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- /*************************************************************************/
- /* visual_shader_editor_plugin.cpp */
- /*************************************************************************/
- /* This file is part of: */
- /* GODOT ENGINE */
- /* https://godotengine.org */
- /*************************************************************************/
- /* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
- /* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
- /* */
- /* Permission is hereby granted, free of charge, to any person obtaining */
- /* a copy of this software and associated documentation files (the */
- /* "Software"), to deal in the Software without restriction, including */
- /* without limitation the rights to use, copy, modify, merge, publish, */
- /* distribute, sublicense, and/or sell copies of the Software, and to */
- /* permit persons to whom the Software is furnished to do so, subject to */
- /* the following conditions: */
- /* */
- /* The above copyright notice and this permission notice shall be */
- /* included in all copies or substantial portions of the Software. */
- /* */
- /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
- /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
- /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
- /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
- /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
- /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
- /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
- /*************************************************************************/
- #include "visual_shader_editor_plugin.h"
- #include "core/io/resource_loader.h"
- #include "core/os/input.h"
- #include "core/os/keyboard.h"
- #include "core/project_settings.h"
- #include "editor/editor_properties.h"
- #include "scene/animation/animation_player.h"
- #include "scene/gui/menu_button.h"
- #include "scene/gui/panel.h"
- #include "scene/main/viewport.h"
- Control *VisualShaderNodePlugin::create_editor(const Ref<VisualShaderNode> &p_node) {
- if (get_script_instance()) {
- return get_script_instance()->call("create_editor", p_node);
- }
- return NULL;
- }
- void VisualShaderNodePlugin::_bind_methods() {
- BIND_VMETHOD(MethodInfo(Variant::OBJECT, "create_editor", PropertyInfo(Variant::OBJECT, "for_node", PROPERTY_HINT_RESOURCE_TYPE, "VisualShaderNode")));
- }
- ///////////////////
- void VisualShaderEditor::edit(VisualShader *p_visual_shader) {
- if (p_visual_shader) {
- visual_shader = Ref<VisualShader>(p_visual_shader);
- } else {
- visual_shader.unref();
- }
- if (visual_shader.is_null()) {
- hide();
- } else {
- _update_graph();
- }
- }
- void VisualShaderEditor::add_plugin(const Ref<VisualShaderNodePlugin> &p_plugin) {
- if (plugins.find(p_plugin) != -1)
- return;
- plugins.push_back(p_plugin);
- }
- void VisualShaderEditor::remove_plugin(const Ref<VisualShaderNodePlugin> &p_plugin) {
- plugins.erase(p_plugin);
- }
- void VisualShaderEditor::add_custom_type(const String &p_name, const String &p_category, const Ref<Script> &p_script) {
- for (int i = 0; i < add_options.size(); i++) {
- ERR_FAIL_COND(add_options[i].script == p_script);
- }
- AddOption ao;
- ao.name = p_name;
- ao.script = p_script;
- ao.category = p_category;
- add_options.push_back(ao);
- _update_options_menu();
- }
- void VisualShaderEditor::remove_custom_type(const Ref<Script> &p_script) {
- for (int i = 0; i < add_options.size(); i++) {
- if (add_options[i].script == p_script) {
- add_options.remove(i);
- return;
- }
- }
- _update_options_menu();
- }
- void VisualShaderEditor::_update_options_menu() {
- String prev_category;
- add_node->get_popup()->clear();
- for (int i = 0; i < add_options.size(); i++) {
- if (prev_category != add_options[i].category) {
- add_node->get_popup()->add_separator(add_options[i].category);
- }
- add_node->get_popup()->add_item(add_options[i].name, i);
- prev_category = add_options[i].category;
- }
- }
- Size2 VisualShaderEditor::get_minimum_size() const {
- return Size2(10, 200);
- }
- void VisualShaderEditor::_draw_color_over_button(Object *obj, Color p_color) {
- Button *button = Object::cast_to<Button>(obj);
- if (!button)
- return;
- Ref<StyleBox> normal = get_stylebox("normal", "Button");
- button->draw_rect(Rect2(normal->get_offset(), button->get_size() - normal->get_minimum_size()), p_color);
- }
- static Ref<StyleBoxEmpty> make_empty_stylebox(float p_margin_left = -1, float p_margin_top = -1, float p_margin_right = -1, float p_margin_bottom = -1) {
- Ref<StyleBoxEmpty> style(memnew(StyleBoxEmpty));
- style->set_default_margin(MARGIN_LEFT, p_margin_left * EDSCALE);
- style->set_default_margin(MARGIN_RIGHT, p_margin_right * EDSCALE);
- style->set_default_margin(MARGIN_BOTTOM, p_margin_bottom * EDSCALE);
- style->set_default_margin(MARGIN_TOP, p_margin_top * EDSCALE);
- return style;
- }
- void VisualShaderEditor::_update_graph() {
- if (updating)
- return;
- if (visual_shader.is_null())
- return;
- graph->set_scroll_ofs(visual_shader->get_graph_offset() * EDSCALE);
- VisualShader::Type type = VisualShader::Type(edit_type->get_selected());
- graph->clear_connections();
- //erase all nodes
- for (int i = 0; i < graph->get_child_count(); i++) {
- if (Object::cast_to<GraphNode>(graph->get_child(i))) {
- memdelete(graph->get_child(i));
- i--;
- }
- }
- static const Color type_color[3] = {
- Color::html("#61daf4"),
- Color::html("#d67dee"),
- Color::html("#f6a86e")
- };
- List<VisualShader::Connection> connections;
- visual_shader->get_node_connections(type, &connections);
- Ref<StyleBoxEmpty> label_style = make_empty_stylebox(2, 1, 2, 1);
- Vector<int> nodes = visual_shader->get_node_list(type);
- for (int n_i = 0; n_i < nodes.size(); n_i++) {
- Vector2 position = visual_shader->get_node_position(type, nodes[n_i]);
- Ref<VisualShaderNode> vsnode = visual_shader->get_node(type, nodes[n_i]);
- GraphNode *node = memnew(GraphNode);
- graph->add_child(node);
- /*if (!vsnode->is_connected("changed", this, "_node_changed")) {
- vsnode->connect("changed", this, "_node_changed", varray(vsnode->get_instance_id()), CONNECT_DEFERRED);
- }*/
- node->set_offset(position);
- node->set_title(vsnode->get_caption());
- node->set_name(itos(nodes[n_i]));
- if (nodes[n_i] >= 2) {
- node->set_show_close_button(true);
- node->connect("close_request", this, "_delete_request", varray(nodes[n_i]), CONNECT_DEFERRED);
- }
- node->connect("dragged", this, "_node_dragged", varray(nodes[n_i]));
- Control *custom_editor = NULL;
- int port_offset = 0;
- Ref<VisualShaderNodeUniform> uniform = vsnode;
- if (uniform.is_valid()) {
- LineEdit *uniform_name = memnew(LineEdit);
- uniform_name->set_text(uniform->get_uniform_name());
- node->add_child(uniform_name);
- uniform_name->connect("text_entered", this, "_line_edit_changed", varray(uniform_name, nodes[n_i]));
- uniform_name->connect("focus_exited", this, "_line_edit_focus_out", varray(uniform_name, nodes[n_i]));
- if (vsnode->get_input_port_count() == 0 && vsnode->get_output_port_count() == 1 && vsnode->get_output_port_name(0) == "") {
- //shortcut
- VisualShaderNode::PortType port_right = vsnode->get_output_port_type(0);
- node->set_slot(0, false, VisualShaderNode::PORT_TYPE_SCALAR, Color(), true, port_right, type_color[port_right]);
- continue;
- }
- port_offset++;
- }
- for (int i = 0; i < plugins.size(); i++) {
- custom_editor = plugins.write[i]->create_editor(vsnode);
- if (custom_editor) {
- break;
- }
- }
- if (custom_editor && vsnode->get_output_port_count() > 0 && vsnode->get_output_port_name(0) == "" && (vsnode->get_input_port_count() == 0 || vsnode->get_input_port_name(0) == "")) {
- //will be embedded in first port
- } else if (custom_editor) {
- port_offset++;
- node->add_child(custom_editor);
- custom_editor = NULL;
- }
- for (int i = 0; i < MAX(vsnode->get_input_port_count(), vsnode->get_output_port_count()); i++) {
- if (vsnode->is_port_separator(i)) {
- node->add_child(memnew(HSeparator));
- port_offset++;
- }
- bool valid_left = i < vsnode->get_input_port_count();
- VisualShaderNode::PortType port_left = VisualShaderNode::PORT_TYPE_SCALAR;
- bool port_left_used = false;
- String name_left;
- if (valid_left) {
- name_left = vsnode->get_input_port_name(i);
- port_left = vsnode->get_input_port_type(i);
- for (List<VisualShader::Connection>::Element *E = connections.front(); E; E = E->next()) {
- if (E->get().to_node == nodes[n_i] && E->get().to_port == i) {
- port_left_used = true;
- }
- }
- }
- bool valid_right = i < vsnode->get_output_port_count();
- VisualShaderNode::PortType port_right = VisualShaderNode::PORT_TYPE_SCALAR;
- String name_right;
- if (valid_right) {
- name_right = vsnode->get_output_port_name(i);
- port_right = vsnode->get_output_port_type(i);
- }
- HBoxContainer *hb = memnew(HBoxContainer);
- Variant default_value;
- if (valid_left && !port_left_used) {
- default_value = vsnode->get_input_port_default_value(i);
- }
- if (default_value.get_type() != Variant::NIL) { // only a label
- Button *button = memnew(Button);
- hb->add_child(button);
- button->connect("pressed", this, "_edit_port_default_input", varray(button, nodes[n_i], i));
- switch (default_value.get_type()) {
- case Variant::COLOR: {
- button->set_custom_minimum_size(Size2(30, 0) * EDSCALE);
- button->connect("draw", this, "_draw_color_over_button", varray(button, default_value));
- } break;
- case Variant::INT:
- case Variant::REAL: {
- button->set_text(String::num(default_value, 4));
- } break;
- case Variant::VECTOR3: {
- Vector3 v = default_value;
- button->set_text(String::num(v.x, 3) + "," + String::num(v.y, 3) + "," + String::num(v.z, 3));
- } break;
- default: {}
- }
- }
- if (i == 0 && custom_editor) {
- hb->add_child(custom_editor);
- custom_editor->set_h_size_flags(SIZE_EXPAND_FILL);
- } else {
- if (valid_left) {
- Label *label = memnew(Label);
- label->set_text(name_left);
- label->add_style_override("normal", label_style); //more compact
- hb->add_child(label);
- }
- hb->add_spacer();
- if (valid_right) {
- Label *label = memnew(Label);
- label->set_text(name_right);
- label->set_align(Label::ALIGN_RIGHT);
- label->add_style_override("normal", label_style); //more compact
- hb->add_child(label);
- }
- }
- if (valid_right && edit_type->get_selected() == VisualShader::TYPE_FRAGMENT) {
- TextureButton *preview = memnew(TextureButton);
- preview->set_toggle_mode(true);
- preview->set_normal_texture(get_icon("GuiVisibilityHidden", "EditorIcons"));
- preview->set_pressed_texture(get_icon("GuiVisibilityVisible", "EditorIcons"));
- preview->set_v_size_flags(SIZE_SHRINK_CENTER);
- if (vsnode->get_output_port_for_preview() == i) {
- preview->set_pressed(true);
- }
- preview->connect("pressed", this, "_preview_select_port", varray(nodes[n_i], i), CONNECT_DEFERRED);
- hb->add_child(preview);
- }
- node->add_child(hb);
- node->set_slot(i + port_offset, valid_left, port_left, type_color[port_left], valid_right, port_right, type_color[port_right]);
- }
- if (vsnode->get_output_port_for_preview() >= 0) {
- VisualShaderNodePortPreview *port_preview = memnew(VisualShaderNodePortPreview);
- port_preview->setup(visual_shader, type, nodes[n_i], vsnode->get_output_port_for_preview());
- port_preview->set_h_size_flags(SIZE_SHRINK_CENTER);
- node->add_child(port_preview);
- }
- String error = vsnode->get_warning(visual_shader->get_mode(), type);
- if (error != String()) {
- Label *error_label = memnew(Label);
- error_label->add_color_override("font_color", get_color("error_color", "Editor"));
- error_label->set_text(error);
- node->add_child(error_label);
- }
- }
- for (List<VisualShader::Connection>::Element *E = connections.front(); E; E = E->next()) {
- int from = E->get().from_node;
- int from_idx = E->get().from_port;
- int to = E->get().to_node;
- int to_idx = E->get().to_port;
- graph->connect_node(itos(from), from_idx, itos(to), to_idx);
- }
- }
- void VisualShaderEditor::_preview_select_port(int p_node, int p_port) {
- VisualShader::Type type = VisualShader::Type(edit_type->get_selected());
- Ref<VisualShaderNode> node = visual_shader->get_node(type, p_node);
- if (node.is_null()) {
- return;
- }
- if (node->get_output_port_for_preview() == p_port) {
- p_port = -1; //toggle it
- }
- undo_redo->create_action("Set Uniform Name");
- undo_redo->add_do_method(node.ptr(), "set_output_port_for_preview", p_port);
- undo_redo->add_undo_method(node.ptr(), "set_output_port_for_preview", node->get_output_port_for_preview());
- undo_redo->add_do_method(this, "_update_graph");
- undo_redo->add_undo_method(this, "_update_graph");
- undo_redo->commit_action();
- }
- void VisualShaderEditor::_line_edit_changed(const String &p_text, Object *line_edit, int p_node_id) {
- VisualShader::Type type = VisualShader::Type(edit_type->get_selected());
- Ref<VisualShaderNodeUniform> node = visual_shader->get_node(type, p_node_id);
- ERR_FAIL_COND(!node.is_valid());
- String validated_name = visual_shader->validate_uniform_name(p_text, node);
- updating = true;
- undo_redo->create_action("Set Uniform Name");
- undo_redo->add_do_method(node.ptr(), "set_uniform_name", validated_name);
- undo_redo->add_undo_method(node.ptr(), "set_uniform_name", node->get_uniform_name());
- undo_redo->add_do_method(this, "_update_graph");
- undo_redo->add_undo_method(this, "_update_graph");
- undo_redo->commit_action();
- updating = false;
- Object::cast_to<LineEdit>(line_edit)->set_text(validated_name);
- }
- void VisualShaderEditor::_line_edit_focus_out(Object *line_edit, int p_node_id) {
- String text = Object::cast_to<LineEdit>(line_edit)->get_text();
- _line_edit_changed(text, line_edit, p_node_id);
- }
- void VisualShaderEditor::_port_edited() {
- VisualShader::Type type = VisualShader::Type(edit_type->get_selected());
- Variant value = property_editor->get_variant();
- Ref<VisualShaderNode> vsn = visual_shader->get_node(type, editing_node);
- ERR_FAIL_COND(!vsn.is_valid());
- undo_redo->create_action("Set Input Default Port");
- undo_redo->add_do_method(vsn.ptr(), "set_input_port_default_value", editing_port, value);
- undo_redo->add_undo_method(vsn.ptr(), "set_input_port_default_value", editing_port, vsn->get_input_port_default_value(editing_port));
- undo_redo->add_do_method(this, "_update_graph");
- undo_redo->add_undo_method(this, "_update_graph");
- undo_redo->commit_action();
- property_editor->hide();
- }
- void VisualShaderEditor::_edit_port_default_input(Object *p_button, int p_node, int p_port) {
- VisualShader::Type type = VisualShader::Type(edit_type->get_selected());
- Ref<VisualShaderNode> vsn = visual_shader->get_node(type, p_node);
- Button *button = Object::cast_to<Button>(p_button);
- ERR_FAIL_COND(!button);
- Variant value = vsn->get_input_port_default_value(p_port);
- property_editor->set_global_position(button->get_global_position() + Vector2(0, button->get_size().height));
- property_editor->edit(NULL, "", value.get_type(), value, 0, "");
- property_editor->popup();
- editing_node = p_node;
- editing_port = p_port;
- }
- void VisualShaderEditor::_add_node(int p_idx) {
- ERR_FAIL_INDEX(p_idx, add_options.size());
- Ref<VisualShaderNode> vsnode;
- if (add_options[p_idx].type != String()) {
- VisualShaderNode *vsn = Object::cast_to<VisualShaderNode>(ClassDB::instance(add_options[p_idx].type));
- ERR_FAIL_COND(!vsn);
- vsnode = Ref<VisualShaderNode>(vsn);
- } else {
- ERR_FAIL_COND(add_options[p_idx].script.is_null());
- String base_type = add_options[p_idx].script->get_instance_base_type();
- VisualShaderNode *vsn = Object::cast_to<VisualShaderNode>(ClassDB::instance(base_type));
- ERR_FAIL_COND(!vsn);
- vsnode = Ref<VisualShaderNode>(vsn);
- vsnode->set_script(add_options[p_idx].script.get_ref_ptr());
- }
- Point2 position = (graph->get_scroll_ofs() + graph->get_size() * 0.5) / EDSCALE;
- VisualShader::Type type = VisualShader::Type(edit_type->get_selected());
- int id_to_use = visual_shader->get_valid_node_id(type);
- undo_redo->create_action("Add Node to Visual Shader");
- undo_redo->add_do_method(visual_shader.ptr(), "add_node", type, vsnode, position, id_to_use);
- undo_redo->add_undo_method(visual_shader.ptr(), "remove_node", type, id_to_use);
- undo_redo->add_do_method(this, "_update_graph");
- undo_redo->add_undo_method(this, "_update_graph");
- undo_redo->commit_action();
- }
- void VisualShaderEditor::_node_dragged(const Vector2 &p_from, const Vector2 &p_to, int p_node) {
- VisualShader::Type type = VisualShader::Type(edit_type->get_selected());
- updating = true;
- undo_redo->create_action("Node Moved");
- undo_redo->add_do_method(visual_shader.ptr(), "set_node_position", type, p_node, p_to);
- undo_redo->add_undo_method(visual_shader.ptr(), "set_node_position", type, p_node, p_from);
- undo_redo->add_do_method(this, "_update_graph");
- undo_redo->add_undo_method(this, "_update_graph");
- undo_redo->commit_action();
- updating = false;
- }
- void VisualShaderEditor::_connection_request(const String &p_from, int p_from_index, const String &p_to, int p_to_index) {
- VisualShader::Type type = VisualShader::Type(edit_type->get_selected());
- int from = p_from.to_int();
- int to = p_to.to_int();
- if (!visual_shader->can_connect_nodes(type, from, p_from_index, to, p_to_index)) {
- EditorNode::get_singleton()->show_warning(TTR("Unable to connect, port may be in use or connection may be invalid."));
- return;
- }
- undo_redo->create_action("Nodes Connected");
- List<VisualShader::Connection> conns;
- visual_shader->get_node_connections(type, &conns);
- for (List<VisualShader::Connection>::Element *E = conns.front(); E; E = E->next()) {
- if (E->get().to_node == to && E->get().to_port == p_to_index) {
- undo_redo->add_do_method(visual_shader.ptr(), "disconnect_nodes", type, E->get().from_node, E->get().from_port, E->get().to_node, E->get().to_port);
- undo_redo->add_undo_method(visual_shader.ptr(), "connect_nodes", type, E->get().from_node, E->get().from_port, E->get().to_node, E->get().to_port);
- }
- }
- undo_redo->add_do_method(visual_shader.ptr(), "connect_nodes", type, from, p_from_index, to, p_to_index);
- undo_redo->add_undo_method(visual_shader.ptr(), "disconnect_nodes", type, from, p_from_index, to, p_to_index);
- undo_redo->add_do_method(this, "_update_graph");
- undo_redo->add_undo_method(this, "_update_graph");
- undo_redo->commit_action();
- }
- void VisualShaderEditor::_disconnection_request(const String &p_from, int p_from_index, const String &p_to, int p_to_index) {
- graph->disconnect_node(p_from, p_from_index, p_to, p_to_index);
- VisualShader::Type type = VisualShader::Type(edit_type->get_selected());
- int from = p_from.to_int();
- int to = p_to.to_int();
- //updating = true; seems graph edit can handle this, no need to protect
- undo_redo->create_action("Nodes Disconnected");
- undo_redo->add_do_method(visual_shader.ptr(), "disconnect_nodes", type, from, p_from_index, to, p_to_index);
- undo_redo->add_undo_method(visual_shader.ptr(), "connect_nodes", type, from, p_from_index, to, p_to_index);
- undo_redo->add_do_method(this, "_update_graph");
- undo_redo->add_undo_method(this, "_update_graph");
- undo_redo->commit_action();
- //updating = false;
- }
- void VisualShaderEditor::_connection_to_empty(const String &p_from, int p_from_slot, const Vector2 &p_release_position) {
- }
- void VisualShaderEditor::_delete_request(int which) {
- VisualShader::Type type = VisualShader::Type(edit_type->get_selected());
- undo_redo->create_action("Delete Node");
- undo_redo->add_do_method(visual_shader.ptr(), "remove_node", type, which);
- undo_redo->add_undo_method(visual_shader.ptr(), "add_node", type, visual_shader->get_node(type, which), visual_shader->get_node_position(type, which), which);
- List<VisualShader::Connection> conns;
- visual_shader->get_node_connections(type, &conns);
- for (List<VisualShader::Connection>::Element *E = conns.front(); E; E = E->next()) {
- if (E->get().from_node == which || E->get().to_node == which) {
- undo_redo->add_undo_method(visual_shader.ptr(), "connect_nodes", type, E->get().from_node, E->get().from_port, E->get().to_node, E->get().to_port);
- }
- }
- undo_redo->add_do_method(this, "_update_graph");
- undo_redo->add_undo_method(this, "_update_graph");
- undo_redo->commit_action();
- }
- void VisualShaderEditor::_node_selected(Object *p_node) {
- VisualShader::Type type = VisualShader::Type(edit_type->get_selected());
- GraphNode *gn = Object::cast_to<GraphNode>(p_node);
- ERR_FAIL_COND(!gn);
- int id = String(gn->get_name()).to_int();
- Ref<VisualShaderNode> vsnode = visual_shader->get_node(type, id);
- ERR_FAIL_COND(!vsnode.is_valid());
- //do not rely on this, makes editor more complex
- //EditorNode::get_singleton()->push_item(vsnode.ptr(), "", true);
- }
- void VisualShaderEditor::_input(const Ref<InputEvent> p_event) {
- if (graph->has_focus()) {
- Ref<InputEventMouseButton> mb = p_event;
- if (mb.is_valid() && mb->is_pressed() && mb->get_button_index() == BUTTON_RIGHT) {
- add_node->get_popup()->set_position(get_viewport()->get_mouse_position());
- add_node->get_popup()->show_modal();
- }
- }
- }
- void VisualShaderEditor::_notification(int p_what) {
- if (p_what == NOTIFICATION_ENTER_TREE || p_what == NOTIFICATION_THEME_CHANGED) {
- error_panel->add_style_override("panel", get_stylebox("bg", "Tree"));
- error_label->add_color_override("font_color", get_color("error_color", "Editor"));
- }
- if (p_what == NOTIFICATION_PROCESS) {
- }
- }
- void VisualShaderEditor::_scroll_changed(const Vector2 &p_scroll) {
- if (updating)
- return;
- updating = true;
- visual_shader->set_graph_offset(p_scroll / EDSCALE);
- updating = false;
- }
- void VisualShaderEditor::_node_changed(int p_id) {
- if (updating)
- return;
- if (is_visible_in_tree()) {
- _update_graph();
- }
- }
- void VisualShaderEditor::_duplicate_nodes() {
- VisualShader::Type type = VisualShader::Type(edit_type->get_selected());
- List<int> nodes;
- Set<int> excluded;
- for (int i = 0; i < graph->get_child_count(); i++) {
- GraphNode *gn = Object::cast_to<GraphNode>(graph->get_child(i));
- if (gn) {
- int id = String(gn->get_name()).to_int();
- Ref<VisualShaderNode> node = visual_shader->get_node(type, id);
- Ref<VisualShaderNodeOutput> output = node;
- if (output.is_valid()) { // can't duplicate output
- excluded.insert(id);
- continue;
- }
- if (node.is_valid() && gn->is_selected()) {
- nodes.push_back(id);
- }
- excluded.insert(id);
- }
- }
- if (nodes.empty())
- return;
- undo_redo->create_action("Duplicate Nodes");
- int base_id = visual_shader->get_valid_node_id(type);
- int id_from = base_id;
- Map<int, int> connection_remap;
- for (List<int>::Element *E = nodes.front(); E; E = E->next()) {
- connection_remap[E->get()] = id_from;
- Ref<VisualShaderNode> node = visual_shader->get_node(type, E->get());
- Ref<VisualShaderNode> dupli = node->duplicate();
- undo_redo->add_do_method(visual_shader.ptr(), "add_node", type, dupli, visual_shader->get_node_position(type, E->get()) + Vector2(10, 10) * EDSCALE, id_from);
- undo_redo->add_undo_method(visual_shader.ptr(), "remove_node", type, id_from);
- id_from++;
- }
- List<VisualShader::Connection> conns;
- visual_shader->get_node_connections(type, &conns);
- for (List<VisualShader::Connection>::Element *E = conns.front(); E; E = E->next()) {
- if (connection_remap.has(E->get().from_node) && connection_remap.has(E->get().to_node)) {
- undo_redo->add_do_method(visual_shader.ptr(), "connect_nodes", type, connection_remap[E->get().from_node], E->get().from_port, connection_remap[E->get().to_node], E->get().to_port);
- }
- }
- undo_redo->add_do_method(this, "_update_graph");
- undo_redo->add_undo_method(this, "_update_graph");
- undo_redo->commit_action();
- // reselect duplicated nodes by excluding the other ones
- for (int i = 0; i < graph->get_child_count(); i++) {
- GraphNode *gn = Object::cast_to<GraphNode>(graph->get_child(i));
- if (gn) {
- int id = String(gn->get_name()).to_int();
- if (!excluded.has(id)) {
- gn->set_selected(true);
- } else {
- gn->set_selected(false);
- }
- }
- }
- }
- void VisualShaderEditor::_mode_selected(int p_id) {
- _update_graph();
- }
- void VisualShaderEditor::_input_select_item(Ref<VisualShaderNodeInput> input, String name) {
- String prev_name = input->get_input_name();
- if (name == prev_name)
- return;
- bool type_changed = input->get_input_type_by_name(name) != input->get_input_type_by_name(prev_name);
- UndoRedo *undo_redo = EditorNode::get_singleton()->get_undo_redo();
- undo_redo->create_action("Visual Shader Input Type Changed");
- undo_redo->add_do_method(input.ptr(), "set_input_name", name);
- undo_redo->add_undo_method(input.ptr(), "set_input_name", prev_name);
- if (type_changed) {
- //restore connections if type changed
- VisualShader::Type type = VisualShader::Type(edit_type->get_selected());
- int id = visual_shader->find_node_id(type, input);
- List<VisualShader::Connection> conns;
- visual_shader->get_node_connections(type, &conns);
- for (List<VisualShader::Connection>::Element *E = conns.front(); E; E = E->next()) {
- if (E->get().from_node == id) {
- undo_redo->add_undo_method(visual_shader.ptr(), "connect_nodes", type, E->get().from_node, E->get().from_port, E->get().to_node, E->get().to_port);
- }
- }
- }
- undo_redo->add_do_method(VisualShaderEditor::get_singleton(), "_update_graph");
- undo_redo->add_undo_method(VisualShaderEditor::get_singleton(), "_update_graph");
- undo_redo->commit_action();
- }
- void VisualShaderEditor::_bind_methods() {
- ClassDB::bind_method("_update_graph", &VisualShaderEditor::_update_graph);
- ClassDB::bind_method("_add_node", &VisualShaderEditor::_add_node);
- ClassDB::bind_method("_node_dragged", &VisualShaderEditor::_node_dragged);
- ClassDB::bind_method("_connection_request", &VisualShaderEditor::_connection_request);
- ClassDB::bind_method("_disconnection_request", &VisualShaderEditor::_disconnection_request);
- ClassDB::bind_method("_node_selected", &VisualShaderEditor::_node_selected);
- ClassDB::bind_method("_scroll_changed", &VisualShaderEditor::_scroll_changed);
- ClassDB::bind_method("_delete_request", &VisualShaderEditor::_delete_request);
- ClassDB::bind_method("_node_changed", &VisualShaderEditor::_node_changed);
- ClassDB::bind_method("_edit_port_default_input", &VisualShaderEditor::_edit_port_default_input);
- ClassDB::bind_method("_port_edited", &VisualShaderEditor::_port_edited);
- ClassDB::bind_method("_connection_to_empty", &VisualShaderEditor::_connection_to_empty);
- ClassDB::bind_method("_line_edit_focus_out", &VisualShaderEditor::_line_edit_focus_out);
- ClassDB::bind_method("_line_edit_changed", &VisualShaderEditor::_line_edit_changed);
- ClassDB::bind_method("_duplicate_nodes", &VisualShaderEditor::_duplicate_nodes);
- ClassDB::bind_method("_mode_selected", &VisualShaderEditor::_mode_selected);
- ClassDB::bind_method("_input_select_item", &VisualShaderEditor::_input_select_item);
- ClassDB::bind_method("_preview_select_port", &VisualShaderEditor::_preview_select_port);
- ClassDB::bind_method("_input", &VisualShaderEditor::_input);
- }
- VisualShaderEditor *VisualShaderEditor::singleton = NULL;
- VisualShaderEditor::VisualShaderEditor() {
- singleton = this;
- updating = false;
- graph = memnew(GraphEdit);
- add_child(graph);
- graph->add_valid_right_disconnect_type(VisualShaderNode::PORT_TYPE_SCALAR);
- graph->add_valid_right_disconnect_type(VisualShaderNode::PORT_TYPE_VECTOR);
- graph->add_valid_right_disconnect_type(VisualShaderNode::PORT_TYPE_TRANSFORM);
- //graph->add_valid_left_disconnect_type(0);
- graph->set_v_size_flags(SIZE_EXPAND_FILL);
- graph->connect("connection_request", this, "_connection_request", varray(), CONNECT_DEFERRED);
- graph->connect("disconnection_request", this, "_disconnection_request", varray(), CONNECT_DEFERRED);
- graph->connect("node_selected", this, "_node_selected");
- graph->connect("scroll_offset_changed", this, "_scroll_changed");
- graph->connect("duplicate_nodes_request", this, "_duplicate_nodes");
- graph->add_valid_connection_type(VisualShaderNode::PORT_TYPE_SCALAR, VisualShaderNode::PORT_TYPE_SCALAR);
- graph->add_valid_connection_type(VisualShaderNode::PORT_TYPE_SCALAR, VisualShaderNode::PORT_TYPE_VECTOR);
- graph->add_valid_connection_type(VisualShaderNode::PORT_TYPE_VECTOR, VisualShaderNode::PORT_TYPE_SCALAR);
- graph->add_valid_connection_type(VisualShaderNode::PORT_TYPE_VECTOR, VisualShaderNode::PORT_TYPE_VECTOR);
- graph->add_valid_connection_type(VisualShaderNode::PORT_TYPE_TRANSFORM, VisualShaderNode::PORT_TYPE_TRANSFORM);
- VSeparator *vs = memnew(VSeparator);
- graph->get_zoom_hbox()->add_child(vs);
- graph->get_zoom_hbox()->move_child(vs, 0);
- edit_type = memnew(OptionButton);
- edit_type->add_item(TTR("Vertex"));
- edit_type->add_item(TTR("Fragment"));
- edit_type->add_item(TTR("Light"));
- edit_type->select(1);
- edit_type->connect("item_selected", this, "_mode_selected");
- graph->get_zoom_hbox()->add_child(edit_type);
- graph->get_zoom_hbox()->move_child(edit_type, 0);
- add_node = memnew(MenuButton);
- graph->get_zoom_hbox()->add_child(add_node);
- add_node->set_text(TTR("Add Node..."));
- graph->get_zoom_hbox()->move_child(add_node, 0);
- add_node->get_popup()->connect("id_pressed", this, "_add_node");
- add_options.push_back(AddOption("Scalar", "Constants", "VisualShaderNodeScalarConstant"));
- add_options.push_back(AddOption("Vector", "Constants", "VisualShaderNodeVec3Constant"));
- add_options.push_back(AddOption("Color", "Constants", "VisualShaderNodeColorConstant"));
- add_options.push_back(AddOption("Transform", "Constants", "VisualShaderNodeTransformConstant"));
- add_options.push_back(AddOption("Texture", "Constants", "VisualShaderNodeTexture"));
- add_options.push_back(AddOption("CubeMap", "Constants", "VisualShaderNodeCubeMap"));
- add_options.push_back(AddOption("ScalarOp", "Operators", "VisualShaderNodeScalarOp"));
- add_options.push_back(AddOption("VectorOp", "Operators", "VisualShaderNodeVectorOp"));
- add_options.push_back(AddOption("ColorOp", "Operators", "VisualShaderNodeColorOp"));
- add_options.push_back(AddOption("TransformMult", "Operators", "VisualShaderNodeTransformMult"));
- add_options.push_back(AddOption("TransformVectorMult", "Operators", "VisualShaderNodeTransformVecMult"));
- add_options.push_back(AddOption("ScalarFunc", "Functions", "VisualShaderNodeScalarFunc"));
- add_options.push_back(AddOption("VectorFunc", "Functions", "VisualShaderNodeVectorFunc"));
- add_options.push_back(AddOption("DotProduct", "Functions", "VisualShaderNodeDotProduct"));
- add_options.push_back(AddOption("VectorLen", "Functions", "VisualShaderNodeVectorLen"));
- add_options.push_back(AddOption("ScalarInterp", "Interpolation", "VisualShaderNodeScalarInterp"));
- add_options.push_back(AddOption("VectorInterp", "Interpolation", "VisualShaderNodeVectorInterp"));
- add_options.push_back(AddOption("VectorCompose", "Compose", "VisualShaderNodeVectorCompose"));
- add_options.push_back(AddOption("TransformCompose", "Compose", "VisualShaderNodeTransformCompose"));
- add_options.push_back(AddOption("VectorDecompose", "Decompose", "VisualShaderNodeVectorDecompose"));
- add_options.push_back(AddOption("TransformDecompose", "Decompose", "VisualShaderNodeTransformDecompose"));
- add_options.push_back(AddOption("Scalar", "Uniforms", "VisualShaderNodeScalarUniform"));
- add_options.push_back(AddOption("Vector", "Uniforms", "VisualShaderNodeVec3Uniform"));
- add_options.push_back(AddOption("Color", "Uniforms", "VisualShaderNodeColorUniform"));
- add_options.push_back(AddOption("Transform", "Uniforms", "VisualShaderNodeTransformUniform"));
- add_options.push_back(AddOption("Texture", "Uniforms", "VisualShaderNodeTextureUniform"));
- add_options.push_back(AddOption("CubeMap", "Uniforms", "VisualShaderNodeCubeMapUniform"));
- add_options.push_back(AddOption("Input", "Inputs", "VisualShaderNodeInput"));
- _update_options_menu();
- error_panel = memnew(PanelContainer);
- add_child(error_panel);
- error_label = memnew(Label);
- error_panel->add_child(error_label);
- error_label->set_text("eh");
- error_panel->hide();
- undo_redo = EditorNode::get_singleton()->get_undo_redo();
- Ref<VisualShaderNodePluginDefault> default_plugin;
- default_plugin.instance();
- add_plugin(default_plugin);
- property_editor = memnew(CustomPropertyEditor);
- add_child(property_editor);
- property_editor->connect("variant_changed", this, "_port_edited");
- }
- void VisualShaderEditorPlugin::edit(Object *p_object) {
- visual_shader_editor->edit(Object::cast_to<VisualShader>(p_object));
- }
- bool VisualShaderEditorPlugin::handles(Object *p_object) const {
- return p_object->is_class("VisualShader");
- }
- void VisualShaderEditorPlugin::make_visible(bool p_visible) {
- if (p_visible) {
- //editor->hide_animation_player_editors();
- //editor->animation_panel_make_visible(true);
- button->show();
- editor->make_bottom_panel_item_visible(visual_shader_editor);
- visual_shader_editor->set_process_input(true);
- //visual_shader_editor->set_process(true);
- } else {
- if (visual_shader_editor->is_visible_in_tree())
- editor->hide_bottom_panel();
- button->hide();
- visual_shader_editor->set_process_input(false);
- //visual_shader_editor->set_process(false);
- }
- }
- VisualShaderEditorPlugin::VisualShaderEditorPlugin(EditorNode *p_node) {
- editor = p_node;
- visual_shader_editor = memnew(VisualShaderEditor);
- visual_shader_editor->set_custom_minimum_size(Size2(0, 300));
- button = editor->add_bottom_panel_item(TTR("VisualShader"), visual_shader_editor);
- button->hide();
- }
- VisualShaderEditorPlugin::~VisualShaderEditorPlugin() {
- }
- ////////////////
- class VisualShaderNodePluginInputEditor : public OptionButton {
- GDCLASS(VisualShaderNodePluginInputEditor, OptionButton)
- Ref<VisualShaderNodeInput> input;
- protected:
- static void _bind_methods() {
- ClassDB::bind_method("_item_selected", &VisualShaderNodePluginInputEditor::_item_selected);
- }
- public:
- void _notification(int p_what) {
- if (p_what == NOTIFICATION_READY) {
- connect("item_selected", this, "_item_selected");
- }
- }
- void _item_selected(int p_item) {
- VisualShaderEditor::get_singleton()->call_deferred("_input_select_item", input, get_item_text(p_item));
- }
- void setup(const Ref<VisualShaderNodeInput> &p_input) {
- input = p_input;
- Ref<Texture> type_icon[3] = {
- EditorNode::get_singleton()->get_gui_base()->get_icon("float", "EditorIcons"),
- EditorNode::get_singleton()->get_gui_base()->get_icon("Vector3", "EditorIcons"),
- EditorNode::get_singleton()->get_gui_base()->get_icon("Transform", "EditorIcons"),
- };
- add_item("[None]");
- int to_select = -1;
- for (int i = 0; i < input->get_input_index_count(); i++) {
- if (input->get_input_name() == input->get_input_index_name(i)) {
- to_select = i + 1;
- }
- add_icon_item(type_icon[input->get_input_index_type(i)], input->get_input_index_name(i));
- }
- if (to_select >= 0) {
- select(to_select);
- }
- }
- };
- class VisualShaderNodePluginDefaultEditor : public VBoxContainer {
- GDCLASS(VisualShaderNodePluginDefaultEditor, VBoxContainer)
- public:
- void _property_changed(const String &prop, const Variant &p_value, bool p_changing = false) {
- if (p_changing)
- return;
- UndoRedo *undo_redo = EditorNode::get_singleton()->get_undo_redo();
- updating = true;
- undo_redo->create_action("Edit Visual Property: " + prop, UndoRedo::MERGE_ENDS);
- undo_redo->add_do_property(node.ptr(), prop, p_value);
- undo_redo->add_undo_property(node.ptr(), prop, node->get(prop));
- undo_redo->commit_action();
- updating = false;
- }
- void _node_changed() {
- if (updating)
- return;
- for (int i = 0; i < properties.size(); i++) {
- properties[i]->update_property();
- }
- }
- void _refresh_request() {
- VisualShaderEditor::get_singleton()->call_deferred("_update_graph");
- }
- bool updating;
- Ref<VisualShaderNode> node;
- Vector<EditorProperty *> properties;
- void setup(Vector<EditorProperty *> p_properties, const Vector<StringName> &p_names, Ref<VisualShaderNode> p_node) {
- updating = false;
- node = p_node;
- properties = p_properties;
- for (int i = 0; i < p_properties.size(); i++) {
- add_child(p_properties[i]);
- properties[i]->connect("property_changed", this, "_property_changed");
- properties[i]->set_object_and_property(node.ptr(), p_names[i]);
- properties[i]->update_property();
- properties[i]->set_name_split_ratio(0);
- }
- node->connect("changed", this, "_node_changed");
- node->connect("editor_refresh_request", this, "_refresh_request", varray(), CONNECT_DEFERRED);
- }
- static void _bind_methods() {
- ClassDB::bind_method("_property_changed", &VisualShaderNodePluginDefaultEditor::_property_changed, DEFVAL(false));
- ClassDB::bind_method("_node_changed", &VisualShaderNodePluginDefaultEditor::_node_changed);
- ClassDB::bind_method("_refresh_request", &VisualShaderNodePluginDefaultEditor::_refresh_request);
- }
- };
- Control *VisualShaderNodePluginDefault::create_editor(const Ref<VisualShaderNode> &p_node) {
- if (p_node->is_class("VisualShaderNodeInput")) {
- //create input
- VisualShaderNodePluginInputEditor *input_editor = memnew(VisualShaderNodePluginInputEditor);
- input_editor->setup(p_node);
- return input_editor;
- }
- Vector<StringName> properties = p_node->get_editable_properties();
- if (properties.size() == 0) {
- return NULL;
- }
- List<PropertyInfo> props;
- p_node->get_property_list(&props);
- Vector<PropertyInfo> pinfo;
- for (List<PropertyInfo>::Element *E = props.front(); E; E = E->next()) {
- for (int i = 0; i < properties.size(); i++) {
- if (E->get().name == String(properties[i])) {
- pinfo.push_back(E->get());
- }
- }
- }
- if (pinfo.size() == 0)
- return NULL;
- properties.clear();
- Ref<VisualShaderNode> node = p_node;
- Vector<EditorProperty *> editors;
- for (int i = 0; i < pinfo.size(); i++) {
- EditorProperty *prop = EditorInspector::instantiate_property_editor(node.ptr(), pinfo[i].type, pinfo[i].name, pinfo[i].hint, pinfo[i].hint_string, pinfo[i].usage);
- if (!prop)
- return NULL;
- if (Object::cast_to<EditorPropertyResource>(prop)) {
- Object::cast_to<EditorPropertyResource>(prop)->set_use_sub_inspector(false);
- prop->set_custom_minimum_size(Size2(100 * EDSCALE, 0));
- } else if (Object::cast_to<EditorPropertyTransform>(prop)) {
- prop->set_custom_minimum_size(Size2(250 * EDSCALE, 0));
- } else if (Object::cast_to<EditorPropertyFloat>(prop) || Object::cast_to<EditorPropertyVector3>(prop)) {
- prop->set_custom_minimum_size(Size2(100 * EDSCALE, 0));
- } else if (Object::cast_to<EditorPropertyEnum>(prop)) {
- prop->set_custom_minimum_size(Size2(100 * EDSCALE, 0));
- Object::cast_to<EditorPropertyEnum>(prop)->set_option_button_clip(false);
- }
- editors.push_back(prop);
- properties.push_back(pinfo[i].name);
- }
- VisualShaderNodePluginDefaultEditor *editor = memnew(VisualShaderNodePluginDefaultEditor);
- editor->setup(editors, properties, p_node);
- return editor;
- }
- void EditorPropertyShaderMode::_option_selected(int p_which) {
- //will not use this, instead will do all the logic setting manually
- //emit_signal("property_changed", get_edited_property(), p_which);
- Ref<VisualShader> visual_shader(Object::cast_to<VisualShader>(get_edited_object()));
- if (visual_shader->get_mode() == p_which)
- return;
- UndoRedo *undo_redo = EditorNode::get_singleton()->get_undo_redo();
- undo_redo->create_action("Visual Shader Mode Changed");
- //do is easy
- undo_redo->add_do_method(visual_shader.ptr(), "set_mode", p_which);
- undo_redo->add_undo_method(visual_shader.ptr(), "set_mode", visual_shader->get_mode());
- //now undo is hell
- //1. restore connections to output
- for (int i = 0; i < VisualShader::TYPE_MAX; i++) {
- VisualShader::Type type = VisualShader::Type(i);
- List<VisualShader::Connection> conns;
- visual_shader->get_node_connections(type, &conns);
- for (List<VisualShader::Connection>::Element *E = conns.front(); E; E = E->next()) {
- if (E->get().to_node == VisualShader::NODE_ID_OUTPUT) {
- undo_redo->add_undo_method(visual_shader.ptr(), "connect_nodes", type, E->get().from_node, E->get().from_port, E->get().to_node, E->get().to_port);
- }
- }
- }
- //2. restore input indices
- for (int i = 0; i < VisualShader::TYPE_MAX; i++) {
- VisualShader::Type type = VisualShader::Type(i);
- Vector<int> nodes = visual_shader->get_node_list(type);
- for (int i = 0; i < nodes.size(); i++) {
- Ref<VisualShaderNodeInput> input = visual_shader->get_node(type, nodes[i]);
- if (!input.is_valid()) {
- continue;
- }
- undo_redo->add_undo_method(input.ptr(), "set_input_name", input->get_input_name());
- }
- }
- //3. restore enums and flags
- List<PropertyInfo> props;
- visual_shader->get_property_list(&props);
- for (List<PropertyInfo>::Element *E = props.front(); E; E = E->next()) {
- if (E->get().name.begins_with("flags/") || E->get().name.begins_with("modes/")) {
- undo_redo->add_undo_property(visual_shader.ptr(), E->get().name, visual_shader->get(E->get().name));
- }
- }
- //update graph
- undo_redo->add_do_method(VisualShaderEditor::get_singleton(), "_update_graph");
- undo_redo->add_undo_method(VisualShaderEditor::get_singleton(), "_update_graph");
- undo_redo->commit_action();
- }
- void EditorPropertyShaderMode::update_property() {
- int which = get_edited_object()->get(get_edited_property());
- options->select(which);
- }
- void EditorPropertyShaderMode::setup(const Vector<String> &p_options) {
- for (int i = 0; i < p_options.size(); i++) {
- options->add_item(p_options[i], i);
- }
- }
- void EditorPropertyShaderMode::set_option_button_clip(bool p_enable) {
- options->set_clip_text(p_enable);
- }
- void EditorPropertyShaderMode::_bind_methods() {
- ClassDB::bind_method(D_METHOD("_option_selected"), &EditorPropertyShaderMode::_option_selected);
- }
- EditorPropertyShaderMode::EditorPropertyShaderMode() {
- options = memnew(OptionButton);
- options->set_clip_text(true);
- add_child(options);
- add_focusable(options);
- options->connect("item_selected", this, "_option_selected");
- }
- bool EditorInspectorShaderModePlugin::can_handle(Object *p_object) {
- return true; //can handle everything
- }
- void EditorInspectorShaderModePlugin::parse_begin(Object *p_object) {
- //do none
- }
- bool EditorInspectorShaderModePlugin::parse_property(Object *p_object, Variant::Type p_type, const String &p_path, PropertyHint p_hint, const String &p_hint_text, int p_usage) {
- if (p_path == "mode" && p_object->is_class("VisualShader") && p_type == Variant::INT) {
- EditorPropertyShaderMode *editor = memnew(EditorPropertyShaderMode);
- Vector<String> options = p_hint_text.split(",");
- editor->setup(options);
- add_property_editor(p_path, editor);
- return true;
- }
- return false; //can be overridden, although it will most likely be last anyway
- }
- void EditorInspectorShaderModePlugin::parse_end() {
- //do none
- }
- //////////////////////////////////
- void VisualShaderNodePortPreview::_shader_changed() {
- if (shader.is_null()) {
- return;
- }
- Vector<VisualShader::DefaultTextureParam> default_textures;
- String shader_code = shader->generate_preview_shader(type, node, port, default_textures);
- Ref<Shader> preview_shader;
- preview_shader.instance();
- preview_shader->set_code(shader_code);
- for (int i = 0; i < default_textures.size(); i++) {
- preview_shader->set_default_texture_param(default_textures[i].name, default_textures[i].param);
- }
- Ref<ShaderMaterial> material;
- material.instance();
- material->set_shader(preview_shader);
- //find if a material is also being edited and copy parameters to this one
- for (int i = EditorNode::get_singleton()->get_editor_history()->get_path_size() - 1; i >= 0; i--) {
- Object *object = ObjectDB::get_instance(EditorNode::get_singleton()->get_editor_history()->get_path_object(i));
- if (!object)
- continue;
- ShaderMaterial *src_mat = Object::cast_to<ShaderMaterial>(object);
- if (src_mat && src_mat->get_shader().is_valid()) {
- List<PropertyInfo> params;
- src_mat->get_shader()->get_param_list(¶ms);
- for (List<PropertyInfo>::Element *E = params.front(); E; E = E->next()) {
- material->set(E->get().name, src_mat->get(E->get().name));
- }
- }
- }
- set_material(material);
- }
- void VisualShaderNodePortPreview::setup(const Ref<VisualShader> &p_shader, VisualShader::Type p_type, int p_node, int p_port) {
- shader = p_shader;
- shader->connect("changed", this, "_shader_changed");
- type = p_type;
- port = p_port;
- node = p_node;
- update();
- _shader_changed();
- }
- Size2 VisualShaderNodePortPreview::get_minimum_size() const {
- return Size2(100, 100) * EDSCALE;
- }
- void VisualShaderNodePortPreview::_notification(int p_what) {
- if (p_what == NOTIFICATION_DRAW) {
- Vector<Vector2> points;
- Vector<Vector2> uvs;
- Vector<Color> colors;
- points.push_back(Vector2());
- uvs.push_back(Vector2(0, 0));
- colors.push_back(Color(1, 1, 1, 1));
- points.push_back(Vector2(get_size().width, 0));
- uvs.push_back(Vector2(1, 0));
- colors.push_back(Color(1, 1, 1, 1));
- points.push_back(get_size());
- uvs.push_back(Vector2(1, 1));
- colors.push_back(Color(1, 1, 1, 1));
- points.push_back(Vector2(0, get_size().height));
- uvs.push_back(Vector2(0, 1));
- colors.push_back(Color(1, 1, 1, 1));
- draw_primitive(points, colors, uvs);
- }
- }
- void VisualShaderNodePortPreview::_bind_methods() {
- ClassDB::bind_method("_shader_changed", &VisualShaderNodePortPreview::_shader_changed);
- }
- VisualShaderNodePortPreview::VisualShaderNodePortPreview() {
- }
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