visual_shader_editor_plugin.cpp 342 KB

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  1. /*************************************************************************/
  2. /* visual_shader_editor_plugin.cpp */
  3. /*************************************************************************/
  4. /* This file is part of: */
  5. /* GODOT ENGINE */
  6. /* https://godotengine.org */
  7. /*************************************************************************/
  8. /* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
  9. /* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
  10. /* */
  11. /* Permission is hereby granted, free of charge, to any person obtaining */
  12. /* a copy of this software and associated documentation files (the */
  13. /* "Software"), to deal in the Software without restriction, including */
  14. /* without limitation the rights to use, copy, modify, merge, publish, */
  15. /* distribute, sublicense, and/or sell copies of the Software, and to */
  16. /* permit persons to whom the Software is furnished to do so, subject to */
  17. /* the following conditions: */
  18. /* */
  19. /* The above copyright notice and this permission notice shall be */
  20. /* included in all copies or substantial portions of the Software. */
  21. /* */
  22. /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
  23. /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
  24. /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
  25. /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
  26. /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
  27. /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
  28. /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
  29. /*************************************************************************/
  30. #include "visual_shader_editor_plugin.h"
  31. #include "core/config/project_settings.h"
  32. #include "core/core_string_names.h"
  33. #include "core/input/input.h"
  34. #include "core/io/resource_loader.h"
  35. #include "core/math/math_defs.h"
  36. #include "core/os/keyboard.h"
  37. #include "editor/editor_log.h"
  38. #include "editor/editor_node.h"
  39. #include "editor/editor_properties.h"
  40. #include "editor/editor_scale.h"
  41. #include "editor/editor_undo_redo_manager.h"
  42. #include "editor/plugins/curve_editor_plugin.h"
  43. #include "editor/plugins/shader_editor_plugin.h"
  44. #include "scene/animation/animation_player.h"
  45. #include "scene/gui/button.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/panel.h"
  50. #include "scene/gui/popup.h"
  51. #include "scene/gui/rich_text_label.h"
  52. #include "scene/gui/tree.h"
  53. #include "scene/gui/view_panner.h"
  54. #include "scene/main/window.h"
  55. #include "scene/resources/visual_shader_nodes.h"
  56. #include "scene/resources/visual_shader_particle_nodes.h"
  57. #include "scene/resources/visual_shader_sdf_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. if (GDVIRTUAL_CALL(_create_editor, p_parent_resource, p_node, ret)) {
  83. return Object::cast_to<Control>(ret);
  84. }
  85. return nullptr;
  86. }
  87. void VisualShaderNodePlugin::_bind_methods() {
  88. GDVIRTUAL_BIND(_create_editor, "parent_resource", "visual_shader_node");
  89. }
  90. ///////////////////
  91. VisualShaderGraphPlugin::VisualShaderGraphPlugin() {
  92. }
  93. void VisualShaderGraphPlugin::_bind_methods() {
  94. ClassDB::bind_method("add_node", &VisualShaderGraphPlugin::add_node);
  95. ClassDB::bind_method("remove_node", &VisualShaderGraphPlugin::remove_node);
  96. ClassDB::bind_method("connect_nodes", &VisualShaderGraphPlugin::connect_nodes);
  97. ClassDB::bind_method("disconnect_nodes", &VisualShaderGraphPlugin::disconnect_nodes);
  98. ClassDB::bind_method("set_node_position", &VisualShaderGraphPlugin::set_node_position);
  99. ClassDB::bind_method("update_node", &VisualShaderGraphPlugin::update_node);
  100. ClassDB::bind_method("update_node_deferred", &VisualShaderGraphPlugin::update_node_deferred);
  101. ClassDB::bind_method("set_input_port_default_value", &VisualShaderGraphPlugin::set_input_port_default_value);
  102. ClassDB::bind_method("set_parameter_name", &VisualShaderGraphPlugin::set_parameter_name);
  103. ClassDB::bind_method("set_expression", &VisualShaderGraphPlugin::set_expression);
  104. ClassDB::bind_method("update_curve", &VisualShaderGraphPlugin::update_curve);
  105. ClassDB::bind_method("update_curve_xyz", &VisualShaderGraphPlugin::update_curve_xyz);
  106. }
  107. void VisualShaderGraphPlugin::set_editor(VisualShaderEditor *p_editor) {
  108. editor = p_editor;
  109. }
  110. void VisualShaderGraphPlugin::register_shader(VisualShader *p_shader) {
  111. visual_shader = Ref<VisualShader>(p_shader);
  112. }
  113. void VisualShaderGraphPlugin::set_connections(const List<VisualShader::Connection> &p_connections) {
  114. connections = p_connections;
  115. }
  116. void VisualShaderGraphPlugin::show_port_preview(VisualShader::Type p_type, int p_node_id, int p_port_id) {
  117. if (visual_shader->get_shader_type() == p_type && links.has(p_node_id) && links[p_node_id].output_ports.has(p_port_id)) {
  118. for (const KeyValue<int, Port> &E : links[p_node_id].output_ports) {
  119. if (E.value.preview_button != nullptr) {
  120. E.value.preview_button->set_pressed(false);
  121. }
  122. }
  123. if (links[p_node_id].preview_visible && !is_dirty() && links[p_node_id].preview_box != nullptr) {
  124. links[p_node_id].graph_node->remove_child(links[p_node_id].preview_box);
  125. memdelete(links[p_node_id].preview_box);
  126. links[p_node_id].graph_node->reset_size();
  127. links[p_node_id].preview_visible = false;
  128. }
  129. if (p_port_id != -1 && links[p_node_id].output_ports[p_port_id].preview_button != nullptr) {
  130. if (is_dirty()) {
  131. links[p_node_id].preview_pos = links[p_node_id].graph_node->get_child_count();
  132. }
  133. VBoxContainer *vbox = memnew(VBoxContainer);
  134. links[p_node_id].graph_node->add_child(vbox);
  135. if (links[p_node_id].preview_pos != -1) {
  136. links[p_node_id].graph_node->move_child(vbox, links[p_node_id].preview_pos);
  137. }
  138. links[p_node_id].graph_node->set_slot_draw_stylebox(vbox->get_index(), false);
  139. Control *offset = memnew(Control);
  140. offset->set_custom_minimum_size(Size2(0, 5 * EDSCALE));
  141. vbox->add_child(offset);
  142. VisualShaderNodePortPreview *port_preview = memnew(VisualShaderNodePortPreview);
  143. port_preview->setup(visual_shader, visual_shader->get_shader_type(), p_node_id, p_port_id);
  144. port_preview->set_h_size_flags(Control::SIZE_SHRINK_CENTER);
  145. vbox->add_child(port_preview);
  146. links[p_node_id].preview_visible = true;
  147. links[p_node_id].preview_box = vbox;
  148. links[p_node_id].output_ports[p_port_id].preview_button->set_pressed(true);
  149. }
  150. }
  151. }
  152. void VisualShaderGraphPlugin::update_node_deferred(VisualShader::Type p_type, int p_node_id) {
  153. call_deferred(SNAME("update_node"), p_type, p_node_id);
  154. }
  155. void VisualShaderGraphPlugin::update_node(VisualShader::Type p_type, int p_node_id) {
  156. if (p_type != visual_shader->get_shader_type() || !links.has(p_node_id)) {
  157. return;
  158. }
  159. remove_node(p_type, p_node_id);
  160. add_node(p_type, p_node_id);
  161. }
  162. void VisualShaderGraphPlugin::set_input_port_default_value(VisualShader::Type p_type, int p_node_id, int p_port_id, Variant p_value) {
  163. if (p_type != visual_shader->get_shader_type() || !links.has(p_node_id)) {
  164. return;
  165. }
  166. Button *button = links[p_node_id].input_ports[p_port_id].default_input_button;
  167. switch (p_value.get_type()) {
  168. case Variant::COLOR: {
  169. button->set_custom_minimum_size(Size2(30, 0) * EDSCALE);
  170. Callable ce = callable_mp(editor, &VisualShaderEditor::_draw_color_over_button);
  171. if (!button->is_connected("draw", ce)) {
  172. button->connect("draw", ce.bind(button, p_value));
  173. }
  174. } break;
  175. case Variant::BOOL: {
  176. button->set_text(((bool)p_value) ? "true" : "false");
  177. } break;
  178. case Variant::INT:
  179. case Variant::FLOAT: {
  180. button->set_text(String::num(p_value, 4));
  181. } break;
  182. case Variant::VECTOR2: {
  183. Vector2 v = p_value;
  184. button->set_text(String::num(v.x, 3) + "," + String::num(v.y, 3));
  185. } break;
  186. case Variant::VECTOR3: {
  187. Vector3 v = p_value;
  188. button->set_text(String::num(v.x, 3) + "," + String::num(v.y, 3) + "," + String::num(v.z, 3));
  189. } break;
  190. case Variant::QUATERNION: {
  191. Quaternion v = p_value;
  192. button->set_text(String::num(v.x, 3) + "," + String::num(v.y, 3) + "," + String::num(v.z, 3) + "," + String::num(v.w, 3));
  193. } break;
  194. default: {
  195. }
  196. }
  197. }
  198. void VisualShaderGraphPlugin::set_parameter_name(VisualShader::Type p_type, int p_node_id, const String &p_name) {
  199. if (visual_shader->get_shader_type() == p_type && links.has(p_node_id) && links[p_node_id].parameter_name != nullptr) {
  200. links[p_node_id].parameter_name->set_text(p_name);
  201. }
  202. }
  203. void VisualShaderGraphPlugin::update_curve(int p_node_id) {
  204. if (links.has(p_node_id) && links[p_node_id].curve_editors[0]) {
  205. Ref<VisualShaderNodeCurveTexture> tex = Object::cast_to<VisualShaderNodeCurveTexture>(links[p_node_id].visual_node);
  206. ERR_FAIL_COND(!tex.is_valid());
  207. if (tex->get_texture().is_valid()) {
  208. links[p_node_id].curve_editors[0]->set_curve(tex->get_texture()->get_curve());
  209. }
  210. tex->emit_signal(CoreStringNames::get_singleton()->changed);
  211. }
  212. }
  213. void VisualShaderGraphPlugin::update_curve_xyz(int p_node_id) {
  214. 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]) {
  215. Ref<VisualShaderNodeCurveXYZTexture> tex = Object::cast_to<VisualShaderNodeCurveXYZTexture>(links[p_node_id].visual_node);
  216. ERR_FAIL_COND(!tex.is_valid());
  217. if (tex->get_texture().is_valid()) {
  218. links[p_node_id].curve_editors[0]->set_curve(tex->get_texture()->get_curve_x());
  219. links[p_node_id].curve_editors[1]->set_curve(tex->get_texture()->get_curve_y());
  220. links[p_node_id].curve_editors[2]->set_curve(tex->get_texture()->get_curve_z());
  221. }
  222. tex->emit_signal(CoreStringNames::get_singleton()->changed);
  223. }
  224. }
  225. int VisualShaderGraphPlugin::get_constant_index(float p_constant) const {
  226. for (int i = 0; i < MAX_FLOAT_CONST_DEFS; i++) {
  227. if (Math::is_equal_approx(p_constant, float_constant_defs[i].value)) {
  228. return i + 1;
  229. }
  230. }
  231. return 0;
  232. }
  233. void VisualShaderGraphPlugin::set_expression(VisualShader::Type p_type, int p_node_id, const String &p_expression) {
  234. if (p_type != visual_shader->get_shader_type() || !links.has(p_node_id) || !links[p_node_id].expression_edit) {
  235. return;
  236. }
  237. links[p_node_id].expression_edit->set_text(p_expression);
  238. }
  239. void VisualShaderGraphPlugin::update_node_size(int p_node_id) {
  240. if (!links.has(p_node_id)) {
  241. return;
  242. }
  243. links[p_node_id].graph_node->reset_size();
  244. }
  245. void VisualShaderGraphPlugin::register_default_input_button(int p_node_id, int p_port_id, Button *p_button) {
  246. links[p_node_id].input_ports.insert(p_port_id, { p_button });
  247. }
  248. void VisualShaderGraphPlugin::register_expression_edit(int p_node_id, CodeEdit *p_expression_edit) {
  249. links[p_node_id].expression_edit = p_expression_edit;
  250. }
  251. void VisualShaderGraphPlugin::register_curve_editor(int p_node_id, int p_index, CurveEditor *p_curve_editor) {
  252. links[p_node_id].curve_editors[p_index] = p_curve_editor;
  253. }
  254. void VisualShaderGraphPlugin::update_parameter_refs() {
  255. for (KeyValue<int, Link> &E : links) {
  256. VisualShaderNodeParameterRef *ref = Object::cast_to<VisualShaderNodeParameterRef>(E.value.visual_node);
  257. if (ref) {
  258. remove_node(E.value.type, E.key);
  259. add_node(E.value.type, E.key);
  260. }
  261. }
  262. }
  263. VisualShader::Type VisualShaderGraphPlugin::get_shader_type() const {
  264. return visual_shader->get_shader_type();
  265. }
  266. void VisualShaderGraphPlugin::set_node_position(VisualShader::Type p_type, int p_id, const Vector2 &p_position) {
  267. if (visual_shader->get_shader_type() == p_type && links.has(p_id)) {
  268. links[p_id].graph_node->set_position_offset(p_position);
  269. }
  270. }
  271. bool VisualShaderGraphPlugin::is_preview_visible(int p_id) const {
  272. return links[p_id].preview_visible;
  273. }
  274. void VisualShaderGraphPlugin::clear_links() {
  275. links.clear();
  276. }
  277. bool VisualShaderGraphPlugin::is_dirty() const {
  278. return dirty;
  279. }
  280. void VisualShaderGraphPlugin::make_dirty(bool p_enabled) {
  281. dirty = p_enabled;
  282. }
  283. void VisualShaderGraphPlugin::register_link(VisualShader::Type p_type, int p_id, VisualShaderNode *p_visual_node, GraphNode *p_graph_node) {
  284. 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 } });
  285. }
  286. void VisualShaderGraphPlugin::register_output_port(int p_node_id, int p_port, TextureButton *p_button) {
  287. links[p_node_id].output_ports.insert(p_port, { p_button });
  288. }
  289. void VisualShaderGraphPlugin::register_parameter_name(int p_node_id, LineEdit *p_parameter_name) {
  290. links[p_node_id].parameter_name = p_parameter_name;
  291. }
  292. void VisualShaderGraphPlugin::update_theme() {
  293. vector_expanded_color[0] = editor->get_theme_color(SNAME("axis_x_color"), SNAME("Editor")); // red
  294. vector_expanded_color[1] = editor->get_theme_color(SNAME("axis_y_color"), SNAME("Editor")); // green
  295. vector_expanded_color[2] = editor->get_theme_color(SNAME("axis_z_color"), SNAME("Editor")); // blue
  296. vector_expanded_color[3] = editor->get_theme_color(SNAME("axis_w_color"), SNAME("Editor")); // alpha
  297. }
  298. void VisualShaderGraphPlugin::add_node(VisualShader::Type p_type, int p_id) {
  299. if (!visual_shader.is_valid() || p_type != visual_shader->get_shader_type()) {
  300. return;
  301. }
  302. GraphEdit *graph = editor->graph;
  303. if (!graph) {
  304. return;
  305. }
  306. VisualShaderGraphPlugin *graph_plugin = editor->get_graph_plugin();
  307. if (!graph_plugin) {
  308. return;
  309. }
  310. Shader::Mode mode = visual_shader->get_mode();
  311. Control *offset;
  312. static const Color type_color[] = {
  313. Color(0.38, 0.85, 0.96), // scalar (float)
  314. Color(0.49, 0.78, 0.94), // scalar (int)
  315. Color(0.74, 0.57, 0.95), // vector2
  316. Color(0.84, 0.49, 0.93), // vector3
  317. Color(1.0, 0.125, 0.95), // vector4
  318. Color(0.55, 0.65, 0.94), // boolean
  319. Color(0.96, 0.66, 0.43), // transform
  320. Color(1.0, 1.0, 0.0), // sampler
  321. };
  322. static const String vector_expanded_name[4] = {
  323. "red",
  324. "green",
  325. "blue",
  326. "alpha"
  327. };
  328. // Visual shader specific theme for MSDF font.
  329. Ref<Theme> vstheme;
  330. vstheme.instantiate();
  331. Ref<Font> label_font = EditorNode::get_singleton()->get_editor_theme()->get_font("main_msdf", "EditorFonts");
  332. vstheme->set_font("font", "Label", label_font);
  333. vstheme->set_font("font", "LineEdit", label_font);
  334. vstheme->set_font("font", "Button", label_font);
  335. Ref<VisualShaderNode> vsnode = visual_shader->get_node(p_type, p_id);
  336. Ref<VisualShaderNodeResizableBase> resizable_node = Object::cast_to<VisualShaderNodeResizableBase>(vsnode.ptr());
  337. bool is_resizable = !resizable_node.is_null();
  338. Size2 size = Size2(0, 0);
  339. Ref<VisualShaderNodeGroupBase> group_node = Object::cast_to<VisualShaderNodeGroupBase>(vsnode.ptr());
  340. bool is_group = !group_node.is_null();
  341. bool is_comment = false;
  342. Ref<VisualShaderNodeExpression> expression_node = Object::cast_to<VisualShaderNodeExpression>(group_node.ptr());
  343. bool is_expression = !expression_node.is_null();
  344. String expression = "";
  345. VisualShaderNodeCustom *custom_node = Object::cast_to<VisualShaderNodeCustom>(vsnode.ptr());
  346. if (custom_node) {
  347. custom_node->_set_initialized(true);
  348. }
  349. // Create graph node.
  350. GraphNode *node = memnew(GraphNode);
  351. graph->add_child(node);
  352. node->set_theme(vstheme);
  353. editor->_update_created_node(node);
  354. register_link(p_type, p_id, vsnode.ptr(), node);
  355. if (is_resizable) {
  356. size = resizable_node->get_size();
  357. node->set_resizable(true);
  358. node->connect("resize_request", callable_mp(editor, &VisualShaderEditor::_node_resized).bind((int)p_type, p_id));
  359. }
  360. if (is_expression) {
  361. expression = expression_node->get_expression();
  362. }
  363. node->set_position_offset(visual_shader->get_node_position(p_type, p_id));
  364. node->set_title(vsnode->get_caption());
  365. node->set_name(itos(p_id));
  366. if (p_id >= 2) {
  367. node->set_show_close_button(true);
  368. node->connect("close_request", callable_mp(editor, &VisualShaderEditor::_delete_node_request).bind(p_type, p_id), CONNECT_DEFERRED);
  369. }
  370. node->connect("dragged", callable_mp(editor, &VisualShaderEditor::_node_dragged).bind(p_id));
  371. Control *custom_editor = nullptr;
  372. int port_offset = 1;
  373. Control *content_offset = memnew(Control);
  374. content_offset->set_custom_minimum_size(Size2(0, 5 * EDSCALE));
  375. node->add_child(content_offset);
  376. if (is_group) {
  377. port_offset += 1;
  378. }
  379. if (is_resizable) {
  380. Ref<VisualShaderNodeComment> comment_node = Object::cast_to<VisualShaderNodeComment>(vsnode.ptr());
  381. if (comment_node.is_valid()) {
  382. is_comment = true;
  383. node->set_comment(true);
  384. Label *comment_label = memnew(Label);
  385. node->add_child(comment_label);
  386. comment_label->set_h_size_flags(Control::SIZE_EXPAND_FILL);
  387. comment_label->set_v_size_flags(Control::SIZE_EXPAND_FILL);
  388. comment_label->set_text(comment_node->get_description());
  389. }
  390. editor->call_deferred(SNAME("_set_node_size"), (int)p_type, p_id, size);
  391. }
  392. Ref<VisualShaderNodeParticleEmit> emit = vsnode;
  393. if (emit.is_valid()) {
  394. node->set_custom_minimum_size(Size2(200 * EDSCALE, 0));
  395. }
  396. Ref<VisualShaderNodeParameterRef> parameter_ref = vsnode;
  397. if (parameter_ref.is_valid()) {
  398. parameter_ref->set_shader_rid(visual_shader->get_rid());
  399. parameter_ref->update_parameter_type();
  400. }
  401. Ref<VisualShaderNodeParameter> parameter = vsnode;
  402. HBoxContainer *hb = nullptr;
  403. if (parameter.is_valid()) {
  404. LineEdit *parameter_name = memnew(LineEdit);
  405. register_parameter_name(p_id, parameter_name);
  406. parameter_name->set_h_size_flags(Control::SIZE_EXPAND_FILL);
  407. parameter_name->set_text(parameter->get_parameter_name());
  408. parameter_name->connect("text_submitted", callable_mp(editor, &VisualShaderEditor::_parameter_line_edit_changed).bind(p_id));
  409. parameter_name->connect("focus_exited", callable_mp(editor, &VisualShaderEditor::_parameter_line_edit_focus_out).bind(parameter_name, p_id));
  410. if (vsnode->get_output_port_count() == 1 && vsnode->get_output_port_name(0) == "") {
  411. hb = memnew(HBoxContainer);
  412. hb->add_child(parameter_name);
  413. node->add_child(hb);
  414. } else {
  415. node->add_child(parameter_name);
  416. }
  417. port_offset++;
  418. }
  419. for (int i = 0; i < editor->plugins.size(); i++) {
  420. vsnode->set_meta("id", p_id);
  421. vsnode->set_meta("shader_type", (int)p_type);
  422. custom_editor = editor->plugins.write[i]->create_editor(visual_shader, vsnode);
  423. vsnode->remove_meta("id");
  424. vsnode->remove_meta("shader_type");
  425. if (custom_editor) {
  426. if (vsnode->is_show_prop_names()) {
  427. custom_editor->call_deferred(SNAME("_show_prop_names"), true);
  428. }
  429. break;
  430. }
  431. }
  432. Ref<VisualShaderNodeCurveTexture> curve = vsnode;
  433. Ref<VisualShaderNodeCurveXYZTexture> curve_xyz = vsnode;
  434. bool is_curve = curve.is_valid() || curve_xyz.is_valid();
  435. if (is_curve) {
  436. hb = memnew(HBoxContainer);
  437. node->add_child(hb);
  438. }
  439. if (curve.is_valid()) {
  440. custom_editor->set_h_size_flags(Control::SIZE_EXPAND_FILL);
  441. Callable ce = callable_mp(graph_plugin, &VisualShaderGraphPlugin::update_curve);
  442. if (curve->get_texture().is_valid() && !curve->get_texture()->is_connected("changed", ce)) {
  443. curve->get_texture()->connect("changed", ce.bind(p_id));
  444. }
  445. CurveEditor *curve_editor = memnew(CurveEditor);
  446. node->add_child(curve_editor);
  447. register_curve_editor(p_id, 0, curve_editor);
  448. curve_editor->set_custom_minimum_size(Size2(300, 0));
  449. curve_editor->set_h_size_flags(Control::SIZE_EXPAND_FILL);
  450. if (curve->get_texture().is_valid()) {
  451. curve_editor->set_curve(curve->get_texture()->get_curve());
  452. }
  453. }
  454. if (curve_xyz.is_valid()) {
  455. custom_editor->set_h_size_flags(Control::SIZE_EXPAND_FILL);
  456. Callable ce = callable_mp(graph_plugin, &VisualShaderGraphPlugin::update_curve_xyz);
  457. if (curve_xyz->get_texture().is_valid() && !curve_xyz->get_texture()->is_connected("changed", ce)) {
  458. curve_xyz->get_texture()->connect("changed", ce.bind(p_id));
  459. }
  460. CurveEditor *curve_editor_x = memnew(CurveEditor);
  461. node->add_child(curve_editor_x);
  462. register_curve_editor(p_id, 0, curve_editor_x);
  463. curve_editor_x->set_custom_minimum_size(Size2(300, 0));
  464. curve_editor_x->set_h_size_flags(Control::SIZE_EXPAND_FILL);
  465. if (curve_xyz->get_texture().is_valid()) {
  466. curve_editor_x->set_curve(curve_xyz->get_texture()->get_curve_x());
  467. }
  468. CurveEditor *curve_editor_y = memnew(CurveEditor);
  469. node->add_child(curve_editor_y);
  470. register_curve_editor(p_id, 1, curve_editor_y);
  471. curve_editor_y->set_custom_minimum_size(Size2(300, 0));
  472. curve_editor_y->set_h_size_flags(Control::SIZE_EXPAND_FILL);
  473. if (curve_xyz->get_texture().is_valid()) {
  474. curve_editor_y->set_curve(curve_xyz->get_texture()->get_curve_y());
  475. }
  476. CurveEditor *curve_editor_z = memnew(CurveEditor);
  477. node->add_child(curve_editor_z);
  478. register_curve_editor(p_id, 2, curve_editor_z);
  479. curve_editor_z->set_custom_minimum_size(Size2(300, 0));
  480. curve_editor_z->set_h_size_flags(Control::SIZE_EXPAND_FILL);
  481. if (curve_xyz->get_texture().is_valid()) {
  482. curve_editor_z->set_curve(curve_xyz->get_texture()->get_curve_z());
  483. }
  484. }
  485. if (custom_editor) {
  486. 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) == ""))) {
  487. //will be embedded in first port
  488. } else {
  489. port_offset++;
  490. node->add_child(custom_editor);
  491. custom_editor = nullptr;
  492. }
  493. }
  494. if (is_group) {
  495. if (group_node->is_editable()) {
  496. HBoxContainer *hb2 = memnew(HBoxContainer);
  497. String input_port_name = "input" + itos(group_node->get_free_input_port_id());
  498. String output_port_name = "output" + itos(group_node->get_free_output_port_id());
  499. for (int i = 0; i < MAX(vsnode->get_input_port_count(), vsnode->get_output_port_count()); i++) {
  500. if (i < vsnode->get_input_port_count()) {
  501. if (input_port_name == vsnode->get_input_port_name(i)) {
  502. input_port_name = "_" + input_port_name;
  503. }
  504. }
  505. if (i < vsnode->get_output_port_count()) {
  506. if (output_port_name == vsnode->get_output_port_name(i)) {
  507. output_port_name = "_" + output_port_name;
  508. }
  509. }
  510. }
  511. Button *add_input_btn = memnew(Button);
  512. add_input_btn->set_text(TTR("Add Input"));
  513. 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);
  514. hb2->add_child(add_input_btn);
  515. hb2->add_spacer();
  516. Button *add_output_btn = memnew(Button);
  517. add_output_btn->set_text(TTR("Add Output"));
  518. 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);
  519. hb2->add_child(add_output_btn);
  520. node->add_child(hb2);
  521. }
  522. }
  523. int output_port_count = 0;
  524. for (int i = 0; i < vsnode->get_output_port_count(); i++) {
  525. if (vsnode->_is_output_port_expanded(i)) {
  526. switch (vsnode->get_output_port_type(i)) {
  527. case VisualShaderNode::PORT_TYPE_VECTOR_2D: {
  528. output_port_count += 2;
  529. } break;
  530. case VisualShaderNode::PORT_TYPE_VECTOR_3D: {
  531. output_port_count += 3;
  532. } break;
  533. case VisualShaderNode::PORT_TYPE_VECTOR_4D: {
  534. output_port_count += 4;
  535. } break;
  536. default:
  537. break;
  538. }
  539. }
  540. output_port_count++;
  541. }
  542. int max_ports = MAX(vsnode->get_input_port_count(), output_port_count);
  543. VisualShaderNode::PortType expanded_type = VisualShaderNode::PORT_TYPE_SCALAR;
  544. int expanded_port_counter = 0;
  545. for (int i = 0, j = 0; i < max_ports; i++, j++) {
  546. switch (expanded_type) {
  547. case VisualShaderNode::PORT_TYPE_VECTOR_2D: {
  548. if (expanded_port_counter >= 2) {
  549. expanded_type = VisualShaderNode::PORT_TYPE_SCALAR;
  550. expanded_port_counter = 0;
  551. i -= 2;
  552. }
  553. } break;
  554. case VisualShaderNode::PORT_TYPE_VECTOR_3D: {
  555. if (expanded_port_counter >= 3) {
  556. expanded_type = VisualShaderNode::PORT_TYPE_SCALAR;
  557. expanded_port_counter = 0;
  558. i -= 3;
  559. }
  560. } break;
  561. case VisualShaderNode::PORT_TYPE_VECTOR_4D: {
  562. if (expanded_port_counter >= 4) {
  563. expanded_type = VisualShaderNode::PORT_TYPE_SCALAR;
  564. expanded_port_counter = 0;
  565. i -= 4;
  566. }
  567. } break;
  568. default:
  569. break;
  570. }
  571. if (vsnode->is_port_separator(i)) {
  572. node->add_child(memnew(HSeparator));
  573. port_offset++;
  574. }
  575. bool valid_left = j < vsnode->get_input_port_count();
  576. VisualShaderNode::PortType port_left = VisualShaderNode::PORT_TYPE_SCALAR;
  577. bool port_left_used = false;
  578. String name_left;
  579. if (valid_left) {
  580. name_left = vsnode->get_input_port_name(i);
  581. port_left = vsnode->get_input_port_type(i);
  582. for (const VisualShader::Connection &E : connections) {
  583. if (E.to_node == p_id && E.to_port == j) {
  584. port_left_used = true;
  585. break;
  586. }
  587. }
  588. }
  589. bool valid_right = true;
  590. VisualShaderNode::PortType port_right = VisualShaderNode::PORT_TYPE_SCALAR;
  591. String name_right;
  592. if (expanded_type == VisualShaderNode::PORT_TYPE_SCALAR) {
  593. valid_right = i < vsnode->get_output_port_count();
  594. if (valid_right) {
  595. name_right = vsnode->get_output_port_name(i);
  596. port_right = vsnode->get_output_port_type(i);
  597. }
  598. } else {
  599. name_right = vector_expanded_name[expanded_port_counter++];
  600. }
  601. bool is_first_hbox = false;
  602. if (i == 0 && hb != nullptr) {
  603. is_first_hbox = true;
  604. } else {
  605. hb = memnew(HBoxContainer);
  606. }
  607. hb->add_theme_constant_override("separation", 7 * EDSCALE);
  608. Variant default_value;
  609. if (valid_left && !port_left_used) {
  610. default_value = vsnode->get_input_port_default_value(i);
  611. }
  612. Button *button = memnew(Button);
  613. hb->add_child(button);
  614. register_default_input_button(p_id, i, button);
  615. button->connect("pressed", callable_mp(editor, &VisualShaderEditor::_edit_port_default_input).bind(button, p_id, i));
  616. if (default_value.get_type() != Variant::NIL) { // only a label
  617. set_input_port_default_value(p_type, p_id, i, default_value);
  618. } else {
  619. button->hide();
  620. }
  621. if (i == 0 && custom_editor) {
  622. hb->add_child(custom_editor);
  623. custom_editor->set_h_size_flags(Control::SIZE_EXPAND_FILL);
  624. } else {
  625. if (valid_left) {
  626. if (is_group) {
  627. OptionButton *type_box = memnew(OptionButton);
  628. hb->add_child(type_box);
  629. type_box->add_item(TTR("Float"));
  630. type_box->add_item(TTR("Int"));
  631. type_box->add_item(TTR("Vector2"));
  632. type_box->add_item(TTR("Vector3"));
  633. type_box->add_item(TTR("Vector4"));
  634. type_box->add_item(TTR("Boolean"));
  635. type_box->add_item(TTR("Transform"));
  636. type_box->add_item(TTR("Sampler"));
  637. type_box->select(group_node->get_input_port_type(i));
  638. type_box->set_custom_minimum_size(Size2(100 * EDSCALE, 0));
  639. type_box->connect("item_selected", callable_mp(editor, &VisualShaderEditor::_change_input_port_type).bind(p_id, i), CONNECT_DEFERRED);
  640. LineEdit *name_box = memnew(LineEdit);
  641. hb->add_child(name_box);
  642. name_box->set_custom_minimum_size(Size2(65 * EDSCALE, 0));
  643. name_box->set_h_size_flags(Control::SIZE_EXPAND_FILL);
  644. name_box->set_text(name_left);
  645. name_box->connect("text_submitted", callable_mp(editor, &VisualShaderEditor::_change_input_port_name).bind(name_box, p_id, i), CONNECT_DEFERRED);
  646. name_box->connect("focus_exited", callable_mp(editor, &VisualShaderEditor::_port_name_focus_out).bind(name_box, p_id, i, false), CONNECT_DEFERRED);
  647. Button *remove_btn = memnew(Button);
  648. remove_btn->set_icon(EditorNode::get_singleton()->get_gui_base()->get_theme_icon(SNAME("Remove"), SNAME("EditorIcons")));
  649. remove_btn->set_tooltip_text(TTR("Remove") + " " + name_left);
  650. remove_btn->connect("pressed", callable_mp(editor, &VisualShaderEditor::_remove_input_port).bind(p_id, i), CONNECT_DEFERRED);
  651. hb->add_child(remove_btn);
  652. } else {
  653. Label *label = memnew(Label);
  654. label->set_text(name_left);
  655. label->add_theme_style_override("normal", editor->get_theme_stylebox(SNAME("label_style"), SNAME("VShaderEditor"))); //more compact
  656. hb->add_child(label);
  657. if (vsnode->is_input_port_default(i, mode) && !port_left_used) {
  658. Label *hint_label = memnew(Label);
  659. hint_label->set_text(TTR("[default]"));
  660. hint_label->add_theme_color_override("font_color", editor->get_theme_color(SNAME("font_readonly_color"), SNAME("TextEdit")));
  661. hint_label->add_theme_style_override("normal", editor->get_theme_stylebox(SNAME("label_style"), SNAME("VShaderEditor")));
  662. hb->add_child(hint_label);
  663. }
  664. }
  665. }
  666. if (!is_group && !is_first_hbox) {
  667. hb->add_spacer();
  668. }
  669. if (valid_right) {
  670. if (is_group) {
  671. Button *remove_btn = memnew(Button);
  672. remove_btn->set_icon(EditorNode::get_singleton()->get_gui_base()->get_theme_icon(SNAME("Remove"), SNAME("EditorIcons")));
  673. remove_btn->set_tooltip_text(TTR("Remove") + " " + name_left);
  674. remove_btn->connect("pressed", callable_mp(editor, &VisualShaderEditor::_remove_output_port).bind(p_id, i), CONNECT_DEFERRED);
  675. hb->add_child(remove_btn);
  676. LineEdit *name_box = memnew(LineEdit);
  677. hb->add_child(name_box);
  678. name_box->set_custom_minimum_size(Size2(65 * EDSCALE, 0));
  679. name_box->set_h_size_flags(Control::SIZE_EXPAND_FILL);
  680. name_box->set_text(name_right);
  681. name_box->connect("text_submitted", callable_mp(editor, &VisualShaderEditor::_change_output_port_name).bind(name_box, p_id, i), CONNECT_DEFERRED);
  682. name_box->connect("focus_exited", callable_mp(editor, &VisualShaderEditor::_port_name_focus_out).bind(name_box, p_id, i, true), CONNECT_DEFERRED);
  683. OptionButton *type_box = memnew(OptionButton);
  684. hb->add_child(type_box);
  685. type_box->add_item(TTR("Float"));
  686. type_box->add_item(TTR("Int"));
  687. type_box->add_item(TTR("Vector2"));
  688. type_box->add_item(TTR("Vector3"));
  689. type_box->add_item(TTR("Vector4"));
  690. type_box->add_item(TTR("Boolean"));
  691. type_box->add_item(TTR("Transform"));
  692. type_box->select(group_node->get_output_port_type(i));
  693. type_box->set_custom_minimum_size(Size2(100 * EDSCALE, 0));
  694. type_box->connect("item_selected", callable_mp(editor, &VisualShaderEditor::_change_output_port_type).bind(p_id, i), CONNECT_DEFERRED);
  695. } else {
  696. Label *label = memnew(Label);
  697. label->set_text(name_right);
  698. label->add_theme_style_override("normal", editor->get_theme_stylebox(SNAME("label_style"), SNAME("VShaderEditor"))); //more compact
  699. hb->add_child(label);
  700. }
  701. }
  702. }
  703. if (valid_right) {
  704. if (vsnode->is_output_port_expandable(i)) {
  705. TextureButton *expand = memnew(TextureButton);
  706. expand->set_toggle_mode(true);
  707. expand->set_normal_texture(editor->get_theme_icon(SNAME("GuiTreeArrowDown"), SNAME("EditorIcons")));
  708. expand->set_pressed_texture(editor->get_theme_icon(SNAME("GuiTreeArrowRight"), SNAME("EditorIcons")));
  709. expand->set_v_size_flags(Control::SIZE_SHRINK_CENTER);
  710. expand->set_pressed(vsnode->_is_output_port_expanded(i));
  711. expand->connect("pressed", callable_mp(editor, &VisualShaderEditor::_expand_output_port).bind(p_id, i, !vsnode->_is_output_port_expanded(i)), CONNECT_DEFERRED);
  712. hb->add_child(expand);
  713. }
  714. if (vsnode->has_output_port_preview(i) && port_right != VisualShaderNode::PORT_TYPE_TRANSFORM && port_right != VisualShaderNode::PORT_TYPE_SAMPLER) {
  715. TextureButton *preview = memnew(TextureButton);
  716. preview->set_toggle_mode(true);
  717. preview->set_normal_texture(editor->get_theme_icon(SNAME("GuiVisibilityHidden"), SNAME("EditorIcons")));
  718. preview->set_pressed_texture(editor->get_theme_icon(SNAME("GuiVisibilityVisible"), SNAME("EditorIcons")));
  719. preview->set_v_size_flags(Control::SIZE_SHRINK_CENTER);
  720. register_output_port(p_id, j, preview);
  721. preview->connect("pressed", callable_mp(editor, &VisualShaderEditor::_preview_select_port).bind(p_id, j), CONNECT_DEFERRED);
  722. hb->add_child(preview);
  723. }
  724. }
  725. if (is_group) {
  726. offset = memnew(Control);
  727. offset->set_custom_minimum_size(Size2(0, 5 * EDSCALE));
  728. node->add_child(offset);
  729. port_offset++;
  730. }
  731. if (!is_first_hbox) {
  732. node->add_child(hb);
  733. }
  734. if (expanded_type != VisualShaderNode::PORT_TYPE_SCALAR) {
  735. continue;
  736. }
  737. int idx = 1;
  738. if (!is_first_hbox) {
  739. idx = i + port_offset;
  740. }
  741. node->set_slot(idx, valid_left, port_left, type_color[port_left], valid_right, port_right, type_color[port_right]);
  742. if (vsnode->_is_output_port_expanded(i)) {
  743. switch (vsnode->get_output_port_type(i)) {
  744. case VisualShaderNode::PORT_TYPE_VECTOR_2D: {
  745. port_offset++;
  746. valid_left = (i + 1) < vsnode->get_input_port_count();
  747. port_left = VisualShaderNode::PORT_TYPE_SCALAR;
  748. if (valid_left) {
  749. port_left = vsnode->get_input_port_type(i + 1);
  750. }
  751. node->set_slot(i + port_offset, valid_left, port_left, type_color[port_left], true, VisualShaderNode::PORT_TYPE_SCALAR, vector_expanded_color[0]);
  752. port_offset++;
  753. valid_left = (i + 2) < vsnode->get_input_port_count();
  754. port_left = VisualShaderNode::PORT_TYPE_SCALAR;
  755. if (valid_left) {
  756. port_left = vsnode->get_input_port_type(i + 2);
  757. }
  758. node->set_slot(i + port_offset, valid_left, port_left, type_color[port_left], true, VisualShaderNode::PORT_TYPE_SCALAR, vector_expanded_color[1]);
  759. expanded_type = VisualShaderNode::PORT_TYPE_VECTOR_2D;
  760. } break;
  761. case VisualShaderNode::PORT_TYPE_VECTOR_3D: {
  762. port_offset++;
  763. valid_left = (i + 1) < vsnode->get_input_port_count();
  764. port_left = VisualShaderNode::PORT_TYPE_SCALAR;
  765. if (valid_left) {
  766. port_left = vsnode->get_input_port_type(i + 1);
  767. }
  768. node->set_slot(i + port_offset, valid_left, port_left, type_color[port_left], true, VisualShaderNode::PORT_TYPE_SCALAR, vector_expanded_color[0]);
  769. port_offset++;
  770. valid_left = (i + 2) < vsnode->get_input_port_count();
  771. port_left = VisualShaderNode::PORT_TYPE_SCALAR;
  772. if (valid_left) {
  773. port_left = vsnode->get_input_port_type(i + 2);
  774. }
  775. node->set_slot(i + port_offset, valid_left, port_left, type_color[port_left], true, VisualShaderNode::PORT_TYPE_SCALAR, vector_expanded_color[1]);
  776. port_offset++;
  777. valid_left = (i + 3) < vsnode->get_input_port_count();
  778. port_left = VisualShaderNode::PORT_TYPE_SCALAR;
  779. if (valid_left) {
  780. port_left = vsnode->get_input_port_type(i + 3);
  781. }
  782. node->set_slot(i + port_offset, valid_left, port_left, type_color[port_left], true, VisualShaderNode::PORT_TYPE_SCALAR, vector_expanded_color[2]);
  783. expanded_type = VisualShaderNode::PORT_TYPE_VECTOR_3D;
  784. } break;
  785. case VisualShaderNode::PORT_TYPE_VECTOR_4D: {
  786. port_offset++;
  787. valid_left = (i + 1) < vsnode->get_input_port_count();
  788. port_left = VisualShaderNode::PORT_TYPE_SCALAR;
  789. if (valid_left) {
  790. port_left = vsnode->get_input_port_type(i + 1);
  791. }
  792. node->set_slot(i + port_offset, valid_left, port_left, type_color[port_left], true, VisualShaderNode::PORT_TYPE_SCALAR, vector_expanded_color[0]);
  793. port_offset++;
  794. valid_left = (i + 2) < vsnode->get_input_port_count();
  795. port_left = VisualShaderNode::PORT_TYPE_SCALAR;
  796. if (valid_left) {
  797. port_left = vsnode->get_input_port_type(i + 2);
  798. }
  799. node->set_slot(i + port_offset, valid_left, port_left, type_color[port_left], true, VisualShaderNode::PORT_TYPE_SCALAR, vector_expanded_color[1]);
  800. port_offset++;
  801. valid_left = (i + 3) < vsnode->get_input_port_count();
  802. port_left = VisualShaderNode::PORT_TYPE_SCALAR;
  803. if (valid_left) {
  804. port_left = vsnode->get_input_port_type(i + 3);
  805. }
  806. node->set_slot(i + port_offset, valid_left, port_left, type_color[port_left], true, VisualShaderNode::PORT_TYPE_SCALAR, vector_expanded_color[2]);
  807. port_offset++;
  808. valid_left = (i + 4) < vsnode->get_input_port_count();
  809. port_left = VisualShaderNode::PORT_TYPE_SCALAR;
  810. if (valid_left) {
  811. port_left = vsnode->get_input_port_type(i + 4);
  812. }
  813. node->set_slot(i + port_offset, valid_left, port_left, type_color[port_left], true, VisualShaderNode::PORT_TYPE_SCALAR, vector_expanded_color[3]);
  814. expanded_type = VisualShaderNode::PORT_TYPE_VECTOR_4D;
  815. } break;
  816. default:
  817. break;
  818. }
  819. }
  820. }
  821. if (vsnode->get_output_port_for_preview() >= 0) {
  822. show_port_preview(p_type, p_id, vsnode->get_output_port_for_preview());
  823. } else {
  824. offset = memnew(Control);
  825. offset->set_custom_minimum_size(Size2(0, 4 * EDSCALE));
  826. node->add_child(offset);
  827. }
  828. String error = vsnode->get_warning(mode, p_type);
  829. if (!error.is_empty()) {
  830. Label *error_label = memnew(Label);
  831. error_label->add_theme_color_override("font_color", editor->get_theme_color(SNAME("error_color"), SNAME("Editor")));
  832. error_label->set_text(error);
  833. node->add_child(error_label);
  834. }
  835. if (is_expression) {
  836. CodeEdit *expression_box = memnew(CodeEdit);
  837. Ref<CodeHighlighter> expression_syntax_highlighter;
  838. expression_syntax_highlighter.instantiate();
  839. expression_node->set_ctrl_pressed(expression_box, 0);
  840. node->add_child(expression_box);
  841. register_expression_edit(p_id, expression_box);
  842. Color background_color = EDITOR_GET("text_editor/theme/highlighting/background_color");
  843. Color text_color = EDITOR_GET("text_editor/theme/highlighting/text_color");
  844. Color keyword_color = EDITOR_GET("text_editor/theme/highlighting/keyword_color");
  845. Color control_flow_keyword_color = EDITOR_GET("text_editor/theme/highlighting/control_flow_keyword_color");
  846. Color comment_color = EDITOR_GET("text_editor/theme/highlighting/comment_color");
  847. Color symbol_color = EDITOR_GET("text_editor/theme/highlighting/symbol_color");
  848. Color function_color = EDITOR_GET("text_editor/theme/highlighting/function_color");
  849. Color number_color = EDITOR_GET("text_editor/theme/highlighting/number_color");
  850. Color members_color = EDITOR_GET("text_editor/theme/highlighting/member_variable_color");
  851. expression_box->set_syntax_highlighter(expression_syntax_highlighter);
  852. expression_box->add_theme_color_override("background_color", background_color);
  853. for (const String &E : editor->keyword_list) {
  854. if (ShaderLanguage::is_control_flow_keyword(E)) {
  855. expression_syntax_highlighter->add_keyword_color(E, control_flow_keyword_color);
  856. } else {
  857. expression_syntax_highlighter->add_keyword_color(E, keyword_color);
  858. }
  859. }
  860. expression_box->add_theme_font_override("font", editor->get_theme_font(SNAME("expression"), SNAME("EditorFonts")));
  861. expression_box->add_theme_font_size_override("font_size", editor->get_theme_font_size(SNAME("expression_size"), SNAME("EditorFonts")));
  862. expression_box->add_theme_color_override("font_color", text_color);
  863. expression_syntax_highlighter->set_number_color(number_color);
  864. expression_syntax_highlighter->set_symbol_color(symbol_color);
  865. expression_syntax_highlighter->set_function_color(function_color);
  866. expression_syntax_highlighter->set_member_variable_color(members_color);
  867. expression_syntax_highlighter->add_color_region("/*", "*/", comment_color, false);
  868. expression_syntax_highlighter->add_color_region("//", "", comment_color, true);
  869. expression_box->clear_comment_delimiters();
  870. expression_box->add_comment_delimiter("/*", "*/", false);
  871. expression_box->add_comment_delimiter("//", "", true);
  872. if (!expression_box->has_auto_brace_completion_open_key("/*")) {
  873. expression_box->add_auto_brace_completion_pair("/*", "*/");
  874. }
  875. expression_box->set_text(expression);
  876. expression_box->set_context_menu_enabled(false);
  877. expression_box->set_draw_line_numbers(true);
  878. expression_box->connect("focus_exited", callable_mp(editor, &VisualShaderEditor::_expression_focus_out).bind(expression_box, p_id));
  879. }
  880. if (is_comment) {
  881. graph->move_child(node, 0); // to prevents a bug where comment node overlaps its content
  882. }
  883. }
  884. void VisualShaderGraphPlugin::remove_node(VisualShader::Type p_type, int p_id) {
  885. if (visual_shader->get_shader_type() == p_type && links.has(p_id)) {
  886. links[p_id].graph_node->get_parent()->remove_child(links[p_id].graph_node);
  887. memdelete(links[p_id].graph_node);
  888. links.erase(p_id);
  889. }
  890. }
  891. void VisualShaderGraphPlugin::connect_nodes(VisualShader::Type p_type, int p_from_node, int p_from_port, int p_to_node, int p_to_port) {
  892. GraphEdit *graph = editor->graph;
  893. if (!graph) {
  894. return;
  895. }
  896. if (visual_shader.is_valid() && visual_shader->get_shader_type() == p_type) {
  897. graph->connect_node(itos(p_from_node), p_from_port, itos(p_to_node), p_to_port);
  898. connections.push_back({ p_from_node, p_from_port, p_to_node, p_to_port });
  899. if (links[p_to_node].input_ports.has(p_to_port) && links[p_to_node].input_ports[p_to_port].default_input_button != nullptr) {
  900. links[p_to_node].input_ports[p_to_port].default_input_button->hide();
  901. }
  902. }
  903. }
  904. void VisualShaderGraphPlugin::disconnect_nodes(VisualShader::Type p_type, int p_from_node, int p_from_port, int p_to_node, int p_to_port) {
  905. GraphEdit *graph = editor->graph;
  906. if (!graph) {
  907. return;
  908. }
  909. if (visual_shader.is_valid() && visual_shader->get_shader_type() == p_type) {
  910. graph->disconnect_node(itos(p_from_node), p_from_port, itos(p_to_node), p_to_port);
  911. for (const List<VisualShader::Connection>::Element *E = connections.front(); E; E = E->next()) {
  912. 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) {
  913. connections.erase(E);
  914. break;
  915. }
  916. }
  917. 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) {
  918. links[p_to_node].input_ports[p_to_port].default_input_button->show();
  919. 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));
  920. }
  921. }
  922. }
  923. VisualShaderGraphPlugin::~VisualShaderGraphPlugin() {
  924. }
  925. /////////////////
  926. void VisualShaderEditedProperty::_bind_methods() {
  927. ClassDB::bind_method(D_METHOD("set_edited_property", "value"), &VisualShaderEditedProperty::set_edited_property);
  928. ClassDB::bind_method(D_METHOD("get_edited_property"), &VisualShaderEditedProperty::get_edited_property);
  929. ADD_PROPERTY(PropertyInfo(Variant::NIL, "edited_property", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NIL_IS_VARIANT), "set_edited_property", "get_edited_property");
  930. }
  931. void VisualShaderEditedProperty::set_edited_property(Variant p_variant) {
  932. edited_property = p_variant;
  933. }
  934. Variant VisualShaderEditedProperty::get_edited_property() const {
  935. return edited_property;
  936. }
  937. /////////////////
  938. Vector2 VisualShaderEditor::selection_center;
  939. List<VisualShaderEditor::CopyItem> VisualShaderEditor::copy_items_buffer;
  940. List<VisualShader::Connection> VisualShaderEditor::copy_connections_buffer;
  941. void VisualShaderEditor::edit(VisualShader *p_visual_shader) {
  942. bool changed = false;
  943. if (p_visual_shader) {
  944. if (visual_shader.is_null()) {
  945. changed = true;
  946. } else {
  947. if (visual_shader.ptr() != p_visual_shader) {
  948. changed = true;
  949. }
  950. }
  951. visual_shader = Ref<VisualShader>(p_visual_shader);
  952. graph_plugin->register_shader(visual_shader.ptr());
  953. Callable ce = callable_mp(this, &VisualShaderEditor::_update_preview);
  954. if (!visual_shader->is_connected("changed", ce)) {
  955. visual_shader->connect("changed", ce);
  956. }
  957. visual_shader->set_graph_offset(graph->get_scroll_ofs() / EDSCALE);
  958. _set_mode(visual_shader->get_mode());
  959. } else {
  960. if (visual_shader.is_valid()) {
  961. Callable ce = callable_mp(this, &VisualShaderEditor::_update_preview);
  962. if (visual_shader->is_connected("changed", ce)) {
  963. visual_shader->disconnect("changed", ce);
  964. }
  965. }
  966. visual_shader.unref();
  967. }
  968. if (visual_shader.is_null()) {
  969. hide();
  970. } else {
  971. if (changed) { // to avoid tree collapse
  972. _update_varying_tree();
  973. _update_options_menu();
  974. _update_preview();
  975. _update_graph();
  976. }
  977. }
  978. }
  979. void VisualShaderEditor::update_nodes() {
  980. _update_nodes();
  981. }
  982. void VisualShaderEditor::add_plugin(const Ref<VisualShaderNodePlugin> &p_plugin) {
  983. if (plugins.has(p_plugin)) {
  984. return;
  985. }
  986. plugins.push_back(p_plugin);
  987. }
  988. void VisualShaderEditor::remove_plugin(const Ref<VisualShaderNodePlugin> &p_plugin) {
  989. plugins.erase(p_plugin);
  990. }
  991. void VisualShaderEditor::clear_custom_types() {
  992. for (int i = 0; i < add_options.size(); i++) {
  993. if (add_options[i].is_custom) {
  994. add_options.remove_at(i);
  995. i--;
  996. }
  997. }
  998. }
  999. 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) {
  1000. ERR_FAIL_COND(!p_name.is_valid_identifier());
  1001. ERR_FAIL_COND(!p_script.is_valid());
  1002. for (int i = 0; i < add_options.size(); i++) {
  1003. if (add_options[i].is_custom) {
  1004. if (add_options[i].script == p_script) {
  1005. return;
  1006. }
  1007. }
  1008. }
  1009. AddOption ao;
  1010. ao.name = p_name;
  1011. ao.script = p_script;
  1012. ao.return_type = p_return_icon_type;
  1013. ao.description = p_description;
  1014. ao.category = p_category;
  1015. ao.highend = p_highend;
  1016. ao.is_custom = true;
  1017. bool begin = false;
  1018. String root = p_category.split("/")[0];
  1019. for (int i = 0; i < add_options.size(); i++) {
  1020. if (add_options[i].is_custom) {
  1021. if (add_options[i].category == root) {
  1022. if (!begin) {
  1023. begin = true;
  1024. }
  1025. } else {
  1026. if (begin) {
  1027. add_options.insert(i, ao);
  1028. return;
  1029. }
  1030. }
  1031. }
  1032. }
  1033. add_options.push_back(ao);
  1034. }
  1035. bool VisualShaderEditor::_is_available(int p_mode) {
  1036. int current_mode = edit_type->get_selected();
  1037. if (p_mode != -1) {
  1038. switch (current_mode) {
  1039. case 0: // Vertex / Emit
  1040. current_mode = 1;
  1041. break;
  1042. case 1: // Fragment / Process
  1043. current_mode = 2;
  1044. break;
  1045. case 2: // Light / Collide
  1046. current_mode = 4;
  1047. break;
  1048. default:
  1049. break;
  1050. }
  1051. }
  1052. return (p_mode == -1 || (p_mode & current_mode) != 0);
  1053. }
  1054. void VisualShaderEditor::_update_nodes() {
  1055. clear_custom_types();
  1056. List<StringName> class_list;
  1057. ScriptServer::get_global_class_list(&class_list);
  1058. Dictionary added;
  1059. for (int i = 0; i < class_list.size(); i++) {
  1060. if (ScriptServer::get_global_class_native_base(class_list[i]) == "VisualShaderNodeCustom") {
  1061. String script_path = ScriptServer::get_global_class_path(class_list[i]);
  1062. Ref<Resource> res = ResourceLoader::load(script_path);
  1063. ERR_FAIL_COND(res.is_null());
  1064. ERR_FAIL_COND(!res->is_class("Script"));
  1065. Ref<Script> scr = Ref<Script>(res);
  1066. Ref<VisualShaderNodeCustom> ref;
  1067. ref.instantiate();
  1068. ref->set_script(scr);
  1069. if (!ref->is_available(visual_shader->get_mode(), visual_shader->get_shader_type())) {
  1070. continue;
  1071. }
  1072. String name;
  1073. if (ref->has_method("_get_name")) {
  1074. name = (String)ref->call("_get_name");
  1075. } else {
  1076. name = "Unnamed";
  1077. }
  1078. String description = "";
  1079. if (ref->has_method("_get_description")) {
  1080. description = (String)ref->call("_get_description");
  1081. }
  1082. int return_icon_type = -1;
  1083. if (ref->has_method("_get_return_icon_type")) {
  1084. return_icon_type = (int)ref->call("_get_return_icon_type");
  1085. }
  1086. String category = "";
  1087. if (ref->has_method("_get_category")) {
  1088. category = (String)ref->call("_get_category");
  1089. }
  1090. String subcategory = "";
  1091. if (ref->has_method("_get_subcategory")) {
  1092. subcategory = (String)ref->call("_get_subcategory");
  1093. }
  1094. bool highend = false;
  1095. if (ref->has_method("_is_highend")) {
  1096. highend = (bool)ref->call("_is_highend");
  1097. }
  1098. Dictionary dict;
  1099. dict["name"] = name;
  1100. dict["script"] = scr;
  1101. dict["description"] = description;
  1102. dict["return_icon_type"] = return_icon_type;
  1103. category = category.rstrip("/");
  1104. category = category.lstrip("/");
  1105. category = "Addons/" + category;
  1106. if (!subcategory.is_empty()) {
  1107. category += "/" + subcategory;
  1108. }
  1109. dict["category"] = category;
  1110. dict["highend"] = highend;
  1111. String key;
  1112. key = category + "/" + name;
  1113. added[key] = dict;
  1114. }
  1115. }
  1116. // Disables not-supported copied items.
  1117. {
  1118. for (CopyItem &item : copy_items_buffer) {
  1119. Ref<VisualShaderNodeCustom> custom = Object::cast_to<VisualShaderNodeCustom>(item.node.ptr());
  1120. if (custom.is_valid()) {
  1121. if (!custom->is_available(visual_shader->get_mode(), visual_shader->get_shader_type())) {
  1122. item.disabled = true;
  1123. } else {
  1124. item.disabled = false;
  1125. }
  1126. } else {
  1127. for (int i = 0; i < add_options.size(); i++) {
  1128. if (add_options[i].type == item.node->get_class_name()) {
  1129. if ((add_options[i].func != visual_shader->get_mode() && add_options[i].func != -1) || !_is_available(add_options[i].mode)) {
  1130. item.disabled = true;
  1131. } else {
  1132. item.disabled = false;
  1133. }
  1134. break;
  1135. }
  1136. }
  1137. }
  1138. }
  1139. }
  1140. Array keys = added.keys();
  1141. keys.sort();
  1142. for (int i = 0; i < keys.size(); i++) {
  1143. const Variant &key = keys.get(i);
  1144. const Dictionary &value = (Dictionary)added[key];
  1145. add_custom_type(value["name"], value["script"], value["description"], value["return_icon_type"], value["category"], value["highend"]);
  1146. }
  1147. _update_options_menu();
  1148. }
  1149. String VisualShaderEditor::_get_description(int p_idx) {
  1150. return add_options[p_idx].description;
  1151. }
  1152. void VisualShaderEditor::_update_options_menu() {
  1153. node_desc->set_text("");
  1154. members_dialog->get_ok_button()->set_disabled(true);
  1155. members->clear();
  1156. TreeItem *root = members->create_item();
  1157. String filter = node_filter->get_text().strip_edges();
  1158. bool use_filter = !filter.is_empty();
  1159. bool is_first_item = true;
  1160. Color unsupported_color = get_theme_color(SNAME("error_color"), SNAME("Editor"));
  1161. Color supported_color = get_theme_color(SNAME("warning_color"), SNAME("Editor"));
  1162. static bool low_driver = GLOBAL_GET("rendering/renderer/rendering_method") == "gl_compatibility";
  1163. HashMap<String, TreeItem *> folders;
  1164. int current_func = -1;
  1165. if (!visual_shader.is_null()) {
  1166. current_func = visual_shader->get_mode();
  1167. }
  1168. Vector<AddOption> custom_options;
  1169. Vector<AddOption> embedded_options;
  1170. static Vector<String> type_filter_exceptions;
  1171. if (type_filter_exceptions.is_empty()) {
  1172. type_filter_exceptions.append("VisualShaderNodeExpression");
  1173. }
  1174. for (int i = 0; i < add_options.size(); i++) {
  1175. if (!use_filter || add_options[i].name.findn(filter) != -1) {
  1176. // port type filtering
  1177. if (members_output_port_type != VisualShaderNode::PORT_TYPE_MAX || members_input_port_type != VisualShaderNode::PORT_TYPE_MAX) {
  1178. Ref<VisualShaderNode> vsn;
  1179. int check_result = 0;
  1180. if (!add_options[i].is_custom) {
  1181. vsn = Ref<VisualShaderNode>(Object::cast_to<VisualShaderNode>(ClassDB::instantiate(add_options[i].type)));
  1182. if (!vsn.is_valid()) {
  1183. continue;
  1184. }
  1185. if (type_filter_exceptions.has(add_options[i].type)) {
  1186. check_result = 1;
  1187. }
  1188. Ref<VisualShaderNodeInput> input = Object::cast_to<VisualShaderNodeInput>(vsn.ptr());
  1189. if (input.is_valid()) {
  1190. input->set_shader_mode(visual_shader->get_mode());
  1191. input->set_shader_type(visual_shader->get_shader_type());
  1192. if (!add_options[i].ops.is_empty() && add_options[i].ops[0].get_type() == Variant::STRING) {
  1193. input->set_input_name((String)add_options[i].ops[0]);
  1194. }
  1195. }
  1196. Ref<VisualShaderNodeExpression> expression = Object::cast_to<VisualShaderNodeExpression>(vsn.ptr());
  1197. if (expression.is_valid()) {
  1198. if (members_input_port_type == VisualShaderNode::PORT_TYPE_SAMPLER) {
  1199. check_result = -1; // expressions creates a port with required type automatically (except for sampler output)
  1200. }
  1201. }
  1202. Ref<VisualShaderNodeParameterRef> parameter_ref = Object::cast_to<VisualShaderNodeParameterRef>(vsn.ptr());
  1203. if (parameter_ref.is_valid()) {
  1204. check_result = -1;
  1205. if (members_input_port_type != VisualShaderNode::PORT_TYPE_MAX) {
  1206. for (int j = 0; j < parameter_ref->get_parameters_count(); j++) {
  1207. if (visual_shader->is_port_types_compatible(parameter_ref->get_port_type_by_index(j), members_input_port_type)) {
  1208. check_result = 1;
  1209. break;
  1210. }
  1211. }
  1212. }
  1213. }
  1214. } else {
  1215. check_result = 1;
  1216. }
  1217. if (members_output_port_type != VisualShaderNode::PORT_TYPE_MAX) {
  1218. if (check_result == 0) {
  1219. for (int j = 0; j < vsn->get_input_port_count(); j++) {
  1220. if (visual_shader->is_port_types_compatible(vsn->get_input_port_type(j), members_output_port_type)) {
  1221. check_result = 1;
  1222. break;
  1223. }
  1224. }
  1225. }
  1226. if (check_result != 1) {
  1227. continue;
  1228. }
  1229. }
  1230. if (members_input_port_type != VisualShaderNode::PORT_TYPE_MAX) {
  1231. if (check_result == 0) {
  1232. for (int j = 0; j < vsn->get_output_port_count(); j++) {
  1233. if (visual_shader->is_port_types_compatible(vsn->get_output_port_type(j), members_input_port_type)) {
  1234. check_result = 1;
  1235. break;
  1236. }
  1237. }
  1238. }
  1239. if (check_result != 1) {
  1240. continue;
  1241. }
  1242. }
  1243. }
  1244. if ((add_options[i].func != current_func && add_options[i].func != -1) || !_is_available(add_options[i].mode)) {
  1245. continue;
  1246. }
  1247. const_cast<AddOption &>(add_options[i]).temp_idx = i; // save valid id
  1248. if (add_options[i].is_custom) {
  1249. custom_options.push_back(add_options[i]);
  1250. } else {
  1251. embedded_options.push_back(add_options[i]);
  1252. }
  1253. }
  1254. }
  1255. Vector<AddOption> options;
  1256. SortArray<AddOption, _OptionComparator> sorter;
  1257. sorter.sort(custom_options.ptrw(), custom_options.size());
  1258. options.append_array(custom_options);
  1259. options.append_array(embedded_options);
  1260. for (int i = 0; i < options.size(); i++) {
  1261. String path = options[i].category;
  1262. Vector<String> subfolders = path.split("/");
  1263. TreeItem *category = nullptr;
  1264. if (!folders.has(path)) {
  1265. category = root;
  1266. String path_temp = "";
  1267. for (int j = 0; j < subfolders.size(); j++) {
  1268. path_temp += subfolders[j];
  1269. if (!folders.has(path_temp)) {
  1270. category = members->create_item(category);
  1271. category->set_selectable(0, false);
  1272. category->set_collapsed(!use_filter);
  1273. category->set_text(0, subfolders[j]);
  1274. folders.insert(path_temp, category);
  1275. } else {
  1276. category = folders[path_temp];
  1277. }
  1278. }
  1279. } else {
  1280. category = folders[path];
  1281. }
  1282. TreeItem *item = members->create_item(category);
  1283. if (options[i].highend && low_driver) {
  1284. item->set_custom_color(0, unsupported_color);
  1285. } else if (options[i].highend) {
  1286. item->set_custom_color(0, supported_color);
  1287. }
  1288. item->set_text(0, options[i].name);
  1289. if (is_first_item && use_filter) {
  1290. item->select(0);
  1291. node_desc->set_text(options[i].description);
  1292. is_first_item = false;
  1293. }
  1294. switch (options[i].return_type) {
  1295. case VisualShaderNode::PORT_TYPE_SCALAR:
  1296. item->set_icon(0, EditorNode::get_singleton()->get_gui_base()->get_theme_icon(SNAME("float"), SNAME("EditorIcons")));
  1297. break;
  1298. case VisualShaderNode::PORT_TYPE_SCALAR_INT:
  1299. item->set_icon(0, EditorNode::get_singleton()->get_gui_base()->get_theme_icon(SNAME("int"), SNAME("EditorIcons")));
  1300. break;
  1301. case VisualShaderNode::PORT_TYPE_VECTOR_2D:
  1302. item->set_icon(0, EditorNode::get_singleton()->get_gui_base()->get_theme_icon(SNAME("Vector2"), SNAME("EditorIcons")));
  1303. break;
  1304. case VisualShaderNode::PORT_TYPE_VECTOR_3D:
  1305. item->set_icon(0, EditorNode::get_singleton()->get_gui_base()->get_theme_icon(SNAME("Vector3"), SNAME("EditorIcons")));
  1306. break;
  1307. case VisualShaderNode::PORT_TYPE_VECTOR_4D:
  1308. item->set_icon(0, EditorNode::get_singleton()->get_gui_base()->get_theme_icon(SNAME("Vector4"), SNAME("EditorIcons")));
  1309. break;
  1310. case VisualShaderNode::PORT_TYPE_BOOLEAN:
  1311. item->set_icon(0, EditorNode::get_singleton()->get_gui_base()->get_theme_icon(SNAME("bool"), SNAME("EditorIcons")));
  1312. break;
  1313. case VisualShaderNode::PORT_TYPE_TRANSFORM:
  1314. item->set_icon(0, EditorNode::get_singleton()->get_gui_base()->get_theme_icon(SNAME("Transform3D"), SNAME("EditorIcons")));
  1315. break;
  1316. case VisualShaderNode::PORT_TYPE_SAMPLER:
  1317. item->set_icon(0, EditorNode::get_singleton()->get_gui_base()->get_theme_icon(SNAME("ImageTexture"), SNAME("EditorIcons")));
  1318. break;
  1319. default:
  1320. break;
  1321. }
  1322. item->set_meta("id", options[i].temp_idx);
  1323. }
  1324. }
  1325. void VisualShaderEditor::_set_mode(int p_which) {
  1326. if (p_which == VisualShader::MODE_SKY) {
  1327. edit_type_standard->set_visible(false);
  1328. edit_type_particles->set_visible(false);
  1329. edit_type_sky->set_visible(true);
  1330. edit_type_fog->set_visible(false);
  1331. edit_type = edit_type_sky;
  1332. custom_mode_box->set_visible(false);
  1333. varying_button->hide();
  1334. mode = MODE_FLAGS_SKY;
  1335. } else if (p_which == VisualShader::MODE_FOG) {
  1336. edit_type_standard->set_visible(false);
  1337. edit_type_particles->set_visible(false);
  1338. edit_type_sky->set_visible(false);
  1339. edit_type_fog->set_visible(true);
  1340. edit_type = edit_type_fog;
  1341. custom_mode_box->set_visible(false);
  1342. varying_button->hide();
  1343. mode = MODE_FLAGS_FOG;
  1344. } else if (p_which == VisualShader::MODE_PARTICLES) {
  1345. edit_type_standard->set_visible(false);
  1346. edit_type_particles->set_visible(true);
  1347. edit_type_sky->set_visible(false);
  1348. edit_type_fog->set_visible(false);
  1349. edit_type = edit_type_particles;
  1350. if ((edit_type->get_selected() + 3) > VisualShader::TYPE_PROCESS) {
  1351. custom_mode_box->set_visible(false);
  1352. } else {
  1353. custom_mode_box->set_visible(true);
  1354. }
  1355. varying_button->hide();
  1356. mode = MODE_FLAGS_PARTICLES;
  1357. } else {
  1358. edit_type_particles->set_visible(false);
  1359. edit_type_standard->set_visible(true);
  1360. edit_type_sky->set_visible(false);
  1361. edit_type_fog->set_visible(false);
  1362. edit_type = edit_type_standard;
  1363. custom_mode_box->set_visible(false);
  1364. varying_button->show();
  1365. mode = MODE_FLAGS_SPATIAL_CANVASITEM;
  1366. }
  1367. visual_shader->set_shader_type(get_current_shader_type());
  1368. }
  1369. Size2 VisualShaderEditor::get_minimum_size() const {
  1370. return Size2(10, 200);
  1371. }
  1372. void VisualShaderEditor::_draw_color_over_button(Object *obj, Color p_color) {
  1373. Button *button = Object::cast_to<Button>(obj);
  1374. if (!button) {
  1375. return;
  1376. }
  1377. Ref<StyleBox> normal = get_theme_stylebox(SNAME("normal"), SNAME("Button"));
  1378. button->draw_rect(Rect2(normal->get_offset(), button->get_size() - normal->get_minimum_size()), p_color);
  1379. }
  1380. void VisualShaderEditor::_update_created_node(GraphNode *node) {
  1381. const Ref<StyleBoxFlat> sb = node->get_theme_stylebox(SNAME("frame"), SNAME("GraphNode"));
  1382. Color c = sb->get_border_color();
  1383. 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);
  1384. c = mono_color;
  1385. node->add_theme_color_override("title_color", c);
  1386. c.a = 0.7;
  1387. node->add_theme_color_override("close_color", c);
  1388. node->add_theme_color_override("resizer_color", c);
  1389. }
  1390. void VisualShaderEditor::_update_parameters(bool p_update_refs) {
  1391. VisualShaderNodeParameterRef::clear_parameters(visual_shader->get_rid());
  1392. for (int t = 0; t < VisualShader::TYPE_MAX; t++) {
  1393. Vector<int> tnodes = visual_shader->get_node_list((VisualShader::Type)t);
  1394. for (int i = 0; i < tnodes.size(); i++) {
  1395. Ref<VisualShaderNode> vsnode = visual_shader->get_node((VisualShader::Type)t, tnodes[i]);
  1396. Ref<VisualShaderNodeParameter> parameter = vsnode;
  1397. if (parameter.is_valid()) {
  1398. Ref<VisualShaderNodeFloatParameter> float_parameter = vsnode;
  1399. Ref<VisualShaderNodeIntParameter> int_parameter = vsnode;
  1400. Ref<VisualShaderNodeVec2Parameter> vec2_parameter = vsnode;
  1401. Ref<VisualShaderNodeVec3Parameter> vec3_parameter = vsnode;
  1402. Ref<VisualShaderNodeVec4Parameter> vec4_parameter = vsnode;
  1403. Ref<VisualShaderNodeColorParameter> color_parameter = vsnode;
  1404. Ref<VisualShaderNodeBooleanParameter> boolean_parameter = vsnode;
  1405. Ref<VisualShaderNodeTransformParameter> transform_parameter = vsnode;
  1406. VisualShaderNodeParameterRef::ParameterType parameter_type;
  1407. if (float_parameter.is_valid()) {
  1408. parameter_type = VisualShaderNodeParameterRef::PARAMETER_TYPE_FLOAT;
  1409. } else if (int_parameter.is_valid()) {
  1410. parameter_type = VisualShaderNodeParameterRef::PARAMETER_TYPE_INT;
  1411. } else if (boolean_parameter.is_valid()) {
  1412. parameter_type = VisualShaderNodeParameterRef::PARAMETER_TYPE_BOOLEAN;
  1413. } else if (vec2_parameter.is_valid()) {
  1414. parameter_type = VisualShaderNodeParameterRef::PARAMETER_TYPE_VECTOR2;
  1415. } else if (vec3_parameter.is_valid()) {
  1416. parameter_type = VisualShaderNodeParameterRef::PARAMETER_TYPE_VECTOR3;
  1417. } else if (vec4_parameter.is_valid()) {
  1418. parameter_type = VisualShaderNodeParameterRef::PARAMETER_TYPE_VECTOR4;
  1419. } else if (transform_parameter.is_valid()) {
  1420. parameter_type = VisualShaderNodeParameterRef::PARAMETER_TYPE_TRANSFORM;
  1421. } else if (color_parameter.is_valid()) {
  1422. parameter_type = VisualShaderNodeParameterRef::PARAMETER_TYPE_COLOR;
  1423. } else {
  1424. parameter_type = VisualShaderNodeParameterRef::UNIFORM_TYPE_SAMPLER;
  1425. }
  1426. VisualShaderNodeParameterRef::add_parameter(visual_shader->get_rid(), parameter->get_parameter_name(), parameter_type);
  1427. }
  1428. }
  1429. }
  1430. if (p_update_refs) {
  1431. graph_plugin->update_parameter_refs();
  1432. }
  1433. }
  1434. void VisualShaderEditor::_update_parameter_refs(HashSet<String> &p_deleted_names) {
  1435. for (int i = 0; i < VisualShader::TYPE_MAX; i++) {
  1436. VisualShader::Type type = VisualShader::Type(i);
  1437. Vector<int> nodes = visual_shader->get_node_list(type);
  1438. for (int j = 0; j < nodes.size(); j++) {
  1439. if (j > 0) {
  1440. Ref<VisualShaderNodeParameterRef> ref = visual_shader->get_node(type, nodes[j]);
  1441. if (ref.is_valid()) {
  1442. if (p_deleted_names.has(ref->get_parameter_name())) {
  1443. undo_redo->add_do_method(ref.ptr(), "set_parameter_name", "[None]");
  1444. undo_redo->add_undo_method(ref.ptr(), "set_parameter_name", ref->get_parameter_name());
  1445. undo_redo->add_do_method(graph_plugin.ptr(), "update_node", VisualShader::Type(i), nodes[j]);
  1446. undo_redo->add_undo_method(graph_plugin.ptr(), "update_node", VisualShader::Type(i), nodes[j]);
  1447. }
  1448. }
  1449. }
  1450. }
  1451. }
  1452. }
  1453. void VisualShaderEditor::_update_graph() {
  1454. if (updating) {
  1455. return;
  1456. }
  1457. if (visual_shader.is_null()) {
  1458. return;
  1459. }
  1460. graph->set_scroll_ofs(visual_shader->get_graph_offset() * EDSCALE);
  1461. VisualShader::Type type = get_current_shader_type();
  1462. graph->clear_connections();
  1463. //erase all nodes
  1464. for (int i = 0; i < graph->get_child_count(); i++) {
  1465. if (Object::cast_to<GraphNode>(graph->get_child(i))) {
  1466. Node *node = graph->get_child(i);
  1467. graph->remove_child(node);
  1468. memdelete(node);
  1469. i--;
  1470. }
  1471. }
  1472. List<VisualShader::Connection> node_connections;
  1473. visual_shader->get_node_connections(type, &node_connections);
  1474. graph_plugin->set_connections(node_connections);
  1475. Vector<int> nodes = visual_shader->get_node_list(type);
  1476. _update_parameters(false);
  1477. _update_varyings();
  1478. graph_plugin->clear_links();
  1479. graph_plugin->make_dirty(true);
  1480. graph_plugin->update_theme();
  1481. for (int n_i = 0; n_i < nodes.size(); n_i++) {
  1482. graph_plugin->add_node(type, nodes[n_i]);
  1483. }
  1484. graph_plugin->make_dirty(false);
  1485. for (const VisualShader::Connection &E : node_connections) {
  1486. int from = E.from_node;
  1487. int from_idx = E.from_port;
  1488. int to = E.to_node;
  1489. int to_idx = E.to_port;
  1490. graph->connect_node(itos(from), from_idx, itos(to), to_idx);
  1491. }
  1492. float graph_minimap_opacity = EDITOR_GET("editors/visual_editors/minimap_opacity");
  1493. graph->set_minimap_opacity(graph_minimap_opacity);
  1494. float graph_lines_curvature = EDITOR_GET("editors/visual_editors/lines_curvature");
  1495. graph->set_connection_lines_curvature(graph_lines_curvature);
  1496. }
  1497. VisualShader::Type VisualShaderEditor::get_current_shader_type() const {
  1498. VisualShader::Type type;
  1499. if (mode & MODE_FLAGS_PARTICLES) {
  1500. type = VisualShader::Type(edit_type->get_selected() + 3 + (custom_mode_enabled ? 3 : 0));
  1501. } else if (mode & MODE_FLAGS_SKY) {
  1502. type = VisualShader::Type(edit_type->get_selected() + 8);
  1503. } else if (mode & MODE_FLAGS_FOG) {
  1504. type = VisualShader::Type(edit_type->get_selected() + 9);
  1505. } else {
  1506. type = VisualShader::Type(edit_type->get_selected());
  1507. }
  1508. return type;
  1509. }
  1510. void VisualShaderEditor::_add_input_port(int p_node, int p_port, int p_port_type, const String &p_name) {
  1511. VisualShader::Type type = get_current_shader_type();
  1512. Ref<VisualShaderNodeExpression> node = visual_shader->get_node(type, p_node);
  1513. if (node.is_null()) {
  1514. return;
  1515. }
  1516. undo_redo->create_action(TTR("Add Input Port"));
  1517. undo_redo->add_do_method(node.ptr(), "add_input_port", p_port, p_port_type, p_name);
  1518. undo_redo->add_undo_method(node.ptr(), "remove_input_port", p_port);
  1519. undo_redo->add_do_method(graph_plugin.ptr(), "update_node", type, p_node);
  1520. undo_redo->add_undo_method(graph_plugin.ptr(), "update_node", type, p_node);
  1521. undo_redo->commit_action();
  1522. }
  1523. void VisualShaderEditor::_add_output_port(int p_node, int p_port, int p_port_type, const String &p_name) {
  1524. VisualShader::Type type = get_current_shader_type();
  1525. Ref<VisualShaderNodeGroupBase> node = visual_shader->get_node(type, p_node);
  1526. if (node.is_null()) {
  1527. return;
  1528. }
  1529. undo_redo->create_action(TTR("Add Output Port"));
  1530. undo_redo->add_do_method(node.ptr(), "add_output_port", p_port, p_port_type, p_name);
  1531. undo_redo->add_undo_method(node.ptr(), "remove_output_port", p_port);
  1532. undo_redo->add_do_method(graph_plugin.ptr(), "update_node", type, p_node);
  1533. undo_redo->add_undo_method(graph_plugin.ptr(), "update_node", type, p_node);
  1534. undo_redo->commit_action();
  1535. }
  1536. void VisualShaderEditor::_change_input_port_type(int p_type, int p_node, int p_port) {
  1537. VisualShader::Type type = get_current_shader_type();
  1538. Ref<VisualShaderNodeGroupBase> node = visual_shader->get_node(type, p_node);
  1539. if (node.is_null()) {
  1540. return;
  1541. }
  1542. undo_redo->create_action(TTR("Change Input Port Type"));
  1543. undo_redo->add_do_method(node.ptr(), "set_input_port_type", p_port, p_type);
  1544. undo_redo->add_undo_method(node.ptr(), "set_input_port_type", p_port, node->get_input_port_type(p_port));
  1545. undo_redo->add_do_method(graph_plugin.ptr(), "update_node", type, p_node);
  1546. undo_redo->add_undo_method(graph_plugin.ptr(), "update_node", type, p_node);
  1547. undo_redo->commit_action();
  1548. }
  1549. void VisualShaderEditor::_change_output_port_type(int p_type, int p_node, int p_port) {
  1550. VisualShader::Type type = get_current_shader_type();
  1551. Ref<VisualShaderNodeGroupBase> node = visual_shader->get_node(type, p_node);
  1552. if (node.is_null()) {
  1553. return;
  1554. }
  1555. undo_redo->create_action(TTR("Change Output Port Type"));
  1556. undo_redo->add_do_method(node.ptr(), "set_output_port_type", p_port, p_type);
  1557. undo_redo->add_undo_method(node.ptr(), "set_output_port_type", p_port, node->get_output_port_type(p_port));
  1558. undo_redo->add_do_method(graph_plugin.ptr(), "update_node", type, p_node);
  1559. undo_redo->add_undo_method(graph_plugin.ptr(), "update_node", type, p_node);
  1560. undo_redo->commit_action();
  1561. }
  1562. void VisualShaderEditor::_change_input_port_name(const String &p_text, Object *p_line_edit, int p_node_id, int p_port_id) {
  1563. VisualShader::Type type = get_current_shader_type();
  1564. Ref<VisualShaderNodeGroupBase> node = visual_shader->get_node(type, p_node_id);
  1565. ERR_FAIL_COND(!node.is_valid());
  1566. String prev_name = node->get_input_port_name(p_port_id);
  1567. if (prev_name == p_text) {
  1568. return;
  1569. }
  1570. LineEdit *line_edit = Object::cast_to<LineEdit>(p_line_edit);
  1571. ERR_FAIL_COND(!line_edit);
  1572. String validated_name = visual_shader->validate_port_name(p_text, node.ptr(), p_port_id, false);
  1573. if (validated_name.is_empty() || prev_name == validated_name) {
  1574. line_edit->set_text(node->get_input_port_name(p_port_id));
  1575. return;
  1576. }
  1577. undo_redo->create_action(TTR("Change Input Port Name"));
  1578. undo_redo->add_do_method(node.ptr(), "set_input_port_name", p_port_id, validated_name);
  1579. undo_redo->add_undo_method(node.ptr(), "set_input_port_name", p_port_id, node->get_input_port_name(p_port_id));
  1580. undo_redo->commit_action();
  1581. }
  1582. void VisualShaderEditor::_change_output_port_name(const String &p_text, Object *p_line_edit, int p_node_id, int p_port_id) {
  1583. VisualShader::Type type = get_current_shader_type();
  1584. Ref<VisualShaderNodeGroupBase> node = visual_shader->get_node(type, p_node_id);
  1585. ERR_FAIL_COND(!node.is_valid());
  1586. String prev_name = node->get_output_port_name(p_port_id);
  1587. if (prev_name == p_text) {
  1588. return;
  1589. }
  1590. LineEdit *line_edit = Object::cast_to<LineEdit>(p_line_edit);
  1591. ERR_FAIL_COND(!line_edit);
  1592. String validated_name = visual_shader->validate_port_name(p_text, node.ptr(), p_port_id, true);
  1593. if (validated_name.is_empty() || prev_name == validated_name) {
  1594. line_edit->set_text(node->get_output_port_name(p_port_id));
  1595. return;
  1596. }
  1597. undo_redo->create_action(TTR("Change Output Port Name"));
  1598. undo_redo->add_do_method(node.ptr(), "set_output_port_name", p_port_id, validated_name);
  1599. undo_redo->add_undo_method(node.ptr(), "set_output_port_name", p_port_id, prev_name);
  1600. undo_redo->commit_action();
  1601. }
  1602. void VisualShaderEditor::_expand_output_port(int p_node, int p_port, bool p_expand) {
  1603. VisualShader::Type type = get_current_shader_type();
  1604. Ref<VisualShaderNode> node = visual_shader->get_node(type, p_node);
  1605. ERR_FAIL_COND(!node.is_valid());
  1606. if (p_expand) {
  1607. undo_redo->create_action(TTR("Expand Output Port"));
  1608. } else {
  1609. undo_redo->create_action(TTR("Shrink Output Port"));
  1610. }
  1611. undo_redo->add_do_method(node.ptr(), "_set_output_port_expanded", p_port, p_expand);
  1612. undo_redo->add_undo_method(node.ptr(), "_set_output_port_expanded", p_port, !p_expand);
  1613. int type_size = 0;
  1614. switch (node->get_output_port_type(p_port)) {
  1615. case VisualShaderNode::PORT_TYPE_VECTOR_2D: {
  1616. type_size = 2;
  1617. } break;
  1618. case VisualShaderNode::PORT_TYPE_VECTOR_3D: {
  1619. type_size = 3;
  1620. } break;
  1621. case VisualShaderNode::PORT_TYPE_VECTOR_4D: {
  1622. type_size = 4;
  1623. } break;
  1624. default:
  1625. break;
  1626. }
  1627. List<VisualShader::Connection> conns;
  1628. visual_shader->get_node_connections(type, &conns);
  1629. for (const VisualShader::Connection &E : conns) {
  1630. int cn_from_node = E.from_node;
  1631. int cn_from_port = E.from_port;
  1632. int cn_to_node = E.to_node;
  1633. int cn_to_port = E.to_port;
  1634. if (cn_from_node == p_node) {
  1635. if (p_expand) {
  1636. if (cn_from_port > p_port) { // reconnect ports after expanded ports
  1637. undo_redo->add_do_method(visual_shader.ptr(), "disconnect_nodes", type, cn_from_node, cn_from_port, cn_to_node, cn_to_port);
  1638. undo_redo->add_undo_method(visual_shader.ptr(), "connect_nodes_forced", type, cn_from_node, cn_from_port, cn_to_node, cn_to_port);
  1639. undo_redo->add_do_method(graph_plugin.ptr(), "disconnect_nodes", type, cn_from_node, cn_from_port, cn_to_node, cn_to_port);
  1640. undo_redo->add_undo_method(graph_plugin.ptr(), "connect_nodes", type, cn_from_node, cn_from_port, cn_to_node, cn_to_port);
  1641. 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);
  1642. 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);
  1643. 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);
  1644. 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);
  1645. }
  1646. } else {
  1647. if (cn_from_port > p_port + type_size) { // reconnect ports after expanded ports
  1648. undo_redo->add_do_method(visual_shader.ptr(), "disconnect_nodes", type, cn_from_node, cn_from_port, cn_to_node, cn_to_port);
  1649. undo_redo->add_undo_method(visual_shader.ptr(), "connect_nodes_forced", type, cn_from_node, cn_from_port, cn_to_node, cn_to_port);
  1650. undo_redo->add_do_method(graph_plugin.ptr(), "disconnect_nodes", type, cn_from_node, cn_from_port, cn_to_node, cn_to_port);
  1651. undo_redo->add_undo_method(graph_plugin.ptr(), "connect_nodes", type, cn_from_node, cn_from_port, cn_to_node, cn_to_port);
  1652. 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);
  1653. 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);
  1654. 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);
  1655. 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);
  1656. } else if (cn_from_port > p_port) { // disconnect component ports
  1657. undo_redo->add_do_method(visual_shader.ptr(), "disconnect_nodes", type, cn_from_node, cn_from_port, cn_to_node, cn_to_port);
  1658. undo_redo->add_undo_method(visual_shader.ptr(), "connect_nodes_forced", type, cn_from_node, cn_from_port, cn_to_node, cn_to_port);
  1659. undo_redo->add_do_method(graph_plugin.ptr(), "disconnect_nodes", type, cn_from_node, cn_from_port, cn_to_node, cn_to_port);
  1660. undo_redo->add_undo_method(graph_plugin.ptr(), "connect_nodes", type, cn_from_node, cn_from_port, cn_to_node, cn_to_port);
  1661. }
  1662. }
  1663. }
  1664. }
  1665. int preview_port = node->get_output_port_for_preview();
  1666. if (p_expand) {
  1667. if (preview_port > p_port) {
  1668. undo_redo->add_do_method(node.ptr(), "set_output_port_for_preview", preview_port + type_size);
  1669. undo_redo->add_undo_method(node.ptr(), "set_output_port_for_preview", preview_port);
  1670. }
  1671. } else {
  1672. if (preview_port > p_port + type_size) {
  1673. undo_redo->add_do_method(node.ptr(), "set_output_port_for_preview", preview_port - type_size);
  1674. undo_redo->add_undo_method(node.ptr(), "set_output_port_for_preview", preview_port);
  1675. }
  1676. }
  1677. undo_redo->add_do_method(graph_plugin.ptr(), "update_node", type, p_node);
  1678. undo_redo->add_undo_method(graph_plugin.ptr(), "update_node", type, p_node);
  1679. undo_redo->commit_action();
  1680. }
  1681. void VisualShaderEditor::_remove_input_port(int p_node, int p_port) {
  1682. VisualShader::Type type = get_current_shader_type();
  1683. Ref<VisualShaderNodeGroupBase> node = visual_shader->get_node(type, p_node);
  1684. if (node.is_null()) {
  1685. return;
  1686. }
  1687. undo_redo->create_action(TTR("Remove Input Port"));
  1688. List<VisualShader::Connection> conns;
  1689. visual_shader->get_node_connections(type, &conns);
  1690. for (const VisualShader::Connection &E : conns) {
  1691. int cn_from_node = E.from_node;
  1692. int cn_from_port = E.from_port;
  1693. int cn_to_node = E.to_node;
  1694. int cn_to_port = E.to_port;
  1695. if (cn_to_node == p_node) {
  1696. if (cn_to_port == p_port) {
  1697. undo_redo->add_do_method(visual_shader.ptr(), "disconnect_nodes", type, cn_from_node, cn_from_port, cn_to_node, cn_to_port);
  1698. undo_redo->add_undo_method(visual_shader.ptr(), "connect_nodes_forced", type, cn_from_node, cn_from_port, cn_to_node, cn_to_port);
  1699. undo_redo->add_do_method(graph_plugin.ptr(), "disconnect_nodes", type, cn_from_node, cn_from_port, cn_to_node, cn_to_port);
  1700. undo_redo->add_undo_method(graph_plugin.ptr(), "connect_nodes", type, cn_from_node, cn_from_port, cn_to_node, cn_to_port);
  1701. } else if (cn_to_port > p_port) {
  1702. undo_redo->add_do_method(visual_shader.ptr(), "disconnect_nodes", type, cn_from_node, cn_from_port, cn_to_node, cn_to_port);
  1703. undo_redo->add_undo_method(visual_shader.ptr(), "connect_nodes_forced", type, cn_from_node, cn_from_port, cn_to_node, cn_to_port);
  1704. undo_redo->add_do_method(graph_plugin.ptr(), "disconnect_nodes", type, cn_from_node, cn_from_port, cn_to_node, cn_to_port);
  1705. undo_redo->add_undo_method(graph_plugin.ptr(), "connect_nodes", type, cn_from_node, cn_from_port, cn_to_node, cn_to_port);
  1706. 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);
  1707. undo_redo->add_undo_method(visual_shader.ptr(), "disconnect_nodes", type, cn_from_node, cn_from_port, cn_to_node, cn_to_port - 1);
  1708. undo_redo->add_do_method(graph_plugin.ptr(), "connect_nodes", type, cn_from_node, cn_from_port, cn_to_node, cn_to_port - 1);
  1709. undo_redo->add_undo_method(graph_plugin.ptr(), "disconnect_nodes", type, cn_from_node, cn_from_port, cn_to_node, cn_to_port - 1);
  1710. }
  1711. }
  1712. }
  1713. undo_redo->add_do_method(node.ptr(), "remove_input_port", p_port);
  1714. 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));
  1715. undo_redo->add_do_method(graph_plugin.ptr(), "update_node", type, p_node);
  1716. undo_redo->add_undo_method(graph_plugin.ptr(), "update_node", type, p_node);
  1717. undo_redo->commit_action();
  1718. }
  1719. void VisualShaderEditor::_remove_output_port(int p_node, int p_port) {
  1720. VisualShader::Type type = get_current_shader_type();
  1721. Ref<VisualShaderNodeGroupBase> node = visual_shader->get_node(type, p_node);
  1722. if (node.is_null()) {
  1723. return;
  1724. }
  1725. undo_redo->create_action(TTR("Remove Output Port"));
  1726. List<VisualShader::Connection> conns;
  1727. visual_shader->get_node_connections(type, &conns);
  1728. for (const VisualShader::Connection &E : conns) {
  1729. int cn_from_node = E.from_node;
  1730. int cn_from_port = E.from_port;
  1731. int cn_to_node = E.to_node;
  1732. int cn_to_port = E.to_port;
  1733. if (cn_from_node == p_node) {
  1734. if (cn_from_port == p_port) {
  1735. undo_redo->add_do_method(visual_shader.ptr(), "disconnect_nodes", type, cn_from_node, cn_from_port, cn_to_node, cn_to_port);
  1736. undo_redo->add_undo_method(visual_shader.ptr(), "connect_nodes_forced", type, cn_from_node, cn_from_port, cn_to_node, cn_to_port);
  1737. undo_redo->add_do_method(graph_plugin.ptr(), "disconnect_nodes", type, cn_from_node, cn_from_port, cn_to_node, cn_to_port);
  1738. undo_redo->add_undo_method(graph_plugin.ptr(), "connect_nodes", type, cn_from_node, cn_from_port, cn_to_node, cn_to_port);
  1739. } else if (cn_from_port > p_port) {
  1740. undo_redo->add_do_method(visual_shader.ptr(), "disconnect_nodes", type, cn_from_node, cn_from_port, cn_to_node, cn_to_port);
  1741. undo_redo->add_undo_method(visual_shader.ptr(), "connect_nodes_forced", type, cn_from_node, cn_from_port, cn_to_node, cn_to_port);
  1742. undo_redo->add_do_method(graph_plugin.ptr(), "disconnect_nodes", type, cn_from_node, cn_from_port, cn_to_node, cn_to_port);
  1743. undo_redo->add_undo_method(graph_plugin.ptr(), "connect_nodes", type, cn_from_node, cn_from_port, cn_to_node, cn_to_port);
  1744. 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);
  1745. undo_redo->add_undo_method(visual_shader.ptr(), "disconnect_nodes", type, cn_from_node, cn_from_port - 1, cn_to_node, cn_to_port);
  1746. undo_redo->add_do_method(graph_plugin.ptr(), "connect_nodes", type, cn_from_node, cn_from_port - 1, cn_to_node, cn_to_port);
  1747. undo_redo->add_undo_method(graph_plugin.ptr(), "disconnect_nodes", type, cn_from_node, cn_from_port - 1, cn_to_node, cn_to_port);
  1748. }
  1749. }
  1750. }
  1751. int preview_port = node->get_output_port_for_preview();
  1752. if (preview_port != -1) {
  1753. if (preview_port == p_port) {
  1754. undo_redo->add_do_method(node.ptr(), "set_output_port_for_preview", -1);
  1755. undo_redo->add_undo_method(node.ptr(), "set_output_port_for_preview", preview_port);
  1756. } else if (preview_port > p_port) {
  1757. undo_redo->add_do_method(node.ptr(), "set_output_port_for_preview", preview_port - 1);
  1758. undo_redo->add_undo_method(node.ptr(), "set_output_port_for_preview", preview_port);
  1759. }
  1760. }
  1761. undo_redo->add_do_method(node.ptr(), "remove_output_port", p_port);
  1762. 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));
  1763. undo_redo->add_do_method(graph_plugin.ptr(), "update_node", type, p_node);
  1764. undo_redo->add_undo_method(graph_plugin.ptr(), "update_node", type, p_node);
  1765. undo_redo->commit_action();
  1766. }
  1767. void VisualShaderEditor::_expression_focus_out(Object *code_edit, int p_node) {
  1768. VisualShader::Type type = get_current_shader_type();
  1769. Ref<VisualShaderNodeExpression> node = visual_shader->get_node(type, p_node);
  1770. if (node.is_null()) {
  1771. return;
  1772. }
  1773. CodeEdit *expression_box = Object::cast_to<CodeEdit>(code_edit);
  1774. if (node->get_expression() == expression_box->get_text()) {
  1775. return;
  1776. }
  1777. undo_redo->create_action(TTR("Set VisualShader Expression"));
  1778. undo_redo->add_do_method(node.ptr(), "set_expression", expression_box->get_text());
  1779. undo_redo->add_undo_method(node.ptr(), "set_expression", node->get_expression());
  1780. undo_redo->add_do_method(graph_plugin.ptr(), "set_expression", type, p_node, expression_box->get_text());
  1781. undo_redo->add_undo_method(graph_plugin.ptr(), "set_expression", type, p_node, node->get_expression());
  1782. undo_redo->commit_action();
  1783. }
  1784. void VisualShaderEditor::_set_node_size(int p_type, int p_node, const Vector2 &p_size) {
  1785. VisualShader::Type type = VisualShader::Type(p_type);
  1786. Ref<VisualShaderNodeResizableBase> node = visual_shader->get_node(type, p_node);
  1787. if (node.is_null()) {
  1788. return;
  1789. }
  1790. Size2 size = p_size;
  1791. if (!node->is_allow_v_resize()) {
  1792. size.y = 0;
  1793. }
  1794. node->set_size(size);
  1795. if (get_current_shader_type() == type) {
  1796. Ref<VisualShaderNodeExpression> expression_node = Object::cast_to<VisualShaderNodeExpression>(node.ptr());
  1797. Control *text_box = nullptr;
  1798. if (!expression_node.is_null()) {
  1799. text_box = expression_node->is_ctrl_pressed(0);
  1800. if (text_box) {
  1801. text_box->set_custom_minimum_size(Size2(0, 0));
  1802. }
  1803. }
  1804. GraphNode *gn = nullptr;
  1805. Node *node2 = graph->get_node(itos(p_node));
  1806. gn = Object::cast_to<GraphNode>(node2);
  1807. if (!gn) {
  1808. return;
  1809. }
  1810. gn->set_custom_minimum_size(size);
  1811. gn->reset_size();
  1812. if (!expression_node.is_null() && text_box) {
  1813. Size2 box_size = size;
  1814. if (box_size.x < 150 * EDSCALE || box_size.y < 0) {
  1815. box_size.x = gn->get_size().x;
  1816. }
  1817. box_size.x -= text_box->get_offset(SIDE_LEFT);
  1818. box_size.x -= 28 * EDSCALE;
  1819. box_size.y -= text_box->get_offset(SIDE_TOP);
  1820. box_size.y -= 28 * EDSCALE;
  1821. text_box->set_custom_minimum_size(box_size);
  1822. text_box->reset_size();
  1823. }
  1824. }
  1825. }
  1826. void VisualShaderEditor::_node_resized(const Vector2 &p_new_size, int p_type, int p_node) {
  1827. Ref<VisualShaderNodeResizableBase> node = visual_shader->get_node(VisualShader::Type(p_type), p_node);
  1828. if (node.is_null()) {
  1829. return;
  1830. }
  1831. undo_redo->create_action(TTR("Resize VisualShader Node"), UndoRedo::MERGE_ENDS);
  1832. undo_redo->add_do_method(this, "_set_node_size", p_type, p_node, p_new_size);
  1833. undo_redo->add_undo_method(this, "_set_node_size", p_type, p_node, node->get_size());
  1834. undo_redo->commit_action();
  1835. }
  1836. void VisualShaderEditor::_preview_select_port(int p_node, int p_port) {
  1837. VisualShader::Type type = get_current_shader_type();
  1838. Ref<VisualShaderNode> node = visual_shader->get_node(type, p_node);
  1839. if (node.is_null()) {
  1840. return;
  1841. }
  1842. int prev_port = node->get_output_port_for_preview();
  1843. if (node->get_output_port_for_preview() == p_port) {
  1844. p_port = -1; //toggle it
  1845. }
  1846. undo_redo->create_action(p_port == -1 ? TTR("Hide Port Preview") : TTR("Show Port Preview"));
  1847. undo_redo->add_do_method(node.ptr(), "set_output_port_for_preview", p_port);
  1848. undo_redo->add_undo_method(node.ptr(), "set_output_port_for_preview", prev_port);
  1849. undo_redo->add_do_method(graph_plugin.ptr(), "update_node", (int)type, p_node);
  1850. undo_redo->add_undo_method(graph_plugin.ptr(), "update_node", (int)type, p_node);
  1851. undo_redo->commit_action();
  1852. }
  1853. void VisualShaderEditor::_comment_title_popup_show(const Point2 &p_position, int p_node_id) {
  1854. VisualShader::Type type = get_current_shader_type();
  1855. Ref<VisualShaderNodeComment> node = visual_shader->get_node(type, p_node_id);
  1856. if (node.is_null()) {
  1857. return;
  1858. }
  1859. comment_title_change_edit->set_text(node->get_title());
  1860. comment_title_change_popup->set_meta("id", p_node_id);
  1861. comment_title_change_popup->popup();
  1862. comment_title_change_popup->set_position(p_position);
  1863. }
  1864. void VisualShaderEditor::_comment_title_text_changed(const String &p_new_text) {
  1865. comment_title_change_edit->reset_size();
  1866. comment_title_change_popup->reset_size();
  1867. }
  1868. void VisualShaderEditor::_comment_title_text_submitted(const String &p_new_text) {
  1869. comment_title_change_popup->hide();
  1870. }
  1871. void VisualShaderEditor::_comment_title_popup_focus_out() {
  1872. comment_title_change_popup->hide();
  1873. }
  1874. void VisualShaderEditor::_comment_title_popup_hide() {
  1875. ERR_FAIL_COND(!comment_title_change_popup->has_meta("id"));
  1876. int node_id = (int)comment_title_change_popup->get_meta("id");
  1877. VisualShader::Type type = get_current_shader_type();
  1878. Ref<VisualShaderNodeComment> node = visual_shader->get_node(type, node_id);
  1879. ERR_FAIL_COND(node.is_null());
  1880. if (node->get_title() == comment_title_change_edit->get_text()) {
  1881. return; // nothing changed - ignored
  1882. }
  1883. undo_redo->create_action(TTR("Set Comment Node Title"));
  1884. undo_redo->add_do_method(node.ptr(), "set_title", comment_title_change_edit->get_text());
  1885. undo_redo->add_undo_method(node.ptr(), "set_title", node->get_title());
  1886. undo_redo->add_do_method(graph_plugin.ptr(), "update_node", (int)type, node_id);
  1887. undo_redo->add_undo_method(graph_plugin.ptr(), "update_node", (int)type, node_id);
  1888. undo_redo->commit_action();
  1889. }
  1890. void VisualShaderEditor::_comment_desc_popup_show(const Point2 &p_position, int p_node_id) {
  1891. VisualShader::Type type = get_current_shader_type();
  1892. Ref<VisualShaderNodeComment> node = visual_shader->get_node(type, p_node_id);
  1893. if (node.is_null()) {
  1894. return;
  1895. }
  1896. comment_desc_change_edit->set_text(node->get_description());
  1897. comment_desc_change_popup->set_meta("id", p_node_id);
  1898. comment_desc_change_popup->reset_size();
  1899. comment_desc_change_popup->popup();
  1900. comment_desc_change_popup->set_position(p_position);
  1901. }
  1902. void VisualShaderEditor::_comment_desc_text_changed() {
  1903. comment_desc_change_edit->reset_size();
  1904. comment_desc_change_popup->reset_size();
  1905. }
  1906. void VisualShaderEditor::_comment_desc_confirm() {
  1907. comment_desc_change_popup->hide();
  1908. }
  1909. void VisualShaderEditor::_comment_desc_popup_hide() {
  1910. ERR_FAIL_COND(!comment_desc_change_popup->has_meta("id"));
  1911. int node_id = (int)comment_desc_change_popup->get_meta("id");
  1912. VisualShader::Type type = get_current_shader_type();
  1913. Ref<VisualShaderNodeComment> node = visual_shader->get_node(type, node_id);
  1914. ERR_FAIL_COND(node.is_null());
  1915. if (node->get_description() == comment_desc_change_edit->get_text()) {
  1916. return; // nothing changed - ignored
  1917. }
  1918. undo_redo->create_action(TTR("Set Comment Node Description"));
  1919. undo_redo->add_do_method(node.ptr(), "set_description", comment_desc_change_edit->get_text());
  1920. undo_redo->add_undo_method(node.ptr(), "set_description", node->get_title());
  1921. undo_redo->add_do_method(graph_plugin.ptr(), "update_node", (int)type, node_id);
  1922. undo_redo->add_undo_method(graph_plugin.ptr(), "update_node", (int)type, node_id);
  1923. undo_redo->commit_action();
  1924. }
  1925. void VisualShaderEditor::_parameter_line_edit_changed(const String &p_text, int p_node_id) {
  1926. VisualShader::Type type = get_current_shader_type();
  1927. Ref<VisualShaderNodeParameter> node = visual_shader->get_node(type, p_node_id);
  1928. ERR_FAIL_COND(!node.is_valid());
  1929. String validated_name = visual_shader->validate_parameter_name(p_text, node);
  1930. if (validated_name == node->get_parameter_name()) {
  1931. return;
  1932. }
  1933. undo_redo->create_action(TTR("Set Parameter Name"));
  1934. undo_redo->add_do_method(node.ptr(), "set_parameter_name", validated_name);
  1935. undo_redo->add_undo_method(node.ptr(), "set_parameter_name", node->get_parameter_name());
  1936. undo_redo->add_do_method(graph_plugin.ptr(), "set_parameter_name", type, p_node_id, validated_name);
  1937. undo_redo->add_undo_method(graph_plugin.ptr(), "set_parameter_name", type, p_node_id, node->get_parameter_name());
  1938. undo_redo->add_do_method(graph_plugin.ptr(), "update_node_deferred", type, p_node_id);
  1939. undo_redo->add_undo_method(graph_plugin.ptr(), "update_node_deferred", type, p_node_id);
  1940. undo_redo->add_do_method(this, "_update_parameters", true);
  1941. undo_redo->add_undo_method(this, "_update_parameters", true);
  1942. HashSet<String> changed_names;
  1943. changed_names.insert(node->get_parameter_name());
  1944. _update_parameter_refs(changed_names);
  1945. undo_redo->commit_action();
  1946. }
  1947. void VisualShaderEditor::_parameter_line_edit_focus_out(Object *line_edit, int p_node_id) {
  1948. _parameter_line_edit_changed(Object::cast_to<LineEdit>(line_edit)->get_text(), p_node_id);
  1949. }
  1950. void VisualShaderEditor::_port_name_focus_out(Object *line_edit, int p_node_id, int p_port_id, bool p_output) {
  1951. if (!p_output) {
  1952. _change_input_port_name(Object::cast_to<LineEdit>(line_edit)->get_text(), line_edit, p_node_id, p_port_id);
  1953. } else {
  1954. _change_output_port_name(Object::cast_to<LineEdit>(line_edit)->get_text(), line_edit, p_node_id, p_port_id);
  1955. }
  1956. }
  1957. void VisualShaderEditor::_port_edited(const StringName &p_property, const Variant &p_value, const String &p_field, bool p_changing) {
  1958. VisualShader::Type type = get_current_shader_type();
  1959. Ref<VisualShaderNode> vsn = visual_shader->get_node(type, editing_node);
  1960. ERR_FAIL_COND(!vsn.is_valid());
  1961. undo_redo->create_action(TTR("Set Input Default Port"));
  1962. Ref<VisualShaderNodeCustom> custom = Object::cast_to<VisualShaderNodeCustom>(vsn.ptr());
  1963. if (custom.is_valid()) {
  1964. undo_redo->add_do_method(custom.ptr(), "_set_input_port_default_value", editing_port, p_value);
  1965. undo_redo->add_undo_method(custom.ptr(), "_set_input_port_default_value", editing_port, vsn->get_input_port_default_value(editing_port));
  1966. } else {
  1967. undo_redo->add_do_method(vsn.ptr(), "set_input_port_default_value", editing_port, p_value);
  1968. undo_redo->add_undo_method(vsn.ptr(), "set_input_port_default_value", editing_port, vsn->get_input_port_default_value(editing_port));
  1969. }
  1970. undo_redo->add_do_method(graph_plugin.ptr(), "set_input_port_default_value", type, editing_node, editing_port, p_value);
  1971. 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));
  1972. undo_redo->commit_action();
  1973. }
  1974. void VisualShaderEditor::_edit_port_default_input(Object *p_button, int p_node, int p_port) {
  1975. VisualShader::Type type = get_current_shader_type();
  1976. Ref<VisualShaderNode> vs_node = visual_shader->get_node(type, p_node);
  1977. Variant value = vs_node->get_input_port_default_value(p_port);
  1978. edited_property_holder->set_edited_property(value);
  1979. if (property_editor) {
  1980. property_editor->disconnect("property_changed", callable_mp(this, &VisualShaderEditor::_port_edited));
  1981. property_editor_popup->remove_child(property_editor);
  1982. }
  1983. // TODO: Define these properties with actual PropertyInfo and feed it to the property editor widget.
  1984. property_editor = EditorInspector::instantiate_property_editor(edited_property_holder.ptr(), value.get_type(), "edited_property", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NONE);
  1985. if (property_editor) {
  1986. property_editor->set_object_and_property(edited_property_holder.ptr(), "edited_property");
  1987. property_editor->update_property();
  1988. property_editor->set_name_split_ratio(0);
  1989. property_editor_popup->add_child(property_editor);
  1990. property_editor->connect("property_changed", callable_mp(this, &VisualShaderEditor::_port_edited));
  1991. Button *button = Object::cast_to<Button>(p_button);
  1992. if (button) {
  1993. property_editor_popup->set_position(button->get_screen_position() + Vector2(0, button->get_size().height) * graph->get_zoom());
  1994. }
  1995. property_editor_popup->reset_size();
  1996. if (button) {
  1997. property_editor_popup->popup();
  1998. } else {
  1999. property_editor_popup->popup_centered_ratio();
  2000. }
  2001. }
  2002. editing_node = p_node;
  2003. editing_port = p_port;
  2004. }
  2005. void VisualShaderEditor::_setup_node(VisualShaderNode *p_node, const Vector<Variant> &p_ops) {
  2006. // INPUT
  2007. {
  2008. VisualShaderNodeInput *input = Object::cast_to<VisualShaderNodeInput>(p_node);
  2009. if (input) {
  2010. ERR_FAIL_COND(p_ops[0].get_type() != Variant::STRING);
  2011. input->set_input_name((String)p_ops[0]);
  2012. return;
  2013. }
  2014. }
  2015. // FLOAT_CONST
  2016. {
  2017. VisualShaderNodeFloatConstant *float_const = Object::cast_to<VisualShaderNodeFloatConstant>(p_node);
  2018. if (float_const) {
  2019. ERR_FAIL_COND(p_ops[0].get_type() != Variant::FLOAT);
  2020. float_const->set_constant((float)p_ops[0]);
  2021. return;
  2022. }
  2023. }
  2024. // FLOAT_OP
  2025. {
  2026. VisualShaderNodeFloatOp *floatOp = Object::cast_to<VisualShaderNodeFloatOp>(p_node);
  2027. if (floatOp) {
  2028. ERR_FAIL_COND(p_ops[0].get_type() != Variant::INT);
  2029. floatOp->set_operator((VisualShaderNodeFloatOp::Operator)(int)p_ops[0]);
  2030. return;
  2031. }
  2032. }
  2033. // FLOAT_FUNC
  2034. {
  2035. VisualShaderNodeFloatFunc *floatFunc = Object::cast_to<VisualShaderNodeFloatFunc>(p_node);
  2036. if (floatFunc) {
  2037. ERR_FAIL_COND(p_ops[0].get_type() != Variant::INT);
  2038. floatFunc->set_function((VisualShaderNodeFloatFunc::Function)(int)p_ops[0]);
  2039. return;
  2040. }
  2041. }
  2042. // VECTOR_OP
  2043. {
  2044. VisualShaderNodeVectorOp *vecOp = Object::cast_to<VisualShaderNodeVectorOp>(p_node);
  2045. if (vecOp) {
  2046. ERR_FAIL_COND(p_ops[0].get_type() != Variant::INT);
  2047. ERR_FAIL_COND(p_ops[1].get_type() != Variant::INT);
  2048. vecOp->set_operator((VisualShaderNodeVectorOp::Operator)(int)p_ops[0]);
  2049. vecOp->set_op_type((VisualShaderNodeVectorOp::OpType)(int)p_ops[1]);
  2050. return;
  2051. }
  2052. }
  2053. // VECTOR_FUNC
  2054. {
  2055. VisualShaderNodeVectorFunc *vecFunc = Object::cast_to<VisualShaderNodeVectorFunc>(p_node);
  2056. if (vecFunc) {
  2057. ERR_FAIL_COND(p_ops[0].get_type() != Variant::INT);
  2058. ERR_FAIL_COND(p_ops[1].get_type() != Variant::INT);
  2059. vecFunc->set_function((VisualShaderNodeVectorFunc::Function)(int)p_ops[0]);
  2060. vecFunc->set_op_type((VisualShaderNodeVectorFunc::OpType)(int)p_ops[1]);
  2061. return;
  2062. }
  2063. }
  2064. // COLOR_OP
  2065. {
  2066. VisualShaderNodeColorOp *colorOp = Object::cast_to<VisualShaderNodeColorOp>(p_node);
  2067. if (colorOp) {
  2068. ERR_FAIL_COND(p_ops[0].get_type() != Variant::INT);
  2069. colorOp->set_operator((VisualShaderNodeColorOp::Operator)(int)p_ops[0]);
  2070. return;
  2071. }
  2072. }
  2073. // COLOR_FUNC
  2074. {
  2075. VisualShaderNodeColorFunc *colorFunc = Object::cast_to<VisualShaderNodeColorFunc>(p_node);
  2076. if (colorFunc) {
  2077. ERR_FAIL_COND(p_ops[0].get_type() != Variant::INT);
  2078. colorFunc->set_function((VisualShaderNodeColorFunc::Function)(int)p_ops[0]);
  2079. return;
  2080. }
  2081. }
  2082. // INT_OP
  2083. {
  2084. VisualShaderNodeIntOp *intOp = Object::cast_to<VisualShaderNodeIntOp>(p_node);
  2085. if (intOp) {
  2086. ERR_FAIL_COND(p_ops[0].get_type() != Variant::INT);
  2087. intOp->set_operator((VisualShaderNodeIntOp::Operator)(int)p_ops[0]);
  2088. return;
  2089. }
  2090. }
  2091. // INT_FUNC
  2092. {
  2093. VisualShaderNodeIntFunc *intFunc = Object::cast_to<VisualShaderNodeIntFunc>(p_node);
  2094. if (intFunc) {
  2095. ERR_FAIL_COND(p_ops[0].get_type() != Variant::INT);
  2096. intFunc->set_function((VisualShaderNodeIntFunc::Function)(int)p_ops[0]);
  2097. return;
  2098. }
  2099. }
  2100. // TRANSFORM_OP
  2101. {
  2102. VisualShaderNodeTransformOp *matOp = Object::cast_to<VisualShaderNodeTransformOp>(p_node);
  2103. if (matOp) {
  2104. ERR_FAIL_COND(p_ops[0].get_type() != Variant::INT);
  2105. matOp->set_operator((VisualShaderNodeTransformOp::Operator)(int)p_ops[0]);
  2106. return;
  2107. }
  2108. }
  2109. // TRANSFORM_FUNC
  2110. {
  2111. VisualShaderNodeTransformFunc *matFunc = Object::cast_to<VisualShaderNodeTransformFunc>(p_node);
  2112. if (matFunc) {
  2113. ERR_FAIL_COND(p_ops[0].get_type() != Variant::INT);
  2114. matFunc->set_function((VisualShaderNodeTransformFunc::Function)(int)p_ops[0]);
  2115. return;
  2116. }
  2117. }
  2118. // VECTOR_COMPOSE
  2119. {
  2120. VisualShaderNodeVectorCompose *vecCompose = Object::cast_to<VisualShaderNodeVectorCompose>(p_node);
  2121. if (vecCompose) {
  2122. ERR_FAIL_COND(p_ops[0].get_type() != Variant::INT);
  2123. vecCompose->set_op_type((VisualShaderNodeVectorCompose::OpType)(int)p_ops[0]);
  2124. return;
  2125. }
  2126. }
  2127. // VECTOR_DECOMPOSE
  2128. {
  2129. VisualShaderNodeVectorDecompose *vecDecompose = Object::cast_to<VisualShaderNodeVectorDecompose>(p_node);
  2130. if (vecDecompose) {
  2131. ERR_FAIL_COND(p_ops[0].get_type() != Variant::INT);
  2132. vecDecompose->set_op_type((VisualShaderNodeVectorDecompose::OpType)(int)p_ops[0]);
  2133. return;
  2134. }
  2135. }
  2136. // UV_FUNC
  2137. {
  2138. VisualShaderNodeUVFunc *uvFunc = Object::cast_to<VisualShaderNodeUVFunc>(p_node);
  2139. if (uvFunc) {
  2140. ERR_FAIL_COND(p_ops[0].get_type() != Variant::INT);
  2141. uvFunc->set_function((VisualShaderNodeUVFunc::Function)(int)p_ops[0]);
  2142. return;
  2143. }
  2144. }
  2145. // IS
  2146. {
  2147. VisualShaderNodeIs *is = Object::cast_to<VisualShaderNodeIs>(p_node);
  2148. if (is) {
  2149. ERR_FAIL_COND(p_ops[0].get_type() != Variant::INT);
  2150. is->set_function((VisualShaderNodeIs::Function)(int)p_ops[0]);
  2151. return;
  2152. }
  2153. }
  2154. // COMPARE
  2155. {
  2156. VisualShaderNodeCompare *cmp = Object::cast_to<VisualShaderNodeCompare>(p_node);
  2157. if (cmp) {
  2158. ERR_FAIL_COND(p_ops[0].get_type() != Variant::INT);
  2159. cmp->set_function((VisualShaderNodeCompare::Function)(int)p_ops[0]);
  2160. return;
  2161. }
  2162. }
  2163. // DISTANCE
  2164. {
  2165. VisualShaderNodeVectorDistance *dist = Object::cast_to<VisualShaderNodeVectorDistance>(p_node);
  2166. if (dist) {
  2167. ERR_FAIL_COND(p_ops[0].get_type() != Variant::INT);
  2168. dist->set_op_type((VisualShaderNodeVectorDistance::OpType)(int)p_ops[0]);
  2169. return;
  2170. }
  2171. }
  2172. // DERIVATIVE
  2173. {
  2174. VisualShaderNodeDerivativeFunc *derFunc = Object::cast_to<VisualShaderNodeDerivativeFunc>(p_node);
  2175. if (derFunc) {
  2176. ERR_FAIL_COND(p_ops[0].get_type() != Variant::INT);
  2177. ERR_FAIL_COND(p_ops[1].get_type() != Variant::INT);
  2178. derFunc->set_function((VisualShaderNodeDerivativeFunc::Function)(int)p_ops[0]);
  2179. derFunc->set_op_type((VisualShaderNodeDerivativeFunc::OpType)(int)p_ops[1]);
  2180. return;
  2181. }
  2182. }
  2183. // MIX
  2184. {
  2185. VisualShaderNodeMix *mix = Object::cast_to<VisualShaderNodeMix>(p_node);
  2186. if (mix) {
  2187. ERR_FAIL_COND(p_ops[0].get_type() != Variant::INT);
  2188. mix->set_op_type((VisualShaderNodeMix::OpType)(int)p_ops[0]);
  2189. return;
  2190. }
  2191. }
  2192. // CLAMP
  2193. {
  2194. VisualShaderNodeClamp *clampFunc = Object::cast_to<VisualShaderNodeClamp>(p_node);
  2195. if (clampFunc) {
  2196. ERR_FAIL_COND(p_ops[0].get_type() != Variant::INT);
  2197. clampFunc->set_op_type((VisualShaderNodeClamp::OpType)(int)p_ops[0]);
  2198. return;
  2199. }
  2200. }
  2201. // SWITCH
  2202. {
  2203. VisualShaderNodeSwitch *switchFunc = Object::cast_to<VisualShaderNodeSwitch>(p_node);
  2204. if (switchFunc) {
  2205. ERR_FAIL_COND(p_ops[0].get_type() != Variant::INT);
  2206. switchFunc->set_op_type((VisualShaderNodeSwitch::OpType)(int)p_ops[0]);
  2207. return;
  2208. }
  2209. }
  2210. // FACEFORWARD
  2211. {
  2212. VisualShaderNodeFaceForward *faceForward = Object::cast_to<VisualShaderNodeFaceForward>(p_node);
  2213. if (faceForward) {
  2214. ERR_FAIL_COND(p_ops[0].get_type() != Variant::INT);
  2215. faceForward->set_op_type((VisualShaderNodeFaceForward::OpType)(int)p_ops[0]);
  2216. return;
  2217. }
  2218. }
  2219. // LENGTH
  2220. {
  2221. VisualShaderNodeVectorLen *length = Object::cast_to<VisualShaderNodeVectorLen>(p_node);
  2222. if (length) {
  2223. ERR_FAIL_COND(p_ops[0].get_type() != Variant::INT);
  2224. length->set_op_type((VisualShaderNodeVectorLen::OpType)(int)p_ops[0]);
  2225. return;
  2226. }
  2227. }
  2228. // SMOOTHSTEP
  2229. {
  2230. VisualShaderNodeSmoothStep *smoothStepFunc = Object::cast_to<VisualShaderNodeSmoothStep>(p_node);
  2231. if (smoothStepFunc) {
  2232. ERR_FAIL_COND(p_ops[0].get_type() != Variant::INT);
  2233. smoothStepFunc->set_op_type((VisualShaderNodeSmoothStep::OpType)(int)p_ops[0]);
  2234. return;
  2235. }
  2236. }
  2237. // STEP
  2238. {
  2239. VisualShaderNodeStep *stepFunc = Object::cast_to<VisualShaderNodeStep>(p_node);
  2240. if (stepFunc) {
  2241. ERR_FAIL_COND(p_ops[0].get_type() != Variant::INT);
  2242. stepFunc->set_op_type((VisualShaderNodeStep::OpType)(int)p_ops[0]);
  2243. return;
  2244. }
  2245. }
  2246. // MULTIPLY_ADD
  2247. {
  2248. VisualShaderNodeMultiplyAdd *fmaFunc = Object::cast_to<VisualShaderNodeMultiplyAdd>(p_node);
  2249. if (fmaFunc) {
  2250. ERR_FAIL_COND(p_ops[0].get_type() != Variant::INT);
  2251. fmaFunc->set_op_type((VisualShaderNodeMultiplyAdd::OpType)(int)p_ops[0]);
  2252. }
  2253. }
  2254. }
  2255. void VisualShaderEditor::_add_node(int p_idx, const Vector<Variant> &p_ops, String p_resource_path, int p_node_idx) {
  2256. ERR_FAIL_INDEX(p_idx, add_options.size());
  2257. VisualShader::Type type = get_current_shader_type();
  2258. Ref<VisualShaderNode> vsnode;
  2259. bool is_custom = add_options[p_idx].is_custom;
  2260. if (!is_custom && !add_options[p_idx].type.is_empty()) {
  2261. VisualShaderNode *vsn = Object::cast_to<VisualShaderNode>(ClassDB::instantiate(add_options[p_idx].type));
  2262. ERR_FAIL_COND(!vsn);
  2263. if (!p_ops.is_empty()) {
  2264. _setup_node(vsn, p_ops);
  2265. }
  2266. VisualShaderNodeParameterRef *parameter_ref = Object::cast_to<VisualShaderNodeParameterRef>(vsn);
  2267. if (parameter_ref && to_node != -1 && to_slot != -1) {
  2268. VisualShaderNode::PortType input_port_type = visual_shader->get_node(type, to_node)->get_input_port_type(to_slot);
  2269. bool success = false;
  2270. for (int i = 0; i < parameter_ref->get_parameters_count(); i++) {
  2271. if (parameter_ref->get_port_type_by_index(i) == input_port_type) {
  2272. parameter_ref->set_parameter_name(parameter_ref->get_parameter_name_by_index(i));
  2273. success = true;
  2274. break;
  2275. }
  2276. }
  2277. if (!success) {
  2278. for (int i = 0; i < parameter_ref->get_parameters_count(); i++) {
  2279. if (visual_shader->is_port_types_compatible(parameter_ref->get_port_type_by_index(i), input_port_type)) {
  2280. parameter_ref->set_parameter_name(parameter_ref->get_parameter_name_by_index(i));
  2281. break;
  2282. }
  2283. }
  2284. }
  2285. }
  2286. vsnode = Ref<VisualShaderNode>(vsn);
  2287. } else {
  2288. ERR_FAIL_COND(add_options[p_idx].script.is_null());
  2289. StringName base_type = add_options[p_idx].script->get_instance_base_type();
  2290. VisualShaderNode *vsn = Object::cast_to<VisualShaderNode>(ClassDB::instantiate(base_type));
  2291. ERR_FAIL_COND(!vsn);
  2292. vsnode = Ref<VisualShaderNode>(vsn);
  2293. vsnode->set_script(add_options[p_idx].script);
  2294. }
  2295. bool is_texture2d = (Object::cast_to<VisualShaderNodeTexture>(vsnode.ptr()) != nullptr);
  2296. bool is_texture3d = (Object::cast_to<VisualShaderNodeTexture3D>(vsnode.ptr()) != nullptr);
  2297. bool is_texture2d_array = (Object::cast_to<VisualShaderNodeTexture2DArray>(vsnode.ptr()) != nullptr);
  2298. bool is_cubemap = (Object::cast_to<VisualShaderNodeCubemap>(vsnode.ptr()) != nullptr);
  2299. bool is_curve = (Object::cast_to<VisualShaderNodeCurveTexture>(vsnode.ptr()) != nullptr);
  2300. bool is_curve_xyz = (Object::cast_to<VisualShaderNodeCurveXYZTexture>(vsnode.ptr()) != nullptr);
  2301. bool is_parameter = (Object::cast_to<VisualShaderNodeParameter>(vsnode.ptr()) != nullptr);
  2302. Point2 position = graph->get_scroll_ofs();
  2303. if (saved_node_pos_dirty) {
  2304. position += saved_node_pos;
  2305. } else {
  2306. position += graph->get_size() * 0.5;
  2307. position /= EDSCALE;
  2308. }
  2309. position /= graph->get_zoom();
  2310. saved_node_pos_dirty = false;
  2311. int id_to_use = visual_shader->get_valid_node_id(type);
  2312. if (p_resource_path.is_empty()) {
  2313. undo_redo->create_action(TTR("Add Node to Visual Shader"));
  2314. } else {
  2315. id_to_use += p_node_idx;
  2316. }
  2317. undo_redo->add_do_method(visual_shader.ptr(), "add_node", type, vsnode, position, id_to_use);
  2318. undo_redo->add_undo_method(visual_shader.ptr(), "remove_node", type, id_to_use);
  2319. undo_redo->add_do_method(graph_plugin.ptr(), "add_node", type, id_to_use);
  2320. undo_redo->add_undo_method(graph_plugin.ptr(), "remove_node", type, id_to_use);
  2321. VisualShaderNodeExpression *expr = Object::cast_to<VisualShaderNodeExpression>(vsnode.ptr());
  2322. if (expr) {
  2323. undo_redo->add_do_method(expr, "set_size", Size2(250 * EDSCALE, 150 * EDSCALE));
  2324. }
  2325. bool created_expression_port = false;
  2326. if (to_node != -1 && to_slot != -1) {
  2327. VisualShaderNode::PortType input_port_type = visual_shader->get_node(type, to_node)->get_input_port_type(to_slot);
  2328. if (expr && expr->is_editable() && input_port_type != VisualShaderNode::PORT_TYPE_SAMPLER) {
  2329. undo_redo->add_do_method(expr, "add_output_port", 0, input_port_type, "output0");
  2330. undo_redo->add_undo_method(expr, "remove_output_port", 0);
  2331. String initial_expression_code;
  2332. switch (input_port_type) {
  2333. case VisualShaderNode::PORT_TYPE_SCALAR:
  2334. initial_expression_code = "output0 = 1.0;";
  2335. break;
  2336. case VisualShaderNode::PORT_TYPE_SCALAR_INT:
  2337. initial_expression_code = "output0 = 1;";
  2338. break;
  2339. case VisualShaderNode::PORT_TYPE_VECTOR_2D:
  2340. initial_expression_code = "output0 = vec2(1.0, 1.0);";
  2341. break;
  2342. case VisualShaderNode::PORT_TYPE_VECTOR_3D:
  2343. initial_expression_code = "output0 = vec3(1.0, 1.0, 1.0);";
  2344. break;
  2345. case VisualShaderNode::PORT_TYPE_VECTOR_4D:
  2346. initial_expression_code = "output0 = vec4(1.0, 1.0, 1.0, 1.0);";
  2347. break;
  2348. case VisualShaderNode::PORT_TYPE_BOOLEAN:
  2349. initial_expression_code = "output0 = true;";
  2350. break;
  2351. case VisualShaderNode::PORT_TYPE_TRANSFORM:
  2352. initial_expression_code = "output0 = mat4(1.0);";
  2353. break;
  2354. default:
  2355. break;
  2356. }
  2357. undo_redo->add_do_method(expr, "set_expression", initial_expression_code);
  2358. undo_redo->add_do_method(graph_plugin.ptr(), "update_node", type, id_to_use);
  2359. created_expression_port = true;
  2360. }
  2361. if (vsnode->get_output_port_count() > 0 || created_expression_port) {
  2362. int _from_node = id_to_use;
  2363. if (created_expression_port) {
  2364. int _from_slot = 0;
  2365. undo_redo->add_do_method(visual_shader.ptr(), "connect_nodes", type, _from_node, _from_slot, to_node, to_slot);
  2366. undo_redo->add_undo_method(visual_shader.ptr(), "disconnect_nodes", type, _from_node, _from_slot, to_node, to_slot);
  2367. undo_redo->add_do_method(graph_plugin.ptr(), "connect_nodes", type, _from_node, _from_slot, to_node, to_slot);
  2368. undo_redo->add_undo_method(graph_plugin.ptr(), "disconnect_nodes", type, _from_node, _from_slot, to_node, to_slot);
  2369. } else {
  2370. // Need to setting up Input node properly before committing since `is_port_types_compatible` (calling below) is using `mode` and `shader_type`.
  2371. VisualShaderNodeInput *input = Object::cast_to<VisualShaderNodeInput>(vsnode.ptr());
  2372. if (input) {
  2373. input->set_shader_mode(visual_shader->get_mode());
  2374. input->set_shader_type(visual_shader->get_shader_type());
  2375. }
  2376. // Attempting to connect to the first correct port.
  2377. for (int i = 0; i < vsnode->get_output_port_count(); i++) {
  2378. if (visual_shader->is_port_types_compatible(vsnode->get_output_port_type(i), input_port_type)) {
  2379. undo_redo->add_do_method(visual_shader.ptr(), "connect_nodes", type, _from_node, i, to_node, to_slot);
  2380. undo_redo->add_undo_method(visual_shader.ptr(), "disconnect_nodes", type, _from_node, i, to_node, to_slot);
  2381. undo_redo->add_do_method(graph_plugin.ptr(), "connect_nodes", type, _from_node, i, to_node, to_slot);
  2382. undo_redo->add_undo_method(graph_plugin.ptr(), "disconnect_nodes", type, _from_node, i, to_node, to_slot);
  2383. break;
  2384. }
  2385. }
  2386. }
  2387. }
  2388. } else if (from_node != -1 && from_slot != -1) {
  2389. VisualShaderNode::PortType output_port_type = visual_shader->get_node(type, from_node)->get_output_port_type(from_slot);
  2390. if (expr && expr->is_editable()) {
  2391. undo_redo->add_do_method(expr, "add_input_port", 0, output_port_type, "input0");
  2392. undo_redo->add_undo_method(expr, "remove_input_port", 0);
  2393. undo_redo->add_do_method(graph_plugin.ptr(), "update_node", type, id_to_use);
  2394. created_expression_port = true;
  2395. }
  2396. if (vsnode->get_input_port_count() > 0 || created_expression_port) {
  2397. int _to_node = id_to_use;
  2398. if (created_expression_port) {
  2399. int _to_slot = 0;
  2400. undo_redo->add_undo_method(visual_shader.ptr(), "disconnect_nodes", type, from_node, from_slot, _to_node, _to_slot);
  2401. undo_redo->add_do_method(visual_shader.ptr(), "connect_nodes", type, from_node, from_slot, _to_node, _to_slot);
  2402. undo_redo->add_undo_method(graph_plugin.ptr(), "disconnect_nodes", type, from_node, from_slot, _to_node, _to_slot);
  2403. undo_redo->add_do_method(graph_plugin.ptr(), "connect_nodes", type, from_node, from_slot, _to_node, _to_slot);
  2404. } else {
  2405. // Attempting to connect to the first correct port.
  2406. for (int i = 0; i < vsnode->get_input_port_count(); i++) {
  2407. if (visual_shader->is_port_types_compatible(output_port_type, vsnode->get_input_port_type(i))) {
  2408. undo_redo->add_undo_method(visual_shader.ptr(), "disconnect_nodes", type, from_node, from_slot, _to_node, i);
  2409. undo_redo->add_do_method(visual_shader.ptr(), "connect_nodes", type, from_node, from_slot, _to_node, i);
  2410. undo_redo->add_undo_method(graph_plugin.ptr(), "disconnect_nodes", type, from_node, from_slot, _to_node, i);
  2411. undo_redo->add_do_method(graph_plugin.ptr(), "connect_nodes", type, from_node, from_slot, _to_node, i);
  2412. break;
  2413. }
  2414. }
  2415. }
  2416. if (output_port_type == VisualShaderNode::PORT_TYPE_SAMPLER) {
  2417. if (is_texture2d) {
  2418. undo_redo->add_do_method(vsnode.ptr(), "set_source", VisualShaderNodeTexture::SOURCE_PORT);
  2419. }
  2420. if (is_texture3d || is_texture2d_array) {
  2421. undo_redo->add_do_method(vsnode.ptr(), "set_source", VisualShaderNodeSample3D::SOURCE_PORT);
  2422. }
  2423. if (is_cubemap) {
  2424. undo_redo->add_do_method(vsnode.ptr(), "set_source", VisualShaderNodeCubemap::SOURCE_PORT);
  2425. }
  2426. }
  2427. }
  2428. }
  2429. _member_cancel();
  2430. if (is_parameter) {
  2431. undo_redo->add_do_method(this, "_update_parameters", true);
  2432. undo_redo->add_undo_method(this, "_update_parameters", true);
  2433. }
  2434. if (is_curve) {
  2435. graph_plugin->call_deferred(SNAME("update_curve"), id_to_use);
  2436. }
  2437. if (is_curve_xyz) {
  2438. graph_plugin->call_deferred(SNAME("update_curve_xyz"), id_to_use);
  2439. }
  2440. if (p_resource_path.is_empty()) {
  2441. undo_redo->commit_action();
  2442. } else {
  2443. //post-initialization
  2444. if (is_texture2d || is_texture3d || is_curve || is_curve_xyz) {
  2445. undo_redo->add_do_method(vsnode.ptr(), "set_texture", ResourceLoader::load(p_resource_path));
  2446. return;
  2447. }
  2448. if (is_cubemap) {
  2449. undo_redo->add_do_method(vsnode.ptr(), "set_cube_map", ResourceLoader::load(p_resource_path));
  2450. return;
  2451. }
  2452. if (is_texture2d_array) {
  2453. undo_redo->add_do_method(vsnode.ptr(), "set_texture_array", ResourceLoader::load(p_resource_path));
  2454. }
  2455. }
  2456. }
  2457. void VisualShaderEditor::_add_varying(const String &p_name, VisualShader::VaryingMode p_mode, VisualShader::VaryingType p_type) {
  2458. undo_redo->create_action(vformat(TTR("Add Varying to Visual Shader: %s"), p_name));
  2459. undo_redo->add_do_method(visual_shader.ptr(), "add_varying", p_name, p_mode, p_type);
  2460. undo_redo->add_undo_method(visual_shader.ptr(), "remove_varying", p_name);
  2461. undo_redo->add_do_method(this, "_update_varyings");
  2462. undo_redo->add_undo_method(this, "_update_varyings");
  2463. for (int i = 0; i <= VisualShader::TYPE_LIGHT; i++) {
  2464. if (p_mode == VisualShader::VARYING_MODE_FRAG_TO_LIGHT && i == 0) {
  2465. continue;
  2466. }
  2467. VisualShader::Type type = VisualShader::Type(i);
  2468. Vector<int> nodes = visual_shader->get_node_list(type);
  2469. for (int j = 0; j < nodes.size(); j++) {
  2470. int node_id = nodes[j];
  2471. Ref<VisualShaderNode> vsnode = visual_shader->get_node(type, node_id);
  2472. Ref<VisualShaderNodeVarying> var = vsnode;
  2473. if (var.is_valid()) {
  2474. undo_redo->add_do_method(graph_plugin.ptr(), "update_node", type, node_id);
  2475. undo_redo->add_undo_method(graph_plugin.ptr(), "update_node", type, node_id);
  2476. }
  2477. }
  2478. }
  2479. undo_redo->add_do_method(this, "_update_varying_tree");
  2480. undo_redo->add_undo_method(this, "_update_varying_tree");
  2481. undo_redo->commit_action();
  2482. }
  2483. void VisualShaderEditor::_remove_varying(const String &p_name) {
  2484. undo_redo->create_action(vformat(TTR("Remove Varying from Visual Shader: %s"), p_name));
  2485. VisualShader::VaryingMode var_mode = visual_shader->get_varying_mode(p_name);
  2486. undo_redo->add_do_method(visual_shader.ptr(), "remove_varying", p_name);
  2487. undo_redo->add_undo_method(visual_shader.ptr(), "add_varying", p_name, var_mode, visual_shader->get_varying_type(p_name));
  2488. undo_redo->add_do_method(this, "_update_varyings");
  2489. undo_redo->add_undo_method(this, "_update_varyings");
  2490. for (int i = 0; i <= VisualShader::TYPE_LIGHT; i++) {
  2491. if (var_mode == VisualShader::VARYING_MODE_FRAG_TO_LIGHT && i == 0) {
  2492. continue;
  2493. }
  2494. VisualShader::Type type = VisualShader::Type(i);
  2495. Vector<int> nodes = visual_shader->get_node_list(type);
  2496. for (int j = 0; j < nodes.size(); j++) {
  2497. int node_id = nodes[j];
  2498. Ref<VisualShaderNode> vsnode = visual_shader->get_node(type, node_id);
  2499. Ref<VisualShaderNodeVarying> var = vsnode;
  2500. if (var.is_valid()) {
  2501. String var_name = var->get_varying_name();
  2502. if (var_name == p_name) {
  2503. undo_redo->add_do_method(var.ptr(), "set_varying_name", "[None]");
  2504. undo_redo->add_undo_method(var.ptr(), "set_varying_name", var_name);
  2505. undo_redo->add_do_method(var.ptr(), "set_varying_type", VisualShader::VARYING_TYPE_FLOAT);
  2506. undo_redo->add_undo_method(var.ptr(), "set_varying_type", var->get_varying_type());
  2507. }
  2508. undo_redo->add_do_method(graph_plugin.ptr(), "update_node", type, node_id);
  2509. undo_redo->add_undo_method(graph_plugin.ptr(), "update_node", type, node_id);
  2510. }
  2511. }
  2512. List<VisualShader::Connection> node_connections;
  2513. visual_shader->get_node_connections(type, &node_connections);
  2514. for (VisualShader::Connection &E : node_connections) {
  2515. Ref<VisualShaderNodeVaryingGetter> var_getter = Object::cast_to<VisualShaderNodeVaryingGetter>(visual_shader->get_node(type, E.from_node).ptr());
  2516. if (var_getter.is_valid() && E.from_port > 0) {
  2517. undo_redo->add_do_method(visual_shader.ptr(), "disconnect_nodes", type, E.from_node, E.from_port, E.to_node, E.to_port);
  2518. undo_redo->add_undo_method(visual_shader.ptr(), "connect_nodes", type, E.from_node, E.from_port, E.to_node, E.to_port);
  2519. undo_redo->add_do_method(graph_plugin.ptr(), "disconnect_nodes", type, E.from_node, E.from_port, E.to_node, E.to_port);
  2520. undo_redo->add_undo_method(graph_plugin.ptr(), "connect_nodes", type, E.from_node, E.from_port, E.to_node, E.to_port);
  2521. }
  2522. Ref<VisualShaderNodeVaryingSetter> var_setter = Object::cast_to<VisualShaderNodeVaryingSetter>(visual_shader->get_node(type, E.to_node).ptr());
  2523. if (var_setter.is_valid() && E.to_port > 0) {
  2524. undo_redo->add_do_method(visual_shader.ptr(), "disconnect_nodes", type, E.from_node, E.from_port, E.to_node, E.to_port);
  2525. undo_redo->add_undo_method(visual_shader.ptr(), "connect_nodes", type, E.from_node, E.from_port, E.to_node, E.to_port);
  2526. undo_redo->add_do_method(graph_plugin.ptr(), "disconnect_nodes", type, E.from_node, E.from_port, E.to_node, E.to_port);
  2527. undo_redo->add_undo_method(graph_plugin.ptr(), "connect_nodes", type, E.from_node, E.from_port, E.to_node, E.to_port);
  2528. }
  2529. }
  2530. }
  2531. undo_redo->add_do_method(this, "_update_varying_tree");
  2532. undo_redo->add_undo_method(this, "_update_varying_tree");
  2533. undo_redo->commit_action();
  2534. }
  2535. void VisualShaderEditor::_update_varyings() {
  2536. VisualShaderNodeVarying::clear_varyings();
  2537. for (int i = 0; i < visual_shader->get_varyings_count(); i++) {
  2538. const VisualShader::Varying *var = visual_shader->get_varying_by_index(i);
  2539. if (var != nullptr) {
  2540. VisualShaderNodeVarying::add_varying(var->name, var->mode, var->type);
  2541. }
  2542. }
  2543. }
  2544. void VisualShaderEditor::_node_dragged(const Vector2 &p_from, const Vector2 &p_to, int p_node) {
  2545. VisualShader::Type type = get_current_shader_type();
  2546. drag_buffer.push_back({ type, p_node, p_from, p_to });
  2547. if (!drag_dirty) {
  2548. call_deferred(SNAME("_nodes_dragged"));
  2549. }
  2550. drag_dirty = true;
  2551. }
  2552. void VisualShaderEditor::_nodes_dragged() {
  2553. drag_dirty = false;
  2554. undo_redo->create_action(TTR("Node(s) Moved"));
  2555. for (const DragOp &E : drag_buffer) {
  2556. undo_redo->add_do_method(visual_shader.ptr(), "set_node_position", E.type, E.node, E.to);
  2557. undo_redo->add_undo_method(visual_shader.ptr(), "set_node_position", E.type, E.node, E.from);
  2558. undo_redo->add_do_method(graph_plugin.ptr(), "set_node_position", E.type, E.node, E.to);
  2559. undo_redo->add_undo_method(graph_plugin.ptr(), "set_node_position", E.type, E.node, E.from);
  2560. }
  2561. drag_buffer.clear();
  2562. undo_redo->commit_action();
  2563. }
  2564. void VisualShaderEditor::_connection_request(const String &p_from, int p_from_index, const String &p_to, int p_to_index) {
  2565. VisualShader::Type type = get_current_shader_type();
  2566. int from = p_from.to_int();
  2567. int to = p_to.to_int();
  2568. if (!visual_shader->can_connect_nodes(type, from, p_from_index, to, p_to_index)) {
  2569. return;
  2570. }
  2571. undo_redo->create_action(TTR("Nodes Connected"));
  2572. List<VisualShader::Connection> conns;
  2573. visual_shader->get_node_connections(type, &conns);
  2574. for (const VisualShader::Connection &E : conns) {
  2575. if (E.to_node == to && E.to_port == p_to_index) {
  2576. undo_redo->add_do_method(visual_shader.ptr(), "disconnect_nodes", type, E.from_node, E.from_port, E.to_node, E.to_port);
  2577. undo_redo->add_undo_method(visual_shader.ptr(), "connect_nodes", type, E.from_node, E.from_port, E.to_node, E.to_port);
  2578. undo_redo->add_do_method(graph_plugin.ptr(), "disconnect_nodes", type, E.from_node, E.from_port, E.to_node, E.to_port);
  2579. undo_redo->add_undo_method(graph_plugin.ptr(), "connect_nodes", type, E.from_node, E.from_port, E.to_node, E.to_port);
  2580. }
  2581. }
  2582. undo_redo->add_do_method(visual_shader.ptr(), "connect_nodes", type, from, p_from_index, to, p_to_index);
  2583. undo_redo->add_undo_method(visual_shader.ptr(), "disconnect_nodes", type, from, p_from_index, to, p_to_index);
  2584. undo_redo->add_do_method(graph_plugin.ptr(), "connect_nodes", type, from, p_from_index, to, p_to_index);
  2585. undo_redo->add_undo_method(graph_plugin.ptr(), "disconnect_nodes", type, from, p_from_index, to, p_to_index);
  2586. undo_redo->add_do_method(graph_plugin.ptr(), "update_node", (int)type, to);
  2587. undo_redo->add_undo_method(graph_plugin.ptr(), "update_node", (int)type, to);
  2588. undo_redo->commit_action();
  2589. }
  2590. void VisualShaderEditor::_disconnection_request(const String &p_from, int p_from_index, const String &p_to, int p_to_index) {
  2591. graph->disconnect_node(p_from, p_from_index, p_to, p_to_index);
  2592. VisualShader::Type type = get_current_shader_type();
  2593. int from = p_from.to_int();
  2594. int to = p_to.to_int();
  2595. undo_redo->create_action(TTR("Nodes Disconnected"));
  2596. undo_redo->add_do_method(visual_shader.ptr(), "disconnect_nodes", type, from, p_from_index, to, p_to_index);
  2597. undo_redo->add_undo_method(visual_shader.ptr(), "connect_nodes", type, from, p_from_index, to, p_to_index);
  2598. undo_redo->add_do_method(graph_plugin.ptr(), "disconnect_nodes", type, from, p_from_index, to, p_to_index);
  2599. undo_redo->add_undo_method(graph_plugin.ptr(), "connect_nodes", type, from, p_from_index, to, p_to_index);
  2600. undo_redo->add_do_method(graph_plugin.ptr(), "update_node", (int)type, to);
  2601. undo_redo->add_undo_method(graph_plugin.ptr(), "update_node", (int)type, to);
  2602. undo_redo->commit_action();
  2603. }
  2604. void VisualShaderEditor::_connection_to_empty(const String &p_from, int p_from_slot, const Vector2 &p_release_position) {
  2605. from_node = p_from.to_int();
  2606. from_slot = p_from_slot;
  2607. VisualShaderNode::PortType input_port_type = VisualShaderNode::PORT_TYPE_MAX;
  2608. VisualShaderNode::PortType output_port_type = VisualShaderNode::PORT_TYPE_MAX;
  2609. Ref<VisualShaderNode> node = visual_shader->get_node(get_current_shader_type(), from_node);
  2610. if (node.is_valid()) {
  2611. output_port_type = node->get_output_port_type(from_slot);
  2612. }
  2613. _show_members_dialog(true, input_port_type, output_port_type);
  2614. }
  2615. void VisualShaderEditor::_connection_from_empty(const String &p_to, int p_to_slot, const Vector2 &p_release_position) {
  2616. to_node = p_to.to_int();
  2617. to_slot = p_to_slot;
  2618. VisualShaderNode::PortType input_port_type = VisualShaderNode::PORT_TYPE_MAX;
  2619. VisualShaderNode::PortType output_port_type = VisualShaderNode::PORT_TYPE_MAX;
  2620. Ref<VisualShaderNode> node = visual_shader->get_node(get_current_shader_type(), to_node);
  2621. if (node.is_valid()) {
  2622. input_port_type = node->get_input_port_type(to_slot);
  2623. }
  2624. _show_members_dialog(true, input_port_type, output_port_type);
  2625. }
  2626. void VisualShaderEditor::_delete_nodes(int p_type, const List<int> &p_nodes) {
  2627. VisualShader::Type type = VisualShader::Type(p_type);
  2628. List<VisualShader::Connection> conns;
  2629. visual_shader->get_node_connections(type, &conns);
  2630. for (const int &F : p_nodes) {
  2631. for (const VisualShader::Connection &E : conns) {
  2632. if (E.from_node == F || E.to_node == F) {
  2633. undo_redo->add_do_method(graph_plugin.ptr(), "disconnect_nodes", type, E.from_node, E.from_port, E.to_node, E.to_port);
  2634. }
  2635. }
  2636. }
  2637. HashSet<String> parameter_names;
  2638. for (const int &F : p_nodes) {
  2639. Ref<VisualShaderNode> node = visual_shader->get_node(type, F);
  2640. undo_redo->add_do_method(visual_shader.ptr(), "remove_node", type, F);
  2641. undo_redo->add_undo_method(visual_shader.ptr(), "add_node", type, node, visual_shader->get_node_position(type, F), F);
  2642. undo_redo->add_undo_method(graph_plugin.ptr(), "add_node", type, F);
  2643. // restore size, inputs and outputs if node is group
  2644. VisualShaderNodeGroupBase *group = Object::cast_to<VisualShaderNodeGroupBase>(node.ptr());
  2645. if (group) {
  2646. undo_redo->add_undo_method(group, "set_size", group->get_size());
  2647. undo_redo->add_undo_method(group, "set_inputs", group->get_inputs());
  2648. undo_redo->add_undo_method(group, "set_outputs", group->get_outputs());
  2649. }
  2650. // restore expression text if node is expression
  2651. VisualShaderNodeExpression *expression = Object::cast_to<VisualShaderNodeExpression>(node.ptr());
  2652. if (expression) {
  2653. undo_redo->add_undo_method(expression, "set_expression", expression->get_expression());
  2654. }
  2655. VisualShaderNodeParameter *parameter = Object::cast_to<VisualShaderNodeParameter>(node.ptr());
  2656. if (parameter) {
  2657. parameter_names.insert(parameter->get_parameter_name());
  2658. }
  2659. }
  2660. List<VisualShader::Connection> used_conns;
  2661. for (const int &F : p_nodes) {
  2662. for (const VisualShader::Connection &E : conns) {
  2663. if (E.from_node == F || E.to_node == F) {
  2664. bool cancel = false;
  2665. for (List<VisualShader::Connection>::Element *R = used_conns.front(); R; R = R->next()) {
  2666. 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) {
  2667. cancel = true; // to avoid ERR_ALREADY_EXISTS warning
  2668. break;
  2669. }
  2670. }
  2671. if (!cancel) {
  2672. undo_redo->add_undo_method(visual_shader.ptr(), "connect_nodes", type, E.from_node, E.from_port, E.to_node, E.to_port);
  2673. undo_redo->add_undo_method(graph_plugin.ptr(), "connect_nodes", type, E.from_node, E.from_port, E.to_node, E.to_port);
  2674. used_conns.push_back(E);
  2675. }
  2676. }
  2677. }
  2678. }
  2679. // delete nodes from the graph
  2680. for (const int &F : p_nodes) {
  2681. undo_redo->add_do_method(graph_plugin.ptr(), "remove_node", type, F);
  2682. }
  2683. // update parameter refs if any parameter has been deleted
  2684. if (parameter_names.size() > 0) {
  2685. undo_redo->add_do_method(this, "_update_parameters", true);
  2686. undo_redo->add_undo_method(this, "_update_parameters", true);
  2687. _update_parameter_refs(parameter_names);
  2688. }
  2689. }
  2690. void VisualShaderEditor::_replace_node(VisualShader::Type p_type_id, int p_node_id, const StringName &p_from, const StringName &p_to) {
  2691. undo_redo->add_do_method(visual_shader.ptr(), "replace_node", p_type_id, p_node_id, p_to);
  2692. undo_redo->add_undo_method(visual_shader.ptr(), "replace_node", p_type_id, p_node_id, p_from);
  2693. }
  2694. void VisualShaderEditor::_update_constant(VisualShader::Type p_type_id, int p_node_id, Variant p_var, int p_preview_port) {
  2695. Ref<VisualShaderNode> node = visual_shader->get_node(p_type_id, p_node_id);
  2696. ERR_FAIL_COND(!node.is_valid());
  2697. ERR_FAIL_COND(!node->has_method("set_constant"));
  2698. node->call("set_constant", p_var);
  2699. if (p_preview_port != -1) {
  2700. node->set_output_port_for_preview(p_preview_port);
  2701. }
  2702. }
  2703. void VisualShaderEditor::_update_parameter(VisualShader::Type p_type_id, int p_node_id, Variant p_var, int p_preview_port) {
  2704. Ref<VisualShaderNodeParameter> parameter = visual_shader->get_node(p_type_id, p_node_id);
  2705. ERR_FAIL_COND(!parameter.is_valid());
  2706. String valid_name = visual_shader->validate_parameter_name(parameter->get_parameter_name(), parameter);
  2707. parameter->set_parameter_name(valid_name);
  2708. graph_plugin->set_parameter_name(p_type_id, p_node_id, valid_name);
  2709. if (parameter->has_method("set_default_value_enabled")) {
  2710. parameter->call("set_default_value_enabled", true);
  2711. parameter->call("set_default_value", p_var);
  2712. }
  2713. if (p_preview_port != -1) {
  2714. parameter->set_output_port_for_preview(p_preview_port);
  2715. }
  2716. }
  2717. void VisualShaderEditor::_convert_constants_to_parameters(bool p_vice_versa) {
  2718. VisualShader::Type type_id = get_current_shader_type();
  2719. if (!p_vice_versa) {
  2720. undo_redo->create_action(TTR("Convert Constant Node(s) To Parameter(s)"));
  2721. } else {
  2722. undo_redo->create_action(TTR("Convert Parameter Node(s) To Constant(s)"));
  2723. }
  2724. const HashSet<int> &current_set = p_vice_versa ? selected_parameters : selected_constants;
  2725. HashSet<String> deleted_names;
  2726. for (const int &E : current_set) {
  2727. int node_id = E;
  2728. Ref<VisualShaderNode> node = visual_shader->get_node(type_id, node_id);
  2729. bool caught = false;
  2730. Variant var;
  2731. // float
  2732. if (!p_vice_versa) {
  2733. Ref<VisualShaderNodeFloatConstant> float_const = Object::cast_to<VisualShaderNodeFloatConstant>(node.ptr());
  2734. if (float_const.is_valid()) {
  2735. _replace_node(type_id, node_id, "VisualShaderNodeFloatConstant", "VisualShaderNodeFloatParameter");
  2736. var = float_const->get_constant();
  2737. caught = true;
  2738. }
  2739. } else {
  2740. Ref<VisualShaderNodeFloatParameter> float_parameter = Object::cast_to<VisualShaderNodeFloatParameter>(node.ptr());
  2741. if (float_parameter.is_valid()) {
  2742. _replace_node(type_id, node_id, "VisualShaderNodeFloatParameter", "VisualShaderNodeFloatConstant");
  2743. var = float_parameter->get_default_value();
  2744. caught = true;
  2745. }
  2746. }
  2747. // int
  2748. if (!caught) {
  2749. if (!p_vice_versa) {
  2750. Ref<VisualShaderNodeIntConstant> int_const = Object::cast_to<VisualShaderNodeIntConstant>(node.ptr());
  2751. if (int_const.is_valid()) {
  2752. _replace_node(type_id, node_id, "VisualShaderNodeIntConstant", "VisualShaderNodeIntParameter");
  2753. var = int_const->get_constant();
  2754. caught = true;
  2755. }
  2756. } else {
  2757. Ref<VisualShaderNodeIntParameter> int_parameter = Object::cast_to<VisualShaderNodeIntParameter>(node.ptr());
  2758. if (int_parameter.is_valid()) {
  2759. _replace_node(type_id, node_id, "VisualShaderNodeIntParameter", "VisualShaderNodeIntConstant");
  2760. var = int_parameter->get_default_value();
  2761. caught = true;
  2762. }
  2763. }
  2764. }
  2765. // boolean
  2766. if (!caught) {
  2767. if (!p_vice_versa) {
  2768. Ref<VisualShaderNodeBooleanConstant> boolean_const = Object::cast_to<VisualShaderNodeBooleanConstant>(node.ptr());
  2769. if (boolean_const.is_valid()) {
  2770. _replace_node(type_id, node_id, "VisualShaderNodeBooleanConstant", "VisualShaderNodeBooleanParameter");
  2771. var = boolean_const->get_constant();
  2772. caught = true;
  2773. }
  2774. } else {
  2775. Ref<VisualShaderNodeBooleanParameter> boolean_parameter = Object::cast_to<VisualShaderNodeBooleanParameter>(node.ptr());
  2776. if (boolean_parameter.is_valid()) {
  2777. _replace_node(type_id, node_id, "VisualShaderNodeBooleanParameter", "VisualShaderNodeBooleanConstant");
  2778. var = boolean_parameter->get_default_value();
  2779. caught = true;
  2780. }
  2781. }
  2782. }
  2783. // vec2
  2784. if (!caught) {
  2785. if (!p_vice_versa) {
  2786. Ref<VisualShaderNodeVec2Constant> vec2_const = Object::cast_to<VisualShaderNodeVec2Constant>(node.ptr());
  2787. if (vec2_const.is_valid()) {
  2788. _replace_node(type_id, node_id, "VisualShaderNodeVec2Constant", "VisualShaderNodeVec2Parameter");
  2789. var = vec2_const->get_constant();
  2790. caught = true;
  2791. }
  2792. } else {
  2793. Ref<VisualShaderNodeVec2Parameter> vec2_parameter = Object::cast_to<VisualShaderNodeVec2Parameter>(node.ptr());
  2794. if (vec2_parameter.is_valid()) {
  2795. _replace_node(type_id, node_id, "VisualShaderNodeVec2Parameter", "VisualShaderNodeVec2Constant");
  2796. var = vec2_parameter->get_default_value();
  2797. caught = true;
  2798. }
  2799. }
  2800. }
  2801. // vec3
  2802. if (!caught) {
  2803. if (!p_vice_versa) {
  2804. Ref<VisualShaderNodeVec3Constant> vec3_const = Object::cast_to<VisualShaderNodeVec3Constant>(node.ptr());
  2805. if (vec3_const.is_valid()) {
  2806. _replace_node(type_id, node_id, "VisualShaderNodeVec3Constant", "VisualShaderNodeVec3Parameter");
  2807. var = vec3_const->get_constant();
  2808. caught = true;
  2809. }
  2810. } else {
  2811. Ref<VisualShaderNodeVec3Parameter> vec3_parameter = Object::cast_to<VisualShaderNodeVec3Parameter>(node.ptr());
  2812. if (vec3_parameter.is_valid()) {
  2813. _replace_node(type_id, node_id, "VisualShaderNodeVec3Parameter", "VisualShaderNodeVec3Constant");
  2814. var = vec3_parameter->get_default_value();
  2815. caught = true;
  2816. }
  2817. }
  2818. }
  2819. // vec4
  2820. if (!caught) {
  2821. if (!p_vice_versa) {
  2822. Ref<VisualShaderNodeVec4Constant> vec4_const = Object::cast_to<VisualShaderNodeVec4Constant>(node.ptr());
  2823. if (vec4_const.is_valid()) {
  2824. _replace_node(type_id, node_id, "VisualShaderNodeVec4Constant", "VisualShaderNodeVec4Parameter");
  2825. var = vec4_const->get_constant();
  2826. caught = true;
  2827. }
  2828. } else {
  2829. Ref<VisualShaderNodeVec4Parameter> vec4_parameter = Object::cast_to<VisualShaderNodeVec4Parameter>(node.ptr());
  2830. if (vec4_parameter.is_valid()) {
  2831. _replace_node(type_id, node_id, "VisualShaderNodeVec4Parameter", "VisualShaderNodeVec4Constant");
  2832. var = vec4_parameter->get_default_value();
  2833. caught = true;
  2834. }
  2835. }
  2836. }
  2837. // color
  2838. if (!caught) {
  2839. if (!p_vice_versa) {
  2840. Ref<VisualShaderNodeColorConstant> color_const = Object::cast_to<VisualShaderNodeColorConstant>(node.ptr());
  2841. if (color_const.is_valid()) {
  2842. _replace_node(type_id, node_id, "VisualShaderNodeColorConstant", "VisualShaderNodeColorParameter");
  2843. var = color_const->get_constant();
  2844. caught = true;
  2845. }
  2846. } else {
  2847. Ref<VisualShaderNodeColorParameter> color_parameter = Object::cast_to<VisualShaderNodeColorParameter>(node.ptr());
  2848. if (color_parameter.is_valid()) {
  2849. _replace_node(type_id, node_id, "VisualShaderNodeColorParameter", "VisualShaderNodeColorConstant");
  2850. var = color_parameter->get_default_value();
  2851. caught = true;
  2852. }
  2853. }
  2854. }
  2855. // transform
  2856. if (!caught) {
  2857. if (!p_vice_versa) {
  2858. Ref<VisualShaderNodeTransformConstant> transform_const = Object::cast_to<VisualShaderNodeTransformConstant>(node.ptr());
  2859. if (transform_const.is_valid()) {
  2860. _replace_node(type_id, node_id, "VisualShaderNodeTransformConstant", "VisualShaderNodeTransformParameter");
  2861. var = transform_const->get_constant();
  2862. caught = true;
  2863. }
  2864. } else {
  2865. Ref<VisualShaderNodeTransformParameter> transform_parameter = Object::cast_to<VisualShaderNodeTransformParameter>(node.ptr());
  2866. if (transform_parameter.is_valid()) {
  2867. _replace_node(type_id, node_id, "VisualShaderNodeTransformParameter", "VisualShaderNodeTransformConstant");
  2868. var = transform_parameter->get_default_value();
  2869. caught = true;
  2870. }
  2871. }
  2872. }
  2873. ERR_CONTINUE(!caught);
  2874. int preview_port = node->get_output_port_for_preview();
  2875. if (!p_vice_versa) {
  2876. undo_redo->add_do_method(this, "_update_parameter", type_id, node_id, var, preview_port);
  2877. undo_redo->add_undo_method(this, "_update_constant", type_id, node_id, var, preview_port);
  2878. } else {
  2879. undo_redo->add_do_method(this, "_update_constant", type_id, node_id, var, preview_port);
  2880. undo_redo->add_undo_method(this, "_update_parameter", type_id, node_id, var, preview_port);
  2881. Ref<VisualShaderNodeParameter> parameter = Object::cast_to<VisualShaderNodeParameter>(node.ptr());
  2882. ERR_CONTINUE(!parameter.is_valid());
  2883. deleted_names.insert(parameter->get_parameter_name());
  2884. }
  2885. undo_redo->add_do_method(graph_plugin.ptr(), "update_node", type_id, node_id);
  2886. undo_redo->add_undo_method(graph_plugin.ptr(), "update_node", type_id, node_id);
  2887. }
  2888. undo_redo->add_do_method(this, "_update_parameters", true);
  2889. undo_redo->add_undo_method(this, "_update_parameters", true);
  2890. if (deleted_names.size() > 0) {
  2891. _update_parameter_refs(deleted_names);
  2892. }
  2893. undo_redo->commit_action();
  2894. }
  2895. void VisualShaderEditor::_delete_node_request(int p_type, int p_node) {
  2896. List<int> to_erase;
  2897. to_erase.push_back(p_node);
  2898. undo_redo->create_action(TTR("Delete VisualShader Node"));
  2899. _delete_nodes(p_type, to_erase);
  2900. undo_redo->commit_action();
  2901. }
  2902. void VisualShaderEditor::_delete_nodes_request(const TypedArray<StringName> &p_nodes) {
  2903. List<int> to_erase;
  2904. if (p_nodes.is_empty()) {
  2905. // Called from context menu.
  2906. for (int i = 0; i < graph->get_child_count(); i++) {
  2907. GraphNode *gn = Object::cast_to<GraphNode>(graph->get_child(i));
  2908. if (gn) {
  2909. if (gn->is_selected() && gn->is_close_button_visible()) {
  2910. to_erase.push_back(gn->get_name().operator String().to_int());
  2911. }
  2912. }
  2913. }
  2914. } else {
  2915. for (int i = 0; i < p_nodes.size(); i++) {
  2916. to_erase.push_back(p_nodes[i].operator String().to_int());
  2917. }
  2918. }
  2919. if (to_erase.is_empty()) {
  2920. return;
  2921. }
  2922. undo_redo->create_action(TTR("Delete VisualShader Node(s)"));
  2923. _delete_nodes(get_current_shader_type(), to_erase);
  2924. undo_redo->commit_action();
  2925. }
  2926. void VisualShaderEditor::_node_selected(Object *p_node) {
  2927. VisualShader::Type type = get_current_shader_type();
  2928. GraphNode *gn = Object::cast_to<GraphNode>(p_node);
  2929. ERR_FAIL_COND(!gn);
  2930. int id = String(gn->get_name()).to_int();
  2931. Ref<VisualShaderNode> vsnode = visual_shader->get_node(type, id);
  2932. ERR_FAIL_COND(!vsnode.is_valid());
  2933. //do not rely on this, makes editor more complex
  2934. //EditorNode::get_singleton()->push_item(vsnode.ptr(), "", true);
  2935. }
  2936. void VisualShaderEditor::_graph_gui_input(const Ref<InputEvent> &p_event) {
  2937. Ref<InputEventMouseButton> mb = p_event;
  2938. VisualShader::Type type = get_current_shader_type();
  2939. if (mb.is_valid() && mb->is_pressed() && mb->get_button_index() == MouseButton::RIGHT) {
  2940. selected_constants.clear();
  2941. selected_parameters.clear();
  2942. selected_comment = -1;
  2943. selected_float_constant = -1;
  2944. List<int> to_change;
  2945. for (int i = 0; i < graph->get_child_count(); i++) {
  2946. GraphNode *gn = Object::cast_to<GraphNode>(graph->get_child(i));
  2947. if (gn) {
  2948. if (gn->is_selected() && gn->is_close_button_visible()) {
  2949. int id = gn->get_name().operator String().to_int();
  2950. to_change.push_back(id);
  2951. Ref<VisualShaderNode> node = visual_shader->get_node(type, id);
  2952. VisualShaderNodeComment *comment_node = Object::cast_to<VisualShaderNodeComment>(node.ptr());
  2953. if (comment_node != nullptr) {
  2954. selected_comment = id;
  2955. }
  2956. VisualShaderNodeConstant *constant_node = Object::cast_to<VisualShaderNodeConstant>(node.ptr());
  2957. if (constant_node != nullptr) {
  2958. selected_constants.insert(id);
  2959. }
  2960. VisualShaderNodeFloatConstant *float_constant_node = Object::cast_to<VisualShaderNodeFloatConstant>(node.ptr());
  2961. if (float_constant_node != nullptr) {
  2962. selected_float_constant = id;
  2963. }
  2964. VisualShaderNodeParameter *parameter_node = Object::cast_to<VisualShaderNodeParameter>(node.ptr());
  2965. if (parameter_node != nullptr && parameter_node->is_convertible_to_constant()) {
  2966. selected_parameters.insert(id);
  2967. }
  2968. }
  2969. }
  2970. }
  2971. if (to_change.size() > 1) {
  2972. selected_comment = -1;
  2973. selected_float_constant = -1;
  2974. }
  2975. bool copy_buffer_empty = true;
  2976. for (const CopyItem &item : copy_items_buffer) {
  2977. if (!item.disabled) {
  2978. copy_buffer_empty = false;
  2979. break;
  2980. }
  2981. }
  2982. if (to_change.is_empty() && copy_buffer_empty) {
  2983. _show_members_dialog(true);
  2984. } else {
  2985. popup_menu->set_item_disabled(NodeMenuOptions::CUT, to_change.is_empty());
  2986. popup_menu->set_item_disabled(NodeMenuOptions::COPY, to_change.is_empty());
  2987. popup_menu->set_item_disabled(NodeMenuOptions::PASTE, copy_buffer_empty);
  2988. popup_menu->set_item_disabled(NodeMenuOptions::DELETE, to_change.is_empty());
  2989. popup_menu->set_item_disabled(NodeMenuOptions::DUPLICATE, to_change.is_empty());
  2990. popup_menu->set_item_disabled(NodeMenuOptions::CLEAR_COPY_BUFFER, copy_buffer_empty);
  2991. int temp = popup_menu->get_item_index(NodeMenuOptions::SEPARATOR2);
  2992. if (temp != -1) {
  2993. popup_menu->remove_item(temp);
  2994. }
  2995. temp = popup_menu->get_item_index(NodeMenuOptions::FLOAT_CONSTANTS);
  2996. if (temp != -1) {
  2997. popup_menu->remove_item(temp);
  2998. }
  2999. temp = popup_menu->get_item_index(NodeMenuOptions::CONVERT_CONSTANTS_TO_PARAMETERS);
  3000. if (temp != -1) {
  3001. popup_menu->remove_item(temp);
  3002. }
  3003. temp = popup_menu->get_item_index(NodeMenuOptions::CONVERT_PARAMETERS_TO_CONSTANTS);
  3004. if (temp != -1) {
  3005. popup_menu->remove_item(temp);
  3006. }
  3007. temp = popup_menu->get_item_index(NodeMenuOptions::SEPARATOR3);
  3008. if (temp != -1) {
  3009. popup_menu->remove_item(temp);
  3010. }
  3011. temp = popup_menu->get_item_index(NodeMenuOptions::SET_COMMENT_TITLE);
  3012. if (temp != -1) {
  3013. popup_menu->remove_item(temp);
  3014. }
  3015. temp = popup_menu->get_item_index(NodeMenuOptions::SET_COMMENT_DESCRIPTION);
  3016. if (temp != -1) {
  3017. popup_menu->remove_item(temp);
  3018. }
  3019. if (selected_constants.size() > 0 || selected_parameters.size() > 0) {
  3020. popup_menu->add_separator("", NodeMenuOptions::SEPARATOR2);
  3021. if (selected_float_constant != -1) {
  3022. popup_menu->add_submenu_item(TTR("Float Constants"), "FloatConstants", int(NodeMenuOptions::FLOAT_CONSTANTS));
  3023. if (!constants_submenu) {
  3024. constants_submenu = memnew(PopupMenu);
  3025. constants_submenu->set_name("FloatConstants");
  3026. for (int i = 0; i < MAX_FLOAT_CONST_DEFS; i++) {
  3027. constants_submenu->add_item(float_constant_defs[i].name, i);
  3028. }
  3029. popup_menu->add_child(constants_submenu);
  3030. constants_submenu->connect("index_pressed", callable_mp(this, &VisualShaderEditor::_float_constant_selected));
  3031. }
  3032. }
  3033. if (selected_constants.size() > 0) {
  3034. popup_menu->add_item(TTR("Convert Constant(s) to Parameter(s)"), NodeMenuOptions::CONVERT_CONSTANTS_TO_PARAMETERS);
  3035. }
  3036. if (selected_parameters.size() > 0) {
  3037. popup_menu->add_item(TTR("Convert Parameter(s) to Constant(s)"), NodeMenuOptions::CONVERT_PARAMETERS_TO_CONSTANTS);
  3038. }
  3039. }
  3040. if (selected_comment != -1) {
  3041. popup_menu->add_separator("", NodeMenuOptions::SEPARATOR3);
  3042. popup_menu->add_item(TTR("Set Comment Title"), NodeMenuOptions::SET_COMMENT_TITLE);
  3043. popup_menu->add_item(TTR("Set Comment Description"), NodeMenuOptions::SET_COMMENT_DESCRIPTION);
  3044. }
  3045. menu_point = graph->get_local_mouse_position();
  3046. Point2 gpos = get_screen_position() + get_local_mouse_position();
  3047. popup_menu->set_position(gpos);
  3048. popup_menu->reset_size();
  3049. popup_menu->popup();
  3050. }
  3051. }
  3052. }
  3053. void VisualShaderEditor::_show_members_dialog(bool at_mouse_pos, VisualShaderNode::PortType p_input_port_type, VisualShaderNode::PortType p_output_port_type) {
  3054. if (members_input_port_type != p_input_port_type || members_output_port_type != p_output_port_type) {
  3055. members_input_port_type = p_input_port_type;
  3056. members_output_port_type = p_output_port_type;
  3057. _update_options_menu();
  3058. }
  3059. if (at_mouse_pos) {
  3060. saved_node_pos_dirty = true;
  3061. saved_node_pos = graph->get_local_mouse_position();
  3062. Point2 gpos = get_screen_position() + get_local_mouse_position();
  3063. members_dialog->set_position(gpos);
  3064. } else {
  3065. saved_node_pos_dirty = false;
  3066. members_dialog->set_position(graph->get_screen_position() + Point2(5 * EDSCALE, 65 * EDSCALE));
  3067. }
  3068. members_dialog->popup();
  3069. // Keep dialog within window bounds.
  3070. Rect2 window_rect = Rect2(DisplayServer::get_singleton()->window_get_position(), DisplayServer::get_singleton()->window_get_size());
  3071. Rect2 dialog_rect = Rect2(members_dialog->get_position(), members_dialog->get_size());
  3072. Vector2 difference = (dialog_rect.get_end() - window_rect.get_end()).max(Vector2());
  3073. members_dialog->set_position(members_dialog->get_position() - difference);
  3074. node_filter->call_deferred(SNAME("grab_focus")); // Still not visible.
  3075. node_filter->select_all();
  3076. }
  3077. void VisualShaderEditor::_show_varying_menu() {
  3078. varying_options->set_item_disabled(int(VaryingMenuOptions::REMOVE), visual_shader->get_varyings_count() == 0);
  3079. varying_options->set_position(graph->get_screen_position() + varying_button->get_position() + Size2(0, varying_button->get_size().height));
  3080. varying_options->popup();
  3081. }
  3082. void VisualShaderEditor::_varying_menu_id_pressed(int p_idx) {
  3083. switch (VaryingMenuOptions(p_idx)) {
  3084. case VaryingMenuOptions::ADD: {
  3085. _show_add_varying_dialog();
  3086. } break;
  3087. case VaryingMenuOptions::REMOVE: {
  3088. _show_remove_varying_dialog();
  3089. } break;
  3090. default:
  3091. break;
  3092. }
  3093. }
  3094. void VisualShaderEditor::_show_add_varying_dialog() {
  3095. _varying_name_changed(varying_name->get_text());
  3096. add_varying_dialog->set_position(graph->get_screen_position() + varying_button->get_position() + Point2(5 * EDSCALE, 65 * EDSCALE));
  3097. add_varying_dialog->popup();
  3098. // Keep dialog within window bounds.
  3099. Rect2 window_rect = Rect2(DisplayServer::get_singleton()->window_get_position(), DisplayServer::get_singleton()->window_get_size());
  3100. Rect2 dialog_rect = Rect2(add_varying_dialog->get_position(), add_varying_dialog->get_size());
  3101. Vector2 difference = (dialog_rect.get_end() - window_rect.get_end()).max(Vector2());
  3102. add_varying_dialog->set_position(add_varying_dialog->get_position() - difference);
  3103. }
  3104. void VisualShaderEditor::_show_remove_varying_dialog() {
  3105. remove_varying_dialog->set_position(graph->get_screen_position() + varying_button->get_position() + Point2(5 * EDSCALE, 65 * EDSCALE));
  3106. remove_varying_dialog->popup();
  3107. // Keep dialog within window bounds.
  3108. Rect2 window_rect = Rect2(DisplayServer::get_singleton()->window_get_position(), DisplayServer::get_singleton()->window_get_size());
  3109. Rect2 dialog_rect = Rect2(remove_varying_dialog->get_position(), remove_varying_dialog->get_size());
  3110. Vector2 difference = (dialog_rect.get_end() - window_rect.get_end()).max(Vector2());
  3111. remove_varying_dialog->set_position(remove_varying_dialog->get_position() - difference);
  3112. }
  3113. void VisualShaderEditor::_sbox_input(const Ref<InputEvent> &p_ie) {
  3114. Ref<InputEventKey> ie = p_ie;
  3115. 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)) {
  3116. members->gui_input(ie);
  3117. node_filter->accept_event();
  3118. }
  3119. }
  3120. void VisualShaderEditor::_notification(int p_what) {
  3121. switch (p_what) {
  3122. case EditorSettings::NOTIFICATION_EDITOR_SETTINGS_CHANGED: {
  3123. 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")));
  3124. graph->set_warped_panning(bool(EDITOR_GET("editors/panning/warped_mouse_panning")));
  3125. graph->set_minimap_opacity(EDITOR_GET("editors/visual_editors/minimap_opacity"));
  3126. graph->set_connection_lines_curvature(EDITOR_GET("editors/visual_editors/lines_curvature"));
  3127. _update_graph();
  3128. } break;
  3129. case NOTIFICATION_ENTER_TREE: {
  3130. node_filter->set_clear_button_enabled(true);
  3131. // collapse tree by default
  3132. TreeItem *category = members->get_root()->get_first_child();
  3133. while (category) {
  3134. category->set_collapsed(true);
  3135. TreeItem *sub_category = category->get_first_child();
  3136. while (sub_category) {
  3137. sub_category->set_collapsed(true);
  3138. sub_category = sub_category->get_next();
  3139. }
  3140. category = category->get_next();
  3141. }
  3142. 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")));
  3143. graph->set_warped_panning(bool(EDITOR_GET("editors/panning/warped_mouse_panning")));
  3144. [[fallthrough]];
  3145. }
  3146. case NOTIFICATION_THEME_CHANGED: {
  3147. highend_label->set_modulate(get_theme_color(SNAME("highend_color"), SNAME("Editor")));
  3148. node_filter->set_right_icon(Control::get_theme_icon(SNAME("Search"), SNAME("EditorIcons")));
  3149. preview_shader->set_icon(Control::get_theme_icon(SNAME("Shader"), SNAME("EditorIcons")));
  3150. {
  3151. Color background_color = EDITOR_GET("text_editor/theme/highlighting/background_color");
  3152. Color text_color = EDITOR_GET("text_editor/theme/highlighting/text_color");
  3153. Color keyword_color = EDITOR_GET("text_editor/theme/highlighting/keyword_color");
  3154. Color control_flow_keyword_color = EDITOR_GET("text_editor/theme/highlighting/control_flow_keyword_color");
  3155. Color comment_color = EDITOR_GET("text_editor/theme/highlighting/comment_color");
  3156. Color symbol_color = EDITOR_GET("text_editor/theme/highlighting/symbol_color");
  3157. Color function_color = EDITOR_GET("text_editor/theme/highlighting/function_color");
  3158. Color number_color = EDITOR_GET("text_editor/theme/highlighting/number_color");
  3159. Color members_color = EDITOR_GET("text_editor/theme/highlighting/member_variable_color");
  3160. Color error_color = get_theme_color(SNAME("error_color"), SNAME("Editor"));
  3161. preview_text->add_theme_color_override("background_color", background_color);
  3162. varying_error_label->add_theme_color_override("font_color", error_color);
  3163. for (const String &E : keyword_list) {
  3164. if (ShaderLanguage::is_control_flow_keyword(E)) {
  3165. syntax_highlighter->add_keyword_color(E, control_flow_keyword_color);
  3166. } else {
  3167. syntax_highlighter->add_keyword_color(E, keyword_color);
  3168. }
  3169. }
  3170. preview_text->add_theme_font_override("font", get_theme_font(SNAME("expression"), SNAME("EditorFonts")));
  3171. preview_text->add_theme_font_size_override("font_size", get_theme_font_size(SNAME("expression_size"), SNAME("EditorFonts")));
  3172. preview_text->add_theme_color_override("font_color", text_color);
  3173. syntax_highlighter->set_number_color(number_color);
  3174. syntax_highlighter->set_symbol_color(symbol_color);
  3175. syntax_highlighter->set_function_color(function_color);
  3176. syntax_highlighter->set_member_variable_color(members_color);
  3177. syntax_highlighter->clear_color_regions();
  3178. syntax_highlighter->add_color_region("/*", "*/", comment_color, false);
  3179. syntax_highlighter->add_color_region("//", "", comment_color, true);
  3180. preview_text->clear_comment_delimiters();
  3181. preview_text->add_comment_delimiter("/*", "*/", false);
  3182. preview_text->add_comment_delimiter("//", "", true);
  3183. error_panel->add_theme_style_override("panel", get_theme_stylebox(SNAME("panel"), SNAME("Panel")));
  3184. error_label->add_theme_font_override("font", get_theme_font(SNAME("status_source"), SNAME("EditorFonts")));
  3185. error_label->add_theme_font_size_override("font_size", get_theme_font_size(SNAME("status_source_size"), SNAME("EditorFonts")));
  3186. error_label->add_theme_color_override("font_color", error_color);
  3187. }
  3188. tools->set_icon(EditorNode::get_singleton()->get_gui_base()->get_theme_icon(SNAME("Tools"), SNAME("EditorIcons")));
  3189. if (p_what == NOTIFICATION_THEME_CHANGED && is_visible_in_tree()) {
  3190. _update_graph();
  3191. }
  3192. } break;
  3193. case NOTIFICATION_DRAG_BEGIN: {
  3194. Dictionary dd = get_viewport()->gui_get_drag_data();
  3195. if (members->is_visible_in_tree() && dd.has("id")) {
  3196. members->set_drop_mode_flags(Tree::DROP_MODE_ON_ITEM);
  3197. }
  3198. } break;
  3199. case NOTIFICATION_DRAG_END: {
  3200. members->set_drop_mode_flags(0);
  3201. } break;
  3202. }
  3203. }
  3204. void VisualShaderEditor::_scroll_changed(const Vector2 &p_scroll) {
  3205. if (updating) {
  3206. return;
  3207. }
  3208. updating = true;
  3209. visual_shader->set_graph_offset(p_scroll / EDSCALE);
  3210. updating = false;
  3211. }
  3212. void VisualShaderEditor::_node_changed(int p_id) {
  3213. if (updating) {
  3214. return;
  3215. }
  3216. if (is_visible_in_tree()) {
  3217. _update_graph();
  3218. }
  3219. }
  3220. void VisualShaderEditor::_dup_copy_nodes(int p_type, List<CopyItem> &r_items, List<VisualShader::Connection> &r_connections) {
  3221. VisualShader::Type type = (VisualShader::Type)p_type;
  3222. selection_center.x = 0.0f;
  3223. selection_center.y = 0.0f;
  3224. HashSet<int> nodes;
  3225. for (int i = 0; i < graph->get_child_count(); i++) {
  3226. GraphNode *gn = Object::cast_to<GraphNode>(graph->get_child(i));
  3227. if (gn) {
  3228. int id = String(gn->get_name()).to_int();
  3229. Ref<VisualShaderNode> node = visual_shader->get_node(type, id);
  3230. Ref<VisualShaderNodeOutput> output = node;
  3231. if (output.is_valid()) { // can't duplicate output
  3232. continue;
  3233. }
  3234. if (node.is_valid() && gn->is_selected()) {
  3235. Vector2 pos = visual_shader->get_node_position(type, id);
  3236. selection_center += pos;
  3237. CopyItem item;
  3238. item.id = id;
  3239. item.node = visual_shader->get_node(type, id)->duplicate();
  3240. item.position = visual_shader->get_node_position(type, id);
  3241. Ref<VisualShaderNodeResizableBase> resizable_base = node;
  3242. if (resizable_base.is_valid()) {
  3243. item.size = resizable_base->get_size();
  3244. }
  3245. Ref<VisualShaderNodeGroupBase> group = node;
  3246. if (group.is_valid()) {
  3247. item.group_inputs = group->get_inputs();
  3248. item.group_outputs = group->get_outputs();
  3249. }
  3250. Ref<VisualShaderNodeExpression> expression = node;
  3251. if (expression.is_valid()) {
  3252. item.expression = expression->get_expression();
  3253. }
  3254. r_items.push_back(item);
  3255. nodes.insert(id);
  3256. }
  3257. }
  3258. }
  3259. List<VisualShader::Connection> node_connections;
  3260. visual_shader->get_node_connections(type, &node_connections);
  3261. for (const VisualShader::Connection &E : node_connections) {
  3262. if (nodes.has(E.from_node) && nodes.has(E.to_node)) {
  3263. r_connections.push_back(E);
  3264. }
  3265. }
  3266. selection_center /= (float)r_items.size();
  3267. }
  3268. 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) {
  3269. if (p_duplicate) {
  3270. undo_redo->create_action(TTR("Duplicate VisualShader Node(s)"));
  3271. } else {
  3272. bool copy_buffer_empty = true;
  3273. for (const CopyItem &item : copy_items_buffer) {
  3274. if (!item.disabled) {
  3275. copy_buffer_empty = false;
  3276. break;
  3277. }
  3278. }
  3279. if (copy_buffer_empty) {
  3280. return;
  3281. }
  3282. undo_redo->create_action(TTR("Paste VisualShader Node(s)"));
  3283. }
  3284. VisualShader::Type type = (VisualShader::Type)p_type;
  3285. int base_id = visual_shader->get_valid_node_id(type);
  3286. int id_from = base_id;
  3287. HashMap<int, int> connection_remap;
  3288. HashSet<int> unsupported_set;
  3289. HashSet<int> added_set;
  3290. for (CopyItem &item : r_items) {
  3291. if (item.disabled) {
  3292. unsupported_set.insert(item.id);
  3293. continue;
  3294. }
  3295. connection_remap[item.id] = id_from;
  3296. Ref<VisualShaderNode> node = item.node->duplicate();
  3297. Ref<VisualShaderNodeResizableBase> resizable_base = Object::cast_to<VisualShaderNodeResizableBase>(node.ptr());
  3298. if (resizable_base.is_valid()) {
  3299. undo_redo->add_do_method(node.ptr(), "set_size", item.size);
  3300. }
  3301. Ref<VisualShaderNodeGroupBase> group = Object::cast_to<VisualShaderNodeGroupBase>(node.ptr());
  3302. if (group.is_valid()) {
  3303. undo_redo->add_do_method(node.ptr(), "set_inputs", item.group_inputs);
  3304. undo_redo->add_do_method(node.ptr(), "set_outputs", item.group_outputs);
  3305. }
  3306. Ref<VisualShaderNodeExpression> expression = Object::cast_to<VisualShaderNodeExpression>(node.ptr());
  3307. if (expression.is_valid()) {
  3308. undo_redo->add_do_method(node.ptr(), "set_expression", item.expression);
  3309. }
  3310. undo_redo->add_do_method(visual_shader.ptr(), "add_node", type, node, item.position + p_offset, id_from);
  3311. undo_redo->add_do_method(graph_plugin.ptr(), "add_node", type, id_from);
  3312. added_set.insert(id_from);
  3313. id_from++;
  3314. }
  3315. for (const VisualShader::Connection &E : p_connections) {
  3316. if (unsupported_set.has(E.from_node) || unsupported_set.has(E.to_node)) {
  3317. continue;
  3318. }
  3319. 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);
  3320. 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);
  3321. 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);
  3322. }
  3323. id_from = base_id;
  3324. for (const CopyItem &item : r_items) {
  3325. if (item.disabled) {
  3326. continue;
  3327. }
  3328. undo_redo->add_undo_method(visual_shader.ptr(), "remove_node", type, id_from);
  3329. undo_redo->add_undo_method(graph_plugin.ptr(), "remove_node", type, id_from);
  3330. id_from++;
  3331. }
  3332. undo_redo->commit_action();
  3333. // reselect nodes by excluding the other ones
  3334. for (int i = 0; i < graph->get_child_count(); i++) {
  3335. GraphNode *gn = Object::cast_to<GraphNode>(graph->get_child(i));
  3336. if (gn) {
  3337. int id = String(gn->get_name()).to_int();
  3338. if (added_set.has(id)) {
  3339. gn->set_selected(true);
  3340. } else {
  3341. gn->set_selected(false);
  3342. }
  3343. }
  3344. }
  3345. }
  3346. void VisualShaderEditor::_clear_copy_buffer() {
  3347. copy_items_buffer.clear();
  3348. copy_connections_buffer.clear();
  3349. }
  3350. void VisualShaderEditor::_duplicate_nodes() {
  3351. int type = get_current_shader_type();
  3352. List<CopyItem> items;
  3353. List<VisualShader::Connection> node_connections;
  3354. _dup_copy_nodes(type, items, node_connections);
  3355. if (items.is_empty()) {
  3356. return;
  3357. }
  3358. _dup_paste_nodes(type, items, node_connections, Vector2(10, 10) * EDSCALE, true);
  3359. }
  3360. void VisualShaderEditor::_copy_nodes(bool p_cut) {
  3361. _clear_copy_buffer();
  3362. _dup_copy_nodes(get_current_shader_type(), copy_items_buffer, copy_connections_buffer);
  3363. if (p_cut) {
  3364. undo_redo->create_action(TTR("Cut VisualShader Node(s)"));
  3365. List<int> ids;
  3366. for (const CopyItem &E : copy_items_buffer) {
  3367. ids.push_back(E.id);
  3368. }
  3369. _delete_nodes(get_current_shader_type(), ids);
  3370. undo_redo->commit_action();
  3371. }
  3372. }
  3373. void VisualShaderEditor::_paste_nodes(bool p_use_custom_position, const Vector2 &p_custom_position) {
  3374. if (copy_items_buffer.is_empty()) {
  3375. return;
  3376. }
  3377. int type = get_current_shader_type();
  3378. float scale = graph->get_zoom();
  3379. Vector2 mpos;
  3380. if (p_use_custom_position) {
  3381. mpos = p_custom_position;
  3382. } else {
  3383. mpos = graph->get_local_mouse_position();
  3384. }
  3385. _dup_paste_nodes(type, copy_items_buffer, copy_connections_buffer, graph->get_scroll_ofs() / scale + mpos / scale - selection_center, false);
  3386. }
  3387. void VisualShaderEditor::_mode_selected(int p_id) {
  3388. int offset = 0;
  3389. if (mode & MODE_FLAGS_PARTICLES) {
  3390. offset = 3;
  3391. if (p_id + offset > VisualShader::TYPE_PROCESS) {
  3392. custom_mode_box->set_visible(false);
  3393. custom_mode_enabled = false;
  3394. } else {
  3395. custom_mode_box->set_visible(true);
  3396. if (custom_mode_box->is_pressed()) {
  3397. custom_mode_enabled = true;
  3398. offset += 3;
  3399. }
  3400. }
  3401. } else if (mode & MODE_FLAGS_SKY) {
  3402. offset = 8;
  3403. } else if (mode & MODE_FLAGS_FOG) {
  3404. offset = 9;
  3405. }
  3406. visual_shader->set_shader_type(VisualShader::Type(p_id + offset));
  3407. _update_nodes();
  3408. _update_graph();
  3409. graph->grab_focus();
  3410. }
  3411. void VisualShaderEditor::_custom_mode_toggled(bool p_enabled) {
  3412. if (!(mode & MODE_FLAGS_PARTICLES)) {
  3413. return;
  3414. }
  3415. custom_mode_enabled = p_enabled;
  3416. int id = edit_type->get_selected() + 3;
  3417. if (p_enabled) {
  3418. visual_shader->set_shader_type(VisualShader::Type(id + 3));
  3419. } else {
  3420. visual_shader->set_shader_type(VisualShader::Type(id));
  3421. }
  3422. _update_options_menu();
  3423. _update_graph();
  3424. }
  3425. void VisualShaderEditor::_input_select_item(Ref<VisualShaderNodeInput> p_input, String p_name) {
  3426. String prev_name = p_input->get_input_name();
  3427. if (p_name == prev_name) {
  3428. return;
  3429. }
  3430. VisualShaderNode::PortType next_input_type = p_input->get_input_type_by_name(p_name);
  3431. VisualShaderNode::PortType prev_input_type = p_input->get_input_type_by_name(prev_name);
  3432. bool type_changed = next_input_type != prev_input_type;
  3433. Ref<EditorUndoRedoManager> undo_redo_man = EditorNode::get_undo_redo();
  3434. undo_redo_man->create_action(TTR("Visual Shader Input Type Changed"));
  3435. undo_redo_man->add_do_method(p_input.ptr(), "set_input_name", p_name);
  3436. undo_redo_man->add_undo_method(p_input.ptr(), "set_input_name", prev_name);
  3437. if (type_changed) {
  3438. for (int type_id = 0; type_id < VisualShader::TYPE_MAX; type_id++) {
  3439. VisualShader::Type type = VisualShader::Type(type_id);
  3440. int id = visual_shader->find_node_id(type, p_input);
  3441. if (id != VisualShader::NODE_ID_INVALID) {
  3442. bool is_expanded = p_input->is_output_port_expandable(0) && p_input->_is_output_port_expanded(0);
  3443. int type_size = 0;
  3444. if (is_expanded) {
  3445. switch (next_input_type) {
  3446. case VisualShaderNode::PORT_TYPE_VECTOR_2D: {
  3447. type_size = 2;
  3448. } break;
  3449. case VisualShaderNode::PORT_TYPE_VECTOR_3D: {
  3450. type_size = 3;
  3451. } break;
  3452. case VisualShaderNode::PORT_TYPE_VECTOR_4D: {
  3453. type_size = 4;
  3454. } break;
  3455. default:
  3456. break;
  3457. }
  3458. }
  3459. List<VisualShader::Connection> conns;
  3460. visual_shader->get_node_connections(type, &conns);
  3461. for (const VisualShader::Connection &E : conns) {
  3462. int cn_from_node = E.from_node;
  3463. int cn_from_port = E.from_port;
  3464. int cn_to_node = E.to_node;
  3465. int cn_to_port = E.to_port;
  3466. if (cn_from_node == id) {
  3467. 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));
  3468. if (is_incompatible_types || cn_from_port > type_size) {
  3469. undo_redo_man->add_do_method(visual_shader.ptr(), "disconnect_nodes", type, cn_from_node, cn_from_port, cn_to_node, cn_to_port);
  3470. undo_redo_man->add_undo_method(visual_shader.ptr(), "connect_nodes", type, cn_from_node, cn_from_port, cn_to_node, cn_to_port);
  3471. undo_redo_man->add_do_method(graph_plugin.ptr(), "disconnect_nodes", type, cn_from_node, cn_from_port, cn_to_node, cn_to_port);
  3472. undo_redo_man->add_undo_method(graph_plugin.ptr(), "connect_nodes", type, cn_from_node, cn_from_port, cn_to_node, cn_to_port);
  3473. }
  3474. }
  3475. }
  3476. undo_redo_man->add_do_method(graph_plugin.ptr(), "update_node", type_id, id);
  3477. undo_redo_man->add_undo_method(graph_plugin.ptr(), "update_node", type_id, id);
  3478. }
  3479. }
  3480. }
  3481. undo_redo_man->commit_action();
  3482. }
  3483. void VisualShaderEditor::_parameter_ref_select_item(Ref<VisualShaderNodeParameterRef> p_parameter_ref, String p_name) {
  3484. String prev_name = p_parameter_ref->get_parameter_name();
  3485. if (p_name == prev_name) {
  3486. return;
  3487. }
  3488. bool type_changed = p_parameter_ref->get_parameter_type_by_name(p_name) != p_parameter_ref->get_parameter_type_by_name(prev_name);
  3489. Ref<EditorUndoRedoManager> undo_redo_man = EditorNode::get_undo_redo();
  3490. undo_redo_man->create_action(TTR("ParameterRef Name Changed"));
  3491. undo_redo_man->add_do_method(p_parameter_ref.ptr(), "set_parameter_name", p_name);
  3492. undo_redo_man->add_undo_method(p_parameter_ref.ptr(), "set_parameter_name", prev_name);
  3493. // update output port
  3494. for (int type_id = 0; type_id < VisualShader::TYPE_MAX; type_id++) {
  3495. VisualShader::Type type = VisualShader::Type(type_id);
  3496. int id = visual_shader->find_node_id(type, p_parameter_ref);
  3497. if (id != VisualShader::NODE_ID_INVALID) {
  3498. if (type_changed) {
  3499. List<VisualShader::Connection> conns;
  3500. visual_shader->get_node_connections(type, &conns);
  3501. for (const VisualShader::Connection &E : conns) {
  3502. if (E.from_node == id) {
  3503. 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))) {
  3504. continue;
  3505. }
  3506. undo_redo_man->add_do_method(visual_shader.ptr(), "disconnect_nodes", type, E.from_node, E.from_port, E.to_node, E.to_port);
  3507. undo_redo_man->add_undo_method(visual_shader.ptr(), "connect_nodes", type, E.from_node, E.from_port, E.to_node, E.to_port);
  3508. undo_redo_man->add_do_method(graph_plugin.ptr(), "disconnect_nodes", type, E.from_node, E.from_port, E.to_node, E.to_port);
  3509. undo_redo_man->add_undo_method(graph_plugin.ptr(), "connect_nodes", type, E.from_node, E.from_port, E.to_node, E.to_port);
  3510. }
  3511. }
  3512. }
  3513. undo_redo_man->add_do_method(graph_plugin.ptr(), "update_node", type_id, id);
  3514. undo_redo_man->add_undo_method(graph_plugin.ptr(), "update_node", type_id, id);
  3515. break;
  3516. }
  3517. }
  3518. undo_redo_man->commit_action();
  3519. }
  3520. void VisualShaderEditor::_varying_select_item(Ref<VisualShaderNodeVarying> p_varying, String p_name) {
  3521. String prev_name = p_varying->get_varying_name();
  3522. if (p_name == prev_name) {
  3523. return;
  3524. }
  3525. bool is_getter = Ref<VisualShaderNodeVaryingGetter>(p_varying.ptr()).is_valid();
  3526. Ref<EditorUndoRedoManager> undo_redo_man = EditorNode::get_undo_redo();
  3527. undo_redo_man->create_action(TTR("Varying Name Changed"));
  3528. undo_redo_man->add_do_method(p_varying.ptr(), "set_varying_name", p_name);
  3529. undo_redo_man->add_undo_method(p_varying.ptr(), "set_varying_name", prev_name);
  3530. VisualShader::VaryingType vtype = p_varying->get_varying_type_by_name(p_name);
  3531. VisualShader::VaryingType prev_vtype = p_varying->get_varying_type_by_name(prev_name);
  3532. bool type_changed = vtype != prev_vtype;
  3533. if (type_changed) {
  3534. undo_redo_man->add_do_method(p_varying.ptr(), "set_varying_type", vtype);
  3535. undo_redo_man->add_undo_method(p_varying.ptr(), "set_varying_type", prev_vtype);
  3536. }
  3537. // update ports
  3538. for (int type_id = 0; type_id < VisualShader::TYPE_MAX; type_id++) {
  3539. VisualShader::Type type = VisualShader::Type(type_id);
  3540. int id = visual_shader->find_node_id(type, p_varying);
  3541. if (id != VisualShader::NODE_ID_INVALID) {
  3542. if (type_changed) {
  3543. List<VisualShader::Connection> conns;
  3544. visual_shader->get_node_connections(type, &conns);
  3545. for (const VisualShader::Connection &E : conns) {
  3546. if (is_getter) {
  3547. if (E.from_node == id) {
  3548. 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))) {
  3549. continue;
  3550. }
  3551. undo_redo_man->add_do_method(visual_shader.ptr(), "disconnect_nodes", type, E.from_node, E.from_port, E.to_node, E.to_port);
  3552. undo_redo_man->add_undo_method(visual_shader.ptr(), "connect_nodes", type, E.from_node, E.from_port, E.to_node, E.to_port);
  3553. undo_redo_man->add_do_method(graph_plugin.ptr(), "disconnect_nodes", type, E.from_node, E.from_port, E.to_node, E.to_port);
  3554. undo_redo_man->add_undo_method(graph_plugin.ptr(), "connect_nodes", type, E.from_node, E.from_port, E.to_node, E.to_port);
  3555. }
  3556. } else {
  3557. if (E.to_node == id) {
  3558. 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))) {
  3559. continue;
  3560. }
  3561. undo_redo_man->add_do_method(visual_shader.ptr(), "disconnect_nodes", type, E.from_node, E.from_port, E.to_node, E.to_port);
  3562. undo_redo_man->add_undo_method(visual_shader.ptr(), "connect_nodes", type, E.from_node, E.from_port, E.to_node, E.to_port);
  3563. undo_redo_man->add_do_method(graph_plugin.ptr(), "disconnect_nodes", type, E.from_node, E.from_port, E.to_node, E.to_port);
  3564. undo_redo_man->add_undo_method(graph_plugin.ptr(), "connect_nodes", type, E.from_node, E.from_port, E.to_node, E.to_port);
  3565. }
  3566. }
  3567. }
  3568. }
  3569. undo_redo_man->add_do_method(graph_plugin.ptr(), "update_node", type_id, id);
  3570. undo_redo_man->add_undo_method(graph_plugin.ptr(), "update_node", type_id, id);
  3571. break;
  3572. }
  3573. }
  3574. undo_redo_man->commit_action();
  3575. }
  3576. void VisualShaderEditor::_float_constant_selected(int p_which) {
  3577. ERR_FAIL_INDEX(p_which, MAX_FLOAT_CONST_DEFS);
  3578. VisualShader::Type type = get_current_shader_type();
  3579. Ref<VisualShaderNodeFloatConstant> node = visual_shader->get_node(type, selected_float_constant);
  3580. ERR_FAIL_COND(!node.is_valid());
  3581. if (Math::is_equal_approx(node->get_constant(), float_constant_defs[p_which].value)) {
  3582. return; // same
  3583. }
  3584. undo_redo->create_action(vformat(TTR("Set Constant: %s"), float_constant_defs[p_which].name));
  3585. undo_redo->add_do_method(node.ptr(), "set_constant", float_constant_defs[p_which].value);
  3586. undo_redo->add_undo_method(node.ptr(), "set_constant", node->get_constant());
  3587. undo_redo->commit_action();
  3588. }
  3589. void VisualShaderEditor::_member_filter_changed(const String &p_text) {
  3590. _update_options_menu();
  3591. }
  3592. void VisualShaderEditor::_member_selected() {
  3593. TreeItem *item = members->get_selected();
  3594. if (item != nullptr && item->has_meta("id")) {
  3595. members_dialog->get_ok_button()->set_disabled(false);
  3596. highend_label->set_visible(add_options[item->get_meta("id")].highend);
  3597. node_desc->set_text(_get_description(item->get_meta("id")));
  3598. } else {
  3599. highend_label->set_visible(false);
  3600. members_dialog->get_ok_button()->set_disabled(true);
  3601. node_desc->set_text("");
  3602. }
  3603. }
  3604. void VisualShaderEditor::_member_unselected() {
  3605. }
  3606. void VisualShaderEditor::_member_create() {
  3607. TreeItem *item = members->get_selected();
  3608. if (item != nullptr && item->has_meta("id")) {
  3609. int idx = members->get_selected()->get_meta("id");
  3610. _add_node(idx, add_options[idx].ops);
  3611. members_dialog->hide();
  3612. }
  3613. }
  3614. void VisualShaderEditor::_member_cancel() {
  3615. to_node = -1;
  3616. to_slot = -1;
  3617. from_node = -1;
  3618. from_slot = -1;
  3619. }
  3620. void VisualShaderEditor::_update_varying_tree() {
  3621. varyings->clear();
  3622. TreeItem *root = varyings->create_item();
  3623. int count = visual_shader->get_varyings_count();
  3624. for (int i = 0; i < count; i++) {
  3625. const VisualShader::Varying *varying = visual_shader->get_varying_by_index(i);
  3626. if (varying) {
  3627. TreeItem *item = varyings->create_item(root);
  3628. item->set_text(0, varying->name);
  3629. if (i == 0) {
  3630. item->select(0);
  3631. }
  3632. switch (varying->type) {
  3633. case VisualShader::VARYING_TYPE_FLOAT:
  3634. item->set_icon(0, EditorNode::get_singleton()->get_gui_base()->get_theme_icon(SNAME("float"), SNAME("EditorIcons")));
  3635. break;
  3636. case VisualShader::VARYING_TYPE_INT:
  3637. item->set_icon(0, EditorNode::get_singleton()->get_gui_base()->get_theme_icon(SNAME("int"), SNAME("EditorIcons")));
  3638. break;
  3639. case VisualShader::VARYING_TYPE_VECTOR_2D:
  3640. item->set_icon(0, EditorNode::get_singleton()->get_gui_base()->get_theme_icon(SNAME("Vector2"), SNAME("EditorIcons")));
  3641. break;
  3642. case VisualShader::VARYING_TYPE_VECTOR_3D:
  3643. item->set_icon(0, EditorNode::get_singleton()->get_gui_base()->get_theme_icon(SNAME("Vector3"), SNAME("EditorIcons")));
  3644. break;
  3645. case VisualShader::VARYING_TYPE_VECTOR_4D:
  3646. item->set_icon(0, EditorNode::get_singleton()->get_gui_base()->get_theme_icon(SNAME("Vector4"), SNAME("EditorIcons")));
  3647. break;
  3648. case VisualShader::VARYING_TYPE_BOOLEAN:
  3649. item->set_icon(0, EditorNode::get_singleton()->get_gui_base()->get_theme_icon(SNAME("bool"), SNAME("EditorIcons")));
  3650. break;
  3651. case VisualShader::VARYING_TYPE_TRANSFORM:
  3652. item->set_icon(0, EditorNode::get_singleton()->get_gui_base()->get_theme_icon(SNAME("Transform3D"), SNAME("EditorIcons")));
  3653. break;
  3654. default:
  3655. break;
  3656. }
  3657. }
  3658. }
  3659. varying_options->set_item_disabled(int(VaryingMenuOptions::REMOVE), count == 0);
  3660. }
  3661. void VisualShaderEditor::_varying_create() {
  3662. _add_varying(varying_name->get_text(), (VisualShader::VaryingMode)varying_mode->get_selected(), (VisualShader::VaryingType)varying_type->get_selected());
  3663. add_varying_dialog->hide();
  3664. }
  3665. void VisualShaderEditor::_varying_name_changed(const String &p_text) {
  3666. String name = p_text;
  3667. if (!name.is_valid_identifier()) {
  3668. varying_error_label->show();
  3669. varying_error_label->set_text(TTR("Invalid name for varying."));
  3670. add_varying_dialog->get_ok_button()->set_disabled(true);
  3671. return;
  3672. }
  3673. if (visual_shader->has_varying(name)) {
  3674. varying_error_label->show();
  3675. varying_error_label->set_text(TTR("Varying with that name is already exist."));
  3676. add_varying_dialog->get_ok_button()->set_disabled(true);
  3677. return;
  3678. }
  3679. if (varying_error_label->is_visible()) {
  3680. varying_error_label->hide();
  3681. add_varying_dialog->set_size(Size2(add_varying_dialog->get_size().x, 0));
  3682. }
  3683. add_varying_dialog->get_ok_button()->set_disabled(false);
  3684. }
  3685. void VisualShaderEditor::_varying_deleted() {
  3686. TreeItem *item = varyings->get_selected();
  3687. if (item != nullptr) {
  3688. _remove_varying(item->get_text(0));
  3689. remove_varying_dialog->hide();
  3690. }
  3691. }
  3692. void VisualShaderEditor::_varying_selected() {
  3693. add_varying_dialog->get_ok_button()->set_disabled(false);
  3694. }
  3695. void VisualShaderEditor::_varying_unselected() {
  3696. add_varying_dialog->get_ok_button()->set_disabled(true);
  3697. }
  3698. void VisualShaderEditor::_tools_menu_option(int p_idx) {
  3699. TreeItem *category = members->get_root()->get_first_child();
  3700. switch (p_idx) {
  3701. case EXPAND_ALL:
  3702. while (category) {
  3703. category->set_collapsed(false);
  3704. TreeItem *sub_category = category->get_first_child();
  3705. while (sub_category) {
  3706. sub_category->set_collapsed(false);
  3707. sub_category = sub_category->get_next();
  3708. }
  3709. category = category->get_next();
  3710. }
  3711. break;
  3712. case COLLAPSE_ALL:
  3713. while (category) {
  3714. category->set_collapsed(true);
  3715. TreeItem *sub_category = category->get_first_child();
  3716. while (sub_category) {
  3717. sub_category->set_collapsed(true);
  3718. sub_category = sub_category->get_next();
  3719. }
  3720. category = category->get_next();
  3721. }
  3722. break;
  3723. default:
  3724. break;
  3725. }
  3726. }
  3727. void VisualShaderEditor::_node_menu_id_pressed(int p_idx) {
  3728. switch (p_idx) {
  3729. case NodeMenuOptions::ADD:
  3730. _show_members_dialog(true);
  3731. break;
  3732. case NodeMenuOptions::CUT:
  3733. _copy_nodes(true);
  3734. break;
  3735. case NodeMenuOptions::COPY:
  3736. _copy_nodes(false);
  3737. break;
  3738. case NodeMenuOptions::PASTE:
  3739. _paste_nodes(true, menu_point);
  3740. break;
  3741. case NodeMenuOptions::DELETE:
  3742. _delete_nodes_request(TypedArray<StringName>());
  3743. break;
  3744. case NodeMenuOptions::DUPLICATE:
  3745. _duplicate_nodes();
  3746. break;
  3747. case NodeMenuOptions::CLEAR_COPY_BUFFER:
  3748. _clear_copy_buffer();
  3749. break;
  3750. case NodeMenuOptions::CONVERT_CONSTANTS_TO_PARAMETERS:
  3751. _convert_constants_to_parameters(false);
  3752. break;
  3753. case NodeMenuOptions::CONVERT_PARAMETERS_TO_CONSTANTS:
  3754. _convert_constants_to_parameters(true);
  3755. break;
  3756. case NodeMenuOptions::SET_COMMENT_TITLE:
  3757. _comment_title_popup_show(get_screen_position() + get_local_mouse_position(), selected_comment);
  3758. break;
  3759. case NodeMenuOptions::SET_COMMENT_DESCRIPTION:
  3760. _comment_desc_popup_show(get_screen_position() + get_local_mouse_position(), selected_comment);
  3761. break;
  3762. default:
  3763. break;
  3764. }
  3765. }
  3766. Variant VisualShaderEditor::get_drag_data_fw(const Point2 &p_point, Control *p_from) {
  3767. if (p_from == members) {
  3768. TreeItem *it = members->get_item_at_position(p_point);
  3769. if (!it) {
  3770. return Variant();
  3771. }
  3772. if (!it->has_meta("id")) {
  3773. return Variant();
  3774. }
  3775. int id = it->get_meta("id");
  3776. AddOption op = add_options[id];
  3777. Dictionary d;
  3778. d["id"] = id;
  3779. Label *label = memnew(Label);
  3780. label->set_text(it->get_text(0));
  3781. set_drag_preview(label);
  3782. return d;
  3783. }
  3784. return Variant();
  3785. }
  3786. bool VisualShaderEditor::can_drop_data_fw(const Point2 &p_point, const Variant &p_data, Control *p_from) const {
  3787. if (p_from == graph) {
  3788. Dictionary d = p_data;
  3789. if (d.has("id")) {
  3790. return true;
  3791. }
  3792. if (d.has("files")) {
  3793. return true;
  3794. }
  3795. }
  3796. return false;
  3797. }
  3798. void VisualShaderEditor::drop_data_fw(const Point2 &p_point, const Variant &p_data, Control *p_from) {
  3799. if (p_from == graph) {
  3800. Dictionary d = p_data;
  3801. if (d.has("id")) {
  3802. int idx = d["id"];
  3803. saved_node_pos = p_point;
  3804. saved_node_pos_dirty = true;
  3805. _add_node(idx, add_options[idx].ops);
  3806. } else if (d.has("files")) {
  3807. undo_redo->create_action(TTR("Add Node(s) to Visual Shader"));
  3808. if (d["files"].get_type() == Variant::PACKED_STRING_ARRAY) {
  3809. PackedStringArray arr = d["files"];
  3810. for (int i = 0; i < arr.size(); i++) {
  3811. String type = ResourceLoader::get_resource_type(arr[i]);
  3812. if (type == "GDScript") {
  3813. Ref<Script> scr = ResourceLoader::load(arr[i]);
  3814. if (scr->get_instance_base_type() == "VisualShaderNodeCustom") {
  3815. saved_node_pos = p_point + Vector2(0, i * 250 * EDSCALE);
  3816. saved_node_pos_dirty = true;
  3817. int idx = -1;
  3818. for (int j = custom_node_option_idx; j < add_options.size(); j++) {
  3819. if (add_options[j].script.is_valid()) {
  3820. if (add_options[j].script->get_path() == arr[i]) {
  3821. idx = j;
  3822. break;
  3823. }
  3824. }
  3825. }
  3826. if (idx != -1) {
  3827. _add_node(idx, {}, arr[i], i);
  3828. }
  3829. }
  3830. } else if (type == "CurveTexture") {
  3831. saved_node_pos = p_point + Vector2(0, i * 250 * EDSCALE);
  3832. saved_node_pos_dirty = true;
  3833. _add_node(curve_node_option_idx, {}, arr[i], i);
  3834. } else if (type == "CurveXYZTexture") {
  3835. saved_node_pos = p_point + Vector2(0, i * 250 * EDSCALE);
  3836. saved_node_pos_dirty = true;
  3837. _add_node(curve_xyz_node_option_idx, {}, arr[i], i);
  3838. } else if (ClassDB::get_parent_class(type) == "Texture2D") {
  3839. saved_node_pos = p_point + Vector2(0, i * 250 * EDSCALE);
  3840. saved_node_pos_dirty = true;
  3841. _add_node(texture2d_node_option_idx, {}, arr[i], i);
  3842. } else if (type == "Texture2DArray") {
  3843. saved_node_pos = p_point + Vector2(0, i * 250 * EDSCALE);
  3844. saved_node_pos_dirty = true;
  3845. _add_node(texture2d_array_node_option_idx, {}, arr[i], i);
  3846. } else if (ClassDB::get_parent_class(type) == "Texture3D") {
  3847. saved_node_pos = p_point + Vector2(0, i * 250 * EDSCALE);
  3848. saved_node_pos_dirty = true;
  3849. _add_node(texture3d_node_option_idx, {}, arr[i], i);
  3850. } else if (type == "Cubemap") {
  3851. saved_node_pos = p_point + Vector2(0, i * 250 * EDSCALE);
  3852. saved_node_pos_dirty = true;
  3853. _add_node(cubemap_node_option_idx, {}, arr[i], i);
  3854. }
  3855. }
  3856. }
  3857. undo_redo->commit_action();
  3858. }
  3859. }
  3860. }
  3861. void VisualShaderEditor::_show_preview_text() {
  3862. preview_showed = !preview_showed;
  3863. if (preview_showed) {
  3864. if (preview_first) {
  3865. preview_window->set_size(Size2(400 * EDSCALE, 600 * EDSCALE));
  3866. preview_window->popup_centered();
  3867. preview_first = false;
  3868. } else {
  3869. preview_window->popup();
  3870. }
  3871. _preview_size_changed();
  3872. if (pending_update_preview) {
  3873. _update_preview();
  3874. pending_update_preview = false;
  3875. }
  3876. } else {
  3877. preview_window->hide();
  3878. }
  3879. }
  3880. void VisualShaderEditor::_preview_close_requested() {
  3881. preview_showed = false;
  3882. preview_window->hide();
  3883. preview_shader->set_pressed(false);
  3884. }
  3885. void VisualShaderEditor::_preview_size_changed() {
  3886. preview_vbox->set_custom_minimum_size(preview_window->get_size());
  3887. }
  3888. static ShaderLanguage::DataType _get_global_shader_uniform_type(const StringName &p_variable) {
  3889. RS::GlobalShaderParameterType gvt = RS::get_singleton()->global_shader_parameter_get_type(p_variable);
  3890. return (ShaderLanguage::DataType)RS::global_shader_uniform_type_get_shader_datatype(gvt);
  3891. }
  3892. void VisualShaderEditor::_update_preview() {
  3893. if (!preview_showed) {
  3894. pending_update_preview = true;
  3895. return;
  3896. }
  3897. String code = visual_shader->get_code();
  3898. preview_text->set_text(code);
  3899. ShaderLanguage::ShaderCompileInfo info;
  3900. info.functions = ShaderTypes::get_singleton()->get_functions(RenderingServer::ShaderMode(visual_shader->get_mode()));
  3901. info.render_modes = ShaderTypes::get_singleton()->get_modes(RenderingServer::ShaderMode(visual_shader->get_mode()));
  3902. info.shader_types = ShaderTypes::get_singleton()->get_types();
  3903. info.global_shader_uniform_type_func = _get_global_shader_uniform_type;
  3904. ShaderLanguage sl;
  3905. Error err = sl.compile(code, info);
  3906. for (int i = 0; i < preview_text->get_line_count(); i++) {
  3907. preview_text->set_line_background_color(i, Color(0, 0, 0, 0));
  3908. }
  3909. if (err != OK) {
  3910. Color error_line_color = EDITOR_GET("text_editor/theme/highlighting/mark_color");
  3911. preview_text->set_line_background_color(sl.get_error_line() - 1, error_line_color);
  3912. error_panel->show();
  3913. String text = "error(" + itos(sl.get_error_line()) + "): " + sl.get_error_text();
  3914. error_label->set_text(text);
  3915. shader_error = true;
  3916. } else {
  3917. error_panel->hide();
  3918. shader_error = false;
  3919. }
  3920. }
  3921. void VisualShaderEditor::_visibility_changed() {
  3922. if (!is_visible()) {
  3923. if (preview_window->is_visible()) {
  3924. preview_shader->set_pressed(false);
  3925. preview_window->hide();
  3926. preview_showed = false;
  3927. }
  3928. }
  3929. }
  3930. void VisualShaderEditor::_bind_methods() {
  3931. ClassDB::bind_method("_update_nodes", &VisualShaderEditor::_update_nodes);
  3932. ClassDB::bind_method("_update_graph", &VisualShaderEditor::_update_graph);
  3933. ClassDB::bind_method("_add_node", &VisualShaderEditor::_add_node);
  3934. ClassDB::bind_method("_node_changed", &VisualShaderEditor::_node_changed);
  3935. ClassDB::bind_method("_input_select_item", &VisualShaderEditor::_input_select_item);
  3936. ClassDB::bind_method("_parameter_ref_select_item", &VisualShaderEditor::_parameter_ref_select_item);
  3937. ClassDB::bind_method("_varying_select_item", &VisualShaderEditor::_varying_select_item);
  3938. ClassDB::bind_method("_set_node_size", &VisualShaderEditor::_set_node_size);
  3939. ClassDB::bind_method("_clear_copy_buffer", &VisualShaderEditor::_clear_copy_buffer);
  3940. ClassDB::bind_method("_update_parameters", &VisualShaderEditor::_update_parameters);
  3941. ClassDB::bind_method("_update_varyings", &VisualShaderEditor::_update_varyings);
  3942. ClassDB::bind_method("_update_varying_tree", &VisualShaderEditor::_update_varying_tree);
  3943. ClassDB::bind_method("_set_mode", &VisualShaderEditor::_set_mode);
  3944. ClassDB::bind_method("_nodes_dragged", &VisualShaderEditor::_nodes_dragged);
  3945. ClassDB::bind_method("_float_constant_selected", &VisualShaderEditor::_float_constant_selected);
  3946. ClassDB::bind_method("_update_constant", &VisualShaderEditor::_update_constant);
  3947. ClassDB::bind_method("_update_parameter", &VisualShaderEditor::_update_parameter);
  3948. ClassDB::bind_method("_expand_output_port", &VisualShaderEditor::_expand_output_port);
  3949. ClassDB::bind_method(D_METHOD("_get_drag_data_fw"), &VisualShaderEditor::get_drag_data_fw);
  3950. ClassDB::bind_method(D_METHOD("_can_drop_data_fw"), &VisualShaderEditor::can_drop_data_fw);
  3951. ClassDB::bind_method(D_METHOD("_drop_data_fw"), &VisualShaderEditor::drop_data_fw);
  3952. ClassDB::bind_method("_is_available", &VisualShaderEditor::_is_available);
  3953. }
  3954. VisualShaderEditor::VisualShaderEditor() {
  3955. ShaderLanguage::get_keyword_list(&keyword_list);
  3956. graph = memnew(GraphEdit);
  3957. graph->get_zoom_hbox()->set_h_size_flags(SIZE_EXPAND_FILL);
  3958. graph->set_v_size_flags(SIZE_EXPAND_FILL);
  3959. graph->set_h_size_flags(SIZE_EXPAND_FILL);
  3960. graph->set_show_zoom_label(true);
  3961. add_child(graph);
  3962. graph->set_drag_forwarding(this);
  3963. float graph_minimap_opacity = EDITOR_GET("editors/visual_editors/minimap_opacity");
  3964. graph->set_minimap_opacity(graph_minimap_opacity);
  3965. float graph_lines_curvature = EDITOR_GET("editors/visual_editors/lines_curvature");
  3966. graph->set_connection_lines_curvature(graph_lines_curvature);
  3967. graph->add_valid_right_disconnect_type(VisualShaderNode::PORT_TYPE_SCALAR);
  3968. graph->add_valid_right_disconnect_type(VisualShaderNode::PORT_TYPE_SCALAR_INT);
  3969. graph->add_valid_right_disconnect_type(VisualShaderNode::PORT_TYPE_BOOLEAN);
  3970. graph->add_valid_right_disconnect_type(VisualShaderNode::PORT_TYPE_VECTOR_2D);
  3971. graph->add_valid_right_disconnect_type(VisualShaderNode::PORT_TYPE_VECTOR_3D);
  3972. graph->add_valid_right_disconnect_type(VisualShaderNode::PORT_TYPE_VECTOR_4D);
  3973. graph->add_valid_right_disconnect_type(VisualShaderNode::PORT_TYPE_TRANSFORM);
  3974. graph->add_valid_right_disconnect_type(VisualShaderNode::PORT_TYPE_SAMPLER);
  3975. //graph->add_valid_left_disconnect_type(0);
  3976. graph->set_v_size_flags(SIZE_EXPAND_FILL);
  3977. graph->connect("connection_request", callable_mp(this, &VisualShaderEditor::_connection_request), CONNECT_DEFERRED);
  3978. graph->connect("disconnection_request", callable_mp(this, &VisualShaderEditor::_disconnection_request), CONNECT_DEFERRED);
  3979. graph->connect("node_selected", callable_mp(this, &VisualShaderEditor::_node_selected));
  3980. graph->connect("scroll_offset_changed", callable_mp(this, &VisualShaderEditor::_scroll_changed));
  3981. graph->connect("duplicate_nodes_request", callable_mp(this, &VisualShaderEditor::_duplicate_nodes));
  3982. graph->connect("copy_nodes_request", callable_mp(this, &VisualShaderEditor::_copy_nodes).bind(false));
  3983. graph->connect("paste_nodes_request", callable_mp(this, &VisualShaderEditor::_paste_nodes).bind(false, Point2()));
  3984. graph->connect("delete_nodes_request", callable_mp(this, &VisualShaderEditor::_delete_nodes_request));
  3985. graph->connect("gui_input", callable_mp(this, &VisualShaderEditor::_graph_gui_input));
  3986. graph->connect("connection_to_empty", callable_mp(this, &VisualShaderEditor::_connection_to_empty));
  3987. graph->connect("connection_from_empty", callable_mp(this, &VisualShaderEditor::_connection_from_empty));
  3988. graph->connect("visibility_changed", callable_mp(this, &VisualShaderEditor::_visibility_changed));
  3989. graph->add_valid_connection_type(VisualShaderNode::PORT_TYPE_SCALAR, VisualShaderNode::PORT_TYPE_SCALAR);
  3990. graph->add_valid_connection_type(VisualShaderNode::PORT_TYPE_SCALAR, VisualShaderNode::PORT_TYPE_SCALAR_INT);
  3991. graph->add_valid_connection_type(VisualShaderNode::PORT_TYPE_SCALAR, VisualShaderNode::PORT_TYPE_VECTOR_2D);
  3992. graph->add_valid_connection_type(VisualShaderNode::PORT_TYPE_SCALAR, VisualShaderNode::PORT_TYPE_VECTOR_3D);
  3993. graph->add_valid_connection_type(VisualShaderNode::PORT_TYPE_SCALAR, VisualShaderNode::PORT_TYPE_VECTOR_4D);
  3994. graph->add_valid_connection_type(VisualShaderNode::PORT_TYPE_SCALAR, VisualShaderNode::PORT_TYPE_BOOLEAN);
  3995. graph->add_valid_connection_type(VisualShaderNode::PORT_TYPE_SCALAR_INT, VisualShaderNode::PORT_TYPE_SCALAR_INT);
  3996. graph->add_valid_connection_type(VisualShaderNode::PORT_TYPE_SCALAR_INT, VisualShaderNode::PORT_TYPE_SCALAR);
  3997. graph->add_valid_connection_type(VisualShaderNode::PORT_TYPE_SCALAR_INT, VisualShaderNode::PORT_TYPE_VECTOR_2D);
  3998. graph->add_valid_connection_type(VisualShaderNode::PORT_TYPE_SCALAR_INT, VisualShaderNode::PORT_TYPE_VECTOR_3D);
  3999. graph->add_valid_connection_type(VisualShaderNode::PORT_TYPE_SCALAR_INT, VisualShaderNode::PORT_TYPE_VECTOR_4D);
  4000. graph->add_valid_connection_type(VisualShaderNode::PORT_TYPE_SCALAR_INT, VisualShaderNode::PORT_TYPE_BOOLEAN);
  4001. graph->add_valid_connection_type(VisualShaderNode::PORT_TYPE_VECTOR_2D, VisualShaderNode::PORT_TYPE_SCALAR);
  4002. graph->add_valid_connection_type(VisualShaderNode::PORT_TYPE_VECTOR_2D, VisualShaderNode::PORT_TYPE_SCALAR_INT);
  4003. graph->add_valid_connection_type(VisualShaderNode::PORT_TYPE_VECTOR_2D, VisualShaderNode::PORT_TYPE_VECTOR_2D);
  4004. graph->add_valid_connection_type(VisualShaderNode::PORT_TYPE_VECTOR_2D, VisualShaderNode::PORT_TYPE_VECTOR_3D);
  4005. graph->add_valid_connection_type(VisualShaderNode::PORT_TYPE_VECTOR_2D, VisualShaderNode::PORT_TYPE_VECTOR_4D);
  4006. graph->add_valid_connection_type(VisualShaderNode::PORT_TYPE_VECTOR_2D, VisualShaderNode::PORT_TYPE_BOOLEAN);
  4007. graph->add_valid_connection_type(VisualShaderNode::PORT_TYPE_VECTOR_3D, VisualShaderNode::PORT_TYPE_SCALAR);
  4008. graph->add_valid_connection_type(VisualShaderNode::PORT_TYPE_VECTOR_3D, VisualShaderNode::PORT_TYPE_SCALAR_INT);
  4009. graph->add_valid_connection_type(VisualShaderNode::PORT_TYPE_VECTOR_3D, VisualShaderNode::PORT_TYPE_VECTOR_2D);
  4010. graph->add_valid_connection_type(VisualShaderNode::PORT_TYPE_VECTOR_3D, VisualShaderNode::PORT_TYPE_VECTOR_3D);
  4011. graph->add_valid_connection_type(VisualShaderNode::PORT_TYPE_VECTOR_3D, VisualShaderNode::PORT_TYPE_VECTOR_4D);
  4012. graph->add_valid_connection_type(VisualShaderNode::PORT_TYPE_VECTOR_3D, VisualShaderNode::PORT_TYPE_BOOLEAN);
  4013. graph->add_valid_connection_type(VisualShaderNode::PORT_TYPE_VECTOR_4D, VisualShaderNode::PORT_TYPE_SCALAR);
  4014. graph->add_valid_connection_type(VisualShaderNode::PORT_TYPE_VECTOR_4D, VisualShaderNode::PORT_TYPE_SCALAR_INT);
  4015. graph->add_valid_connection_type(VisualShaderNode::PORT_TYPE_VECTOR_4D, VisualShaderNode::PORT_TYPE_VECTOR_2D);
  4016. graph->add_valid_connection_type(VisualShaderNode::PORT_TYPE_VECTOR_4D, VisualShaderNode::PORT_TYPE_VECTOR_3D);
  4017. graph->add_valid_connection_type(VisualShaderNode::PORT_TYPE_VECTOR_4D, VisualShaderNode::PORT_TYPE_VECTOR_4D);
  4018. graph->add_valid_connection_type(VisualShaderNode::PORT_TYPE_VECTOR_4D, VisualShaderNode::PORT_TYPE_BOOLEAN);
  4019. graph->add_valid_connection_type(VisualShaderNode::PORT_TYPE_BOOLEAN, VisualShaderNode::PORT_TYPE_SCALAR);
  4020. graph->add_valid_connection_type(VisualShaderNode::PORT_TYPE_BOOLEAN, VisualShaderNode::PORT_TYPE_SCALAR_INT);
  4021. graph->add_valid_connection_type(VisualShaderNode::PORT_TYPE_BOOLEAN, VisualShaderNode::PORT_TYPE_VECTOR_2D);
  4022. graph->add_valid_connection_type(VisualShaderNode::PORT_TYPE_BOOLEAN, VisualShaderNode::PORT_TYPE_VECTOR_3D);
  4023. graph->add_valid_connection_type(VisualShaderNode::PORT_TYPE_BOOLEAN, VisualShaderNode::PORT_TYPE_VECTOR_4D);
  4024. graph->add_valid_connection_type(VisualShaderNode::PORT_TYPE_BOOLEAN, VisualShaderNode::PORT_TYPE_BOOLEAN);
  4025. graph->add_valid_connection_type(VisualShaderNode::PORT_TYPE_TRANSFORM, VisualShaderNode::PORT_TYPE_TRANSFORM);
  4026. graph->add_valid_connection_type(VisualShaderNode::PORT_TYPE_SAMPLER, VisualShaderNode::PORT_TYPE_SAMPLER);
  4027. VSeparator *vs = memnew(VSeparator);
  4028. graph->get_zoom_hbox()->add_child(vs);
  4029. graph->get_zoom_hbox()->move_child(vs, 0);
  4030. custom_mode_box = memnew(CheckBox);
  4031. custom_mode_box->set_text(TTR("Custom"));
  4032. custom_mode_box->set_pressed(false);
  4033. custom_mode_box->set_visible(false);
  4034. custom_mode_box->connect("toggled", callable_mp(this, &VisualShaderEditor::_custom_mode_toggled));
  4035. edit_type_standard = memnew(OptionButton);
  4036. edit_type_standard->add_item(TTR("Vertex"));
  4037. edit_type_standard->add_item(TTR("Fragment"));
  4038. edit_type_standard->add_item(TTR("Light"));
  4039. edit_type_standard->select(1);
  4040. edit_type_standard->connect("item_selected", callable_mp(this, &VisualShaderEditor::_mode_selected));
  4041. edit_type_particles = memnew(OptionButton);
  4042. edit_type_particles->add_item(TTR("Start"));
  4043. edit_type_particles->add_item(TTR("Process"));
  4044. edit_type_particles->add_item(TTR("Collide"));
  4045. edit_type_particles->select(0);
  4046. edit_type_particles->connect("item_selected", callable_mp(this, &VisualShaderEditor::_mode_selected));
  4047. edit_type_sky = memnew(OptionButton);
  4048. edit_type_sky->add_item(TTR("Sky"));
  4049. edit_type_sky->select(0);
  4050. edit_type_sky->connect("item_selected", callable_mp(this, &VisualShaderEditor::_mode_selected));
  4051. edit_type_fog = memnew(OptionButton);
  4052. edit_type_fog->add_item(TTR("Fog"));
  4053. edit_type_fog->select(0);
  4054. edit_type_fog->connect("item_selected", callable_mp(this, &VisualShaderEditor::_mode_selected));
  4055. edit_type = edit_type_standard;
  4056. graph->get_zoom_hbox()->add_child(custom_mode_box);
  4057. graph->get_zoom_hbox()->move_child(custom_mode_box, 0);
  4058. graph->get_zoom_hbox()->add_child(edit_type_standard);
  4059. graph->get_zoom_hbox()->move_child(edit_type_standard, 0);
  4060. graph->get_zoom_hbox()->add_child(edit_type_particles);
  4061. graph->get_zoom_hbox()->move_child(edit_type_particles, 0);
  4062. graph->get_zoom_hbox()->add_child(edit_type_sky);
  4063. graph->get_zoom_hbox()->move_child(edit_type_sky, 0);
  4064. graph->get_zoom_hbox()->add_child(edit_type_fog);
  4065. graph->get_zoom_hbox()->move_child(edit_type_fog, 0);
  4066. add_node = memnew(Button);
  4067. add_node->set_flat(true);
  4068. add_node->set_text(TTR("Add Node..."));
  4069. graph->get_zoom_hbox()->add_child(add_node);
  4070. graph->get_zoom_hbox()->move_child(add_node, 0);
  4071. add_node->connect("pressed", callable_mp(this, &VisualShaderEditor::_show_members_dialog).bind(false, VisualShaderNode::PORT_TYPE_MAX, VisualShaderNode::PORT_TYPE_MAX));
  4072. varying_button = memnew(Button);
  4073. varying_button->set_flat(true);
  4074. varying_button->set_text(TTR("Manage Varyings"));
  4075. graph->get_zoom_hbox()->add_child(varying_button);
  4076. varying_button->connect("pressed", callable_mp(this, &VisualShaderEditor::_show_varying_menu));
  4077. varying_options = memnew(PopupMenu);
  4078. add_child(varying_options);
  4079. varying_options->add_item(TTR("Add Varying"), int(VaryingMenuOptions::ADD));
  4080. varying_options->add_item(TTR("Remove Varying"), int(VaryingMenuOptions::REMOVE));
  4081. varying_options->connect("id_pressed", callable_mp(this, &VisualShaderEditor::_varying_menu_id_pressed));
  4082. preview_shader = memnew(Button);
  4083. preview_shader->set_flat(true);
  4084. preview_shader->set_toggle_mode(true);
  4085. preview_shader->set_tooltip_text(TTR("Show generated shader code."));
  4086. graph->get_zoom_hbox()->add_child(preview_shader);
  4087. preview_shader->connect("pressed", callable_mp(this, &VisualShaderEditor::_show_preview_text));
  4088. ///////////////////////////////////////
  4089. // PREVIEW WINDOW
  4090. ///////////////////////////////////////
  4091. preview_window = memnew(Window);
  4092. preview_window->set_title(TTR("Generated Shader Code"));
  4093. preview_window->set_visible(preview_showed);
  4094. preview_window->connect("close_requested", callable_mp(this, &VisualShaderEditor::_preview_close_requested));
  4095. preview_window->connect("size_changed", callable_mp(this, &VisualShaderEditor::_preview_size_changed));
  4096. add_child(preview_window);
  4097. preview_vbox = memnew(VBoxContainer);
  4098. preview_window->add_child(preview_vbox);
  4099. preview_vbox->add_theme_constant_override("separation", 0);
  4100. preview_text = memnew(CodeEdit);
  4101. syntax_highlighter.instantiate();
  4102. preview_vbox->add_child(preview_text);
  4103. preview_text->set_v_size_flags(Control::SIZE_EXPAND_FILL);
  4104. preview_text->set_syntax_highlighter(syntax_highlighter);
  4105. preview_text->set_draw_line_numbers(true);
  4106. preview_text->set_editable(false);
  4107. error_panel = memnew(PanelContainer);
  4108. preview_vbox->add_child(error_panel);
  4109. error_panel->set_visible(false);
  4110. error_label = memnew(Label);
  4111. error_panel->add_child(error_label);
  4112. error_label->set_autowrap_mode(TextServer::AUTOWRAP_WORD_SMART);
  4113. ///////////////////////////////////////
  4114. // POPUP MENU
  4115. ///////////////////////////////////////
  4116. popup_menu = memnew(PopupMenu);
  4117. add_child(popup_menu);
  4118. popup_menu->add_item(TTR("Add Node"), NodeMenuOptions::ADD);
  4119. popup_menu->add_separator();
  4120. popup_menu->add_item(TTR("Cut"), NodeMenuOptions::CUT);
  4121. popup_menu->add_item(TTR("Copy"), NodeMenuOptions::COPY);
  4122. popup_menu->add_item(TTR("Paste"), NodeMenuOptions::PASTE);
  4123. popup_menu->add_item(TTR("Delete"), NodeMenuOptions::DELETE);
  4124. popup_menu->add_item(TTR("Duplicate"), NodeMenuOptions::DUPLICATE);
  4125. popup_menu->add_item(TTR("Clear Copy Buffer"), NodeMenuOptions::CLEAR_COPY_BUFFER);
  4126. popup_menu->connect("id_pressed", callable_mp(this, &VisualShaderEditor::_node_menu_id_pressed));
  4127. ///////////////////////////////////////
  4128. // SHADER NODES TREE
  4129. ///////////////////////////////////////
  4130. VBoxContainer *members_vb = memnew(VBoxContainer);
  4131. members_vb->set_v_size_flags(SIZE_EXPAND_FILL);
  4132. HBoxContainer *filter_hb = memnew(HBoxContainer);
  4133. members_vb->add_child(filter_hb);
  4134. node_filter = memnew(LineEdit);
  4135. filter_hb->add_child(node_filter);
  4136. node_filter->connect("text_changed", callable_mp(this, &VisualShaderEditor::_member_filter_changed));
  4137. node_filter->connect("gui_input", callable_mp(this, &VisualShaderEditor::_sbox_input));
  4138. node_filter->set_h_size_flags(SIZE_EXPAND_FILL);
  4139. node_filter->set_placeholder(TTR("Search"));
  4140. tools = memnew(MenuButton);
  4141. filter_hb->add_child(tools);
  4142. tools->set_tooltip_text(TTR("Options"));
  4143. tools->get_popup()->connect("id_pressed", callable_mp(this, &VisualShaderEditor::_tools_menu_option));
  4144. tools->get_popup()->add_item(TTR("Expand All"), EXPAND_ALL);
  4145. tools->get_popup()->add_item(TTR("Collapse All"), COLLAPSE_ALL);
  4146. members = memnew(Tree);
  4147. members_vb->add_child(members);
  4148. members->set_drag_forwarding(this);
  4149. members->set_h_size_flags(SIZE_EXPAND_FILL);
  4150. members->set_v_size_flags(SIZE_EXPAND_FILL);
  4151. members->set_hide_root(true);
  4152. members->set_allow_reselect(true);
  4153. members->set_hide_folding(false);
  4154. members->set_custom_minimum_size(Size2(180 * EDSCALE, 200 * EDSCALE));
  4155. members->connect("item_activated", callable_mp(this, &VisualShaderEditor::_member_create));
  4156. members->connect("item_selected", callable_mp(this, &VisualShaderEditor::_member_selected));
  4157. members->connect("nothing_selected", callable_mp(this, &VisualShaderEditor::_member_unselected));
  4158. HBoxContainer *desc_hbox = memnew(HBoxContainer);
  4159. members_vb->add_child(desc_hbox);
  4160. Label *desc_label = memnew(Label);
  4161. desc_hbox->add_child(desc_label);
  4162. desc_label->set_text(TTR("Description:"));
  4163. desc_hbox->add_spacer();
  4164. highend_label = memnew(Label);
  4165. desc_hbox->add_child(highend_label);
  4166. highend_label->set_visible(false);
  4167. highend_label->set_text("Vulkan");
  4168. highend_label->set_mouse_filter(Control::MOUSE_FILTER_STOP);
  4169. highend_label->set_tooltip_text(TTR("High-end node"));
  4170. node_desc = memnew(RichTextLabel);
  4171. members_vb->add_child(node_desc);
  4172. node_desc->set_h_size_flags(SIZE_EXPAND_FILL);
  4173. node_desc->set_v_size_flags(SIZE_FILL);
  4174. node_desc->set_custom_minimum_size(Size2(0, 70 * EDSCALE));
  4175. members_dialog = memnew(ConfirmationDialog);
  4176. members_dialog->set_title(TTR("Create Shader Node"));
  4177. members_dialog->set_exclusive(false);
  4178. members_dialog->add_child(members_vb);
  4179. members_dialog->set_ok_button_text(TTR("Create"));
  4180. members_dialog->get_ok_button()->connect("pressed", callable_mp(this, &VisualShaderEditor::_member_create));
  4181. members_dialog->get_ok_button()->set_disabled(true);
  4182. members_dialog->connect("cancelled", callable_mp(this, &VisualShaderEditor::_member_cancel));
  4183. add_child(members_dialog);
  4184. // add varyings dialog
  4185. {
  4186. add_varying_dialog = memnew(ConfirmationDialog);
  4187. add_varying_dialog->set_title(TTR("Create Shader Varying"));
  4188. add_varying_dialog->set_exclusive(false);
  4189. add_varying_dialog->set_ok_button_text(TTR("Create"));
  4190. add_varying_dialog->get_ok_button()->connect("pressed", callable_mp(this, &VisualShaderEditor::_varying_create));
  4191. add_varying_dialog->get_ok_button()->set_disabled(true);
  4192. add_child(add_varying_dialog);
  4193. VBoxContainer *vb = memnew(VBoxContainer);
  4194. add_varying_dialog->add_child(vb);
  4195. HBoxContainer *hb = memnew(HBoxContainer);
  4196. vb->add_child(hb);
  4197. hb->set_h_size_flags(SIZE_EXPAND_FILL);
  4198. varying_type = memnew(OptionButton);
  4199. hb->add_child(varying_type);
  4200. varying_type->add_item("Float");
  4201. varying_type->add_item("Int");
  4202. varying_type->add_item("Vector2");
  4203. varying_type->add_item("Vector3");
  4204. varying_type->add_item("Vector4");
  4205. varying_type->add_item("Boolean");
  4206. varying_type->add_item("Transform");
  4207. varying_name = memnew(LineEdit);
  4208. hb->add_child(varying_name);
  4209. varying_name->set_custom_minimum_size(Size2(150 * EDSCALE, 0));
  4210. varying_name->set_h_size_flags(SIZE_EXPAND_FILL);
  4211. varying_name->connect("text_changed", callable_mp(this, &VisualShaderEditor::_varying_name_changed));
  4212. varying_mode = memnew(OptionButton);
  4213. hb->add_child(varying_mode);
  4214. varying_mode->add_item("Vertex -> [Fragment, Light]");
  4215. varying_mode->add_item("Fragment -> Light");
  4216. varying_error_label = memnew(Label);
  4217. vb->add_child(varying_error_label);
  4218. varying_error_label->set_h_size_flags(SIZE_EXPAND_FILL);
  4219. varying_error_label->hide();
  4220. }
  4221. // remove varying dialog
  4222. {
  4223. remove_varying_dialog = memnew(ConfirmationDialog);
  4224. remove_varying_dialog->set_title(TTR("Delete Shader Varying"));
  4225. remove_varying_dialog->set_exclusive(false);
  4226. remove_varying_dialog->set_ok_button_text(TTR("Delete"));
  4227. remove_varying_dialog->get_ok_button()->connect("pressed", callable_mp(this, &VisualShaderEditor::_varying_deleted));
  4228. add_child(remove_varying_dialog);
  4229. VBoxContainer *vb = memnew(VBoxContainer);
  4230. remove_varying_dialog->add_child(vb);
  4231. varyings = memnew(Tree);
  4232. vb->add_child(varyings);
  4233. varyings->set_h_size_flags(SIZE_EXPAND_FILL);
  4234. varyings->set_v_size_flags(SIZE_EXPAND_FILL);
  4235. varyings->set_hide_root(true);
  4236. varyings->set_allow_reselect(true);
  4237. varyings->set_hide_folding(false);
  4238. varyings->set_custom_minimum_size(Size2(180 * EDSCALE, 200 * EDSCALE));
  4239. varyings->connect("item_activated", callable_mp(this, &VisualShaderEditor::_varying_deleted));
  4240. varyings->connect("item_selected", callable_mp(this, &VisualShaderEditor::_varying_selected));
  4241. varyings->connect("nothing_selected", callable_mp(this, &VisualShaderEditor::_varying_unselected));
  4242. }
  4243. alert = memnew(AcceptDialog);
  4244. alert->get_label()->set_autowrap_mode(TextServer::AUTOWRAP_WORD);
  4245. alert->get_label()->set_horizontal_alignment(HORIZONTAL_ALIGNMENT_CENTER);
  4246. alert->get_label()->set_vertical_alignment(VERTICAL_ALIGNMENT_CENTER);
  4247. alert->get_label()->set_custom_minimum_size(Size2(400, 60) * EDSCALE);
  4248. add_child(alert);
  4249. comment_title_change_popup = memnew(PopupPanel);
  4250. comment_title_change_edit = memnew(LineEdit);
  4251. comment_title_change_edit->set_expand_to_text_length_enabled(true);
  4252. comment_title_change_edit->connect("text_changed", callable_mp(this, &VisualShaderEditor::_comment_title_text_changed));
  4253. comment_title_change_edit->connect("text_submitted", callable_mp(this, &VisualShaderEditor::_comment_title_text_submitted));
  4254. comment_title_change_popup->add_child(comment_title_change_edit);
  4255. comment_title_change_edit->reset_size();
  4256. comment_title_change_popup->reset_size();
  4257. comment_title_change_popup->connect("focus_exited", callable_mp(this, &VisualShaderEditor::_comment_title_popup_focus_out));
  4258. comment_title_change_popup->connect("popup_hide", callable_mp(this, &VisualShaderEditor::_comment_title_popup_hide));
  4259. add_child(comment_title_change_popup);
  4260. comment_desc_change_popup = memnew(PopupPanel);
  4261. VBoxContainer *comment_desc_vbox = memnew(VBoxContainer);
  4262. comment_desc_change_popup->add_child(comment_desc_vbox);
  4263. comment_desc_change_edit = memnew(TextEdit);
  4264. comment_desc_change_edit->connect("text_changed", callable_mp(this, &VisualShaderEditor::_comment_desc_text_changed));
  4265. comment_desc_vbox->add_child(comment_desc_change_edit);
  4266. comment_desc_change_edit->set_custom_minimum_size(Size2(300 * EDSCALE, 150 * EDSCALE));
  4267. comment_desc_change_edit->reset_size();
  4268. comment_desc_change_popup->reset_size();
  4269. comment_desc_change_popup->connect("focus_exited", callable_mp(this, &VisualShaderEditor::_comment_desc_confirm));
  4270. comment_desc_change_popup->connect("popup_hide", callable_mp(this, &VisualShaderEditor::_comment_desc_popup_hide));
  4271. Button *comment_desc_confirm_button = memnew(Button);
  4272. comment_desc_confirm_button->set_text(TTR("OK"));
  4273. comment_desc_vbox->add_child(comment_desc_confirm_button);
  4274. comment_desc_confirm_button->connect("pressed", callable_mp(this, &VisualShaderEditor::_comment_desc_confirm));
  4275. add_child(comment_desc_change_popup);
  4276. ///////////////////////////////////////
  4277. // SHADER NODES TREE OPTIONS
  4278. ///////////////////////////////////////
  4279. // COLOR
  4280. add_options.push_back(AddOption("ColorFunc", "Color/Common", "VisualShaderNodeColorFunc", TTR("Color function."), {}, VisualShaderNode::PORT_TYPE_VECTOR_3D));
  4281. add_options.push_back(AddOption("ColorOp", "Color/Common", "VisualShaderNodeColorOp", TTR("Color operator."), {}, VisualShaderNode::PORT_TYPE_VECTOR_3D));
  4282. add_options.push_back(AddOption("Grayscale", "Color/Functions", "VisualShaderNodeColorFunc", TTR("Grayscale function."), { VisualShaderNodeColorFunc::FUNC_GRAYSCALE }, VisualShaderNode::PORT_TYPE_VECTOR_3D));
  4283. 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));
  4284. 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));
  4285. add_options.push_back(AddOption("Sepia", "Color/Functions", "VisualShaderNodeColorFunc", TTR("Sepia function."), { VisualShaderNodeColorFunc::FUNC_SEPIA }, VisualShaderNode::PORT_TYPE_VECTOR_3D));
  4286. add_options.push_back(AddOption("Burn", "Color/Operators", "VisualShaderNodeColorOp", TTR("Burn operator."), { VisualShaderNodeColorOp::OP_BURN }, VisualShaderNode::PORT_TYPE_VECTOR_3D));
  4287. add_options.push_back(AddOption("Darken", "Color/Operators", "VisualShaderNodeColorOp", TTR("Darken operator."), { VisualShaderNodeColorOp::OP_DARKEN }, VisualShaderNode::PORT_TYPE_VECTOR_3D));
  4288. add_options.push_back(AddOption("Difference", "Color/Operators", "VisualShaderNodeColorOp", TTR("Difference operator."), { VisualShaderNodeColorOp::OP_DIFFERENCE }, VisualShaderNode::PORT_TYPE_VECTOR_3D));
  4289. add_options.push_back(AddOption("Dodge", "Color/Operators", "VisualShaderNodeColorOp", TTR("Dodge operator."), { VisualShaderNodeColorOp::OP_DODGE }, VisualShaderNode::PORT_TYPE_VECTOR_3D));
  4290. add_options.push_back(AddOption("HardLight", "Color/Operators", "VisualShaderNodeColorOp", TTR("HardLight operator."), { VisualShaderNodeColorOp::OP_HARD_LIGHT }, VisualShaderNode::PORT_TYPE_VECTOR_3D));
  4291. add_options.push_back(AddOption("Lighten", "Color/Operators", "VisualShaderNodeColorOp", TTR("Lighten operator."), { VisualShaderNodeColorOp::OP_LIGHTEN }, VisualShaderNode::PORT_TYPE_VECTOR_3D));
  4292. add_options.push_back(AddOption("Overlay", "Color/Operators", "VisualShaderNodeColorOp", TTR("Overlay operator."), { VisualShaderNodeColorOp::OP_OVERLAY }, VisualShaderNode::PORT_TYPE_VECTOR_3D));
  4293. add_options.push_back(AddOption("Screen", "Color/Operators", "VisualShaderNodeColorOp", TTR("Screen operator."), { VisualShaderNodeColorOp::OP_SCREEN }, VisualShaderNode::PORT_TYPE_VECTOR_3D));
  4294. add_options.push_back(AddOption("SoftLight", "Color/Operators", "VisualShaderNodeColorOp", TTR("SoftLight operator."), { VisualShaderNodeColorOp::OP_SOFT_LIGHT }, VisualShaderNode::PORT_TYPE_VECTOR_3D));
  4295. add_options.push_back(AddOption("ColorConstant", "Color/Variables", "VisualShaderNodeColorConstant", TTR("Color constant."), {}, VisualShaderNode::PORT_TYPE_VECTOR_4D));
  4296. add_options.push_back(AddOption("ColorParameter", "Color/Variables", "VisualShaderNodeColorParameter", TTR("Color parameter."), {}, VisualShaderNode::PORT_TYPE_VECTOR_4D));
  4297. // COMMON
  4298. 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));
  4299. // CONDITIONAL
  4300. const String &compare_func_desc = TTR("Returns the boolean result of the %s comparison between two parameters.");
  4301. add_options.push_back(AddOption("Equal", "Conditional/Functions", "VisualShaderNodeCompare", vformat(compare_func_desc, TTR("Equal (==)")), { VisualShaderNodeCompare::FUNC_EQUAL }, VisualShaderNode::PORT_TYPE_BOOLEAN));
  4302. add_options.push_back(AddOption("GreaterThan", "Conditional/Functions", "VisualShaderNodeCompare", vformat(compare_func_desc, TTR("Greater Than (>)")), { VisualShaderNodeCompare::FUNC_GREATER_THAN }, VisualShaderNode::PORT_TYPE_BOOLEAN));
  4303. 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));
  4304. 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));
  4305. 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));
  4306. 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));
  4307. add_options.push_back(AddOption("LessThan", "Conditional/Functions", "VisualShaderNodeCompare", vformat(compare_func_desc, TTR("Less Than (<)")), { VisualShaderNodeCompare::FUNC_LESS_THAN }, VisualShaderNode::PORT_TYPE_BOOLEAN));
  4308. 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));
  4309. add_options.push_back(AddOption("NotEqual", "Conditional/Functions", "VisualShaderNodeCompare", vformat(compare_func_desc, TTR("Not Equal (!=)")), { VisualShaderNodeCompare::FUNC_NOT_EQUAL }, VisualShaderNode::PORT_TYPE_BOOLEAN));
  4310. 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));
  4311. 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));
  4312. 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));
  4313. 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));
  4314. 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));
  4315. 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));
  4316. add_options.push_back(AddOption("Compare", "Conditional/Common", "VisualShaderNodeCompare", TTR("Returns the boolean result of the comparison between two parameters."), {}, VisualShaderNode::PORT_TYPE_BOOLEAN));
  4317. 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));
  4318. add_options.push_back(AddOption("BooleanConstant", "Conditional/Variables", "VisualShaderNodeBooleanConstant", TTR("Boolean constant."), {}, VisualShaderNode::PORT_TYPE_BOOLEAN));
  4319. add_options.push_back(AddOption("BooleanParameter", "Conditional/Variables", "VisualShaderNodeBooleanParameter", TTR("Boolean parameter."), {}, VisualShaderNode::PORT_TYPE_BOOLEAN));
  4320. // INPUT
  4321. const String translation_gdsl = "\n\n" + TTR("Translated to '%s' in Godot Shading Language.");
  4322. const String input_param_shader_modes = TTR("'%s' input parameter for all shader modes.") + translation_gdsl;
  4323. // NODE3D-FOR-ALL
  4324. 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));
  4325. 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));
  4326. 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));
  4327. 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));
  4328. 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));
  4329. 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));
  4330. 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));
  4331. 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));
  4332. 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));
  4333. 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));
  4334. 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));
  4335. // CANVASITEM-FOR-ALL
  4336. 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));
  4337. 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));
  4338. 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));
  4339. 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));
  4340. // PARTICLES-FOR-ALL
  4341. 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));
  4342. 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));
  4343. 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));
  4344. 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));
  4345. 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));
  4346. 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));
  4347. 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));
  4348. 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));
  4349. 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));
  4350. 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));
  4351. 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));
  4352. 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));
  4353. /////////////////
  4354. add_options.push_back(AddOption("Input", "Input/Common", "VisualShaderNodeInput", TTR("Input parameter.")));
  4355. const String input_param_for_vertex_and_fragment_shader_modes = TTR("'%s' input parameter for vertex and fragment shader modes.") + translation_gdsl;
  4356. const String input_param_for_fragment_and_light_shader_modes = TTR("'%s' input parameter for fragment and light shader modes.") + translation_gdsl;
  4357. const String input_param_for_fragment_shader_mode = TTR("'%s' input parameter for fragment shader mode.") + translation_gdsl;
  4358. const String input_param_for_sky_shader_mode = TTR("'%s' input parameter for sky shader mode.") + translation_gdsl;
  4359. const String input_param_for_fog_shader_mode = TTR("'%s' input parameter for fog shader mode.") + translation_gdsl;
  4360. const String input_param_for_light_shader_mode = TTR("'%s' input parameter for light shader mode.") + translation_gdsl;
  4361. const String input_param_for_vertex_shader_mode = TTR("'%s' input parameter for vertex shader mode.") + translation_gdsl;
  4362. const String input_param_for_start_shader_mode = TTR("'%s' input parameter for start shader mode.") + translation_gdsl;
  4363. const String input_param_for_process_shader_mode = TTR("'%s' input parameter for process shader mode.") + translation_gdsl;
  4364. const String input_param_for_collide_shader_mode = TTR("'%s' input parameter for collide shader mode." + translation_gdsl);
  4365. const String input_param_for_start_and_process_shader_mode = TTR("'%s' input parameter for start and process shader modes.") + translation_gdsl;
  4366. const String input_param_for_process_and_collide_shader_mode = TTR("'%s' input parameter for process and collide shader modes.") + translation_gdsl;
  4367. const String input_param_for_vertex_and_fragment_shader_mode = TTR("'%s' input parameter for vertex and fragment shader modes.") + translation_gdsl;
  4368. // NODE3D INPUTS
  4369. 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));
  4370. 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));
  4371. 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));
  4372. 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));
  4373. 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));
  4374. 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));
  4375. 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));
  4376. 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));
  4377. 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));
  4378. 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));
  4379. 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));
  4380. 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));
  4381. 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));
  4382. 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));
  4383. 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));
  4384. 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));
  4385. 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));
  4386. 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));
  4387. 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));
  4388. 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));
  4389. 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));
  4390. 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));
  4391. 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));
  4392. 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));
  4393. 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));
  4394. 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));
  4395. 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));
  4396. 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));
  4397. 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));
  4398. 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));
  4399. 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));
  4400. 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));
  4401. 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));
  4402. 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));
  4403. 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));
  4404. 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));
  4405. 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));
  4406. 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));
  4407. 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));
  4408. 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));
  4409. 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));
  4410. 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));
  4411. 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));
  4412. 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));
  4413. 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));
  4414. // CANVASITEM INPUTS
  4415. 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));
  4416. 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));
  4417. 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));
  4418. 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));
  4419. 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));
  4420. 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));
  4421. 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));
  4422. 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));
  4423. 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));
  4424. 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));
  4425. 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));
  4426. 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));
  4427. 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));
  4428. 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));
  4429. 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));
  4430. 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));
  4431. 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));
  4432. 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));
  4433. 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));
  4434. 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));
  4435. 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));
  4436. 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));
  4437. 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));
  4438. 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));
  4439. 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));
  4440. 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));
  4441. 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));
  4442. 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));
  4443. 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));
  4444. 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));
  4445. 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));
  4446. 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));
  4447. 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));
  4448. 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));
  4449. // SKY INPUTS
  4450. 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));
  4451. 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));
  4452. 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));
  4453. 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));
  4454. 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));
  4455. 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));
  4456. 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));
  4457. 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));
  4458. 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));
  4459. 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));
  4460. 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));
  4461. 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));
  4462. 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));
  4463. 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));
  4464. 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));
  4465. 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));
  4466. 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));
  4467. 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));
  4468. 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));
  4469. 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));
  4470. 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));
  4471. 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));
  4472. 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));
  4473. 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));
  4474. 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));
  4475. 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));
  4476. 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));
  4477. 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));
  4478. // FOG INPUTS
  4479. 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));
  4480. 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));
  4481. 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));
  4482. 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));
  4483. 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));
  4484. 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));
  4485. // PARTICLES INPUTS
  4486. 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));
  4487. 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));
  4488. // PARTICLES
  4489. add_options.push_back(AddOption("EmitParticle", "Particles", "VisualShaderNodeParticleEmit", "", {}, -1, TYPE_FLAGS_PROCESS | TYPE_FLAGS_PROCESS_CUSTOM | TYPE_FLAGS_COLLIDE, Shader::MODE_PARTICLES));
  4490. add_options.push_back(AddOption("ParticleAccelerator", "Particles", "VisualShaderNodeParticleAccelerator", "", {}, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_PROCESS, Shader::MODE_PARTICLES));
  4491. add_options.push_back(AddOption("ParticleRandomness", "Particles", "VisualShaderNodeParticleRandomness", "", {}, VisualShaderNode::PORT_TYPE_SCALAR, TYPE_FLAGS_EMIT | TYPE_FLAGS_PROCESS | TYPE_FLAGS_COLLIDE, Shader::MODE_PARTICLES));
  4492. 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));
  4493. add_options.push_back(AddOption("BoxEmitter", "Particles/Emitters", "VisualShaderNodeParticleBoxEmitter", "", {}, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_EMIT, Shader::MODE_PARTICLES));
  4494. add_options.push_back(AddOption("MeshEmitter", "Particles/Emitters", "VisualShaderNodeParticleMeshEmitter", "", {}, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_EMIT, Shader::MODE_PARTICLES));
  4495. add_options.push_back(AddOption("RingEmitter", "Particles/Emitters", "VisualShaderNodeParticleRingEmitter", "", {}, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_EMIT, Shader::MODE_PARTICLES));
  4496. add_options.push_back(AddOption("SphereEmitter", "Particles/Emitters", "VisualShaderNodeParticleSphereEmitter", "", {}, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_EMIT, Shader::MODE_PARTICLES));
  4497. add_options.push_back(AddOption("ConeVelocity", "Particles/Velocity", "VisualShaderNodeParticleConeVelocity", "", {}, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_EMIT, Shader::MODE_PARTICLES));
  4498. // SCALAR
  4499. add_options.push_back(AddOption("FloatFunc", "Scalar/Common", "VisualShaderNodeFloatFunc", TTR("Float function."), {}, VisualShaderNode::PORT_TYPE_SCALAR));
  4500. add_options.push_back(AddOption("FloatOp", "Scalar/Common", "VisualShaderNodeFloatOp", TTR("Float operator."), {}, VisualShaderNode::PORT_TYPE_SCALAR));
  4501. add_options.push_back(AddOption("IntFunc", "Scalar/Common", "VisualShaderNodeIntFunc", TTR("Integer function."), {}, VisualShaderNode::PORT_TYPE_SCALAR_INT));
  4502. add_options.push_back(AddOption("IntOp", "Scalar/Common", "VisualShaderNodeIntOp", TTR("Integer operator."), {}, VisualShaderNode::PORT_TYPE_SCALAR_INT));
  4503. // CONSTANTS
  4504. for (int i = 0; i < MAX_FLOAT_CONST_DEFS; i++) {
  4505. 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));
  4506. }
  4507. // FUNCTIONS
  4508. add_options.push_back(AddOption("Abs", "Scalar/Functions", "VisualShaderNodeFloatFunc", TTR("Returns the absolute value of the parameter."), { VisualShaderNodeFloatFunc::FUNC_ABS }, VisualShaderNode::PORT_TYPE_SCALAR));
  4509. 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));
  4510. add_options.push_back(AddOption("ACos", "Scalar/Functions", "VisualShaderNodeFloatFunc", TTR("Returns the arc-cosine of the parameter."), { VisualShaderNodeFloatFunc::FUNC_ACOS }, VisualShaderNode::PORT_TYPE_SCALAR));
  4511. 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));
  4512. add_options.push_back(AddOption("ASin", "Scalar/Functions", "VisualShaderNodeFloatFunc", TTR("Returns the arc-sine of the parameter."), { VisualShaderNodeFloatFunc::FUNC_ASIN }, VisualShaderNode::PORT_TYPE_SCALAR));
  4513. 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));
  4514. add_options.push_back(AddOption("ATan", "Scalar/Functions", "VisualShaderNodeFloatFunc", TTR("Returns the arc-tangent of the parameter."), { VisualShaderNodeFloatFunc::FUNC_ATAN }, VisualShaderNode::PORT_TYPE_SCALAR));
  4515. add_options.push_back(AddOption("ATan2", "Scalar/Functions", "VisualShaderNodeFloatOp", TTR("Returns the arc-tangent of the parameters."), { VisualShaderNodeFloatOp::OP_ATAN2 }, VisualShaderNode::PORT_TYPE_SCALAR));
  4516. 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));
  4517. 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));
  4518. 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));
  4519. 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));
  4520. 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));
  4521. add_options.push_back(AddOption("Cos", "Scalar/Functions", "VisualShaderNodeFloatFunc", TTR("Returns the cosine of the parameter."), { VisualShaderNodeFloatFunc::FUNC_COS }, VisualShaderNode::PORT_TYPE_SCALAR));
  4522. add_options.push_back(AddOption("CosH", "Scalar/Functions", "VisualShaderNodeFloatFunc", TTR("Returns the hyperbolic cosine of the parameter."), { VisualShaderNodeFloatFunc::FUNC_COSH }, VisualShaderNode::PORT_TYPE_SCALAR));
  4523. add_options.push_back(AddOption("Degrees", "Scalar/Functions", "VisualShaderNodeFloatFunc", TTR("Converts a quantity in radians to degrees."), { VisualShaderNodeFloatFunc::FUNC_DEGREES }, VisualShaderNode::PORT_TYPE_SCALAR));
  4524. 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));
  4525. 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));
  4526. add_options.push_back(AddOption("Exp", "Scalar/Functions", "VisualShaderNodeFloatFunc", TTR("Base-e Exponential."), { VisualShaderNodeFloatFunc::FUNC_EXP }, VisualShaderNode::PORT_TYPE_SCALAR));
  4527. add_options.push_back(AddOption("Exp2", "Scalar/Functions", "VisualShaderNodeFloatFunc", TTR("Base-2 Exponential."), { VisualShaderNodeFloatFunc::FUNC_EXP2 }, VisualShaderNode::PORT_TYPE_SCALAR));
  4528. 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));
  4529. add_options.push_back(AddOption("Fract", "Scalar/Functions", "VisualShaderNodeFloatFunc", TTR("Computes the fractional part of the argument."), { VisualShaderNodeFloatFunc::FUNC_FRACT }, VisualShaderNode::PORT_TYPE_SCALAR));
  4530. 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));
  4531. add_options.push_back(AddOption("Log", "Scalar/Functions", "VisualShaderNodeFloatFunc", TTR("Natural logarithm."), { VisualShaderNodeFloatFunc::FUNC_LOG }, VisualShaderNode::PORT_TYPE_SCALAR));
  4532. add_options.push_back(AddOption("Log2", "Scalar/Functions", "VisualShaderNodeFloatFunc", TTR("Base-2 logarithm."), { VisualShaderNodeFloatFunc::FUNC_LOG2 }, VisualShaderNode::PORT_TYPE_SCALAR));
  4533. add_options.push_back(AddOption("Max", "Scalar/Functions", "VisualShaderNodeFloatOp", TTR("Returns the greater of two values."), { VisualShaderNodeFloatOp::OP_MAX }, VisualShaderNode::PORT_TYPE_SCALAR));
  4534. add_options.push_back(AddOption("Min", "Scalar/Functions", "VisualShaderNodeFloatOp", TTR("Returns the lesser of two values."), { VisualShaderNodeFloatOp::OP_MIN }, VisualShaderNode::PORT_TYPE_SCALAR));
  4535. add_options.push_back(AddOption("Mix", "Scalar/Functions", "VisualShaderNodeMix", TTR("Linear interpolation between two scalars."), { VisualShaderNodeMix::OP_TYPE_SCALAR }, VisualShaderNode::PORT_TYPE_SCALAR));
  4536. add_options.push_back(AddOption("MultiplyAdd", "Scalar/Functions", "VisualShaderNodeMultiplyAdd", TTR("Performs a fused multiply-add operation (a * b + c) on scalars."), { VisualShaderNodeMultiplyAdd::OP_TYPE_SCALAR }, VisualShaderNode::PORT_TYPE_SCALAR));
  4537. add_options.push_back(AddOption("Negate", "Scalar/Functions", "VisualShaderNodeFloatFunc", TTR("Returns the opposite value of the parameter."), { VisualShaderNodeFloatFunc::FUNC_NEGATE }, VisualShaderNode::PORT_TYPE_SCALAR));
  4538. add_options.push_back(AddOption("Negate", "Scalar/Functions", "VisualShaderNodeIntFunc", TTR("Returns the opposite value of the parameter."), { VisualShaderNodeIntFunc::FUNC_NEGATE }, VisualShaderNode::PORT_TYPE_SCALAR_INT));
  4539. add_options.push_back(AddOption("OneMinus", "Scalar/Functions", "VisualShaderNodeFloatFunc", TTR("1.0 - scalar"), { VisualShaderNodeFloatFunc::FUNC_ONEMINUS }, VisualShaderNode::PORT_TYPE_SCALAR));
  4540. 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));
  4541. add_options.push_back(AddOption("Radians", "Scalar/Functions", "VisualShaderNodeFloatFunc", TTR("Converts a quantity in degrees to radians."), { VisualShaderNodeFloatFunc::FUNC_RADIANS }, VisualShaderNode::PORT_TYPE_SCALAR));
  4542. add_options.push_back(AddOption("Reciprocal", "Scalar/Functions", "VisualShaderNodeFloatFunc", TTR("1.0 / scalar"), { VisualShaderNodeFloatFunc::FUNC_RECIPROCAL }, VisualShaderNode::PORT_TYPE_SCALAR));
  4543. add_options.push_back(AddOption("Round", "Scalar/Functions", "VisualShaderNodeFloatFunc", TTR("Finds the nearest integer to the parameter."), { VisualShaderNodeFloatFunc::FUNC_ROUND }, VisualShaderNode::PORT_TYPE_SCALAR));
  4544. 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));
  4545. 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));
  4546. add_options.push_back(AddOption("Sign", "Scalar/Functions", "VisualShaderNodeFloatFunc", TTR("Extracts the sign of the parameter."), { VisualShaderNodeFloatFunc::FUNC_SIGN }, VisualShaderNode::PORT_TYPE_SCALAR));
  4547. add_options.push_back(AddOption("Sign", "Scalar/Functions", "VisualShaderNodeIntFunc", TTR("Extracts the sign of the parameter."), { VisualShaderNodeIntFunc::FUNC_SIGN }, VisualShaderNode::PORT_TYPE_SCALAR_INT));
  4548. add_options.push_back(AddOption("Sin", "Scalar/Functions", "VisualShaderNodeFloatFunc", TTR("Returns the sine of the parameter."), { VisualShaderNodeFloatFunc::FUNC_SIN }, VisualShaderNode::PORT_TYPE_SCALAR));
  4549. add_options.push_back(AddOption("SinH", "Scalar/Functions", "VisualShaderNodeFloatFunc", TTR("Returns the hyperbolic sine of the parameter."), { VisualShaderNodeFloatFunc::FUNC_SINH }, VisualShaderNode::PORT_TYPE_SCALAR));
  4550. add_options.push_back(AddOption("Sqrt", "Scalar/Functions", "VisualShaderNodeFloatFunc", TTR("Returns the square root of the parameter."), { VisualShaderNodeFloatFunc::FUNC_SQRT }, VisualShaderNode::PORT_TYPE_SCALAR));
  4551. 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));
  4552. 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));
  4553. 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));
  4554. add_options.push_back(AddOption("Tan", "Scalar/Functions", "VisualShaderNodeFloatFunc", TTR("Returns the tangent of the parameter."), { VisualShaderNodeFloatFunc::FUNC_TAN }, VisualShaderNode::PORT_TYPE_SCALAR));
  4555. add_options.push_back(AddOption("TanH", "Scalar/Functions", "VisualShaderNodeFloatFunc", TTR("Returns the hyperbolic tangent of the parameter."), { VisualShaderNodeFloatFunc::FUNC_TANH }, VisualShaderNode::PORT_TYPE_SCALAR));
  4556. add_options.push_back(AddOption("Trunc", "Scalar/Functions", "VisualShaderNodeFloatFunc", TTR("Finds the truncated value of the parameter."), { VisualShaderNodeFloatFunc::FUNC_TRUNC }, VisualShaderNode::PORT_TYPE_SCALAR));
  4557. add_options.push_back(AddOption("Add", "Scalar/Operators", "VisualShaderNodeFloatOp", TTR("Sums two floating-point scalars."), { VisualShaderNodeFloatOp::OP_ADD }, VisualShaderNode::PORT_TYPE_SCALAR));
  4558. add_options.push_back(AddOption("Add", "Scalar/Operators", "VisualShaderNodeIntOp", TTR("Sums two integer scalars."), { VisualShaderNodeIntOp::OP_ADD }, VisualShaderNode::PORT_TYPE_SCALAR_INT));
  4559. 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));
  4560. 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));
  4561. 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));
  4562. 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));
  4563. 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));
  4564. add_options.push_back(AddOption("Divide", "Scalar/Operators", "VisualShaderNodeFloatOp", TTR("Divides two floating-point scalars."), { VisualShaderNodeFloatOp::OP_DIV }, VisualShaderNode::PORT_TYPE_SCALAR));
  4565. add_options.push_back(AddOption("Divide", "Scalar/Operators", "VisualShaderNodeIntOp", TTR("Divides two integer scalars."), { VisualShaderNodeIntOp::OP_DIV }, VisualShaderNode::PORT_TYPE_SCALAR_INT));
  4566. add_options.push_back(AddOption("Multiply", "Scalar/Operators", "VisualShaderNodeFloatOp", TTR("Multiplies two floating-point scalars."), { VisualShaderNodeFloatOp::OP_MUL }, VisualShaderNode::PORT_TYPE_SCALAR));
  4567. add_options.push_back(AddOption("Multiply", "Scalar/Operators", "VisualShaderNodeIntOp", TTR("Multiplies two integer scalars."), { VisualShaderNodeIntOp::OP_MUL }, VisualShaderNode::PORT_TYPE_SCALAR_INT));
  4568. 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));
  4569. 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));
  4570. add_options.push_back(AddOption("Subtract", "Scalar/Operators", "VisualShaderNodeFloatOp", TTR("Subtracts two floating-point scalars."), { VisualShaderNodeFloatOp::OP_SUB }, VisualShaderNode::PORT_TYPE_SCALAR));
  4571. add_options.push_back(AddOption("Subtract", "Scalar/Operators", "VisualShaderNodeIntOp", TTR("Subtracts two integer scalars."), { VisualShaderNodeIntOp::OP_SUB }, VisualShaderNode::PORT_TYPE_SCALAR_INT));
  4572. add_options.push_back(AddOption("FloatConstant", "Scalar/Variables", "VisualShaderNodeFloatConstant", TTR("Scalar floating-point constant."), {}, VisualShaderNode::PORT_TYPE_SCALAR));
  4573. add_options.push_back(AddOption("IntConstant", "Scalar/Variables", "VisualShaderNodeIntConstant", TTR("Scalar integer constant."), {}, VisualShaderNode::PORT_TYPE_SCALAR_INT));
  4574. add_options.push_back(AddOption("FloatParameter", "Scalar/Variables", "VisualShaderNodeFloatParameter", TTR("Scalar floating-point parameter."), {}, VisualShaderNode::PORT_TYPE_SCALAR));
  4575. add_options.push_back(AddOption("IntParameter", "Scalar/Variables", "VisualShaderNodeIntParameter", TTR("Scalar integer parameter."), {}, VisualShaderNode::PORT_TYPE_SCALAR_INT));
  4576. // SDF
  4577. {
  4578. 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));
  4579. 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));
  4580. 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));
  4581. 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));
  4582. 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));
  4583. }
  4584. // TEXTURES
  4585. add_options.push_back(AddOption("UVFunc", "Textures/Common", "VisualShaderNodeUVFunc", TTR("Function to be applied on texture coordinates."), {}, VisualShaderNode::PORT_TYPE_VECTOR_2D));
  4586. add_options.push_back(AddOption("UVPolarCoord", "Textures/Common", "VisualShaderNodeUVPolarCoord", TTR("Polar coordinates conversion applied on texture coordinates."), {}, VisualShaderNode::PORT_TYPE_VECTOR_2D));
  4587. cubemap_node_option_idx = add_options.size();
  4588. add_options.push_back(AddOption("CubeMap", "Textures/Functions", "VisualShaderNodeCubemap", TTR("Perform the cubic texture lookup."), {}, VisualShaderNode::PORT_TYPE_VECTOR_4D));
  4589. curve_node_option_idx = add_options.size();
  4590. add_options.push_back(AddOption("CurveTexture", "Textures/Functions", "VisualShaderNodeCurveTexture", TTR("Perform the curve texture lookup."), {}, VisualShaderNode::PORT_TYPE_SCALAR));
  4591. curve_xyz_node_option_idx = add_options.size();
  4592. add_options.push_back(AddOption("CurveXYZTexture", "Textures/Functions", "VisualShaderNodeCurveXYZTexture", TTR("Perform the three components curve texture lookup."), {}, VisualShaderNode::PORT_TYPE_VECTOR_3D));
  4593. 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));
  4594. texture2d_node_option_idx = add_options.size();
  4595. add_options.push_back(AddOption("Texture2D", "Textures/Functions", "VisualShaderNodeTexture", TTR("Perform the 2D texture lookup."), {}, VisualShaderNode::PORT_TYPE_VECTOR_4D));
  4596. texture2d_array_node_option_idx = add_options.size();
  4597. add_options.push_back(AddOption("Texture2DArray", "Textures/Functions", "VisualShaderNodeTexture2DArray", TTR("Perform the 2D-array texture lookup."), {}, VisualShaderNode::PORT_TYPE_VECTOR_4D));
  4598. texture3d_node_option_idx = add_options.size();
  4599. add_options.push_back(AddOption("Texture3D", "Textures/Functions", "VisualShaderNodeTexture3D", TTR("Perform the 3D texture lookup."), {}, VisualShaderNode::PORT_TYPE_VECTOR_4D));
  4600. add_options.push_back(AddOption("UVPanning", "Textures/Functions", "VisualShaderNodeUVFunc", TTR("Apply panning function on texture coordinates."), { VisualShaderNodeUVFunc::FUNC_PANNING }, VisualShaderNode::PORT_TYPE_VECTOR_2D));
  4601. add_options.push_back(AddOption("UVScaling", "Textures/Functions", "VisualShaderNodeUVFunc", TTR("Apply scaling function on texture coordinates."), { VisualShaderNodeUVFunc::FUNC_SCALING }, VisualShaderNode::PORT_TYPE_VECTOR_2D));
  4602. add_options.push_back(AddOption("CubeMapParameter", "Textures/Variables", "VisualShaderNodeCubemapParameter", TTR("Cubic texture parameter lookup."), {}, VisualShaderNode::PORT_TYPE_SAMPLER));
  4603. add_options.push_back(AddOption("Texture2DParameter", "Textures/Variables", "VisualShaderNodeTexture2DParameter", TTR("2D texture parameter lookup."), {}, VisualShaderNode::PORT_TYPE_SAMPLER));
  4604. 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));
  4605. add_options.push_back(AddOption("Texture2DArrayParameter", "Textures/Variables", "VisualShaderNodeTexture2DArrayParameter", TTR("2D array of textures parameter lookup."), {}, VisualShaderNode::PORT_TYPE_SAMPLER));
  4606. add_options.push_back(AddOption("Texture3DParameter", "Textures/Variables", "VisualShaderNodeTexture3DParameter", TTR("3D texture parameter lookup."), {}, VisualShaderNode::PORT_TYPE_SAMPLER));
  4607. // TRANSFORM
  4608. add_options.push_back(AddOption("TransformFunc", "Transform/Common", "VisualShaderNodeTransformFunc", TTR("Transform function."), {}, VisualShaderNode::PORT_TYPE_TRANSFORM));
  4609. add_options.push_back(AddOption("TransformOp", "Transform/Common", "VisualShaderNodeTransformOp", TTR("Transform operator."), {}, VisualShaderNode::PORT_TYPE_TRANSFORM));
  4610. 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));
  4611. add_options.push_back(AddOption("TransformCompose", "Transform/Composition", "VisualShaderNodeTransformCompose", TTR("Composes transform from four vectors."), {}, VisualShaderNode::PORT_TYPE_TRANSFORM));
  4612. add_options.push_back(AddOption("TransformDecompose", "Transform/Composition", "VisualShaderNodeTransformDecompose", TTR("Decomposes transform to four vectors.")));
  4613. add_options.push_back(AddOption("Determinant", "Transform/Functions", "VisualShaderNodeDeterminant", TTR("Calculates the determinant of a transform."), {}, VisualShaderNode::PORT_TYPE_SCALAR));
  4614. 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));
  4615. add_options.push_back(AddOption("Inverse", "Transform/Functions", "VisualShaderNodeTransformFunc", TTR("Calculates the inverse of a transform."), { VisualShaderNodeTransformFunc::FUNC_INVERSE }, VisualShaderNode::PORT_TYPE_TRANSFORM));
  4616. add_options.push_back(AddOption("Transpose", "Transform/Functions", "VisualShaderNodeTransformFunc", TTR("Calculates the transpose of a transform."), { VisualShaderNodeTransformFunc::FUNC_TRANSPOSE }, VisualShaderNode::PORT_TYPE_TRANSFORM));
  4617. add_options.push_back(AddOption("Add", "Transform/Operators", "VisualShaderNodeTransformOp", TTR("Sums two transforms."), { VisualShaderNodeTransformOp::OP_ADD }, VisualShaderNode::PORT_TYPE_TRANSFORM));
  4618. add_options.push_back(AddOption("Divide", "Transform/Operators", "VisualShaderNodeTransformOp", TTR("Divides two transforms."), { VisualShaderNodeTransformOp::OP_A_DIV_B }, VisualShaderNode::PORT_TYPE_TRANSFORM));
  4619. add_options.push_back(AddOption("Multiply", "Transform/Operators", "VisualShaderNodeTransformOp", TTR("Multiplies two transforms."), { VisualShaderNodeTransformOp::OP_AxB }, VisualShaderNode::PORT_TYPE_TRANSFORM));
  4620. 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));
  4621. add_options.push_back(AddOption("Subtract", "Transform/Operators", "VisualShaderNodeTransformOp", TTR("Subtracts two transforms."), { VisualShaderNodeTransformOp::OP_A_MINUS_B }, VisualShaderNode::PORT_TYPE_TRANSFORM));
  4622. add_options.push_back(AddOption("TransformVectorMult", "Transform/Operators", "VisualShaderNodeTransformVecMult", TTR("Multiplies vector by transform."), {}, VisualShaderNode::PORT_TYPE_VECTOR_3D));
  4623. add_options.push_back(AddOption("TransformConstant", "Transform/Variables", "VisualShaderNodeTransformConstant", TTR("Transform constant."), {}, VisualShaderNode::PORT_TYPE_TRANSFORM));
  4624. add_options.push_back(AddOption("TransformParameter", "Transform/Variables", "VisualShaderNodeTransformParameter", TTR("Transform parameter."), {}, VisualShaderNode::PORT_TYPE_TRANSFORM));
  4625. // UTILITY
  4626. 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));
  4627. 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));
  4628. add_options.push_back(AddOption("RandomRange", "Utility", "VisualShaderNodeRandomRange", TTR("Returns a random value between the minimum and maximum input values."), {}, VisualShaderNode::PORT_TYPE_SCALAR));
  4629. 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));
  4630. // VECTOR
  4631. add_options.push_back(AddOption("VectorFunc", "Vector/Common", "VisualShaderNodeVectorFunc", TTR("Vector function."), {}, VisualShaderNode::PORT_TYPE_VECTOR_3D));
  4632. add_options.push_back(AddOption("VectorOp", "Vector/Common", "VisualShaderNodeVectorOp", TTR("Vector operator."), {}, VisualShaderNode::PORT_TYPE_VECTOR_3D));
  4633. add_options.push_back(AddOption("VectorCompose", "Vector/Common", "VisualShaderNodeVectorCompose", TTR("Composes vector from scalars.")));
  4634. add_options.push_back(AddOption("VectorDecompose", "Vector/Common", "VisualShaderNodeVectorDecompose", TTR("Decomposes vector to scalars.")));
  4635. 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));
  4636. add_options.push_back(AddOption("Vector2Decompose", "Vector/Composition", "VisualShaderNodeVectorDecompose", TTR("Decomposes 2D vector to two scalars."), { VisualShaderNodeVectorDecompose::OP_TYPE_VECTOR_2D }));
  4637. 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));
  4638. add_options.push_back(AddOption("Vector3Decompose", "Vector/Composition", "VisualShaderNodeVectorDecompose", TTR("Decomposes 3D vector to three scalars."), { VisualShaderNodeVectorDecompose::OP_TYPE_VECTOR_3D }));
  4639. 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));
  4640. add_options.push_back(AddOption("Vector4Decompose", "Vector/Composition", "VisualShaderNodeVectorDecompose", TTR("Decomposes 4D vector to four scalars."), { VisualShaderNodeVectorDecompose::OP_TYPE_VECTOR_4D }));
  4641. 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));
  4642. 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));
  4643. 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));
  4644. 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));
  4645. 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));
  4646. 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));
  4647. 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));
  4648. 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));
  4649. 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));
  4650. 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));
  4651. 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));
  4652. 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));
  4653. 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));
  4654. 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));
  4655. 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));
  4656. 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));
  4657. 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));
  4658. 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));
  4659. 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));
  4660. 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));
  4661. 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));
  4662. 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));
  4663. 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));
  4664. 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));
  4665. 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));
  4666. 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));
  4667. 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));
  4668. 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));
  4669. 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));
  4670. 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));
  4671. 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));
  4672. 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));
  4673. 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));
  4674. 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));
  4675. 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));
  4676. 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));
  4677. 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));
  4678. 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));
  4679. 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));
  4680. 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));
  4681. 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));
  4682. 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));
  4683. 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));
  4684. 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));
  4685. 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));
  4686. 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));
  4687. 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));
  4688. 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));
  4689. 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));
  4690. add_options.push_back(AddOption("Dot", "Vector/Functions", "VisualShaderNodeDotProduct", TTR("Calculates the dot product of two vectors."), {}, VisualShaderNode::PORT_TYPE_SCALAR));
  4691. 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));
  4692. 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));
  4693. 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));
  4694. 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));
  4695. 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));
  4696. 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));
  4697. 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));
  4698. 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));
  4699. 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));
  4700. 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));
  4701. 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));
  4702. 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));
  4703. 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));
  4704. 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));
  4705. 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));
  4706. 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));
  4707. 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));
  4708. 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));
  4709. 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));
  4710. 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));
  4711. 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));
  4712. 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));
  4713. 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));
  4714. 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));
  4715. 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));
  4716. 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));
  4717. 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));
  4718. 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));
  4719. 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));
  4720. 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));
  4721. 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));
  4722. 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));
  4723. 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));
  4724. 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));
  4725. 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));
  4726. 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));
  4727. 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));
  4728. 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));
  4729. 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));
  4730. 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));
  4731. add_options.push_back(AddOption("MultiplyAdd", "Vector/Functions", "VisualShaderNodeMultiplyAdd", TTR("Performs a fused multiply-add operation (a * b + c) on vectors."), { VisualShaderNodeMultiplyAdd::OP_TYPE_VECTOR_2D }, VisualShaderNode::PORT_TYPE_VECTOR_2D));
  4732. add_options.push_back(AddOption("MultiplyAdd", "Vector/Functions", "VisualShaderNodeMultiplyAdd", TTR("Performs a fused multiply-add operation (a * b + c) on vectors."), { VisualShaderNodeMultiplyAdd::OP_TYPE_VECTOR_3D }, VisualShaderNode::PORT_TYPE_VECTOR_3D));
  4733. add_options.push_back(AddOption("MultiplyAdd", "Vector/Functions", "VisualShaderNodeMultiplyAdd", TTR("Performs a fused multiply-add operation (a * b + c) on vectors."), { VisualShaderNodeMultiplyAdd::OP_TYPE_VECTOR_4D }, VisualShaderNode::PORT_TYPE_VECTOR_4D));
  4734. add_options.push_back(AddOption("Negate", "Vector/Functions", "VisualShaderNodeVectorFunc", TTR("Returns the opposite value of the parameter."), { VisualShaderNodeVectorFunc::FUNC_NEGATE, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_2D }, VisualShaderNode::PORT_TYPE_VECTOR_2D));
  4735. add_options.push_back(AddOption("Negate", "Vector/Functions", "VisualShaderNodeVectorFunc", TTR("Returns the opposite value of the parameter."), { VisualShaderNodeVectorFunc::FUNC_NEGATE, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_3D }, VisualShaderNode::PORT_TYPE_VECTOR_3D));
  4736. add_options.push_back(AddOption("Negate", "Vector/Functions", "VisualShaderNodeVectorFunc", TTR("Returns the opposite value of the parameter."), { VisualShaderNodeVectorFunc::FUNC_NEGATE, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_4D }, VisualShaderNode::PORT_TYPE_VECTOR_4D));
  4737. 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));
  4738. 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));
  4739. 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));
  4740. add_options.push_back(AddOption("OneMinus", "Vector/Functions", "VisualShaderNodeVectorFunc", TTR("1.0 - vector"), { VisualShaderNodeVectorFunc::FUNC_ONEMINUS, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_2D }, VisualShaderNode::PORT_TYPE_VECTOR_2D));
  4741. add_options.push_back(AddOption("OneMinus", "Vector/Functions", "VisualShaderNodeVectorFunc", TTR("1.0 - vector"), { VisualShaderNodeVectorFunc::FUNC_ONEMINUS, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_3D }, VisualShaderNode::PORT_TYPE_VECTOR_3D));
  4742. add_options.push_back(AddOption("OneMinus", "Vector/Functions", "VisualShaderNodeVectorFunc", TTR("1.0 - vector"), { VisualShaderNodeVectorFunc::FUNC_ONEMINUS, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_4D }, VisualShaderNode::PORT_TYPE_VECTOR_4D));
  4743. 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));
  4744. 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));
  4745. 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));
  4746. 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));
  4747. 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));
  4748. 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));
  4749. 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));
  4750. 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));
  4751. 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));
  4752. 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));
  4753. 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));
  4754. 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));
  4755. 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));
  4756. 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));
  4757. 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));
  4758. 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));
  4759. 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));
  4760. 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));
  4761. 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));
  4762. 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));
  4763. 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));
  4764. 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));
  4765. 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));
  4766. 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));
  4767. 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));
  4768. 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));
  4769. 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));
  4770. 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));
  4771. 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));
  4772. 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));
  4773. 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));
  4774. 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));
  4775. 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));
  4776. 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));
  4777. 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));
  4778. 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));
  4779. 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));
  4780. 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));
  4781. 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));
  4782. 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));
  4783. 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));
  4784. 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));
  4785. 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));
  4786. 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));
  4787. 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));
  4788. 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));
  4789. 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));
  4790. 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));
  4791. 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));
  4792. 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));
  4793. 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));
  4794. 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));
  4795. 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));
  4796. 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));
  4797. 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));
  4798. 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));
  4799. 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));
  4800. 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));
  4801. 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));
  4802. 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));
  4803. 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));
  4804. 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));
  4805. 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));
  4806. 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));
  4807. 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));
  4808. 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));
  4809. 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));
  4810. 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));
  4811. 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));
  4812. 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));
  4813. 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));
  4814. 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));
  4815. 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));
  4816. 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));
  4817. add_options.push_back(AddOption("Vector2Constant", "Vector/Variables", "VisualShaderNodeVec2Constant", TTR("2D vector constant."), {}, VisualShaderNode::PORT_TYPE_VECTOR_2D));
  4818. add_options.push_back(AddOption("Vector2Parameter", "Vector/Variables", "VisualShaderNodeVec2Parameter", TTR("2D vector parameter."), {}, VisualShaderNode::PORT_TYPE_VECTOR_2D));
  4819. add_options.push_back(AddOption("Vector3Constant", "Vector/Variables", "VisualShaderNodeVec3Constant", TTR("3D vector constant."), {}, VisualShaderNode::PORT_TYPE_VECTOR_3D));
  4820. add_options.push_back(AddOption("Vector3Parameter", "Vector/Variables", "VisualShaderNodeVec3Parameter", TTR("3D vector parameter."), {}, VisualShaderNode::PORT_TYPE_VECTOR_3D));
  4821. add_options.push_back(AddOption("Vector4Constant", "Vector/Variables", "VisualShaderNodeVec4Constant", TTR("4D vector constant."), {}, VisualShaderNode::PORT_TYPE_VECTOR_4D));
  4822. add_options.push_back(AddOption("Vector4Parameter", "Vector/Variables", "VisualShaderNodeVec4Parameter", TTR("4D vector parameter."), {}, VisualShaderNode::PORT_TYPE_VECTOR_4D));
  4823. // SPECIAL
  4824. add_options.push_back(AddOption("Comment", "Special", "VisualShaderNodeComment", TTR("A rectangular area with a description string for better graph organization.")));
  4825. 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.")));
  4826. 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.")));
  4827. add_options.push_back(AddOption("ParameterRef", "Special", "VisualShaderNodeParameterRef", TTR("A reference to an existing parameter.")));
  4828. add_options.push_back(AddOption("VaryingGetter", "Special", "VisualShaderNodeVaryingGetter", TTR("Get varying parameter."), {}, -1, TYPE_FLAGS_FRAGMENT | TYPE_FLAGS_LIGHT, Shader::MODE_SPATIAL));
  4829. add_options.push_back(AddOption("VaryingSetter", "Special", "VisualShaderNodeVaryingSetter", TTR("Set varying parameter."), {}, -1, TYPE_FLAGS_VERTEX | TYPE_FLAGS_FRAGMENT, Shader::MODE_SPATIAL));
  4830. add_options.push_back(AddOption("VaryingGetter", "Special", "VisualShaderNodeVaryingGetter", TTR("Get varying parameter."), {}, -1, TYPE_FLAGS_FRAGMENT | TYPE_FLAGS_LIGHT, Shader::MODE_CANVAS_ITEM));
  4831. add_options.push_back(AddOption("VaryingSetter", "Special", "VisualShaderNodeVaryingSetter", TTR("Set varying parameter."), {}, -1, TYPE_FLAGS_VERTEX | TYPE_FLAGS_FRAGMENT, Shader::MODE_CANVAS_ITEM));
  4832. custom_node_option_idx = add_options.size();
  4833. /////////////////////////////////////////////////////////////////////
  4834. _update_options_menu();
  4835. undo_redo = EditorNode::get_undo_redo();
  4836. Ref<VisualShaderNodePluginDefault> default_plugin;
  4837. default_plugin.instantiate();
  4838. default_plugin->set_editor(this);
  4839. add_plugin(default_plugin);
  4840. graph_plugin.instantiate();
  4841. graph_plugin->set_editor(this);
  4842. property_editor_popup = memnew(PopupPanel);
  4843. property_editor_popup->set_min_size(Size2(180, 0) * EDSCALE);
  4844. add_child(property_editor_popup);
  4845. edited_property_holder.instantiate();
  4846. }
  4847. class VisualShaderNodePluginInputEditor : public OptionButton {
  4848. GDCLASS(VisualShaderNodePluginInputEditor, OptionButton);
  4849. VisualShaderEditor *editor = nullptr;
  4850. Ref<VisualShaderNodeInput> input;
  4851. public:
  4852. void _notification(int p_what) {
  4853. switch (p_what) {
  4854. case NOTIFICATION_READY: {
  4855. connect("item_selected", callable_mp(this, &VisualShaderNodePluginInputEditor::_item_selected));
  4856. } break;
  4857. }
  4858. }
  4859. void _item_selected(int p_item) {
  4860. editor->call_deferred(SNAME("_input_select_item"), input, get_item_text(p_item));
  4861. }
  4862. void setup(VisualShaderEditor *p_editor, const Ref<VisualShaderNodeInput> &p_input) {
  4863. editor = p_editor;
  4864. input = p_input;
  4865. Ref<Texture2D> type_icon[] = {
  4866. EditorNode::get_singleton()->get_gui_base()->get_theme_icon(SNAME("float"), SNAME("EditorIcons")),
  4867. EditorNode::get_singleton()->get_gui_base()->get_theme_icon(SNAME("int"), SNAME("EditorIcons")),
  4868. EditorNode::get_singleton()->get_gui_base()->get_theme_icon(SNAME("Vector2"), SNAME("EditorIcons")),
  4869. EditorNode::get_singleton()->get_gui_base()->get_theme_icon(SNAME("Vector3"), SNAME("EditorIcons")),
  4870. EditorNode::get_singleton()->get_gui_base()->get_theme_icon(SNAME("Vector4"), SNAME("EditorIcons")),
  4871. EditorNode::get_singleton()->get_gui_base()->get_theme_icon(SNAME("bool"), SNAME("EditorIcons")),
  4872. EditorNode::get_singleton()->get_gui_base()->get_theme_icon(SNAME("Transform3D"), SNAME("EditorIcons")),
  4873. EditorNode::get_singleton()->get_gui_base()->get_theme_icon(SNAME("ImageTexture"), SNAME("EditorIcons")),
  4874. };
  4875. add_item("[None]");
  4876. int to_select = -1;
  4877. for (int i = 0; i < input->get_input_index_count(); i++) {
  4878. if (input->get_input_name() == input->get_input_index_name(i)) {
  4879. to_select = i + 1;
  4880. }
  4881. add_icon_item(type_icon[input->get_input_index_type(i)], input->get_input_index_name(i));
  4882. }
  4883. if (to_select >= 0) {
  4884. select(to_select);
  4885. }
  4886. }
  4887. };
  4888. ////////////////
  4889. class VisualShaderNodePluginVaryingEditor : public OptionButton {
  4890. GDCLASS(VisualShaderNodePluginVaryingEditor, OptionButton);
  4891. VisualShaderEditor *editor = nullptr;
  4892. Ref<VisualShaderNodeVarying> varying;
  4893. public:
  4894. void _notification(int p_what) {
  4895. if (p_what == NOTIFICATION_READY) {
  4896. connect("item_selected", callable_mp(this, &VisualShaderNodePluginVaryingEditor::_item_selected));
  4897. }
  4898. }
  4899. void _item_selected(int p_item) {
  4900. editor->call_deferred(SNAME("_varying_select_item"), varying, get_item_text(p_item));
  4901. }
  4902. void setup(VisualShaderEditor *p_editor, const Ref<VisualShaderNodeVarying> &p_varying, VisualShader::Type p_type) {
  4903. editor = p_editor;
  4904. varying = p_varying;
  4905. Ref<Texture2D> type_icon[] = {
  4906. EditorNode::get_singleton()->get_gui_base()->get_theme_icon(SNAME("float"), SNAME("EditorIcons")),
  4907. EditorNode::get_singleton()->get_gui_base()->get_theme_icon(SNAME("int"), SNAME("EditorIcons")),
  4908. EditorNode::get_singleton()->get_gui_base()->get_theme_icon(SNAME("Vector2"), SNAME("EditorIcons")),
  4909. EditorNode::get_singleton()->get_gui_base()->get_theme_icon(SNAME("Vector3"), SNAME("EditorIcons")),
  4910. EditorNode::get_singleton()->get_gui_base()->get_theme_icon(SNAME("Vector4"), SNAME("EditorIcons")),
  4911. EditorNode::get_singleton()->get_gui_base()->get_theme_icon(SNAME("bool"), SNAME("EditorIcons")),
  4912. EditorNode::get_singleton()->get_gui_base()->get_theme_icon(SNAME("Transform3D"), SNAME("EditorIcons")),
  4913. };
  4914. bool is_getter = Ref<VisualShaderNodeVaryingGetter>(p_varying.ptr()).is_valid();
  4915. add_item("[None]");
  4916. int to_select = -1;
  4917. for (int i = 0, j = 0; i < varying->get_varyings_count(); i++) {
  4918. VisualShader::VaryingMode mode = varying->get_varying_mode_by_index(i);
  4919. if (is_getter) {
  4920. if (mode == VisualShader::VARYING_MODE_FRAG_TO_LIGHT) {
  4921. if (p_type != VisualShader::TYPE_LIGHT) {
  4922. j++;
  4923. continue;
  4924. }
  4925. } else {
  4926. if (p_type != VisualShader::TYPE_FRAGMENT && p_type != VisualShader::TYPE_LIGHT) {
  4927. j++;
  4928. continue;
  4929. }
  4930. }
  4931. } else {
  4932. if (mode == VisualShader::VARYING_MODE_FRAG_TO_LIGHT) {
  4933. if (p_type != VisualShader::TYPE_FRAGMENT) {
  4934. j++;
  4935. continue;
  4936. }
  4937. } else {
  4938. if (p_type != VisualShader::TYPE_VERTEX) {
  4939. j++;
  4940. continue;
  4941. }
  4942. }
  4943. }
  4944. if (varying->get_varying_name() == varying->get_varying_name_by_index(i)) {
  4945. to_select = i - j + 1;
  4946. }
  4947. add_icon_item(type_icon[varying->get_varying_type_by_index(i)], varying->get_varying_name_by_index(i));
  4948. }
  4949. if (to_select >= 0) {
  4950. select(to_select);
  4951. }
  4952. }
  4953. };
  4954. ////////////////
  4955. class VisualShaderNodePluginParameterRefEditor : public OptionButton {
  4956. GDCLASS(VisualShaderNodePluginParameterRefEditor, OptionButton);
  4957. VisualShaderEditor *editor = nullptr;
  4958. Ref<VisualShaderNodeParameterRef> parameter_ref;
  4959. public:
  4960. void _notification(int p_what) {
  4961. switch (p_what) {
  4962. case NOTIFICATION_READY: {
  4963. connect("item_selected", callable_mp(this, &VisualShaderNodePluginParameterRefEditor::_item_selected));
  4964. } break;
  4965. }
  4966. }
  4967. void _item_selected(int p_item) {
  4968. editor->call_deferred(SNAME("_parameter_ref_select_item"), parameter_ref, get_item_text(p_item));
  4969. }
  4970. void setup(VisualShaderEditor *p_editor, const Ref<VisualShaderNodeParameterRef> &p_parameter_ref) {
  4971. editor = p_editor;
  4972. parameter_ref = p_parameter_ref;
  4973. Ref<Texture2D> type_icon[] = {
  4974. EditorNode::get_singleton()->get_gui_base()->get_theme_icon(SNAME("float"), SNAME("EditorIcons")),
  4975. EditorNode::get_singleton()->get_gui_base()->get_theme_icon(SNAME("int"), SNAME("EditorIcons")),
  4976. EditorNode::get_singleton()->get_gui_base()->get_theme_icon(SNAME("bool"), SNAME("EditorIcons")),
  4977. EditorNode::get_singleton()->get_gui_base()->get_theme_icon(SNAME("Vector2"), SNAME("EditorIcons")),
  4978. EditorNode::get_singleton()->get_gui_base()->get_theme_icon(SNAME("Vector3"), SNAME("EditorIcons")),
  4979. EditorNode::get_singleton()->get_gui_base()->get_theme_icon(SNAME("Vector4"), SNAME("EditorIcons")),
  4980. EditorNode::get_singleton()->get_gui_base()->get_theme_icon(SNAME("Transform3D"), SNAME("EditorIcons")),
  4981. EditorNode::get_singleton()->get_gui_base()->get_theme_icon(SNAME("Color"), SNAME("EditorIcons")),
  4982. EditorNode::get_singleton()->get_gui_base()->get_theme_icon(SNAME("ImageTexture"), SNAME("EditorIcons")),
  4983. };
  4984. add_item("[None]");
  4985. int to_select = -1;
  4986. for (int i = 0; i < p_parameter_ref->get_parameters_count(); i++) {
  4987. if (p_parameter_ref->get_parameter_name() == p_parameter_ref->get_parameter_name_by_index(i)) {
  4988. to_select = i + 1;
  4989. }
  4990. add_icon_item(type_icon[p_parameter_ref->get_parameter_type_by_index(i)], p_parameter_ref->get_parameter_name_by_index(i));
  4991. }
  4992. if (to_select >= 0) {
  4993. select(to_select);
  4994. }
  4995. }
  4996. };
  4997. ////////////////
  4998. class VisualShaderNodePluginDefaultEditor : public VBoxContainer {
  4999. GDCLASS(VisualShaderNodePluginDefaultEditor, VBoxContainer);
  5000. VisualShaderEditor *editor = nullptr;
  5001. Ref<Resource> parent_resource;
  5002. int node_id = 0;
  5003. VisualShader::Type shader_type;
  5004. public:
  5005. void _property_changed(const String &p_property, const Variant &p_value, const String &p_field = "", bool p_changing = false) {
  5006. if (p_changing) {
  5007. return;
  5008. }
  5009. Ref<EditorUndoRedoManager> undo_redo = EditorNode::get_undo_redo();
  5010. updating = true;
  5011. undo_redo->create_action(TTR("Edit Visual Property:") + " " + p_property, UndoRedo::MERGE_ENDS);
  5012. undo_redo->add_do_property(node.ptr(), p_property, p_value);
  5013. undo_redo->add_undo_property(node.ptr(), p_property, node->get(p_property));
  5014. if (p_value.get_type() == Variant::OBJECT) {
  5015. Ref<Resource> prev_res = node->get(p_property);
  5016. Ref<Resource> curr_res = p_value;
  5017. if (curr_res.is_null()) {
  5018. undo_redo->add_do_method(this, "_open_inspector", (Ref<Resource>)parent_resource.ptr());
  5019. } else {
  5020. undo_redo->add_do_method(this, "_open_inspector", (Ref<Resource>)curr_res.ptr());
  5021. }
  5022. if (!prev_res.is_null()) {
  5023. undo_redo->add_undo_method(this, "_open_inspector", (Ref<Resource>)prev_res.ptr());
  5024. } else {
  5025. undo_redo->add_undo_method(this, "_open_inspector", (Ref<Resource>)parent_resource.ptr());
  5026. }
  5027. }
  5028. if (p_property != "constant") {
  5029. VisualShaderGraphPlugin *graph_plugin = editor->get_graph_plugin();
  5030. if (graph_plugin) {
  5031. undo_redo->add_do_method(graph_plugin, "update_node_deferred", shader_type, node_id);
  5032. undo_redo->add_undo_method(graph_plugin, "update_node_deferred", shader_type, node_id);
  5033. }
  5034. }
  5035. undo_redo->commit_action();
  5036. updating = false;
  5037. }
  5038. void _node_changed() {
  5039. if (updating) {
  5040. return;
  5041. }
  5042. for (int i = 0; i < properties.size(); i++) {
  5043. properties[i]->update_property();
  5044. }
  5045. }
  5046. void _resource_selected(const String &p_path, Ref<Resource> p_resource) {
  5047. _open_inspector(p_resource);
  5048. }
  5049. void _open_inspector(Ref<Resource> p_resource) {
  5050. InspectorDock::get_inspector_singleton()->edit(p_resource.ptr());
  5051. }
  5052. bool updating = false;
  5053. Ref<VisualShaderNode> node;
  5054. Vector<EditorProperty *> properties;
  5055. Vector<Label *> prop_names;
  5056. void _show_prop_names(bool p_show) {
  5057. for (int i = 0; i < prop_names.size(); i++) {
  5058. prop_names[i]->set_visible(p_show);
  5059. }
  5060. }
  5061. 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) {
  5062. editor = p_editor;
  5063. parent_resource = p_parent_resource;
  5064. updating = false;
  5065. node = p_node;
  5066. properties = p_properties;
  5067. node_id = (int)p_node->get_meta("id");
  5068. shader_type = VisualShader::Type((int)p_node->get_meta("shader_type"));
  5069. for (int i = 0; i < p_properties.size(); i++) {
  5070. HBoxContainer *hbox = memnew(HBoxContainer);
  5071. hbox->set_h_size_flags(SIZE_EXPAND_FILL);
  5072. add_child(hbox);
  5073. Label *prop_name = memnew(Label);
  5074. String prop_name_str = p_names[i];
  5075. if (p_overrided_names.has(p_names[i])) {
  5076. prop_name_str = p_overrided_names[p_names[i]] + ":";
  5077. } else {
  5078. prop_name_str = prop_name_str.capitalize() + ":";
  5079. }
  5080. prop_name->set_text(prop_name_str);
  5081. prop_name->set_visible(false);
  5082. hbox->add_child(prop_name);
  5083. prop_names.push_back(prop_name);
  5084. p_properties[i]->set_h_size_flags(SIZE_EXPAND_FILL);
  5085. hbox->add_child(p_properties[i]);
  5086. bool res_prop = Object::cast_to<EditorPropertyResource>(p_properties[i]);
  5087. if (res_prop) {
  5088. p_properties[i]->connect("resource_selected", callable_mp(this, &VisualShaderNodePluginDefaultEditor::_resource_selected));
  5089. }
  5090. properties[i]->connect("property_changed", callable_mp(this, &VisualShaderNodePluginDefaultEditor::_property_changed));
  5091. properties[i]->set_object_and_property(node.ptr(), p_names[i]);
  5092. properties[i]->update_property();
  5093. properties[i]->set_name_split_ratio(0);
  5094. }
  5095. node->connect("changed", callable_mp(this, &VisualShaderNodePluginDefaultEditor::_node_changed));
  5096. }
  5097. static void _bind_methods() {
  5098. ClassDB::bind_method("_open_inspector", &VisualShaderNodePluginDefaultEditor::_open_inspector); // Used by UndoRedo.
  5099. ClassDB::bind_method("_show_prop_names", &VisualShaderNodePluginDefaultEditor::_show_prop_names); // Used with call_deferred.
  5100. }
  5101. };
  5102. Control *VisualShaderNodePluginDefault::create_editor(const Ref<Resource> &p_parent_resource, const Ref<VisualShaderNode> &p_node) {
  5103. Ref<VisualShader> p_shader = Ref<VisualShader>(p_parent_resource.ptr());
  5104. if (p_shader.is_valid() && (p_node->is_class("VisualShaderNodeVaryingGetter") || p_node->is_class("VisualShaderNodeVaryingSetter"))) {
  5105. VisualShaderNodePluginVaryingEditor *editor = memnew(VisualShaderNodePluginVaryingEditor);
  5106. editor->setup(vseditor, p_node, p_shader->get_shader_type());
  5107. return editor;
  5108. }
  5109. if (p_node->is_class("VisualShaderNodeParameterRef")) {
  5110. VisualShaderNodePluginParameterRefEditor *editor = memnew(VisualShaderNodePluginParameterRefEditor);
  5111. editor->setup(vseditor, p_node);
  5112. return editor;
  5113. }
  5114. if (p_node->is_class("VisualShaderNodeInput")) {
  5115. VisualShaderNodePluginInputEditor *editor = memnew(VisualShaderNodePluginInputEditor);
  5116. editor->setup(vseditor, p_node);
  5117. return editor;
  5118. }
  5119. Vector<StringName> properties = p_node->get_editable_properties();
  5120. if (properties.size() == 0) {
  5121. return nullptr;
  5122. }
  5123. List<PropertyInfo> props;
  5124. p_node->get_property_list(&props);
  5125. Vector<PropertyInfo> pinfo;
  5126. for (const PropertyInfo &E : props) {
  5127. for (int i = 0; i < properties.size(); i++) {
  5128. if (E.name == String(properties[i])) {
  5129. pinfo.push_back(E);
  5130. }
  5131. }
  5132. }
  5133. if (pinfo.size() == 0) {
  5134. return nullptr;
  5135. }
  5136. properties.clear();
  5137. Ref<VisualShaderNode> node = p_node;
  5138. Vector<EditorProperty *> editors;
  5139. for (int i = 0; i < pinfo.size(); i++) {
  5140. EditorProperty *prop = EditorInspector::instantiate_property_editor(node.ptr(), pinfo[i].type, pinfo[i].name, pinfo[i].hint, pinfo[i].hint_string, pinfo[i].usage);
  5141. if (!prop) {
  5142. return nullptr;
  5143. }
  5144. if (Object::cast_to<EditorPropertyResource>(prop)) {
  5145. Object::cast_to<EditorPropertyResource>(prop)->set_use_sub_inspector(false);
  5146. prop->set_custom_minimum_size(Size2(100 * EDSCALE, 0));
  5147. } else if (Object::cast_to<EditorPropertyTransform3D>(prop) || Object::cast_to<EditorPropertyVector3>(prop)) {
  5148. prop->set_custom_minimum_size(Size2(250 * EDSCALE, 0));
  5149. } else if (Object::cast_to<EditorPropertyQuaternion>(prop)) {
  5150. prop->set_custom_minimum_size(Size2(320 * EDSCALE, 0));
  5151. } else if (Object::cast_to<EditorPropertyFloat>(prop)) {
  5152. prop->set_custom_minimum_size(Size2(100 * EDSCALE, 0));
  5153. } else if (Object::cast_to<EditorPropertyEnum>(prop)) {
  5154. prop->set_custom_minimum_size(Size2(100 * EDSCALE, 0));
  5155. Object::cast_to<EditorPropertyEnum>(prop)->set_option_button_clip(false);
  5156. }
  5157. editors.push_back(prop);
  5158. properties.push_back(pinfo[i].name);
  5159. }
  5160. VisualShaderNodePluginDefaultEditor *editor = memnew(VisualShaderNodePluginDefaultEditor);
  5161. editor->setup(vseditor, p_parent_resource, editors, properties, p_node->get_editable_properties_names(), p_node);
  5162. return editor;
  5163. }
  5164. void EditorPropertyVisualShaderMode::_option_selected(int p_which) {
  5165. Ref<VisualShader> visual_shader(Object::cast_to<VisualShader>(get_edited_object()));
  5166. if (visual_shader->get_mode() == p_which) {
  5167. return;
  5168. }
  5169. ShaderEditorPlugin *shader_editor = Object::cast_to<ShaderEditorPlugin>(EditorNode::get_singleton()->get_editor_data().get_editor("Shader"));
  5170. if (!shader_editor) {
  5171. return;
  5172. }
  5173. VisualShaderEditor *editor = shader_editor->get_visual_shader_editor(visual_shader);
  5174. if (!editor) {
  5175. return;
  5176. }
  5177. Ref<EditorUndoRedoManager> undo_redo = EditorNode::get_undo_redo();
  5178. undo_redo->create_action(TTR("Visual Shader Mode Changed"));
  5179. //do is easy
  5180. undo_redo->add_do_method(visual_shader.ptr(), "set_mode", p_which);
  5181. undo_redo->add_undo_method(visual_shader.ptr(), "set_mode", visual_shader->get_mode());
  5182. undo_redo->add_do_method(editor, "_set_mode", p_which);
  5183. undo_redo->add_undo_method(editor, "_set_mode", visual_shader->get_mode());
  5184. //now undo is hell
  5185. //1. restore connections to output
  5186. for (int i = 0; i < VisualShader::TYPE_MAX; i++) {
  5187. VisualShader::Type type = VisualShader::Type(i);
  5188. List<VisualShader::Connection> conns;
  5189. visual_shader->get_node_connections(type, &conns);
  5190. for (const VisualShader::Connection &E : conns) {
  5191. if (E.to_node == VisualShader::NODE_ID_OUTPUT) {
  5192. undo_redo->add_undo_method(visual_shader.ptr(), "connect_nodes", type, E.from_node, E.from_port, E.to_node, E.to_port);
  5193. }
  5194. }
  5195. }
  5196. //2. restore input indices
  5197. for (int i = 0; i < VisualShader::TYPE_MAX; i++) {
  5198. VisualShader::Type type = VisualShader::Type(i);
  5199. Vector<int> nodes = visual_shader->get_node_list(type);
  5200. for (int j = 0; j < nodes.size(); j++) {
  5201. Ref<VisualShaderNodeInput> input = visual_shader->get_node(type, nodes[j]);
  5202. if (!input.is_valid()) {
  5203. continue;
  5204. }
  5205. undo_redo->add_undo_method(input.ptr(), "set_input_name", input->get_input_name());
  5206. }
  5207. }
  5208. //3. restore enums and flags
  5209. List<PropertyInfo> props;
  5210. visual_shader->get_property_list(&props);
  5211. for (const PropertyInfo &E : props) {
  5212. if (E.name.begins_with("flags/") || E.name.begins_with("modes/")) {
  5213. undo_redo->add_undo_property(visual_shader.ptr(), E.name, visual_shader->get(E.name));
  5214. }
  5215. }
  5216. //4. delete varyings (if needed)
  5217. if (p_which == VisualShader::MODE_PARTICLES || p_which == VisualShader::MODE_SKY || p_which == VisualShader::MODE_FOG) {
  5218. int var_count = visual_shader->get_varyings_count();
  5219. if (var_count > 0) {
  5220. for (int i = 0; i < var_count; i++) {
  5221. const VisualShader::Varying *var = visual_shader->get_varying_by_index(i);
  5222. undo_redo->add_do_method(visual_shader.ptr(), "remove_varying", var->name);
  5223. undo_redo->add_undo_method(visual_shader.ptr(), "add_varying", var->name, var->mode, var->type);
  5224. }
  5225. undo_redo->add_do_method(editor, "_update_varyings");
  5226. undo_redo->add_undo_method(editor, "_update_varyings");
  5227. }
  5228. }
  5229. undo_redo->add_do_method(editor, "_update_nodes");
  5230. undo_redo->add_undo_method(editor, "_update_nodes");
  5231. undo_redo->add_do_method(editor, "_update_graph");
  5232. undo_redo->add_undo_method(editor, "_update_graph");
  5233. undo_redo->commit_action();
  5234. }
  5235. void EditorPropertyVisualShaderMode::update_property() {
  5236. int which = get_edited_object()->get(get_edited_property());
  5237. options->select(which);
  5238. }
  5239. void EditorPropertyVisualShaderMode::setup(const Vector<String> &p_options) {
  5240. for (int i = 0; i < p_options.size(); i++) {
  5241. options->add_item(p_options[i], i);
  5242. }
  5243. }
  5244. void EditorPropertyVisualShaderMode::set_option_button_clip(bool p_enable) {
  5245. options->set_clip_text(p_enable);
  5246. }
  5247. void EditorPropertyVisualShaderMode::_bind_methods() {
  5248. }
  5249. EditorPropertyVisualShaderMode::EditorPropertyVisualShaderMode() {
  5250. options = memnew(OptionButton);
  5251. options->set_clip_text(true);
  5252. add_child(options);
  5253. add_focusable(options);
  5254. options->connect("item_selected", callable_mp(this, &EditorPropertyVisualShaderMode::_option_selected));
  5255. }
  5256. bool EditorInspectorVisualShaderModePlugin::can_handle(Object *p_object) {
  5257. return true; // Can handle everything.
  5258. }
  5259. 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) {
  5260. if (p_path == "mode" && p_object->is_class("VisualShader") && p_type == Variant::INT) {
  5261. EditorPropertyVisualShaderMode *mode_editor = memnew(EditorPropertyVisualShaderMode);
  5262. Vector<String> options = p_hint_text.split(",");
  5263. mode_editor->setup(options);
  5264. add_property_editor(p_path, mode_editor);
  5265. return true;
  5266. }
  5267. return false;
  5268. }
  5269. //////////////////////////////////
  5270. void VisualShaderNodePortPreview::_shader_changed() {
  5271. if (shader.is_null()) {
  5272. return;
  5273. }
  5274. Vector<VisualShader::DefaultTextureParam> default_textures;
  5275. String shader_code = shader->generate_preview_shader(type, node, port, default_textures);
  5276. Ref<Shader> preview_shader;
  5277. preview_shader.instantiate();
  5278. preview_shader->set_code(shader_code);
  5279. for (int i = 0; i < default_textures.size(); i++) {
  5280. for (int j = 0; j < default_textures[i].params.size(); j++) {
  5281. preview_shader->set_default_texture_parameter(default_textures[i].name, default_textures[i].params[j], j);
  5282. }
  5283. }
  5284. Ref<ShaderMaterial> mat;
  5285. mat.instantiate();
  5286. mat->set_shader(preview_shader);
  5287. //find if a material is also being edited and copy parameters to this one
  5288. for (int i = EditorNode::get_singleton()->get_editor_selection_history()->get_path_size() - 1; i >= 0; i--) {
  5289. Object *object = ObjectDB::get_instance(EditorNode::get_singleton()->get_editor_selection_history()->get_path_object(i));
  5290. ShaderMaterial *src_mat;
  5291. if (!object) {
  5292. continue;
  5293. }
  5294. if (object->has_method("get_material_override")) { // trying getting material from MeshInstance
  5295. src_mat = Object::cast_to<ShaderMaterial>(object->call("get_material_override"));
  5296. } else if (object->has_method("get_material")) { // from CanvasItem/Node2D
  5297. src_mat = Object::cast_to<ShaderMaterial>(object->call("get_material"));
  5298. } else {
  5299. src_mat = Object::cast_to<ShaderMaterial>(object);
  5300. }
  5301. if (src_mat && src_mat->get_shader().is_valid()) {
  5302. List<PropertyInfo> params;
  5303. src_mat->get_shader()->get_shader_uniform_list(&params);
  5304. for (const PropertyInfo &E : params) {
  5305. mat->set(E.name, src_mat->get(E.name));
  5306. }
  5307. }
  5308. }
  5309. set_material(mat);
  5310. }
  5311. void VisualShaderNodePortPreview::setup(const Ref<VisualShader> &p_shader, VisualShader::Type p_type, int p_node, int p_port) {
  5312. shader = p_shader;
  5313. shader->connect("changed", callable_mp(this, &VisualShaderNodePortPreview::_shader_changed));
  5314. type = p_type;
  5315. port = p_port;
  5316. node = p_node;
  5317. queue_redraw();
  5318. _shader_changed();
  5319. }
  5320. Size2 VisualShaderNodePortPreview::get_minimum_size() const {
  5321. int port_preview_size = EDITOR_GET("editors/visual_editors/visual_shader/port_preview_size");
  5322. return Size2(port_preview_size, port_preview_size) * EDSCALE;
  5323. }
  5324. void VisualShaderNodePortPreview::_notification(int p_what) {
  5325. switch (p_what) {
  5326. case NOTIFICATION_DRAW: {
  5327. Vector<Vector2> points = {
  5328. Vector2(),
  5329. Vector2(get_size().width, 0),
  5330. get_size(),
  5331. Vector2(0, get_size().height)
  5332. };
  5333. Vector<Vector2> uvs = {
  5334. Vector2(0, 0),
  5335. Vector2(1, 0),
  5336. Vector2(1, 1),
  5337. Vector2(0, 1)
  5338. };
  5339. Vector<Color> colors = {
  5340. Color(1, 1, 1, 1),
  5341. Color(1, 1, 1, 1),
  5342. Color(1, 1, 1, 1),
  5343. Color(1, 1, 1, 1)
  5344. };
  5345. draw_primitive(points, colors, uvs);
  5346. } break;
  5347. }
  5348. }
  5349. void VisualShaderNodePortPreview::_bind_methods() {
  5350. }
  5351. //////////////////////////////////
  5352. String VisualShaderConversionPlugin::converts_to() const {
  5353. return "Shader";
  5354. }
  5355. bool VisualShaderConversionPlugin::handles(const Ref<Resource> &p_resource) const {
  5356. Ref<VisualShader> vshader = p_resource;
  5357. return vshader.is_valid();
  5358. }
  5359. Ref<Resource> VisualShaderConversionPlugin::convert(const Ref<Resource> &p_resource) const {
  5360. Ref<VisualShader> vshader = p_resource;
  5361. ERR_FAIL_COND_V(!vshader.is_valid(), Ref<Resource>());
  5362. Ref<Shader> shader;
  5363. shader.instantiate();
  5364. String code = vshader->get_code();
  5365. shader->set_code(code);
  5366. return shader;
  5367. }