisualShaderNodeVectorFunc::FUNC_SQRT, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_4D }, VisualShaderNode::PORT_TYPE_VECTOR_4D));
  4963. 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));
  4964. 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));
  4965. add_options.push_back(AddOption("SmoothStep", "Vector/Functions", "VisualShaderNodeSmoothStep", TTR("SmoothStep function( vector(edge0), vector(edge1), vector(x) ).\n\nReturns 0.0 if 'x' is smaller than 'edge0' and 1.0 if 'x' is larger than 'edge1'. Otherwise the return value is interpolated between 0.0 and 1.0 using Hermite polynomials."), { VisualShaderNodeSmoothStep::OP_TYPE_VECTOR_4D }, VisualShaderNode::PORT_TYPE_VECTOR_4D));
  4966. 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));
  4967. 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));
  4968. add_options.push_back(AddOption("SmoothStepS", "Vector/Functions", "VisualShaderNodeSmoothStep", TTR("SmoothStep function( scalar(edge0), scalar(edge1), vector(x) ).\n\nReturns 0.0 if 'x' is smaller than 'edge0' and 1.0 if 'x' is larger than 'edge1'. Otherwise the return value is interpolated between 0.0 and 1.0 using Hermite polynomials."), { VisualShaderNodeSmoothStep::OP_TYPE_VECTOR_4D_SCALAR }, VisualShaderNode::PORT_TYPE_VECTOR_4D));
  4969. 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));
  4970. 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));
  4971. 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));
  4972. 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));
  4973. add_options.push_back(AddOption("StepS", "Vector/Functions", "VisualShaderNodeStep", TTR("Step function( scalar(edge), vector(x) ).\n\nReturns 0.0 if 'x' is smaller than 'edge' and otherwise 1.0."), { VisualShaderNodeStep::OP_TYPE_VECTOR_4D_SCALAR }, VisualShaderNode::PORT_TYPE_VECTOR_4D));
  4974. 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));
  4975. 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));
  4976. add_options.push_back(AddOption("Sum (+)", "Vector/Functions", "VisualShaderNodeDerivativeFunc", TTR("(Fragment/Light mode only) (Vector) Sum of absolute derivative in 'x' and 'y'."), { VisualShaderNodeDerivativeFunc::FUNC_SUM, VisualShaderNodeDerivativeFunc::OP_TYPE_VECTOR_4D }, VisualShaderNode::PORT_TYPE_VECTOR_4D, TYPE_FLAGS_FRAGMENT | TYPE_FLAGS_LIGHT, -1, true));
  4977. 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));
  4978. 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));
  4979. add_options.push_back(AddOption("Tan", "Vector/Functions", "VisualShaderNodeVectorFunc", TTR("Returns the tangent of the parameter."), { VisualShaderNodeVectorFunc::FUNC_TAN, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_4D }, VisualShaderNode::PORT_TYPE_VECTOR_4D));
  4980. 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));
  4981. 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));
  4982. add_options.push_back(AddOption("TanH", "Vector/Functions", "VisualShaderNodeVectorFunc", TTR("Returns the hyperbolic tangent of the parameter."), { VisualShaderNodeVectorFunc::FUNC_TANH, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_4D }, VisualShaderNode::PORT_TYPE_VECTOR_4D));
  4983. 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));
  4984. 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));
  4985. add_options.push_back(AddOption("Trunc", "Vector/Functions", "VisualShaderNodeVectorFunc", TTR("Finds the truncated value of the parameter."), { VisualShaderNodeVectorFunc::FUNC_TRUNC, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_4D }, VisualShaderNode::PORT_TYPE_VECTOR_4D));
  4986. 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));
  4987. 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));
  4988. add_options.push_back(AddOption("Add (+)", "Vector/Operators", "VisualShaderNodeVectorOp", TTR("Adds 4D vector to 4D vector."), { VisualShaderNodeVectorOp::OP_ADD, VisualShaderNodeVectorOp::OP_TYPE_VECTOR_4D }, VisualShaderNode::PORT_TYPE_VECTOR_4D));
  4989. 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));
  4990. 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));
  4991. add_options.push_back(AddOption("Divide (/)", "Vector/Operators", "VisualShaderNodeVectorOp", TTR("Divides 4D vector by 4D vector."), { VisualShaderNodeVectorOp::OP_DIV, VisualShaderNodeVectorOp::OP_TYPE_VECTOR_4D }, VisualShaderNode::PORT_TYPE_VECTOR_4D));
  4992. 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));
  4993. 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));
  4994. add_options.push_back(AddOption("Multiply (*)", "Vector/Operators", "VisualShaderNodeVectorOp", TTR("Multiplies 4D vector by 4D vector."), { VisualShaderNodeVectorOp::OP_MUL, VisualShaderNodeVectorOp::OP_TYPE_VECTOR_4D }, VisualShaderNode::PORT_TYPE_VECTOR_4D));
  4995. 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));
  4996. 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));
  4997. add_options.push_back(AddOption("Remainder", "Vector/Operators", "VisualShaderNodeVectorOp", TTR("Returns the remainder of the two 4D vectors."), { VisualShaderNodeVectorOp::OP_MOD, VisualShaderNodeVectorOp::OP_TYPE_VECTOR_4D }, VisualShaderNode::PORT_TYPE_VECTOR_4D));
  4998. 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));
  4999. 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));
  5000. add_options.push_back(AddOption("Subtract (-)", "Vector/Operators", "VisualShaderNodeVectorOp", TTR("Subtracts 4D vector from 4D vector."), { VisualShaderNodeVectorOp::OP_SUB, VisualShaderNodeVectorOp::OP_TYPE_VECTOR_4D }, VisualShaderNode::PORT_TYPE_VECTOR_4D));
  5001. add_options.push_back(AddOption("Vector2Constant", "Vector/Variables", "VisualShaderNodeVec2Constant", TTR("2D vector constant."), {}, VisualShaderNode::PORT_TYPE_VECTOR_2D));
  5002. add_options.push_back(AddOption("Vector2Parameter", "Vector/Variables", "VisualShaderNodeVec2Parameter", TTR("2D vector parameter."), {}, VisualShaderNode::PORT_TYPE_VECTOR_2D));
  5003. add_options.push_back(AddOption("Vector3Constant", "Vector/Variables", "VisualShaderNodeVec3Constant", TTR("3D vector constant."), {}, VisualShaderNode::PORT_TYPE_VECTOR_3D));
  5004. add_options.push_back(AddOption("Vector3Parameter", "Vector/Variables", "VisualShaderNodeVec3Parameter", TTR("3D vector parameter."), {}, VisualShaderNode::PORT_TYPE_VECTOR_3D));
  5005. add_options.push_back(AddOption("Vector4Constant", "Vector/Variables", "VisualShaderNodeVec4Constant", TTR("4D vector constant."), {}, VisualShaderNode::PORT_TYPE_VECTOR_4D));
  5006. add_options.push_back(AddOption("Vector4Parameter", "Vector/Variables", "VisualShaderNodeVec4Parameter", TTR("4D vector parameter."), {}, VisualShaderNode::PORT_TYPE_VECTOR_4D));
  5007. // SPECIAL
  5008. add_options.push_back(AddOption("Comment", "Special", "VisualShaderNodeComment", TTR("A rectangular area with a description string for better graph organization.")));
  5009. 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.")));
  5010. add_options.push_back(AddOption("GlobalExpression", "Special", "VisualShaderNodeGlobalExpression", TTR("Custom Godot Shader Language expression, which is placed on top of the resulted shader. You can place various function definitions inside and call it later in the Expressions. You can also declare varyings, parameters and constants.")));
  5011. add_options.push_back(AddOption("ParameterRef", "Special", "VisualShaderNodeParameterRef", TTR("A reference to an existing parameter.")));
  5012. add_options.push_back(AddOption("VaryingGetter", "Special", "VisualShaderNodeVaryingGetter", TTR("Get varying parameter."), {}, -1, TYPE_FLAGS_FRAGMENT | TYPE_FLAGS_LIGHT, Shader::MODE_SPATIAL));
  5013. add_options.push_back(AddOption("VaryingSetter", "Special", "VisualShaderNodeVaryingSetter", TTR("Set varying parameter."), {}, -1, TYPE_FLAGS_VERTEX | TYPE_FLAGS_FRAGMENT, Shader::MODE_SPATIAL));
  5014. add_options.push_back(AddOption("VaryingGetter", "Special", "VisualShaderNodeVaryingGetter", TTR("Get varying parameter."), {}, -1, TYPE_FLAGS_FRAGMENT | TYPE_FLAGS_LIGHT, Shader::MODE_CANVAS_ITEM));
  5015. add_options.push_back(AddOption("VaryingSetter", "Special", "VisualShaderNodeVaryingSetter", TTR("Set varying parameter."), {}, -1, TYPE_FLAGS_VERTEX | TYPE_FLAGS_FRAGMENT, Shader::MODE_CANVAS_ITEM));
  5016. custom_node_option_idx = add_options.size();
  5017. /////////////////////////////////////////////////////////////////////
  5018. _update_options_menu();
  5019. Ref<VisualShaderNodePluginDefault> default_plugin;
  5020. default_plugin.instantiate();
  5021. default_plugin->set_editor(this);
  5022. add_plugin(default_plugin);
  5023. graph_plugin.instantiate();
  5024. graph_plugin->set_editor(this);
  5025. property_editor_popup = memnew(PopupPanel);
  5026. property_editor_popup->set_min_size(Size2(180, 0) * EDSCALE);
  5027. add_child(property_editor_popup);
  5028. edited_property_holder.instantiate();
  5029. }
  5030. class VisualShaderNodePluginInputEditor : public OptionButton {
  5031. GDCLASS(VisualShaderNodePluginInputEditor, OptionButton);
  5032. VisualShaderEditor *editor = nullptr;
  5033. Ref<VisualShaderNodeInput> input;
  5034. public:
  5035. void _notification(int p_what) {
  5036. switch (p_what) {
  5037. case NOTIFICATION_READY: {
  5038. connect("item_selected", callable_mp(this, &VisualShaderNodePluginInputEditor::_item_selected));
  5039. } break;
  5040. }
  5041. }
  5042. void _item_selected(int p_item) {
  5043. editor->call_deferred(SNAME("_input_select_item"), input, get_item_text(p_item));
  5044. }
  5045. void setup(VisualShaderEditor *p_editor, const Ref<VisualShaderNodeInput> &p_input) {
  5046. editor = p_editor;
  5047. input = p_input;
  5048. Ref<Texture2D> type_icon[] = {
  5049. EditorNode::get_singleton()->get_gui_base()->get_theme_icon(SNAME("float"), SNAME("EditorIcons")),
  5050. EditorNode::get_singleton()->get_gui_base()->get_theme_icon(SNAME("int"), SNAME("EditorIcons")),
  5051. EditorNode::get_singleton()->get_gui_base()->get_theme_icon(SNAME("Vector2"), SNAME("EditorIcons")),
  5052. EditorNode::get_singleton()->get_gui_base()->get_theme_icon(SNAME("Vector3"), SNAME("EditorIcons")),
  5053. EditorNode::get_singleton()->get_gui_base()->get_theme_icon(SNAME("Vector4"), SNAME("EditorIcons")),
  5054. EditorNode::get_singleton()->get_gui_base()->get_theme_icon(SNAME("bool"), SNAME("EditorIcons")),
  5055. EditorNode::get_singleton()->get_gui_base()->get_theme_icon(SNAME("Transform3D"), SNAME("EditorIcons")),
  5056. EditorNode::get_singleton()->get_gui_base()->get_theme_icon(SNAME("ImageTexture"), SNAME("EditorIcons")),
  5057. };
  5058. add_item("[None]");
  5059. int to_select = -1;
  5060. for (int i = 0; i < input->get_input_index_count(); i++) {
  5061. if (input->get_input_name() == input->get_input_index_name(i)) {
  5062. to_select = i + 1;
  5063. }
  5064. add_icon_item(type_icon[input->get_input_index_type(i)], input->get_input_index_name(i));
  5065. }
  5066. if (to_select >= 0) {
  5067. select(to_select);
  5068. }
  5069. }
  5070. };
  5071. ////////////////
  5072. class VisualShaderNodePluginVaryingEditor : public OptionButton {
  5073. GDCLASS(VisualShaderNodePluginVaryingEditor, OptionButton);
  5074. VisualShaderEditor *editor = nullptr;
  5075. Ref<VisualShaderNodeVarying> varying;
  5076. public:
  5077. void _notification(int p_what) {
  5078. if (p_what == NOTIFICATION_READY) {
  5079. connect("item_selected", callable_mp(this, &VisualShaderNodePluginVaryingEditor::_item_selected));
  5080. }
  5081. }
  5082. void _item_selected(int p_item) {
  5083. editor->call_deferred(SNAME("_varying_select_item"), varying, get_item_text(p_item));
  5084. }
  5085. void setup(VisualShaderEditor *p_editor, const Ref<VisualShaderNodeVarying> &p_varying, VisualShader::Type p_type) {
  5086. editor = p_editor;
  5087. varying = p_varying;
  5088. Ref<Texture2D> type_icon[] = {
  5089. EditorNode::get_singleton()->get_gui_base()->get_theme_icon(SNAME("float"), SNAME("EditorIcons")),
  5090. EditorNode::get_singleton()->get_gui_base()->get_theme_icon(SNAME("int"), SNAME("EditorIcons")),
  5091. EditorNode::get_singleton()->get_gui_base()->get_theme_icon(SNAME("Vector2"), SNAME("EditorIcons")),
  5092. EditorNode::get_singleton()->get_gui_base()->get_theme_icon(SNAME("Vector3"), SNAME("EditorIcons")),
  5093. EditorNode::get_singleton()->get_gui_base()->get_theme_icon(SNAME("Vector4"), SNAME("EditorIcons")),
  5094. EditorNode::get_singleton()->get_gui_base()->get_theme_icon(SNAME("bool"), SNAME("EditorIcons")),
  5095. EditorNode::get_singleton()->get_gui_base()->get_theme_icon(SNAME("Transform3D"), SNAME("EditorIcons")),
  5096. };
  5097. bool is_getter = Ref<VisualShaderNodeVaryingGetter>(p_varying.ptr()).is_valid();
  5098. add_item("[None]");
  5099. int to_select = -1;
  5100. for (int i = 0, j = 0; i < varying->get_varyings_count(); i++) {
  5101. VisualShader::VaryingMode mode = varying->get_varying_mode_by_index(i);
  5102. if (is_getter) {
  5103. if (mode == VisualShader::VARYING_MODE_FRAG_TO_LIGHT) {
  5104. if (p_type != VisualShader::TYPE_LIGHT) {
  5105. j++;
  5106. continue;
  5107. }
  5108. } else {
  5109. if (p_type != VisualShader::TYPE_FRAGMENT && p_type != VisualShader::TYPE_LIGHT) {
  5110. j++;
  5111. continue;
  5112. }
  5113. }
  5114. } else {
  5115. if (mode == VisualShader::VARYING_MODE_FRAG_TO_LIGHT) {
  5116. if (p_type != VisualShader::TYPE_FRAGMENT) {
  5117. j++;
  5118. continue;
  5119. }
  5120. } else {
  5121. if (p_type != VisualShader::TYPE_VERTEX) {
  5122. j++;
  5123. continue;
  5124. }
  5125. }
  5126. }
  5127. if (varying->get_varying_name() == varying->get_varying_name_by_index(i)) {
  5128. to_select = i - j + 1;
  5129. }
  5130. add_icon_item(type_icon[varying->get_varying_type_by_index(i)], varying->get_varying_name_by_index(i));
  5131. }
  5132. if (to_select >= 0) {
  5133. select(to_select);
  5134. }
  5135. }
  5136. };
  5137. ////////////////
  5138. class VisualShaderNodePluginParameterRefEditor : public OptionButton {
  5139. GDCLASS(VisualShaderNodePluginParameterRefEditor, OptionButton);
  5140. VisualShaderEditor *editor = nullptr;
  5141. Ref<VisualShaderNodeParameterRef> parameter_ref;
  5142. public:
  5143. void _notification(int p_what) {
  5144. switch (p_what) {
  5145. case NOTIFICATION_READY: {
  5146. connect("item_selected", callable_mp(this, &VisualShaderNodePluginParameterRefEditor::_item_selected));
  5147. } break;
  5148. }
  5149. }
  5150. void _item_selected(int p_item) {
  5151. editor->call_deferred(SNAME("_parameter_ref_select_item"), parameter_ref, get_item_text(p_item));
  5152. }
  5153. void setup(VisualShaderEditor *p_editor, const Ref<VisualShaderNodeParameterRef> &p_parameter_ref) {
  5154. editor = p_editor;
  5155. parameter_ref = p_parameter_ref;
  5156. Ref<Texture2D> type_icon[] = {
  5157. EditorNode::get_singleton()->get_gui_base()->get_theme_icon(SNAME("float"), SNAME("EditorIcons")),
  5158. EditorNode::get_singleton()->get_gui_base()->get_theme_icon(SNAME("int"), SNAME("EditorIcons")),
  5159. EditorNode::get_singleton()->get_gui_base()->get_theme_icon(SNAME("bool"), SNAME("EditorIcons")),
  5160. EditorNode::get_singleton()->get_gui_base()->get_theme_icon(SNAME("Vector2"), SNAME("EditorIcons")),
  5161. EditorNode::get_singleton()->get_gui_base()->get_theme_icon(SNAME("Vector3"), SNAME("EditorIcons")),
  5162. EditorNode::get_singleton()->get_gui_base()->get_theme_icon(SNAME("Vector4"), SNAME("EditorIcons")),
  5163. EditorNode::get_singleton()->get_gui_base()->get_theme_icon(SNAME("Transform3D"), SNAME("EditorIcons")),
  5164. EditorNode::get_singleton()->get_gui_base()->get_theme_icon(SNAME("Color"), SNAME("EditorIcons")),
  5165. EditorNode::get_singleton()->get_gui_base()->get_theme_icon(SNAME("ImageTexture"), SNAME("EditorIcons")),
  5166. };
  5167. add_item("[None]");
  5168. int to_select = -1;
  5169. for (int i = 0; i < p_parameter_ref->get_parameters_count(); i++) {
  5170. if (p_parameter_ref->get_parameter_name() == p_parameter_ref->get_parameter_name_by_index(i)) {
  5171. to_select = i + 1;
  5172. }
  5173. add_icon_item(type_icon[p_parameter_ref->get_parameter_type_by_index(i)], p_parameter_ref->get_parameter_name_by_index(i));
  5174. }
  5175. if (to_select >= 0) {
  5176. select(to_select);
  5177. }
  5178. }
  5179. };
  5180. ////////////////
  5181. class VisualShaderNodePluginDefaultEditor : public VBoxContainer {
  5182. GDCLASS(VisualShaderNodePluginDefaultEditor, VBoxContainer);
  5183. VisualShaderEditor *editor = nullptr;
  5184. Ref<Resource> parent_resource;
  5185. int node_id = 0;
  5186. VisualShader::Type shader_type;
  5187. public:
  5188. void _property_changed(const String &p_property, const Variant &p_value, const String &p_field = "", bool p_changing = false) {
  5189. if (p_changing) {
  5190. return;
  5191. }
  5192. Ref<EditorUndoRedoManager> &undo_redo = EditorNode::get_undo_redo();
  5193. updating = true;
  5194. undo_redo->create_action(TTR("Edit Visual Property:") + " " + p_property, UndoRedo::MERGE_ENDS);
  5195. undo_redo->add_do_property(node.ptr(), p_property, p_value);
  5196. undo_redo->add_undo_property(node.ptr(), p_property, node->get(p_property));
  5197. if (p_value.get_type() == Variant::OBJECT) {
  5198. Ref<Resource> prev_res = node->get(p_property);
  5199. Ref<Resource> curr_res = p_value;
  5200. if (curr_res.is_null()) {
  5201. undo_redo->add_do_method(this, "_open_inspector", (Ref<Resource>)parent_resource.ptr());
  5202. } else {
  5203. undo_redo->add_do_method(this, "_open_inspector", (Ref<Resource>)curr_res.ptr());
  5204. }
  5205. if (!prev_res.is_null()) {
  5206. undo_redo->add_undo_method(this, "_open_inspector", (Ref<Resource>)prev_res.ptr());
  5207. } else {
  5208. undo_redo->add_undo_method(this, "_open_inspector", (Ref<Resource>)parent_resource.ptr());
  5209. }
  5210. }
  5211. if (p_property != "constant") {
  5212. VisualShaderGraphPlugin *graph_plugin = editor->get_graph_plugin();
  5213. if (graph_plugin) {
  5214. undo_redo->add_do_method(graph_plugin, "update_node_deferred", shader_type, node_id);
  5215. undo_redo->add_undo_method(graph_plugin, "update_node_deferred", shader_type, node_id);
  5216. }
  5217. }
  5218. undo_redo->commit_action();
  5219. updating = false;
  5220. }
  5221. void _node_changed() {
  5222. if (updating) {
  5223. return;
  5224. }
  5225. for (int i = 0; i < properties.size(); i++) {
  5226. properties[i]->update_property();
  5227. }
  5228. }
  5229. void _resource_selected(const String &p_path, Ref<Resource> p_resource) {
  5230. _open_inspector(p_resource);
  5231. }
  5232. void _open_inspector(Ref<Resource> p_resource) {
  5233. InspectorDock::get_inspector_singleton()->edit(p_resource.ptr());
  5234. }
  5235. bool updating = false;
  5236. Ref<VisualShaderNode> node;
  5237. Vector<EditorProperty *> properties;
  5238. Vector<Label *> prop_names;
  5239. void _show_prop_names(bool p_show) {
  5240. for (int i = 0; i < prop_names.size(); i++) {
  5241. prop_names[i]->set_visible(p_show);
  5242. }
  5243. }
  5244. void setup(VisualShaderEditor *p_editor, Ref<Resource> p_parent_resource, Vector<EditorProperty *> p_properties, const Vector<StringName> &p_names, const HashMap<StringName, String> &p_overrided_names, Ref<VisualShaderNode> p_node) {
  5245. editor = p_editor;
  5246. parent_resource = p_parent_resource;
  5247. updating = false;
  5248. node = p_node;
  5249. properties = p_properties;
  5250. node_id = (int)p_node->get_meta("id");
  5251. shader_type = VisualShader::Type((int)p_node->get_meta("shader_type"));
  5252. for (int i = 0; i < p_properties.size(); i++) {
  5253. HBoxContainer *hbox = memnew(HBoxContainer);
  5254. hbox->set_h_size_flags(SIZE_EXPAND_FILL);
  5255. add_child(hbox);
  5256. Label *prop_name = memnew(Label);
  5257. String prop_name_str = p_names[i];
  5258. if (p_overrided_names.has(p_names[i])) {
  5259. prop_name_str = p_overrided_names[p_names[i]] + ":";
  5260. } else {
  5261. prop_name_str = prop_name_str.capitalize() + ":";
  5262. }
  5263. prop_name->set_text(prop_name_str);
  5264. prop_name->set_visible(false);
  5265. hbox->add_child(prop_name);
  5266. prop_names.push_back(prop_name);
  5267. p_properties[i]->set_h_size_flags(SIZE_EXPAND_FILL);
  5268. hbox->add_child(p_properties[i]);
  5269. bool res_prop = Object::cast_to<EditorPropertyResource>(p_properties[i]);
  5270. if (res_prop) {
  5271. p_properties[i]->connect("resource_selected", callable_mp(this, &VisualShaderNodePluginDefaultEditor::_resource_selected));
  5272. }
  5273. properties[i]->connect("property_changed", callable_mp(this, &VisualShaderNodePluginDefaultEditor::_property_changed));
  5274. properties[i]->set_object_and_property(node.ptr(), p_names[i]);
  5275. properties[i]->update_property();
  5276. properties[i]->set_name_split_ratio(0);
  5277. }
  5278. node->connect("changed", callable_mp(this, &VisualShaderNodePluginDefaultEditor::_node_changed));
  5279. }
  5280. static void _bind_methods() {
  5281. ClassDB::bind_method("_open_inspector", &VisualShaderNodePluginDefaultEditor::_open_inspector); // Used by UndoRedo.
  5282. ClassDB::bind_method("_show_prop_names", &VisualShaderNodePluginDefaultEditor::_show_prop_names); // Used with call_deferred.
  5283. }
  5284. };
  5285. Control *VisualShaderNodePluginDefault::create_editor(const Ref<Resource> &p_parent_resource, const Ref<VisualShaderNode> &p_node) {
  5286. Ref<VisualShader> p_shader = Ref<VisualShader>(p_parent_resource.ptr());
  5287. if (p_shader.is_valid() && (p_node->is_class("VisualShaderNodeVaryingGetter") || p_node->is_class("VisualShaderNodeVaryingSetter"))) {
  5288. VisualShaderNodePluginVaryingEditor *editor = memnew(VisualShaderNodePluginVaryingEditor);
  5289. editor->setup(vseditor, p_node, p_shader->get_shader_type());
  5290. return editor;
  5291. }
  5292. if (p_node->is_class("VisualShaderNodeParameterRef")) {
  5293. VisualShaderNodePluginParameterRefEditor *editor = memnew(VisualShaderNodePluginParameterRefEditor);
  5294. editor->setup(vseditor, p_node);
  5295. return editor;
  5296. }
  5297. if (p_node->is_class("VisualShaderNodeInput")) {
  5298. VisualShaderNodePluginInputEditor *editor = memnew(VisualShaderNodePluginInputEditor);
  5299. editor->setup(vseditor, p_node);
  5300. return editor;
  5301. }
  5302. Vector<StringName> properties = p_node->get_editable_properties();
  5303. if (properties.size() == 0) {
  5304. return nullptr;
  5305. }
  5306. List<PropertyInfo> props;
  5307. p_node->get_property_list(&props);
  5308. Vector<PropertyInfo> pinfo;
  5309. for (const PropertyInfo &E : props) {
  5310. for (int i = 0; i < properties.size(); i++) {
  5311. if (E.name == String(properties[i])) {
  5312. pinfo.push_back(E);
  5313. }
  5314. }
  5315. }
  5316. if (pinfo.size() == 0) {
  5317. return nullptr;
  5318. }
  5319. properties.clear();
  5320. Ref<VisualShaderNode> node = p_node;
  5321. Vector<EditorProperty *> editors;
  5322. for (int i = 0; i < pinfo.size(); i++) {
  5323. EditorProperty *prop = EditorInspector::instantiate_property_editor(node.ptr(), pinfo[i].type, pinfo[i].name, pinfo[i].hint, pinfo[i].hint_string, pinfo[i].usage);
  5324. if (!prop) {
  5325. return nullptr;
  5326. }
  5327. if (Object::cast_to<EditorPropertyResource>(prop)) {
  5328. Object::cast_to<EditorPropertyResource>(prop)->set_use_sub_inspector(false);
  5329. prop->set_custom_minimum_size(Size2(100 * EDSCALE, 0));
  5330. } else if (Object::cast_to<EditorPropertyTransform3D>(prop) || Object::cast_to<EditorPropertyVector3>(prop)) {
  5331. prop->set_custom_minimum_size(Size2(250 * EDSCALE, 0));
  5332. } else if (Object::cast_to<EditorPropertyQuaternion>(prop)) {
  5333. prop->set_custom_minimum_size(Size2(320 * EDSCALE, 0));
  5334. } else if (Object::cast_to<EditorPropertyFloat>(prop)) {
  5335. prop->set_custom_minimum_size(Size2(100 * EDSCALE, 0));
  5336. } else if (Object::cast_to<EditorPropertyEnum>(prop)) {
  5337. prop->set_custom_minimum_size(Size2(100 * EDSCALE, 0));
  5338. Object::cast_to<EditorPropertyEnum>(prop)->set_option_button_clip(false);
  5339. }
  5340. editors.push_back(prop);
  5341. properties.push_back(pinfo[i].name);
  5342. }
  5343. VisualShaderNodePluginDefaultEditor *editor = memnew(VisualShaderNodePluginDefaultEditor);
  5344. editor->setup(vseditor, p_parent_resource, editors, properties, p_node->get_editable_properties_names(), p_node);
  5345. return editor;
  5346. }
  5347. void EditorPropertyVisualShaderMode::_option_selected(int p_which) {
  5348. Ref<VisualShader> visual_shader(Object::cast_to<VisualShader>(get_edited_object()));
  5349. if (visual_shader->get_mode() == p_which) {
  5350. return;
  5351. }
  5352. ShaderEditorPlugin *shader_editor = Object::cast_to<ShaderEditorPlugin>(EditorNode::get_singleton()->get_editor_data().get_editor("Shader"));
  5353. if (!shader_editor) {
  5354. return;
  5355. }
  5356. VisualShaderEditor *editor = shader_editor->get_visual_shader_editor(visual_shader);
  5357. if (!editor) {
  5358. return;
  5359. }
  5360. Ref<EditorUndoRedoManager> &undo_redo = EditorNode::get_undo_redo();
  5361. undo_redo->create_action(TTR("Visual Shader Mode Changed"));
  5362. //do is easy
  5363. undo_redo->add_do_method(visual_shader.ptr(), "set_mode", p_which);
  5364. undo_redo->add_undo_method(visual_shader.ptr(), "set_mode", visual_shader->get_mode());
  5365. undo_redo->add_do_method(editor, "_set_mode", p_which);
  5366. undo_redo->add_undo_method(editor, "_set_mode", visual_shader->get_mode());
  5367. //now undo is hell
  5368. //1. restore connections to output
  5369. for (int i = 0; i < VisualShader::TYPE_MAX; i++) {
  5370. VisualShader::Type type = VisualShader::Type(i);
  5371. List<VisualShader::Connection> conns;
  5372. visual_shader->get_node_connections(type, &conns);
  5373. for (const VisualShader::Connection &E : conns) {
  5374. if (E.to_node == VisualShader::NODE_ID_OUTPUT) {
  5375. undo_redo->add_undo_method(visual_shader.ptr(), "connect_nodes", type, E.from_node, E.from_port, E.to_node, E.to_port);
  5376. }
  5377. }
  5378. }
  5379. //2. restore input indices
  5380. for (int i = 0; i < VisualShader::TYPE_MAX; i++) {
  5381. VisualShader::Type type = VisualShader::Type(i);
  5382. Vector<int> nodes = visual_shader->get_node_list(type);
  5383. for (int j = 0; j < nodes.size(); j++) {
  5384. Ref<VisualShaderNodeInput> input = visual_shader->get_node(type, nodes[j]);
  5385. if (!input.is_valid()) {
  5386. continue;
  5387. }
  5388. undo_redo->add_undo_method(input.ptr(), "set_input_name", input->get_input_name());
  5389. }
  5390. }
  5391. //3. restore enums and flags
  5392. List<PropertyInfo> props;
  5393. visual_shader->get_property_list(&props);
  5394. for (const PropertyInfo &E : props) {
  5395. if (E.name.begins_with("flags/") || E.name.begins_with("modes/")) {
  5396. undo_redo->add_undo_property(visual_shader.ptr(), E.name, visual_shader->get(E.name));
  5397. }
  5398. }
  5399. //4. delete varyings (if needed)
  5400. if (p_which == VisualShader::MODE_PARTICLES || p_which == VisualShader::MODE_SKY || p_which == VisualShader::MODE_FOG) {
  5401. int var_count = visual_shader->get_varyings_count();
  5402. if (var_count > 0) {
  5403. for (int i = 0; i < var_count; i++) {
  5404. const VisualShader::Varying *var = visual_shader->get_varying_by_index(i);
  5405. undo_redo->add_do_method(visual_shader.ptr(), "remove_varying", var->name);
  5406. undo_redo->add_undo_method(visual_shader.ptr(), "add_varying", var->name, var->mode, var->type);
  5407. }
  5408. undo_redo->add_do_method(editor, "_update_varyings");
  5409. undo_redo->add_undo_method(editor, "_update_varyings");
  5410. }
  5411. }
  5412. undo_redo->add_do_method(editor, "_update_nodes");
  5413. undo_redo->add_undo_method(editor, "_update_nodes");
  5414. undo_redo->add_do_method(editor, "_update_graph");
  5415. undo_redo->add_undo_method(editor, "_update_graph");
  5416. undo_redo->commit_action();
  5417. }
  5418. void EditorPropertyVisualShaderMode::update_property() {
  5419. int which = get_edited_object()->get(get_edited_property());
  5420. options->select(which);
  5421. }
  5422. void EditorPropertyVisualShaderMode::setup(const Vector<String> &p_options) {
  5423. for (int i = 0; i < p_options.size(); i++) {
  5424. options->add_item(p_options[i], i);
  5425. }
  5426. }
  5427. void EditorPropertyVisualShaderMode::set_option_button_clip(bool p_enable) {
  5428. options->set_clip_text(p_enable);
  5429. }
  5430. void EditorPropertyVisualShaderMode::_bind_methods() {
  5431. }
  5432. EditorPropertyVisualShaderMode::EditorPropertyVisualShaderMode() {
  5433. options = memnew(OptionButton);
  5434. options->set_clip_text(true);
  5435. add_child(options);
  5436. add_focusable(options);
  5437. options->connect("item_selected", callable_mp(this, &EditorPropertyVisualShaderMode::_option_selected));
  5438. }
  5439. bool EditorInspectorVisualShaderModePlugin::can_handle(Object *p_object) {
  5440. return true; // Can handle everything.
  5441. }
  5442. bool EditorInspectorVisualShaderModePlugin::parse_property(Object *p_object, const Variant::Type p_type, const String &p_path, const PropertyHint p_hint, const String &p_hint_text, const uint32_t p_usage, const bool p_wide) {
  5443. if (p_path == "mode" && p_object->is_class("VisualShader") && p_type == Variant::INT) {
  5444. EditorPropertyVisualShaderMode *mode_editor = memnew(EditorPropertyVisualShaderMode);
  5445. Vector<String> options = p_hint_text.split(",");
  5446. mode_editor->setup(options);
  5447. add_property_editor(p_path, mode_editor);
  5448. return true;
  5449. }
  5450. return false;
  5451. }
  5452. //////////////////////////////////
  5453. void VisualShaderNodePortPreview::_shader_changed() {
  5454. if (shader.is_null()) {
  5455. return;
  5456. }
  5457. Vector<VisualShader::DefaultTextureParam> default_textures;
  5458. String shader_code = shader->generate_preview_shader(type, node, port, default_textures);
  5459. Ref<Shader> preview_shader;
  5460. preview_shader.instantiate();
  5461. preview_shader->set_code(shader_code);
  5462. for (int i = 0; i < default_textures.size(); i++) {
  5463. for (int j = 0; j < default_textures[i].params.size(); j++) {
  5464. preview_shader->set_default_texture_parameter(default_textures[i].name, default_textures[i].params[j], j);
  5465. }
  5466. }
  5467. Ref<ShaderMaterial> mat;
  5468. mat.instantiate();
  5469. mat->set_shader(preview_shader);
  5470. //find if a material is also being edited and copy parameters to this one
  5471. for (int i = EditorNode::get_singleton()->get_editor_selection_history()->get_path_size() - 1; i >= 0; i--) {
  5472. Object *object = ObjectDB::get_instance(EditorNode::get_singleton()->get_editor_selection_history()->get_path_object(i));
  5473. ShaderMaterial *src_mat;
  5474. if (!object) {
  5475. continue;
  5476. }
  5477. if (object->has_method("get_material_override")) { // trying getting material from MeshInstance
  5478. src_mat = Object::cast_to<ShaderMaterial>(object->call("get_material_override"));
  5479. } else if (object->has_method("get_material")) { // from CanvasItem/Node2D
  5480. src_mat = Object::cast_to<ShaderMaterial>(object->call("get_material"));
  5481. } else {
  5482. src_mat = Object::cast_to<ShaderMaterial>(object);
  5483. }
  5484. if (src_mat && src_mat->get_shader().is_valid()) {
  5485. List<PropertyInfo> params;
  5486. src_mat->get_shader()->get_shader_uniform_list(&params);
  5487. for (const PropertyInfo &E : params) {
  5488. mat->set(E.name, src_mat->get(E.name));
  5489. }
  5490. }
  5491. }
  5492. set_material(mat);
  5493. }
  5494. void VisualShaderNodePortPreview::setup(const Ref<VisualShader> &p_shader, VisualShader::Type p_type, int p_node, int p_port) {
  5495. shader = p_shader;
  5496. shader->connect("changed", callable_mp(this, &VisualShaderNodePortPreview::_shader_changed));
  5497. type = p_type;
  5498. port = p_port;
  5499. node = p_node;
  5500. queue_redraw();
  5501. _shader_changed();
  5502. }
  5503. Size2 VisualShaderNodePortPreview::get_minimum_size() const {
  5504. int port_preview_size = EDITOR_GET("editors/visual_editors/visual_shader/port_preview_size");
  5505. return Size2(port_preview_size, port_preview_size) * EDSCALE;
  5506. }
  5507. void VisualShaderNodePortPreview::_notification(int p_what) {
  5508. switch (p_what) {
  5509. case NOTIFICATION_DRAW: {
  5510. Vector<Vector2> points = {
  5511. Vector2(),
  5512. Vector2(get_size().width, 0),
  5513. get_size(),
  5514. Vector2(0, get_size().height)
  5515. };
  5516. Vector<Vector2> uvs = {
  5517. Vector2(0, 0),
  5518. Vector2(1, 0),
  5519. Vector2(1, 1),
  5520. Vector2(0, 1)
  5521. };
  5522. Vector<Color> colors = {
  5523. Color(1, 1, 1, 1),
  5524. Color(1, 1, 1, 1),
  5525. Color(1, 1, 1, 1),
  5526. Color(1, 1, 1, 1)
  5527. };
  5528. draw_primitive(points, colors, uvs);
  5529. } break;
  5530. }
  5531. }
  5532. void VisualShaderNodePortPreview::_bind_methods() {
  5533. }
  5534. //////////////////////////////////
  5535. String VisualShaderConversionPlugin::converts_to() const {
  5536. return "Shader";
  5537. }
  5538. bool VisualShaderConversionPlugin::handles(const Ref<Resource> &p_resource) const {
  5539. Ref<VisualShader> vshader = p_resource;
  5540. return vshader.is_valid();
  5541. }
  5542. Ref<Resource> VisualShaderConversionPlugin::convert(const Ref<Resource> &p_resource) const {
  5543. Ref<VisualShader> vshader = p_resource;
  5544. ERR_FAIL_COND_V(!vshader.is_valid(), Ref<Resource>());
  5545. Ref<Shader> shader;
  5546. shader.instantiate();
  5547. String code = vshader->get_code();
  5548. shader->set_code(code);
  5549. return shader;
  5550. }